*********

Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
rapid advancement of computer technology and declining interest in 8-
bit computers on the part of the general population.

Extensive efforts were made to preserve the contents of the original
document.  However, certain portions, such as diagrams, program
listings, and indexes may have been either altered or sacrificed due
to the limitations of plain vanilla text.  Diagrams may have been
eliminated where ASCII-art was not feasible.  Program listings may be
missing display codes where substitutions were not possible.  Tables
of contents and indexes may have been changed from page number
references to section number references. Please accept our apologies
for these limitations, alterations, and possible omissions.

Document names are limited to the 8.3 file convention of DOS. The
first characters of the file name are an abbreviation of the original
document name. The version number of the etext follows next. After
that a letter may appear to indicate the particular source of the
document. Finally, the document is given a .TXT extension.

The author(s) of the original document and members of Project 64 make
no representations about the accuracy or suitability of this material
for any purpose.  This etext is provided "as-is".  Please refer to the
warantee of the original document, if any, that may included in this
etext.  No other warantees, express or implied, are made to you as to
the etext or any medium it may be on.  Neither the author(s) nor the
members of Project 64 will assume liability for damages either from
the direct or indirect use of this etext or from the distribution of
or modification to this etext. Therefore if you read this document or
use the information herein you do so at your own risk.

*********

The Project 64 etext of the ~Racing Destruction Set Manual~, converted
to etext by Cris Berneburg <pcgeek@compuserve.com>.

RACDS10.TXT, June 1997, etext #250#

*********

Racing DESTRUCTION Set-tm

TABLE OF CONTENTS

GETTING STARTED RACING ................... [ 1.0 ]
HOW TO DRIVE ............................. [ 2.0 ]
CHOOSING DIFFERENT LEVELS AND OPTIONS .... [ 3.0 ]
CHOOSING AND MODIFYING VEHICLES .......... [ 4.0 ]
CHOOSING A DIFFERENT TRACK ............... [ 5.0 ]
BUILDING AND REBUILDING TRACKS ........... [ 6.0 ]
INVENTORY OF PRE-BUILT TRACKS ............ [ 7.0 ]

The Manual

NOTICE

ELECTRONIC ARTS RESERVES THE RIGHT TO MAKE IMPROVEMENTS IN THE PRODUCT
DESCRIBED IN THIS MANUAL AT ANY TIME AND WITHOUT NOTICE.

THIS MANUAL IS COPYRIGHTED; ALL RIGHTS ARE RESERVED.  NO PART OF THIS
MANUAL MAY BE COPIED, REPRODUCED, TRANSLATED OR REDUCED TO ANY
ELECTRONIC MEDIUM OR MACHINEREADABLE FORM WITHOUT THE PRIOR WRITTEN
CONSENT OF ELECTRONIC ARTS, 2755 CAMPUS DRIVE, SAN MATEO, CALIFORNIA
94403.

ELECTRONIC ARTS MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH
RESPECT TO THIS MANUAL OR WITH RESPECT TO THE SOFTWARE DESCRIBED IN
THIS MANUAL, ITS QUALITY, PERFORMANCE, MERCHANTABILITY OR FITNESS FOR
ANY PARTICULAR PURPOSE.  THE PROGRAMS ARE PROVIDED "AS IS".
ELECTRONIC ARTS MAKES CERTAIN LIMITED WARRANTIES WITH REGARD TO
DEFECTIVE RECORDING MEDIA PLEASE SEE THE ELECTRONIC ARTS LIMITED
WARRANTY ENCLOSED WITH THIS PRODUCT.



                  Manual copy: David Grady
             Manual consultant: Richard Hilleman
                 Manual design: William Gin
Software (c) 1985 Rick Koenig, Connie Goldman and Dave Warhol
                Manual (c) 1985 Electronic Arts
                     Printed in the U.S.A



[ 1.0 ] GETTING STARTED RACING

Load the program according to the instructions on the disk label.
When the theme music starts playing and the title screen appears,
press thejoystick button to produce the main menu.

The top line in the main menu lets you tell the computer whether one
or two players will be playing.  Move the joystick right or left to
move the reverse highlight over the choice you want.  Then move the
joystick up or down to move the highlight to the other options in the
menu.  Press the button to select the highlighted option.

