Gran Turismo 3

Gran Turismo 3

15.10.2013 01:08:33
~B
GRAN TURISMO 3: GETTING STARTED GUIDE

by

Jamie Stafford/Wolf Feather
feather7@ix.netcom.com



FINAL VERSION

Initial version completed: May 9, 2002
FINAL VERSION completed: August 16, 2002

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CONTENTS
Spacing and Length
Permissions
Introduction
Arcade Mode Overview
Simulation Mode Overview
Initial Car Selection
Going Racing: The First Car
Going Racing: The Second Car
Going Racing: Major Money, Fast Cars
Tuning Basics
Q&A
Other Guides of Interest
Thanks
Wrap-up
Contact

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SPACING AND LENGTH
For optimum readability, this driving guide should be
viewed/printed using a monowidth font, such as Courier.
Check for appropriate font setting by making sure the numbers
and letters below line up:

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

This guide is over 30 pages in length using Courier 12 font
in the Macintosh version of Microsoft Word 98. Thus,
printing this guide may not be a very good idea.

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PERMISSIONS
This driving guide may only be posted on: FeatherGuides,
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Domain, gamesover.com, Absolute-PlayStation.com, RedCoupe,
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RobsGaming.com, ps2fantasy.com, gamespot.com, and
vgstrategies.com. Please contact me for permission to post
elsewhere on the Internet.

Permission is granted to download and print one copy for
personal use.

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INTRODUCTION
Certainly, many must be wondering just WHY someone would
create a guide to help people get started with a game. After
all, isn't this what game guides in general are supposed to
do!?!?!

Actually, there are A LOT of people new to the Gran Turismo
series and wondering just where to start in this massive game
- especially now that Gran Turismo 3 is a Greatest Hits title
in North America and a Platinum title in Europe. I routinely
read and post on the Gran Turismo 3 message board on GameFAQs
(http://www.GameFAQs.com/), and there are A LOT of repeated
questions by newcomers to the series. This guide will
hopefully provide the help newcomers desire.

Please note that this guide is based upon the North American
version of Gran Turismo 3. Therefore, those in other areas
of the world may have differing price values and car names in
their versions of the game.

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ARCADE MODE OVERVIEW
Gran Turismo 3 is fairly massive, so it is rather easy for
those unaccustomed with the Gran Turismo series to feel lost
initially (I felt the same way with the original Gran Turismo
when I first bought that game). The main point to consider
is that there are two main sections of the game: Arcade Mode
and Simulation Mode.

After the requisite admiring of the opening movie, Arcade
Mode is a great place for newcomers to begin, as Simulation
Mode can be daunting and frustrating at first. Free Run is
perfect for getting to learn each of the many circuits in the
game. The Gran Turismo series uses the 'II' designation to
indicate circuits run in the opposite direction from their
standard configurations, and it is important for newcomers to
experiment with the 'II' venues as well; areas of a circuit
which seem fairly easy and straightforward when run in the
standard direction can become quite difficult when run in
reverse, even if for no other reason than the necessity of a
different rhythm in driving the circuit. Once a circuit has
been selected, a vehicle can be chosen from a variety of
classes; once cars have been acquired in Simulation Mode,
they can also be used here by first loading the Garage. Of
all the circuits available in Free Run, Complex String and
Complex String II are perhaps the best to know, as many of
the hardest License Tests (in Simulation Mode) cover the
trickiest sections of these two circuits.

When ready to graduate from Free Run, Single Race allows for
racing against five CPU-controlled cars at a chosen venue.
However, only Section A (containing six circuits) is
initially available; other courses will open once a win has
been posted at every venue in Section A at every difficulty
level. A good way to 'cheat' here is to only race and win at
each venue on Hard difficulty, for which the CPU
automatically grants wins at the same venue at the lower
difficulty levels; however, to unlock all the potential cars
(available for Arcade Mode only), a player must RACE and win
at each venue at each difficulty level. Once a win has been
posted for all Section A venues, Section B opens; this
process continues until all Arcade Mode circuits have been
unlocked and won. To check the progress toward unlocking the
next Section of courses, check Clear Status.

Time Trial is a challenge of the driver against the clock.
Besting the posted time at ALL of the ten Time Trial venues
results in a bonus car which will be added to the Simulation
Mode garage.

Arcade Mode also includes 2-player Battle and iLink Battle
(for more than two players). Also, the Single Race and Tine
Trial sections MUST be completed in order to achieve 100%
game completion, which results in a bonus car added to the
Simulation Mode garage.

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SIMULATION MODE OVERVIEW
Simulation Mode is where the vast majority of time is spent
in playing Gran Turismo 3. Fortunately, the main Simulation
Mode menu is much easier to navigate than in Gran Turismo 2.
After having spent at least a few hours in Arcade Mode,
players should have a good handle on the physics engine of
the game (which is very different from earlier games in the
series) and how that will impact driving; this is important
information for the License Tests.

The License Center is where players acquire the licenses
necessary for all but a few races in Simulation Mode. Six
licenses are available: B, A, IB, IA, Rally, and Super. Each
license is acquired by besting the posted Bronze Medal time
for each of eight license tests; the first seven tests for a
license MUST be successfully completed before attempting the
eighth test. The Rally License is required for Rally Events
(even for the wet-based competitions in Rally Events); an IA
License will suffice for all but a few races in the game (at
the end of Professional League), and is a requirement to
compete in the Endurance Races. At the very least, players
should work up through IA and Rally Licenses; save the Super
License tests for much later, after considerable experience
has been gained in Simulation Mode, as besting the Bronze
Medal times for the tests for the Super License requires
FLAWLESS high-speed driving of entire circuits.

Car Dealer is where cars are purchased. Initially, players
are given 18,000Cr (in the North American version) to buy a
starter car. The Car Dealer is divided into countries, with
each country further divided by manufacturer. Within a
manufacturer, cars are shown in order from lowest to highest
price; cars without prices are relegated to the end of the
list. Cars shown in a dealership without a price tag can
only be won by winning events or completing other tasks (such
as winning all races in a League); many cars WITH prices
shown may also be won or otherwise acquired as bonus cars.
Also, there are some cars - such as the ever-popular F1 cars
- which are not included in the showrooms which can be won in
Simulation Mode by winning events. Some cars are better to
win than to purchase, as they are truly not worth their high
price tags in dealerships; just two examples of these cars
are the Panoz Esperante and the Suzuki Escudo Pikes Peak
Version. Unfortunately, Gran Turismo 3 does not include used
cars, which made getting started in Gran Turismo 2 fairly
simple and hassle-free. More information on initial car
choice is included later.

Tune Shop is where parts and upgrades are purchased. When
first starting the game, it is very unlikely that enough
money will remain after purchasing a car to buy upgrades.

