Top Gear: Overdrive
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Walkthrough / FAQ
.o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. _______ ___ ____ ___ _____ ___ ____ |__ __| .* _ *. | _ *. .* __| | ___| .* _ *. | _ *. | | | | | | | |_| | | | __ | |___ | |_| | | |_| | | | | | | | | __.* | | \ \ | ___| | _ | | _ *. | | | |_| | | | | |_| | | |___ | | | | | | \ | |_| *.___.* |_| *.___.* |_____| |_| |_| |_| |_| ___ _ _ _____ ____ ____ ____ _ _ _ _____ .* _ *. | | | | | ___| | _ *. | _ *. | _ *. | | | | | | | ___| | | | | | | | | | |___ | |_| | | | | | | |_| | | | | | | | | |___ | | | | | | | | | ___| | _ *. | | | | | _ *. | | | | | | | ___| | |_| | \ * / | |___ | | \ | | |_| | | | \ | | | \ * / | |___ *.___.* \_/ |_____| |_| |_| |____.* |_| |_| |_| \_/ |_____| .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. TITLE: Top Gear Overdrive - Walkthrough / FAQ VERSION: 1.4 DATE: 06 / 05 / 99 AUTHOR: Argonaut EMAIL: email@example.com WEBSITE: http://www.oddi7y.cjb.net .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. CONTENTS 1 ................ COPYRIGHT 2 ................ UPDATES 3 ................ THE CARS 4 ................ THE TRACKS 5 ................ PRIZE MONEY 6 ................ CODES 7 ................ SOME THINGS ABOUT THE CARS 8 ................ THIS GAME'S RELATED SITES 9 ................ CONTACTING THE AUTHOR 10 ............... CREDITS AND THANKYOUS .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. COPYRIGHT This Walkthrough/FAQ may not in any form be reproduced without prior consent of the author. If you want to use this Walkthrough/FAQ on or in your webpage/magazine/book/disk/cd or any other means of distribution (other than for personal use only), please contact me first ( firstname.lastname@example.org ). The only places to find this Walkthrough/FAQ are listed below: http://www.oddi7y.cjb.net (Official) http://www.gamefaqs.com (Game FAQ site on the Web) http://vgstrategies.miningco.com/ (Game FAQ site on the Web) http://www.cheatcc.com (Game site with lots of info) http://N64Gamers.webjump.com (Nintendo 64 site on the Web) If you obtained this file from any other place that is not listed here, please contact me and tell me the place where you found it, so I can track down who has got this file. .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. UPDATES 1.4 - Fifth Version. Reformatted the faq into .faq format so that if could be used by FAQEdit. Released 06/05/99 1.3 - Fourth Version. Some more info about the cars added. The credits had to be changed slightly. Released 13/02/99 1.2 - Third Version. Track 6 added. Some other little things fixed as well. Released 05/02/99 1.1 - Second Version. The rest of the tracks info added, except for track 6. Released 05/02/99 1.0 - First Version. Released 03/02/99 .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. THE CARS TYPE BG (Volkswagen Beetle '98) The Beetle is ok for one of the HANDLING: 00000------- two starting cars, but it has its ACCELERATION: 0----------- weak points like speed and TOP SPEED: 0----------- acceleration. BREAKING: 0----------- COST: $18,000 TYPE EC (Mitsubishi Eclipse) The best of the two starting cars HANDLING: 0----------- to pick. It is slow, but hang in ACCELERATION: 0----------- there, and win some money to get TOP SPEED: 0----------- some upgrades and it's a good car BREAKING: 000--------- for a few rounds. COST: $18,000 TYPE YD (Jeep Wrangler) Good Handling, and acceleration, HANDLING: 0----------- but a lack of speed really brings ACCELERATION: 00---------- this car down. Good for off-road TOP SPEED: 000--------- tracks such as track 2, 3, and 5. BREAKING: 00---------- COST: $30,000 TYPE CA (Chevrolet Camaro) This would have to be the Average HANDLING: 00000------- car of the game. I can see no ACCELERATION: 0000-------- other problems, except for the TOP SPEED: 0000-------- speed, other than that, it is BREAKING: 0000-------- an average car. COST: $55,000 TYPE VP (Dodge Viper) Another good car. This ones HANDLING: 0000000----- handling is abit bad at the ACCELERATION: 0000000----- start, but