F1 2002 Driving Guide - Guide for F1 2002

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F1 2002 DRIVING GUIDE
by
Jamie Stafford/Wolf Feather
[email protected]






Initial Version Completed: July 24, 2002
Version 3.0 Completed:     September 17, 2002

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ACCOLADE: The F1 2002 Driving Guide won the initial FAQ of
the Month contest at GameFAQs (http://www.GameFAQs.com/) for
the month of July 2002 :-)

GUIDE NOTE: Those interested primarily in car set-ups may
instead wish to view/print the F1 2002 Car Set-ups Guide.  As
changes are made to car set-ups in the Car Set-ups Guide, the
changes will also be made in this (full) guide accordingly.
The same holds true for the circuit histories, which are
available separately in the F1 2002: Circuit Histories Guide.

JOIN THE FEATHERGUIDES E-MAIL LIST: To be the first to know
when my new and updated guides are released, join the
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information about the list and to subscribe for free.

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CONTENTS
Spacing and Length
Permissions
Introduction
Assumptions and Conventions
Race Order: 2002 Season
Changes From F1 2001 To F1 2002
Normal Handling vs. Simulation Handling
Quick Race Mode
Challenge Mode
Team Duel Mode
Grand Prix Modes
EA Sports Cards
EA Sports Cards Acquisition Suggestions
Tire Care
Drafting (Slipstreaming)
Flags and Boards
General Tips
F1-speak
A Major Problem: FIA Rules
Completely Subjective Section
Advertisers
   A1 (A1-Ring)
   ABN-AMRO
   Agip
   Air Canada
   Allianz
   Alpine
   AMP
   Aral
   ARCOR
   Banco Real
   Bridgestone
   Canon
   Casino (de Montreal)
   Casio
   Chevrolet
   D2/Mannesmann
   Daimler-Chrysler
   Deutsche Post/Deutsche Post World Net
   EuroBusiness
   Evenrudee
   Firestone
   France
   Fuji Television/Fuji TV
   FujiFilm
   GPF1
   Honda
   HSBC
   Ipiranga
   Jaguar
   Kaimin
   Magneti Marelli
   Malaysia
   Melbourne
   MillionCard
   Mobil 1
   Monaco Grand Prix
   Monaco
   Monte Carlo Grand Hotel
   NGK
   Nicos
   Nikon
   Nokia
   Orange
   Panasonic
   Pastor
   Petronas
   PIAA
   Pioneer
   Pony Canyon
   Potenza
   Qantas
   Sao Paulo
   SAP
   Shell/Helix
   Siemens
   Spa-Francorchamps
   Toenec
   United States Grand Prix
   Vodafone
   Zepeter International
Circuit Histories
Circuit History: Albert Park
Circuit History: Kuala Lampur
Circuit History: Interlagos
Circuit History: Imola
Circuit History: Catalunya
Circuit History: A1-Ring
Circuit History: Monte Carlo
Circuit History: Circuit Gilles Villeneuve
Circuit History: Nurburgring
Circuit History: Silverstone
Circuit History: Nevers Magny-Cours
Circuit History: Hockenheim
Circuit History: Hungaroring
Circuit History: Spa-Francorchamps
Circuit History: Monza
Circuit History: Indianapolis
Circuit History: Suzuka
Parts Used in Car Set-ups
Suggested Set-ups
   Suggested set-up for Australia (Albert Park)
   Suggested set-up for Malaysia (Sepang)
   Suggested set-up for Brazil (Interlagos)
   Suggested set-up for San Marino (Imola)
   Suggested set-up for Spain (Catalunya)
   Suggested set-up for Austria (A1-Ring)
   Suggested set-up for Monaco (Monaco)
   Suggested set-up for Canada (Circuit Gilles-Villeneuve)
   Suggested set-up for Europe (Nurburgring)
   Suggested set-up for Great Britain (Silverstone)
   Suggested set-up for France (Nevers Magny-Cours)
   Suggested set-up for Germany (Hockenheim)
   Suggested set-up for Hungary (Hungaroring)
   Suggested set-up for Belgium (Spa-Francorchamps)
   Suggested set-up for Italy (Monza)
   Suggested set-up for the United States (Indianapolis)
   Suggested set-up for Japan (Suzuka)
Grand Prix Of Australia: Albert Park
Grand Prix Of Malaysia: Kuala Lampur
Grand Prix Of Brazil: Interlagos
Grand Prix Of San Marino: Imola
Grand Prix Of Spain: Catalunya
Grand Prix Of Austria: A1-Ring
Grand Prix Of Monaco: Monte Carlo (Temporary Street Circuit)
Grand Prix Of Canada: Circuit Gilles Villeneuve
Grand Prix Of Europe: Nurburgring
Grand Prix Of Great Britain: Silverstone
Grand Prix Of France: Nevers Magny-Cours
Grand Prix Of Germany: Hockenheim
Grand Prix Of Hungary: Hungaroring
Grand Prix Of Belgium: Spa-Francorchamps
Grand Prix Of Italy: Monza
Grand Prix Of The United States: Indianapolis
Grand Prix Of Japan: Suzuka
Wish List - Mine
Wish List - Others
Wrap-up
Contact Information

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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 font setting by making sure the numbers and letters
below line up:

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

This guide is now approximately *****155 pages long**** in
the Macintosh version of Microsoft Word 98 using single-
spaced Courier 12 font.  This means that it is likely NOT a
good idea to print this guide in its entirety.

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PERMISSIONS
Permission is hereby granted for a user to download and/or
print out a copy of this driving guide for personal use.
However, due to the extreme length, printing this driving
guide may not be such a good idea.

This driving guide may only be posted on: FeatherGuides,
GameFAQs.com, f1gamers.com, Games Domain, PSXCodez.com,
Cheatcc.com, gamesover.com, Absolute-PlayStation.com,
RedCoupe, InsidePS2Games.com, CheatPlanet.com, The Cheat
Empire, a2zweblinks.com, Gameguru, cheatingplanet.com,
RobsGaming.com, neoseeker.com, ps2fantasy.com, and
vgstrategies.com.  Please contact me for permission to post
elsewhere on the Internet.

Should anyone wish to translate this game guide into other
languages, please contact me for permission(s) and provide me
with a copy when complete.

Remember:  Plagiarism in ANY form is NOT tolerated!!!!!

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INTRODUCTION
F1 2002 is the latest entry in EA Sports' line of F1-based
games for (originally) the PlayStation and (now) the
PlayStation2.  F1 Championship Season 2000, the game
immediately preceding F1 2001, marked EA Sports' first foray
of the series to the PS2, but F1CS2K was actually released in
two 'flavors:' PSX and PS2.  F1 2001 was thus the first PS2-
only game of the series, and F1 2002 continues EA Sports'
great tradition with its F1 games.

Most likely, if you play F1 2002, then you are at least a
casual fan of F1 racing, and have at least a basic knowledge
of many or all of the F1 courses currently in use.  That
knowledge certainly does help when first playing F1 2002, and
vice versa - as any extensive gameplay greatly helps in
determining where the drivers are on each course when races
are televised.

The final segment of this driving guide provides information
to help you to cleanly drive each course.  Even those who
know the courses fairly well and/or play the game regularly
can always use tips.

Please note that much of this information comes from the
driving guide I wrote for F1 Championship Season 2000 and
updated in the guide written for F1 2001, both games also by
EA Sports.  Those who have read and/or downloaded the driving
guide for F1CS2K and/or F1 2001 will already have the same
basic information covered in this driving guide.  This
driving guide has been modified and expanded to reflect the
many additions in F1 2002, including the minor circuit
alterations included in the game.

Please also note that this guide is written specifically for
the PlayStation2 version of F1 2002.  I do not own a PC and
do not have access to a PC on which to play games, nor do I
own any other gaming consoles, so this guide does not address
any of the cross-platform or cross-console differences in the
game.

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ASSUMPTIONS AND CONVENTIONS
Most race circuits outside the United States name most
corners and chicanes, and even some straightaways.  Where
these names are known, they will be referenced in the Notes
section of each circuit's suggested set-up.  These names have
been gathered from course maps available on the courses'
official Web sites, my memory of how F1 races have been
called by American TV sportscasters (Fox Sports Net and
SpeedVision, in 1999 2001, and Speed Channel in 2002), and/or
from the Training Mode of F1 Championship Season 2000
(corner/segment names are listed at the bottom of the
screen).  To the extent possible, these names have been
translated into English.

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RACE ORDER: 2002 SEASON
F1 2002 presents the courses in the order in which they were
presented for the 2002 Formula 1 season.  This driving guide
will follow the same convention.

F1 Race Schedule, 2002 Season:
   March 3        Australia       Albert Park
   March 17       Malaysia        Kuala Lampur
   March 31       Brazil          Interlagos
   April 14       San Marino      Imola
   April 28       Spain           Catalunya
   May 12         Austria         A1-Ring
   May 26         Monaco          Unnamed (Street Circuit)
   June 9         Canada          Circuit Gilles Villeneuve
   June 23        Europe          Nurburgring
   July 7         Great Britain   Silverstone
   July 21        France          Nevers Magny-Cours
   July 28        Germany         Hockenheim
   August 18      Hungary         Hungaroring
   September 1    Belgium         Spa-Francorchamps
   September 15   Italy           Monza
   September 29   USA             Indianapolis
   October 13     Japan           Suzuka

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CHANGES FROM F1 2001 TO F1 2002
In many ways F1 2001 and F1 2002 are the same game, simply
updated.  Colors and reflections are much more vibrant, it is
MUCH easier to see the flags waved by the corner workers -
and certainly, the teams and drivers have been updated for
the 2002 season.

Each team's cars also sounds and handles slightly differently
from other teams' cars; for example, in Normal Handling, a
Toyota's top speed is about 170MPH, whereas a Ferrari can
climb to nearly 185MPH.  This is initially quite noticeable
when completing Challenge Mode.  However, whether using
Normal Handling or Simulation Handling, car control seems a
bit twitchier than in F1 2001.

In terms of the race circuits, they are largely the same,
with appreciable enhancement in colors.  However, the Monaco
circuit seems to have been narrowed from the entrance to The
Tunnel all the way to the entrance to Swimming Pool Chicane.

In terms of gameplay, the AI has become even MORE aggressive
than in F1 2001.  This is especially significant on the
standing starts, where it is fairly common to get speared
from behind and knocked off the circuit.

'Gamebreakers' have been added to F1 2002.  Whenever a major
event takes place during a race (i.e., a massive crash), all
action will suddenly stop as multiple cameras show the
incident at regular speed and in slow-motion.  Gamebreakers
is an optional feature.

A nice addition is the slipstream effect.  On the right side
of the race screen, a set of bars will slowly light up as a
driver gets closer and closer behind another car, thus able
to take advantage of the lead car's slipstream (aerodynamic
vacuum) to suddenly jump out and make a pass.  When racing in
very wet weather when cars are launching a tall 'rooster
tail' of spray in their wake, the slipstream meter can be
used to approximate the distance to the car in front as well
as the closing speed.

EA Sports Cards are new to F1 2002.  The EA Sports Cards for
the Challenge Mode events are rather easy to obtain, as are
those for Team Duel Mode; the others are gained seemingly 'at
random' as certain tasks are completed in races.  At the end
of each race, a status screen will list the EA Sports Cards
earned in the race (if applicable); during the race, if TV
Panels is activated, then an indicator at the bottom of the
screen will show that an EA Sports Card has been awarded
(this notice will be repeated at the end of the race).  See
the EA Sports Cards section for more details.

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NORMAL HANDLING VS. SIMULATION HANDLING
Most game modes of F1 2002 allow the player to select which
handling option is preferred.  Normal Handling is essentially
arcade-style driving.  Here, the only 'tuning' option is
whether to use hard or soft tires as the dry-weather tire
compound (the compound option is only available in one of the
Grand Prix Modes offering a Practice session).  There are
extremely few variables affecting car control in Normal
Handling, which makes this driving option quite forgiving
should the player make a mistake.  For example, braking late
for a corner does not necessarily mean that the car will
slide off the outside of the turn; in fact, it is often
possible to keep to the pavement in this situation and
continue cornering.  In another example, should the car get
speared from behind and start to spin, it is TOO easy to
'catch' the vehicle and point the car back in the correct
direction of travel.

Simulation Handling introduces MANY more variables in the
issue of car control, as well as many more tuning options.
The Suggested Set-ups section is designed with Simulation
Handling in mind; it covers the various tuning elements and
presents car set-ups for all seventeen circuits in current F1
racing as presented in F1 2002.  Whereas Normal Handling
might be good for young adolescents and those just learning
to drive in reality, Simulation Handling is best left to the
parents and those with A LOT of gaming experience, as
Simulation Handling is a MUCH more difficult level in terms
of car control.  Here, tuning is key, as improper tuning
means horrific car control; since there is no such thing as a
perfectly-tuned car (especially with so many tuning elements
involved), there will always be a compromise somewhere in car
control.

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QUICK RACE MODE
Here, players can simply jump into a car in P22 and get out
on the tracks in four-lap races using Normal Handling.
Initially, only Hockenheim, Monza, and Silverstone are
available for race venues.  Winning at these venues opens new
venues.  Here is the list, with easiest circuits listed first
and most difficult circuits listed last:

   Hockenheim                     Initially available
   Monza                          Initially available
   Silverstone                    Initially available
   Imola                          Win at Monza
   Melbourne (Albert Park)        Win at Monza
   A1-Ring                        Win at Monza
   Barcelona (Catalunya)          Win at Monza
   Indianapolis                   Win at Hockenheim
   Nurburgring                    Win at Hockenheim
   Magny-Cours                    Win at Silverstone
   Montreal (Gilles-Villeneuve)   Win at Imola
   Sepang (Kuala Lampur)          Win at Imola
   Hungaroring                    Win at Melbourne
   Interlagos                     Win at A1-Ring
   Spa-Francorchamps              Win at Barcelona
   Suzuka                         Win at Indianapolis
   Monaco                         Win at Nurburgring

Expect weather conditions to change at least once during a
race in Quick Race Mode.  If a race begins in the dry, expect
rain by the end of Lap 3.  If a race begins in the wet,
expect the rain to end by the end of Lap 3 (but the road will
still be a little damp at the end of the race).

There are no FIA Rules in effect for Quick Race Mode; this
means that shortcutting, dangerous driving, ignoring yellow
flags, and other unsportsmanlike/unsafe conduct IS permitted.
Also, the driver is protected from incurring damage and does
not suffer mechanical failures... unlike some of the
competitors.

Quick Race Mode is VERY forgiving in terms of the technique
of racing.  Missing a braking zone is not necessarily
disastrous here, even with Speed Assist deactivated.
Catching a spinning car is fairly easy, even at over 150MPH.
Botching an apex can still result in good cornering, even
passing while cornering.

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CHALLENGE MODE
Challenge Mode presents 22 challenges total, 11 basic
challenges and 11 advanced challenges; within each category,
the challenges are listed by team, where the player takes the
role of a given driver for that team and must complete the
task at hand.

Before each challenge, the player is presented with a screen
detailing exactly what is about to happen, and what is
required for success.  This ranges from simply maintaining
position to passing an inordinate number of cars in VERY
little time to an interactive Pit Stop.

Note that each team's challenges are often similar between
the basic challenge and the advanced challenge, but this is
not always the case.  Also, it only takes one pixel for a car
to be considered out of bounds, so high-speed car control is
crucial to success in many of the advanced challenges.

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TEAM DUEL MODE
This unique race mode works on the concept of intra-team
rivalry:  Each driver wants to prove that he is better than
his teammate.  In Team Duel Mode, all that matters is that
the player finish better than his teammate in a race of four
or eight laps total, with the player starting at P22.

Note that Team Duel Mode is essentially one of the Grand Prix
Modes (see next section), with the exception that a race win
is not necessary.  As long as the player can beat his
teammate, that will suffice.

Team Duel Mode also awards EA Sports Cards.  One EA Sports
Card is granted per Team Duel Mode win per team per
difficulty level.

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GRAND PRIX MODES
Here is where an F1 driver earns his money!!!  These modes
present one or more full race weekends - Practice,
Qualifying, Warm-up, and Race - using either Normal Handling
(easiest) or Simulation Handling (hardest).  Grand Prix
events are quite customizable: race length, transmission, FIA
Rules, slipstream effects, etc.

Single Grand Prix is a single race weekend, using any driver
at any venue.  Full Championship covers the entire 2002
season in order using any driver.  Custom Championship allows
the player to create an original championship season using
any number of races and any order of venues with any driver;
the possibilities are endless: all-technical circuits
(Monaco, Suzuka, etc.), all high-speed circuits (Monza,
Hockenheim, etc.), the reverse of the actual 2002 season
(Suzuka, Indianapolis, etc.)...

For the various Grand Prix Modes, points are distributed in
accordance with FIA regulations:
   First Place:    10 points
   Second Place:   6 points
   Third Place:    4 points
   Fourth Place:   3 points
   Fifth Place:    2 points
   Sixth Place:    1 point
   Others:         0 points
These points are given to both the cars' drivers AND the
cars' teams (constructors) for the Drivers Championship and
Constructors Championship; in effect, the points do 'double
duty.'  Those concerned about winning both championships
should elect to play as a driver from a team with a strong
track record (pardon the pun) for winning: McLaren, Ferrari,
etc.

Grand Prix Modes include the following sessions:
   Practice: The first step in a race weekend is to prepare
                the car as best as possible for the weekend's
                race.  There is no such thing as a 'universal
                car set-up,' as each venue requires different
                things from each car.  A total of sixty
                minutes is allowed for Practice; a car may
                complete any lap already in progress when the
                sixty-minute timer expires.  Practice is
                generally held on Friday of a race weekend.
                If FIA Rules is activated, there are no
                penalties assessed for any infractions.  It
                is important to wisely choose a tire compound
                before the end of Practice; whatever compound
                is on the car at the end of Practice is the
                same tire compound which MUST be used
                throughout the rest of the grand prix
                weekend.
   Qualify:  The day before a race, all twenty-two cars have
                a total of one hour to qualify for the race
                and try to begin the race as high up on the
                grid as possible.  Each driver is permitted a
                total of twelve laps - INCLUDING out-laps and
                in-laps - to qualify for the race, and only
                the fastest lap time is used to place the
                driver on the grid.  If FIA Rules is
                activated, infractions will result in the
                loss of the current lap in progress.
   Warm-up:  The morning of the race, cars are given one
                hour in which to further hone car set-up
                for the race.  This can be very important, as
                the best qualifying set-up may not
                necessarily be the best race set-up for a
                particular circuit.
   Race:     This is the big event!!!  Once the lights go
                out, hit the accelerator and try to gain
                multiple positions by reacting faster than
                any cars before you.  If you decided to skip
                the Qualify session, you will automatically
                be placed in the very last position on the
                grid (P22) for the Race session.  The slowest
                cars are obviously placed at the rear of the
                starting grid, so if a player has an
                excellent reaction time on the standing
                start, up to half the field (and possibly
                even more!!!!!) can be passed before reaching
                the first corner of the circuit.

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EA SPORTS CARDS
F1 2002 presents EA Sports Cards, awarded for completing
specific events in the game, or for achieving certain feats
during races.  The following is a list of the EA Sports Cards
available per team, and the requirements for earning each of
these cards:

Toyota (Gold)
   Duration:           Complete an eight-lap race
   Racing:             Gain a place
   Milestone:          Score ten Top Six finishes
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
Toyota (Silver)             Toyota (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

Minardi
   Duration:           Complete a sixteen-lap race
   Racing:             Overtake a teammate
   Milestone:          Ten podium finishes
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
Minardi (Silver)            Minardi (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

Arrows
   Duration:           Complete a race of at least half the
                          full race distance (i.e., a race of
                          at least 39 laps at Monaco, which
                          has a full race distance of 78
                          laps)
   Racing:             Finish in a higher position than where
                          started the race
   Milestone:          Start P1 twenty times
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
Arrows (Silver)             Arrows (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

Renault
   Duration:           Complete five 16-lap races
   Racing:             Take first place
   Milestone:          Win 20 races
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
Renault (Silver)            Renault (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

Jaguar
   Duration:           Complete five races of at least half
                          full race distance (i.e., a race of
                          at least 39 laps at Monaco, which
                          has a full race distance of 78
                          laps)
   Racing:             Once at P1, keep from being overtaken
                          for at least one full lap*
   Milestone:          Score the fastest race lap twenty
                          times
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
Jaguar (Silver)             Jaguar (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

BAR
   Duration:           Complete five full-lap races
   Racing:             Never leave the track for a single lap
   Milestone:          Earn 100 points
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
BAR (Silver)                BAR (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

Jordan
   Duration:           Complete nine 16-lap races
   Racing:             Start a race P22 and finish P1
   Milestone:          Win a season
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
Jordan (Silver)             Jordan (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

Sauber
   Duration:           Complete nine races of at least half
                          full race distance (i.e., a race of
                          at least 39 laps at Monaco, which
                          has a full race distance of 78
                          laps)
   Racing:             Set a fastest lap for a race
   Milestone:          Earn 150 points
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
Sauber (Silver)             Sauber (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

Williams
   Duration:           Complete nine full-lap races
   Racing:             Win two races in a row
   Milestone:          Win two seasons
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
Williams (Silver)           Williams (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

McLaren
   Duration:           Complete 17 races of at least half
                          full race distance (i.e., a race of
                          at least 39 laps at Monaco, which
                          has a full race distance of 78
                          laps)
   Racing:             Lap a backmarker
   Milestone:          Earn 200 points
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
McLaren (Silver)            McLaren (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

Ferrari
   Duration:           Complete 17 full-lap races
   Racing:             Lead race from start to finish*
   Milestone:          Earn maximum points in a season
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
Ferrari (Silver)            Ferrari (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge
*If another driver can put the nose of his car just one pixel
ahead of yours for just one millisecond, your chances of
attaining this EA Sports Card at the current race are
destroyed.

This checklist can be used for strategy purposes.  By
studying this checklist carefully, players can determine the
best approach for the game to gain as many of the EA Sports
Cards as possible in the shortest possible time.

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

EA SPORTS CARDS ACQUISITION SUGGESTIONS
Here are some suggestions for acquiring the medals as quickly
as possible.  However, A LOT of time will still be spent
trying to collect each of the EA Sports Cards.

General    F1 2002 permits players to effectively 'skip'
              medals.  There is no reason to first earn a
              team's Bronze Medal before working on its
              Silver Medal.  Instead, players can immediately
              work toward earning a team's Gold Medal.
              Earning a higher medal will still grant access
              to those features unlocked with the acquisition
              of a lower medal.
           F1 2002 also permits players to acquire more than
              one EA Sports Card (per team) per event.
              'Event' is specifically used here, as even when
              working on Challenges or Team Duel, other EA
              Sports Cards (such as a team's Racing Card) can
              also be earned.
           Not surprisingly, the EA Sports Cards requirements
              for the 'lesser' teams (Toyota, Minardi, etc.)
              are far easier than those for the 'greater'
              teams (i.e., Williams, McLaren, and Ferrari).
           Acquiring the various EA Sports Cards can be made
              a little easier by using Normal Handling with
              Tire Wear, Fuel, and FIA Rules deactivated, and
              with only dry Weather.  Also, using shortcuts
              where available can be very handy, especially
              for those cards where one must gain first place
              and keep from being passed for a specific
              period of time.  (For information on shortcuts,
              see my F1 2002: Illegal Times Guide.  I find
              that Monza is the best circuit to use when
              shortcutting could be an integral part of
              attaining one or more EA Sports Cards.)
Toyota     The Racing Card can be easily acquired in the hunt
              for any of the other Toyota cards.
           Ten finishes in the points are required to gain
              Toyota's Milestone Card.  One of these can be
              earned simultaneously by scoring in the points
              in an eight-lap race, which itself will grant
              the Duration Card.
Minardi    The Racing Card requires overtaking a teammate,
              which is the entire point of Team Duel.  Thus,
              winning Team Duel will also grant the Racing
              Card.
Arrows     Somewhat similar to Minardi, the Arrows Racing
              Card requires finishing in a position higher
              than where one began an event.  Therefore,
              since Team Duel always begins with the player
              at P22, successfully passing Team Duel will
              grant two cards at once: the Team Duel Card and
              the Racing Card.
Renault    The requirement for Renault's Milestone Card
              (winning twenty races) inherently means taking
              first place, which is the requirement for the
              Racing Card.  Since the Duration Card requires
              completing five sixteen-lap races, winning a
              single sixteen-lap race will grant the Racing
              Card.  Successfully earning the Duration Card
              with ONLY RACE VICTORIES means that five of the
              required twenty wins for the Milestone Card
              will have been successfully attained.
Jaguar     The Jaguar Milestone Card requires scoring twenty
              Fastest Laps.  This is NOT 'Fastest Lap at
              twenty races,' which is the misinterpretation I
              included in earlier versions of this guide.
              This means that if a player elects to compete
              in a race of at least twenty laps, the
              Milestone Card could easily be attained at just
              that one race.  However, such a tactic could
              almost certainly never be realized, as a player
              will occasionally be slowed by traffic, make a
              mistake and run off-course, etc.  On the other
              hand, a good driver can easily set the required
              twenty fastest laps within five races of at
              least half the full race distance, which is the
              requirement for attaining the Duration Card.
BAR        The BAR Milestone Card requires earning 100
               points.  Fortunately, this is cumulative
               across the entire game, so simply playing as
               usual in virtually any race or event and
               placing consistently within the Top Six will
               amass points which will automatically be put
               toward the acquisition of this card.
           The Racing Card requires never leaving the track
               for a single lap.  Since the Duration Card
               requires completing five full-lap races, even
               a novice player should be able to keep to the
               track for one full lap in a full-distance race
               and not lose so much time that the player
               cannot perform well in the race.  I personally
               tried attaining the Racing Card while working
               on the BAR Team Duel (held at A1-Ring), and it
               was a major handful trying to keep to the
               track for an entire lap AND maintain position.
           The BAR Milestone Card is earned by accumulating
               100 points.  This can be earned quickly by
               competing in and winning ten four-lap races.
Jordan     Jordan's Racing Card is earned by starting last
               and finishing first.  Depending on a player's
               skill, this can be easily done while working
               toward the Duration Card, which requires the
               completion of nine sixteen-lap races.
           For the Milestone Card, a season can use races as
               short as four laps each.
Sauber     The Racing Card is earned by setting the Fastest
               Lap for a race.  The best way to do this is to
               choose a four-lap race, and start P22.  Those
               with excellent skills combined with prime
               shortcut knowledge (and FIA Rules turned off)
               can quickly catapult themselves from P22 to
               P1 in just one lap, inherently resulting in a
               Fastest Lap (since F1 2002 awards Fastest Lap
               beginning with Lap 1 - this is a programming
               error which can be greatly exploited!!!).
               From here, a player must simply stay in front;
               if challenged seriously, dirty tactics such as
               banging wheels or cutting off the challenger
               should preserve the Fastest Lap set on Lap 1,
               unless the player can better that lap time in
               the three laps which remain.  Note: Team Duel
               is a great place to attain the Racing Card,
               although it will be eight laps in length.
           As with BAR, the Milestone Card is based upon
               points, which are gained cumulatively across
               most racing events.  Consistent performance in
               the Top Six will result in points being
               automatically used toward the acquisition of
               the Sauber Milestone Card.
Williams   The Williams Basic and Advances Challenge Cards
               take place at Monza, finishing just beyond the
               exit of Ascari (the left-right-left chicane
               leading onto the back straightaway).  The key
               to a Gold Medal time here is to take Ascari at
               full acceleration, which requires intimate
               familiarity with this portion of the Monza
               circuit as well as fast reflexes.  This is
               actually an important skill to have at Monza,
               as the traditional top-running drivers (both
               Schumachers, Barrichello, Montoya, Raikkonen,
               and Coultard) are all able to fly through
               Ascari at top speed, so a player able to do
               the same can maintain position in relation to
               these CPU-controlled drivers.
           Winning two seasons is required to earn the
               Milestone Card.  It is certainly possible
               within a season to win two races in a row,
               which just happens to be the requirement for
               the Racing Card.
           For the Milestone Card, a season can use races as
               short as four laps each.
McLaren    McLaren's Racing Card requires lapping a
               backmarker.  This can easily be accomplished
               in one of the seventeen half-distance races
               required for the Duration Card.  Depending on
               the CPU, this may also occur in Team Duel or
               even in a standard four-lap race is Failures
               is activated, as cars may have trouble and
               go to Pit Lane for repairs - thus giving the
               player a chance to lap the backmarker(s).
            As with BAR, the Milestone Card is based upon
               points, which are gained cumulatively across
               most racing events.  Consistent performance in
               the Top Six will result in points being
               automatically used toward the acquisition of
               the McLaren Milestone Card.
Ferrari    Ferrari's Racing Card requires starting AND
               finishing a race P1 WITHOUT EVER BEING PASSED.
               This effectively means no Pit Stops without
               having a large enough lead to maintain P1 (a
               lead of at least thirty seconds should be
               adequate for this purpose).  This also places
               prime importance upon gear ratios and circuit
               selection - if a player wishes to attain the
               Racing Card at a circuit which requires long
               gear ratios (such as Hockenheim), the player
               will likely fail at the standing start due to
               long ratios' inherent slow acceleration.  A
               circuit with good shortcutting opportunities,
               such as Albert Park or Monza, can work to the
               player's advantage.
           The Milestone Card requires earning maximum points
               in a season - in other words, the player must
               win EVERY race in the season.  This will be
               extremely difficult at circuits where passing
               is fairly rare, such as Monaco and
               Hungaroring, unless the player can qualify P1
               and never be passed during the race.  It may
               also be a good idea to disengage Autosave, so
               that if a player does not win a race within a
               season, progress can be reloaded and the loss
               wiped clean, allowing the player to make
               another attempt; of course, the player should
               save game progress after each win!!!!!