GT Auto is a collection of car-related services. Car Wash
will bring back the showroom shine of a car for a small fee;
some players have reported that repeated use of the Car Wash
dulls the color on darker-colored cars, but I have not
noticed such a phenomenon in the game. Oil Change will
change the oil, and is recommended before entering any long
race or series, and also before racing a car for the first
time (due to the resultant slight increase in horsepower).
Wheel Shop sells custom rims - varying by design and color -
from nine different manufacturers; once purchased, rims are
available for ALL cars in a garage, except for F1 cars (which
cannot use customized rims).

Machine Test is a good place to make adjustments and test
either top-end speed or acceleration performance. However,
to truly test how a car performs on actual circuits, it is
best to go to Run & Setting (located in Home).

Go Race is where the races of Simulation Mode are located.
The races are divided into Leagues, each further divided into
single races and/or series and/or championships. All events
offer at least one bonus car for the winner - if only one
bonus car is available, then it cannot be acquired again by
reracing and winning again; events with more than one
possible bonus car assign ONE bonus car at random, and more
cars (perhaps even the same car) can be acquired by reracing
and winning again and again and again and again and again and
again and again and again and again and again and again and
again and again and again and again and again and again and
again and again and again and again and again and again and
again and again and again and again and again and again and
again and again and again and again and again and again and
again and again and again and again and again and again and
again and again and again and again and again and again and
again and again and again and again and again and again and
again and again and again and again and again and...

Home is where the Garage is located; the Garage can hold
nearly 200 cars maximum. The Game Status area will indicate
the licenses held, game completion percentage, win
percentage, and other information. Trade allows for trading
cars to/from another memory card. Run & Setting presents
several pavement- and dirt-based venues where drivers can
test their cars and make modifications. Finally, game
progress can be saved in Save Game, and the extensive game
credits are located in Legal Credits.

Note that should a player wish to reload the last game save
on the memory card, this can only be done from the game's
main menu (where the selection between Arcade Mode and
Simulation Mode is made).

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INITIAL CAR SELECTION
When first starting in Gran Turismo 3, players have 18,000Cr
with which to buy an initial car; any money remaining could
immediately be used to buy parts, or saved for later use.
There are many opinions from GT3 veterans as to which cars
should be considered for a first purchase, but it all really
comes down to player preference in drivetrain (based upon
experiences in Arcade Mode, in previous Gran Turismo games,
and in other driving/racing games) and - to a lesser extent -
what is aesthetically pleasing.

Here is a list - alphabetical by manufacturer, then by model
- of the cars players can purchase with their initial
18,000Cr (note that - except the Chrysler PT Cruise - ALL of
these 'affordable' cars are from Japanese manufacturers):

Chrysler PT Cruiser FF 17,980Cr
Daihatsu Mira TR-X Avanzato R FF 11,140Cr
Daihatsu Storia X4 4WD 13,900Cr
Mazda Demio GL-X FF 14,660Cr
Mazda Miata MX-5 FR 16,900Cr
Mazda Miata MX-5 FR 17,000Cr
Suzuki Alto Works Suzuki Sports Ltd. 4WD 12,220Cr
Toyota Sprinter Trueno GT Apex FR 13,550Cr
Toyota Vitz Euro Edition FF 12,880Cr
Toyota Vitz RS 1.5 FF 14,530Cr
Volkswagon New Beetle 2.0 FF 15,930Cr

For strategy purposes, players may wish to buy a relatively
cheap car, such as the Suzuki Alto Works Suzuki Sports
Limited (12,220Cr) or Toyota Vitz Euro Edition (12,880Cr), as
this would leave a good amount of money to immediately buy
parts or services to improve initial race performance. In
this case, a good place to begin tuning would be
Lightweight/Stage 1 (Tune Shop -> Stability Control &
Others), which costs about 5000Cr, depending on the car.
Just a little reduction in weight can make a noticeable
difference, especially when cornering. Changing the oil
immediately can also help by giving an initial boost in
horsepower, generally ten percent of the car's rated
horsepower; changing the oil costs 250Cr.

Another strategy is to begin with the Toyota Vitz RS 1.5; the
advantage of selecting this car is that it can be upgraded to
eventually participate in the Vitz Races in both Beginners
League and Professional League, thus providing extra venues
to gain more money without requiring the purchase of
additional cars later in the game (saving money in the long
run). Similarly, the Toyota Sprinter Trueno GT Apex may be a
good starting car, as it can be upgraded to race in the 80's
Sports Car Cup in Beginners and Amateur Leagues. Likewise,
the Chrysler PT Cruiser can be upgraded to race in the Stars
and Stripes Grand Championship in Beginners and Amateur
Leagues.

Another strategy - one which is likely to create extreme
frustration for many players - is to first attain Gold Medals
in ALL the tests for any one License. Achieving this
difficult feat results in a bonus car which should have an
inherent advantage over any of the CPU cars in the initial
races of Beginners League; should this happen, all of the
initial 18,000Cr can then be used to buy parts and/or
services, thus creating a significant advantage over the
competition from the very beginning of a driver's Simulation
Mode racing career. Alternatively, upon winning a bonus car,
the initial 18,000Cr can be set aside and combined with the
initial race earnings to purchase a new car sooner.

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GOING RACING: THE FIRST CAR
Once a car has been chosen and any upgrades and/or oil
changes performed, it is time to hit the pavement!!! Many of
the events in Beginners League have no license requirements,
but ALL events in Beginners League will be available to those
who have attained at least the A License. Here is a list of
the Beginners League events, along with their license
requirements:

Sunday Cup None
Clubman Cup None
FF Challenge None
FR Challenge None
MR Challenge None
4WD Challenge None
Lightweight K-Cup None
Stars and Stripes Grand Championship None
Spider and Roadster None
80's Sports Car Cup B
Race of NA Sports B
Race of Turbo Sports B
Tourist Trophy B
Legend of Silver Arrow B
New Generation Sports Altezza Race B
Vitz Race None
Honda Type-R Meeting None
Mitsubishi Evolution Meeting None
New Beetle Cup B
Gran Turismo World Championship A

Of the Beginners League races, A LOT of time is likely to be
spent in Sunday Cup and Clubman Cup, racing the same venues
over and over and over and over and over and over and over
and over and over and over and over and over and over and
over and over and over and over and over and over and over
and over and over and over and over and over and over and
over and over and over and over and over and over and over
and over and over and over and over again. This is the most
frustrating part about starting in Gran Turismo 3, as the
initial races do not pay very well for the winner due to the
extremely low entry requirements. However, winning all races
in Sunday Cup and Clubman Cup results in one bonus car per
series, which can then be sold to gain additional money (or
held in the Garage for use later in the game).

