Need for Speed

Need for Speed

13.10.2013 06:24:33
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:

 
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