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

TIRE CARE
At the beginning of a race and immediately after a Pit Stop,
the tires are brand new ('stickers') and need to be brought
up to temperature as quickly as possible so that they can
provide the best possible grip.  During this period, sharp
turns or extremely-fast cornering will almost certainly cause
the car to slide, and perhaps even spin.  However, slides and
spins will bring the tires up to optimum temperature even
faster, so you may wish to purposely induce slides when
entering corners, but only with extreme caution, as the
already-thin line between having control of the car and
losing control of the car will be at least halved until the
tires come up to optimum temperature.

The longer you run on the same set of tires, the more you
need to take better care of your tires.  This is especially
important if you have had one or more off-course excursions.
You may experience slides when cornering.

If you have several offs with the same set of tires and find
yourself sliding around the circuit a lot more than usual,
you definitely need to return to Pit Lane for a new set of
tires.  Essentially, you are driving on pure ice, and the
only way to 'reliably' get around the circuit is to bounce
off the rails - which is extremely difficult to do
'correctly' to keep yourself pointed forward.

One of the best ways to reduce the durability of the tires is
to corner at high speeds.  The manual for Gran Turismo 3
gives an excellent, detailed description of what occurs with
the tires when cornering.  In short, cornering at high speeds
causes a high percentage of the tire to be used for speed,
and a low percentage to be used for the actual cornering.  To
combat this and thus extend the durability of the tires, try
to brake in a STRAIGHT line before reaching a turn, thus
reducing overall speed and providing a lower percentage of
the tires to be used for speed, and a greater percentage used
for cornering.

Note that if the percentage of the tires used for speed is
too high compared to the percentage used for cornering, the
car will slide and/or spin.

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

DRAFTING (SLIPSTREAMING)
Drafting (also called slipstreaming) can be a very valuable
technique for passing, especially on high-speed circuits with
long straightaways.  Drafting entails closely following a
car, and allowing that car's aerodynamic vacuum to draw your
car closer and closer while simultaneously giving your car a
short boost in speed; just before colliding with the other
car, dart out to the side and speed past as the 'extra' speed
gained slowly drains away.  This tactic is best used on long
straightaways, and can be a prime passing method when
combined with late braking at the end of a straightaway.  If
at all possible, try to draft off multiple cars, making
several passes at once while gaining a TRULY dramatic spike
in top-end speed.

However, QUICK reflexes and good tire grip are very important
to edging your car far enough out of the way to safely make a
pass while drafting, otherwise you will ram or clip the lead
car.  Also, in F1 2002, some CPU-controlled cars will
actually slow (sometimes significantly) if you try to use
their aerodynamic wake to pass, adding more necessity to a
player's quick reflexes.

On the right side of the race screen, a set of bars will
slowly light up as a driver gets closer and closer behind
another car, thus able to take advantage of the lead car's
slipstream (aerodynamic vacuum) to suddenly jump out and make
a pass.  When racing in very wet weather when cars are
launching a tall 'rooster tail' of spray in their wake, the
slipstream meter can be used to approximate the distance to
the car in front as well as the closing speed.

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

FLAGS AND BOARDS
Auto racing presents a number of flags and boards to quickly
convey information to drivers as they speed around a circuit.
Many of these flags are shown by corner workers, track-side
personnel who display the various flags to warn drivers if
there is potential trouble ahead or behind them.  Boards are
generally shown only at the Start/Finish Line.  Please note
that not all of these flags and boards are used in F1 2002,
but they are used in real-world F1 racing.

Boards
   Safety Car (SC): What is called the Safety Car in many
                    countries is better known as the Pace Car
                    in American motorsports.  When this board
                    is displayed at the Start/Finish Line
                    (the board is painted white with the
                    letters 'SC' painted in large black
                    font), there is a significant incident
                    somewhere on the circuit warranting that
                    all cars at all areas of the circuit must
                    slow down and follow the Safety Car.  The
                    main reason a Safety Car may be used is
                    to allow safety personnel to get to areas
                    of the track which are otherwise not
                    easily accessible when cars pass at full
                    speed; this situation usually means that
                    there has been a collision or mechanical
                    problem which has left one or more cars
                    sitting idle in a vulnerable situation.
                    The Safety Car board may also be
                    displayed in the event that the weather
                    does not permit full-speed racing.
Flags
   Black Flag:      Generally shown only at the Start/Finish
                    Line, a driver is shown this flag when
                    her or his car has suffered severe damage
                    which the race marshals deem MUST be
                    repaired immediately, or when a driver
                    has committed an infraction of the racing
                    rules.  Depending on the form of
                    motorsport, a Black Flag may also mean
                    automatic disqualification from the
                    event, especially if it is being
                    displayed due to an infraction of the
                    racing rules.
   Blue Flag:       The Blue Flag is generally displayed by
                    the corner workers to indicate that a
                    slower car must pull aside to allow a
                    faster car to pass.  This generally means
                    that the slower car is not on the lead
                    lap, as many forms of auto racing allow
                    for drivers to fight to remain on the
                    lead lap, especially in oval-track
                    racing.
   Green Flag:      The Green Flag means that full racing
                    conditions are in effect.  If a driver
                    is coming out of a Yellow Flag area of
                    a track, this flag indicates that the car
                    can at least be brought back to full
                    racing speed.
   Red Flag:        Generally shown only at the Start/Finish
                    Line, the Red Flag indicates that a race
                    has been suspended temporarily.  The
                    rules regarding what can take place
                    during a Red Flag period vary by the
                    form of motorsport in question.  For
                    example, NASCAR parks all cars behind the
                    Safety Car/Pace Car on the track and all
                    drivers must remain in their cars unless
                    NASCAR officials (usually at Race
                    Control) grant drivers permission to
                    leave the vehicles (this usually only
                    occurs in inclement weather).  In F1
                    racing, if a race is Red Flagged, the
                    race essentially begins again once the
                    condition creating the Red Flag situation
                    has passed or has been remedied.
   White Flag:      Shown at the Start/Finish Line, the White
                    Flag indicates that there is only one
                    more lap remaining in a race.  Not all
                    forms of motorsport use the White Flag.
                    In some endurance races, the white flag
                    is displayed when it is calculated that
                    the official race duration (in terms of
                    time) will expire by the time the lead
                    car completes one more lap of the
                    circuit.
   Yellow Flag:     A Yellow Flag means that drivers must
                    slow due to a potentially-dangerous
                    situation.  On oval tracks, a Yellow Flag
                    covers the entire circuit, although some
                    forms of oval-track racing (such as
                    NASCAR) permit drivers to race back to
                    the Start/Finish Line to 'take' the
                    Yellow Flag there.  On road courses, the
                    Yellow Flag usually only applies to a
                    specific section of the circuit, which
                    allows for full-speed racing elsewhere;
                    should a full-course Yellow Flag
                    situation be warranted, a Safety Car or
                    Pace Car will be used to collect all the
                    competitors and lead them slowly around
                    the race venue.
                       One of the STRANGEST Yellow Flag
                    situations took place in 2000 at the F1
                    Grand Prix of Germany at the high-speed
                    Hockenheim circuit.  A local Yellow Flag
                    was issued for one of the long,
                    insanely-fast straightaways (where cars
                    can easily achieve 180MPH... or more)
                    because a spectator somehow made his way
                    out of the grandstands and onto the track
                    itself.  Fortunately, this EXTREMELY
                    dangerous situation did not result in any
                    injuries or accidents, and the imbecile
                    was quickly grabbed, hauled off the
                    track, and arrested.

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

GENERAL TIPS
A general tip for ALL racing games is to successfully
complete ALL the license tests in any game of the Gran
Turismo series.  This is a great way to learn how to handle
cars of all drivetrain formats and horsepower ratings in a
wide variety of situations - starting and stopping, J-turns,
right-angle corners, chicanes, blind turns, wet racing
conditions, etc.  This will all be very handy for virtually
ANY racing/driving game you ever play,  and the Gran Turismo
games are also extremely good to have in your PSX/PS2
collection (especially GT3).

Another general tip for ALL racing games is to read through
my General Racing/Driving Guide, available EXCLUSIVELY at
FeatherGuides (http://feathersites.angelcities.com/) and at
GameFAQs (http://www.GameFAQs.com).  This presents many of
the same information the Gran Turismo license tests present
in practice, plus plenty of other information ranging from
judicious use of rumble strips to typical tuning options to
tire management.

When first playing F1 2002 (irrespective of whether or not
you have played the preceding games in the series), play with
flags, damage, etc., set to off, and with weather set to dry;
also, use Normal Handling.  This will give you the best
possible (and most forgiving) conditions for learning how to
handle the cars in F1 2002.  As you progress with the game,
add weather, damage, Simulation handling, etc.

F1's standing starts can either give you a great advantage,
or put you at the back of the pack.  To reduce or eliminate
wheelspin from a standing start, try to time the use of the
accelerator with the exact millisecond the lights go out.  If
you use the accelerator too soon, you WILL have wheelspin,
which can cause flat-spotting in the rear tires and can even
cause your car to go askew so that it points in a trajectory
taking you directly OFF the circuit (or into a barrier).

Also related to the standing starts, if you are deep in the
pack, the car directly in front of you is likely to produce A
LOT of smoke (and spray, if in wet conditions at the
beginning of a race) due to wheelspin.  If at all possible,
swing to the edge of the pavement immediately to avoid an
early accident if you can get off the line a lot sooner than
the car in front.  Some circuits are set up so that there is
either wide pavement on the Pit Straight or an expanse of
pavement unofficially part of the main circuit itself (such
as the right side of the pavement at Monza and at Suzuka);
making use of these areas can allow you to swing out wide to
avoid incidents, and also get you clear of traffic so that
you can REALLY slam on the accelerator and pass huge numbers
of cars before the initial corners of the circuit.

Braking is always important in racing.  However, F1 2002
demands SMOOTH braking (especially if using Simulation
handling), which often means braking rather early.  Slamming
on the brakes often results in wheel lock and/or car spin,
which can induce flat-spotting on the tires and tremendously
increases the risk of collision - especially with the Tire
Wear option activated.

Even after the standing starts, the use of the accelerator is
extremely important in F1 2002.  By exercising extreme care
with both the brakes and the accelerator, anyone can rapidly
learn to essentially glide through corners at a rather quick
speed.  A pristine racing line is also important in these
situations, as the changes in G-force and velocity need to be
constantly kept in check if you want to remain on the
official course.

I personally find it sometimes easier to take tight corners
WITHOUT braking.  In these cases, simply let off the
accelerator and coast toward and through the corner until the
appropriate acceleration point, usually at or just beyond the
apex.  One very good place to attempt this strategy is at the
initial corners at Kuala Lampur (Malaysia), although this
tactic can have rather dire consequences at the start of a
race with all the cars bunched together.

The AI in F1 2002 produces some interesting challenges in
terms of action on the track.  For example, I have several
times seen a group of cars four-wide on the Pit Straight at
Monza (coming off the Curva Parabolica) as they dice for
position.  If you are coming up quickly upon a pack of slower
cars involved in a heated battle for position, this can be a
particularly challenging situation, especially if you are
yourself being pursued rather aggressively.  Try to analyze
the movements of the cars in front of you and look for an
opening.  However, remember that most CPU-controlled cars use
the exact same racing line, so once they fall into line for a
corner or a chicane, dart up past them and try to outbreak
them into the corner/chicane (IF you have confidence in your
brakes and reflexes).

Speed Assist (which automatically handles braking when
cornering) can be great when first learning a course.
However, to be truly effective in these races, Speed Assist
should be turned off.  This will allow YOU to handle braking
(if wanted) while cornering, and will generally allow you to
have MUCH more speed in corners.  This translates to more
difficult handling, as cars will always handle better when
going slow than when going fast (assuming the car set-up has
not been changed).  This also means that passing while
cornering will be much easier - and much more dangerous.  For
those who wish to shortcut corners, deactivating Speed Assist
will also help to keep your momentum as you drive through
sand and/or grass.  If you REALLY want to achieve fast lap
times and generally be much more competitive in a race, then
Speed Assist simply MUST be deactivated.

Some circuits have distance-to-corner markers in anticipation
of tight and/or (semi-)blind corners.  While these markers
are useful, DO NOT completely rely on them, as they may
'disappear' as the race progresses.  These markers can be
knocked down by a car which slips or is forced off the
pavement, and the markers are not replaced.  Therefore, try
to use permanent objects (such as grandstands or trees) to
judge the braking zone for a corner or chicane.

ALWAYS listen attentively to the team radio communications;
this will give you information about your teammate's progress
and the condition of your own car, as well as alert you to
any incidents on the circuit, such as spins, cars with
smoking engines (which often leak oil), etc.  Especially when
you hear that another car has a problem, always be on the
lookout for EXTREMELY slow cars in the indicated sector of
the circuit - cars WILL come to a complete stop in the middle
of the pavement, and if you are playing with Flags off, it is
quite easy to miss seeing the slowed/stopped vehicle until it
is too late to take evasive action.  If you are assigned a
Stop-Go Penalty, you will also receive radio communications
instructing you when to come to Pit Lane to serve the
penalty.

For those playing with Simulation Handling, it is important
to note that using long gear ratios will produce an automatic
loss of position for the standing starts due to the inherent
decreased acceleration.  However, there are times when the
decreased acceleration can be of tremendous benefit, such as
taking a series of tight S-curves quickly without the need
for braking (such as through Bechetts at Silverstone).  The
most obvious benefit to long gear ratios is the higher top-
end speed, yet the long gear ratio must be matched with
medium or low downforce settings for the wings to force the
car into seventh gear (in automatic transmission) on long
straightaways (such as Rettilineo Parabolica at Monza).

F1 2002 features CPU-controlled opposition which is FAR more
competitive and relentless than in previous incarnations of
the series.  However, this also means the competitors are
absolutely ruthless.  Should you have an off or an on-track
accident, do not expect those behind you to give you room to
rejoin the race.  Instead, the competitors will often plow
into you at full throttle, knocking your car around like a
snowboarder at Tokyo Megaplex.  While this certainly presents
some interesting visuals in Replay mode, this can very
quickly become frustrating... and costly, as you will likely
find yourself at the very tail end of the pack once you can
recover.

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

F1-SPEAK
F1 racing has a somewhat specialized vocabulary.  Here are
some of the more common terms:

ARMCO:                   The type of barriers generally used
                         at F1 races.  Information on these
                         crash barriers can be found at Hill
                         and Smith Web site
                         (http://www.hill-smith.co.uk/).
Blowed up:               A car's engine has expired.  This is
                         characterized by a massive plume of
                         white-grey smoke pouring from the
                         rear of the car.  Also, there is
                         often oil deposited all over the
                         race circuit, so if a blowed up
                         car does not instantly pull off the
                         pavement, that section of the
                         circuit will be very dangerous for
                         the remainder of the race.
Catch:                   In any form of auto racing, it is
                         quite common to see a car slide off
                         the course, often at high speeds.
                         Generally, this results in a car
                         either being essentially beached in
                         a sand trap, stuck in the grass if
                         the area has recently experienced a
                         significant rainfall, or a collision
                         a barrier.  Even if the car does not
                         slide off the course, spins on the
                         racing circuit itself also occur
                         with relative frequency.
                            A 'catch' is when one of the
                         above incidents occurs, but the
                         driver is able to either keep the
                         car from hitting a barrier (or
                         another car) and/or is able to keep
                         the car from getting stuck in the
                         sand or grass before returning to
                         the circuit.
Lollipop Man:            The man holding the Brakes stick in
                         a Pit Stop.  This stick essentially
                         looks like a long lollipop, with its
                         long handle and rounded end with
                         instructions for the driver.
Off:                     A car has gone off-course.  A minor
                         off means that only one or perhaps
                         two wheels have slipped off the
                         pavement, and the driver can
                         generally recover quickly.  However,
                         a major off involves a trip well
                         off the pavement, and usually also
                         occurs at very high speed.
P#:                      This indicates a driver's race
                         position.  P1 is Pole Position; P6
                         is the final points-paying position;
                         P22 is last place.
Points-paying Positions: These are the Top 6 places in a
                         race.  At the end of a race, P1
                         awards 10 points, P2 awards 6
                         points, P3 awards 4 points, P4
                         awards 3 points, P5 awards 2 points,
                         and P1 awards 1 point.  There are NO
                         points awarded to drivers not
                         finishing in the Top 6.  This also
                         the reason why the TV Panels at the
                         bottom of the screen update by six
                         positions at once; in F1 2002, the
                         updates are generally ONLY for the
                         points-paying positions.
Shunt:                   A collision, generally between cars.
                         This term could also be used for
                         cars swapping paint, but that is
                         EXTREMELY difficult to do in open-
                         wheel racing (such as F1) without
                         inducing an accident.
Team Orders:             Each F1 team runs two cars at each
                         race weekend.  Team orders involve
                         one or both drivers purposely
                         altering driving style or changing
                         race positions for the betterment of
                         the team.  While team orders are NOT
                         illegal in F1 competition (they are
                         illegal in some other forms of
                         motorsport), many generally have a
                         strong dislike (and even a nasty
                         hatred) for team orders, especially
                         in those situations where team
                         orders actually change the results
                         of a race.
                            The most notable incidence of
                         team orders - and likely the most
                         controversial use of team orders in
                         F1 history past, present, or future
                         - involved Ferrari's Reubens
                         Barrichello, who had dominated the
                         entire race weekend, pulling over in
                         the final meters of the 2002 Grand
                         Prix of Austria (at A1-Ring) so that
                         his teammate Michael Schumacher
                         could instead take the win, thus
                         gaining an extra four points over
                         his strong rival Juan Pablo Montoya
                         in the Drivers' Championship.  This
                         use of team orders severely angered
                         F1 fans at the circuit and around
                         the world, but was justified by
                         Ferrari by the team's desire to
                         protect Schumacher's lead in the
                         Drivers' Championship.
World Feed:              Because F1 races are televised
                         (generally live) worldwide, FIA has
                         implemented the World Feed system,
                         in which the images of grand prix
                         weekends are provided by the FIA-
                         licensed F1 broadcaster for the
                         country hosting each grand prix; all
                         other F1 broadcasters must then use
                         these images and sounds for their
                         F1 coverage.  There are provisions
                         for the many F1-licensed
                         broadcasters worldwide to include
                         Pit Lane reports, but once a race
                         begins, FIA prohibits any images
                         from Pit Lane which are NOT provided
                         by the World Feed system.
                            Since each race is essentially
                         'televised' by a different country's
                         F1-licensed broadcaster, the World
                         Feed coverage between races
                         definitely varies in quality.  The
                         World Feed for races in Malaysia is
                         generally rather poor, with images
                         often focusing on action away from
                         what is most significant for the
                         race or the overall season
                         standings, reflecting Malaysia's
                         F1-licensed broadcaster's lack of
                         experience and knowledge in
                         televising live F1 races.  Races
                         held in Western Europe - where many
                         F1 races are held - generally have a
                         very high quality World Feed due to
                         extensive experience and knowledge
                         in televising F1 races.

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

A MAJOR PROBLEM: FIA RULES
My only MAJOR complaint about F1 2002 (as with F1 2001) is
its implementation of FIA rules, which includes the use of
flags.  While I personally WANT to race with flags active,
the implementation of the rules is FAR too oppressive - to
the point that I have thrown the controller in frustration
several times, and will probably need to buy a new one soon.

What makes the FIA Rules option oppressive is how the Yellow
Flag is used, particularly in accident situations.  For
example, as a highly aggressive driver, I tend to get into
accidents or at least bump tires with someone fairly often.
When this happens, if the other car has even one pixel ahead
of my car, then ends up spinning or otherwise slipping behind
me while I am able to keep going, the Yellow Flag is often
presented instantly, and a $@#%^#&*!@ Stop-Go Penalty
assigned for supposedly 'Passing Under the Yellow Flag.'

Also oppressive is the Yellow Flag speed limit of 130MPH.
When the Yellow Flag is first displayed, the CPU does not
allow enough time for the player to see the Yellow Flag waved
(or its indicator at the top-right of the screen) and slow
appropriately, resulting in a $@#%^#&*!@ Stop-Go Penalty.

While not necessarily a problem, I personally wish that the
107% rule would actually be enforced (or at least allow the
player to choose to have the 107% rule enforced).  The 107%
rule means that anyone qualifying with a time higher than
107% of the race's pole position is deemed to not have
qualified, thus keeping really slow cars (which could
possibly be dangerous to other drivers in the race) out of
the race.  Granted, this then makes it possible that the
player may be the only one participating in a race
(especially if shortcutting where 'permitted' during
qualifying), or that a player not qualify well enough to
compete in a race.

I have been unable to check this, but if there is a minimum
speed rule in F1 racing, the game definitely needs to
implement this rule as well.  There have been several times
when a super-slow car, or even a car stopped on the track in
an area without a Yellow Flag displayed, has suddenly
'appeared from nowhere' and - due to my closing speed at top
acceleration - caused me to crash.  I know NASCAR has a
minimum speed rule (which is even more important on oval-
based tracks), but I would be surprised if a similar rule did
not exist in F1 racing.

