HARD DRIVIN II ~~~~~~~~~~~~ DRIVE HARDER ~~~~~~~~~~~~ docs written by mikey *************************************************************************** HARD DRIVIN II IS THE SEQUEL TO THE SMASH HIT COIN OP CONVERSION OF HARD DRIVIN , LAST YEARS NUMBER ONE ARCADE HIT . NOW YOU CAN DESIGN YOUR OWN TRACKS , RECORD YOUR BEST RACE AND LET YOUR FRIENDS CHALLENGE YOU FOR THE TOP SPOT . FEATURES -------- HARD DRIVIN II HAS THE FOLLOWING SPECIAL FEATURES . 1 IMPROVED VISIBILITY CHECK ( THE CARS DO NOT APPEAR THROUGH THE HILLS ANYMORE .) 2 SERIAL LINK MODE . THIS ALLOWS YOU TO LINK TWO MACHINES TOGETHER TO RACE AGAINST EACH OTHER . THE POSSIBLE COMBINATIONS ARE , PC-PC , PC-ST , PC-AMIGA , ST-ST , AMIGA-AMIGA , ST-AMIGA . 3 HARD DRIVIN II SUPPORTS TWO DIFFERENT LINK RACES . STANDARD RACE YOU ARE RACING AGAINST THE USUAL DRONE CARS PLUS ONE CAR THAT IS CONTROLLED BY YOUR OPPONENT AT THE 2nd COMPUTER . COLLISION DETECTION IS ON . CHAMPIONSHIP RACE IT'S ONE ON ONE . YOU ARE RACING AGAINST THE PHANTON PHOTON , WHICH IS CONTROLLED BY YOUR OPPONENT VIA THE LINK CONNECTION . THE WINNER IS THE PERSON WHO GOES THROUGH THE FINISH FIRST . NO COLLISION DETECTION . 4 IMPROVED STEERING , NOW EVEN MORE ACCURATE WITH SPECIAL AUTO CENTERING FEATURE . 5 THE SIMULATION MODEL HAS BEEN GREATLY IMPROVED TO MAKE YOUR CAR HANDLE EVEN MORE REALISTICALLY . CONTROLS -------- USE JOYSTICK OR MOUSE FOR STEERING , JOYSTICK OR KEYBOARD FOR GEAR CHANGE STEERING -------- MOUSE : STEER LEFT/RIGHT . LEFT FIRE BUTTON ACCELERATE . RIGHT FIRE BUTTON DECELERATE . BOTH BUTTONS BRAKE . JOYSTICK : PUSH LEFT/RIGHT TO STEER . FORWARD ACCELERATE . BACK DECELERATE . FIRE BRAKE . GEARS ----- THE PANEL HAS A CURRENT GEAR INDICATOR ON THE FAR RIGHT . YOU CAN ALSO SELECT AUTOMATIC TRANSMISSION JOYSTICK ------- FIRE-CLUTCH KEYBOARD -------- KEY 1 1st GEAR , KEY 2 2nd GEAR , KEY 3 3rd GEAR , KEY 4 4th gear . space bar clutch ( hold down ) . LINKING YOUR COMPUTERS TOGETHER ------------------------------- BEFORE STARTING THE RACE , SWITCH TO THE OPTION SCREEN BY PRESSING THE 'O' KEY ( THIS WILL NOT WORK DURING THR ROLLING DEMO ) . YOU WILL FIND A NEW OPTION LINE AT THE BOTTOM OF THE SCREEN WHERE YOU CAN TURN ON THE LINK MODE . AFTER LEAVING THE OPTION SCREEN , YOUR COMPUTER WILLWAIT FOR THE OTHER COMPUTER TO RESPOND . AS SOON AS THE LINK IS ESTABLISHED , THE RACE IS ON . IMPORTANT NOTES 1 THE CABLE SHOULD BE PLUGGED ONTO THE COMPUTERS BEFORE SWITCHING ON THE POWER TO ENSURE THAT THE RS232 POETS ARE PROPERLY INITIALISED . 