As money accumulates, there are two strategies which come
into play. One strategy is to keep upgrading the current car
(especially if it is a Vitz, Trueno, or PT Cruiser, as these
cars can enter car-specific events in the latter half of
Beginners League) to increase the likelihood of winning, thus
gaining more money for more upgrades, and moving on to other
races which provide a higher payout; when the chosen car can
go no further in upgrades and cannot be viable in new races,
save money to buy a second car, or upgrade a car won in
earlier series. The second strategy is to NEVER perform
upgrades, and buy a second car as soon as possible; this is
really only a viable option for those who won a car by
attaining all Gold Medals in the tests for any one License -
otherwise, drivers can expect to spend A LOT of time reracing
the same low-paying events.

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GOING RACING: THE SECOND CAR
Eventually, the initial car cannot enter new races and be a
viable contender to win, and cannot handle any more upgrades.
Fortunately, by the time this occurs, a driver should have
received multiple bonus cars for winning various series. One
of these cars can be selected and upgraded, then taken to new
events; or, if a driver has enough money, a brand-new car can
be purchased from the dealerships (again, Gran Turismo 3 does
NOT include used cars).

If possible, the second car should be able to handle Dirt
Tires. With possession of a Rally License (one of the easier
licenses to acquire), the second car can then be taken to
Rally Events. If upgraded enough, the second car can sweep
through Rally Events, thus amassing 350,000Cr and a total of
eleven bonus rally cars - which can either be kept in the
Garage or sold to gain more money. For this purpose, I
always use the Mitsubishi Lancer Evolution VII GSR(J) as my
second car; this 4WD car costs 29,980Cr from the dealership
and is available in seven colors. Please see my Gran Turismo
3: Rally Guide for more information and for car set-up for
the Lancer Evo VII GSR(J).

Even if the chosen second car cannot handle Dirt Tires, Rally
Events can still be a good place to race. The final two
events in Rally Events are wet-based events: Super Special
Route 5 Wet (run counterclockwise) and Super Special Route 5
Wet II (run clockwise). While a Rally License is still
required to participate in these events, Dirt Tires are not
used, so ANY car in the game can compete here - even the F1
cars. Winning all three races in each of these two events
results in two bonus rally cars - which automatically come
with Dirt Tires, so they can be upgraded to compete in any of
the other events in Rally Events (rally cars also come with
Medium Tires as standard equipment, so they can also compete
in the many pavement-based events in the game).

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GOING RACING: MAJOR MONEY, FAST CARS
One of the keys to success in Gran Turismo 3 is earning
money. Money can be used to buy cars, certainly, but most of
the cars a driver is likely to use in the many races can be
won from various events; therefore, money may be best spent
on upgrading the cars in the garage.

As alluded to previously, Rally Events is a great place to
gain money. Sweeping through Rally Events results in
350,000Cr total and eleven rally cars, including the
insanely-fast Suzuki Escudo. Here are the rally cars which
can be won (listed alphabetically by manufacturer), along
with their resale values should more money be needed later in
the game:

Citroen Xsara Rally Car 87,500Cr
Ford Escort Rally Car 87,500Cr
Ford Focus Rally Car 87,000Cr
Mitsubishi Lancer Evolution VI Rally Car 75,000Cr
Peugeot 206 Rally Car 87,500Cr
Subaru Imprezza Rally Car 75,000Cr
Subaru Imprezza Rally Car Prototype 87,500Cr
Suzuki Escudo Pikes Peak Version 250,000Cr
Toyota Celica Rally car 75,000Cr
Toyota Corolla Rally Car 75,000Cf

Another tip for fast money as well as fast cars is to tune a
car in the garage to complete laps at Super Speedway with a
maximum time of forty seconds. Then, add Super-slick Tires
(approximately 10,000Cr) and go to the Super Speedway 150
Miles Endurance Race. This 100-lap event requires an IA
License, and results in 200,000Cr for winning, plus one of
four good bonus race cars: F090/S, Chevrolet Corvette C5R,
Renault Clio Sports Race Car, or Tickford Falcon XR8 Race Car
(remember that the bonus car is assigned at random). Of
these four, the F090/S is the best, as are ALL the F1 cars in
the game (see my Gran Turismo 3: F1 Guide for further
information). The reason this race is suggested is because
it is one of the shortest Endurance Races in the game,
requiring approximately fifty minutes to complete with a
REALLY fast car (any F1 car, Toyota GT-One Race Car, Mazda
787B, etc.) or up to eighty minutes with a slower car. Using
Super-slick Tires allows a car to stay on the racetrack much
longer between Pit Stops to change tires, but at the
sacrifice of pavement grip; please refer to my Gran Turismo
3: Tires Guide for details on tire selection and tips on tire
maintenance. The Seattle 100 Miles Endurance Race is also a
fairly short race; its forty laps can be completed in
approximately fifty minutes to complete with a REALLY fast
car (any F1 car, Toyota GT-One Race Car, etc.) or up to
eighty minutes with a slower car, but the Seattle venue is
FAR more complex than Super Speedway (and beware the right-
angle turn at the top of the steep three-tiered uphill
climb).

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TUNING BASICS
Logic dictates that higher levels of parts or services
provide better performance; this certainly holds true in Gran
Turismo 3. However, extreme care is required in tuning a car
to ensure it performs admirably at each venue. Therefore, it
is important to remember that THERE IS NO 'GLOBAL' TUNING
SETTING FOR ALL CARS AT ALL VENUES. (The closest 'global'
setting that exists is not a setting at all; except for Like
the Wind and Formula GT - the final events in Professional
League - the F1 cars are unbelievably quick and agile due in
large part to their low center of gravity, and can easily
outclass the competition at virtually any event for which F1
cars are legal entries, thus they are virtually a 'guarantee'
for winning.)

Set-ups for each car can be saved for use later in the game.
Especially for those cars which may be entered into non-tuned
events (such as the Trial Mountain 2 Hours Endurance Race),
saving the default set-up of the car immediately following
purchase or receipt can be very helpful later in the game,
thus eliminating the need to manually reset all parts and
their settings to default status before entering a non-tuned
event.

At the final screen before entering an actual race, there are
a number of yellow boxes at the bottom of the screen
signifying menu selections; only Qualify and Settings are
important for tuning. Selecting Settings produces another
menu; selecting Change Parts allows the player to add or
remove parts to the chosen vehicle, while Settings allows for
customization of the various parts (the more important
settings will be discussed in a moment). Once any adjustment
to parts and/or settings have been completed, they can be
tested for that same venue by returning to the pre-race menu
and selecting Qualifying; after an out-lap, the stopwatch
begins to function, allowing the driver to test the most
recent modifications and compare lap times. If the changes
are not acceptable, they can be reworked in Settings; or, if
the changes produce agreeable results, they can be saved in
Save Settings. Should a previously-saved file of settings be
needed, they can be performed instantly by using Load
Settings.