with some speed it TOP SPEED: 000000------ gets better. Good Acceleration BREAKING: 000000------ and speed gives you a good car. COST: $96,000 TYPE HM (Hummer) Handling is the worst I have HANDLING: 0----------- felt. It responds really slowly ACCELERATION: 000--------- and turns really bad. Could get TOP SPEED: 0000000----- better if you spent money on it. BREAKING: 00---------- COST: $145,000 TYPE PO (Porsche 911) Nice handling but acceleration HANDLING: 0000000----- feels lagged only at the start. ACCELERATION: 000000000--- Turning can be a bit of a problem TOP SPEED: 00000000---- when your trying to cut the BREAKING: 00000000---- corner. COST: $185,000 TYPE FO (Ferrari F-40) Really touchy when you are first HANDLING: 000000000--- starting, but as your speed ACCELERATION: 00000000000- increases it handles abit better TOP SPEED: 0000000000-- but still is too touchy for me. BREAKING: 0000000000-- COST: $240,000 TYPE JS (Dodge Copperhead Concept Car) HANDLING: 0000000000-- Good all around car, with no ACCELERATION: 0000000000-- problems anywhere. But there is TOP SPEED: 00000000000- still some things that bug me BREAKING: 00000000000- with this car. COST: $290,000 TYPE MC (McLaren F1) Good car with really good HANDLING: 000000000000 acceleration and breaking, but ACCELERATION: 000000000000 the handling can get abit on the TOP SPEED: 000000000000 bad side now and again. BREAKING: 000000000000 COST: $350,000 TYPE WM (The Wienermobile) This car at firstseemed like HANDLING: 0000000000-- some type of joke, but when you ACCELERATION: 0000000000-- start using it, you will love it. TOP SPEED: 000000000000 I has nearly nothing wrong with BREAKING: 00000000---- it. Oh yeah it's speed makes it COST: $250,000 hard to use but not impossible. TYPE NP (Nintendo Power's Concept Car) HANDLING: 0000000000-- Really hard to control at some ACCELERATION: 0000000000-- times but an ok and fast car to TOP SPEED: 000000000000 drive. These cars don't get any BREAKING: 000000000000 worse do they ? COST: $250,000 TYPE NW (N64 Logo on wheels) Drives like a go-cart and goes HANDLING: 000000000000 even faster than the others, or ACCELERATION: 000000000000 is it just me and these cars TOP SPEED: 000000000000 that is making everything go BREAKING: 000000000000 fast. COST: $250,000 TYPE TC (Taco) Wow... This one is really bad. HANDLING: 0000000000-- You touch mostly anything at top ACCELERATION: 0000000000-- speed and you will explode. The TOP SPEED: 000000000000 handling is also really bad and BREAKING: 000000000000 if you want a laugh use this one COST: $350,000 because it ain't worth it. TYPE CC (Circus Cart + Donkey) Has alot of speed, with abit of HANDLING: 0000000000-- handling. Is hard to control, and ACCELERATION: 0000000000-- what ever you do, don't Nitro TOP SPEED: 000000000000 when your on top speed or you BREAKING: 000000000000 will be the next Mir. COST: $250,000 .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. THE TRACKS Here I will tell you about each track and where the shortcuts are. Each Course goes through some type of change, be it to winter, or night, and even mirror. I can't help you with these changes because it effects the handling conditions of the track, and it depends on what level you have your car at, to see if you can finish the track. TRACK: "Frigid Peaks" COURSE CONDITIONS: Season 1: Spring / Clear Season 2: Snowy Ground / Clear Season 3: Dusk / Clear Season 4: Spring / Clear Season 5: Night / Clear 2nd Race: Night / Clear (Mirrored) Season 6: Winter / Snow (Mirrored) COURSE LAYOUT: START. From here you go around a 180* corner that comes up to a small hill that has a sweeping bend just abit over it's crest. Watch this as you will sometimes jump to high and go over the edge and crash. Around the bend there is a CASH point. The bend ends with a hill leading up to a tunnel. The tunnel turns 90ø and ends right at the start of a 90* left hand bend. Here is where Shortcut 1 is. There is a 45* turn right, with shortcut 2 situated abit down the straight. You then have two sets of 45* left hand turns that go