2 PC THE JOYSTICK AND THE LINK MODE WILL NOT WORK TOGETHER . YOU MUST CHOOSE BETWEEN JOYSTICK INPUT OR LINK CONNECTION . CABLE FOR THE LINK CONNECTION , THE USER CAN EITHER BUY A NULL MODEM OR YOU CAN MAKE YOUR OWN CABLE . THIS IS COMPARATIVELY SIMPLE AS THE CABLE NEEDS ONLY THREE WIRES . COMPUTER 1 COMPUTER 2 RS232-PIN PIN-RS232 (GND) 7 -------------------------------------- 7 (GRD) (TxD) 2 -------------------------------------- 2 (TxD) (RxD) 3 -------------------------------------- 3 (RxD) ie : PIN 7 TO PIN 7 , PIN 2 TO PIN 2 , PIN 3 TO PIN 3 . ALTERNATIVELY BUY A NULL MODEM ADAPTER IF YOU ALREDY HAVE A STANDARD RS232 FOR YOUR COMPUTER . THE CABLE SHOULD BE PLUGGED INTO THE MACHINE BEFORE SWITCHING ON THE POWER . OTHERWISE THE RS232 PORTS MAY NOT INITIALISE PROPERLY . THE HAD DRIVIN II EDITOR ------------------------ THE HARD DRIVIN II TRACK EDITOR IS A CAD STYLE PROGRAM WHICH ENABLES YOU TO DESIGN AND BUILD NEW TRACKS FOR HARD DRIVIN II . IT ALLOWS YOU TO ZOOM IN AND OUT AND MOVE AROUND THE TRACK . AT ANY TIME , YOU CAN DRIVE AROUND THE NEWLY CREATED TRACK . YOU CAN ALSO CHOOSE A SCENIC VIEW FROM A POINT HIGH ABOVE . YOU CAN PICK SINGLE OBJECTS OR STREET SEGMENTS OR INVISIBLE BARRIERS , MOVE THEM AROUND , ROTATE THEM , OR DELETE THEM . BY USING A FLEXIBLE BOX YOU CAN ALSO SELECT A WHOLE GROUP OF OBJECTS/BARRIERS . YOU CAN ALSO SELECT NEW OBJECTS AND ADD THEM TO THE TRACK . BY CLICKING ON STREET SEGMENTS YOU CAN SET/RESET THE START POINT , THE FINISH , ALL THE CHECKPOINTS , ALL RETURNPOINTS AND ALL DRONE CARS ON THE TRACK . HAVING DONE ALL THAT , YOU CAN SAVE UP TO FIVE DIFFERENT TRACKS AS TRACK FILES DISPLAY ------- THE EDITOR HAS A SPLIT SCREEN WITH THE ACTION WINDOW IN THE UPPER HALF OF THE SCREEN . HERE YOU WILL SEE 2D AND 3D VIEWS OF THE TRACK , AND YOU CAN SELECT NEW OBJECTS OR STREETS SEGMENTS TO ADD TO THE TRACK . THE LOWER PART OF THE SCREEN HOLDS COMMAND ICONS TO UTILISE ALL THE EDITOR FUNCTIONS . ALL FUNCTIONS CAN BY EXECUTED BY CLICKING ON THESE ICONS . DESCRIPTION OF THE COMMAND ICONS -------------------------------- COLUMN 1 -------- THE CURSOR ARROWS PAN EITHER THE WHOLE TRACK OR THE SELECTED GROUP OF OBJECTS/SEGMENTS/BARRIERS . THE ICON IN THE MIDDLE OF THE ARROWS EITHER CENTRES THE TRACK OR SETS THE SELECTED GROUP OF OBJECTS/SEGMENTS/BARRIERS BACK