Some important settings in tuning:
Brake Controller: This controls the power of the brakes
for both the front and the rear of the vehicle. Using
a high value (20+) for both front and rear brakes
allows the car to drive deeper into a corner or braking
zone before the brakes are actually needed to slow
properly for the corner. Conversely, a low value to
the front and rear brakes results in a much longer
braking zone, which allows competitors to easily pass
for position on corner entry.
Downforce: Not all cars can handle downforce; those that
do generally have wings (such as the F1 cars) or have
spoilers. Raising downforce slows the car by using
airflow to help push the vehicle onto the ground, a
very important consideration for lighter cars such as
the Toyota GT-One Race Car; cornering can be safely
done at higher speeds, but top-end straight-line speed
is sacrificed. Conversely, lowering downforce allows
for faster top-end straight-line speed, but at the
sacrifice of cornering ability. If managed properly,
oversteer and understeer can be induced and corrected
using downforce. For Test Course, only absolute
minimum downforce should be used, especially in the
Like the Wind event.
Gearbox: Only by purchasing a Full Racing Transmission
(included as standard equipment on race cars) can
gear customization be performed. The easiest way to
customize the gear selection is to use the auto-setting
slider at the bottom of the gearbox screen. Moving the
slider toward Wide results in faster top-end speed, but
at the sacrifice of acceleration; moving the slider
toward Sport results in great acceleration, but a lower
top-end speed. However, DO NOT position the slider at
full-Wide, as the engine may not be able to rev enough
to climb into the higher gear(s) and stay there; this
condition, however, can be remedied to some extent by
lowering downforce as much as possible. A general rule
for gear customization is for the rev limiter to take
effect (the car's speed suddenly drops from maximum by
5-10MPH/KPH) just at the very end of the longest
straightaway of a given circuit.
Ride Height: While downforce controls airflow over a car,
ride height handles airflow underneath a car by varying
the distance between the racing surface and the car's
undertray. Raising ride height allows for more air to
pass beneath the car, thus slowing the car due to
aerodynamic friction, and assisting with cornering.
Lowering ride height reduces the amount of air passing
underneath the car, thereby reducing aerodynamic
friction and assisting in attaining faster speeds.
Stabilizers: As the name suggests, stabilizers are meant
to keep the vehicle from spinning or flipping. By
raising the value of the stabilizers, spins and flips
are more difficult to perform, but cornering becomes
more difficult; reducing the value of the stabilizers
makes cornering much easier, but also increases the
likelihood of spinning or flipping the vehicle. (Note
that it is theoretically impossible to flip a car in
Gran Turismo 3.) Stabilizers are available for most
cars at both the front and the rear; playing with the
stabilizers can induce or correct oversteer and
understeer.

Tires are officially a part. Race cars come with Medium
Tires as standard equipment; rally cars come with both Dirt
Tires and Medium Tires as standard equipment; all other cars
use Normal Tires as standard equipment. In the beginning of
the game, upgrading from Normal Tires to Sports Tires
provides better grip, but Sports Tires are still far inferior
to the racing compounds. The racing compounds vary in
durability and the amount of grip they provide, with Super-
slick Tires providing maximum durability and minimum grip,
and Super-soft Tires providing maximum grip and minimum
durability; Medium Tires are the middle-ground option
concerning durability and grip. In races of five or more
laps, tire selection is key to Pit Stop Strategy, as the
tires are the only serviceable parts in a race. Please see
my Gran Turismo 3: Tires Guide for more details on tires,
including tips for reducing tire wear.

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Q&A
This section focuses upon questions that newcomers to Gran
Turismo 3 often ask, as reflected on the GameFAQs Gran
Turismo 3 message board. These questions are not presented
in any particular order.

Q: What is the best car to start with in GT3?
A: Check the section Initial Car Selection above.

Q: Can I change the car's oil during a series or
championship?
A: No. Therefore, it is important to change the oil BEFORE
entering a series or championship, to ensure that the oil
will last as long as possible before it begins to degrade
the car's horsepower output. For the series and
championships in Beginners League, it may be possible to
not change the oil before entering, and not suffer any
loss of horsepower as the Beginners League races are quite
short; however, in this case, if the oil is already rather
dark or murky, change the oil anyway before entering the
series or championship.
Consider this: An oil change only costs 250Cr. Except
for the Beginners League events and Rally Events, even
finishing in last place will result in gaining more money
than was spent on an oil change.

Q: Are there codes for ?
A: There is only one true code in Gran Turismo 3, and it
adds another difficulty level to Arcade Mode events. To
enter Professional difficulty, go to Arcade Mode and
select Hard difficulty. Hold the L1 and R1 buttons
simultaneously, and Hard will switch to Professional.
While not a code per se, there is a 'trick' that can be
used with an automatic transmission. To keep the car from
automatically shifting gears, press and hold either the
shift-up or shift-down button (which buttons are assigned
to these functions will depend on how you have set your
controller). This may or may not be very useful,
depending on driving style.
All other codes are actually GameShark2 codes, and
require GameShark2 version 1.4 or greater. These codes
are available on appropriate GameShark2 discs, and at the
GameShark Web site (http://www.gameshark.com/).

Q: What is the best car in the game?
A: This is largely an inherently idiosyncratic question. For
pure speed, the Suzuki Escudo Pikes Peak Version is by far
the best when given maximum turbo parts, resulting in over
1800HP. However, in great contrast to Gran Turismo 2, the
Escudo is virtually impossible to control in GT3. Thus,
there are really only two places where the Escudo is a
viable car choice. At Super Speedway, the Escudo can be
forced to corner by bouncing off the walls; this tactic
can be used at any other circuit, obviously, but most
other venues are so tight and twisty that this tactic then
backfires. However, the best place to use the Escudo is
at Test Course, where the corners are so incredibly gentle
and the banking steep enough that there is really no
reason for touching the barriers at all.
Overall (meaning great turning capabilities AND fast
speeds), any F1 car is the best option. The low center of
gravity combined with the light weight of the F1 cars make
them a prime choice; however, car control can be quite
twitchy for the same reasons. See my Gran Turismo 3: F1
Guide for details on the F1 cars.
Beyond the Escudo and the F1 cars, the 'best car' in
the game depends upon several factors. The primary factor
is the level of comfort with a given car's drivetrain;
myself, I really dislike FR cars, but love 4WD and FF
drivetrains. Another issue is horsepower; in other words,
how well can a player handle cars with 100HP, 300HP,
800HP, and 1800HP? Finally, how well a player can TUNE a
given car will definitely affect which cars are the 'best'
in the game.