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

COMPLETELY SUBJECTIVE SECTION
My favorite circuits are:
   Albert Park
   Imola
   Monaco (to watch a race, not to actually race - especially
      since I was able to visit Monaco in 1991)
   Hockenheim
   Spa-Francorchamps
   Monza (my personal 'test course' for the game)
   Suzuka

My least favorite circuits are:
   Hungaroring
   Interlagos (but NOT because of any falling billboards!!!)
   Nurburgring
   Monaco (to race)
   A1-Ring
   Kuala Lampur

My favorite corners/segments:
   Albert Park: Turns 11 and 12
   Silverstone: Bechetts
   Monaco: The Tunnel and the entry to the Swimming Pool
      Chicane
   Circuit Gilles-Villeneuve: Nurburgring and Turns 12 and 13
   Hockenheim: The Stadium
   Spa-Francorchamps: La Source, Red Water, and Blanchimont
   Monza: Ascari (especially at full speed) and Curva
      Parabolica
   Indianapolis: Turn 13 (Indy/NASCAR Turn 1)
   Suzuka: Degner and 130R

My least favorite corners are:
   Monaco: Everything but The Tunnel and the entry to the
      Swimming Pool Chicane
   Spa-Francorchamps: Bruxelles
   Most hairpins (especially at Nurburgring)

My favorite Pit Lanes (based on Pit Entry) are at:
   Imola
   Spa-Francorchamps
   Monza
   Indianapolis

My least favorite Pit Lanes (based on Pit Entry) are at:
   Albert Park
   Interlagos
   Monaco
   A1-Ring
   Hungaroring
   Kuala Lampur

My least favorite Pit Lane (based on Pit Exit) is at:
   Interlagos

My favorite teams are:
   Ferrari
   Toyota
   Williams

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

ADVERTISERS
This section is for those who have noticed the billboards and
painted grass at the seventeen race venues and wondered about
the entities (companies, organizations, countries, cities)
indicated.  Nothing in this section will help with game
performance, but the information contained here may be
interesting nonetheless.  The information here is
alphabetical by entity, with the Grand Prix featuring that
entity's advertisements and some information about the entity
(where such information is available, it is taken directly
from the entity's Web site).  I believe I have included every
entity with at least one billboard shown in F1 2002, based
upon F1 2001 (there seems to be little - if any - changes in
advertisers between the two games); please feel free to
contact me to add, update, or correct any information,
especially with the billboards at Suzuka written in Japanese.
This section is now entirely complete with the exception of
Evenrudee, for which information is EXTREMELY difficult to
find online :-(

A1 (A1-Ring)
   Locations: Austria
   Information: This is the host circuit of the Grand Prix of
      Austria.
   Web Site: http://www.a1ring.at/

ABN-AMRO
   Locations: Brazil
   Information: ABN-AMRO Holding N.V. is a universal banking
      group offering a wide range of commercial and
      investment banking products and services on a global
      basis through the Company's network of approximately
      3,600 offices and branches in 76 countries.
   Web Site: http://www.abnamro.com/

Agip
   Locations: San Marino, Spain, Austria, Europe, Great
      Britain, Hungary, Italy
   Information: Agip Lubricants started its operations in
      South Africa in 1973 and has since then operated as a
      producer, importer and distributor of high quality
      lubricants and special products.
   Web Site: http://www.agip.co.za/

Air Canada
   Locations: Canada
   Information: One of the best-known Canadian airlines.
   Web Site: http://www.aircanada.ca/home.html

Allianz
   Locations: Austria, Europe
   Information: Allianz' development into one of the world's
      leading insurance providers has progressed steadily
      since the end of the 19th century.
   Web Site: http:/www.allianz.com/

Alpine
   Locations: Japan
   Information: Alpine Electronics of America, Inc., is the
      industry-leading manufacturer of high performance
      mobile electronics, founded in 1978.  Alpine is the
      only manufacturer specializing in mobile multimedia, an
      integrated system approach incorporating digital
      entertainment, security and navigation products for
      your mobile entertainment.  As a consolidated
      subsidiary of Alps Electric Co., Ltd., one of the
      world's premier manufacturers of electronic components
      for computer, communications and car electronic
      equipment, Alpine is the specialized supplier of
      quality mobile electronics systems.
   Web Site: http://www.alpine1.com/

AMP
   Locations: Australia
   Information: AMP is the premiere brand in the connector
      and interconnection systems industry.  Established in
      1941, AMP continues to be recognized for innovative
      products of the highest quality including electrical
      and electronic connectors, IC sockets, fiber optic
      products, premises cabling and application tooling.
   Web Site: http://www.amp.com/

Aral
   Locations: Japan
   Information: Since the foundation of the company, now more
      than 100 years ago, we have never tried harder to meet
      the growing requirements of our customers on a daily
      basis.  Top quality, exemplary service and futuristic
      innovations are what guarantee our success.  Today the
      Aral brand stands for different areas of business, for
      example our service station business and fuel and
      lubricant business, each offering a wide range of
      products and services for motorists consumers,
      companies and industry.
   Web Site: http://www.aral.com/

ARCOR
   Locations: Germany
   Information: ???  (The site is entirely in German... and
      I cannot read German.)
   Web Site: http://www.arcor.de/home/index.php

Banco Real
   Locations: Brazil
   Information: This bank is a subsidiary of ABN-AMRO.
   Web Site: http://www.real.com.br/

Bridgestone
   Locations: Australia, Malaysia, Brazil, San Marino, Spain,
      Austria, Monaco, Europe, Great Britain, Germany,
      Hungary, Belgium, Italy, United States, Japan
   Information: Bridgestone Corporation, based in Tokyo, is
      the world's largest manufacturer of tires and other
      rubber products. Bridgestone and its subsidiaries
      operate 46 tire plants and 52 plants for diversified
      products in 24 nations and market their products in
      more than 150 nations. The companies' diversified
      business includes automotive components, industrial
      products, construction and civil engineering materials,
      bicycles, sporting goods, and precision parts for
      electronic equipment.
   Web Site: http://www.bridgestone.com/

Canon
   Locations: San Marino, France, Japan
   Information: Canon started out as a company with a handful
      of employees and a burning passion.  That company soon
      became a world-renowned camera maker and is now a
      global multimedia corporation.  Canon will continue
      using its technologies to benefit people as it pursues
      its objective of becoming a company that is loved by
      people throughout the world.
   Web Site: http://www.canon.com/

Casino (de Montreal)
   Locations: Canada
   Information: Each of the world's great cities has a
      memorable attraction, a gathering place that draws
      people back time and again. In Montreal, its the Casino
      where the pace is fast, the fun is non-stop and the
      buzz is all about having a great time.
   Web Site: http://www.casinos-quebec.com/francais
      montreal/dhtml/index_montreal_NS.html

Casio
   Locations: Japan
   Information: Casio Computer Co., Ltd., is one of the
      leading consumer electronics companies in the world.
      Since its establishment in 1957, Casio has been active
      in the development of electronic calculators,
      timepieces, musical instruments, LCD TVs, pagers and
      other communications devices. Casio's corporate
      activities are guided by the motto: 'Creativity and
      Contribution.'
   Web Site: http://www.casio.com/

Chevrolet
   Locations: Brazil
   Information: Chevrolet (Chevy) makes a variety of cars,
      trucks, and SUVs, from the Camaro to the Corvette to
      the Astro to the S-10.
   Web Site: http://www.chevrolet.com/

D2/Mannesmann
   Locations: Germany, Belgium, Italy
   Information: Mannesmann has been taken over by Vodafone
      (see below).
   Web Site: http://www.mannesmann.com/

Daimler-Chrysler
   Locations: United States
   Information: This company merged in the late 1990s.  The
      highly-visible Chrysler side of the company sells the
      PT Cruiser and 300M, among other vehicles.
   Web Site: http://www.chrysler.com/

Deutsche Post/Deutsche Post World Net
   Locations: Europe, France, Germany, Italy
   Information: Deutsche Post World Net is one of the largest
      logistics groups in the world. We make systematic use
      of the opportunities arising from globalization and
      digitization by providing top-quality services and
      technologies for our customers throughout the world.
      Our strategy foresees the intelligent interlinking of
      global flows of goods and information and the financial
      transactions associated with them. With this goal in
      mind, we are expanding our Group with determination and
      developing increasingly comprehensive one-stop-shopping
      options in keeping with customer wishes.
   Web Site: http://www.deutschepost.com/

EuroBusiness
   Locations: San Marino, Austria
   Information: Magazine covering business in Europe.
   Web Site: http://www.eurobusiness.com/ (Web site under
      construction as of December 12, 2001)

Evenrudee
   Locations: Monaco
   Information: ???
   Web Site: ???

Firestone
   Locations: Australia, Brazil, San Marino, Spain, Austria,
      Monaco, Canada, Europe, France, Great Britain, Germany,
      Hungary, Belgium, Italy
   Information: Bridgestone/Firestone Americas Holding, Inc
      is an international manufacturer with 38 production
      facilities throughout the Americas.  The Nashville,
      Tennessee-based company was formed in 1990 when
      Bridgestone U.S.A. merged with The Firestone Tire &
      Rubber Company.  We are a subsidiary of Bridgestone
      Corporation.
   Web Site: http://www.firestone.com/

France (symbol only in the grass at Magny-Cours)
   Locations: France
   Information: Come travel in France, the host country of
      the Grand Prix of France.
   Web Site: http://www.euro-tourisme.com/db/uk/

Fuji Television/Fuji TV
   Locations: Japan
   Information: Television network in Japan; the title host
      of the Grand Prix of Japan.
   Web Site: http://www.fujitelevision.com/

FujiFilm
   Locations: Japan
   Information: Fuji Photo Film U.S.A., Inc., is dedicated to
      exploring the furthest reaches of technology and
      continuing towards a dynamic imaging and information
      future.  A leading innovator of imaging and information
      products, the company has 44 facilities, offices, and
      photo labs throughout the United States.
   Web Site: http://www.fujifilm.com/

GPF1
   Locations: Canada
   Information: The official Web site - in French and in
      English - of the Grand Prix of Canada.
   Web Site: http://www.grandprix.ca/

Honda
   Locations: Canada
   Information: Although our name is most often associated
      with automobiles, we are much more than that. We
      manufacture a wide range of products, including
      motorcycles, ATVs, generators, marine engines, lawn and
      garden equipment and automobiles. Historically, Honda
      has been a leader in fuel-efficiency and low-emission
      technology.  With all of our products, we work to
      balance your desire for fun and performance with
      society's need for clean air and water.
   Web Site: http://www.honda.com/

HSBC
   Locations: Malaysia, Brazil, Monaco, Canada, France,
      United States
   Information: Headquartered in London, HSBC Holdings plc is
      one of the largest banking and financial services
      organizations in the world.  The HSBC Group's
      international network comprises some 6,500 offices in
      78 countries and territories in Europe, the Asia
      Pacific region, the Americas, the Middle East and
      Africa.  Through a global network linked by advanced
      technology, including a rapidly growing e-commerce
      capability, HSBC provides a comprehensive range of
      financial services: personal, commercial, corporate,
      investment and private banking; trade services; cash
      management; treasury and capital markets services;
      insurance; consumer and business finance; pension and
      investment fund management; trustee services; and
      securities and custody services.
   Web Site: http://www.hsbc.com/

Ipiranga
   Locations: Brazil
   Information: Petroleo Ipiranga Companies are present on
      many different sectors. From the petrochemical industry
      to the production of bitumen, passing through the
      refining and distribution of fuel oil, arriving to the
      production of special oils. This is the explanation to
      the increasing strength of Ipiranga label in the
      competitive oil market.
   Web Site: http://www.ipiranga.com.br/index.html

Jaguar
   Locations: Great Britain
   Information: Jaguar produces a variety of world-renowned
      cars, such as the XJR.
   Web Site: http://www.jaguar.com/

Kaimin
   Locations: Japan
   Information: Unsure, as this page is in Japanese, but it
      appears to be for a fish-related company.
   Web Site: http://www.kaimin.co.jp/

Magneti Marelli
   Locations: San Marino, Spain, Austria, Monaco, France,
      Germany, Belgium, Italy, Japan
   Information: The Fiat owned Magneti Marelli Companies are
      international leader in the design and production of
      high-tech components and systems for the automotive
      industry.  They supply the world's major car
      manufacturers such as Renault, Citroën, Peugeot, Fiat
      Group, Ford, Volkswagen, Audi, Seat, BMW-Rover,
      DaimlerChrysler, GM-Opel, Volvo, Saab, Nissan, Toyota
      and Daewoo.
   Web Site: http://www.magnetimarelli.com/

Malaysia
   Locations: Malaysia
   Information: The host country of the Grand Prix of
      Malaysia.
   Web Site: http://www.tourism.gov.my/ (Web site not
      responding as of December 13, 2001)

Melbourne
   Locations: Australia
   Information: Melbourne is the host city of the Grand Prix
      of Australia.
   Web Site: http://www.melbourne.vic.gov.au/

MillionCard
   Locations: Japan
   Information: This appears to be a Japanese credit card.
   Web Site: http://www.mccard.co.jp/ (Web page available
      only in Japanese)

Mobil 1
   Locations: Australia, Spain, Monaco, France, Great
      Britain, Germany, Hungary, Belgium, United States,
      Japan
   Information: Mobil produces fuels and lubricants for cars
      and other vehicles; Mobil 1 synthetic oil is its best
      known product.
   Web Site: http://www.mobil.com/

Monaco Grand Prix
   Locations: Monaco
   Information: The host race of the Grand Prix of Monaco.
   Web Site: http://www.acm.mc/ (Web site under construction
      as of December 12, 2001)

Monaco
   Locations: Monaco
   Information: The host country of the Monaco Grand Prix.  I
      can say from personal experience that virtually every
      corner of this tiny country can be explored in a single
      day.
   Web Site: http://www.monaco.mc/

Monte Carlo Grand Hotel
   Locations: Monaco
   Information: Splendidly located between the celebrated
      Monte-Carlo Casino and the sea, the four-star de luxe
      Monte Carlo Grand Hotel offers 619 guestrooms and
      suites. Its modern architecture blends perfectly with
      the natural beauty of the Principality of Monaco and
      the hotel provides an exceptional range of services and
      leisure facilities.
   Web Site: http://www.montecarlograndhotel.com/

NGK (NGK Insulators, Ltd.)
   Locations: Japan
   Information: This Japanese company is divided into four
      areas: Power Business Group, Ceramic Products Business
      Group, Engineering Business Group, and Electronics
      Business Group.
   Web Site: http://www.ngk.co.jp/

Nicos (Nippon Shinpan Co., Ltd)
   Locations: Japan
   Information: Nippon Shinpan Co., Ltd. (the 'Company')
      engages in business based on a corporate philosophy of
      making consumers' lives more affluent and the corporate
      slogan 'Dream-Network Company.' By providing consumers
      with the convenience of deferred payments while at the
      same time providing merchants (member stores) with an
      advance payment system, the Company has developed its
      businesses while promoting sales growth with merchants.
      In addition to its traditional role as a comprehensive
      consumer-credit company with a keen understanding of
      the retail market, the Company has also established its
      role as an information systems provider through
      development of electronic credit settlement and other
      systems for promoting transactions in e-commerce.
         Established in 1951, Nippon Shinpan was Japan's
      first consumer-credit company and is now celebrating
      its 50th anniversary. By harnessing the unique
      strengths of a multisector format that includes credit
      card business, finance services and information
      systems, Nippon Shinpan pledges to move forward as the
      leading player in the consumer credit industry and
      realize consumers' dreams.
   Web Site: http://www.Nicos.co.jp/

Nikon
   Locations: Japan
   Information: A multi-billion dollar precision optical
      company with worldwide manufacturing, research and
      marketing capabilities, Nikon was recently ranked among
      America's ten most respected brands.  Its cameras,
      lenses and accessories are used by more professional
      photographers than all other 35mm brands combined.  Its
      Coolpix cameras have received more awards and top
      rankings than any other consumer digital camera.  Its
      microscopes command the largest share of the US life
      science market, both in research and diagnostic
      laboratories.  ...  The majority of Nikon's revenues
      worldwide come from the sale of its semiconductor
      manufacturing equipment, which dominates chip
      fabrication facilities throughout the US, Europe and
      Asia.  In addition, Nikon offers many other precision
      optical systems.  For instance, it markets instruments
      used by eye care professionals, as well as prescription
      eyewear and sunglasses. Nikon construction and
      surveying equipment is used to help build and maintain
      America's roads, bridges and buildings.  Nikon's
      binoculars and sport optics are used by outdoor
      enthusiasts the world over.  Finally, Nikon is deeply
      involved in the engineering, production and quality
      control of manufactured goods, from plasma displays and
      plastics to medical devices and machine tools.
   Web Site: http://www.nikon.com/

Nokia
   Locations: Brazil
   Information: Nokia is the world leader in mobile
      communications. Backed by its experience, innovation,
      user-friendliness and secure solutions, the company has
      become the leading supplier of mobile phones and a
      leading supplier of mobile, fixed and IP networks. By
      adding mobility to the Internet Nokia creates new
      opportunities for companies and further enriches the
      daily lives of people. Nokia is a broadly held company
      with listings on six major exchanges.
   Web Site: http://www.nokia.com/

Orange
   Locations: Australia, Brazil, Spain, Canada, United States
   Information: Orange is one of the leading providers of
      wirefree communications worldwide and one of the first
      truly pan-European providers of wirefree communications
      services.  Orange has interests in wirefree
      communications businesses offering a broad range of
      voice and data communications services in 20 countries
      worldwide, including 13 countries in Europe.
   Web Site: http://www.orange.com/

Panasonic
   Locations: Japan
   Information: Panasonic takes pride in being one of the
       world's premier electronics manufacturers.  Not only
      do we make the DVD players, televisions and dozens of
      other consumer electronics products enjoyed by
      millions, but we are also a supplier of electronics
      components.  From tiny semiconductors, to DVD-ROM
      drives for PCs, to flat screen plasma TV displays,
      Panasonic engineers are always pushing the
      technological envelope.  In fact, many companies use
      our high-volume, high-speed manufacturing expertise and
      know-how to create even better products, just one more
      way Panasonic enhances lifestyles around the world.
      Panasonic is not only a premier maker of electronics
      hardware, it is also one of the largest global
      manufacturers of DVD entertainment software.  The
      growing state-of-the-art Panasonic disc replication
      plant in Torrance, CA, supplies many of the DVD video
      discs Americans bring into their homes every night.
   Web Site: http://www.panasonic.com/

Pastor
   Locations: Monaco
   Information: Since 1880, the Pastors have sculptured out
      of stone the story of Monaco and modeled its new
      image.  The JB Pastor & Fils Company has realized
      nearly one million square meters in the Principality.
      It has been responsible for the majority of the
      buildings (at least 500.000 square meters) along the
      sea, the Monaco Yacht Club, the Summer Sporting Club,
      and many buildings and prestigious residences in
      Monaco.
   Web Site: http://www.pastor-immobilier.mc/

Petronas
   Locations: Malaysia, Brazil
   Information (concerning Petronas Motorsports): In the area
      of R&D, the continuous efforts involved in developing
      improved lubricant products for the PETRONAS -
      sponsored racing teams have also helped to promote
      technology transfer and the PETRONAS brand of products.
      With the use of these lubricants by the racing teams,
      the PETRONAS brandname is further enhanced and promoted
      internationally.
   Web Site: http://www.petronas.com/ (Web site not
      responding as of December 13, 2001)

PIAA
   Locations: Japan
   Information: The Global leader in halogen lamp systems,
      PIAA Corporation was established in 1963 with the
      commitment to manufacture world-class products that our
      customers could use with pride and confidence.  Today
      PIAA upholds that commitment by combining market driven
      concepts with the latest technology to make night and
      inclement weather driving as safe as possible.
   Web Site: http://www.piaa.com/

Pioneer
   Locations: Japan
   Information: Pioneer is respected for its role in such
      innovations as interactive cable TV, the Laser Disc
      player, developing the first Compact Disc player for
      the car and the first detachable face car stereo, DVD
      and DVD recording, plasma display, and organic
      electroluminescent display.  The Company's strength in
      optical disc and display technology is complemented by
      its state-of-the-art software products and
      manufacturing capabilities.  Pioneer also distributes
      music and movie titles on VHS and DVD.  Offering a wide
      variety of titles, with a specialty in anime.
   Web Site: http://www.pioneerelectronics.com/

Pony Canyon (symbol only, on some FujiTV banners)
   Locations: Japan
   Information: This is a familiar symbol/name for avid fans
      of anime (Japanese animation); the Pony Canyon symbol
      is prominently featured as the main clock in the radio
      studio in the anime series Android MAICO 2010.
   Web Site: http://www.ponycanyon.co.jp/ (Web site available
      in Japanese only)

Potenza
   Locations: Malaysia, United States, Japan
   Information: Potenza tires for cars and trucks are made by
      Bridgestone, the Japanese company which now owns the
      storied American tire manufacturer Firestone.
   Web Site: http://www.potenza.com/

Qantas
   Locations: Australia
   Information: Widely regarded as the world's leading long
      distance airline and one of the strongest brands in
      Australia, Qantas operates an average of 450 domestic
      flights a day and around 540 international flights
      every week, serving more than 120 destinations in 35
      countries.
   Web Site: http://www.qantas.com.au/

Sao Paulo
   Locations: Brazil
   Information: The host state of the Grand Prix of Brazil.
   Web Site: http://www.lsi.usp.br/alesp/ (Web site for the
      Assembleia Legislativa do Estado de Sao Paulo)

SAP
   Locations: Canada, United States
   Information: Founded in 1972, SAP is the recognized leader
      in providing collaborative e-business solutions for all
      types of industries and for every major market.
      Headquartered in Walldorf, Germany, SAP is the world's
      largest inter-enterprise software company, and the
      world's third-largest independent software supplier
      overall.  SAP employs over 27,800 people in more than
      50 countries, and all of them are dedicated to
      providing high-level customer support and services.
   Web Site: http://www.sap.com/

Shell/Helix
   Locations: Australia, Brazil, San Marino, Monaco, Canada,
      Europe, Hungary, United States, Japan
   Information: This company's core business include oil
      exploration and production, chemicals, gas and power,
      and oil products.
   Web Site: http://www.shell.com/

Siemens
   Locations: San Marino, Spain, Germany, Belgium, Japan
   Information: Over 150 years of innovation have made
      Siemens a world leader in electrical engineering and
      electronics.  Today, Siemens is on its way to becoming
      a worldwide leading e-business company.  We will use
      the networked know-how of our more than 460,000
      employees in over 190 countries to benefit our
      customers and win new business - and live up to the
      motto: Siemens - global network of innovation.
   Web Site: http://www.siemens.com/

Spa-Francorchamps
   Locations: Belgium
   Information: The host circuit of the Grand Prix of
      Belgium.
   Web Site: http://www.spa-francorchamps.be/

Toenec
   Locations: Japan
   Information: About the only English on the company Web
      site's homepage is a Flash movie stating 'Energy &
      Facilities Solution.'
   Web Site: http://www.toenec.co.jp/ (Web site in
      Japanese)

United States Grand Prix
   Locations: United States
   Information: The host race of the Grand Prix of the
      United States.
   Web Site: http://my.brickyard.com/usgp/

Vodafone
   Locations: San Marino, Europe, France, Great Britain
   Information: Vodafone is the largest mobile
      telecommunications network company in the world. It has
      interests in mobile networks in 28 countries across
      five continents.  Vodafone aims to be the world's
      leading wireless telecommunications and information
      provider, generating more customers, more services and
      more value than any of its competitors.
   Web Site: http://www.vodafone.com/

Zepter International
   Locations: Brazil, Monaco, Canada
   Information: Zepter International is an organization which
      produces and sells exclusive high-quality consumer
      products around the world, principally by way of direct
      sales through a sales force of 120,000 consultants but
      also through retail outlets. Since its inception,
      Zepter has striven to enhance lifestyles around the
      world and to become an essential part of everyday
      living. Over the past few decades, Zepter has become a
      global enterprise with sales through its companies in
      over 50 countries across the world.
   Web Site: http://www.zepter.com/

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

CIRCUIT HISTORIES
This section was created due to a personal inquiry, wishing
to learn more about the history of the race venues currently
used in F1 competition.  This is not intended to be a
detailed history of all the race venues, but more of a
general overview of the circuits.  As more information is
gained, this section will be modified and expanded
accordingly.

The majority of information for this section comes from
circuits' official Web sites, Formula1.com
(http://www.formula1.com/), and Driver Network
(http://www.drivernetwork.net/).  To the extent possible, I
will try to update circuit wins as best as I can, although
that admittedly is not initially a priority in writing this
section.

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

CIRCUIT HISTORY: ALBERT PARK
The Albert Park circuit is a beautiful tree-lined venue using
real Melbourne city streets encircling the serene Albert Park
Lake.  The Albert Park circuit has hosted the Grand Prix of
Australia since 1996, taking over from the Adelaide temporary
street circuit.  Over 400,000 spectators saw the 1997 Grand
Prix of Australia in person at the Albert Park venue.

The 2002 Grand Prix of Australia was extremely eventful from
the very beginning - to the extent that only eight cars
finished the race!!!  Rubens Barrichello began the race from
Pole Position (P1), but on slowing for the first corner of
the circuit, Ralf Schumacher (brother of Michael Schumacher)
rammed the rear of Barrichello's Ferrari and was sent
airborne, landing in the massive sand trap at the end of Pit
Straight with far too much damage to continue.  The incident
created a massive chain-reaction melee as the other drivers
scrambled to take evasive action... but many ended up taking
each other out of contention due to massive damage.  Seven
other drivers were forced to retire from the race due to
extreme damage.  Fortunately, there were no severe injuries -
just a lot of bruised egos and angry tempers.  Stupidly,
however, the race marshals made the decision to send out the
Safety Car instead of red-flagging the race; had the race
been stopped instead, FIA rules would have permitted all
those drivers involved in the incident to use their back-up
('T') cars when the race was restarted.  Of course, those
drivers whose cars were damaged in the opening-lap melee were
able to take advantage of the Safety Car situation to make
repairs and rejoin the race.

F1 winners at Albert Park include Damon Hill (1996), David
Coulthard (1997), Mika Hakkinen (1998), Eddie Irvine (1999),
and Michael Schumacher (2000-2002).

The official Web site of the Australian Grand Prix
Corporation (http://www.grandprix.com.au/cars/index.asp)
features information on Australian F1 driver Mark Webber.

Interestingly, there is a movement afoot - Save Albert Park
(http://www.save-albert-park.org.au/) - which aims to prevent
the relocation of the Grand Prix of Australia to a permanent
race venue.

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

CIRCUIT HISTORY: KUALA LAMPUR
The Sepang Circuit opened in March 1999 and includes three
circuit formations: Race Track (used for the F1 Grand Prix of
Malaysia), Go-Kart Track (using the first half of Race
Track), and Motocross Track (circuit layout not yet available
on the official Sepang Web site).  This is the second-newest
race venue in F1 competition, which began its F1 use at the
end of the 1999 season.  Sepang hosts F1, JapanGT, MotoGP,
Merdeka Endurance, Malaysian Super Series, Motocross, and
other track events (including private bookings).

Two features cause the Sepang Circuit to truly stand out
among all other F1 race venues.  The first is the incredibly
wide nature of the track itself, which has a 16m minimum
width to provide plenty of side-by-side racing action.
Aesthetically, the Sepang Circuit is literally dominated by
the main grandstand, which is nestled snugly inside the two
longest straightaways and has a roof designed to simulate
Malaysia's national flower (the hibiscus, or Rosa Sinensis -
known locally as the Bunga Raya).

Unfortunately, with the relative newness of the Sepang
Circuit, there is not much historical information to be
found.  The winners of the initial four Grands Prix of
Malaysia: Eddie Irvine (1999), Michael Schumacher (2000 and
2001), and Ralf Schumacher (2002).

See the official Web site (http://www.malaysiangp.com.my).

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

CIRCUIT HISTORY: INTERLAGOS
The Autodromo Jose Carlos Pace has hosted the Grand Prix of
Brazil intermittently since 1973, but has held the event
consistently since 1990.  As with many race venues, the
circuit was originally longer (7.914 kilometers, or 4.946
miles) than its current configuration (4.267 kilometers, or
2.667 miles).  This is also an odd venue in that races are
run counterclockwise.

This is definitely a tricky circuit to master, built upon a
steep hillside.  The very end of Pit Straight is the highest
point of the circuit, then the circuit drops away
significantly on a steep downhill S-curve which is one of the
most dangerous areas in all of current F1 racing.  The
majority of Sector 2 and the beginning of Sector 3 are a set
of tight, twisty corners connected with VERY brief
straightaways, all tempered with significant elegant changes.

F1 winners at Interlagos: Emerson Fittipaldi (1973 and 1974),
Carlos Pace (1975), Niki Lauda (1976), Carlos Reutemann
(1977), Jacques Laffite (1979), Rene Arnoux (1980), Alain
Prost (1990), Ayrton Senna (1991 and 1993), Nigel Mansell
(1992), Michael Schumacher (1994, 1995, 2000, and 2002),
Damon Hill (1996), Jacques Villeneuve (1997), Mika Hakkinen
(1998 and 1999), and David Coulthard (2001).

Unfortunately, I am currently unable to find any further
online information concerning the Interlagos venue.

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

CIRCUIT HISTORY: IMOLA
Used for F1 racing since 1963, the Autodromo Enzo & Dino
Ferrari is actually located in Italy (20 miles - or 32
kilometers - from Bologna) even though it officially hosts
the Grand Prix of San Marino.  Construction of the circuit
began in 1950, and three years later was officially opened
with 125cc & 500cc motorbike events.  However, only in 1979
was the entire venue made permanent; before this time, part
of the circuit was comprised of public roads.

The 1963 F1 race was an untitled race, but was indeed part of
the Formula1 series.  In 1980, the Imola circuit hosted its
first World F1 race as the Grand Prix of Italy.  Beginning in
1981, the race at Imola was named the Grand Prix of San
Marino.

Two notable major incidents occurred at Imola.  The first was
in 1989, when Ferrari driver Gerhard Berger crashed and
exploded in flames.  Nearly a full fifteen seconds later, the
flames were extinguished and Berger saved to the delight of
the concerned spectators; in fact, Berger re-entered the
race!!!

Five years later, during the qualifier race and the actual
Grand Prix, Roland Ratzenberger and Ayrton Senna lost their
lives.  (There has practically been a 'cult' surrounding the
death of Ayrton Senna, and there are several Web sites which
include details as well as video of his tragic death.)  Due
to these incidents, the circuit was redesigned.

F1 winners at Imola: Nelson Piquet (1981), Didier Pironi
(1982), Patrick Tambay (1983), Alain Prost (1984, 1984, and
1993), Elio de Angelis (1985), Nigel Mansell (1987 and 1992),
Ayrton Senna (1988, 1989, and 1991), Riccardo Patrese (1990),
Michael Schumacher (1994, 1999, 2000, and 2002), Damon Hill
(1995 and 1996), Heinz-Harald Frentzen (1997), David
Coulthard (1998), and Ralf Schumacher (2001).

Visit the official Web site (http://www.autodromoimola.com/)
for more information.