TO THE ORIGIN . COLUMN 2 -------- THE UPPER LEFT ICONS ALLOW YOU TO ZOOM IN AND OUT OF THE TRACK . THE UPPER RIGHT ICONS ROTATE A SINGLE OBJECT OR BARRIER . STREET SEGMENTS OR GROUPS OF OBJECTS/BARRIERS CANNOT BE ROTATED . DELETE : DELETES ALL SELECTED OBJECTS/SEGMENTS/BARRIERS . NB IT IS NOT POSSIBLE TO RECOVER THESE ONCE THEY HAVE BEEN DELETED . VIEW : GENERATES A SCENIC VIEW OF THE WHOLE TRACK . ANY KEYPRESS TAKES YOU BACK TO THE COMMAND MENU . COLUMN 3 -------- BARRIER : TOGGLES THE DETAIL LEVEL , GREY SURROUNDING BOX : NO BARRIERS VISIBLE DARK RED BOX : BARRIERS VISIBLE RED SURROUNDING BOX : BARRIERS PLUS RESIZE BOXES VISIBLE TRACK : TOGGLES THE DETAIL LEVEL , GREY SURROUNDING BOX : NO STREET SEGMENTS VISIBLE RED SURROUNDING BOX : STREET SEGMENTS VISIBLE OBJECTS : TOGGLES THE DETAIL LEVEL , GREY SURROUNDING BOX : NO OBJECTS RED SURROUNDING BOX : OBJECTS VISIBLE COLUMN 4 -------- NEW OBJECT : SELECTS AND INSERTS A NEW OBJECT . YOU CAN USE THE CURSOR TO POSITION THE NEW OBJECT ON THE TRACK . PRESS THE BUTTON TO DROP IT AT THE CHOSEN POSITION . NEW SEGMENT : SELECTS AND ADDS A NEW STREET SEGMENTS TO THE CURRENT TRACK . NEW BARRIER : INSERTS A NEW BARRIER . YOU CAN USE THE CURSOR TO POSITION THE NEW BARRIER SOMEWHERE ON THE TRACK . PRESS THE BUTTON TO DROP THE BARRIER AT THE CHOSEN POSITION . DEMO DRIVER : STARTS THE ROLLING DEMO . ANY KEY OR MOUSE PRESS BRINGS YOU BACK . COLUMN 5 -------- LOAD : LOAD A PREVIOUSLY MADE TRACK . SAVE : SAVE THE CURRENT TRACK TO DISK . NEW : START WITH A NEW TRACK . QUIT : GO BACK TO DOS/AMIGADOS/TOS . COLUMN 6 -------- TRACK 1 : SET TRACK 1 AS THE ACTIVE TRACK . DELETE SEGMENT AND NEW SEGMENT NOW OPERATE ON SEGMENTS OF TRACK 1 . TRACK 2 : SET TRACK AS THE ACTIVE TRACK . DELETE SEGMENT AND NEW SEGMENT NOW OPERATE ON SEGMENTS OF TRACK 2 . DELETE SEGMENT : DELETE THE LAST STREET SEGMENT OF THE ACTIVE TRACK . SET TIMER VALUES : SET THE TIME TO DEFAULT BEST LAP TIME , THE DEFAULT TIME TO QUALIFY , THE DEFAULT COUNTDOWN TIME AND THE BONUS TIME FOR PASSING A CHECKPOINT OR THE FINISH . HOW TO MAKE NEW TRACKS ---------------------- THE EASIEST WAY TO MAKE A NEW TRACK IS TO START WITH ONE OF THE FOUR SUPPLIED TRACKS . LOAD IT IN THE EDITOR AND START TO SELECT OBJECTS . MOVE THEM AROUND , DELETE THEM OR ADD NEW OBJECTS , FIELDS , BARRIERS OR CARS . YOU CAN ALWAYS TEST YOUR NEW TRACK BY MAKING A DEMO DRIVE OR INSPECTING IT WITH VIEW . WHEN