When you select "Set Options and Race" from the main menu, a new menu
will appear.  The selecting highlight will be on "Start Race".
Pressing the button will load the program for a two-lap race between
two fully powered Can-Am racers equipped with racing slicks.  The race
will take place on a track named Demo. (Note: You may be prompted to
insert side 2 of the game disk when you choose the "Start Race"
option.  If so, simply take the game disk out and turn it over, then
put it back in the drive and press the button again.)

If you are racing against the computer (in the one-player game)
you'll see a message saying that the computer is testing the jumps.
You may stop the analysis and start the race by pressing the key named
in the message.  If you do so, the computer will not be smart about
the right speed for thejumps (or the right direction at the forks, if
the track has any) until it has driven several laps around the track.

Once the race starts it will proceed until both cars have crossed the
finish line or until you press the "restart race" key listed on the
reference card. In either case, you'll get the chance then to say
whether you want to try that race again or return to the racing menu.


[ 2.0 ] HOW TO DRIVE

The red car uses the top window and is always under joystick control.
The yellow car uses the bottom window and is under computer control in
one-player games and joystick control in two-player ones.

Moving the stick forward is like stepping on the gas.  Moving it back
is like stepping on the brake.  Moving it to the right points the car
toward the in-car driver's right, and moving to the left points the
car toward the in-car driver's left.  If a lane exists on the side the
car is pointing toward, the car will move into that lane.

Think of the track as a slot racing set.  As long as you steer
straight ahead, your car will stay in its slot unless until you try to
go too fast through a turn or across certain jumps, or until you are
interfered with by another car.

Practice controlling the car at first without worrying about wrecks.
At the "Normal" difficulty level setting, and with the "Racing/
Destruction" option set on "Racing", wrecks have no effect on a car's
performance.  Take advantage of this safety net to learn how to drive
and how to memorize the track.

[ Graphic omitted : Racing car. ]


[ 3.0 ] CHOOSING DIFFERENT LEVELS AND OPTIONS

Selecting "Set Options and Level" from the racing menu produces a new
menu.  The options it contains allow you to set the difficulty and
complexity of the game and to choose among 4 different background
graphic sets.

Use the joystick to move the highlight up and down from option group
to option group in the left column and back and forth among the
options within each group.  When you have the settings you want, move
the highlight up to "Exit" and press the button.


What Each "Difficulty Level" Setting Means

Normal - The vehicles are invulnerable in regular races and very
durable even in destruction contests.  This is the level the program
begins with each time you start it up.

Advanced - The vehicles are much less durable.  Running into the sides
of the track or into other vehicles reduces power and speed.  Vehicles
can be damaged so badly that they will no longer run.  If one car
ceases to run, the other is declared the winner as soon as it crosses
the finish line, regardless of what lap it is on.  If neither car is
able to do even this, press the "restart race" key listed on the
reference card.

Severe - The tracks have no safety walls.  Enter a turn or take ajump
too fast and you'll leave the track -- permanently.  At this level,
you can literally run your opponent off the track.  And land mines are
always fatal.


Using "Computer Vehicle" to Handicap the Computer Opponent

At the Pro level, the computer will drive the straightaways at the top
speed available for its vehicle.  At Expert level, its top speed will
be 10 mph less than that, and at Novice level, its top speed will be
another 10 mph slower. When you start the program, this option is
always set on Novice.


Using "Rules" to Choose Destruction

Racing - The goal is to complete the required number of laps (shown by
the number on the starting spot) before your opponent does.  If one
vehicle stops running altogether, the other may win simply by crossing
the start/finish line one more time.  This is the setting the program
will always start with.

Destruction - The goal is still to complete the required number of
laps before your opponent does, but you may now more actively
interfere with his progress.  As in Racing, if one vehicle stops
running altogether, the other may win simply by crossing the
start/finish line one more time.

In Destruction contests, vehicles may carry armor to increase their
durability and crusher capability to increase the damage they can do
by running into others.  They may also carry either land mines or
gallons of oil (for laying down oil slicks).  If you're carrying land
mines, pressing the button while traveling on a flat section of track
drops one of them.  If you're carrying oil, it drops some of your oil.

The Can-Am racers in place when you start the program are each
carrying 9 gallons of oil.  For details about how to change to land
mines or to add armor and crusher capabilities, see Chooslng and
Modifying Vehicles below.


Using "Gravity" to Liven Things Up (& Down)

There are 14 possible settings ranging from a low of the moon (1/6 of
Earth's) to a high of Jupiter (2 1/2 times Earth's).  No more than 4
of these possibilities may be displayed at once.  To scroll new
possibilities into view, move the joystick right or left.  The
starting setting for the demo track is Earth.