Q: How does Gran Turismo 3 compare to Gran Turismo 2?
A: The first difference (other than the console for which
each game was designed) is in the area of graphics. In
general, GT3 uses very photorealistic graphics, which made
it a groundbreaking game when initially released. Of
course, Final Fantasy: The Spirits Within was supposedly a
photorealistic film, but there were really only a few
scenes which truly seemed photorealistic.
Not surprisingly, some new circuits have been added to
GT3, while some circuits from GT2 have been removed. All
returning circuits have received cosmetic facelifts to
become photorealistic.
However, the biggest chance is in the cars themselves.
Not only are there just 1/3 the number of cars compared to
GT2, there are also NO used cars in GT3. This makes the
initial car selection both much more limited and much more
important than in GT2. Finally, there are no racing
modification options available in GT3.

Q: Which races offer F1 cars?
A: Every Endurance Race offers an F1 car as one of four
potential bonus cars. Polyphony Digital Cup and Dream
Car Championship also offer F1 cars. However, in these
cases, there are non-F1 cars offered as well; since
bonus cars in these events/series/championships are
assigned at random, there is a 25% change that you will
actually win the F1 car.
To guarantee receiving an F1 car, win Formula GT, for
which ALL bonus cars are F1 cars. Alternatively, winning
ALL Endurance Races results in receiving the F094/H.
Note that this information is for the NTSC (Never Twice
Same Color) version of GT3. The PAL version (primarily
used in Europe, and in some other parts of the world)
only has two F1 cars, Polyphony 001 and Polyphony 002. I
would assume that for the sake of consistency, the game
developers would make F1 cars in the PAL version available
in the same manner as in the NTSC version, but this is
simply a guess on my part as I do not have access to a
PAL console/game.

Q: Can I choose which bonus car I want?
A: For those series or events with only one potential bonus
car, no. Further, once the bonus car has been acquired,
it cannot be won again. For those cars which are not
available in the car dealerships, this means that there is
only one chance to acquire those cars.
For series or championships with more than one possible
bonus car, there is a memory card trick which can be used
to acquire a specific car. After the penultimate race of
the series or championship, save game progress. Then,
either compete in the final event or (if you already have
a lead of at least eleven points) skip the final event.
Once the final race has been cleared, collect the bonus
money, and wait to see which bonus car you are given. If
it is a car you want, then you are done; if you do not
want/like the car assigned, go back to the Main Menu
(where the selection between Simulation/GT and Arcade
Modes is made) and reload game progress to be taken back
to the end of the penultimate race and try again.
Each Endurance Race offers four potential bonus cars.
However, if you do not receive a car you are trying to
acquire, your only option is to rerace. To that end,
the Endurance Races at Seattle and Super Speedway are the
easiest, as they can be won in under sixty minutes with a
fast car (the F1 cars are especially adept at these two
Endurance Races).

Q: How are the final events in Professional League unlocked?
A: These events - Dream Car Championship, Polyphony Digital
Cup, Like the Wind, and Formula GT - are unlocked upon the
acquisition of a Super License (S-License).

Q: Can I have multiple game saves for Gran Turismo 3 on a
single memory card?
A: No. 'Multiple game saves' requires two different memory
cards. However, when the game is initially loaded, the
game data in Memory Card Slot #1 is the game data which
will be automatically loaded; to instead use the game
data from another memory card, either swap memory cards
in Memory Card Slot #1, or insert a second memory card
into Memory Card Slot #2 - in either case, then use the
Load Game option from the main menu, select the
appropriate Memory Card Slot, and press OK to load.

Q: Can Arcade Mode cars be used in Simulation/GT Mode, and
vice versa?
A: Arcade Mode cars are only available for Arcade Mode.
However, completing the Complex String Time Trial in
Arcade Mode will add a bonus car to the garage for
Simulation/GT Mode; this is the only exception.
Simulation/GT Mode cars, however, CAN be used in
Arcade Mode, except for Time Trials. This is accomplished
by selecting an event, then at the Car Select screen,
loading the Garage present on the memory card (look for
the memory card icon to load the garage). Any car in the
garage which can be used at the chosen venue can then be
selected; the only time in Arcade Mode that cars from the
garage cannot be used is if a dirt-based venue has been
selected (such as Swiss Alps or Tahiti Maze), in which
case only those cars from the garage which have Dirt Tires
(standard equipment on rally-intended cars; purchased
specially for other cars) can be used.

Q: How do I acquire cars which are shown in the car
dealership but are not available for purchase?
A: These cars can be won by winning certain events in
Simulation/GT Mode. Also, some of these cars are awarded
for reaching 50%, 75%, and 100% game completion; for
winning ALL events in a league; and for completing certain
difficult tasks (such as attaining ALL Gold Medals in the
tests for any one license).

Q: My car reaches a given speed, then drops in speed before
climbing again, and this happens repeatedly. How can I
fix this?
A: Most likely, the car does not have a Full Racing
Transmission. Buying this part (approximately 11,000Cr)
allows for gear customization, and also often adds another
gear to the transmission. Adjusting the gears should
resolve the problem, unless racing at Test Course.
Using automatic transmission, a trick which works with
some cars is to press and hold either the Shift Up or
Shift Down button before the transmission climbs into the
car's highest gear. In some cases, this will allow for a
higher top-end speed than if the car were to climb into
its highest gear. This trick, as mentioned in a previous
question, prevents the transmission from shifting up or
down, which is what creates the higher sustained speed.
In reality, this would likely cause a massive engine
failure; fortunately, that aspect of reality is missing
from Gran Turismo 3.

Q: How do I get ?
A: In the Tuning Shop, parts are shown only if they can be
purchased for the current car. Therefore, if a car
cannot handle Level 4 Turbo, then Level 4 Turbo will not
be offered.
Note that if you acquire a racing-dedicated car, many
parts cannot be 'added' or are listed as 'Purchased'
because they come standard with that car. Along those
lines, all racing-dedicated cars come with Medium Tires
as standard equipment; rally-dedicated cars also include
Dirt Tires as standard equipment.

Q: What is the best car for ?
A: There are a number of factors which affect which is the
'best' car for a given event. If there are no limitations
on horsepower, drivetrain, or car model, then the F1 cars
are generally a good bet, except for the Like the Wind
event (in this case, the Suzuki Escudo is likely the best
car to use). Otherwise, factors such as tire compound,
comfort level with a given drivetrain, horsepower, and
driving style will influence the decision of a 'best car.'
If there are restrictions beyond the acquisition of a
specific license, things obviously change. Ask friends or
post on Gran Turismo 3 message boards for opinions, but
take the responses with several grains of salt; what works
well for one player - especially in the area of car
set-ups - could be an absolute nightmare for another
person.