YOU FEEL A BIT MORE COMFORTABLE , TRY TO PLAY AROUND WITH THE STREET SEGMENTS AND THE DRONE CARS . FINALLY A HINT FOR MAKING NEW TRACKS SUCCESSFULLY , IT IS EASIER TO START WITH THE STREET SEGMENTS FIRST . IT USUALLY TAKES SOME EXPERIMENTING AND A COUPLE OF TRIES TO MAKE A CLOSED RACE TRACK . WHEN THR STREET SEGMENTS ARE FINE , YOU CAN START ADDING BUILDINGS , FIELDS AND CARS . COMPONENTS OF A HARD DRIVIN II RACE TRACK ----------------------------------------- THE HARD DRIVIN II EDITOR GENERATES AND WORKS WITH HARD DRIVIN II TRACKS . THESE TRACKS CONSIST OF THE FOLLOWING COMPONENTS , OBJECTS : OBJECTS ARE MOSTLY BUILDING OR STREET SIGNS . YOU CAN INSERT/DELETE THEM , ROTATE OR MOVE THEM AROUND . THEY DON'T AFFECT THE TRACK OR YOUR CAR ( AS LONG AS YOU DON'T BUMP INTO ONE OF THEM ) THEY SIMPLY ADD SOME REALISM AND FLAVOUR TO THE TRACK . STREET SEGMENTS : THE STREET ARE THE MOST IMPORTANT COMPONENT BECAUSE THEY ACTUALLY FORM THE TRACK . IT IS POSSIBLE TO MAKE A TRACK WITHOUT OBJECTS/CARS AND BARRIERS , BUT YOU CAN'T HAVE A VALID TRACKS WITHOUT AT LEAST ONE CLOSED LOOP OF STREET SEGMENTS . STREET ELEMENT : EACH SEGMENT CONSIST OF ONE OR MORE ELEMENTS . THE STRAIGHT A SEGMENTS FOR INSTANCE HAS ONE ELEMENT , THE STRAIGHT C SEGMENT HAS 6 AND THE HILL SEGMENT HAS 9 ELEMENTS . IT IS NOT POSSIBLE TO ADD OR DELETE A SINGLEELEMENT BUT YOU CAN CLICK ON AN ELEMENT TO SET A CHECKPOINT OR RETURNPOINT OR TO USE IT AS THE START OR FINISH . BARRIERS : YOU CAN HAVE UP TO 30 INVISIBLE BARRIERS ON THE TRACK . THEIR MAIN TASK IS TO BLOCK ANY POSSIBLE SHORTCUTS BETWEEN STREET SEGMENTS . THE EDITOR DISPLAYS THEM AS THIN WHITE LINES WHICH YOU CAN ROTATE OR MOVE AROUND BY CLICKING UP THEIR ENDPOINTS . CARS : YOU CAN HAVE UP TO 12 DRONE CARS TRAVELLING ON BOTH TRACKS . THESE DRONE CARS ARE COMPUTER CONTROLLED AND NAVER LEAVE THE STREET SEGMENTS . BUT YOU CAN SET THEIR START POSITION , DIRECTION AND LANE . TRACK 1/2 : A HARD DRIVIN RACETRACK CONSISTS OF ONE OR TWO TRACKS . YOU ALWAYS NEED TRACK 1 , WHICH HAS TO BE A CLOSED LOOP OF STREET SEGMENTS WITH ONE START ELEMENT , ONE FINISH ELEMENT AND A CHECKPOINT . A SECOND TRACK , TRACK 2 , CAN BE ADDED USING A JUNCTION SEGMENT . THE SECOND MUST HAVE ONE CHECHPOINT AND ITS LAST STREET ELEMENT MUST TOUCH ANY ELEMENT OF TRACK 1 . AN EXAMPLE , WHEN YOU LOOK AT THE ORIGINAL TRACK , YOU WILL NOTICE THAT THE SPEEDTRACK IS TRACK 1 , BECAUSE IT CONTAINS