To get a feel for the range available, use a track withjumps (Demo
will do) and try the Can-Am racers, first on moon gravity and then on
Jupiter.  On the first setting, you should be able to learn to time
the steep jump on the Demo track so that you completely clear the icy
stretch below it.  At Jupiter weight, on the other hand, you'll find
it hard to clear a single jump without rolling the car.


Setting the Number of Laps

You may pick any number from 1 to 9. The program will keep a separate
lap count for each vehicle during the race.  Each time you cross a
start/finish piece, your count will decrease by 1. The demo track is
set for a 2 lap race.


Choosing Background Graphics

There are 4 different background graphics possibilities to choose
among.  Any background may be used with any track and vehicles.
Experiment to find the combinations you like best.  The demo track is
saved with the Motox background ("Motox" is a shorthand way of writing
"motocross").



[ 4.0 ] CHOOSING AND MODIFYING VEHICLES

Selecting "Choose or Modify Vehicles" from the racing menu, or
"Vehicle Selection" from the main menu, brings up the vehicle menu.


Using the "Choose/Customize" Options

Select the "Choose/Customize Red Car" and "Choose/Customize Yellow
Car" options to produce the basic car design screen.  When that screen
appears, move the joystick up and down to move the highlight among the
first seven entries.  Move it from side to side to change the selected
entry.  When you have all entries the way you want them, press the
button to return to the vehicle menu.

The first three Items in the car design screen -- vehicle type, tire
type and engine size -- are important to both racing and destruction
games.  There are 10 different vehicles, each with its own set of
engine size and/or tire possibilities.  As you use the joystick to
flip through the possibilities, watch the bottom of the list for
changes in traction, weight, top speed and acceleration which appear
in response to the different choices.

The changing numbers tell you how the vehicle will behave on different
surfaces (the higher the number the better the traction) and how it
will react to your joystick commands (the higher the acceleration, the
quicker you can get to full speed).  The weight is given in Earth
pounds.

Use these settings to create challenges for yourself -- give the pro
computer driver a Can-Am with a 5000cc engine, then try to beat it
with a 3000cc one, for instance -- and to handicap things so a strong
driver and a weaker one can still have an exciting contest against
each other.

Notice also that different vehicles are better suited for different
types of courses.  The bikes for instance cannot roll backwards
easily. (They may only go backwards as fast as their riders might walk
while carrying them.) If they don't make it over a hill, they have a
tough time getting back far enough to make another run at the climb.

The second group of choices in the vehicle design screen -- land
mines, oil gallons, armor and crusher -- are important for the
destruction game.  If destruction is not the selected game, the
entries shown in this group have no effect (other than the effect
additional weight may have on your acceleration).

Armor protects a vehicle from crash damage.  A crusher delivers more
damage when ramming an opposing vehicle.  Both add weight to the car,
sometimes to the detriment of acceleration.  Up to 5 layers of armor
and 7 of crusher power can be carried per vehicle.

Land mines and oil slicks can be dropped by pressing the joystick
button.  Up to 4 land mines or 9 gallons of oil may be carried per
vehicle, depending on the vehicle.

HINT:  When racing, do everything possible to avoid running into land
mines.  They cause great damage and loss of time.  And remember where
you drop them.  It's embarassing, not to mention painful, to run into
the ones you dropped yourself.


Using a Data Disk to Store Customized Vehicles

The save and load vehicle options require a separate data disk.  The
first time you use the disk, select the format disk option and follow
the instructions as they appear on the screen.  This will erase any
data already on the disk, and it will prepare the disk for use with
the Racing Destruction Set program.

When you save vehicles to disk, an opening will appear at the bottom
of the screen for you to type in a name for the vehicle.  Names may
contain only numbers and lower case letters and may be up to 10
characters long.  If you change your mind about saving, just erase any
characters you've typed (use the delete key) and press Return.

When you select "Load Vehicles from Disk" and follow the on-screen
instructions, a list of previously saved vehicles will appear.  Move
the highlight to the name you want and press the button to select it.
Similarly select "Delete Vehicle from Disk" to bring up the list so
you may highlight and select the name of a vehicle you wish to erase
from the disk.

