REVS
for the Commodore 64/128
Author: Geoffrey J. Crammond

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THE CONTROLS
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[C=] + [F1] = select all keyboard control
[C=] + [F3] = select keyboard control with steering paddle
[C=] + [F5] = select switched joystick control with steering paddle
[C=] + [F7] = select analogue joystick control

[C=] + [left arrow] = return to pits
[C=] + [4] = volume down
[C=] + [5] = volume up
[C=] + [7] = retire from race or qualifying lap
[C=] + [INST/DEL] = restart game
[C=] = sensitivity switch

[T] = starter
[S] = throttle 
[A] = brake
[Q] = gears Up
[CTRL] = gears down
[:] = steer left
[;] = steer right
[RETURN] = freeze game
[CRSR UP] = unfreeze game
[SPACE] = amplifies steering motion

Note:
Use [SHIFT] for UPPER CASE characters

ANALOGUE JOYSTICK CONTROL

UP = Accelerate
DOWN = Brakes
LEFT = Turn Left
RIGHT = Turn Right
UP + FIRE = change gear up
DOWN + FIRE = change gear down
[SHIFT LOCK] = steering sensitivity

COCKPIT

1. rev counter (middle instrument)
2. gear indicator (right from steering wheel)
3. steering position indicator (marker at top of steering wheel)
4. wing mirrors (right and left)


INFORMATION

1. Driving

Holding both keys [:] and [;] (the steering keys) down at the same time stops the rotation, thus maintaining the current lock. Releasing both keys is like letting go of the steering wheel, and the steering will self-centre according to the speed of the car. Use the Space Bar to amplify the effect of keys or joystick left/right.
Note:
When using a paddle or analogue joystick for the steering, you can select either:
A linear response (SHIFT LOCK DOWN) which responds most like a real steering wheel.
Or a non linear response (SHIFT LOCK UP) which makes it less sensitive when driving straight.

2. Gears and clutch

In your Ralt RT3, the key [Q] is used to change up a gear and the [CTRL] key to change down. Holding down Q/CTRL effectively draws in the clutch. If a gear is selected, then releasing Q/CTRL will cause power to be transmitted to the drive wheels, provided of course that you have supplied some throttle. If the car is moving slowly or is stationary then the simulator will slip the clutch for you such that the revs are held constant until a certain speed bar has been achieved. It is therefore important when doing a racing start that you obtain optimum revs when Q/CTRL is released. There is a point (near the 5000 revs mark) at which the tyres will spin momentarily to maximise forward momentum. Letting the clutch out in 1st with your revs at this exact point will get you away as fast as your car can manage. You will know when you've found the balance by the sound of the tyres screaming across the tarmac. The fire button on the joystick has a similar effect to Q/CTRL and the position of the joystick determines whether a higher or a lower gear is selected.

3. Starting the engine

Before putting your drive skill to the test you must of course start the engine. Press [T] when the car is in neutral or the clutch is drawn in (Q/CTRL or fire button depressed) until the engine starts.

4. Wing settings

It is suggested that, to get going, you adopt wing settings of 40 rear and 32 front. The more downforce required, the greater surface area of wing must be presented to the air; consequently the more speed resistance (or drag) is set up. In other words, the nearer 10 are your wing settings, the less speedy along the straights is your car.

5. Rev counter

How does a rev counter differ from a speedometer? Silly question, perhaps, but an important one if you are going to understand how to win races in your Ralt RT3. A speedometer will tell you how fast you're going across the ground. A rev counter tells you how many revolutions per minute the engine is turning, and the engine is most powerful when it is turning between 5000 and 5800 revolutions per minute. It follows that the gears should be changed so that the engine is constantly turning within this rev band. To avoid frustration the simulated engine has been made more tolerant of abuse than a real engine. It will run perfectly well at 2000, 3000, or 4000, or at 7000, but will not provide maximum power. So change up at 5800 and expect the new gear to bite around 5000.


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PRACTICE LAPS AND QUALIFYING TIMES
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Loading the game presents you with the option to practise as many laps as you like or to go for a timed lap which will determine your position on the grid.