THE START AND THE FINISH . THE STUNT TRACK IS TRACK 2 . THE HILL SEGMENTS LINKS IT TO TRACK 1 , AND ITS LAST ELEMENT JOINS UP WITH TRACK 1 IMMEDIATELY BEFORE THE FINISH . JUNCTIONS : IF YOU WISH TO USE TRACK 2 YOU WILL NEED TO INSERT A JUNCTION SEGMENT INTO THE TRACK 1 . THEN YOU CAN SELECT EITHER TRACK 1 OR TRACK 2 TO ADD NEW STREET SEGMENTS . ONLY ONE JUNCTION SEGMENT IS ALLOWED . CHECKPOINT : EACH TRACK NEEDS ONE CHECKPOINT . IT SHOULD BE LOCATED TOWARDS THE MIDDLE OF THE TRACK . PASSING THE CHECKPOINT DURING THE RACE WILL GIVE A TIME BONUS . YOU CAN SET OR RESET THE CHECKPOINTS BY CLICKING ON A STREET ELEMENT AND CLICKING A SECOND TIME ON THE CHECKPOIT BOX . RETURNPOINTS : EACH TRACK HAS TWO RETURNPOINTS . IF YOU SPEND MORE THAN 10 SECONDS OFF ROAD DURING A RACE , YOU WILL BE SENT BACK TO THE LAST RETURNPOINT . THE HARD DRIVIN II EDITOR WILL ALLOW YOU TO SET OR RESET THESE RETURNPOINTS BY CLICKING ON A STREET ELEMENT AND CLICKING ON THE RETURNPOINT BOX . START : THIS IS THE POINT WHERE THE RACE BEGINS . YOU CAN SET THE START BY SELECTING ONE OF THE STREET ELEMENTS OF TRACK 1 AS THE START ELEMENT . FINISH : PASSING THE FINISH POINT ENDS THE CURRENT LAP AND STARTS A NEW LAP ( DURING A RACE ) . PASSING THE FINISH ALSO GIVES YOU A TIME BONUS AND RESET THE COUNTER FOR THE BEST LAP TIME . YOU CAN SET THE FINISH BY SELECTING ONE OF THE STREET ELEMENTS OF TRACK 1 AS THE FINISH ELEMENT . HOW TO SELECT AN ITEM OR A GROUP OF ITEMS : CLICKING ON AN OBJECT/BARRIER SELECTS OR DESELECTS THIS OBJECT/BARRIER . IF YOU PRESS THE MOUSE BUTTON AND HLOD IT DOWN , YOU CAN PULL A BOX OVER THE SCREEN . ALL ITEMS WITHIN THIS BOX ARE AUTOMATICALLY SELECTED . HOW TO SET /CLEAR RETURNPOINTS , CHECHPOINTS , START AND FINISHPOINTS ---------------------------------------------------------------------- FIRST , YOU SHOULD SELECT THE STREET ELEMENT WHERE YOU WANT TO INSTALL THE NEW RETURNPOINT OR CHECKPOINT OR START OR FINISH . THIS CAN BE DONE SIMPLY BY CLICKING ON THE ELEMENT . ( IF NO STREET ELEMENTS ARE VISIBLE , CENTRE THE TRACK AND CLICK ON THE TRACK ICON UNTIL YOU GET THE HIGHEST DETAIL LEVEL . THEN CLICK ON THE SELECTED ELEMENT AGAIN . ) THIS WILL BRING UP A DIALOG BOX WITH A VERTICAL ROW OF CHECK BOXES TO SET OR RESET THE ATTRIBUTES OF THIS ELEMENT . CLICK ON ONE OR MORE BOXES TO DETERMINE THE FUNCTION OF THE ELEMENT . SOME COMBINATIONS ARE NOT VALID , eg YOU CAN'T SET THE ELEMENT TO