Q: Which is better, automatic or manual transmission?
A: Automatic transmission is 'easier' in that there is no
worry about shifting gears; as such, it may be the best
choice for those just starting with Gran Turismo 3, and
is definitely the best choice for young children.
However, manual transmission provides an extra measure of
control over the car by choosing exactly when to shift
gears.
While not a code per se, there is a 'trick' that can be
used with an automatic transmission. To keep the car from
automatically shifting gears, press and hold either the
shift-up or shift-down button (which buttons are assigned
to these functions will depend on how you have set your
controller). This may or may not be very useful,
depending on driving style and race venue.

Q: Are there any cars with seven gears in Gran Turismo 3?
A: No. Although there are slots for customizing seven gears
with the Full Racing Transmission, no car in GT3 has seven
gears. This appears to be a holdover from previous games
in the series. It is also possible that there were plans
to include at least one car with seven gears, but that
such cars were removed in the development phase (likely
due to licensing issues).

Q: How do I qualify? Is qualifying necessary?
A: Once a race has been selected, qualifying is done by
choosing the Qualify button (second from the left) at the
bottom of the Pre-race screen. For qualifying, players
begin in Pit Lane, and must make one complete lap and come
back around to the Start/Finish Line to begin the actual
qualifying attempt. There is no limit to the number of
qualifying laps permitted; however, the more qualifying
laps you make, the better the CPU-controlled cars
qualify, so once you attain Pole Position, exit Qualifying
immediately to ensure that you keep Pole Position.
Those who do not choose to qualify automatically start
each race from P6 (the last slot on the grid). Qualifying
is never 'necessary,' but starting on the front row can be
especially advantageous at Cote d'Azur/Monaco due to the
massive bottleneck which often occurs at Turn 1.
Unfortunately, there is no bonus money awarded for
qualifying on Pole Position, as there was in the original
Gran Turismo. For this reason, many players may wish to
simply skip Qualifying and start each race from P6.

Q: What is the purpose of the Car Wash?
A: Aesthetically, as you use a car, it loses its showroom
shine, dulling the color. Washing the car will return the
showroom shine to the vehicle. This really only affects
how light sources are rendered in relation to the car.
In terms of car handling, there is a slight aerodynamic
advantage to having a newly-washed car. As a car is used,
it gets dirty, which disrupts the optimum flow of air over
and around the car. A newly-washed car, however, provides
a much smoother surface, thus allowing better airflow and
thus faster acceleration and higher top-end speed.
Some players have reported, however, that repeated use
of the Car Wash can slowly change the color of the car.
While I have not encountered this phenomenon; any such
color change would be purely aesthetic and not affect car
handling.

Q: Where can I save my game progress?
A: There is a Save Game option on the Main Menu, and another
in Home; once in Simulation/GT Mode, players will likely
use the Save Game option in Home. However, once entered
in a series or championship, game progress can be saved
following all but the final race; in this case, reloading
game progress or restarting the console will result in
automatically being returned to the point at which the
game progress was last saved.

Q: What is involved in attaining 100% game completion?
A: In Arcade Mode, all Single Race events must be won and all
Time Trials must be passed with a Bronze Medal or better.
In Simulation/GT Mode, players will need to have
attained ALL licenses (B, A, IB, IA, Rally, and Super) in
order to sweep through every event, series, and
championship. However, simply acquiring all six licenses
does not result in a higher game completion percentage.
In Simulation/GT Mode, there is a 'shortcut' to gaining
100% game completion. Series and championships have a
given number of individual races; to gain 100% game
completion, ALL series/championships AND ALL individual
races must be won. However, winning a race within a
series or championship also grants a win for that same
race on the individual scale, thus killing two stones with
one bird. (However, for long series/championships, once
a significant points lead has been attained and the
series/championship can be won even with canceling out of
the remaining races, it helps the oil situation to cancel
out of the rest of the races. The win for the series or
championship will be used toward game completion
percentage, as will the individual wins for the races
won within the series/championship. Once having exited
the series/championship, save game progress and change the
oil to prevent any further loss of horsepower, then go
back and INDIVIDUALLY complete the rest of the races in
the series/championship. This is also a good way to
selectively skip races within a series/championship where
the current car may not perform well enough to be very
competitive, thus allowing a return later with a different
car which will have a better chance of winning at a
specific venue.)
Similarly, in Arcade Mode, each Single Race event must
be won at all three difficulty levels (Easy, Medium, and
Hard) to attain 100% game completion. Winning a race at a
given venue on Hard difficulty also grants wins for that
same venue on both Easy and Medium difficulties. This is
another time-saving 'shortcut.'
In the effort to attain 100% game completion, a bonus
car is awarded for beating all events in Arcade Time
Trials, as well as the 50%, 75%, and 100% milestones of
game completion percentage. Bonus cars are also awarded
for winning ALL events in each of Beginners League,
Amateur League, Professional League, Rally Events, and
Endurance Races. Therefore, it is possible to win
multiple bonus cars at once; for example, upon winning the
Super Speedway 150 Miles Endurance Race, a player could
win one of its four potential bonus cars, PLUS the F094/H
for defeating all Endurance Races with that win, PLUS
another bonus car for attaining 50%, 75%, or 100% game
completion with that win.

Q: How many sets of tires do I need to purchase?
A: One nice and somewhat-unrealistic element in GT3 is that
once a type or compound of tire has been purchased, THAT
CAR has an unlimited supply of those tires. Therefore, it
is possible to NEVER buy tires for racing-dedicated cars,
which all come with Medium Tires as standard equipment;
likewise, there is no reason to buy tires for rally-
intended cars, which include Dirt Tires as standard
equipment. Note that F1 cars can ONLY use Medium Tires.
For non-racing cars, Normal Tires (street tires) are
standard equipment, and are utterly useless for racing
purposes. Sports Tires are better, and generally cost
around 7,000Cr, but even these are far interior to the
racing compounds. Therefore, if using non-racing cars,
it is best to buy at least one tire compound; of these,
Super-slick Tires are the cheapest at approximately
11,000Cr, but it takes extreme skill to safely drive a
car with Super-slick Tires at high speeds, especially
when cornering. Obviously, non-racing cars will require
Dirt Tires for the dirt-based Rally Events.

Q: The F1 cars are SO good, is it 'cheating' to use them in
races?
A: This is an inherently subjective question. My opinion:
WHY would it be 'cheating' to use F1 cars in any event
for which they are legal entries (i.e., not non-tuned-
only events, etc.)? Certainly, some feel that because
the F1 cars are so fast and agile, they should not be used
except in select races (primarily the Formula GT series)
where the competition is much tougher, or at F1 circuits
(such as Cote d'Azur/Monaco), but there is absolutely
nothing prohibiting players from using F1 cars to work
through Beginners, Amateur, and Professional Leagues - as
well as the Endurance Races. F1 cars can even compete in
Rally Events, but only in the six wet-based races.
There are also players like myself who simply adore F1
racing, so the possibility of using F1 cars as often as
possible is great. Also, Gran Turismo 3 (North American
version) presents some historic F1 cars, which are
unavailable in the F1-dedicated games currently on the
market. See my GT3: F1 Guide for details on the F1 cars
and their histories.