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

CIRCUIT HISTORY: CATALUNYA
The Circuit de Catalunya near Barcelona has hosted the Grand
Prix of Spain since 1997.  The circuit hosts numerous forms
of racing, including FIA Sportscar Championship, Spanish
Formula-1 Grand Prix, 24 HOURS MOTORBIKE ENDURANCE, 24 HOURS
CAR ENDURANCE, Catalunya Motorbike Championship, Spanish GT's
Championship, Truck GP, and certainly F1 Racing; Catalunya
even holds courses for the preparation of racing officials.
Many teams also use the circuit for practice and testing.
The circuit has three configurations: Grand Prix (7.563
kilometers, or 4.727 miles), National (4.907 kilometers, or
3.067 miles), and School (2.725 kilometers, or 1.703 miles).

F1 winners at Catalunya: Jacques Villeneuve (1997), Mika
Hakkinen (1998-2000), and Mika Hakkinen (2001 and 2002).

See the official Web site (http://www.circuitcat.com) for
more information.  Unfortunately, it does not have any
historical information on the circuit, nor can I find any
such information online.

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

CIRCUIT HISTORY: A1-RING
The A1-Ring has been the host of F1's Grand Prix of Austria
since 1997, but also hosts Truck Grand Prix, Classic Grand
Prix, Deutsche Tourenwagen Masters, and motorbikes, among
other racing series.

The 2002 Grand Prix of Austria was surrounded by controversy
following an extreme Ferrari public relations faux pas.
Reubens Barrichello had truly dominated the entire race
weekend, and was definitely on his way to his second-ever F1
win.  In the closing laps of the race, teammate Michael
Schumacher (P2) began closing in on Barrichello, but the
assumption was that this move was to allow Ferrari's cars to
be close enough for a photo opportunity for its sponsors.
However, since Michael Schumacher and Juan Pablo Montoya
(Schumacher's closest expected competition) were at that
point very close in points in the Drivers' Championship,
Barrichello - who that week had signed a contract extension
as the NUMBER TWO TEAM DRIVER behind Michael Schumacher - was
ordered to pull aside in the final meters of the race to
allow his teammate to gain an extra four points in his lead
over Montoya (P1 awards 10 points; P2 awards 6 points).
While FIA could not do anything against the team or the
drivers for the team orders, the fans in the stands (and
myself watching live on television at 7AM in Arizona) were
FURIOUS.  Michael Schumacher having officially 'won' the race
was to take the top rung on the podium, but instead took the
second rung and pushed the 'true' winner Reubens Barrichello
to the top rung; the FIA took objection to this and
sanctioned the team and the drivers at a special hearing
later in the year.

F1 winners at A1-Ring: Jacques Villeneuve (1997), Mika
Hakkinen (1998 and 2000), Eddie Irvine (1999), David
Coulthard (2001), and Michael Schumacher (the official winner
in 2002 - see the note on the controversy above, as many
consider that Reubens Barrichello won the race).

See the official Web site (http://www.a1ring.at) for more
information.  Unfortunately, it does not appear to have any
historical information on the circuit itself, nor can I find
any such information online.  Also, the official Web site is
entirely in German, a language I cannot read.

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

CIRCUIT HISTORY: MONTE CARLO
Anthony Noghes presented the concept of an automobile racing
event in the streets of Monte Carlo in the 1920s.  With the
support of Prince Louis II, it was realized that the natural
lay of the land provided a natural location for a superb
racetrack.  The first Grand Prix of Monaco was help April 14,
1929, with sixteen competitors.  Since then, only fourteen
years did the Grand Prix of Monaco not take place.

Many of the most famous F1 drivers have won the Grand Prix of
Monaco: Juan Manuel Fangio in 1950 and 1957; Stirling Moss in
1956, 1960, and 1961; Graham Hill in 1963-1965, 1968 and
1969; Jackie Stewart in 1966, 1971, and 1973; Niki Lauda in
1975 and 1976; Alain Prost in 1984-1986 and 1988; Ayrton
Senna in 1987 and 1989-1993; and Michael Schumacher in 1994,
1995, 1997, 1999, and 2001.  Due to the narrowness of the
circuit, the steep elevation changes, and the numerous tight
corners, the Grand Prix of Monte Carlo is one of the most
prestigious events an F1 driver can possibly win.

See the official Web site (http://www.monaco.mc/monaco/gprix)
for more information.

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

CIRCUIT HISTORY: CIRCUIT GILLES VILLENEUVE
Located on the Ile Notre-Dame in Montreal, Quebec, Canada,
the circuit has hosted the Grand Prix of Canada since 1978.
The circuit is named for Gilles Villeneuve, the first
Canadian F1 driver.  His first F1 victory was in 1978 at the
Canadian Grand Prix on the Ile Notre-Dame track.  However,
following his death during a practice session for the 1982
Grand Prix of Belgium, the City of Montreal Executive
Committee passed a resolution to rename the circuit in honor
of Gilles Villeneuve.  Jacques Villeneuve, son of Gilles
Villeneuve, now competes in F1 (for BAR in 2002), so the
Villeneuve name continues on in F1 racing.

Many people attempt to compare F1 cars with CART cars.
Therefore, it is perhaps not so surprising that in 2002, CART
raced at Circuit Gilles Villeneuve for the first time.  Based
upon the popularity of this first CART venture to the
circuit, CART will likely keep returning to this great race
venue for many years and decades to come.

F1 winners at Circuit Gilles Villeneuve: Gilles Villeneuve
(1978), Alan Jones (1979 and 1980), Jacques Laffite (1981),
Nelson Piquet (1982, 1984 and 1991), Rene Arnoux (1983),
Michele Alboreto (1985), Ayrton Senna (1988 and 1990),
Thierry Boutsen (1989), Gerhard Berger (1992), Alain Prost
(1993), Michael Schumacher (1994, 1997, 1998, 2000, and
2002), Jean Alesi (1995), Damon Hill (1996), Mika Hakkinen
(1999), and Ralf Schumacher (2001).

The official Web site (http://www.grandprix.ca) has plenty of
good information - including very important circuit access
information, since cars cannot be taken to the island.

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

CIRCUIT HISTORY: NURBURGRING
Originally 22.677 kilometers (14.173 miles) in length, the
Nurburgring first opened in 1927 (following two years of
construction) and is still going strong.  The opening events
featured motorcycles (June 18, 1927), with cars featured the
following day.  The 1939 German Grand Prix was the final race
at Nurburgring for quite some time due to the beginning of
World War II.  The circuit itself was damaged in the closing
months of the war, but racing returned to Nurburgring in
1947.  However, there were no races at Nurburgring in 1948,
as the circuit was being brought up to safety standards.

Nurburgring began hosting F1 events in 1951.  Estimates show
that 400,000 spectators came to the track for the 1954 F1
race.  In 1958, however, the F1 race saw the death of Peter
Collins as his Ferrari went out of control.

The 1968 world motorcycle championship at Nurburgring had a
strange stoppage: a forest fire.  The F1 Grand Prix later
that year had nearly impossible visibility due to intense
rain and fog.

In 1970, the Northern Loop of the circuit was called into
question after numerous accidents.  Improvements were made
for the following year, when 130,000 spectators witnessed
Jackie Stewart winning the F1 Grand Prix.  More improvements
were demanded in 1974 (first by motorcyclists, then by F1
drivers).  When Nikki Lauda was seriously injured in 1976,
the Northern Loop was decommissioned as an F1 venue.

A new, shorter circuit was then designed and built, opening
in 1984 at 4.542 kilometers (2.839 miles) in length.  Alan
Prost won that year's European Grand Prix.  In 1986, however,
the F1 race moved to Hockenheim.  1995 saw the return of F1
to Nurburgring, and the historic race venue has produced
excellent races ever since.

Some of the notable F1 winners at Nurburgring: Alberto Ascari
(1951 and 1952), Juan Manuel Fangio (1954-1956), Stirling
Moss (1961), Jim Clark (1965), Jack Brabham (1966), Jackie
Stewart (1968, 1971, and 1973), Alain Prost (1984), Michael
Schumacher (1995, 2000, and 2001), Jacques Villeneuve (1996
and 1997), Mika Hakkinen (1998), and Rubens Barrichello
(2002).

See the official Web site (http://www.nuerburgring.de) for
plenty more details about the Nurburgring.

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

CIRCUIT HISTORY: SILVERSTONE
The world-famous Silverstone circuit - often spoken of in the
same terms as Indianapolis Motor Speedway and Monza - has
hosted F1 racing since 1950.  This 5.110-kilometer (3.194-
mile) circuit is set at an airport site, and contains several
configurations.  The Silverstone International circuit (used
for the British TOCA series) shares much of the same pavement
as the Grand Prix circuit used for the annual F1 Grand Prix
of Great Britain; in fact, the pavement for the two circuits
even cross at approximately two-thirds of the way around the
International circuit.

During World War II, the Royal Air Force chose the site now
known as Silverstone for an airfield and a bomber-training
base.  Following the war, other circuits such as Donnington
Park and Brooklands could not be used for racing due to
having been converted for wartime uses.  Thus, in 1948, the
Silverstone site was used for its first race... with the
circuit marked by hay bales.  The circuit was redone in 1949
and assumed a configuration roughly equivalent to that in
current use.

F1 began in 1950, and held its first race at Silverstone.
Guiseppe Farina won the first-ever F1 race ni an Alfa Romeo.
The British Racing Drivers' Club operated Silverstone until
2001, when current owner Octagon Motorsports took control of
the venue; this also ensures that the British Grand Prix will
be held at Silverstone for at least the next fifteen years.

The world's best F1 drivers have all placed themselves into
the Silverstone record books, including Manuel Fangio,
Stirling Moss, Mike Hawthorn, Jack Brabham, John Surtees, Jim
Clark, Graham Hill, Jackie Stewart, James Hunt, John Watson,
Niki Lauda, Alain Prost, Nigel Mansell, Ayrton Senna, Eddie
Irvine, Jacques Villeneuve, Mika Hakkinen, Michael
Schumacher, and David Coulthard.  The track record is held by
Michael Schumacher, at 1:24.475 with an average speed of
217.784KPH (136.115MPH).

Silverstone hosts far more than just F1: Grand Prix
motorcycles, SuperBikes, Karts, FIA GTs, European Le Mans,
RallySprint, stages of the Rally of Great Britain, British
Touring Car Championship, and British Formula 3 and GT.

The official Web site is actually the site for Octagon
Motorsports (http://www.octagonmotorsports.com/), which owns
and operates Silverstone, as well as Snetterton, Cadwell
Park, Brands Hatch, and Oulton Park.

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

CIRCUIT HISTORY: NEVERS MAGNY-COURS
Characterized by its three parallel straightaways (which can
be aurally difficult for drivers while on the middle
straightaway), Nevers Magny-Cours has hosted F1 events since
1991.  The 4.226-kilometer (2.641-mile) circuit is also used
for Motorbikes Championship, FIA GT Championship, Formula
Renault 2000 Eurocup, FIA Sportcar Championship, Formula
Nissan, historical races, and various endurance races.

F1 winners at Nevers Magny-Cours: Nigel Mansell (1991 and
1992), Alain Prost (1993), Michael Schumacher (1994, 1995,
1997, 1998, 2001, and 2002), Damon Hill (1996), Heinz-Harald
Frentzen (1999), and David Coulthard (2000).

Visit the official Web site (http://www.magnycours.com/) for
more information.  Unfortunately, the site does not include
any circuit history in either the French- or English-language
versions of the site.

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

CIRCUIT HISTORY: HOCKENHEIM
The Hockenheim circuit was an EXCELLENT and very high-speed
race venue until 2002, when the circuit was redesigned and
severely shortened while accommodations were added to bring
in even more spectators than before.  The former Hockenheim
configuration ran almost entirely through the German forest.
The circuit was designed in 1932, and hosts F1 and many other
forms of motorsport.

Notable F1 winners at Hockenheim: Niki Lauda (1977), Mario
Andretti (1978),  (1981, 1986, and 1987), Alain Prost (1984,
1993), Ayrton Senna (1988-1990), Nigel Mansell (1991 and
1992), Michael Schumacher (1995, 2002), and Mika Hakkinen
(1998).

The official Web site (http://www.hockenheimring.de/) is
unfortunately only available in German - which is a language
I cannot read :-(

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

CIRCUIT HISTORY: HUNGARORING
Located 19.2 kilometers (12 miles) northeast of Budapest, the
3.946-kilometer (2.466-mile) Hungaroring circuit has been
used for F1 racing since 1986, and represented the first
foray of F1 racing into the Eastern Block (during the Cold
War era).

F1 winners at Hungaroring include Nelson Piquet (1986 and
1987), Ayrton Senna (1988, 1991, and 1992), Nigel Mansell
(1989), Thierry Boutsen (1990), Damon Hill (1993 and 1995),
Michael Schumacher (1994, 1998, and 2001), Jacques Villeneuve
(1996 and 1997), Mika Hakkinen (1999 and 2000), and Reubens
Barrichello (2002).

The official Web site (http://www.hungaroring.hu/)
unfortunately does not include a circuit history.

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

CIRCUIT HISTORY: SPA-FRANCORCHAMPS
The Spa-Francorchamps circuit is one of the most scenic race
venues in all of F1 racing (especially now that the
Hockenheim circuit in Germany has been practically destroyed
in its new, far shorter configuration); races here are also
as much characterized by the often-changing weather as by the
challenging circuit itself.  The Spa-Francorchamps venue has
been as long as 14.038 kilometers (8.774 miles) in length
(from 1950 to 1956), but has been greatly shortened now to
6.928 kilometers (4.330 miles) in length.  This is a tricky
circuit, categorized primarily by the tight La Source hairpin
just beyond the Start/Finish Line, and the long, snaking,
steep, uphill climb up Eau Rouge to the tree-lined Kemmel
Straight (the highest area of the circuit).

The Spa-Francorchamps circuit hosts numerous forms of
motorsport, including F1, Karting, and motorbikes.  There are
also two driving schools based at Spa-Francorchamps: Peugeot
Driving School EPMA and RACB Driving school.

Conceived in 1920, the circuit was ready for racing in August
1921... but there was no race, as only one competitor had
registered :-(   Three years later, Spa-Francorchamps hosted
its first annual 24 Hours of Francorchamps (24 Hours of Spa),
an endurance race begun only one year following the inaugural
24 Hours of Le Mans.  Until World War II, the major events
held at the circuit were the motorcycle grand prix races, the
Belgian Grand Prix, and the 24 Hours of Francorchamps.

However, by the 1970s, drivers were sincerely concerned about
safety along the lengthy Spa-Francorchamps circuit.  After
numerous propositions, a shorter circuit was created, and the
7-kilomter circuit was inaugurated in 1979.  Fortunately, the
new circuit kept the main characteristics of its massive
former self and also sported many safety improvements.  With
the shorter, safer circuit, the F1 Grand Prix of Belgium was
able to return to Spa-Francorchamps.  The current track
record was set by Michael Schumacher at 1:43.726 (241.837KMH,
or 151.148MPH) in 2002.

In one of the most spectacular passes in recent F1 history,
the 2000 Grand Prix of Belgium hinged upon Mika Salo drafting
behind Michael Schumacher to make a pass for the race lead at
the end of Kemmel Straight, using a third car as a pick on
entering Malmedy-Les Combes at the highest point of the Spa-
Francorchamps circuit.

Notable F1 winners at Spa-Francorchamps: Juan Manuel Fangio
(1950, 1954, and 1955), Alberto Ascari (1952 and 1953), Jack
Brabham (1960), Jim Clark (1962-1965), Emerson Fittipaldi
(1972), Alain Prost (1983 and 1987), Ayrton Senna (1985, and
1988-1991), Nigel Mansell (1986), Michael Schumacher (1992,
1995-1997, and 2001-2002), and Mika Hakkinen (2000).

Please visit the official Web site (http://www.spa-
francorchamps.be/) for a lot of excellent information on the
Spa-Francorchamps circuit and its many events and driving
schools..

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

CIRCUIT HISTORY: MONZA
Originally opened in 1922 to commemorate the twenty-fifth
anniversary of the Milan Automobile Club, the Monza circuit
(Autodromo Nazionale Monza), near Milan, Italy, has been the
site of more F1 grand prix events than any other.  The Monza
circuit has seen numerous configurations, including the
famous banked section from 1955 to 1961.

Monza has always been an incredibly fast race venue... and
with this speed comes even greater danger.  Phil Hill's 1961
race victory (his second consecutive win at Monza) was
severely overshadowed by a collision between Jim Clark and
Wolfgang von Trips which took the lives of the latter driver
and over one dozen spectators.  A 1970 mechanical failure
during Qualifying killed Jochen Rindt, so one may not be
surprised that chicanes, guard rails, and reinforced fencing
were added beginning in 1972 as an attempt to slow the cars
and make Monza's events safer for all involved; however, the
chicanes specifically were really just makeshift safety
measures due to the increasing performance in virtually all
realms of motorsport.  In more recent years, the opening lap
of the 2000 Grand Prix of Italy was seriously marred by the
death of a trackside race marshal due to all the flying
debris at the Roggia Chicane (the second chicane of the
circuit).  While there were no dangerous incidents at the
2001 Grand Prix of Italy, that particular event happened to
be scheduled for the first weekend following the world-
shocking terrorist attacks on the United States (September
11, 2001) AND the near-fatal accident at a new race venue in
Germany (the previous afternoon) which forced the amputation
of the legs of CART driver Alex Zanardi; these events cast a
dark shadow over the race itself as well as the entire Grand
Prix weekend.

On a far more positive note, Williams driver Juan Pablo
Montoya - truly making his first great impact upon the F1
world following several years of astounding success in CART -
broke Keke Rosberg's twenty-seven-year record for the fastest
ever F1 qualifying lap.  Rosberg's then record-setting lap
was 259.005KPH (161.878MPH) set at Silverstone; Montoya's new
record-setting lap was 259.827KPH (162.392MPH).  What makes
Montoya's achievement even more impressive is that Michelin-
shod F1 vehicles (led by Williams and McLaren) have generally
not been able to compete with Bridgestone-shod cars (led by
Ferrari).

The Monza circuit has seen all sorts of motorsport events,
including motorcycles and touring cars, and currently is
5.736 kilometers (3.585 miles) in length.  A recent Italian
telefilm on the life of Enzzo Ferrari exclusively used the
Monza circuit for its racing shots using time-appropriate
vehicles.

Notable F1 winners at Monza: Alberto Ascari (1951 and 1952),
Juan Manuel Fangio (1953-1955), Stirling Moss (1956 and
1957), Stirling Moss (1959), Jim Clark (1963), Jackie Stewart
(1965 and 1969), Emerson Fittipaldi (1972), Mario Andretti
(1977), Niki Lauda (1978 and 1984), Alain Prost (1981, 1985,
and 1989), Nelson Piquet (1983, 1986, and 1987), Ayrton Senna
(1990 and 1992), Michael Schumacher (1996, 1998, 2000, and
2002), and Juan Pablo Montoya (2001).

The official Web site of Autodromo Nazionale Monza
(http://www.monzanet.it/) has plenty of great information,
including a large track map of Monza's various configurations
and plenty of images of racing action on Monza's banked
turns.

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

CIRCUIT HISTORY: INDIANAPOLIS
Essentially a 'stadium circuit' located at Indianapolis Motor
Speedway, the Indianapolis Grand Prix circuit is the newest
race venue in F1, first used in its current incarnation in
2000.  This also marks the return of F1 racing to the United
States, which had been absent since 1991 (using a temporary
street circuit in downtown Phoenix, Arizona).  The initial
4.192-kilometer (2.620-mile) US Grand Prix was won by Michael
Schumacher in 2000, followed by Mika Hakkinen (in his final
race win before sabbatical/retirement) in 2001.

Indianapolis Motor Speedway was purchased in 1945 by Tony
Hulman (the namesake of Hulman Blvd., which connects Turn 7
and Turn 8 of the Grand Prix circuit) and restored to use
after the speedway had fallen into disuse because of World
War II.  In 1950-1960, the Indianapolis 500 also awarded
points for the F1 World Championship; winners in this era
include Johnnie Parsons, Bill Vukovich, and Jim Rathmann.

Tony George, the President of the Indianapolis Motor
Speedway, was almost single-handedly responsible for bringing
F1 racing back to the United States.  The Indianapolis Motor
Speedway had to be brought up to standard in order to host
the United States Grand Prix, including a new Paddock area
which would allow cars to exit from the garage directly onto
Pit Lane.  Also, in a MAJOR concession to the traditions of
F1 racing, the 2000 USGP marked the very first time that a
race had been run in REVERSE (clockwise) at Indianapolis
Motor Speedway.

The 2001 Grand Prix of the United States was the first major
auto racing event on American soil following the terrorist
attacks on America just two weeks before.  FIA and USGP
organizers truly went out of their way to provide
entertainment, soothing words, and patriotic moments for the
thousands of spectators at a time when the nation and the
world were still in shock, grief, and mourning at the
terrorist events.

Winners of the Indianapolis 500 during its quasi-F1 era
(1950-1960): Johnnie Parsons (1950), Lee Wallard (1951), Troy
Ruttman (1952), Bill Vukovich (81953 and 1954), Bob Sweikert
(1955), Pat Flaherty (1956), Sam Hanks (1957), Jimmy Bryan
(1958), Rodger Ward (1959), and Jim Rathmann (1960).

Winners of the United States Grand Prix at Indianapolis in
the modern era: Michael Schumacher (2000), and Mika Hakkinen
(2001).

Visit the official Web site (http://www.usgpindy.com/).

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

CIRCUIT HISTORY: SUZUKA
In operation since at least 1962 and the host of F1 races
since 1987, Suzuka Circuit is the host of many forms of
motorsport - including F1 and other Formula series, and
motorbikes (including MotoGP) - as well as several racing
schools.  Suzuka comprises two different circuits: the 5.821-
kilometer (3.638-mile) International Racing Course (used for
F1 events) and the 1.264-kilometer (0.790-mile) Southern
Course (which itself contains numerous configurations).

F1 winners at Suzuka: Gerhard Berger (1987 and 1991), Ayrton
Senna (1988), Alessandro Nannini (1989), Nelson Piquet
(1990), Riccardo Patrese (1992), Ayrton Senna (1993), Damon
Hill (1994 and 1996), Michael Schumacher (1995, 1997, 2000,
and 2001), and Mika Hakkinen (1998 and 1999).

Unfortunately, the official Web site
(http://www.suzukacircuit.co.jp/) is almost exclusively in
Japanese. Many section titles are also given in English (such
as Event Calendar, Group Enjoy!, and Circuit Queen), but the
only truly-English area is a single page with downloadable
files of information for buying tickets to the next Grand
Prix of Japan.

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

PARTS USED IN CAR SET-UPS
Many racing games (primarily arcade-heavy games such as CART
Fury) can be played with absolutely no concerns about car
set-ups; other racing games (such as Le Mans 24 Hours) have
so few set-up options that changing anything really does not
have much effect.  However, F1 2002 presents a number of set-
up options in Simulation Handling, and the novice can easily
become lost in trying to discern how to change the set-up
options to induce or correct certain handling characteristics
of a given car.  While I am certainly NOT a car expert (in a
real car, I can just barely find the accelerator and the
radio buttons), I can present some of the basics of various
parts to help tuning novices.

Note that often, when one part's setting has been changed, at
least one other part's setting will also need to be changed
to maintain some semblance of handling.  For example, if the
gearbox is changed to use long gear ratios, the aerodynamics
settings will likely need to be lowered to make use of the
long gear ratios (otherwise, the car will have difficulty
climbing into its highest gear at the appropriate speed).
For another example, if the tire pressure is increased, the
car will likely require soft tires to help to keep the car on
the pavement when cornering (especially at high speeds).

Tires
   Type                F1 2002 presents both slick tires and
                       wet tires.  Wet tires are obviously
                       for use in rainy conditions.  Slick
                       tires, however, come in two "flavors:"
                       soft and hard.  The hard tire compound
                       has excellent durability, requiring
                       fewer trips to Pit Lane to change
                       tires, but at the cost of reduced
                       grip of the pavement.  The soft tire
                       compound occupies the exact opposite
                       extreme: short lifespan, superior
                       grip.
   Pressure            High tire pressures result in more-
                       rounded tires, meaning that less tire
                       surface will actually be touching the
                       pavement, thus inherently reducing the
                       amount of available pavement grip
                       (regardless of the type or compound of
                       tire used) and producing a slightly
                       faster car due to less friction.  Low
                       tire pressures create 'flattened'
                       tires, putting more rubber on the
                       pavement and creating far more
                       friction to slow the car and assist in
                       cornering.

Aerodynamics (Wings)   The wings are important for downforce,
                       the use of airflow over the front and
                       rear of the car to keep the light,
                       high-speed machines from taking off
                       like an airplane and doing a backflip
                       like the Mazda at Le Mans in 2001.  A
                       low downforce/wing setting produces
                       faster speeds but decreases cornering
                       ability, while a high setting will
                       help tremendously with cornering at
                       the sacrifice of straight-line speed.

Suspension
   Ride Height         Like aerodynamics, ride height can
                       help or hinder a car's performance
                       through airflow.  A low ride height
                       setting allows less air underneath the
                       vehicle, resulting in less aerodynamic
                       friction to slow the car.  Conversely,
                       a high ride height setting allows more
                       air to pass underneath the car,  thus
                       increasing air friction and slowing
                       the car (which assists in cornering).
                          However, car performance is NOT the
                       only consideration when setting ride
                       height.  If ride height is set too
                       low, the car may bottom out,
                       especially at the top or bottom of
                       hills or when rolling over rumble
                       strips.  For short races (4-8 laps),
                       bottoming out may not be a significant
                       concern.  However, in longer races
                       (especially at 32+ laps), bottoming
                       out the car could cause mechanical
                       problems.
   Bump Stop           The bump stop indicates the point at
                       which the suspension will stop its
                       vertical travel as the car speeds
                       around the circuit.  Rumble strips,
                       debris, and generally bumpy sections
                       of pavement will inherently cause the
                       car's suspension to move as the
                       vehicle passes across non-even
                       surfaces and obstructions.
                          F1 2002 includes two bump stop
                       settings: high bump stop and low bump
                       stop.  If these numbers are identical,
                       the car will have no vertical movement
                       of the suspension, meaning that any
                       required vertical movement for
                       different surfaces will cause the
                       entire car to rise as the tires pass
                       over the obstruction(s).
   Spring Rate         A high spring rate setting will make
                       the springs stiffer, assisting in
                       cornering; however, if set too high,
                       the car is likely to jump when running
                       over rumble strips.  A lower setting
                       will keep the car from jumping, but
                       the vehicle will have trouble when
                       cornering.
   Anti-roll Bar       The anti-roll bar can be stiffened to
                       keep the car from flipping, but this
                       will make cornering more difficult.
                       The setting can be lowered to
                       accommodate cornering ability, but
                       the car will then be easier to flip
                       in an accident.

Brakes
   Brake Bias          Brake bias controls the percentage of
                       braking power going toward the front
                       and rear of the car.  In a change from
                       F1 2001, Brake Bias is now done on a
                       percentage basis, from -50% (front) to
                       0% (neutral) to +50% (rear).
   Brake Strength      Independent of brake bias, brake
                       strength controls the response of the
                       brakes relative to the amount of
                       pressure applied to the brake button.
                       A low setting produces little (slow)
                       response, while a high setting
                       produces great (fast) response.
                       Therefore, assuming that equal
                       pressure is always applied to the
                       brake button, a low setting requires
                       that braking begin earlier than the
                       same car and corner using a high
                       setting in the exact same racing
                       conditions.