BE START AND FINISH AT THE SAME TIME . CLICK ON THE OK FIELD TO CONFIRM AND RETURN TO THE EDIT SCREEN . HOW TO SET OR CLEAR DRONE CARS ------------------------------ FIRST , YOU SHOULD SELECT THE STREET ELEMENT WHERE YOU WANT TO INSTALL A NEW DRONE CAR . CLICK ON THE ELEMENT . ( IF NO ELEMENTS ARE VISIBLE , CENTRE THE TRACK AND CLICK ON THE TRACK ICON UNTIL YOU GET THE HIGHEST DETAIL LEVEL . THEN CLICK ON THE SELECTED ELEMENT . _ NOW YOU WILL SEE A DIALOG BOX WITH A SHORT MENU OF DIFFERENT OPTIONS . CLICKING ON THE BOX BESIDE THE LASTR OPTION ''INSTALL A DRONE CAR'' WILL BRING UP A NEW DIALOG BOX TO SET DRONE CARS AND THEIR ATTRIBUTES . UP TO FOUR DRONE CARS CAN BE ATTACHED TO A STREET ELEMENT . YOU CAN SELECT THE CAR TYPE AND COLOUR , THE LANE ON WHICH THE DRONE CAR WILL TRAVEL AND THE CARS HOME TRACK . THE FOUR CARS HAVE DIFFERENT POSITIONS WITHIN THE STREET ELEMENT . CAR A STARTS IN THE FIRST ROW LEFT , CAR B STARTS IN THE FIRST ROW RIGHT LANE AND SO ON . CLICK ON ONE OF THE FOUR BOXES DIRECTLY UNDER THE CARS NAMES TO SELECT THE MOMENTARY ACTIVE CAR . NOW YOU CAN USE THE OP/DOWN ARROWS TO THE RIGHT OF THE DIALOG BOX TO CHANGE THE ACTIVE CARS ATTRIBUTES ( TYPE , COLOUR , LANE , OR H OME TRACK ) . CLICK ON THE OK FIELD TO CONFIRM , THEN EXIT . AFTER THE START OF A RACE , ALL DRONE CARS WILL BEGIN TO MOVE AT THEIR HOME START ELEMENT . THEY WILL ACCELERATE WITH A GIVEN ACCELERATION UNTIL THEY CRUISING SPEED . EACH CAR HAS ITS OWN START TRACK AND A HOME TRACK , WHICH ARE NOT NECESSARILY THE SAME . A CAR COULD FOR INSTANCE START ON TRACK 1 AND CONTINUE TO TRAVEL ON TRACK 2 . THUS ITS START TRACK WOULD BE TRACK 1 AND ITS HOME TRACK WOULD BE TRACK 2 . HOW TO INSERT A NEW BARRIER --------------------------- CLICK ON THE NEW BARRIER ICON TO REQUEST A NEW BARRIER . MOVE THE CURSOR BACK TO THE EDIT SCREEN . YOU WILL NOTICE THE BARRIER , RENDERED AS A BUILDING LINE IN THE MIDDLE OF THE CROSS HAIR CURSOR . THE BARRIER FOLLOWS THE MOVEMENTOF THE CURSOR . MOVE THE BARRIER TO THE DESIRED LOCATION AND PRESS THE BUTTON TO DROP IT THERE . CLICKING NEAR ONE OF ITS ENDPOINTS AND HOLDING THE BUTTON DOWN RESIZES THE BARRIER . HOW TO INSERT A NEW OBJECT -------------------------- CLICK ON THE NEW OBJECT ICON TO REQUEST A NEW OBJECT . THIS WILL BRING UP A NEW SCREEN TO SELECT DIFFERENT OBJECT TYPES . ON THE LEFT IS A VERTICAL SCROLL BAR WITH AN ARROW BOX AT THE TOP OFTHE BAR , AN ARROW