down a hill. You will hit a straight with the roads width decreased because of an Ice hill. This is where shortcut 3 starts. There is a small turn to the right and there is a NITRO point just before a 45* left turn that finished into an Ice Cavern tunnel. Inside the tunnel it turns right abit (This is where shortcut 3 finishes) and then you are out of it and coming up to a left hand turn that goes over a metal bridge. (Just before the bridge is where shortcut 1 and 2 come out). After the bridge the track turns left abit and goes up hill. (At the top is the road closed barrier or shortcut 4 entrance). Watch the top as there is a 45* right hand turn that will send you airborne for a few seconds if you are going fast enough. The road will descend with a 90* left hand turn at the bottom that goes over a bridge. There is another 90* left turn after this that runs past a NITRO point and goes up a hill. There is two small 25* turns (which go past the exit to shortcut 4) which brings you to the FINISH line. SHORTCUTS: 1st: Just after the sweeping corner in the tunnel you have a long metal rail. on the left side of the rail is a gap enough to get a car through. This will take you through to the metal bridge before near the large corner where shortcut 4 is, where to get back on the track you have to slide to the left. 2nd: This one is just past shortcut 1. on the left side of the track just past the frozen mammoth, there is a tunnel that shoots down past another frozen dinosaur. Then you have to do a slide to the right to come onto the last bit of shortcut 1. Then you have to slide to the left to get back on the track. 3rd: A bit after Shortcut 2 you will come to a place where the ice makes the road smaller, just there you will find on your left another tunnel. This tunnel cuts you through to the metal bridge. There is hardly no hassle getting back onto the road. 4th: Just past the metal bridge on the top of the hill there is a part of the road closed on the left hand side. At the right side of the road blockage there are some wooden horse type things that you can crash through. This will take you to right infront of the finish line. PATH: You should practice taking shortcut 1 through to shortcut 4 and go down that to complete your lap. Keep doing this to finish the track. TRACK: "Fertile Canyon" COURSE CONDITIONS: Season 1: Summer / Clear Season 2: Night / Clear Season 3: Snowy Ground / Clear Season 4: Spring / Clear 2nd Race: Night / Clear (Mirrored) Season 5: Dusk / Clear (Mirrored) Season 6: Overcast / Storms (Mirrored) 2nd Race: Night / Clear (Mirrored) COURSE LAYOUT: START. Go around the 90* right turn past the entry and exit to shortcut 1. Then do a 90* left turn down a hill. Then at the bottom of the hill is a tight hair-pin turn, that goes past the entrance to shortcut 2. Go past the CASH point an go on a 45* right turn. You will be going past the entrance to shortcut 3 as you go up the hill and turn right through a short tunnel. Just past the tunnel is a small left hand bend with a NITRO point on it's corner. There is then a small right hand turn that straightens out for a bit going past the exit to shortcut 3. There is then a 90* turn that goes into a wooden bridge house thing. Going through the bridge it turns slightly. When you exit it the road is still turning. You will go past the entrance to shortcut 4. Just around the bend there is a 90* turn. It straightens out for a bit, as you go past the exit to shortcut 4. Then the track does a 90* left hand turn and then a 90* right hand turn past a NITRO point, and then another 90* left hand turn to bring you up to the FINISH line. SHORTCUTS: 1st: This one is right at the start. If you turn right and go at the barn and there is a small gap between the hay fence and the barn. Go through this and cut the corner to be at the start of the hill down. 2nd: This one is on the right of the first hair-pin turn. You have to be lucky to get in this one, but even in there you have to stay away from the edge or risk running into the wooden poles on the walls and crashing. This exits into the end of shortcut 3. 