Gearbox                F1 2002 allows players to customize
                       gear settings, but also includes three
                       preset gear ratios: short, medium, and
                       long.  A short gear ratio provides
                       impressive acceleration while
                       sacrificing top-end speed.  A long
                       gear ratio provides excellent top-end
                       speed (especially in a straight line),
                       but far slower acceleration.  A medium
                       gear ratio provides the best of both
                       extremes.
                          Note that for F1's famous
                       standing starts, a short gear ratio
                       will allow a car to get off the line
                       very quickly, allowing for the player
                       to immediately gain one or more race
                       positions.  Conversely, a high gear
                       ratio will almost certainly cause the
                       player to lose one or more positions
                       at the start of a race due to the slow
                       acceleration inherent to long gear
                       ratios.

For more information on specific car parts used in tuning,
please see Minesweeper's excellent Tuning Guide, available at
GameFAQs (http://www.GameFAQs.com).  While this guide is
specifically for Gran Turismo 3 A-spec, GT3 includes many,
many, many more tuning/parts options than F1 2001, and
Minesweeper does a very good job explaining the function of
each part.  <<>>

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

SUGGESTED SET-UPS
Here are my personal suggestions for car set-up.  These are
based on my own driving style, which is a bit aggressive...
moreso than what F1 2002 really wants to allow, so I am
always driving on the edge (moreso than the average player).
Most importantly, the set-ups presented here are essentially
just baselines upon which individual players can begin
tinkering to find the best possible settings for their own
driving styles.

These set-ups were achieved using Michael Schumacher's
Ferrari, always in dry and sunny conditions, using the camera
mounted just above the driver's helmet.  The settings were
determined through extensive experimentation in Practice,
then checked with Qualifying and a four-lap Race.

Suggested set-up for Australia (Albert Park)
     Tires
          Type                    Hard
          Front Pressure          20.2
          Rear Pressure           19.8
     Aerodynamics
          Front Wing              13
          Rear Wing               16
     Suspension
          Front
               Ride Height        30
               High Bump Stop     35
               Low Bump Stop      30
               Spring Rate        183
               Anti-roll Bar      184
          Rear
               Ride Height        42
               High Bump Stop     50
               Low Bump Stop      45
               Spring Rate        115
               Anti-roll Bar      77
     Brakes
          Brake Bias              +5%
          Brake Strength          70
     Gearbox                      Long
     Notes: This creates an extremely twitchy car which likes
            to slide a lot on braking.

Suggested set-up for Malaysia (Sepang)
     Tires
          Type                    Hard
          Front Pressure          21.3
          Rear Pressure           21.2
     Aerodynamics
          Front Wing              17
          Rear Wing               19
     Suspension
          Front
               Ride Height        30
               High Bump Stop     35
               Low Bump Stop      30
               Spring Rate        97
               Anti-roll Bar      184
          Rear
               Ride Height        42
               High Bump Stop     50
               Low Bump Stop      42
               Spring Rate        108
               Anti-roll Bar      77
     Brakes
          Brake Bias              +5%
          Brake Strength          65
     Gearbox                      Long
     Notes: The long gear ratio will provide plenty of
            benefits along the Pit Straight and the 'back
            straight' behind the main grandstands, as well as
            on the gentle uphill climb from Turn 2 to Turn 4.
            Drafting techniques in these three areas will pay
            even further dividends in terms of overall speed.
            Caution is required when accelerating out of
            Turns 1 and 2 especially.

Suggested set-up for Brazil (Interlagos)
     Tires
          Type                    Soft
          Front Pressure          20.2
          Rear Pressure           19.8
     Aerodynamics
          Front Wing              15
          Rear Wing               18
     Suspension
          Front
               Ride Height        30
               High Bump Stop     40
               Low Bump Stop      35
               Spring Rate        97
               Anti-roll Bar      184
          Rear
               Ride Height        56
               High Bump Stop     56
               Low Bump Stop      50
               Spring Rate        108
               Anti-roll Bar      77
     Brakes
          Brake Bias              +2%
          Brake Strength          65
     Gearbox                      Long
     Notes: The long gear ratios can be a disadvantage in the
            lower portion of the circuit, but the straight-
            aways are so short that even those cars using
            medium gear ratios will not have sufficient room
            to come up to a respectable speed.  Still, take
            extreme care with accelerating out of Turn 1 and
            the corners of the lower portion of the circuit.

Suggested set-up for San Marino (Imola)
     Tires
          Type                    Hard
          Front Pressure          20.2
          Rear Pressure           19.8
     Aerodynamics
          Front Wing              15
          Rear Wing               18
     Suspension
          Front
               Ride Height        30
               High Bump Stop     30
               Low Bump Stop      25
               Spring Rate        87
               Anti-roll Bar      184
          Rear
               Ride Height        50
               High Bump Stop     50
               Low Bump Stop      45
               Spring Rate        108
               Anti-roll Bar      72
     Brakes
          Brake Bias              +2%
          Brake Strength          65
     Gearbox                      Long
     Notes: Beware excessive wheelspin on acceleration out of
            Tosa and the Alta Chicane.  Medium gear ratios
            should also be a viable option at Imola, but long
            gear ratios will help to reduce wheelspin on
            acceleration out of tight corners and chicanes.

Suggested set-up for Spain (Catalunya)
     Tires
          Type                    Hard
          Front Pressure          19.1
          Rear Pressure           19.8
     Aerodynamics
          Front Wing              12
          Rear Wing               15
     Suspension
          Front
               Ride Height        40
               High Bump Stop     40
               Low Bump Stop      35
               Spring Rate        97
               Anti-roll Bar      184
          Rear
               Ride Height        56
               High Bump Stop     56
               Low Bump Stop      50
               Spring Rate        108
               Anti-roll Bar      72
     Brakes
          Brake Bias              +8%
          Brake Strength          70
     Gearbox                      Medium
     Notes: Long gear ratios could be used here, as there
            are several long sections of full-throttle
            racing.  However, even with medium gear ratios,
            there are usually a few cars along the straight-
            aways which can be used for drafting techniques
            to make a pass while gaining extra speed.  The
            higher Brake Strength set closer to the rear of
            the car can be extremely important at the end of
            Pit Straight, both due to its immense length and
            the likelihood of gaining even more speed due to
            drafting.

Suggested set-up for Austria (A1-Ring)
     Tires
          Type                    Hard
          Front Pressure          19.1
          Rear Pressure           19.8
     Aerodynamics
          Front Wing              15
          Rear Wing               18
     Suspension
          Front
               Ride Height        35
               High Bump Stop     35
               Low Bump Stop      35
               Spring Rate        97
               Anti-roll Bar      205
          Rear
               Ride Height        50
               High Bump Stop     50
               Low Bump Stop      50
               Spring Rate        108
               Anti-roll Bar      82
     Brakes
          Brake Bias             +3%
          Brake Strength          63
     Gearbox                      Medium
     Notes: This set-up is very close to the default settings
            given by the CPU; the only major change is to the
            aerodynamics.

Suggested set-up for Monaco (Monaco)
     Tires
          Type                    Soft
          Front Pressure          18.1
          Rear Pressure           18.4
     Aerodynamics
          Front Wing              19
          Rear Wing               20
     Suspension
          Front
               Ride Height        48
               High Bump Stop     48
               Low Bump Stop      40
               Spring Rate        97
               Anti-roll Bar      215
          Rear
               Ride Height        69
               High Bump Stop     69
               Low Bump Stop      61
               Spring Rate        108
               Anti-roll Bar      82
     Brakes
          Brake Bias              +15%
          Brake Strength          70
     Gearbox                      Long
     Notes: The long gear ratios seem counterproductive in
            theory at this venue, but the straightaways
            actually ARE long enough to make this practical;
            also, the circuit is narrow enough that defensive
            maneuvers can be employed to keep faster cars at
            bay, and drafting tactics can be used to make
            passes (especially in The Tunnel, although
            the narrowness of the circuit combined with the
            inherent darkness makes The Tunnel a dangerous
            passing zone).  The higher Brake Strength brought
            closer to the rear of the car is key for keeping
            off the barriers.

Suggested set-up for Canada (Circuit Gilles-Villeneuve)
     Tires
          Type                    Hard
          Front Pressure          19.1
          Rear Pressure           19.8
     Aerodynamics
          Front Wing              12
          Rear Wing               14
     Suspension
          Front
               Ride Height        40
               High Bump Stop     40
               Low Bump Stop      35
               Spring Rate        97
               Anti-roll Bar      194
          Rear
               Ride Height        56
               High Bump Stop     56
               Low Bump Stop      50
               Spring Rate        108
               Anti-roll Bar      77
     Brakes
          Brake Bias              +3%
          Brake Strength          65
     Gearbox                      Long
     Notes: Hard braking while cornering will generally cause
            the car to slide in the direction the steering
            wheel is turned.

Suggested set-up for Europe (Nurburgring)
     Tires
          Type                    Hard
          Front Pressure          18.1
          Rear Pressure           18.4
     Aerodynamics
          Front Wing              12
          Rear Wing               14
     Suspension
          Front
               Ride Height        30
               High Bump Stop     30
               Low Bump Stop      25
               Spring Rate        97
               Anti-roll Bar      184
          Rear
               Ride Height        40
               High Bump Stop     50
               Low Bump Stop      45
               Spring Rate        108
               Anti-roll Bar      82
     Brakes
          Brake Bias              +10%
          Brake Strength          75
     Gearbox                      Long
     Notes: Take extreme care in the hairpin.

Suggested set-up for Great Britain (Silverstone)
     Tires
          Type                    Soft
          Front Pressure          21.3
          Rear Pressure           21.2
     Aerodynamics
          Front Wing              14
          Rear Wing               15
     Suspension
          Front
               Ride Height        35
               High Bump Stop     45
               Low Bump Stop      40
               Spring Rate        97
               Anti-roll Bar      184
          Rear
               Ride Height        50
               High Bump Stop     61
               Low Bump Stop      56
               Spring Rate        108
               Anti-roll Bar      77
     Brakes
          Brake Bias              +10%
          Brake Strength          75
     Gearbox                      Long
     Notes: With the long gear ratios, it is possible to zip
            through Bechetts (Turns 2-5) at full throttle,
            with the natural lean of the car through Turn 5
            causing an automatic gearbox to drop down into
            6th gear to help with cornering (beginning about
            at the apex).  Expect a difficult ride through
            the Stadium-like section at the end of each lap.

Suggested set-up for France (Nevers Magny-Cours)
     Tires
          Type                    Soft
          Front Pressure          19.1
          Rear Pressure           19.8
     Aerodynamics
          Front Wing              12
          Rear Wing               13
     Suspension
          Front
               Ride Height        50
               High Bump Stop     50
               Low Bump Stop      45
               Spring Rate        103
               Anti-roll Bar      173
          Rear
               Ride Height        61
               High Bump Stop     61
               Low Bump Stop      56
               Spring Rate        115
               Anti-roll Bar      72
     Brakes
          Brake Bias              +10%
          Brake Strength          75
     Gearbox                      Long
     Notes: Keep a tight inside line through Turn 2
            (Estoril), else risk sliding out into the sand
            to the left of the pavement due to
            centripetal force.

Suggested set-up for Germany (Hockenheim)
     Tires
          Type                    Hard
          Front Pressure          20.2
          Rear Pressure           21.2
     Aerodynamics
          Front Wing              11
          Rear Wing               13
     Suspension
          Front
               Ride Height        40
               High Bump Stop     40
               Low Bump Stop      35
               Spring Rate        97
               Anti-roll Bar      184
          Rear
               Ride Height        45
               High Bump Stop     50
               Low Bump Stop      45
               Spring Rate        108
               Anti-roll Bar      82
     Brakes
          Brake Bias              +10%
          Brake Strength          75
     Gearbox                      Long
     Notes: The long gear ratios will mean slower
            acceleration out of Turn 1 (North Curve) and
            the chicanes, as well as a difficult ride through
            The Stadium.  However, the straightaways are so
            long that the car should hit at least
            190MPH/310KPH in most straightaways; excellent
            use of drafting tactics can easily pull the car
            to over 200MPH/320KPH, especially if there are
            numerous cars close enough together to all be
            used for drafting.  On the other hand, given that
            the straightaways are so long, expect for other
            cars to also attempt to use drafting techniques;
            therefore, at Hockenheim moreso than at any other
            F1 venue, keep looking in the mirrors to defend
            a position if necessary, especially if driving a
            consistently-slower car (such as an Arrows or a
            Minardi).

Suggested set-up for Hungary (Hungaroring)
     Tires
          Type                    Soft
          Front Pressure          20.2
          Rear Pressure           19.8
     Aerodynamics
          Front Wing              19
          Rear Wing               20
     Suspension
          Front
               Ride Height        40
               High Bump Stop     40
               Low Bump Stop      35
               Spring Rate        103
               Anti-roll Bar      194
          Rear
               Ride Height        50
               High Bump Stop     56
               Low Bump Stop      50
               Spring Rate        115
               Anti-roll Bar      72
     Brakes
          Brake Bias              15%
          Brake Strength          85
     Gearbox                      Long
     Notes: Due to the slopes throughout, the first and last
            corners of the circuit must be approached with
            extreme care.  The inherent lack of strong
            acceleration which comes with a long gear ratio
            will certainly help.  Despite the long gear
            ratio, only in very rare circumstances will the
            car be able to climb into seventh gear due to the
            lack of significant sections of full-throttle
            racing.  This set-up is extremely twitchy, and
            the car loves to slide through corners; this is
            really a set-up for EXPERT DRIVERS ONLY and
            definitely needs A LOT of fine-tuning... but I
            honestly do not have the patience for this
            track >:-(

Suggested set-up for Belgium (Spa-Francorchamps)
     Tires
          Type                    Hard
          Front Pressure          20.2
          Rear Pressure           21.2
     Aerodynamics
          Front Wing              17
          Rear Wing               18
     Suspension
          Front
               Ride Height        40
               High Bump Stop     35
               Low Bump Stop      35
               Spring Rate        108
               Anti-roll Bar      205
          Rear
               Ride Height        61
               High Bump Stop     50
               Low Bump Stop      50
               Spring Rate        121
               Anti-roll Bar      82
     Brakes
          Brake Bias              +5%
          Brake Strength          70
     Gearbox                      Long
     Notes: Take care to NOT accelerate too hard/soon exiting
            La Source, as the car could easily spin itself
            into Pit Exit and result in a race-ending Black
            Flag.  Also, beware the bumps through Eau Rouge.

Suggested set-up for Italy (Monza)
     Tires
          Type                    Hard
          Front Pressure          18.1
          Rear Pressure           21.2
     Aerodynamics
          Front Wing              10
          Rear Wing               13
     Suspension
          Front
               Ride Height        40
               High Bump Stop     40
               Low Bump Stop      35
               Spring Rate        97
               Anti-roll Bar      194
          Rear
               Ride Height        50
               High Bump Stop     56
               Low Bump Stop      50
               Spring Rate        108
               Anti-roll Bar      72
     Brakes
          Brake Bias              +10
          Brake Strength          80
     Gearbox                      Long
     Notes: Drafting tactics can be extremely beneficial
            along Pit Straight and Rettilineo Parabolica.
            The long gear ratio certainly takes advantage of
            the long straightaways of the Monza circuit.

Suggested set-up for the United States (Indianapolis)
     Tires
          Type                    Hard
          Front Pressure          20.2
          Rear Pressure           22.6
     Aerodynamics
          Front Wing              13
          Rear Wing               16
     Suspension
          Front
               Ride Height        45
               High Bump Stop     45
               Low Bump Stop      35
               Spring Rate        114
               Anti-roll Bar      152
          Rear
               Ride Height        71
               High Bump Stop     54
               Low Bump Stop      49
               Spring Rate        128
               Anti-roll Bar      82
     Brakes
          Brake Bias              +10
          Brake Strength          75
     Gearbox                      Long
     Notes: There is simply NO 'good' set-up for the
            Indianapolis F1 circuit; the infield portion
            requires a tight, technical set-up, while the
            Indy/NASCAR oval portion requires a high-speed
            set-up.  The settings offered here reflect
            somewhat of a 'middle-ground' set-up, achieving
            only around 175MPH/280KPH on the oval portion
            while having a moderately difficult time
            cornering (especially in traffic) in the infield
            portion of the circuit.
               Drafting along the Indy/NASCAR oval portion of
            the circuit can bring faster lap times and higher
            top-end speed, which is particularly important
            with this suggested set-up.  The long gear ratio
            will certainly help on the Indy/NASCAR oval, and
            will help to reduce excessive acceleration in the
            infield portion of the circuit.

Suggested set-up for Japan (Suzuka)
     Tires
          Type                    Hard
          Front Pressure          19.1
          Rear Pressure           21.2
     Aerodynamics
          Front Wing              15
          Rear Wing               18
     Suspension
          Front
               Ride Height        45
               High Bump Stop     45
               Low Bump Stop      40
               Spring Rate        103
               Anti-roll Bar      173
          Rear
               Ride Height        56
               High Bump Stop     56
               Low Bump Stop      50
               Spring Rate        101
               Anti-roll Bar      88
     Brakes
          Brake Bias              +5
          Brake Strength          70
     Gearbox                      Long
     Notes: It is best to take a TIGHT line over apex rumble
            strips through Chicane.  Take care not to carry
            too much speed through the S-curves.

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

GRAND PRIX OF AUSTRALIA: ALBERT PARK
The 2002 F1 racing season begins with a set of 'flyaway'
(non-European) races.  This fast, flat, attractive circuit is
built around Melbourne's beautiful Albert Park Lake, using
actual city streets which generally receive little traffic
during the year.  There are usually plenty of trees on both
sides of the track, with a nice view of Melbourne's buildings
as you come through Turns 12 and 13.  The Albert Park circuit
features many long, gentle, no-braking corners, allowing for
incredible top-end speed all around this completely-flat
circuit.  However, these are tempered with several moderate-
and hard-braking corners, as well as many dark shadows
obscuring long stretches of the pavement, especially in wet
conditions.

Pit Straight: The front straight is fairly long, following a
moderate-braking corner (Turn 16).  However, Turn 1 requires
an early braking zone.

Turn 1 (Jones): A moderate-braking right-hand corner.  If you
miss the braking zone here, there is a wide area in which you
can recover.  Traffic will often bunch up entering Turn 1,
even beyond the start of a race.

Turn 2 (Brabham): Immediately following Turn 1, this is a
gentle left-hand turn which can be taken at full speed.
Excellent acceleration out of Turn 1 makes the exit of Turn 2
and the ensuing straightaway a prime passing zone.  Beware
the barrier on the right on exiting Turn 2; do not hit the
throttle too soon exiting Turn 1.

Turn 3: This is a hard-braking right-hand semi-blind corner
following a long straightaway; the braking zone begins
earlier than it would otherwise appear, so make use of the
distance-to-corner markers.  Again, there is a wide recovery
area here.  A little speed can be made coming out of Turn 3,
but the straightaway is virtually non-existent, requiring
moderate braking for Turn 4.  This is definitely NOT a place
to pass (safely) unless you have EXCELLENT brakes and little
or no tire wear.  Traffic tends to bunch up here for Turns 3
and 4.

Turn 4: A left-hand corner requiring at least moderate
braking.  To the outside of the corner is a wide, paved
recovery area; however, driving too far out to the right or
remaining on this paved area beyond the painted advertisement
will result in a Stop-Go Penalty.  The inside of Turn 4 is
also a wide paved zone, but short-cutting Turn 4 by more than
one car length will also result in a Stop-Go Penalty.  Good
acceleration out of Turn 4 can set up a good passing
opportunity.

Turn 5 (Whiteford): A gentle right-hand corner through the
trees which leads to a nice straightaway.  With a flawless
racing line, no braking is necessary here; otherwise, a quick
lift of the accelerator will be needed to keep the left side
of the car off the barrier.

Turn 6 (Albert Road): A semi-hidden moderate-braking right-
hand corner.  Traffic will sometimes bunch up here, as
drivers try to spot the corner.  A wide recovery zone is
available here as well, but take care not to shortcut the
corner.  Blasting through Turn 6 without braking will almost
certainly result in loss of control (with subsequent
spinning, sliding, and/or crashing) due to the angle of the
rumble strips.

Turn 7 (Marina): Immediately following Turn 6, Turn 7 is a
very gentle left-hand corner which brings you alongside the
northernmost end of Albert Park Lake.  Beware the barrier on
the right.

Turn 8 (Lauda): This is almost not a turn at all, as it
curves extremely gently along the shoreline, but the course
map on the race's official Web site lists this as a corner.

Turn 9 (Clark Chicane): This corner is a tight right-hand
turn which requires moderate or hard braking.  Traffic almost
always bunches up here.  If you miss the braking zone here,
you will end up out in the blue-green dust-covered area.

Turn 10 (Clark Chicane): This is almost not a turn at all, as
it curves extremely gently to the left and back along the
shoreline.  There is absolutely NO room for error on the
right side of the track, as the pavement runs directly up
against the barrier.  Once you pass underneath the second
pedestrian bridge and see the grandstands ahead on the right,
drift to the right to set up the best racing line for Turns
11 and 12.

Turns 11 and 12 (Waite): This extended left-right chicane is
tricky.  Turn 11 can be taken flat-out, but Turn 12 (Waite)
CANNOT be successfully navigated at full speed without either
shortcutting the corner (using the pavement inside the rumble
strips) or ending up beached in the kitty litter on the exit
of the chicane.  Sliding even one pixel across the rumble
strips on either side of the chicane results in a Stop-Go
Penalty.  A flawless racing line is crucial to success here
and in the ensuing straightaway.

Straightaway: The pavement runs directly up against the
barrier on the left side of the course here, creating
problems for cars on the left whose engines suddenly expire.

Turn 13 (Ascari): This is a semi-blind right-hand corner
requiring moderate braking if you are alone; traffic tends to
bunch up here.  The recovery area again is quite wide, with a
long run-off strip if needed.  This leads to a short
straightaway which can be a prime passing zone if
acceleration out of Turn 13 is strong.

Turn 14 (Stweard): A light-braking, right-hand corner with a
wide recovery area.  Experts should be able to take this
corner at top speed (if not in traffic) with a flawless
racing line, or by dropping the right-side tires onto the
grass.  This is a good place to pass on braking upon entering
the corner.

Turn 15: Do not be fooled by the run-off lane which proceeds
directly ahead into an unmoving barrier; there IS a J-turn to
the left here, requiring hard braking.  This is also a good
place to pass on braking when entering the corner.  Note that
the Pit Entry is immediately to the right upon exiting the
corner, so be sure to look for cars moving slower than
expected as they enter Pit Lane.

Turn 16 (Prost): But, be careful with the approach and exit
angles for this right-hand turn, as the barrier (and a
grandstand) is just a few feet off the pavement on the left
as you exit the corner.  A new addition from previous
versions of the game, the Pit Lane barrier begins at the
entry of Turn 16, so shortcutting is not a possibility, and
dropping the right-side tires off the pavement is also not a
good option.  This leads onto the Pit Straight.

Pit Entry: The Pit Lane begins to the right immediately after
Turn 15. It is possible to enter at a fairly high speed, but
there will be a sharp turn to the right very quickly,
requiring moderate or heavy braking.  Before entering the
main Pit area, however, is a tight right-left chicane, so be
prepared to truly slam on the brakes, or else the nose of
your car will slam into the Pit Lane barrier.

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

GRAND PRIX OF MALAYSIA: KUALA LAMPUR
This is the second-newest F1 course currently in use, as its
construction was completed just in time for the end of the
1999 F1 season.  Kuala Lampur includes very wide recovery
zones all along the course, on both sides of the pavement,
with very few exceptions.  The main grandstands are nestled
'within' the course itself, as the 'back straight' and the
'Pit Straight' flank each side of the main spectator seats,
linked by a tight left-hand hairpin.  While the pavement is
rather wide for an F1 circuit, it is actually more difficult
to drive than it appears on television, especially the 'back'
part of the course (behind the main grandstands).

Pit Straight: The main grandstands are to the left as you fly
down the Pit Straight.  Slam on the brakes at the end of the
Pit Straight, as the first two corners are VERY tight.

Turns 1 and 2: Turn 1 is a TIGHT right-hand corner, followed
immediately by the not-as-tight-but-still-difficult left-hand
Turn 2.  If there is traffic ahead of you, the cars will
certainly bunch up here.  The first corner on the opening lap
of any F1 race is characterized by cars bunching up together;
given the downhill slope of Turns 1 (beginning at the exit)
and 2, cars are even more likely than usual to bump each
other and/or the barrier here.  Fortunately, the outside of
Turn 2 has a wide (sand-filled) recovery area, so if a major
accident takes place, it might be wise to (carefully) take to
the sand to avoid the worst of the chaos and debris.
Remember that Turn 2 is slower than Turn 1, so if following
another car, allow plenty of room to keep from ramming the
other vehicle.

Turn 3: Accelerate hard through this sweeping right-hand
corner.  No braking is necessary here.  The course begins a
gentle uphill climb here.

Turn 4: It is easy to overrun this corner, either on entry or
on exit, but the wide patch of sand is available to slow you
down in these situations.  This right-hand corner is the
crest of the uphill climb which began in Turn 3.  Moderate
braking will be required here.

Turns 5 and 6: Turn 5 is an easy left-hand corner, followed
by the similarly-shaped right-hand Turn 6.  In Turn 5, the
barrier comes very close to the pavement on the inside of the
corner, so be careful not to roll up on the grass here.
There is plenty of space for recovery on the outside of each
corner, which may be important exiting Turn 6 as it is rather
easy to run too wide on exit.  Both corners can be taken
either flat-out or with simply a slight lifting of the
accelerator.

Turns 7 and 8:  These two right-hand corners are best taken
in a wide 'U' formation.  There is plenty of kitty litter on
the outside of the corners here should you lose concentration
and drive off the pavement.  While experts with a death wish
may be able to speed through these corners at full throttle,
braking or significantly lifting off the accelerator would be
a far better choice.

Turn 9: This tight left-hand J-turn is made even more
difficult by the brief uphill slope leading to the corner
itself, which hides the view of the pavement as the course
turns to the left here.  Early braking is key, or else you
WILL be caught out in the sand trap.  Moderate or heavy
braking will be needed here, depending on your top speed
coming out of the 'U' formation of Turns 7 and 8.  If you
have excellent confidence in your braking ability (especially
with fresh tires after a pit stop), this is a great place to
pass other cars on braking, but only if attempted near the
inside of the corner - otherwise, you will be far off the
racing line, and any car(s) you try to pass will force you
out into the sand.

Turn 10: After the tightness of Turn 9, Turn 10's right-hand
corner can be taken at full throttle.  The course climbs
gently uphill here, cresting shortly after the exit.

Turn 11: The course begins a gentle downhill slope near the
entry of Turn 11, then turns to the right as the downhill
slope continues.  Moderate braking will be needed here, as
Turn 11 is tighter than Turn 10.  This is also a good place
to pass other cars on braking.  It is also easy to overrun
the corner, so there is plenty of sand to the outside of the
corner to slow you down in this instance.

Turn 12: After a short straightaway, the course turns to the
left.  If you hug the apex tightly, you should be able to
take Turn 12 without braking.  Again, plenty of sand awaits
those who slide off the pavement here.

Turn 13: This is a nasty right-hand decreasing-radius hairpin
with no paved swing-out area on exit, making the corner far
more difficult than it at first appears.  The first 60
degrees can be taken at top speed, although some braking is
greatly recommended here.  After that, moderate or heavy
braking is required to keep from rolling out into the kitty
litter.  Strong acceleration is key on exit.