BOX AT THE BOTTOM OF THE BAR , AND A THUMB BOX TO DISPLAY THE CUURENT POSITION . CLICK ON THE UPPER ARROW TO GO TO THE PREVIOUS OBJECT IN THE LIST OF AVAILABLE OBJECTS AND CLICK ON THE LOWER ARROW TO PROCEED TO THE NEXT OBJECT . CLICKING ON THE OK FIELD IN THE MIDDLE OF THE SCREEN WILL CONFIRM YOUR SELECTION AND EXITS THE SELECTION SCREEN BRINGING YOU BACK TO THE EDIT SCREEN . MOVE THE CURSOR BACK TO TJE UPPER PART OF THE SCREEN . YOU VAN SEE THE CHOSEN OBJECT IN THE MIDDLE OF THE CROSS HAIR CURSOR NOW . THE OBJECT FOLLOWS THE MOVEMENT OF THE CURSOR . MOVE THE OBJECT TO THE DESIRED LOCATION AND CLICK AGAIN TO DROP IT THERE . HOW TO INSERT A NEW STREET SEGMENT ---------------------------------- FIRST MAKE SURE THAT THE ACTIVE TRACK IS THE ONE YOU WANT TO APPEND NEW STREET SEGMENTS TO . IF IT IS NOT , CLICK ON THE TRACK 1 OR TRACK 2 ICON TO MAKE THE DESIRED TRACK ACTIVE . THEN CLICK ON THE NEW SEGMENT ICON TO GO TO THE SEGMENT SELECTION SCREEN . YOU WILL SEE A VERTICAL SCROLL BAR SIMILAR TO THE SCROLL BAR OBJECT SELECTION SCREEN . CLICKING ON THE UPPER OR LOWER ARROW WILL SCROLL BACKWARDS OR FORWARDS THROUGH THE LIST OF AVAILABLE STREET SEGMENTS . CLICKING ON THE OK FIELD IN THE MIDDLE OF THE SELECTION SCREEN WILL CONFIRM YOUR SELECTION AND BRING YOU BACK TO THE EDIT SCREEN . THE CHOSEN STREET SEGMENT WILL BE ADDED AT THE END OF THE ACTIVE TRACK . HOW TO SAVE AND LOAD RACE TRACKS -------------------------------- CLICKING ON THE SAVE OR LOAD ICON WILL TAKE YOU TO THE FILE SELECTION SCREEN . YOU CAN CHOOSE BETWEEN FIVE DIFFERENT FILE POSITIONS BY CLICKING ON ONE OF THE FIVE RED BOXES IN THE MIDDLE OF THE SCREEN . THE SELECTED FILE POSITION IS RENDERED ON A BRIGHT RED BACKGROUND , THE OTHER FILE POSITIONS ARE DISPLAYED WITH A DARK RED BACKGROUND . CLICKING ON THE TOP HORIZONTAL BAR OF THE DIALOG BOX WILL CONFIRM THE FILE POSITION AND START THE SAVE/LOAD OPERATION . HOW TO CHANGE THE VARIOS TIME VALUES ------------------------------------ YOU CAN CHANGE THE DEFAULT TIMER VALUES OF THE CURRENT TRACK BY CLICKING ON THE SET TIMER VALUES ICON . THIS WILL BRING UP QA DIALOG BOX SHOWING ALL REVELANT VALUES PLUS A ROW OF UP/DOWN ARROWS TO CHANGE THEM . CLICKING ON AN UP ARROW INCREMENTS THE TIMER VALUE TO THE LEFT OF THE ARROW. THE DOWN ARROW DECREMENTS THE TIMER . CLICK ON THE OK FIELD TO ACCEPT THE NEW VALUES . YOU CAN CHANGE THE DEFAULT BEST LAP TIME , THE DEFAULT TIME