3rd: This one is long, straight and winding. The exit to shortcut 2 comes in near the end of here. It exits just before the turn to the Wooden Bridge House thing. 4th: This cuts around the corn field and comes out just after the 90* turn, and before another 90* turn. PATH: Go down shortcut 1, and forget about 2. Go down number 3 and then go down 4, to get the fastest path. TRACK: "Swampy Depot" COURSE CONDITIONS: Season 1: Spring / Clear Season 2: Raining / Foggy Season 3: Night / Clear Season 4: Snowy Ground / Clear Season 5: Winter / Snowing 2nd Race: Summer / Clear Season 6: Spring / Clear (Mirrored) 2nd Race: Night / Clear (Mirrored) COURSE LAYOUT: You start off going around a 120* left hand corner that leads to a jump. Keep going straight. You will have to turn left and go around a right hand turn that leads to a left hand 90* turn. You will have gone past the enterance to shortcut one at the bottom of the jump. Go up the hill and break abit to do right turn down a hill and then a left hand turn up a hill. You will pass a NITRO point and go under a rock tunnel. You will jump of another hill. At the bottom there is one of two things, the enterance to shortcut two on the left hand side, and a piece of land that sticks out and collects cars that wander too far over to the right hand side of the track. You will hit another jump that will finish at the base of a left hand 120* turn. You will be going past the enterance to shortcut three. Go down and into the tunnel, past the exit to shortcut two and around the right hand corner going past the enterance to shortcut four, and the exit to shortcut three. You will the have to go around a 90* left hand turn, past a NITRO point, and then past the exit to shortcut four. Keep going straight and you will get to a 100* left hand turn, that will lead you to a right hand 90* turn, that goes past a CASH point. Keep going straight, and go around the 90* left hand turn around the huts on stilts. Then you have another 90* right hand turn that straightens out onto a bridge and then turns left bring you to the FINISH line. SHORTCUTS: 1st: This one is easy. Once off the jump go straight and aim for the front of the old ferry. You will hit the nose of it and it will break away, giveing you a clear run for the next two laps. PLus you will miss that nasty corner. 2nd: This shortcut goes through a tunnel, past a CASH point and finishes in the right hand turning tunnel. 3rd: Just after the jump and the 120* left hand turn there is some swamp that if you cut through it dodging all the islands you will find a shortcut through the hillside and comming out just after the tunnel and before the 90* left hand turn 4th: Just before the exit to the right hand turning tunnel there is a left hand turn down another tunnel to cut the 90* left hand corner just after the tunnel. You will come out just after the NITRO point. 5th: Just at the bottom of the left hand corner just after the exit to the third shortcut, there is a barrier on the right hand side of the track that you can break down. It takes you straight through to where the huts on stilts are. PATH: Definatly do shortcut one, miss number two, and only get three if you can. Go and get four, and try and get five. TRACK: "Down Town" COURSE CONDITIONS: Season 2: Summer / Clear Season 3: Night / Clear Season 4: Snowy Ground / Clear Season 5: Winter / Clear Season 6: Spring / Clear (Mirrored) COURSE LAYOUT: Go straight and you will soon come to a tunnel with a left hand 180* hair-pin turn, that ends with a 90* right hand turn down a hill. When you are going down the hill you will see shortcut one on your right. Go past the NITRO point and around the right hand bend until you get to another 180* hair-pin corner. Before getting to this corner you will have pasted the exit to shortcut one. Once around the corner there is a straight that puts you over a hill and air-borne. You will land at the bottom right before a left hand 90* turn. You will past the enterence to shortcut two on the start of the cornerAround that