1. Practice

You will need to practise a great deal in order to master the skills of a Formula 3 driver.
 Before you are allowed onto the track you will have to select the angle of wing on front and rear of the car. Novice drivers will require maximum control over their cars as they strive for a workable line at bends; for them, speed along the straights is a secondary consideration to staying on the track (We all  remember the feeling!). It is advised, therefore, that you look for a heavily weighted rear wing and slightly lighter front wing to begin with. Later, as your confidence builds, experiment and see how new settings affect your speed and control. You may return to the pits and readjust your wing settings at any time, provided the car is stationary, by pressing [C=][ARROW LEFT].
 On commencing practice or qualifying laps, you are some way before the starting flag. Your time does not begin until you have made it past the starting flag, which can be seen on the left of the track.
 The practice facility offered to new drivers is a one-driver facility. This is an extremely expensive operation as it limits the whole of a circuit to one car at a time. So, make full use of it.
 Don't be too ambitious at first. Crawl around the track in low gear, searching for the ideal lines at corners, getting a feel of what the car is all about. The racing programme features a guided tour around the track, but do not expect to be able to follow it at the outset.

2. Coming off the track - how to handle it

See how revs are lost when you hang one wheel over the grass verge. Once completely onto the grass, it is like driving on ice. So, remain in high gear, reduce thruttle but don't brake, and make only very slight manoeuvres.
If in a slide, try opposite lock, using the Space Bar to amplify its effect.
If in a spin, try using the brake.
Having stalled on the grass, get into 3rd or 4th gear and with the clutch drawn in start the engine. Pulling away in these gears will help to prevent a spin developing on the slippery surface.
When you are consistently within the 1.40 time, press [C=][INST] and opt for Competition.

3. Competition

Having elected to enter a competition, you will be offered a choice of three classes of race:
	Novice 
	Amateur 
	Professional

There are graduation times for Amateur and Professional Classes. You will not be allowed to compete in a particular class unless you show yourself capable of the minimum qualifying time. lf you fail to get a qualifying time, vou will only be able to enter the Novice Class and you will be at the back of the grid.
 Anyone is allowed into the Novice Class. The reason for this is that unlike Professional or Amateur Class races, Novice Class races cater for even the worst pile-ups. There are special emergency crews to take Novice Class cars, which have careered off the track following a mishap, and replace them in position. However, do not expect your car always to have escaped unscathed, and remember that you will never start your car while it's in gear.
 You will be asked how long you wish the qualifying period to last. This allows you to ensure that there is sufficient time for you to attain a qualifying time before recall. You can emerge at any time from a qualifying period by pressing [C=][7].
 Having decided how long you wish the qualifying period to be, you will be asked to log the name of the driver - your or any name you care to use (you may like to take on the persona of Jackie Stewart or some other hero from the hall of fame). Press RETURN and you will find yourself back in the pits to set the car's wings for the qualilying lap(s).

4. Multi-player racing

Points system
Points   9 6 4 3 2 1
Position 1 2 3 4 5 6
1 point is  awarded for the fastest lap time.

It is perfectly possible and the greatest fun to take turns with your friends to make qualifying times, and then all of you can enter a race. The way this works is for each driver to achieve a qualifying time, and then one by one to drive in a race. The computer learns each player's skill from the qualifying round and simulates the other players' performance, when each player races. The ingenious application of points ensures a fair result. The points system is modified so that a player's actual race accounts for half of the total points that the player can attain.
 After a race, three score cards will show you the finishing positions and points, the best lap times and accumulated tournament points. You then have the option of pressing RETURN to see the score cards again or pressing the Space Bar to continue with the tournament.


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LOADING INSTRUCTIONS
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- How to load the tape

1. Ensure that your tape recorder is connected according to your Commodore 64 manual
2. Place the tape in your tape recorder and rewind to the beginning.
3. Press SHIFT and RUN STOP on your Commodore 64 simultaneously.
4. Press PLAY/LOAD on your tape recorder.
Note: Full loading instructions can be found in your Commodore 64 manual

- How to load the disk

Place the disk in the disk drive and close the hatch.
Type: LOAD "*",8,1
The game will start as soon as loading is complete.