Straightaway: This straightaway runs along the 'back side' of
the main grandstands.  This is a very long straightaway, so
powerful acceleration out of the Turn 13 hairpin can provide
good passing opportunities here, especially for those using a
low-downforce set-up.  Near the end of the straightaway, a
line of pavement leaves to the right, but this is NOT the Pit
Lane entry used for F1 races.

Turn 14: This is the final corner of the course, and
certainly the most important in a close race.  Following the
long straightaway on the 'back side' of the main grandstands,
this is a left-hand hairpin, much tighter than Turn 13.  It
is key here to approach from the extreme right side of the
pavement, tightly hug the apex, and accelerate strongly while
drifting back out to the right on exit.  The Pit Lane entry
begins here about halfway through the hairpin, so beware of
slower cars going in for servicing.  This is also a good
place to pass on braking, but be ready to block any
aggressive drivers trying to pass you as they slam on the
throttle on exit.

Pit Entry: The Pit Lane begins halfway through the Turn 14
hairpin (the final corner of the course).  Keep tight to the
right entering the hairpin, to allow those passing you to
dive to the left-hand apex of the corner; after the first 90
degrees of the corner, drive straight ahead along the Pit
Lane.  However, you will quickly find the Pit Lane curving to
the left, so make sure you have slowed enough to not bang the
front wing or front-right tire against the barrier.

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

GRAND PRIX OF BRAZIL: INTERLAGOS
Most F1 courses are driven clockwise; built on a steep
hillside, Interlagos is driven counter-clockwise, which I
understand causes 'undue' fatigue to drivers' necks as the
race progresses.  The upper part of the course features two
extensive segments of flat-out, full-throttle, top-speed
driving.  However, the lower part of the course (where the
most clock time is spent per lap) features tight corners and
several significant elevation changes.  However, despite
these two very different sections of the circuit, the car
set-up is not quite as key here as at Indianapolis.

Pit Straight: This is the highest point of the course in
terms of elevation.  There is no room to pull off the course
here if there is a problem with a car, as the barriers rub
against the pavement on both sides of the track.  This is
also the fastest portion of the course, leading into the most
dangerous set of corners in all of F1 racing.  There are
several left-hand fades along the 'Pit Straight.'  This
'straightaway' is the longest stretch of flat-out
acceleration of this course.  The optimal racing line is hard
to the left, so be careful not to rub the left-side tires
against the barriers, especially when passing the Pit Lane
Entry.  The Pit Entrance is also to the left; beware of slow
cars entering Pit Lane.

Turn 1 (S do Senna): Especially since this corner follows an
incredibly long and fast 'Pit Straight,' this is by far the
most dangerous turn on the course, and thus perhaps the most
dangerous corner in all of F1 racing.  This is a tight, left-
hand, semi-blind, downhill corner requiring severe braking
long before reaching the turn.  Unless you have PERFECT
confidence in your car's braking AND turning ability, this is
definitely NOT a place to pass!!!  For those who overrun the
corner, there is a continent-size patch of kitty litter.

Turn 2 (S do Senna): Following immediately after Turn 1, it
is best to coast through this right-hand corner, with strong
acceleration on exit to set up prime passing opportunities in
Curva du Sol or along the following straightaway.  Beware the
Pit lane barrier practically rubbing up against the pavement
here on the left.  (Historical note: The Pit Lane used to
rejoin the main course at the exit of Turn 2, but FIA and the
drivers deemed that this was too dangerous.)

Turn 3 (Curva du Sol): Immediately following S do Senna, Turn
3 is a gentle left-hand corner which can also be taken at top
speed.  Just beyond the exit of Turn 3, the Pit Lane rejoins
the main course on the left.  Curva du Sol leads into the
second-longest straightaway of the circuit.

Straightaway: This long straightaway presents a gentle
downhill slope leading to the lower portion of the course.
Keep to the right on exiting Curva du Sol so that cars
rejoining the race from the Pit Lane can blend in without
incident.

Turn 4 (Lago): This corner truly begins the lower portion of
the course in terms of elevation.  Lago is a semi-hidden
left-hand corner with a slight downward slope.  Moderate
braking is necessary here to keep from sliding the car into
the recovery zone, especially if the track is wet.  Good
acceleration out of Lago sets up great passing in the next
corner and along the following straightaway.  Do not overrun
the course, or you will be slowed severely by the sand and
grass.

Turn 5: A gentle left-hand turn, this can be taken at full
throttle.  The course begins to slope upward again.  However,
do not try to take this corner to sharply on the apex, as the
barrier may not agree with your tactics.

Straightaway: This is effectively the last straightaway
before the Pit Straight at the beginning of the course.  The
course here slopes upward, so cars with excellent
acceleration out of Turns 4 and 5 can pass those with poor
uphill speed.

Turn 6 (Laranjinha): This is the beginning of a pair of
right-hand corners which effectively form a 'U' shape.  The
entry of this corner can be taken at full throttle, but be
ready to touch the brakes at the exit of this corner.  Turn 6
is also on the crown of a hill.

Turn 7 (Laranjinha): The final corner of a 'U' shape in the
course, this is a right-hand decreasing-radius corner with a
gentle downward slope.

Turn 8 (Curva do S): After an almost negligible straightaway,
this incredibly tight right-hand corner requires hard
braking.  The course also begins to slope downhill at the
beginning of Turn 8.  Pinheirinho immediately follows.

Turn 9 (Pinheirinho): Immediately upon exiting Turn 8, slam
on the brakes again (or simply coast) for the sharp left-hand
Pinheirinho.  This may potentially a good place to pass other
cars.  Turn 9 is a long corner, however, so it is important
to hug the apex much longer than usual.  Extreme caution must
be taken here if racing in wet conditions, or you will find
yourself sliding into the sand.  The exit of Pinheirinho
leads to an upward-sloping straightaway.

Turn 10 (Bica do Pato): The entrance of Turn 10 begins the
final downward slope of the course, making this right-hand
corner even more difficult to navigate.  Heavy braking and
excellent hands are required to maneuver the car safely
through this corner, especially in the rain.  Good
acceleration is needed exiting Bica do Pato to pass traffic
in the next corner and ensuing straightaway.  The kitty
litter is available if you overshoot the corner, but then you
will quickly find yourself rubbing against a barrier.

Turn 11 (Mergulho): This left-hand corner almost immediately
follows Bica do Pato and can be taken almost flat-out to
provide good speed along the next (very short) straightaway.
Good acceleration out of Bica do Pato makes this a good
passing zone if you have a decent racing line, otherwise you
may find yourself off the course on the outside of the
corner.

Turn 12 (Juncao): This is a tight left-hand corner requiring
moderate to heavy braking.  The final, steep uphill slope
begins here, and the exit of the corner is hidden (even in
chase view).  It is extremely easy to run off the outside of
the corner here, but a small patch of grass and another paved
lane provide some run-off relief here.  This corner leads to
the incredibly long Pit Straight.

Pit Entry: As you climb the long 'Pit Straight,' the Pit Lane
begins on the left.

Pit Exit: The Pit Lane once emptied onto the exit of Turn 2;
it now rejoins the main course just after the exit of Curva
du Sol.  This makes Pit Lane extremely long, which makes it
extremely important to select your pit strategy carefully in
long races.

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

GRAND PRIX OF SAN MARINO: IMOLA
The Imola circuit is challenging but rather fun.  Again, this
is a 'counterclockwise' circuit, but, oddly, the Pits and
Paddock are located on the outside of the circuit and not on
the inside.  There is extremely little tolerance for
shortcutting the chicanes.  Due to the slope of the grass on
the inside of the corner, Turn 6 (Tosa) is essentially a
blind corner unless traffic is present to mark the course for
you.

Pit Straight: This is a long straightaway, which enables high
speeds as the cars cross the Start/Finish Line.  Good exit
speed out of the final chicane makes for prime passing and a
good show for the spectators.  The Pit Straight fades to the
left at the exit of Pit Lane (which is aligned with the
Start/Finish Line).  Once past the Pits, there is a barrier
directly against the right side of the track.

Turns 1 and 2 (Tamburello): This is a left-right chicane.
Turn 1 requires moderate braking, but if you slow enough in
Turn 1, you should be able to drive at full throttle through
Turn 2 and beyond.  If you try to take the entire chicane at
full speed, you can make it through Turn 1 fairly well, but
you will quickly find yourself in the grass on the outside of
Turn 2 and banging against the nearby barrier.  If you
completely miss the braking zone for Turn 1, there is a huge
sand trap to help you recover.

Turn 3 (Tamburello): Immediately following Turn 2, Turn 3 is
a soft left-hand corner which can be taken at full speed.
Strong acceleration out of Turn 1 and through Turn 2 makes
this a good passing zone.  Following this corner is a
significant straightaway.

Turns 4 and 5 (Villeneuve): This is another left-right
chicane, but not as lengthy as the first.  Care must be taken
not to slide off the course at the exit of Turn 5.  It is
possible for experts to fly through this chicane at top speed
(if not encumbered by traffic) by rolling up on the rumble
strips, but doing so produces a significant chance of losing
control of the car and crashing into the barrier on the left
side of the circuit as the sandy recovery area severely
narrows on approach to Tosa.  The course slopes upward at the
exit of this chicane.

Turn 6 (Tosa): This is a semi-blind left-hand corner which
continues the upward slope of the course.  Moderate or even
severe braking is required here, or else your car will be in
the kitty litter and headed toward the spectators.  Traffic
is actually a benefit in approaching this corner, as the
course is largely hidden from view given the slope of the
grass on the inside of the corner, but other cars are easy to
see.

Straightaway: The course continues up the hill here.  Just
beyond the overhead billboard, the track fades to the right
as it begins its gentle downward slope, but then leads
directly into Piratella.

Turn 7 (Piratella): The course continues downward here, with
the slope increasing.  This is a left-hand semi-blind corner.
It is rather easy to slip off the pavement here and into the
kitty litter on the outside of the corner.  Any passing here
is best made tight to the apex of the corner, perhaps with
only the right-side wheels on the pavement or rumble strip.

Turn 8: Barely a corner at all but more than a fade, the
course gently turns to the left here.  This is a full-speed
'corner,' but the racing line is still very important here.

Turns 9 and 10 (Mineralli): This is a pair of right-hand
corners which effectively function as a decreasing-radius 'U'
formation and are best taken in this manner.  Turn 9 can be
taken at full speed, but upon exit to the outside of Turn 9,
severe braking is needed and extra steering to the right is
required to safely navigate around the decreasing-radius Turn
10.  The track begins another (steep) uphill slope in Turn
10.  Tightly hugging the apex allows for prime passing
through Turn 10.  Care must be taken not to enter Turn 10 too
fast, or else you will be off the course on the left.

Turn 11 (Mineralli): Immediately following Turn 10, the left-
hand Turn 11 continues the upward slope of the course.  Care
must be taken not to slip off to the right of the track on
exit.

Turns 12-13 (Alta Chicane): This is a tight right-left
chicane.  Other cars generally slow significantly for this
chicane, so a full-speed maneuver here in traffic is NOT
advised.  In fact, attempting to take this chicane at top
speed will require rolling up on the rumble strips, and you
will likely lose control and either spin or collide with the
all-too-close barrier to the right side of the course.  The
barrier to the outside of Turn 13 is very close to the track,
so be careful not to slip off the course.  Alta Chicane, due
to its placement just slightly beyond the crest of the
circuit, is also 100% unsighted on approach, so it is very
easy to miss the chicane and either overshoot it or turn too
early - either method results in a Stop-Go Penalty.

Straightaway: The course begins its final downhill slope
here, fading gently first to the left, then to the right.

Turns 14 and 15 (Rivazza): This is a left-hand 'U' formation.
Moderate braking is required entering Turn 14, but then Turn
15 can be taken at full speed (IF you slowed enough in Turn
14), although some may feel more comfortable lightly tapping
the brakes here.  Caution must be taken to use enough braking
entering the 'U' formation, or else you will end up in the
sand on the right side of the track.

Straightaway: This is the final long straightaway before
reaching the Pit Straight.  However, the official course
fades to the right just after passing underneath the Helix
banner; driving straight ahead (the pavement of the old
course) and thus missing the entire final chicane results in
a Stop-Go Penalty.  The end of this straightaway provides two
options: 1.) Keep driving straight ahead onto Pit Lane; 2.)
Turn left for the final chicane.

Turns 16 and 17 (Bassa Chicane): This is the final chicane
(left-right) of the course.  To the outside of Turn 16 is the
Pit Lane entry, so be mindful of slower cars entering Pit
Lane as you approach the chicane.  Moderate braking is
required entering Turn 16, but then Turn 17 requires light
braking.  Be VERY careful riding the rumble strips in Bassa
Chicane, as wheelspin on the rumble strips is likely to force
the car out of control, which means either getting caught in
the kitty litter inside Turn 17, or colliding with the
barrier (which is VERY close to the pavement) on exiting the
chicane.

Pit Entry: Instead of turning left for Turn 16, keep driving
directly ahead.  However, there is no room for slowing once
you leave the main course, so stay tight to the right side of
the pavement as you slow to enter Pit Lane.

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

GRAND PRIX OF SPAIN: CATALUNYA
The Catalunya circuit is challenging, especially the two
hairpins and the final corners of the race.  For observers
and drivers alike, plenty of action can be found at the
Spanish Grand Prix.

Intertextal Note: The Catalunya circuit is also used in the
PS2 game Le Mans 24 Hours.

Pit Straight: As usual, incredible speeds can be attained
here.  Watch for cars rejoining the race from the right side
of the straightaway about two-thirds of the way along its
massive length.

Turn 1 (Elf): This is a right-hand corner which requires
moderate braking.  Be careful not to hug the inside of the
corner too tightly, or you will damage your right-side tires
on the barrier.  Strong acceleration out of Turn 1 creates
great passing opportunities all the way to Repsol.
Attempting to take Turn 1 at top speed will either cause you
to lose control as you run up on the rumble strips, or send
you too far off course to survive Turn 2 intact.

Turn 2 (Elf): Immediately following Turn 1, the left-hand
Turn 2 can usually be taken at top acceleration.  With strong
acceleration out of Turn 1, this is a prime passing zone.

Turn 3 (Seat): A sweeping right-hand increasing-radius corner
which can be taken at full speed with a flawless racing line.
This is also a good place to pass slower cars, especially if
you have the inside line.

Turn 4 (Repsol): This is a semi-blind right-hand hairpin
corner which requires moderate or heavy braking.  The barrier
on the inside of the corner rests almost directly against the
track, and blocks your view around the corner.  This can
actually be a good place to pass on braking, but only with
extreme caution (and usually only if the car you wish to pass
takes the wide line around the corner).  Don't come too hot
into this corner or else you will find yourself in the sand.
After clearing the first 90 degrees, you should be able to
accelerate fairly well if not encumbered by traffic.

Turn 5: After a very short straightaway, this is a semi-blind
left-hand hairpin, a bit tighter than Turn 4.  Moderate or
heavy braking will be needed here, or you will definitely
find yourself in the kitty litter.

Straightaway: This straightaway fades to the left.  Strong
acceleration out of Turn 5 can create passing opportunities,
especially in the braking zone for Wuth.

Turn 6 (Wuth): With a good racing line, you should be able to
brake lightly to clear this semi-blind, slightly-downhill,
left-hand corner.  Beware the barrier on the inside of Wuth.
The exit of Wuth has an immediate fade to the right, so do
not commit too much to turning left here, or the front-left
of the car will be shaking hands with the barrier.

Turn 7 (Campsa): This right-hand corner can be taken at full
speed with a flawless racing line.  Note that the official
circuit is to the right; do not drive directly ahead onto
another patch of pavement, or you will be assigned a Stop-Go
Penalty.

Turn 8 (La Cacsa): Severe braking is required for this left-
hand corner.  While not suggested, you may be able to pass
other cars on braking here.  As with Wuth, stay off the
rumble strips and grass on the inside of the turn, or you
will risk losing control of the car.  This is a 'J' turn, and
the corner seems to go on forever before you reach the exit.

Turn 9 (Banc Sabadeau): Shortly following Turn 8, moderate or
heavy braking will be needed here for the right-hand, upward-
sloping corner.  This is also a 'J' turn which is nearly a
double-apex corner.  If you need a recovery area anywhere on
the course, it will most likely be here.  It is possible to
pass slower cars here by tightly hugging the inside of the
turn, even running the right-side tires on the rumble strips
or just slightly in the grass.

Turn 10: Light braking may be needed for this right-hand
corner.  The key here is to truly hug the inside of the turn
and accelerate strongly through the exit.  Watch for slow
cars here preparing to go to Pit Lane for servicing.

Turn 11: Entering this right-hand corner, the Pit Lane begins
on the right, so be on the lookout for very slow cars here.
If you take this final corner too tightly, or make a VERY
late decision to go to the pits, you will certainly damage
the front of the car on a barrier.

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

GRAND PRIX OF AUSTRIA: A1-RING
This course may only have seven corners, the fewest of the
circuits used in the 2002 racing season, but it is still a
highly-challenging technical course for the drivers.  The
circuit itself is built on a steep hillside, with the Paddock
area and the Pit Straight located at the lowest elevation of
the course.  The significant elevation changes and poorly-
placed barriers make this a particularly challenging circuit
to safely navigate for 90+ minutes.

Pit Straight: Long and straight; main grandstands to the
left, Pit Lane to the right.  Rather mundane, except that the
entire Pit Straight has a slow uphill climb into the Castrol
Curve.  The beginning of the Pit Straight (coming off
Mobilkom Curve) is also a bit bumpy.

Turn 1 (Castrol Curve): After a rather mundane Pit Straight,
the Castrol Curve is anything but mundane.  This is a right-
hand uphill corner which requires moderate braking.  The Pit
Lane rejoins the main course on the right at the exit of the
corner.  Because of the steep slope of the hill, it is all
too easy to drive off the outside of the corner and into the
massive sand trap.  If you lose your concentration and forget
even to slow down, you will likely find yourself airborne
once you hit the rumble strip; similarly, if you try to take
this corner at top speed, you may find yourself looking up at
the ground.

Straightaway: There are a few fades in the straightaway as
the course continues its uphill climb.  The end of the
straightaway (approaching Remus Curve) has a suddenly steeper
grade and demands total concentration.

Turn 2 (Remus Curve): This is a TIGHT right-hand 'J' turn
requiring heavy or even severe braking, and complete
concentration to navigate safely (even when not dealing with
traffic); any speed over 30MPH is definitely too fast for
Remus Curve.  The uphill climb of the circuit continues
through most of the turn, making high or even moderate speeds
impossible here.  Rolling the right-side tires up on the thin
patch of grass on the inside of the Remus Curve will almost
definitely result in loss of control of your vehicle.  Even
worse, this is a blind corner due to the barrier.  Aggressive
drivers will certainly end up overrunning the Remus Curve on
exit and find themselves beached in the kitty litter.  If you
use the accelerator too soon on exit, you WILL find yourself
off-course.

Straightaway: Located at the highest elevation of the course,
this straightaway has a fade to the right, then another to
the left.  After the second fade, prepare for braking before
arriving at the Gosser Curve.  Make use of the distance-to-
corner markers, or else you risk overrunning Gosser Curve.

Turn 3 (Gosser Curve): Another tight right-hand corner, heavy
braking will be required here to avoid sliding off the course
and into yet another sand trap.  This is also a blind corner,
due to the barrier on the inside of Gosser.  The circuit
begins to slowly descend in elevation here.

Straightaway: This is actually NOT a straightaway at all; the
course map does not list the right-hand turn, but it is
definitely more than just a fade.  If you overrun this, you
will end up in the same sand trap as before - it is simply
extended along the left side of the course from the outside
of Gosser until well beyond this unofficial corner.

Turn 4 (Niki Lauda Curve): This is a wide left-hand corner
which will require moderate or heavy braking, especially
since this is a blind corner due to the slope of the hill on
the inside of the turn; even if you slow greatly before
entering the corner, you will likely be tapping the brakes as
you progress through Niki Lauda.  There is another wide patch
of sand on the outside of the corner, stretching almost all
the way to the entrance of the Gerhard Berger Curve.  A short
straightaway separates Turns 4 and 5.  Note that the circuit
turns to the left here; the patch of pavement which continues
straight forward will lead you into a barrier.

Turn 5 (Gerhard Berger Curve): This is almost identical to
the Niki Lauda Curve, but with an additional sand trap which
begins on the inside of the corner.

Straightaway: Again more than a fade but not listed as an
official corner, there is a 'turn' to the right shortly after
exiting the Gerhard Berger Curve.  About two-thirds of the
way along, the course enters a scenic forested area; this
'transition' section is also rather bumpy.

Turn 6 (Jochen Rindt Curve): This is a blind right-hand
corner which can be taken with light braking, or just a small
lift of the accelerator; the best way to judge this corner is
by using the right-side barrier as a guide.  Another sand
trap awaits those who run off the outside of the corner.  A
short straightaway follows Jochen Rindt.

Turn 7 (Mobilkom Curve): This is a right-hand corner which
will require light or moderate braking.  The Pit Lane begins
on the right just before the entry to Mobilkom, so be careful
not to bump cars slowing before going to the pits.

Pit Entry: Located just before the entrance to the Mobilkom
Curve, the Pit Lane is to the right.  This is a very long pit
lane, so plan to stay out of here as much as possible!!!

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

GRAND PRIX OF MONACO: MONTE CARLO (TEMPORARY STREET CIRCUIT)
'To finish first, first you must finish.'  The Monaco circuit
is a highly daunting temporary street course, especially from
the Driver View, as the barriers are FAR too close for
comfort, and passing is virtually impossible for even expert
drivers.  If there is a problem with a car, there are
extremely few places to safely pull aside, so all drivers
must be constantly wary of damaged vehicles, especially slow
or stationary cars around the many blind corners.  The most
significant key to simply finishing a race at Monaco is
SURVIVAL, which means a slow, methodical, patient race.
Aggressive drivers (like myself) would almost certainly end
up dead - or at least driving an extremely beat-up vehicle -
driving the Monaco circuit for real!!!  For a comparison, the
Surfer's Paradise circuit in Newman-Haas Racing is a sweet
dream compared to the Monaco circuit!!!!!  The circuit is
extremely narrow, to the point that if a car bangs a barrier,
it will almost certainly ricochet into the opposite barrier
(if not into a nearby vehicle).  While driving this circuit,
players may want to have "I Will Survive" playing on auto-
repeat!!!

Pit Straight: Not straight at all, the 'Pit Straight' fades
to the right along its entire length.  Near the end, the Pit
Lane rejoins the main course from the right.

Turn 1 (Sainte Devote): This is a tight right-hand semi-blind
corner; heavy braking is required long before reaching Sainte
Devote.  To the left on entering this corner is one of the
few areas to pull off the course if there is a problem.
Overshooting the corner results in smashing the front wing
against the unmoving barrier.  The uphill portion of the
course begins here.

Straightaway (Beau Rivage): Not really straight with its
multi-direction fades, the circuit climbs steeply uphill
here.  Because of the fades, this is actually NOT a passing
zone; you may think you have enough room to pass a slower car
and actually pull up alongside it, but then you and the
slower vehicle will end up bumping each other and/or a
barrier because of a fade.  Three-wide racing is definitely
NOT an option here!!!!!

Turn 2 (Massanet): This is a sweeping decreasing-radius left-
hand blind corner requiring moderate or heavy braking on
entry and light braking (or coasting) as you continue through
the turn.  If you come in too fast, the corner workers will
be scraping the right side of your car off the barrier at the
end of the race; if you take the corner too tightly, the same
will happen for the left side of the car.  The exit of
Massanet is the highest elevation of the circuitŠ which has
only just begun, even if it IS 'all downhill' from here!!!

Turn 3 (Casino): Moderate braking will be needed for the
right-hand Casino.  This corner almost immediately follows
Massanet, and begins the long downward trajectory of the
course.  This corner is actually wider than most, to the
extent that a car in trouble may be parked along the barrier
on the outside of the corner.  Be careful not to scrape the
left-side barrier while exiting Turn 3; similarly, do not
overcompensate and scrape the right-side barrier at the apex
of Casino.

Turn 4 (Mirabeau): Following a medium-length downhill
straightaway, heavy braking is needed for this right-hand
blind 'J' turn.  If you miss the braking zone, your front end
will be crushed up against yet another barrier. This corner
continues the course's downhill slope, which adds to the
difficulty of the turn.

Turn 5 (Great Curve): Following an extremely short
straightaway, this left-hand hairpin is one of the slowest in
all of F1 racing (even 40MPH is a dangerous speed here).  If
you have excellent braking ability, you can actually PASS (a
rarity!!!) by taking the tight inside line; otherwise, it
would be best to drive through the Great Curve single-file.
If there is traffic ahead, it may simply be best to fall in
line, as two-wide cornering here is extremely difficult to do
without damaging the car.

Turns 6 and 7 (Portier): This pair of right-hand corners form
a 'U' shape, but neither can be taken at any respectable
speed.  Between these two corners is a pull-off area on the
left, with another to the left on exiting the 'U' formation.
Turn 7 is the slowest of the two corners, and is the most
difficult in terms of the almost-nonexistent view of the
track.  Accelerating too soon out of Turn 7 means banging the
left side of the car against yet another immovable barrier.
Do not let the beautiful view of the water distract you from
the race.  The circuit is a little bumpy exiting Portier,
especially if you stay tight to the inside of the corner on
exit.

Straightaway (The Tunnel): This 'straightaway' is actually a
very long right-hand fade in a semi-tunnel (the left side
provides a view of the water).  However, even on a sunny day,
visibility here is poor due to the sun being at a 'wrong'
angle compared to the circuit, and this is made even worse
should you be following a car with a malfunctioning or
expired engine.  Start braking shortly after entering back
into the sunlight (assuming Dry Weather is active) for the
chicane.

Chicane (Nouveau Chicane): The course narrows as you come
around the chicane, but then 'widens' back to 'normal' at the
exit.  Fortunately, F1 2001 has removed the barrier on the
inside of the chicane which made this a treacherous
configuration in F1 2000.

Turn 8 (Tobacco): This left-hand corner is best taken with
moderate braking.

Turns 9-12 (Swimming Pool): This is essentially a double
chicane around the swimming pool in the classic 'bus stop'
configuration.  Turns 9 and 10 form a tight left-right
combination, for which moderate braking is required, although
little or no braking can be used if you roll straight over
the rumble strips with a solid racing line and no encumbering
traffic.  After an extremely brief straightaway, Turns 11 and
12 form the opposite configuration (right-left), but are even
tighter and require moderate braking at best.  This opens out
onto a short straightaway where you MIGHT be able to pass ONE
car.

Turns 13 and 14 (La Rascasse): This is a tight left-right
chicane requiring moderate braking for Turn 13 and heavy
braking for Turn 14.  Even worse, Turn 14 is a 'J' turn, so
the racing line is also very important here.  The Pit Lane is
to the right at the exit of this chicane.

Turns 15 and 16 (Anthony Hoges): A tight right-left chicane,
these are the final corners of the Monaco circuit.  The
course narrows here through the chicane, then 'widens' to
'normal' for the Pit Straight.

Pit Entry: The entrance to the Pit Lane is to the right
immediately after clearing La Rascasse.  Given that La
Rascasse is a blind corner, on every lap, expect a slower car
here headed for the pits.