there is a right hand turn into a tunnel. Once in the tunnel there will be another right hand 90* turn. You will come out and start your descent down a long stretch of lowering road. You will go past the enterence to shortcut three at the top. There is in total 3 hills that you will go into the air on, and then at the bottom a 90* turn into a straight. You will have past the enterance to shortcut four just before the 90* left turn. Go past the NITRO point turning right slightly. Pass the exit to shortcut three, then go through the S-Bends and pass the exit to shortcut four, to be on the straight to the FINISH line. SHORTCUTS: 1st: At the bottom of the hill after the first 180* hair-pin turn. It leads you around the side of the track. You will past a CASH point along the way as well. You will need to do a 90* right hand slide to get back onto the track, and when back on you will need to do a left hand turn as well. 2nd: This is not that much of a shortcut as it goes around the outside of a left hand 90* turn. But just after the first air-borne jump, there will be a small enterence on the right side of the track follow it and then jump back onto the track before the tunnel. 3rd: This short cut is hard to get onto but once on it, you will be happy. It is long gradual turn that puts you near the end. There is a CASH point right near the enterance. You will need to do a 90* right hand turn to get back onto the track. 4th: This one is just after you do the last hill down the straight, and before the 90* left hand turn. You will see a track already made in the grass, that goes under the over-pass and cuts the corner, and puts you back onto the track, right infront of a a wooden fence on the boundry, go through in and cross-country. Go to the left side of the building and jump off the hill and onto the road. PATH: Go through the first shortcut, then use the second if you want to, it is not needed I think. Then use the third if you can get to it, and if not use the forth. TRACK: "Sandy Beaches" COURSE CONDITIONS: Season 3: Summer / Clear Season 4: Dusk / Clear Season 5: Night / Clear Season 6: Overcast / Storms (Mirrored) COURSE LAYOUT: Go straight to a 180* left hand hair-pin turn, that has wooden barriers around the right hand side of the track. You have just gone past the enterance to shortcut one. Keep going past the waterfall (the enterance to shortcut two) and go around another left hand 180* hair-pin turn past a CASH point and turning right. Go up-hill (passing the exit to shortcut two), turning right abit abd the a 90* turn left. There is another little turn right and another 90* turn left. Go around the 45* turn right and then the 90* turn left to go past the exit to shortcut one and past a NITRO point, to get to the FINISH line. SHORTCUTS: 1st: One the first corner with the wooden barriers. Go to the right side of the barriers and follow the shore line. Don't go too far out as you will sink and have to start at the shore line (just like a crash). Keep goin around and duck in before the finish line and you will gain 3-4 places. 2nd: This one was stuck out like a sore thumb. Waterfall = something behind it. Yep it's a tunnel. This one brings you out on the shore line, so you will have to go left to get back onto the track, or you could keep going around the shore line like shortcut one. PATH: Path one is good, but I can't say much for this level as I can only find two shortcuts. If you can find one that I don't have could you please email me and tell me. TRACK: "Space Truckin'" COURSE CONDITIONS: Season 6: Space / Clear COURSE LAYOUT: Go straight through the S-Bends (right, left, right). Turn a 45* right hand turn that leads into a tunnel. Then tunnel bends right abit on exiting it. Then there is a 45* left hand turn followed by a 45* right hand turn. You will be coming upto a NITOR point around here somewhere. Then there is another 45* right hand turn, followed by a 100* left hand turn. Go straight until you get to a 90* right hand turn, then you will get to another 90* right hand turn. Keep going around the 90* left hand turn, going past the NITRO point. Do a 45* right hand corner and go straight, under the asteroid turning to the right abit then, more S-Bends (Right, Left, Right, Left) with a NITRO poin on the last bend. You will then be left at the FINISH line. SHORTCUTS: There is none to my knowledge. If there is one and you know where it is, could you please email me and tell me. .