[ Graphic omitted : Racing bike with rider. ]


[ 5.0 ] CHOOSING A DIFFERENT TRACK

There are 50 tracks (including Demo) stored on your Racing Destruction
Set game disk, and you can make and save as many more as you like.
Selecting "Track Selection" from the main menu or "Choose or Modify
Track" from the racing menu brings up the track menu.

The load, save, delete and format options work just as those described
above for vehicles.  Tracks and vehicles may be saved on the same
disk.

Loading a track also loads in the gravity, lap number and graphics
settings which were in effect at the time the track was saved.  It
does not change the settings in place for difficulty level, computer
vehicle or rules.

When you choose Start Race with a freshly loaded track, the program
first scans the track, converting the track information into the form
it needs for the race.  When the process is finished, the race will
start.  On very complicated tracks, like Killer for instance, this
process can take more than a minute.

For a complete annotated listing of the 50 tracks on the game disk,
see page 7.

For a description of how to use the Construct/Edit Track option, see
the next section.



[ 6.0 ] BUILDING AND REBUILDING TRACKS

Selecting "Track Construction" from the main menu of "Choose or Modify
Track" from the racing menu brings up the track menu.  Selecting
"Construct/Edit Track" from that menu produces the track construction
screen.


Laying Down Track

The track layout currently in memory is displayed in the upper left
hand corner of the screen, and the track parts box is displayed to the
right.  To select a track piece, move the blinking cursor over a track
section, in either the track layout or the parts box, and press the
button.

While a track section is selected, its name, an enlarged picture and
several control bars appear on the screen.  Moving the cursor anywhere
in the track area and pressing the button lays down a copy of the
selected section.  If a section is already there, the new piece
replaces the old one.

IMPORTANT: A piece remains selected until you move the cursor out of
the track area and press the button.  If an enlarged track section
picture is visible, pressing the button while the cursor is in the
track area will lay down a copy of that section.  Think about where
the cursor is and what you want to do before you press the button.

To erase a track section, select the blank piece at the lower right
hand corner of the parts box and lay it down on top of the pieces you
want to erase.  To erase everything and start over, move the cursor to
the word Clear and press the button.  When you've built a complete
circuit, use the same process to select the word Exit.


Modifying Track Pieces

To activate the track modification control bars, move the cursor to
the word Modify and press the button.  When cursor control moves to
the control bars, moving the joystick right or left moves the cursor
from bar to bar, moving it up or down moves the selected line (or line
portion) within the bar.  The corresponding change in the track
section is reflected in the enlarged drawing.

You may change the width, height and surface area of most of the
pieces.  And a few pieces, described below, offer special modification
possibilities.  When you've made all the changes you want for a piece,
press the button.  The cursor will move to the track area, primed to
lay down the modified track piece when the button is pressed again.


Special Track Pieces

The four pieces in the top row of the parts box, and the two pieces in
the middle of the bottom row, offer special modification
opportunities.

The first two pieces in the top row can be made into jumps and can be
used to make a gradual, matching transition between two other pieces
which have different heights.  The second two pieces allow variable
width settings and are useful as driving challenges and as bridges
between two pieces with different widths.  The middle two in the
bottom row are start/finish pieces.  You may set their height and
surface, but not their width.

A track must have a start/finish piece with vehicles on it or it
cannot be raced.  You may use the vehicles control bar to start the
race in either direction, or to start the two cars so that each must
run the course in opposite direction from the other (setting up a
head-on collision possibility out there somewhere).

You can also set the start/finish piece so it has no cars. This is
useful for producing special track arrangements like the one called
"dragrace".  That track is circular (all track pieces must always be
connected on both ends to other track pieces), but only the
straightaway portion between the two start/finish pieces is actually
used in the race.  The lower start/finish piece contains two cars.
The top one contains no cars.  The lap count is set to 1. The result
is a race that moves from bottom to top between the two start/finish
pieces.

 .---------------+---------------.
 |               |   Variable    |
 |    Jumps      |    Widths     |
 +---------------+---------------+
 |                               |
 |             Curves            |
 +-------------------------------+
 |                               |
 |             Forks             |
 |                               |
 |                               |
 +-------+---------------+-------+
 | Cross |               |       |
 |  over | Start/Finish  | Blank |
 `-------+---------------+-------'


Handling the "These Pieces Don't Match" Message

Adjacent pieces must match in height and width where they touch each
other. If you put down a piece which doesn't match the one(s)
you'rejoining it to, a message will appear at the bottom of the
screen.  If you want to go ahead and put the new piece down and then
make an adjustment in the old one(s) to create a match, just select
Drop with the cursor and press the button.  On the other hand, if you
know what the problem is and can solve it by changing the piece you
are in the act of dropping, select Modify.  Then make the changes
needed to create a match and lay down the modified piece.