TO QUALIFY AND THE DEFAULT COUNTDOWN TIME FROM THE START OF A RACE UNTIL IT STOPS . YOU CAN ALSO CHANGE THE TIME BONUS AWARDED WHEN PASSING EITHER THE FINISH OR THE CHECKPOINT ON ONE OF THE TRACKS . VALIDATION OF TRACKS -------------------- NOT ALL POSSIBLE TRACKS ARE ALSO VALID HARD DRIVIN II TRACKS . THE EDITOR WILL VALIDATE A GIVEN TRACK BEFORE IT SAVES IT TO DISK TO MAKE SURE THAT NO PROBLEMS WILL ARISE WHEN YOU LATER LOAD THE TRACK INTO THE HARD DRIVIN II GAME . IF THE EDITOR FINDS ANY MISTAKE IN THE TRACK IT WILL BRING UP A DIALOG BOX TO GIVE YOU AHINT AS TO WHAT IS WRONG . HERE IS A LIST OF COMMON PROBLEMS : THE TRACK IS NOT CLOSED , YOU CAN SEE IMMEDIATELY IF THERE IS A GAP BETWEEN THE LAST AND THE FIRST STREET ELEMENT OF TRACK 1 , OR IF THE LAST ELEMENT OF TRACK 2 DOES'NT TOUCH ANY ELEMENT OF TRACK 1 . MAKE SURE THAT THE LAST ELEMENT OF TRACK 1 TOUCHES THE FIRST ELEMENT . THE LAST ELEMENT OF TRACK 2 MUST TOUCH ANY ELEMENT OF TRACK 1 . THE STREET SEGMENTS OVERLAP , IF ANY STREET SEGMENTS OF THE TRACKS CROSS EACH OTHER , YOU WILL NEED EITHER AN UNDERPASS , OVERPASS , CROSSOVER , EASYJUMP OR SUSPENSION BRIDGE SEGMENT AS AN INTERSECTION . THE CHECKPOINT IS MISSING , YOU NEED ONE CHECKPOINT ON TRACK 1 , AND ONE CHECKPOINT ON TRACK 2 ( IF YOU USE A SECOND TRACK ) . YOU CAN SET THE CHECKPOINT BY CLICKING ON A STREET ELEMENT AND CLICKING A 2nd TIME ON THE CHECKPOINT BOX . THE START OR FINISH IS MISSING , HARD DRIVIN II NEEDS TO KNOW ON WHICH STREET ELEMENT THE RACE STARTS AND ON WHICH IT STOPS . YOU CAN SET THE START OR FINISH BY CLICKING ON A STREET ELEMENT AND CLICKING A 2nd TIME ON THE STARTPOINT OR FINISHPOINT BOX . THE FINISH SHOULD'NT COME IN FRONT OF THE START , OF COURSE . KEYBOARD COMMANDS ----------------- THE HARD DRIVIN EDITOR SUPPORTS THE FOLLOWING KEYBOARD COMMANDS , PRESS M TO ENABLE THE MOUSE AS INPUT DEVISE . PRESS J TO ENABLE THE JOYSTICK AS INPUT DEVICE . PRESS K TO ENABLE THE KEYBOARD AS INPUT DEVICE . ( PC VERSION ONLY ) CURSOR RIGHT : MOVES THE CURSOR TO THE RIGHT . CURSOR LEFT : MOVES THE CURSOR TO THE LEFT . CURSOR UP : MOVES THE CURSOR UP . CURSOR DOWN : MOVES THE CURSOE DOWN . SPACE BAR : CLICKS THE BUTTON . ESCAPE : QUITS GAME . ATTENTION --------- QUITTING WITH ESCAPE DOES NOT SAVE THE CURRENT TRACK YOU ARE WORKING ON . SAVE THE TRACK BY CLICKING ON SAVE BEFORE YOU PRESS ESCAPE !!! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~