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. PRIZE MONEY Season 1: 1st: $4000 2nd: $#### 3rd: $2500 4th: $#### Season 2: 1st: $7000 2nd: $6000 3rd: $5000 4th: $4500 Season 3: 1st: $10000 2nd: $8000 3rd: $7000 4th: $6000 Season 4: 1st: $13000 2nd: $10000 3rd: $9000 4th: $8000 Season 5: 1st: $15000 2nd: $12000 3rd: $11000 4th: $10000 Season 6: 1st: $20000 2nd: $15000 3rd: $13000 4th: $11000 If anyone knows the the prize money values that I have not got yet could you please Email them to me. See contacting the Author at the botom of this FAQ for more information. .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. CODES To enter these codes in you have to goto the main menu. The codes work like this. Each option on the menu has a number assigned to it. You have to press the Z-Button on each of the options that co-respond to the number you need. The option's numbers are: 0 - Championship 1 - Versus 2 - Setup 3 - Credits If you mess up the code just enter into an option and the exit back out to start it again. You will know that the code is entered when a smiley face pops up under the options and a rev noise happens. Alternate Credits: 2, 2, 0, 1. Bonus Car Codes: Open Bonus Car 1: 3, 1, 2, 0, 1, 1 Open Bonus Car 2: 0, 3, 1, 2, 1, 0, 2, 3 Open Bonus Car 3: 1, 1, 0, 3, 0, 1, 0, 3, 2, 1, 2 Open All Cars: 3, 3, 1, 3, 2, 0, 0, 0, 1. Open Normal Cars: 3, 0, 0, 1 Open Seasons Codes: Open Season 4: 1, 0, 0, 3, 2, 2, 0. Open Season 5: 2, 0, 3, 1, 1, 2, 0, 1, 3, 0. Open Season 6: 3, 2, 1, 0, 0, 3, 0, 1, 2, 0, 3, 2, 2. If anyone knows any codes that I have missed please send them into me and I will add them to the list. .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. SOME THINGS ABOUT THE CARS Hummer - There is a dog on the back seat of the car. .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. THIS GAME'S RELATED SITES SNOWBLIND STUDIOS - http://www.snowblindstudios.com GRINDSTONE - http://www.grindstone.com .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. CONTACTING THE AUTHOR Any type of feedback (other than abusive) is welcomed. Although I can't promise that I will reply to every email I get I will try to. Any email that asks for specific help will not be read. All that I know about the stages in this game I have put here. If you are writing to me please put in the topic in caps 'TOP GEAR OVERDRIVE FAQ REPLY:' then what ever topic you want after it. This will help me moderate what mail is coming in from where. You can contact me at this address: - email@example.com Anyone found abusing me will be automatically put onto a SPAM list that will be sent for NO profit to many spam outfits across the net. Yes I hate SPAM, but this is the only way to deal with people who just email me to abuse me. Thank you for reading this FAQ. .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. CREDITS AND THANKYOUS ARGÖNAUT (a.k.a Scott A. Moss) for writing this FAQ. KEMCO for distributing this game. SNOWBLIND for creating this game. PROGRAMMING - Ezra Dreisbach, Ryan Geithman Raoul Said GRAPHICS - Brian H. Johnson, Brian Sostrom, Jason Wiggin DIRECTORS - Akihro Sano, K. Kaneyuki EXECUTIVE DIRECTORS - Suguru Tsuchiya, F.G.A.K, YOKO EXECUTIVE PRODUCER - Seiichiro Okuhara PRODUCER - Kenichi Nishimura ASSISTANT PRODUCERS - Oliver Miyashita, Yoshiko Horikawa (If any of these names are spelt wrong, I am really sorry. could you contact me so that I can verify my mistake.) GRINDSTONE for the music. AEON my love, for getting me this game. .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. Made With FAQEdit - Get it at: http://www.oddi7y.cjb.net .o-* *o^ --- --- <.> --- --- <.>.-^-.<.> --- --- <.> --- --- ^o* *-o. COPYRIGHT ARGÖNAUT 1999