If you don't fix all the mismatches before you select Exit, the
program will alert you with a noise and a message and will flash the
cursor at the problem point. (Note: Pieces connected to nothing are
considered to be mismatched.  All pieces must connect to at least 2
other pieces.)

When you get a "these pieces do not match" message, move the cursor
over one of the mismatched pieces and press the button.  Look
carefully at the height and width settings on the end where the two
pieces join.  Next move the cursor out of the track layout area and
press the button.  Then move it over the other mismatched piece and
press the button to look carefully at its height and width setting.
Finally, select Modify and make the change(s) necessary to fix the
mismatch, or move off the track layout area and press the button, then
move back and modify the other piece.

If selecting Exit causes only one piece to be identified as
mismatched, you will need to check and modify the connections between
that piece and the pieces it joins with at both ends.


Trying Out a Track and Saving Your Work

When you believe you have a track with a start/finish line and
completely connected matching pieces, select Exit.  If there are no
mismatches, the track menu will return and you can try out your new
track by selecting Set Options and Race.  But you might want to use
the Save Track to Disk option first to keep from losing any work
(power failures can happen).

When you select the Save Track to Disk option and follow the on-screen
instructions, a space will open up into which you can type a name for
your track.  If you type in a name already in use, the new version
will replace the old one.  You may use the same disk for saving track
and vehicles.  For more information, see the "using a data disk"
section on page 4.



[ 7.0 ] INVENTORY OF PRE-BUILT TRACKS

demo - Mostly pavement.  Earth gravity, 2 laps.  Several jumps, one
crossover.  Tough on bikes and on underpowered vehicles.

TRACKS WHICH ARE SHAPED LIKE THEY SOUND

dirt8 - A figure 8 on dirt.  Lots of Friday night Midwestern duels
have been settled on layouts like this one.  Be sure to pay attention
to your tire section when you pick your vehicle.

bige - Shaped like an e. Lots ofjumps.  Pavement.

snake - And a mean snake at that.  Every kind of surface and tons
ofjumps.  Great workout for a pickup or a jeep.

clover - The classic cloverleaf with a few twists -- like four
crossovers in the center, plus lots ofjumps and two maniacs driving
through the intersections at breakneck speeds. Pavement.

spiral - A mixture of a lot of turns and shortjumps.  Pavement.


TRACKS WHICH DRIVE LIKE THEY SOUND

jumps - There aren't that many jumps here, just big ones.  Don't start
out at low gravity and severe level unless you just enjoy watching
crashes.  Pavement.

headon - A track virtually guaranteed to aim the two drivers directly
at each other somewhere in the race.  Pavement, so the collisions will
take place at high speeds.

roundabout - No matter which way you go at the forks, you're
guaranteed not to have to drive any further than your opponent.  If
you change the number of laps for this one, be sure to change to
another even number.  Pavement.

whichway - There are seven different routes in this one.  All but 2
are the same length.  Those 2 are shorter.  They are also meaner.
Every route, in fact, has its disadvantages.  You pays your money and
you takes your chances.  Pavement.

destruct - The shortest track you can build with the construction
tools.  So you don't have to go so far to find someone to run into.  A
completely elevated paved track.

tiger - A much longer set of opportunities to run into your opponent,
16 in fact.  A total of 15 crossovers and a loop.  Pavement.

variety - Lots of turns, several crossovers and plenty ofjumps on a
mostly paved surface.

killer - Lots of everything on every surface.  Good luck.

supercross - Modeled on the one they set up in the L.A. Coliseum.  All
dirt. 5 laps.  Lots ofjumps and bumps plus two killer corners.  Get
out the dirt bikes, the baja bugs, the jeeps, whatever can take some
punishment.

dragrace - Pavement.  Just what it says it is.  See page 6 for an
explanation of how it was made.


FAMOUS TEST TRACKS

Here are three tracks modeled on ones designed to put hot cars through
their paces.  Use them to test your driving skills.

florano - Enzo Ferrari's little backyard race course.  Home of more
world champions than any other track.  One crossover.  A great place
to learn how to drive road racing courses.

weissach - Porsche's test track, and if it's good enough for them ...