Q: What is the rubber band trick used at Super Speedway?
A: I have never tried this myself, but there has been plenty
of discussion on the Internet about easy ways to complete
the Super Speedway 150 Miles Endurance Race. Granted,
this is the easiest of the Endurance Races, but apparently
some are not content with running 100 laps on their own.
The rubber back trick steps in to make the chosen car
continually run laps until the race has ended; the best
car for this is the Suzuki Escudo Pikes Peak Version.
The following is from TIME X's post on instructions
for the rubber band trick, as posted on the GameFAQs GT3
message board on May 31, 2002:

OK, This is how you do the RUBBERBAND TRICK!!!!! There are
2 ways.

TAPE and RUBBER:

1. Just get a rubberband and a piece of tape. At the
countdown screen, tape down the accelerator button and
wrap the rubberband over the TWO analog sticks. Now just
leave it alone for one hour. You WILL crash into the wall
but that's okay. You will just 'ride the wall' to win.

ONLY RUBBER:

1. Go to Options and go to the Controller Setup Screen.

2. Go to the Accelerator and set the accelerator so that
if the RIGHT ANALOG STICK is push to the LEFT, then it
will accelerate.

3. Go to Super Speedway Endurance with an Escudo.

4. Get a rubberband and wrap it around the TWO analog
sticks at the countdown.

When you start, your car WILL crash to the right wall but
that is OKAY! You will then RIDE the wall and pass
everyone. Just stay for a little bit for like 2-5 laps and
make sure nothing happens so that your car gets stuck.

If it goes well without getting stuck, then turn off the
TV, put your controller in a safe spot, and take a ONE
HOUR sleep. When you wake up and check it, then you would
have won and lapped the CPUs about 20 times.

Q: Is it possible to cancel out of a series or championship
and still win the bonus money and one of the bonus cars?
A: It is definitely possible to cancel out of a series or
championship and still win the bonus money and one of the
bonus cars. This is because series and championships in
Gran Turismo 3 use the FIA-style points system, so that in
each race, finishing first grants 10 points, finishing
second grants 6 points, finishing third grants 4 points,
finishing fourth grants 3 points, finishing fifth grants
2 points, and finishing sixth (last) grants a single
point. Armed with this information, there is a formula
which dictates when it is possible to cancel out of a
series or championship and still win the bonus money and
one of the bonus cars. If the player's lead is AT LEAST:

(10 x the remaining number of races) + 1

then the player can safely cancel out of the remaining
races and still win the series or championship. Should a
player and a competitor both end a series or championship
tied for the points lead, the player WILL NOT receive the
bonus money and one of the bonus cars; therefore, the
'extra' one point is a crucial advantage, one which
players must take strides to achieve. This also means,
however, that if only the final single point is required
to guarantee winning the series or championship, then a
player need only participate in and COMPLETE one of the
remaining races, as finishing in last place in GT3 still
results in attaining a single point (this is not the case
in some other racing games, such as Newman-Haas Racing).
Canceling out of a series, however, can have negative
consequences for those attempting to attain 100% game
completion. Each race won in a series is also considered
an individual race win, thus requiring less overall work
from the player. Canceling out of a series or
championship will mean that the player must come back at
a later time/date to win the individual races not
completed during the series or championship.
On the other hand, canceling out of a series or
championship can be of great benefit. Gran Turismo 3 does
not allow for a car's oil to be changed once a series or
championship is underway, which means that as the events
wear on, the car's oil becomes dirtier and dirtier and the
car's performance decreases noticeably; this is especially
important in the super-difficult Formula GT series, where
car performance is a top priority, especially in the
latter races of Formula GT. Should a player attain enough
points to safely cancel out of remaining races in a series
or championship, car performance degradation can be
terminated and the car's oil changed. This still requires
returning to complete the individual races not won during
the series or championship itself; however, the car will
be able to perform at its best, and will not be hampered
by poor performance due to extremely dirty oil.
However, there is no easy way to cancel out of a
series or championship in GT3. Using the Exit button will
cause the player to leave the series or championship
outright, with no bonuses given if appropriate. Instead,
players are forced to go to each of the remaining races,
enter each race as normal, and then press Start, then
select Exit and confirm. The player is then presented
with the post-race results screen, and the player MUST
select Next to either go to the next race (if any remain
in the series or championship) or the bonus money/car
screens.
Remember that once a series or championship is won, it
is possible to 'select' the bonus car desired. See the
question 'Can I choose which bonus car I want?' above.

====================================

OTHER GUIDES OF INTEREST
There are numerous other guides for Gran Turismo 3 available
on the Internet. Here are some of my favorite guides - plus
my own GT3-related guides - available from GameFAQs
(http://www.GameFAQs.com/); some are also available elsewhere
on the Web. The guide title/topic is followed by the
author(s) in parentheses.