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

GRAND PRIX OF CANADA: CIRCUIT GILLES VILLENEUVE
This incredible circuit is built on an island, accessible to
spectators only via subway.  Much of the course runs along
the southern and northern shores of the island.  This course
is also unusual in that the paddock area is to the outside of
the course (as at Imola), along the northern shore of the
island.  The long, sweeping straightaways provide for
excellent top-end speed - a much-welcome change from the
slow, tight corners and the many unforgiving barriers of the
streets of Monaco (the previous race circuit in Championship
Mode) - but there are several tight corners here to challenge
both drivers and cars.  Mind the Casino Hairpin (Turn 10),
the westernmost corner of the course.  Also tricky is the
Senna Curve, as it immediately follows the first corner of
the race.  F1 2002 presents the old circuit configuration;
the new configuration is a bit shorter at Casino Hairpin (to
allow for more recovery room, if needed), and has Pit Exit
empty out at the midpont of Senna Curve.

Pit Straight: This follows the final chicane of the circuit.
As the Pit Lane rejoins the main course from the left, the
Pit Straight fades to the right, setting up Turn 1.  If you
were successful in flying through the final chicane at top
speed without needing to navigate traffic, you will likely be
pushing 200MPH at the Start/Finish Line.

Turn 1 (Senna Curve): This left-hand corner will require
moderate braking, and immediately flows into the Senna Curve.
There is a patch of extra pavement on the right before
entering Turn 1, but it is set too far back to be useful in
attempting to gain a better racing line.

Turn 2 (Island Hairpin): This is a right-hand hairpin corner
requiring heavy or severe braking.  It is very easy to run
too wide here, slipping off into the grass.  Likewise, it is
rather easy to overcompensate and cut the corner, which can
cause the car to spin if taken too fast.  Extreme caution is
required here if racing in wet conditions, as the severity of
Island hairpin can itself cause the car to slide.  Perhaps
the best tactic is to enter Turn 1 from the extreme right of
the pavement, and brake smoothly all the way through to just
beyond the apex of Senna Curve before accelerating again.
Beware the barrier to the left on exit.  A moderate
straightaway follows the Senna Curve, so acceleration from
the exit is important.

Turns 3 and 4: This right-left chicane can provide a good
passing zone.  Turn 3 is tight and semi-blind, but passing on
braking is an option for those who know the chicane well.
Turn 4 is an easier corner, allowing good acceleration on
exit, but it is still easy to overshoot the exit of the
chicane and bang the right side of the car against the nearby
barrier.  Expert drivers MIGHT be able to blast through this
chicane at full acceleration by making judicious use of the
rumble strips.  This chicane begins the segment of the
circuit closely bounded by barriers.

Turn 5: This sweeping right-hand corner can be taken at full
speed, unless you are coping with traffic.  Be careful not to
hug the apex too tightly, or your right-side tires will be on
the grass here.

Turn 6: Finally coming out of the section of Monacoesquely-
close barriers, this left-hand corner will require moderate
braking, or you will be flying through the grass toward the
spectators in Grandstand 33.  This leads out to a very brief
straightaway.

Turn 7 (Concorde): Following a very short straightaway, Turn
7 is a light-braking right-hand corner.  On the outside of
Turn 7 is a short, steep hillside with a barrier, so DO NOT
run wide entering the corner, as it is possible to send the
vehicle airborne!!!  It is easy to run wide on exit and slip
off the course and into the barrier on the left, so be
careful.

Straightaway: The course runs along the southern shore of the
island here.  Unfortunately, the extremely tall barrier
prevents much of a view, which actually forces your eyes to
be transfixed on the road and any other cars ahead.  Once you
pass underneath the pedestrian bridge, begin braking for the
upcoming chicane.

Turns 8 and 9: This right-left chicane is similar to Turns 6
and 7 in that overrunning the chicane leaves you driving
through the sand directly toward another grandstand full of
spectators.  Moderate braking will be needed to safely enter
the chicane's tight right-hand corner.  The second corner of
the chicane is a gentler left-hand turn, but you might still
run off the pavement on exit and grind the right side of the
car against the barrier, or roll up on the rumble strips on
the inside of the corner and lose control of the car.
Accelerate strongly out of the chicane to set up passing
possibilities along the following straightaway and into
Casino Hairpin.

Straightaway: About two-thirds of the way along, the course
fades to the left.  Begin braking early for Casino Hairpin
unless you really want to beach the car in the kitty litter;
to begin braking after passing underneath the second
pedestrian bridge is almost certainly too late for this
braking zone.

Turn 10 (Casino Hairpin): This is a tight right-hand hairpin
requiring heavy or even severe braking, depending on when you
begin braking for the corner.  Somehow, this corner seems to
be longer than it really is, so be judicious with the
accelerator until you see clear, straight track ahead.

Straightaway: On exiting Turn 10, the course fades to the
right, then back to the left.  However, no braking is
required here.

Turn 11: Officially marked on course maps as a corner, the
course actually only fades to the right here, thus no braking
is required.  You should be fairly high up in the gearbox by
the time you reach Turn 11.

Straightaway (Casino Straight): The Casino Straight (named
for the casino in the middle of the island) runs parallel to
the northern shore of the island on which the course is
built; there is not much of a view to the left, but it is not
very interesting anyhow (especially when compared to Albert
Park Lake in Melbourne).  This is by far the longest
straightaway of the entire course, so much of the time spent
here will be in your car's top gear, quite likely achieving
speeds over 200MPH.  The Casino Straight leads to the final
(right-left) chicane of the course, as well as the entry for
Pit Lane.  if you can spot it through the trees, the Casino
de Montreal is the grayish complex off the course to the
right as you drive between the final two pedestrian bridges.

Turns 12 and 13: This is a right-left chicane which can be
cleared (without traffic) with light or moderate braking.
The exit of Turn 13 has a wide odd-colored lane of concrete
to allow for some swing-out; nonetheless, be careful not to
bump the barrier.  The exit of the chicane flows onto the Pit
Straight.  The Pit Lane entry runs straight ahead in line
with the Casino Straight, so cars slowing on the left are
likely heading in for servicing, and may block your optimal
racing line if you are continuing on-course.

Pit Entry: As you enter the final (right-left) chicane, the
Pit Entry runs straight ahead.  Once clear of the main
course, there is very little room for deceleration before the
Pit Lane's own tight right-left chicane, so it is very
important to slow down on Casino Straight before reaching the
Pit Entry.  Keep as far to the left as possible when slowing
on Casino Straight, allowing other cars to keep to the right
as they prepare for the final chicane.

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

GRAND PRIX OF EUROPE: NURBURGRING
From a driving standpoint, the hilly Nurburgring circuit is
very much characterized by its tight corners, some of which
are semi-blind turns.  Tire wear is a definite issue in long
races here, especially in wet conditions.  Even more
important, however, is braking early for almost every corner;
perhaps only the narrow streets of Monaco require more
braking than does the Nurburgring circuit.  Unfortunately, F1
2002 presents the OLD circuit configuration; the new
configuration severely changes the initial corners of the
circuit so that the course briefly doubles back behind the
Paddock area.

Pit Straight: This straightaway is fairly long, but the
Start/Finish Line is near the exit of the final corner.  The
Pit Lane rejoins the course near the end of the Pit Straight,
just before the Castrol S.

Turns 1 and 2 (Castrol S): Moderate braking is required
before entering this right-left 'S' curve.  It is quite easy
to miss seeing the entry to the Castrol S unless traffic is
present to mark the corner for you.  Until you know the
course really well, expect to find yourself driving straight
ahead into the recovery area.  Turn 2 is actually somewhat of
a double-apex left-hand corner, so do not go too wide
initially on exit.  Also, be careful not to drive too wide
exiting the Castrol S.  Caution must be taken here on the
first lap of a race, as the traffic truly bunches up here.

Turn 3: Light braking or a quick lift of the accelerator will
be necessary for this left-hand corner.  However, hard
braking will be required for the Ford Curve ahead.  Beginning
at the top of Turn 3, the course moves downhill.

Turn 4 (Ford Curve): This is a hard right-hand corner,
practically a 'J' curve.  The course continues its downhill
slope here, which significantly adds to the difficulty of the
turn, especially in wet condditions.  Braking too late here
means a trip through the kitty litter, while riding up on the
inside rumble strips usually means losing control of the car.
This is definitely NOT a place to pass unless absolutely
necessary.

Straightaway: The course fades to the left here.  If you can
accelerate well out of the Ford Curve, you should be able to
pass several cars here as you continue downhill.

Turn 5 (Dunlop Curve): Severe braking for this hairpin is a
must, unless you really want to drive through the sand.
Again, rolling up on the rumble strips on the inside of the
curve may cause you to lose control of the car; however, I
have several times induced slight wheelspin of the right-side
tires on the rumble strip, which helped to swing the car
around the corner just a little faster.  The course continues
gently uphill here toward the Audi S.

Turns 6 and 7 (Audi S): Entering the left-right Audi S, the
uphill slope of the course increases, making it very
difficult to see the course more than a few feet ahead.  The
exit of Turn 6 is the crest of this hill.  Unless traffic
blocks your racing line, the entire Audi S section can be
taken at top speed if you have a good racing line, so good
acceleration out of the Dunlop Curve will be very beneficial
for passing entering Turn 6 and/or exiting Turn 7.

Turn 8 (RTL Curve): With the rise in the course entering the
left-hand RTL Curve, this appears to be identical to Turn 6
on approach.  However, you MUST use moderate braking entering
the RTL Curve, or you will definitely be off in the grass on
the outside of the curve.  After a short straightaway, this
corner is followed by the gentler BIT Curve.

Turn 9 (BIT Curve): This right-hand curve will require light
or moderate braking, depending on how much acceleration was
used in the brief straightaway following the RTL Curve.

Turn 10 (Bilstein-Bogen): This is a gentle right-hand semi-
corner which can be taken at full throttle.  From here to the
Veedal S, the course makes its final and steepest upward
slope.

Turns 11 and 12 (Veedal S): This is an extremely tight left-
right made even worse for the drivers by its placement at the
very crest of the hill.  For those who overshoot the chicane,
there is a newly-added barrier to collect you and your car.

Turn 13 (Coca-Cola Curve): A 'J' turn to the right, moderate
braking is required here to keep from sliding off the course.
The entry of the Coca-Cola Curve is also where the Pit Lane
begins, so cars may be slowing on approach to go to Pit Lane
for servicing.  This is the final corner of the circuit.

Pit Entry: The Pit Lane begins at the entry of the final
corner.  It is extremely important to slow down before
entering Pit Lane; if you come in too fast, you will
certainly damage the front of the car on the barrier.  Keep
tight to the right for Pit Entry, to allow those continuing
the race to have the prime racing line to the left of the
pavement.

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

GRAND PRIX OF GREAT BRITAIN: SILVERSTONE
For the 2000 F1 season, the British Grand Prix was moved up
in the racing calendar, and resulted in a very wet weekend
(although the race itself was semi-sunny); fortunately, FIA
learned its lesson and moved the British Grand Prix further
back in the calendar in 2001, and continued that trend for
2002.  Built on an airport site which is contracted to host
the Grand Prix of Great Britain until at least 2010, this
historic course features wide run-off areas in most places.
The final segment of the circuit is also very similar to -
but also vastly different from - The Stadium at Hockenheim.

Pit Straight: The Start/Finish Line is directly at the
beginning of the Pit Straight.  There is no room for error on
the right side of the track, as the Pit Lane barrier is
directly against the pavement.

Turn 1 (Copse): This is a moderate right-hand corner which
can be taken at full speed, but be careful to not run off the
course at the exit of the turn.  The best racing line is to
tightly hug the apex, but the Pit Lane barrier is right there
against the pavement, so it is imperative to keep the right-
side tires from rubbing the barrier.  Turn 1 exits onto a
long straightaway.

Straightaway: The Pit Lane rejoins the main course from the
right about 1/3 of the way along the straight.

Turns 2-5 (Bechetts): This is a set of left-right-left-right
'S' curves. Turns 2 through 4 can be taken at full speed or
with very quick tapping of the brakes, but Turn 5 requires
moderate braking to keep to the pavement.

Turn 6 (Chapel): This is a gentle left-hand corner which can
be taken at full speed.  This opens onto Hangar Straight.

Straightaway (Hangar Straight): At 738.28m, this is by far
the longest straightaway of the course.  Powerful
acceleration out of Turn 5 (the final corner of Bechetts) can
lead to good passing opportunities along Hangar Straight
and/or entering the almost-nonexistent braking zone for Turn
7 (Stowe).

Turn 7 (Stowe): Light braking or a quick lift off the
accelerator will be required here (unless blocked by traffic)
in order to remain on the pavement.  This is a tricky,
sweeping, right-hand corner followed immediately by a left-
hand semi-corner.  This is the southernmost point of the
course.

Straightaway (Vale): If you can somehow successfully navigate
Stowe without braking or lifting, then you should be able to
continue passing others fairly easily along Vale, especially
if they had to brake heavily in Stowe.

Turns 8 and 9 (Club): There is a stretch of pavement to the
left, but that is NOT the official course; in fact, it has a
tall barrier blocking a clear path for those who wish to
accumulate a Stop-Go Penalty.  The official corner is a tight
left-hand turn followed by the increasing-radius right-hand
Turn 9, leading out onto another long straightaway (Abbey
Straight).

Turns 10 and 11 (Abbey): Like the previous set of corners,
there is another stretch of pavement to the left which is not
part of the official course; as before, this patch of
pavement is blocked by a tall barrier, and taking this route
will accumulate a Stop-Go Penalty.  The official Turn 10 is a
tight left-hand corner, but not as tight as Turn 8.  This is
immediately followed by a Turn 11, a right-hand corner which
can be cleared with little or no braking depending on how
much you slowed entering Abbey.  Be careful not to slip off
the course and rub the nearby barrier on exiting Abbey.

Straightaway (Farm Straight): With good acceleration out of
Abbey, good passing opportunities can be made here.

Turns 12-16: This final segment of the circuit is very
similar to The Stadium at Hockenheim.  However, these similar
segments cannot be approached in the same manner.

   Turn 12 (Bridge): Immediately after passing underneath the
   pedestrian bridge, you will enter a complex similar to The
   Stadium at Hokkenheim.  This is a right-hand corner which
   can likely be taken at full speed.

   Turn 13 (Priory): This left-hand corner will require
   moderate braking.

   Turn 14 (Brooklands): Another left-hand corner, this one
   requires heavy braking.  There is a small sand trap for
   those who miss the braking zone.

   Turn 15 (Luffield): This set of right-hand corners
   essentially forms a 'U' shape, and requires moderate or
   severe braking to avoid sliding off into the kitty litter.
   The exit of Luffield can be taken flat-out all the way to
   Turn 5.  The entry to Pit Lane is on the right shortly
   leaving Luffield.

   Turn 16 (Woodcote): Barely a corner but more than a fade,
   the course eases to the right here.  The right-side
   barrier begins abruptly here (be careful not to hit it).

Pit Entry: The Pit Lane begins to the right between Luffield
and Woodcote.  The new Pit Lane has a gentle right-hand
swing, so you can come into Pit Lane at top speed and have
plenty of room to slow.

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

GRAND PRIX OF FRANCE: NEVERS MAGNY-COURS
The Magny-Cours circuit is characterized by long, sweeping
straightaways, and fairly quick corners. The Adelaide hairpin
will almost definitely cause trouble, especially for
aggressive drivers, and is one of the slowest corners in
modern F1 racing.  This is a very fun course to drive
(admittedly a very subjective statement), but its layout can
produce problems from the standpoint of hearing other cars:
Three of its main straightaways are almost exactly parallel
to each other with little distance and no large obstacles
between them, sometimes making it difficult to determine
where other cars are truly located around you as you try to
anticipate where the next group of traffic that you will need
to navigate is located; listen attentively to the team radio
for useful traffic information.  The circuit also has
extremely wide areas along most of the main course for a car
to pull aside should a major malfunction arise.
Unfortunately, F1 2002 places the Start/Finish Line well down
Pit Straight, whereas the real-world Start/Finish Like is at
the exit of High School.  This is the circuit where Michael
Schumacher won the 2002 Drivers' Championship.

Pit Straight: Following the tight High School chicane, strong
acceleration through the Pit Straight creates good passing
chances through Great Curve and into Estoril.  However, the
tightness of the High School chicane and the incredibly close
proximity of the Pit Lane barrier requires immense caution
and headache-causing concentration as you come onto the Pit
Straight.  The Start/Finish Line is about halfway down the
Pit Straight; the Pit Lane rejoins the course from the left
at this point.

Turn 1 (Great Curve): In accordance with its name, this is a
sweeping left-hand corner which can be taken flat-out unless
encumbered by a lot of traffic.

Turn 2 (Estoril): Either light or moderate braking will be
needed for entering the VERY long right-hand 180-degree
Estoril; in either case, you will almost certainly be tapping
the brakes repeatedly through Estoril.  It is quite easy to
roll the right-side tires off onto the grass, and it is just
as easy to slip off onto the grass on the outside of Estoril
- both can easily occur, whether navigating traffic or
driving alone.

Straightaway (Golf): The Golf Straight if by far the longest
of the course and includes several fades to the right.

Turn 3 (Adelaide): The right-hand Adelaide hairpin is
EXTREMELY tight.  The key here is to brake EARLY, as you will
be downshifting from your top gear to your lowest gear
rapidly; if you begin braking too late, you will be off in
the grass.  If you accelerate too soon out of Adelaide, you
will be rolling through the kitty litter and losing valuable
track position.  Even 30MPH is likely to be too fast here.

Straightaway: Acceleration out of Adelaide is important for
passing other cars here.  There are a few fades in the course
here.

Turns 4 and 5 (Nurburgring): This is a right-left chicane
which will require light braking.  It is possible to fly
through Nurburgring without braking by making use of the
bright-green extension on the inside of Turn 5; however, this
extension is significantly shorter than it was in F1
Championship Season 2000.

Turn 6 (180 Degrees): This is quite true - the official name
of this corner is '180 Degrees' according to the official Web
site of Magny-Cours.  This is a wide left-hand hairpin
nestled well within the Estoril hairpin.  Running too wide
here will put you out in the sand; running too close to the
apex could put you up on the rumble strips and force you to
lose control.  While this corner is not as slow as the
Adelaide hairpin, you really do not want to try pushing very
much faster here.

Straightaway: The third of the three parallel-running
straightaways, this 'straightaway' has several fades before
the Imola chicane.

Turns 7 and 8 (Imola): This right-left chicane should require
light braking, except for cars with a flawless racing line.
The bright-green extension on the inside of Turn 8 is longer
than in F1 Championship Season 2000, which could well be used
for top-speed navigation of the chicane.  A short
straightaway out of Imola sets up the Water Castle curve.

Turn 9 (Water Castle): Somewhere between a standard 'J' turn
and a hairpin, this is an increasing-radius right-hand corner
leading into the final straightaway of the circuit.

Turns 10 and 11 (High School): There is a false line of
pavement to the right as you near the official chicane; this
false pavement runs directly up to an immovable barrier (I
believe this is the Pit Entry for other forms of racing at
the circuit).  The official chicane requires moderate braking
on entering, and allows for a VERY short burst of
acceleration on exit.  If you completely miss this chicane,
you will blast through the sand trap and break the front end
on a perpendicular barrier blocking any direct access to Pit
Lane.

Turn 12 (High School): On entry, the Pit Lane begins to the
left.  The official corner is a TIGHT right-hand turn which
requires moderate or even heavy braking; wheel lock is very
much a possibility here, especially in wet conditions.  If
you miss the corner, you will blast through the all-too-brief
sand trap and ram directly against a barrier and bounce
backward into any cars behind you.  Speed is an extreme
concern here; it is virtually impossible to go too slow, but
going too fast will definitely result in a crash (with great
possibility of bouncing into follow-up crashes with other
cars, or with another nearby barrier).

Pit Entry: The Pit Lane begins to the left at the entry of
Turn 12.  The Pit Lane has its own sharp right-hand turn
almost immediately, so it is best to begin slowing (or
rather, barely accelerating) as you leave the High School
chicane.

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

GRAND PRIX OF GERMANY: HOCKENHEIM
Surrounded by multitudes of trees which make much of the
circuit rather dark in wet races, this is the fastest course
used for F1 racing in 2002.  If not for the Jim Clark, Brems,
and Ayrton Senna chicanes, cars would be flying around the
course in top gear all the way from the North Curve (Turn 1)
to the entry of the Stadium (Turn 10).  Except for the right
side of the Pit Straight, there is more than enough room to
pull well off the pavement should a car have a serious
problem on any part of the circuit.  It is truly interesting
that the German Grand Prix immediately follows the British
Grand Prix, due to The Stadium here at Hockenheim and its
unnamed similar segment at Silverstone.

Important Note: These driving instructions are for the old
Hockenheim circuit, which is still used in F1 2002 despite
the circuit's drastic reconfiguration and shortening in
Spring/Summer 2002.

Pit Straight: This is an extremely short straightaway
compared to the rest of the course.

Turn 1 (North Curve): This right-hand corner will require
moderate braking to keep out of the expansive kitty litter.
The Pit Lane rejoins the course from the right at the exit of
North Curve.  Acceleration out of North Curve is of key
importance due to the length of the ensuing straightaway.

Straightaway: Immensely lengthy and lined with trees, speed
is of the utmost importance here.  The entire straightaway is
an extremely gentle fade to the right.  Drift to the left
when you reach the grandstands.

Turns 2 and 3 (Jim Clark Chicane): A nasty barrier blocks any
shortcutting attempts of this right-left chicane.  Moderate
or heavy braking will be required for Turn 2 (or light
braking if not in traffic and using a FLAWLESS racing line
which makes judicious use of the rumble strips), but full
acceleration can be taken leading out of the chicane.  There
is a wide patch of pavement on the inside of Turn 2, but
shortcutting here results in a Stop-Go Penalty.

Straightaway: Yet another long, sweeping straightaway which
fades calmly to the right, so powerful acceleration out of
the Jim Clark Chicane is imperative to keep from getting
passed.  Drift to the left before entering the Brems Chicane,
and begin braking much earlier than for the Jim Clark
Chicane.

Turns 4 and 5 (Brems Chicane): The original course
configuration (used in older F1 racing games) did not have a
chicane here, and the original pavement remains (without a
barrier).  However, the official course suddenly cuts tightly
to the right and then cuts tightly to the left to rejoin the
old pavement.  Moderate braking will be needed for Turn 4,
and light braking for Turn 5.  This right-left chicane has a
continual downhill slope, adding to the difficulty of the
chicane.  Even with the Flags option disabled, the angle of
the old pavement to the official chicane is such that it is
impossible to blast through this segment at top speed without
spinning the car through the kitty litter.

Turn 6 (East Curve): This is a very wide right-hand corner
which can be taken at top speed.  Strong acceleration out of
Brems is key to assist in passing here.

Straightaway: This is yet another long straightaway, but
without any fades.  Drift to the right for the Ayrton Senna
Chicane.

Turns 7-9 (Ayrton Senna Chicane): DO NOT follow the old
course pavement directly ahead unless you really WANT to
collide with the brand-new barrier.  The official course
turns to the left, cuts to the right, and eases left again.
It is actually possible to speed into Turn 7 at top speed,
lift off the throttle through Turn 8, and accelerate quickly
out of the chicane - but this is certainly NOT recommended.

Straightaway: The final long straightaway of the course has
extra pavement on the left - this could potentially be a
place to pass large numbers of cars.  This extra pavement
begins shortly after the exit of the Ayrton Senna Chicane,
and ends at the entry of the Stadium; thus, if you are on
this 'extra' pavement entering the Stadium, you will have a
better racing line for Turn 10, allowing you to navigate the
corner with less.

Turns 10-13 (The Stadium): This is similar to the final
segment of the Silverstone circuit.  However, do not expect
to drive The Stadium the same way you would the final segment
at Silverstone.

   Turn 10 (Entrance to the Stadium: Agip Curve): Light
   braking may be required here, but you should be able to
   pass through the Agip Curve without any braking at all
   (especially if your racing line began with the 'extra'
   pavement on the left before the Stadium).  A short
   straightaway follows.

   Turn 11 (Continuing through the Stadium: Sachscurve): This
   is a left-hand wide hairpin turn, requiring moderate
   braking.  Be careful not to end up in the grass, either
   entering or exiting the corner.

   Straightaway (Continuing through the Stadium): This short
   straightaway has a fade to the left, followed by a fade to
   the right.

   Turns 12 and 13 (Exiting the Stadium: Opel): The first
   right-hand corner is somewhat tight, and heavy braking
   will be required here; the old course rejoins the current
   course from the left on exit, so if you run wide in this
   corner, you can likely recover here using the old
   pavement.  The final corner of the circuit is a right-hand
   turn which will require moderate braking.  The Pit Lane
   entry is to the right just before the official Turn 13.

Pit Entry: The Pit Lane begins to the right at the entry of
Turn 13 (the final corner of the Stadium).

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

GRAND PRIX OF HUNGARY: HUNGARORING
The Hungaroring circuit has wide run-off areas, which can be
quite important, especially for Turn 1.  It is imperative to
qualify near the top of the grid and be (one of) the first
through this corner, as traffic backs up tremendously here at
the start of a race - moreso than at most other circuits due
to the extremely nasty configuration of the first turn.

Pit Straight: Like Interlagos, Pit Straight is the highest
elevation on the course and a very long straightaway.
Actually, the highest elevation is at the very end of the Pit
Straight, at the entrance of Turn 1, due to the continual
uphill slope.

Turn 1: It's all downhill from here, almost literally.  This
tight right-hand hairpin corner is downhill all the way
through, making early braking a necessity; plus, you will
certainly be tapping the brakes all the way through this
important first turn.  If you do overrun the corner, there is
a huge sand trap for your inconvenience.  However, if you
roll up on the inside rumble strips, expect your car to spin
violently and collide with anything nearby.

Turns 2 and 3: After a short straightaway, Turn 2 is a left-
hand 'J' turn requiring moderate braking.  Turn 2 is quickly
followed by Turn 3, a light-braking right-hand corner which
must be taken at full throttle on exit to set up passing
opportunities through Turn 3 and along the ensuing
straightaway.

Turn 4: This moderate left-hand corner may require light
braking or may be taken flat-out.  Plenty of kitty litter
awaits those who overrun the corner.

Turn 5: Moderate braking is necessary for this right-hand 'J'
turn.  Plenty of sand is available on both sides of the
pavement here, just in case.

Turns 6 and 7: The CPU is very touchy about this right-left
chicane; virtually ANY short-cutting here results in a Stop-
Go Penalty.  There is plenty of sand here as well, just in
case.  Turn 6 is tight, requiring heavy braking.  Turn 7
requires moderate braking, and beware the barrier on exit if
you happen to swing out too wide.

Turn 8: This moderate left-hand corner may require light
braking, but may also be taken as a full speed passing zone
if using rapid reflexes and a flawless racing line.

Turn 9: Almost immediately following Turn 8, this right-hand
corner definitely requires moderate braking to keep to the
pavement.  Accelerate strongly out of Turn 9 to set up good
passing opportunities.

Turn 10: An easy left-hand corner which can be taken at top
speed, but only with a good racing line.  This is a prime
place to pass if sufficient acceleration was made out of Turn
9.

Turn 11: Shortly following Turn 10, the right-hand Turn 11
requires moderate braking to stay out of the kitty litter on
the outside of the corner.

Turns 12 and 13: This is a right-left chicane for which the
CPU is again very touchy concerning shortcutting.

