Drag Race Eliminator Copyright/Publisher: Family Software/Bob Kodadek, Release Year: 1987, Genre: Racing Sports, Number Of Players: 1 Classes Of Competition 1)TF/D - Top Fuel Dragster 2)TF/FC - Top Fuel Funny Car 3)TA/D - Top Alky Dragster 4)TA/FC - Top Alky Funny Car 5)PRO/S - Pro Stock Top Fuel Cars have 2 transmissions, Top Alky Cars have 3 speeds, and Pro Stock Cars have 4 speeds. Although the Top Fuel Dragsters are the fastest, cars with less horsepower must have high revving engines, numerically higher final drive ratios, and more gears in order to accelerate quickly, therefore the difficulty level is increased with a larger margin for driver error in the lower classes. MODES OF PLAY One Player Practice In this mode a player may practice racing either of the two cars. A joystick inserted at port one controls the blue car in lane 1, while a joystick on port 2 controls the red car in lane 2. The driver races for "time" only. In the actual sport, these practice runs are called time trials and are used to tone the drivers skills and tune the car in preparation of the actual competition. Two Player Competition Two joysticks are required in the mode. Two plyers simultaneously compete against each other in a drag racing match race. In addition to time cards, the computer keeps track of the number of wins by each player. The first player to win twenty rounds of competition will be declared the winner of that match. Computer Opponent A joystick inserted at port 1 allows one player to compete against various computer driven cars in lane 2. The computer drivers are very quick and never blow an engine. Computer driver times are consistant with those of the drag racing drivers of today. With practice, however, the computer can be beaten. Again, the first player to win twenty rounds of competition will emerge thew victor. From this sub-menu you may also select to see the current records or return to the main menu to change classes of competition. During gameplay, press the "STOP" key to return to this sub-menu. Joystick Control The fire button is the accelerator and controls the engine speed. Pressing the button increases engine speed, while releasing the button decreases engine speed. The engine speed or rpm is monitored by observing the TACH (tachometer) displayed on the screen, as a colored bar graph. Low engines rpmīs are shown in light green. Yellow indicates that engine speed in approacing maximum rpm, or redline. A red color indicates that the engine has reached redline. If the engine rpm exceeds or stays at redline (10.000 rpm) for any length of time the result is a blown engine. During the staging procedure, pushing the joystick forward will disengage the clutch, apply the brakes, and stop the car. Releasing the stick will select first gear, engage the clutch, and move the car forward at a speed consistant yo engine rpm. After leaving the starting line, push the joystick forward and quickly release in order to shift into the next available gear. Push joystick to the right in order to reset the game after rach race. This can only be accomplished while both engines are at idle speed. In the two player mode, both cars with must also cross the finish line, as it is possible for a car with a blow blown engine to coast to a win. For example, driver 1 could foul and therefore be disqualified. Driver 2, with a blown engine, can win the race. If both drivers agree to reset, and both joysticks are pressed simultaneously, this additional restriction will not apply. STARTING SYSTEM Located at the middle of the starting line are the starting lights or xmas tree. Each driver watches the vertical row of lights nearest his lane. In this game there are 5 lights per row. The first light is called the prestage light. As a driver inches his car towards the starting line, the front tire of his car will break the beam of an electric eye, lighting this amber colored bulb. This alerts the driver that he is close to starting line. Slowly moving the car further forward will break the beam of a second electric eye and light the second bulb down on the tree. This amber colored bulb is the stage light and alerts the driver that he is on the starting line, or staged. The race cannot begin unless both cars are staged. Next come the starting lights, a larger amber light, a green, and at the bottom of the tree a red foul light. Reaction Time (ET) Just as in the real sport, the car in each line is timed individually. The ET clock for each car starts only after it moves from starting line. The ET is the length of time it takes the car to cover 1/4 mile distance between the start and finish line and is measured to within 1/1000 of a second. It is not unusual for the losing driver to have a better (lower) ET than the winning driver. This is usually due to driver reaction time, one of the most important of many variables in professional drag racing. In the unlikely event of identical ETīs and RTīs, the computer will determine the winner. The first car to reach the finish line, without fouling, wins. A flashing white win light will indicate the winner of each round of competition. Player one competes in the left lane or lane#1. Player two competes on the right lane, lane#2. Reaction Time In pro drag racing, the starting lights are lit 4 tenths of a second apart. Your reaction time is measured between the amber light and the moment your car moves, starting the time system for lane your car is in. A perfect reaction time therefore is .400. This would mean your car left the starting at exact moment the green light came on. The first car to leave the starting line has the advantage of winning the race. However, be very careful. Leaving to early (reaction time of less than .400) will light the foul light and result in immediate disqualification. Being late or waiting to long at the starting line is sometimes called "Sleeping", each car stops at .900. An RT of over nine tenths of a seconf is extremely poor and not measured in this game. Game Play To begin to stage your car. Press the joystick forward and release. After yoyr car begins to move, staging can be delayed by holding the joystick forward. Once both cars are staged, immediately raise and maintain your engineīs rpmīs as high as possible without blowing the engine. Press the joystick forward and hold in this position. To obtain a good reaction time, drivers must anticipate when the green light will come on. You launch your car from starting line by releasing the joystick sometime between the last amber and the green. Shift gears at or as close to the redline as possible by pressing the joystick forward and releasing for each shift. Keep the throttle floored until the car crosses the finish line and your time card appears on the screen in your lane. Parachutes are released before the finish line. Hints & Tips Some drivers will deliberately delay the staging his concentration. They will light only the prestage light and then wait for the other driver to stage his car completely. Since the starting lights will not begin until both cars staged, the last car to stage is in control of the tree. Also becouse the engines must be at maximum rpm for a good launch, the first driver to stage. This process is called "Burning down your competition" and can be used to great advantage. All computer driven cars use this tactic. In order to become the fastest driver and win the most races, practice the following: 1.) Leave the starting line with the engine at maximum rpm. 2.) After leaving the starting line, never get off the throttle until the race is over. 3.) Shift gears at the highest possible rpm and as quickly as possible while maintaining full throttle. 4.) Improve your reaction time by practicing against the computer driven car. An excellent reaction time should be in the area from .400 to .450.