Indy - Just a simple gruelling oval.


THE GRAND PRIX CIRCUIT

These are all modeled after some of the famous European and American
tracks where the world driving champion earns the right to his title.
From buenosaire(s) to watkinsgle(n), they are listed in the order they
were driven during the 1979 World Driving Championship competition.
Pavement, no jumps, Earth gravity, 5 laps.  A good place for Can-Am
and Gran Prix vehicle duels.

buenosaire(s) - Buenos Aires, Argentina.  Site of the Argentine Grand
Prix.

kyalami - Johannesburg, South Africa.  Site of the South African Grand
Prix.

longbeach - Long Beach, California. Where they actually had Formula I
races on city streets.  Lots of turns.  Notoriously hard on brakes.

jarama - Near Madrid, Spain.  Site of the Spanish Grand Prix.

zolder - Near Hasselt, Belgium.  Site of the Belgian Grand Prix.

monaco - In Monte Carlo.  The most famous of all the Grand Prix
courses.  Generally considered by those competing for the world
championship to be the toughest challenge.

dijon - Near Dijon, France.  One of the French Grand Prix courses.
Half of those currently competing on the circuit got their start here.

silverston(e) - Near Towchester, Northamptonshire, England.  One of
the British Grand Prix courses.  Just about any kind of pavement
vehicle you can name has been raced on this layout.

hockenhelm - Near Heidelberg, Germany.  One of the German Grand Prix
sites.

osterreich(ring) - Near Knittelfeld, Austria.  Home of the Austrian
Grand Prix and of 1984 World Driving Champion, Niki Lauda.

zandvoort - Near Haarlem, Netherlands.  Home of the Dutch Grand Prix.

monza - Near Milan, Italy.  Home of the Italian Grand Prix.  Where
Enzo Ferrari puts on his annual show.

watkinsgle(n) - Watkins Glen, New York.  Former home of the U.S. Grand
Prix.  Grand old man of American road racing.

estoril - Estoril, Portugal.  Site of 1984 Portuguese Gran Prix.  Lots
of turns and chicanes in this one. (A chicane is a series of tight
turns in opposite directions in an otherwise straight stretch of a
road racing course.)

dallas - Dallas, Texas.  Site of the Dallas Grand Prix.  As
extravagant as its home might make you expect.

lasvegas - Las Vegas, Nevada.  Won the Constructor's Cup as the best
run Grand Prix for the two years the Las Vegas Grand Prix was held
there.

detroit - Detroit, Michigan.  Henry Ford III's pride and joy.  One of
those places in the world where a race is run by the guys who know how
to build cars.

meadowland(s) - Site of the New York Grand Prix.  Like the New York
Giants, a resident of New Jersey.

mosport - Mosport Park, Ontario, Canada.  One of the Canadian Grand
Prix sites.


AMERICAN ROADRACE COURSES

A Selection of IMSA (international Motor Sport Association) and SCCA
(Sports Car Club of America) and NASCAR (National Association of Stock
Car Auto Racing) courses from across the country.  Can-Am, Gran Prix,
Street Bike and Stock Car will all feel at home on these.

willowspri(ngs) - Rosamond, California.

daytona - Daytona Beach, Florida.  Home of a famous 24 hour endurance
race.  One of the best motorcycle road races in America is held here.

riverside - Riverside, California.  One of the only places the NASCAR
drivers have to think about turning right.

searspoint - Sonoma, California.  Famous especially for the motorcycle
races held here.

roadameric(a) - Elkhart Lake, Wisconsin.

midohio - Lexington, Ohio.

roadatlant(a) - Atlanta, Georgia.  Paul Newman has won here.

brainerd - Brainerd, Minnesota.  Not far from the source of the
Mississippi.  Use the track construction option to turn the surface to
ice and you'll see why they don't race here in January.

charlotte - Charlotte, North Carolina.  When the NASCAR boys race
here, they turn it into a circle.

lagunaseca - Monterey, California.  Jewel of California road racing.
Site of the famous corkscrew.

limerock(park) - Limerock, Connecticut.

cleveland - Cleveland, Ohio.  Where they use the
Burke Lakefront airport for Indy style car races.


ELECTRONIC ARTS-tm
2755 Campus Drive  San Mateo, CA 94403  (415)571-7171

*********

End of the Project 64 etext of the Racing Destruction Set Manual.

*********