Turn 14: This is a narrow 'J' turn to the left.  At first,
there is plenty of sand to the outside for those who overrun
the corner, but then a metal barrier rubs up against the
pavement beginning about halfway around the corner, so DO NOT
overrun the corner if you like having the right side of the
car intact.  The course begins its steep uphill trajectory
here.  A very short straightaway follows.

Turn 15: At the entry of this final corner is the Pit Lane
entry, so beware of slower cars on the right.  The official
corner itself is a tight, uphill, right-hand hairpin with
little room for those who overrun the corner.  Accelerate
strongly (but not too early) out of this final corner to pass
along the Pit Straight and put on a show for the spectators.
Do not take this corner too tightly, or you will damage the
right-side tires on the Pit Lane barrier.

Pit Entry: The Pit Lane begins at the entry of Turn 15 on the
right; begin slowing (rather, do not accelerate much) at the
end of Turn 14 (the left-hand 'J' turn).

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

GRAND PRIX OF BELGIUM: SPA-FRANCORCHAMPS
This is a well-storied course used for many forms of racing.
The longest course used in the 2002 F1 season, the forest
setting is rather scenic.  This is also home to the famous
Turn 1 - the La Source hairpin - which is deemed the slowest
corner in all of F1 racing.  As at Hungaroring, it is very
important to be at the front of the grid on the first lap to
safely navigate the first turn.  Due to the forest setting,
much of the circuit is perpetually shadowed, which is
especially significant if racing in wet or overcast
conditions.

Pit Straight: Strong acceleration out of the Bus Stop chicane
allows SOME room for passing here.  Fortunately, the
Start/Finish Line has been moved back away from La Source.
The course also slopes downward here, all the way through La
Source.

Turn 1 (La Source): This is an incredibly tight right-hand
hairpin.  Fortunately, there is plenty of swing-out room and
plenty of recovery space, both paved, which can provide a
great passing opportunity by taking an extremely wide racing
line. The downward slope of the course is not much here, but
it does add to the difficulty of this hairpin turn.  Brake
lock-up and the resultant flat-spotting of the tires is quite
easy to inadvertently accomplish here, especially in wet
racing conditions, so caution is extremely important.  If a
car in front of you takes the wrong racing line, passing here
can be easy if you can suddenly dart either to the outside or
the inside of the turn.  Passing can also occur here if you
brake REALLY late.

Straightaway (Eau Rouge): Immediately at the exit of La
Source is where Pit Lane rejoins the main course, so try to
keep away from the inside of the course here, especially
since the barrier prevents cars exiting La Source to see cars
exiting Pit Lane (and vice versa).  To the right is the Pit
Lane for the 24-hour races held at Spa-Francorchamps; take
care not to smash into this concrete Pit Lane barrier,
especially if you are too hard on the accelerator exiting La
Source and force the car into a slide or a spin to the right.
   Immediately after passing the 'other' Pit Lane and
entering Eau Rouge (Red Water), the straightaway has several
fades during a semi-blind steep uphill climb into Turn 2.  It
is all too easy to misjudge the racing line and wind up out
in the sand and the grass on either side of the pavement
here, so memorization of this segment of the circuit is just
as important as perfect timing in order to keep the car on
the pavement.  Until this corner can be taken flawlessly, it
is best to keep to single-file driving through the fades.

Turn 2 (Eau Rouge): This is an easy right-hand corner at the
top of the steep uphill climb.  The kitty litter on either
side of the course fades away shortly after the corner.

Straightaway (Kemmel): The course truly enters the forested
area here, with trees lining both sides of the course and
casting lengthy shadows which make this area of the circuit
rather dark when racing in wet conditions.  Cars can easily
achieve speeds over 200MPH by the end of this straightaway.
The end of Kemmel is where Mika Hakkinen made 'The Pass' on
Michael Schumacher in the 2000 Grand Prix of Belgium.

Turns 3-5 (Malmedy): This is a right-left-right combination
of corners.  Moderate or even heavy braking is necessary
entering Malmedy (Turn 3), but little or no braking is needed
for Turn 4.  After an almost non-existent straightaway, light
braking is needed for Turn 5 to keep from running into the
nearby grandstand.  The Malmedy complex has plenty of run-off
room, comprised of both sand and grass, with minor short-
cutting permitted by the CPU.  Entering Malmedy, be sure not
to keep going straight along another stretch of pavement
(part of the old circuit), which leads to a barrier.

Straightaway: Between Malmedy and Bruxelles (the French
spelling of 'Brussels,' the capital of Belgium), the course
takes a steep downward trajectory.  This can be a good
passing zone for those who did not need to use the brakes
(much) leaving the Malmedy complex.

Turn 6 (Bruxelles): The course continues downhill all the way
through this right-hand hairpin, making heavy braking a
necessity before the corner as well as light braking most of
the way through Bruxelles, especially if the tires are rather
worn.  If any corner is to be overrun on a regular basis
during the course of the race, this is it (due to the
downhill slope), so the wide sandy recovery area may actually
be a blessing in disguise.  However, due to the slope of the
hill, running up on the rumble strips on the inside of the
turn may well result in a spin or other loss of control; if
done 'correctly,' this may also result in launching the
vehicle airborne.

Turn 7: Shortly following Bruxelles, this left-hand corner
requires moderate braking.

Turn 8 and 9 (Pouhon): These two easy left-hand corners
essentially form a wide 'U' shape, and require light or
moderate braking.  There is plenty of run-off room here, if
needed, on both sides of the pavement.

Turns 10 and 11 (Fagnes): This right-left complex will
require moderate braking on entry, and possibly tapping the
brakes through Turn 11 as well.  Accelerate well out of
Fagnes to pass one or two cars on the short straightaway
which follows.

Turn 12 (Stavelot): This is another right-hand corner,
requiring light or moderate braking.  It is highly important
to accelerate STRONG out of Stavelot, as you won't be using
the brakes again until the Bus Stop Chicane.

Turn 13 (Blanchimont): This is a long, sweeping, left-hand
corner which must be carried at top speed (from Stavelot) or
else you WILL be passed by others.  The trees here are
pretty, but keep your eyes on the road, especially due to the
shadows cast over the circuit.

Turns 14-17 (Bus Stop Chicane): This is a tight left-right
followed by a super-short straightaway and a tight right-
left.  The beginning of the chicane is at the top of a small
rise, so the first two turns are blocked from view on
approach (especially from Driver View) unless other cars are
there to mark the course for you.  Moderate braking should be
used for both parts of the Bus Stop, but true experts can
semi-easily fly through the Bus Stop at top speed without
incurring a Stop-Go Penalty for shortcutting the chicane (but
be prepared to save the car should the rumble strips cause
you to lose control).

Pit Entry: While the Bus Stop Chicane begins here with a
tight left-hand corner, the Pit Lane continues straight
ahead, with a quick right-left mini-chicane of its own.
There is not much room in Pit Lane to slow down before
reaching the Paddock, so slow on the main course, but keep to
the right to allow cars remaining in the race to pass you on
the left as they enter the Bus Stop Chicane.

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

GRAND PRIX OF ITALY: MONZA
This historic high-speed track hosts a highly partial pro-
Ferrari crowd - affectionately known as the 'tifosi.'  The
2000 Italian Grand Prix is the race in which a volunteer
corner worker was killed at the Roggia Chicane, due to all
the flying debris from the first-lap multi-car collision
caused by Heinz-Herald Frentzen missing his braking zone.
This is also the final race of the 'European' season; the
final two races are both overseas, 'flyaway' races (at
Indianapolis and Suzuka).

Pit Straight: Strong acceleration out of the Curva Parabolica
can create prime passing opportunities along the Pit
Straight, the longest straightaway at Monza.  The Pit Lane
begins on the right shortly after exiting the Parabolica.

Turns 1-3 (Rettifilio): The new chicane here is a tight
right-left with a gentle right turn back into line with the
original pavement.  The chicane is blocked by a barrier, but
the inside of Turn 1 has a paved 'extension' which may be of
benefit.  Even with Flags on, shortcutting the chicane TO THE
RIGHT OF THE BARRIER can be done at top speed, thus lowering
lap times; shortcutting to the left of the barrier results in
a Stop-Go Penalty.

Turn 4 (Biassono): This sweeping right-hand corner among the
thick trees can be taken flat-out.  To the left is a long,
wide area of sand, but the corner is so extremely gentle that
the sand should not be needed for any reason unless you blow
an engine or severely puncture a tire.

Turns 5 and 6 (Roggia): Despite the flatness of the Monza
circuit, this chicane is extremely difficult to see on
approach unless traffic is present to mark the pavement for
you, so it is very easy to overrun the chicane.  This is a
very tight left-right chicane, so moderate or heavy braking
is required; shortcutting through here at full throttle is
possible by making use of the new, narrow, bright-green
extensions on the inside of each corner, as the CPU us rather
tolerant of shortcutting here (compared to previous
incarnations of the game).  There is a large sand trap for
those who miss the chicane altogether.

Turn 7 (First Lesmo): This right-hand corner requires
moderate braking.  There is a wide sand trap on the outside
of the corner, just in case.  Beware the barrier on the
inside of the corner.  About 150MPH is the maximum speed
here, or you risk slipping off the course and into the kitty
litter.  If you shortcut the first two chicanes of the game,
this will be the first time you absolutely need to use the
brakes.

Turn 8 (Second Lesmo): This right-hand corner is a little
tighter than First Lesmo, and also has a significant area of
kitty litter on the outside of the corner.  Moderate braking
will be needed here.  Again, beware the barrier on the inside
of the corner.  Generally, about 140MPH is the maximum speed
here to keep from sliding off the pavement.

Straightaway/Turn 9 (Serraglio): This is really just a fade
to the left, but the official course map lists this as a
curve.  Counting this as a fade, this marks about the halfway
point on the longest straightaway of the Monza circuit.
There is sufficient room to pull off the course here on
either side if necessary, except when passing underneath the
first bridge.  The circuit is extremely bumpy between the two
bridges.

Turns 10-12 (Ascari): The Ascari chicane is more difficult
than it seems.  Turn 10 is a left-hand corner requiring at
least light braking.  This is followed immediately by a
right-hand corner requiring moderate braking.  Turn 12 can be
taken at full acceleration if you slowed enough in Turn 11.
Wide areas of grass and sand are available for those
overruninng any part of the chicane.  Still, unless
encumbered by traffic, experts may be able to take Ascari at
full throttle with a flawless racing line which makes use of
the rumble strips as well as the bright-green 'extension' on
the inside of Turn 10.

Straightaway (Rettilineo Parabolica): This is the second-
longest straightaway at Monza and a prime passing zone,
especially with powerful acceleration out of Ascari.

Turn 13 (Curva Parabolica): This final corner is a very-wide
increasing-radius right-hand hairpin. Light or moderate
braking is required on entry, but after about one-third of
the way around the hairpin, stand on the accelerator all the
way through to Rettifilio.  The outside of the Curva
Parabolica has an immense expanse of kitty litter, but this
really should not be necessary unless you suddenly need to
take evasive action to avoid someone else's accident.  After
the Lesmo corners, the Curva Parabolica is the third and
final place where braking is a definite MUST.

Pit Entry: Shortly after exiting the Curva Parabolica, the
Pit Lane begins on the right.  This is perhaps the shortest
Pit Lane in all of F1; there is virtually NO room for
deceleration once leaving the main course, so cars going in
for servicing will begin slowing at the exit of the Curva
Parabolica.

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

GRAND PRIX OF THE UNITED STATES: INDIANAPOLIS
The inaugural U.S. Grand Prix was significant for two
reasons.  First, for the first time ever, cars were racing
'backward' (clockwise) at Indianapolis.  Second, cars were
racing in the rain, which is virtually unheard-of in American
auto racing (CART is an exception, but only on road courses).
Fortunately, FIA gave the live rights to ABC for the American
audience, a very intelligent move to try to increase F1's
exposure in the American market; this would not have been
nearly as effective if SpeedVision had been permitted the
live rights for the race, as SpeedVision is a cable-
/satellite-only channel, and not all cable systems carry
SpeedVision in their more affordable packages (in Tucson, I
personally pay $25 extra per month just to get the package
which includes SpeedVision).  Except the Pit Straight, the
U.S. Grand Prix circuit features wide run-off areas,
especially along Hulman Blvd.  According to many of the
drivers, part of the 'mystique' of the U.S. Grand Prix at
Indianapolis is the closeness of the spectators; at no other
F1 circuit are the fans literally 'just across the wall' from
the cars (the main grandstands at Albert Park would come
closest).  The U.S. Grand Prix begins the final 'flyaway'
(non-European) races of the 2002 season.

Pit Straight: This is the same as the Pit Straight used for
the Indy and NASCAR races here, but the F1 cars drive in the
'wrong' direction (clockwise).  Expect top speeds close to or
even exceeding 200MPH.

Turns 1 and 2: After more than 25 seconds at full throttle,
this tight right-left combination can be deadly if you miss
the braking zone.  Brake early and hard to safely navigate
Turn 1 in first or second gear, then accelerate violently
through Turn 2.

Turn 3: This is a sweeping right-hand corner which can be
taken at top speed.

Turn 4: This is a long right-hand 'J' turn requiring moderate
braking to keep to the pavement.

Turn 5: Another right-hand corner, this corner requires light
or moderate braking, and can be a good passing zone with good
braking on entry.

Turn 6: This left-hand hairpin requires good braking
throughout.  Accelerating too soon will certainly put you out
on the grass.

Turn 7: This is a right-hand 'J' turn onto the famous Hulman
Blvd., which leads to the Indy Museum.  Moderate braking is
need here, but there is fortunately an immense paved swing-
out area on exit  which stretches much of the way toward Turn
8.

Straightaway (Hulman Blvd.): This is the longest straightaway
of the infield section of the Indianapolis F1 circuit, so
strong acceleration exiting Turn 7 is key here.

Turn 8: Turning to the left, this corner requires moderate or
heavy braking, depending on your car's top speed on Hulman
Blvd., and is rather easy to miss if not marked by traffic.
However, the following straightaway is extremely short, so do
not expect to accelerate much (if at all) before 'Mickey' and
'Mouse.'

Turn 9 ('Mickey'): This is a tight right-hand 'J' turn,
nicknamed 'Mickey' by the sportscasters at the inaugural F1
race at Indianapolis.  This is a second-gear corner at best,
but first gear is probably a better choice here.

Turn 10 ('Mouse'): This tight left-hand hairpin corner was
nicknamed 'Mouse' by sportscasters.  Any dry-conditions speed
above 40MPH will certainly force you off the course and into
the grass.  A strong, short burst of acceleration out of
'Mouse' can set up a good passing opportunity in Turn 11.
Take care not to induce wheelspin on exit.

Turn 11: This long right-hand corner is the final corner of
the course requiring braking.  It is still fairly easy to
slip off the course (especially in wet racing conditions), so
be careful here.  From here all the way to the end of the Pit
Straight, you should be fully on the accelerator for
approximately 28 seconds before braking for the first corner.

Turn 12: This right-hand corner brings the cars back out onto
the oval used for Indy and NASCAR races, and coming back out
onto the banking may be a little challenging at first.  No
braking is required here.

Turn 13: This is the banked 'Turn 1' of the Indy and NASCAR
races here, but taken in reverse (clockwise) for the U.S.
Grand Prix.  It is important to hug the apex of the corner
tightly, but keep off the infield grass.

Pit Entry: The Pit Lane begins just before Turn 13.  There is
plenty of room to enter Pit Lane and slow down, so keep up to
speed while still on the main circuit.

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

GRAND PRIX OF JAPAN: SUZUKA
This world-famous circuit in figure-eight style is used for
many forms of auto and motorcycle racing; as such, those who
have played other racing games (such as Moto GP World Tour or
Le Mans 24 Hours) may already have some familiarity with the
Suzuka circuit.  One of the most famous sights of the
'circuit' is the large Ferris Wheel on the left behind the
grandstands as cars pass along the Pit Straight.  This is the
circuit where Michael Schumacher won the 2000 Driver's
Championship.  Suzuka was once the official test circuit for
Honda, with the figure-eight configuration ensuring that
there were a near-equal number of both left-hand and right-
hand turns; similarly, the circuit was purposely designed to
include as many types of corners and situations as possible,
which makes the Suzuka circuit more technically difficult
than it might at first appear to Suzuka novices.

Pit Straight: Good speeds can be achieved here with strong
acceleration out of the chicane.  The Pit Lane rejoins the
course from the right near the end of the Pit Straight.

Turn 1: This right-hand (almost double-apex) hairpin requires
moderate braking on approach, and you will likely be tapping
the brakes through the hairpin itself.  This begins an uphill
climb, and it is difficult to see the left side of the
pavement on exit, so be careful not to run too wide and end
up out in the sand.  There is really no reason to overrun the
hairpin on entry, as the corner is quite easily identifiable.

Turns 2-5 (S Curves): This is by far the hardest section of
the course - tight left-right-left-right corners.  The first
of the 'S' curves can likely be taken at full speed, with
light or moderate braking for Turn 3.  Turn 4 can be taken
either flat-out (not suggested) or with light braking.  No
matter what, slam HARD on the brakes for Turn 5, the tightest
corner of the 'S' section.  This entire segment of the course
continues the uphill climb, making Turn 5 particularly more
difficult.  There is ample recovery room on either side of
the course through the uphill 'S' section.  The 'S' section
is a good place to pass slower cars, if you have enough
confidence in your brakes to pass during corner entry.  No
matter what, you will NOT be surviving the 'S' curves unless
you use the brakes generously - or use only second or third
gear.

Turn 6 (Dunlop Curve): This sweeping left-hand corner is the
crest of the initial uphill segment of the course.  However,
it is best to brake lightly or at least lift off the
accelerator to keep from sliding out into the grass and sand
on the right side of the long corner.

Turn 7 (Degner): Here, the course turns to the right in
anticipation of the figure-eight pattern.  Light braking will
likely be required, but it is possible to speed through here
without braking.  To the outside of the course is a wide
expanse of grass and sand in case you overrun the corner.

Turn 8 (Degner): The final right-hand corner before passing
underneath the bridge, this turn is tighter than the previous
corner, thus moderate or heavy braking and a steady racing
line will be required here.  This is also another prime
passing zone.  Take care not to overrun Turn 8, or your
front-left tire will be damaged.

Straightaway: Accelerate strongly out of Degner and you may
be able to pass one or two cars as you race underneath the
bridge.  The course fades to the right here before reaching
the tight Hairpin.  The fade is a good place to begin braking
for Hairpin.

Turn 9 (Hairpin): This is a tight left-hand hairpin which
begins the next uphill segment of the Suzuka circuit.  It is
possible to shortcut a little here, but the grass combined
with the angle of the hill here will really slow you down and
perhaps cause you to spin and/or slide, especially in wet
conditions.  Be careful not to accelerate too soon, or you
will be out in the grass.  There is a sizeable patch of kitty
litter for those who miss the hairpin completely or lock the
wheels.

Turn 10: Continuing the uphill run, the course here makes a
wide sweep to the right.  Any braking here means losing track
positions.

Turns 11 and 12 (Spoon): This is a tricky pair of left-hand
corners, in a decreasing-radius 'U' formation.  The first
corner is fairly standard, requiring little braking.
However, Turn 12 is both tighter AND slopes downhill, so
judicious usage of brakes and a pristine racing line are both
important here, especially if attempting to pass a slower
vehicle.  If you repeatedly misjudge any single corner at
Suzuka, it will be Turn 12; fortunately, there is plenty of
recovery room on both sides of the pavement here.  However,
do not roll up on the rumble strips or the grass on the
inside of Turn 12, as that will almost certainly cause you to
lose control and likely spin.

Straightaway: Power out of Spoon and rocket down the
straightaway, passing multiple cars.  After you cross the
bridge, start thinking about the chicane.  (If you feel a bit
cocky, try speeding through the Pit Lane for the support
races, located on the right as you start uphill again - this
Pit Lane will be familiar to those who have played Le mans 24
Hours.)

Turn 13 (130R): Shortly after crossing the bridge, the course
turns gently to the left.  Light braking or - even better - a
quick lift off the accelerator - is almost certainly required
at 130R to keep from sliding off-course, although experts can
speed through here at full throttle with an excellent racing
line and no encumbering traffic.

Turns 14-16 (Chicane): This is the trickiest part of the
course (even moreso than Hairpin), and quite likely the one
area which will determine whether or not you can execute a
good lap time.  The chicane begins with a moderate turn to
the right, then a tight left-hand corner, then ends with a
wider turn to the right and empties out onto the Pit
Straight; all of this is on a downhill slope, adding to the
inherent difficulty of Chicane.  Fortunately, the inside of
the chicane is filled with only sand, not barriers, but
shortcutting the chicane will likely result in a loss of
control (due to the rumble strips and the kitty litter), or
at least cause you to slow tremendously.  Be careful coming
out of Turn 15 so that you don't go too wide and bump the
right side of the vehicle on the Pit Lane barrier.

Pit Entry: Using the old entrance to Pit lane, the Pit Lane
begins to the right just before Chicane.  The current real-
world course configuration has cars entering Pit Lane from
the tiny stretch between Turns 15 and 16.

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

WISH LIST - MINE
There are several additions and modifications I hope EA
Sports makes in future versions of their F1 racing games.
These are not presented in any particular order.

1.) FIX FIA RULES IMMEDIATELY - THIS IS A TOP PRIORITY!!!!!!!

2.) Implement the 107% Rule, either permanently or via a
gameplay option.

3.) The AI is FAR too aggressive, especially on standing
starts.  Even if I qualify P1, I almost ALWAYS get tagged
from behind, which puts me off the track and eventually at
the very back of the field by the time I can recover.

4.) Handling options should be given for Normal Handling.
Set-up options should include more than just tires when using
Normal Handling; a smaller list of set-up options, perhaps
those used in F1 2000, should be offered.

5.) Please bring back Training Mode!!!!!

6.) History Mode - Perhaps unlockable, allow players to race
in versions of F1 cars from the 1950s to the present, on
courses which have previously hosted F1 races (Adelaide,
Detroit, etc.).

7.) Periodic radio updates on the points-paying positions
would be helpful, as it is not always feasible to safely
watch the World Feed information at the bottom of the screen.

8.) Start each race on the warm-up lap, and force players to
correctly find their grid position for the Standing Start.
(This may best be used only in Grand Prix mode.)

9.) Provide a separate 'Map' option, which will allow players
to scrutinize detailed course maps.  This would be especially
beneficial for visual learners.

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

WISH LIST - OTHERS
Here are some wish list ideas from the members of the F1 2002
(PS2) message board on GameFAQs (http://www.GameFAQs.com/):

From: speeddevil83
   1) Fix the twitchy controls on simulation handling. When I
      move the analog to one side, the car slips very easily
      in turns. Thus going around fast sweeping curves causes
      me to lose some speed instead of gaining.
   2) Better exhaust sounds from the F1 cars
   3) Improve the graphics

From: AppleColour
   I hope they make the next F1 game properly for PS2! and
      make the next game plays better with d-pad.
   Also please don't release a half-baked cake/game in the
      middle (or 1st half) of a F1 season
   If they do release an updated version of F1 2002 in the
      end of the year. Can we, the people who bought the
      original F1 2002, buy the new game at a discount price.
      Of course we have to show that we have F1 2002 in some
      way, maybe.

From: ViperMask
   Make a new game engine. From what I read they need to fix
      it up. I should try the game though...I don't have a PC
      powerful enough. :(
   Edit mode - Mess with the engine contracts and drivers
      contracts. Create a driver with pictures of helmets,
      adding your own picture (just import a .jpg or
      something), etc.
   Realistic driver stats and "styles" - I.E. Alex Yoong's
      style would be so damn slow because he is a slow
      driver; Jacques Villeneuve would be over aggressive and
      overdriving; Mark Webber copies Michael Schumacher's
      style (well his course lines.); Juan Pablo Montoya is
      good at qualifying, and is over aggressive during races
      and over drives the car; Rubens Barrichello is prone to
      bad luck (due to Ferrari sabotaging his car probably).
      Would also pull over and let his team mate pass by! :)

From: Chong2K2
   New Hockenheim

From: Sappy
   Spectator mode on any circuit you could choose a
      grandstand to watch the race just like a real spectator

From: rholding2000
   Well ive been following f1 since the good old days of 1990
      and played EVERY F1 game out. The best F1 game out I
      have found is F1 2000 CS on PC, the level of set up
      that can be achieved is great. What i would like to see
      is
   1. controller options similar to those of f12Kcs, this way
      you can make the controller less or more twitchy at
      higher speeds.
   2. In normal mode keep only abs and traction control on so
      that there are no wheel lock ups but have the rest of
      the car fully customisable
   3. For gods sake put a CUT TRACK warning option.....either
      on or off
   4. i have found this game utterly annoying to play with
      FIA rules on and damage on, cut out the speed limit
      penalty and leave the no overtaking rule on.
   5. Realistic car phisics. i can brake at the last 25
      meters shift to first and still take the 90 degree +
      corner at the A1 ring. I want at least some lock if the
      gears are shifted too quickly (even in normal mode
      this option could be turned on or off but its not as
      severe as the simulation mode)

   The thing what gets me about this game is there is no in
      between. I love F1 and want to be as close to the real
      thing as i can be seeing that im sat in front of a damn
      computer screen......i still want to play a game.
      Simulation to me is too annoying the sounds of the
      wheels screeching all the time is ridiculous and its
      too hard to play (and is in no way realistic - do you
      hear that kind of screeching when you are onboard and
      they are flying round a corner at 120 mph and still
      accelerating EA seem to think that simulation means fly
      off the road as soon as you press a button. I don't
      think an F1 car up in the hundreds of millions to build
      and design would handle the way they portray it. They
      have it right in the normal mode but again some things
      need to be altered such as the way the brakes work).
      Normal mode is too arcady (but good). There should be a
      fully customisable way of playing 20 - 30 options to
      choose from.

   Why the hell do you have to do all the challenges in
      automatic.

   For those who know what I'm trying to say m sure you'll
      agree, there should be 1 mode of play that is in
      everyway as customisable as can be. look at F1CS2K that
      has it right. More options for the drivers as well such
      as agression, line holding, Composure, and other stuff
      to make the drivers you like act the way you want them
      too. With this game I'm being shunted too much where in
      F1CS2K i can set the AI to back off if i have the line
      (and they still challenge if i get it wrong)

   I'm still waiting for a good console game the best being
      this but still has a lot of annoying features that
      really need to be sorted out.

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

WRAP-UP
The official FIA Web site (http://www.fia.com/) has a lot of
good information pertaining to F1 racing, including the
current season's race schedule, rules and regulations, and
links to the official Web sites of most of the courses used.
The FIA Web site is available in both French and English.

I also strongly suggest visiting Formula1.com
(http://www.formula1.com/) for F1 news and race information.
This is a FAR more interactive site than the FIA site,
including games, Flash-based virtual laps of each circuit,
team and driver information, extensive cross-linking between
related articles and features, screensavers, quizzes,
racequeen poll/contest, and much more.  Formula1.com also
provides a FREE one-way mailing list, sending out previews
and reports for all grand prix events, as well as information
from the FIA-approved testing sessions during the year.
Finally, during Practice, Qualifying, and Race events, there
is a continually-updated register of activity; using this in
conjunction with live a television broadcast is great, as
this provides more information than what the commentators
usually report (and best of all, it is absolutely positively
indubitably amazingly 100% commercial-free!!!).

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

CONTACT INFORMATION
For questions, rants, raves, comments of appreciation, etc.,
or to be added to my e-mail list for updates to this driving
guide, please contact me at: [email protected]; 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.

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