Advertisers Guide (Jamie Stafford/Wolf Feather)
This guide will not help with gameplay in any way.
However, for those who wonder what the various
advertisers do - the products they make or the services
they offer - this guide can provide some useful
information.
Arcade Mode FAQ (Jim Phillips)
Arcade Mode is simpler and has relatively less to do than
Simulation Mode, but there are still MANY aspects to
Arcade Mode. This guide covers the many race venues
(most which must be unlocked), hidden/unlockable items,
strategies, and information on iLink competitions.
A-License Guide (Dallas)
This guide presents strategies and even maps for the
successful completion of the tests for the A License. A
monowidth font is EXTREMELY important due to the included
maps.
B-License Guide (Dallas)
This guide presents strategies and even maps for the
successful completion of the tests for the B License. A
monowidth font is EXTREMELY important due to the included
maps.
Car Database (AdrenalineSL)
Quite simply, this guide lists every car in the game and
its statistics. What is truly nice is that this guide
also lists all the prize cars in the game, including the
cars won for successfully completing various aspects of
the game (all Gold Medals in all the tests for a given
license, attaining a particular game completion
percentage, etc.). Finally, the guide presents
information on various driving issues, such as braking,
acceleration, drivetrains, and drift racing.
Car Power Rankings (Palfy)
This guide uses come theoretical mathematical formula I
simply do not understand to determine a ranking order of
car power for the cars of Gran Turismo 3. Explanations
are given for how the results were achieved, but it is
still difficult to comprehend (at least for me). What
really matters is the car power list, with the most
powerful listed first. Certainly, anyone who has driven
an F1 car in GT3 knows firsthand why the F1 cars are at
the top of the list. This guide can be useful for
selecting the first few cars in the game to try to gain
an advantage over the competition.
Cote d'Azur Guide (Jamie Stafford/Wolf Feather)
GT3 introduces several new venues to the series, including
this world-famous F1 circuit used annually for the Grand
Prix of Monaco. This guide presents detailed driving
instructions for making a clean lap at Cote d'Azur/Monaco,
as well as sample lap times with a variety of cars, and
venue-specific racing tips.
Drifting FAQ (FoUnDShoGo)
While the Gran Turismo series is primarily based on grip
racing, it is possible to engage in drift racing. The
Ridge Racer series is perhaps the best-known series for
PlayStation and PlayStation2 for drift racing; those
adept at drift racing in the Ridge Racer series may wish
to read this guide to try it in Gran Turismo 3.
Endurance Races Guide (Jamie Stafford/Wolf Feather)
GT3 presents a number of Endurance Races; here, the term
'Endurance Races' means those races which are much longer
than any others in the game. Each Endurance Race in GT3
has a brief description, along with strategies,
requirements, and approximate time to complete.
F1 Guide (Jamie Stafford/Wolf Feather)
Gran Turismo 3 introduces F1 cars to the series. Many
players love the F1 cars for their inherent agility and
their quick speed. This guide covers acquiring the F1
cars in the North American version of GT3, the naming
scheme for the cars, and even detailed driving
instructions for making a clean lap of the Cote d'Azur/
Monaco venue, a real-world F1 racing venue added in GT3.
Formula GT Guide (Jamie Stafford/Wolf Feather)
While the Formula GT series is likely one of the last
events a player will complete in Simulation Mode, it is
by far the most difficult set of races in the entire game.
This guide is written to show how I was able to defeat the
Formula GT series using the F686/M, complete with
suggested car set-ups for each of the ten venues, as well
as my race performance.
IA-License Guide (Jamie Stafford/Wolf Feather)
This guide specifically covers the eight IA License Tests
in Gran Turismo 3. These are some of the trickiest
license tests in the game, using mid-powered normal and
race cars. The IA License is required to participate in
Endurance Races, and permits entry to all events in the
game except Rally Events and the final events in
Professional League.
IB-License Guide (Jamie Stafford/Wolf Feather)
This guide specifically covers the eight IB License Tests
in Gran Turismo 3. These are some of the trickiest
license tests in the game, using mid-powered normal cars.
Laguna Seca Guide (Jamie Stafford/Wolf Feather)
This is yet another venue-specific guide, again with
detailed driving instructions and sample lap times for
a variety of cars.
Rally Guide (Jamie Stafford/Wolf Feather)
This guide specifically covers Rally Events in GT3. Some
of its information was used for the Getting Started Guide,
but there is plenty of other useful information in the
Rally Guide, including car set-ups for the Mitsubishi
Lancer Evolution VII GSR(J), which I like to use to
sweep through Rally Events.
Rally License Guide (Jamie Stafford/Wolf Feather)
This guide is designed to provide tips in acquiring a
Rally License in Gran Turismo 3; the goal, therefore, is
to assist drivers in earning a Bronze Medal. The Rally
License is actually the easiest of the six licenses to
earn (but just as difficult as the others for obtaining
Gold Medals in all eight tests), but those new to driving
on dirt are nonetheless likely to find rally racing a bit
tricky. Experience with rally-dedicated games, such as
the Colin McRae series or World Rally Championship, can
be of tremendous use in working the tests for the Gran
Turismo 3 Rally License.
S-License Guide (Zero360)
Without question, the S-License is the most difficult of
the licenses to acquire, and is necessary to enter the
final events in Professional League, including Formula GT.
Zero360's guide lists the Gold, Silver, and Bronze times,
general tips, and circuit-specific tips for each of the
license tests (consisting of a hot lap at one of the
circuits in the game).
Tires Guide (Jamie Stafford/Wolf Feather)
Tires play an important role in Gran Turismo 3, especially
once a player has progressed beyond Beginners League
races. The Tires Guide presents the various tire
types/compounds and their advantages and disadvantages,
plus tips on tire management.
Tokyo R246 Guide (Jamie Stafford/Wolf Feather)
Here is another venue-specific guide, as the Tokyo R246
circuit was added to the series in GT3. This is actually
a thinly-veiled tribute to anime, perhaps the most
popular cultural product to come from Japan in recent
years. The various areas of the circuit are given names
after anime characters (using both well-known and obscure
characters) while driving instructions are also given.
Sample lap times for a variety of vehicles are also
included in this guide.
Tuning Guide (Minesweeper)
This is my favorite guide on the Internet for explaining
the various parts involved in tuning cars in GT3.
Tuning Presets (Big D)
This is different from Minesweeper's Tuning Guide in that
Big D's Tuning Presets actually gives suggested settings
to achieve particular feats with a car, ranging from Pure
Speed to Endurance to Stable Turning and beyond. However,
the decision of which of the presets to use will be
largely dependant upon the venue in question.

====================================
====================================
====================================

THANKS
A big thanks to TIME X from the Gran Turismo 3 message board
on GameFAQs for allowing me to copy his post explaining the
rubber band trick. Thanks also to other guide writers for
allowing me to point to their guides.

====================================

WRAP-UP
By the time a driver has swept through Rally Events and/or
won a single Endurance Race, there should be more than enough
money and bonus cars to make progressing through Gran Turismo
3 fairly easy. However, once extensive experience has been
attained, those attempting to gain 100% game completion will
need to complete the tests for the S License, then return to
the latter events in Professional League and use both FAST
race cars and FLAWLESS driving skills to win; if not done
already, Time Trials in Arcade Mode must also be completed to
attain 100% game completion. But no matter what the goal(s)
of playing Gran Turismo 3, the most important thing a driver
can do is simply HAVE FUN!!!!!!!!!

====================================
====================================
====================================

CONTACT INFORMATION
For questions, rants, raves, comments of appreciation, etc.,
please contact me at: FEATHER7@IX.NETCOM.COM; also, if you
have enjoyed this guide and feel that it has been helpful to
you, I would certainly appreciate a small donation via PayPal
(http://www.paypal.com/) using the above e-mail address.

To find the latest version of this and all my other PSX/PS2
game guides, please visit FeatherGuides
(http://www.angelcities.com/members/feathersites/). The
latest version will always be posted at FeatherGuides, while
other Web sites may lag behind by several days in their
regularly-scheduled posting updates.

====================================
====================================
====================================



=======================================================================
Wolf Feather Jamie Stafford
=======================================================================
Just as there are many parts needed to make a human a human, there's a
remarkable number of things needed to make an individual what they are.
- Major Kusanagi, _Ghost in the Shell_
=======================================================================
What isn't remembered never happened. - _Serial Experiments Lain_
=======================================================================





 
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