The Need For Speed FAQ. T.O.C THE NEED FOR SPEED FAQ. 1 T.O.C 1 1. VERSION HISTORY. 1 2. THE NEED FOR SPEED, WHAT IS IT??? 2 3. THIS FAQ IS WRITTEN BY... 2 4. MODES. 2 5. THE CARS, HOW TO DRIVE THEM. 3 THE RX/7 3 THE HONDA (ACURA) NSX 3 THE TOYOTA SUPRA 4 THE PORSCHE 911 4 CORVETTE ZR-1 5 DODGE VIPER RT/10 5 THE FERARRI 512 TR 6 THE LAMBORGHINI DIABLO VT 6 THE WARRIOR 7 6. THE CARS, HOW TO RACE AGAINST THEM 7 7. THE OTHER CARS, HOW TO AVOID THEM 7 8. COPS, HOW TO AVOID. 7 9. WHERE CAN I GET TNFS??? 7 10. WHAT TRACKS TO RACE. 7 CITY. 8 COSTAL. 8 ALPINE. 8 RUSTY SPRINGS. 8 AUTUMN VALLEY. 8 VERTIGO RIDGE. 8 LOST VEGAS. 8 11. HOW TO RACE EACH TRACK. 8 CITY. 8 COASTAL. 8 ALPINE. 9 RUSTY SPRINGS. 9 AUTUMN VALLEY. 9 VERTIGO RIDGE. 9 LOST VEGAS. 9 12. MIN SYSTEM REQ. 10 13. CAN I PLAY IT OVER A MODEM??? 10 14.CHEATS! 10 15. RESOURCES ON THE NET 10 16. ENDING. 11 17. KUDOS AND ACKNOWLEDGEMENTS 11 18. IMPORTANT LEGAL STUFF 11 1. VERSION HISTORY. Version 1.0: First version! Handed out for the first time via mIRC DCC SEND on the 14th of March 1996. Version 1.1: A few more hints and tips and a few more questions. 20/3/96 Version 1.2: Updated the 28/3/96 Version 1.3 Beta version for 1.4 released only to one person 10/4/96 Version 1.4 Added a lot of new things about tournaments, new courses and so on. This is version 1.4 Released to public via large net run in 12/4/96 2. The Need For Speed, what is it??? The Need For Speed (Now called TNFS) is a car racing game. What sets it apart it the fact that it uses real handling modules, and input from Road & Track. It has 8 exotic cars, and you can race them in Head to Head mode, Single Race, Tournament, or Time Trial. See section 4. for more detail. Basically, think of cars. Exotic sportscars in fact. Then add them to an attractive SGI rendered backgrounds, throw in some wicked videos, put some of the best music on it and you have a brilliant game. Then give it some marketing advantage by using EA Canada to sell it, and you have probably the best game around. EA are well known for their sport sims, and this is probably one of them. Hopefully there will be a NFS 96... 3. This FAQ is written by... Richard Chopping. You can contact him on rchop@ozemail.com.au It is best viewed in Microsoft Word 6.0 (what it was made on) or as a txt file. (errrrghhhh). This TOC only works on Word (properly). It can also be found it RTF format, or on my webpage (http://www.ozemail.com.au/~rchop). I will also do a Works version 2.X, 3.X soon as well as Word 1.X, 2.X, 6.X and Word 95 (When I get it) 4. Modes. The racing modes are outlined below. Time Trial. Hmm you just race the clock. Hardness rating 1/10 Head to Head. This mode allows you to race another computer car, OR a human buddy. There other cars on the road as well as police. Hardness rating 8/10 Single race. Race all the other cars and no cars or cops. Hardness rating 8/10 Tournament. The hardest of them all. You race cars from a similar speed on special tracks. The table below will explain. Car Class (A,B,C) Road course Track course. Mazda RX/7 C City Rusty Springs. Honda (Acura) C City Rusty Springs NSX Toyota Supra C City Rusty Springs Porche 911 B Coastal Autumn Valley Corvette ZR-1 B Coastal Autumn Valley Dodge Viper B Coastal Autumn Valley RT/10 Ferrari 512TR A Alpine Vertigo Ridge Lamborghini A Alpine Vertigo Ridge As you can see, cars of similar performance are pitted against each other on tracks that best suit them. You are racing 8 cars, so you are racing cars the same as you! Hardness rating 11/10 If you win tournament you get a track, called LOST VEGAS. It is a night time track, not a road, and it is very fast. I.E. today I got the fastest speed there as 211.1 MP/H in the Lambo. That was done down a hill BTW. Also you get a wicked little car called the WARRIOR and also a few other cheats. They are outlined in the cheats section. 5. The cars, how to drive them. As a foreword, the times are relavent to how the car goes in a straight line. The quater mile times mean that it takes a car X amount of time, and when they get to the quater, they are doing Y ammount of time. The 0-60 is what is normally measred, and it show how good the car is upon take off. 0-100 shows what the car can do from a start where it is virtually straight (Coastal 1, City 1 and 3, Alpine 1, ALL TRACKS) start. The breaking shows what it can do from a certain speede, but I did the testing myself, and it actually is already slowing down when it hits 80 then 60 because that is more how you would be driving it. They are all tested on Rusty Springs time trial. BTW Some cars have the power full on, other not so much. This is because you want to get the least wheelspin but be right up on the power. (A car has a POWER BAND. That is, there is not the same power at idling as there is say at 4,000. Where you get the best takeoff is probably where the band is the somthest... And when you have a car that canes on 0 to 60, but then loses out means that it has gears that are too tall for it and it cannot pull them over as fast.) In shift speeds I am talking about up, down speeds are 3- 5 MP/H lower than the shift speed. So say 2 to 3 is at 101 MP/H then 3 to 2 is at anywhere from 98 to 96 MP/H, depending on how hard you are going. The RX/7 The RX/7 hasn't got much mumbo (compared to the other cars) so try to keep it right near the redline, otherwise you'll lose pace. However, it's nimble handling makes up for this on twisty circuits, so keep that in mind. It is probably in because it is a ROTARY car. The best way to get power out of this is to have the revs right up. Acceleration: In seconds and MP/H 0 to 60 MP/H:5.5 0 to 100 MP/H:14.7 Quater Mile: 14.4 @ 98 Braking: In Feet 80 to 0:217 60 to 0:122 Shift speeds: