GRAND PRIX UNLIMITED USER'S MANUAL


ROAD & TRACK
Presents GRAND PRIX UNLIMITED

*********************************************************************
************************** Players Note *****************************
                                                                    *
This version of Grand Prix Unlimited has been modified for the      *
Entertainer Bundle; the CD-ROM MUST be in the CD-ROM drive in order *
to play.  When the game asks for code numbers, simply press 1 and   *
ENTER, then 2 and ENTER                                             *
                                    -- Tech support                 *
                                                                    *
*********************************************************************
*********************************************************************



NOTE: This document has been converted to electronic form for CD-ROM
distribution from the original material shipped with the floppy disk versions.
While every attempt has been made to replicate the document as accurately as
possible, this document may still contain some visual errors.

--Credits--

CREDITS
Designer:                                   Tom Loughry

Producer:                                   Sam Nelson
Associate Producer:                         Keith Orr
Graphics:                                   Roseann Mitchell
3-D Objects/Graphics:                       Jeff Rianda
Music:                                      Rob Wallace, Ken Allen, Russell
Shiffer
Sound Effects:                              Rob Wallace
Car Selection Photographs:                  John Shaw
Manual:                                     Cheryl Dumesnil, Sam Nelson

--Credits--
--Contents--

TABLE OF CONTENTS

Introduction.............................................1

Copy Your Game Disks.....................................2

Getting Started..........................................2
    System Requirements..................................2
    Memory Requirements..................................2

Hard Disk Installation...................................3
    Running the Setup Program............................4

Starting Grand Prix Unlimited............................4
    If You Get the "Not Enough RAM" Error Message........4

Copy Protection..........................................5
    Codewheel Example....................................6

Keyboard & Mouse Controls................................6
    Making Menu Selections...............................6
    Keyboard.............................................6
    Mouse................................................7
    Controls (General)...................................7

The Main Menu............................................7

Single Race..............................................8
    Car Selection........................................8
    Track Selection......................................9
    Practice.............................................11
    Game Options Menu....................................12
    Driving Lessons......................................13
    Driving Controls.....................................14

Car Adjustments..........................................16

Instant Replay...........................................19

Race.....................................................21
    Qualifying Lap.......................................22
    Starting Grid........................................22


Pit Stops................................................23

Saving a Race............................................24

Single Race Results......................................24

World Championship.......................................25
    Championship Circuits................................25
    Circuit Creation.....................................28
    Swapping Track Positions.............................30
    Racing Conditions....................................31
    Race Results.........................................32
    Circuit Standings....................................32
    Racing Points........................................32
    Circuit Winners......................................33

Architect................................................33
    Track Layout Screen..................................34
    Tile Placement Screen................................38
    Object Placement Screen..............................41
    Fly Track............................................46

APPENDIX A: A Piece of the Tradition.....................47

APPENDIX B: The Grand Prix Circuits......................48

APPENDIX C: Troubleshooting Guide......................  55

--Contents--
--Page 1--

INTRODUCTION

Grand Prix Unlimited combines the world's greatest Formula One race
cars with realistic Grand Prix circuits in an exciting world of blazing
speed, heart stopping curves and roaring engines. Get set to drive five
high-tech championship cars around world class tracks that will take every
ounce of your skill to master.

You can also master the art of race course design. Grand Prix Unlimited
Architect allows you to create tracks the way you want them. Put in
straight-aways, curves, chicanes, pit stops -- you can even build hills,
place buildings, signs, people and more along the course.

Grand Prix Unlimited was designed for the most demanding racing
enthusiasts -- perfectionists that stock cars could never satisfy. And you
can't get more unique than 600 pounds of hand-crafted speed machine
specifically created for Formula One racing. These babies tread the line

between automobile and spacecraft. Everything about them screams
action, from their bodies sculptured with futuristic precision to their
airfoils raised like the tails of scorpions ready to strike.

And strike they will. At top speeds around the most romantic, glamorous,

and deadly tracks in the world. The question is, can you handle 500
horses propelling you to speeds over 200 miles per hour? Have you got
the steel to rocket down the straight-aways, the guts to whip through the
tortuous chicanes? You're about to find out. Don your helmet, fasten
your harness and climb into the cockpit. Ahead lie the greatest challenges
you'll ever face behind the wheel. It's race time -- and glory beckons
beyond the checkered flag.

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COPY YOUR GAME DISKS

We recommend that you immediately create backup disks using normal
DOS copy commands (see your DOS manual). Grand Prix unlimited has
no on-disk copy protection. Once you've copied the program, place your
original disks in a safe, dry location.


GETTING STARTED

System Requirements
To play Grand Prix Unlimited, you need a computer system with the
following capabilities:

    640K of RAM

    AT class machine recommended
    16 MHz or faster recommended

  MCGA/VGA
    Hard drive required

Memory Requirements
Grand Prix Unlimited requires a lot of attention from your computer
system. If your computer does not have at least 570K bytes of free RAM,
you will get an error message on your display telling you how much
memory the program requires, and how much more memory you need.
Here's why:

Most computer games for IBM and compatible systems, including Grand
Prix Unlimited, reside in the base 640K of RAM. DOS and related
memory resident or "start-up" programs, such as menu systems, screen
savers, vials checkers, keyboard utilities, Microsoft Windows, PC Tools,
Norton Utilities, etc., also reside in the same 640K of base RAM. Device
drivers (such as mouse drivers), by and large, are also located here.
These start-up programs and device drivers boot from the AUTO-
EXEC.BAT or the CONFIG.SYS files of DOS automatically when the
computer is powered up.

Note: The AUTOEXEC and CONFIG files are usually
     located in the root directory of your hard drive.

-- Page 2 --
-- Page 3 --

Free RAM is the area of the 640K base memory left over after DOS start-up
programs, and device drivers have loaded. What's left is where your
game will run. If there is not enough free RAM left for the game, there
will be problems. Even if you have extended memory above and beyond
640K, the game and DOS still reside in the 640K base memory of your
system, and you can still have loading problems due to lack of free RAM.


HARD DISK INSTALLATION

Grand Prix Unlimited must be installed onto your hard disk. Here's how:
1 Power up your computer as you normally would.

2 Insert Grand Prix Unlimited Disk 1 into your floppy drive (usually
  A or B).

3 At the DOS prompt, type the letter of the drive you have placed the
disk into followed by a colon (for example: A:) and press Enter.

4 Type install and press Enter.

5 A statement will appear telling you where and under what directory
  Grand Prix Unlimited will be installed.

6 If you agree with the statement in the window, press Y and follow any
  on-screen instructions. The game will be installed automatically.

7 If you disagree with the statement, press N. Another window will
  appear, permitting you to specify the designated drive and the name of
  the directory.

    To change the designated drive from C (the default drive), type a
    new letter (D, E, etc.) and press Enter.

    To change the name of the directory from \GPU, type a back-
    slash (\) followed by a new name (i.e. \Accolade) and press
    Enter. After verifying your choices, the game will be installed.

Note:The from time you play Grand Prix Unlimited. you
     will be asked to indicate the audio capability of your
     system. Type in the number that corresponds to your
     system's capability as indicated on the screen and press Y
     in answer to the question "Shall I save these settings for
     next time?"

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-- Page 4 --

Running the Setup Program

The Setup Program configures Grand Prix Unlimited to fully utilize the
audio capabilities of your system. You'll need to run setup after any
audio changes to your system. Here's how it works:

1 Get into the directory where you installed Grand Prix Unlimited
  (i.e. C:\GPU, etc.).

2 Type setup and press Enter.

3 The Setup Program will ask you to select your audio capability:

      Audio type (PC Internal Speaker, AdLib, Sound Blaster, or Roland)
4 Press the letter key listed next to the option you want.

5 After making your choice, you'll be prompted to either confirm or
  cancel your selection.


STARTING GRAND PRIX UNLIMITED

Once you've installed Grand Prix Unlimited onto your hard drive, here's
how you start the game:

1 Power up your computer as you normally would.

2 At the DOS prompt, type in the letter of the drive where the game was
  installed followed by a colon (for example: C:) and press Enter.

3 Change to the directory that contains the game. For example, if you
  installed the game in the sub-directory named gpu, type cd\gpu and
  press Enter.

4 Type gpu and press Enter to run the game.

If You Get the "Not Enough RAM" Error Message
If you attempt to load Grand Prix Unlimited and you see an out of
memory message, you will need to free up some memory for the game.
The error message will tell you how much memory your system needs to
successfully run Grand Prix Unlimited. You'll need to boot your com-
puter "clean" (without start-up programs) to load the game.

There are many ways to boot your computer clean to maximize free RAM.
See Appendix C: Troubleshooting Guide for some of the most common
techniques.

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COPY PROTECTION

Grand Prix Unlimited uses a codewheel as copy protection. When the
copy protection screen appears, your screen will show a TRACK ICON
(picture) with a TRACK TERM (i.e. Split, Pit stop, Chicane, Curve, Tunnel,
etc.) to the right of the TRACK ICON followed by the words on the next
line "and enter the number above DRIVER NAME (i.e. Barnard, McLaren,
Senna, etc.). There is a flashing cursor to the right of the DRIVER NAME.

Now follow these instructions. Read carefully, please:

1 Match the TRACK ICON (picture) on the screen to the same TRACK
  ICON on the outer ring of the codewheel.

2 Match the TRACK TERM on the screen to the same TRACK TERM on
  the inner ring of the codewheel.

3 Rotate the inner ring so that the TRACK TERM lines up under the
  TRACK ICON (picture).

OK, here's where some people get confused. Please pay close attention.

4 Find the DRIVER NAME on the screen. Now, without moving either of
  the codewheel rings, look for that DRIVER NAME on the interior of the
  inner ring.

Very important note: This DRIVER NAME will not
     necessarily be found under the items you previously lined
     up on the codewheel. look all around the inner ring
     for it without actually moving either codewheel ring!

5 There is a cut-out window immediately above the DRIVER NAME. In
  that window is a 4-digit number.

6 Type in that NUMBER (using the keyboard, NOT the keypad) and press
  Enter. You can now proceed with the game.

You will be given two chances to type in the correct 4-digit number. If
you type the wrong 4-digit number the second time, the game will
automatically exit to DOS and you will have to reload the game to begin
again!

-- Page 5 --
-- Page 6 --

Codewheel Example


<<G:rtgp006a.pcx:"[GRAPHIC: Code Wheel Example]">>


Once you pass the copy protection,
you are asked to enter your name.
Type in your name (up to 10 characters)
and press Enter.


KEYBOARD & MOUSE CONTROLS

Grand Prix Unlimited may be controlled by the keyboard. Keyboard
users may also use a mouse to make menu selections, but the mouse
CANNOT be used for the actual racing. See the Driving Lessons section
for more specific information on controls.

Making Menu Selections
Here's how to make menu selections with each type of controller:

Keyboard
Use the arrow keys to highlight an option, then press Enter to select or
cycle through options.

Note: Make sure Num Lock is off.

-- Page 6 --
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Mouse
Move the cursor over the desired option and click the left mouse button
to select or cycle through options.

Note: Most menu options may be selected by simply
     pressing the first letter of the option label on the key-
     board (i.e. C selects Cancel, L selects load, O selects
     OK, Z selects ZOOM OUT, etc.).


Controls (General)

CTRL-P  Pause game (press ENTER to continue)

ESC     Exits the screen

Ctrl-Q  Toggles music on/off


For controls while racing, see the section entitled Driving Lessons.


THE MAIN MENU

The Main Menu provides access to four options.

1 World Championship: Compete in a series of races to earn the right
  to be crowned World Champion.

2 Single Race: Compete in an individual race on any track you select.

3 Architect: Here's your chance to design or modify tracks.

4 Exit to DOS: Exits the game.

For first time users, we recommend you select the Single Race option to
familiarize yourself with handling a car and driving a track.

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SINGLE RACE

Once Single Race is chosen on the Main Menu, the next screen to appear is the
Car Selection screen.

<<G:rtgp008a.pcx:"[GRAPHIC: Single race car selection]">>

Car Selection
The Car Selection screen is where you choose your car to race. Your
choices include a McLaren-Honda, a Ferrari, a Willlares-Renault, a
Benettoh-Ford and a Tyrrell.

The Car Selection screen offers four options: OK, Previous, Next and
Cancel.

        OK: Selects the Formula One car shown and automatically
        advances to the Track Selection screen.

    Previous: Cycles backward through the five Formula One car
    selections.

    Next: Cycles forward through the five Formula One car selections.
    Cancel: Returns to the Main Menu (or press the ESC key).

 FACTOID: Since 1990, Formula One racing has been broadcast in 96
          countries.

-- Page 8 --
-- Page 9 --

Track Selection
Once you choose OK on the Car Selection screen, the Track Selection
screen appears.

<<G:rtgp009a.pcx:"[GRAPHIC: Track Selection Screen]">>

The Track Selection screen is where you choose the track to Race, Tour or
Practice on, set the number of laps and cars in the race, and select the
weather condition.

To choose the track you want to Tour, Practice or Race:

1 Press the up/down arrow keys until the track is highlighted in the
track names portion of the center box.

2 Press Enter to select the highlighted track.

To scroll through additional track names that may not be currently  shown,
you must use the scroll bar to the right of the track names.

To access additional track names:

1 Press the right arrow key when any track name is highlighted. The
  scroll bar's down arrow will flash.

2 Repeatedly press the up/down arrow keys to scroll through available
  tracks.

3 When the name of the track you want to Tour, Practice or Race on
  appears in the center box, press the left arrow key to move the
  highlight back into the track name box.

4 Use the up/down arrow keys to highlight the selection and press
  Enter to select the highlighted track.

-- Page 9 --
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Track Selection (continued)
Below the track names are three options where you are able to adjust the
number of laps for a race, set the weather conditions and adjust the total
number of cars. Highlight any of the options using the arrow keys and
repeatedly press Enter to cycle through the selections.

    Laps: Set the lap count to 1, 3, 5, 10 or 20 laps.

    Weather: Your choices for weather conditions are: Sun,
    Mist or Rain.

    F1 Cars: Set the total number of cars (including your own)
    to 2, 3, 7, 10 or 16.

There are four additional options at the bottom of the Track Selection
screen. They are: Tour, Practice, Race and Cancel.

    Tour: Takes you on an automatic one lap tour of the selected track
    on the screen. When selected, you are taken to the Tour Track
    screen. This is a good way to familiarize yourself with the layout of
    a track. When the one lap tour is completed, you are immediately
    returned to the Track Selection screen.

    Although the game automatically controls the driving, you control
    the level (view height) and angle of the view perspective as follows:

     Level: Simultaneously press the left and up arrow keys to
     increase the view elevation, and the left and down arrow keys
     to decrease the view elevation.

          Angle: Simultaneously press the fight and up arrow keys to
          adjust the pitch up, and the right and down arrow keys to
          adjust the pitch down.
          Cancel: To exit the Tour Track screen and return to the Track
          Selection screen before the one lap tour is completed, press C (for

     Cancel) or the ESC key at any time during the lap.

Note:While touring the track, we recommend you
     press M to access the on-screen overhead map. The
     blinking dot on the map represents your position on
     the track.

-- Page 10 --
-- Page 11 --

    Practice: You drive on the track with opposition and are able to
    learn a track first-hand as well as practice overtaking your oppo-
    nents (see Practice). Practice is also where you want to setup your
    car (see Car Adjustments) to achieve the best performance for that
    track.

    Race: Sends you down to the Starting Line for your Qualifying Lap.

Note:If you had previously saved a race on the track
     you selected, a window will appear asking "Continue
     SAVED game (Y/N)?" Press Y to continue the race where
     you had saved it, or press N to go down to the Starting
     Line for your Qualifying Lap (see Race).
     Cancel: Returns to the Car Selection screen.

If you select Tour, Practice or Race and get the message "Track or route
incomplete!", you'll need to go to the Architect section of this manual
and complete one.

Practice
When you select Practice from the Track Selection screen, you are taken
down to the Staffing Line with the track stretched out before you.

We'll cover steering, acceleration and braking shortly, but first, let's
examine the Game Options Menu because the options settings can affect
your practice laps. Press F1 at any time during practice to access the
Game Options menu (see Fig 3). The up/down arrow keys highlight the
different options, and your Enter key cycles through available settings.

<<G:rtgp011a.pcx:"[GRAPHIC: The Game Options Menu]">>

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Game Options Menu

    Detail Level: Three graphic detail levels are provided: low,
    Medium and High. It is important to understand that the higher
    the graphic detail, the slower your car will drive visually. To speed
    up the game choose the Medium or Low detail levels.

    Difficulty: There are five difficulty levels: Novice, Easy, Medium,
    Advanced and Pro. This option determines the speed and aggres-
    siveness of the computer-controlled opponents. For instance, at a
    higher difficulty level, your opponent will drive his fastest and try to
    block you, making passing more of a challenge. Also, at the higher
    difficulty levels, your car becomes harder to control and is more
    susceptible to damage.

    Music: Turns music on or off.

        All Sounds: Choose game sounds or silence.

    Engine Sounds: If you like to hear engines rev, choose On.
    If not, choose Off.

    Skid Sounds: Screeching tires can be hair-raising. It's your choice.

    Joystick: There are three choices with this option: Disabled
    (means keyboard only control), Analog and Digital. If you wish to
    use your joystick, follow the on-screen instructions when the option
    is chosen.

    Track Map: Turn on to have a small map of the track appear in
    the upper left hand corner of the driving screen. The blinking dot
    indicates the current position of your car. The other dots indicate
    the current positions of the opposition.

    Auto-shift: When on, the computer will do all your shifting for
    you. When off, you control when to shift. Don't blow your engine
    by reving the engine too high for too long of a period of time!

    Rearview: When on, objects and opponents appear in the mirrors.
    When off, only opponents appear in the mirrors (this is recom-
    mended to speed up the game).

Once you've set up the options the way you wish, select OK to keep the
changes and return to the track. To return to the track without making
any changes, select Cancel.

-- Page 12 --
-- Page 13 --

Driving Lessons

It's vital that you learn to keep your eyes on several things at once while
racing. You'll have to watch your steering, as well as your rear view
mirrors (you don't want other drivers to pass you). You must also be-
come adept at shifting when you see the RPM's getting too high if auto-
shift is off. You will see the gear indicator and the RPM gauge on the
dash within the circle of the steering wheel. Gears range from reverse to
sixth gear. The RPM's max out at 14,000. Time to shift!

The computer automatically controls your car within the lane by not
allowing you to drive off the road. You may pass other opponents by
positioning the car left or right of the center of the road, however, by
pressing the left/right arrow keys. You must control the speed of your car
because you may drive too fast to allow the computer to successfully steer
your car through the turns which may result in your car spinning out of
control.

<<G:rtgp013a.pcx:"[GRAPHIC: The Cockpit]">>

-- Page 13 --
-- Page 14 --

Driving Controls

<<G:rtgp014a.pcx:"[GRAPHIC: Joystick Controls]">>

To upshift: Accelerate and press Button 1
To downshift Brake and press Button 1

Keyboard Controls

Left, right arrow       Steers your car from left to right
Up arrow                Accelerate
Down arrow              Brake
SPACE                   Hard brake
A                       Upshift
Z                       Downshift
M                       Toggles track map on/off
Ctrl-S                  Toggles all sounds on/off
Crtl-E                  Toggles engine sounds on/off. (Game may slow
                        down with engine sounds on. See "Protected
                        Mode," page 56.)


-- Page 14 --
-- Page 15 --

Ctrl-K                  Activates keyboard control only
Ctrl-J                  Activates joystick controls
Ctrl-A                  Activates joystick controls (analog)
Ctrl-D                  Activates joystick controls (digital)
S                       Automatic gear shifting toggle
R                       Toggles rearview mirror on/off
X                       View number of laps left
F1                      Game Options menu (see "Game Options Menu")
F2                      Car adjustments screen (see "Car Adjustments")
F3                      Instant Replay (see "Instant Replay")
F4                      View your car (see "Fly Track")
F5                      Requests a Pit Stop (see "Pit Stops")


FACTOID: When transporting Formula One equipment overseas, two
         jumbo jets are chartered for race cars, and another 50 tons
         of freight are carried on other scheduled flights.

-- Page 15 --
-- Page 16 --

CAR ADJUSTMENTS

The Car Adjustments screen (see Fig 5) is accessed by pressing F2 while you
are racing your Formula One car. It is where you review, modify and otherwise
experiment with the following car setting characteristics: VIEW, BRAKES,
RADIUS-STEERING, WINGS, TIRES and GEARS.  A description of each adjustable
attribute will follow shortly.

In Practice mode, you may modify any of your car adjustment settings at
any time.

In Race mode, you may modify any of your car adjustment settings while
sitting at the Starting Line before the race actually begins for both the
Qualifying Lap and the actual race. However, once the Qualifying Lap or
race starts, you may only adjust your RADIUS-STEERING (steering sensitiv-
ity) on the Car Adjustments screen. You may not change any of the other
car adjustments during an actual race.

The Car Adjustments screen is comprised of three areas: the Graphic
Display window on the left, the Car Adjustment Settings themselves on the
right and the Options at the bottom.

<<G:rtgp016a.pcx:"[GRAPHIC: The Car Adjustment Screen]">>

When the screen appears, the current car settings are shown. Each setting
has five possible settings to choose from (except GEARS), and when you
highlight any car adjustment setting, the Graphic Display window changes
to reflect your selection.

Use your up/down arrow keys to highlight the different car adjustment
settings. Notice how the Graphic Display window changes as you high-
light one setting after another.

-- Page 16 --
-- Page 17 --

Use your left/right arrow keys to toggle between the five different
possibilities for each individual setting (except GEARS). When an indi-
vidual setting is where you want it, simply press the up/down arrow
keys to go to the next car adjustment setting. Notice that the last setting
stays just where you left it.

[For example, if you highlight the VIEW setting characteristic and press
the left/right arrow keys, you will see the horizon line shift up and
down in the distance in the Graphic Display window. A brief description
of the affect of the change is also printed in the display window. Then
press the down arrow and the highlighted cursor in VIEW will stay
where you left it.]

The following is a description of each car adjustment setting:

    VIEW: Adjusts the road level or "view height" from your Formula
    One car from Very Low to Very High. The lower you adjust this
    setting, the closer to the ground you'll sit in the car and the higher
    the horizon will appear while racing. This adjustment does not
    actually affect any driving mechanical capability of your car!

    BRAKES: Determines how quickly your Formula One car will be
    able to stop (it may skid). A hard setting will stop your car more
    quickly, but at the risk of skidding. Soft brakes take longer to stop
    you, but with the benefit of reduced skidding. Weather and tires
    also affect braking. For example, in wet weather you will want to
    use softer brakes to avoid skidding.

    If applying even the slightest braking action makes your car's tires
    screech, then your brakes are set too hard. Press F2 while driving
    in Practice Mode or before a race begins to go into the Car Adjust-
    ments screen and soften the brake setting.

    RADIUS-STEERING: Determines the steering sensitivity of your
    Formula One car. If you make the setting Very Fast, your car
    responds (turn-in) very quickly. NOTE: This setting characteristic is
    always available for change -- even in the middle of a hot race.
    On tracks with a lot of turns, you'll want to make the setting faster
    in order to negotiate the turns easier. If you find the steering too
    sensitive, you may adjust this setting at anytime.

    WINGS: Adjusts the angle of the airfoil (wing) on the back and
    front of your car. The greater the drag, the greater the downward
    force which keeps your tires pressed down against the road-- an
    essential for successful cornering. Less drag (less turbulence forced

-- Page 17 --
-- Page 18 --

 CAR ADJUSTMENTS (continued)
    on your wings) allows your Formula One car to go faster down the
    straight-aways because there is less air friction from your wings, but
    there is decreased control cutting through the corners.

       TIRES: Choose Slicks if you want excellent grip on dry tracks.
       Light Treads are best for misty weather. Choose Heavy Treads in
       the rain.

    GEARS: Allows you to set the speed at which your RPM's will max
    out. The higher the RPMs, the more power your car has. This is
    beneficial on a track with a lot of curves where instant power is
    needed. Highlight and press Enter. "Adjust Gear 1" will appear in
    the GEARS window. The Graphic Display window shows a graph
    (RPMs vs MPH) with lines. Each line represents a gear, with the
    left-most line being first gear. Notice that the first jagged line,
    representing first gear, is yellow whereas the other five are grey.
    Press the left arrow key to lower the speed at which first gear will
    max out, or the right arrow key to increase the top speed for first
    gear. When you've set first gear, press Enter to adjust second gear.
    You may proceed through all six gears.

    FILE NAME: The FILE NAME window in the upper right hand
    corner of the Car Adjustment screen is where you name the file for
    your car adjustment settings (car file). This allows you to create
    individual car setups for various track conditions (i.e., wet or dry
    weather, lots of curves, etc.) Highlight the box and press Enter. A
    window appears in the center of the screen asking you to type a
    new name. Name your car and its settings anything you want up to
    12 characters and press Enter. Remember: Car files are only
    "named" in the FILE NAME window. The car files/settings are not
    actually saved to the new file name until you highlight OK or SAVE.

The options at the bottom of the Car Adjustment screen are:

    OK: Automatically "saves" the settings to the file name shown at
    the top right of the screen and then goes to the track. If you
    change any of the car adjustment settings, they cannot be saved
    unless the file name is different from the original file name shipped
    on the disk.

FACTOID: A Formula One race car needs only 2. 7 seconds to go from
         0 to 62 mph,' and can decelerate from 62 to 0 in just over 3
         seconds.

-- Page 18 --
-- Page 19 --

    Delete: Erases the car file shown on the screen. Once a car file is
    deleted, it is gone forever! You cannot, however, delete the original
    car files.

WARNING:  Deleted car files cannot be restored!!

    Save: Saves the car adjustments as shown on the screen under the
    displayed file name and leaves you on the Car Adjustment screen to
    allow additional adjustments. You cannot save (and therefore
    change) the original car files; if you try, the message "You may NOT
    change the original file name" will appear.

    Prey: This abbreviation stands for "Previous". Each time you
    highlight this option, the previous car file (file name and accompa-
    nying car adjustment settings) appears on the screen.

    Next: When highlighted, the next car file (file name and accompa-
    nying car adjustment settings) appears on the screen.

    Cancel: Goes down to the race track without changing or saving
    any car adjustments you may have made.

INSTANT REPLAY
Instant Replay allows you to watch a sterling performance, or to pick out
the fatal mistake in a particularly nasty crash from different angles. To
access Instant Replay, press the F3 key at any time during Race or Practice
modes. It should be noted that, typically, replays are longer in races with
fewer cars.

<<G:rtgp019a.pcx:"[GRAPHIC: The Instant Replay Screen]">>

-- Page 19 --
-- Page 20 --

INSTANT REPLAY (continued)
The options on the top row determine the camera angle position (per-
spective) of your instant replay:

       Tour: The camera follows you from just behind and above your
       Formula One car.

    Cameramen: Throughout the tracks, cameramen have been
    strategically placed to allow viewing the races from all different
    angles. When Cameramen is chosen, the replay will automatically
    change from one cameraman to the next (even the ones you placed
    in the Architect) when each is within range of your car. You may
    also press C during the replay to advance from one cameraman
    (within range) to the next cameraman (within range).

   There are times when no cameraman is within range of your car,
   however. When this occurs, the camera position defaults to Tour
   until such a time that a cameraman is within range of your car, at
   which point the replay automatically switches to that cameraman.

    Starting Line: Have you ever wondered what a Grand Prix race
    looks like from inside a manhole with the cars racing toward you?
    In this view, the camera is permanently placed in a manhole
    positioned about 20 yards in front of the Starting Line always facing
    the on-coming racers. Select Starting Line again and you'll view
    the same location from above the ground. You may toggle between
    the two views.

    Finish Line: Like the Starting Line camera position, Finish Line also
    places a fixed camera inside a manhole. But this time, the position
    is about 20 yards behind the Finish Line, so you watch drivers
    completing a lap and zoom right over your head. Select Finish
    Line again and you'll view the Finish Line from above the ground.
    You may toggle between the two views.

Note:  After finishing a race, immediately press F3 and choose
Finish Line to replay your car crossing the Finish Line

    In Car: An on-board camera shoots from inside your car at the
    same perspective that you were driving. Each time you select In
    Car the view will switch to that of another driver on the track. This
    allows you to replay the action (such as a crash) from a different
    location. The name of the driver you're riding with will be dis-
    played on the screen.

-- Page 20 --
-- Page 21 --

     Remember: Both Starting Line and Finish Line camera
     positions are fixed at specific locations (they do not
     follow your car) and therefore may not show any racing
     action if there are no cars in the area during the replay.

The options on the bottom row work like VCR controls:

    Replay: Instantly puts you back to the beginning of the replay.
    Rev- Reverse views the replay in backward motion.
    Stop: Stops the replay.

    Play: Advances the replay in forward motion.

    Speed Control: Click on the left or right double arrows to view
    the replay in varying speeds.

    Frame: Highlight the left arrow on the panel to reverse the replay
    frame-by-frame. Highlight the right arrow to advance the replay
    frame-by-frame.

    At the bottom right of the screen is the frame counter. If you see
    something you like on a certain frame, note the counter number.
    You can return to the frame later by reversing the replay back to
    this number. To leave the Instant Replay screen at any time, press
    the ESC key. You will return to the Driving screen.

Placing Cameramen

Placing cameramen while in the Architect (see Object Placement Screen,
pages 41-44), is a strategic endeavor that can mean exciting Instant
Replays. If you place a cameraman behind a tree, hill, building or other
obstacle, however, the camera view of the race may be obscured and your
Instant Replay may not be clear.

Also, if you place any cameraman or other object directly on the track (in
the road), you will crash and be disqualified when you hit these objects.
The computer cars will drive right through these objects.


RACE

When you select Race from the Track Selection screen, Grand Prix
Unlimited accepts the Lap, Weather, and Formula One car settings, and
sends you to the Starting Line for your Qualifying Lap.

-- Page 21 --
-- Page 22 --

Qualifying Lap

The Qualifying Lap is a one lap race against the clock that determines
your position in the Starting Grid lineup. If you have the fastest Qualify-
ing Lap, then you'll start at the pole position (position one).

To get the Qualifying Lap under way, press Enter to remove the on-
screen message "Prepare for Qualifying Lap," and when the starting lights
all turn green and the audio countdown is finished -- you're ready to
begin racing. When you've completed the Qualifying Lap, the Starting
Grid screen appears with the results.

You may press the ESC key if you wish to abandon your Qualifying Lap
and thereby assume the last position in the field of drivers when the
actual race begins.


The Starting Grid

<<G:rtgp022A.pcx:"[GRAPHIC : The Starting Grid]">>

The Starting Grid screen lists the Drivers, Teams, Qualifying Lap Times,
Average Speed and Top Speed. Drivers are listed according to their
Qualifying Lap performance. The name of the track is shown at the
bottom of the screen.

If you had abandoned your Qualifying Lap by pressing the ESC key, the
Starting Grid screen shows your entry (name) under Driver and Team.
But the entry under "Time" is dnq which literally stands for "Did Not
Qualify" -- but we let you continue on to the actual race anyway, al-
though you will always be positioned as the last driver in the field.

When you are done reviewing the Starting Grid screen:

    Highlight OK and press Enter to return to the Starting Line ready to
    begin the actual race.

-- Page 22 --
-- Page 23 --

    Highlight Quit and press Enter to end play before beginning the
    race. You'll be asked if you want to return to the Main Menu.
    Press the Y key to return to the Main Menu or the N key to if you
    decide not to quit.


Minimal Speed

The Formula One cars are designed to drive fast. The computer drivers
expect you to race fast. If you drive too slow, don't be surprised if your
car gets smacked hard from the rear... and you are eliminated from the
race.


Pit Stops

Only tires can be changed during a pit stop. This is done automatically
by the computer. The pit stop sign is on the side of the road right before
the colored pit lane. Pit stops work as follows:

1 Press F5 anytime during a race to request a pit stop. (It's recom-
  mended that the request be made at the beginning of the lap). Press
  F5 again to cancel the request.

2 As you pull into the pit entrance, steering becomes computer con-
  trolled. You control acceleration and stopping.

3 You must stop the car in a red zone which appears on pit lane.

4 After your car is jacked up (done automatically), a monitor appears
  above your car and displays the following information:

    Top eight drivers (driver name, team and position)

    Your laps remaining
    Time in pits

    Your current position

5 After the computer changes your tires, the monitor disappears and your
  car is let down so you can leave the pits. (Again, the computer will
  control the steering, while you control acceleration and stopping).

6 You regain control of steering as soon as your car is back on the track.

Note:  If you miss the red zone, you must exit the pit and
       return again on the next lap.

-- Page 23 --
-- Page 24 --

Saving a Race

If you wish to stop racing in the middle of a race, press the ESC key.
The on-screen message "Abandon RACE (Y/N)?" appears.

    Press  N  to  disregard  the  message  and  continue  the  race.

    Press Y to quit racing and the on-screen message is replaced with
    another on-screen message.

 The new on-screen message is "Save this RACE (Y/N)?"

    Press Y to save the race in its current status and return to the Main
    Menu. (If there is already a saved race for the track you're racing
    on, then the message "Overwrite existing saved game (Y/N)?"
    appears. Press Y to save the new racing status. Press N if you
    decide not to save. The next time you choose this track to race on
    from the Track Selection screen, you will be asked if you want to
    continue the saved race.

    Press N if you choose not to save the race.

Note:  Saved races are deleted automatically by Grand
       Prix Unlimited as soon as you complete the saved race
       by crossing the Finish Line or do not finish (i.e. dis-
       qualified for leaving the track for too long or suffer a
       damaging accident).


Single Race Results

After completing a race, the Race Results screen appears (see Fig 8). It
displays the final race statistics for the top six finishers as well as your
results even if you finished past sixth place Driver names, team names,
times, average speed and top speed are all displayed.

Also, when a human driver completes a track, the Race Results screen will
include an area titled "BEST PLAYER LAP RECORD." This feature area
displays the name of the human driver with his/her record lap time and
record average speed for the lap. It is updated whenever any human
driver beats the record on a race that they completed.


FACTOID: Ferrari's have posted 110 pole positions of the 508 races
         from 1950-1991, more than any other car manufacturer.

-- Page 24 --
-- Page 25 --

<<G:rtgp025A.pcx:"[GRAPHIC : The Race Results Screen]">>

After reviewing the Race Results, highlight OK and press Enter to return
to the Main Menu.


WORLD CHAMPIONSHIP

Once you've put in your time and learned the mechanics of racing, you're
ready to go out and challenge a World Championship circuit.

In Grand Prix Unlimited, a championship circuit can range from one to 16
consecutive races. (Each championship circuit provided with Grand Prix
Unlimited is 16 track circuits.) Drivers are awarded points after each race
depending upon where they finish. The driver who has accumulated the
most points (see Racing Points) after the final race of the circuit is
crowned World Champion.


Championship Circuits

When you select World Championship from the Main Menu, the Champi-
onship Circuits screen appears. The window in the center of this screen
lists the current championship circuits available.

To Choose a Championship Circuit:

1 Press the up arrow key until the championship circuit you wish to race
      is highlighted.

2 Press Enter to select the circuit.

3 Press the down arrow key until OK is highlighted at the bottom of
      the screen.

4 Press Enter. You will then advance to the Car Selection screen.

-- Page 25 --
-- Page 26 --

Championship Circuits (continued)

The options at the bottom of the screen are: OK, View, New, Modify,
Delete and Caned. They perform the following functions:

    OK: Accepts the championship circuit highlighted and auto-
    matically takes you to the Car Selection screen. After selecting
    your car the same way you would for a Single Race (see Car
    Selection) you will be taken to the Racing Conditions screen (see
    Racing Conditions).

     Note: If a track that was included in a circuit has been
     deleted as an actual track, you will get a "BAD CIRCUIT"
     message with the name of the missing track if you try to
     race the circuit.  When this occurs, you must modify the
     circuit by deleting the missing track(s) on the Circuit
     Creation screen.  The missing track(s) will show an *
     (asterisk) before the track name on the Circuit Creation
     screen (see Circuit Creation).

    View: Allows you to view all the track names for the highlighted
    championship circuit in the order that they would be raced. Press
    Enter after reviewing the list and return to the Championship
    Circuit screen. An * (asterisk) before a track name indicates a track
    that has been deleted as an actual track since the circuit was first
    created but is still listed as one of the circuit tracks. You cannot
    race circuits that have missing tracks!

    New: Goes to the Circuit Creation screen where you are able to
    create a new championship circuit from scratch. (See Circuit
    Creation.)

    Modify: Goes to the Circuit Creation screen where you are able to
    modify the championship circuit highlighted (see Modifying a
    Circuit).

FACTOID: The most consecutive Formula One races won is nine,
         achieved by Alberto Ascari between 1952 and 1953.

-- Page 26 --
-- Page 27 --

 Delete: Displays a window allowing you to delete the champion-
    ship circuit highlighted. Press Y to delete the championship circuit
    named. Press N to remove the window without deleting the
    championship circuit named.

WARNING:  If you delete a championship circuit, it is
gone forever!

    If you try to delete one of the original championship circuits that
    came on the disk, you will see the message "You may NOT delete
    this original circuit!" Press any key to remove the message.

       Cancel: Returns to the Main Menu.

To access additional championship circuits (if any):

1 Press the right arrow key when any championship circuit in the center
  window is highlighted. The scroll bar's down arrow will flash.

2 Repeatedly press the up/down arrow keys to scroll through other
  available championship circuits (if any).

3 When the name of the championship circuit you want appears, press
  the left arrow key to move the highlight back into the circuits' name
  box.

4 Use the up/down arrow keys to highlight your choice and press
  Enter to select the circuit.


FACTOID:
              GRAND PRIX RACING'S ALL-TIME TOP 5'S
                      (Through 1991 Season)

        Races                  Wins                         Pole Positions
 1 Riccardo Patrese (224)      1 Alain Prost (44)       1 Ayrton Senna(60)
 2 Nelson Piquet (204)         2 Ayrton Senna (33)      2 Nelson Piquet(24)
 3 Alain Prost (184)           3 Nelson Piquet (23)     3 Alain Prost(20)
 4 Andtea de Cesaris (165)     4 Nigel Mansell (21)     4 Nigel Mansell(17)
 5 Nigel Mansell (165)         5 Gerhard Berger (6)     5 Gerhard Berger (8)

-- Page 27 --
-- Page 28 --

Circuit Creation

The Circuit Creation screen (see Fig 9) is accessed by selecting either New
or Modify from the Championship Circuits screen. On this screen, you
are deciding the order of the tracks that you will race for any circuit that
you create or modify.

<<G:rtgp028A.pcx:"[GRAPHIC : The Circuit Creation Screen]">>

The Circuit Creation screen is divided into four sections. On the top left is
the circuit's file name. Below the File Name window is the Circuit Sched-
ule you are presently creating or modifying with slots for up to 16 tracks.
The top right box is a Track List for use in the Circuit Schedule you are
creating or modifying. On the bottom right is the options panel.

To change a championship circuit file name:

1 Highlight the circuit file name by pressing F (stands for "File Name") or
using the up and left arrow keys until the box is highlighted with the
flashing cursor.
2 Press Enter. A window automatically appears allowing for a new file
name up to 16 characters in length to be entered.

3 Type in a file name and press Enter.
The six options at the bottom right of the screen are: Insert, Delete,
Save, Modify, OK and Cancel.

-- Page 28 --
-- Page 29 --

 Insert: Inserts or adds a track onto the Circuit Schedule.

  To insert/add a track onto the Circuit Schedule using a key-
  board:

  1 Highlight the track name on the Track List in the top right box
    that you want to insert. (Additional tracks may be accessed by
    highlighting the scroll bar to the right of the Track List and
    pressing the up/down arrow keys to scroll through the other
    available tracks (if any)).

  2 Press the left arrow key to move the flashing cursor to the
    Circuit Schedule list. (Notice that the track name you highlighted
    stays "marked" with a grey bar.)

  3 Press the up/down arrow keys to position the flashing cursor
    where you want to insert or add the track.

  4 Press I (for "Insert") to insert or add the track at that location. If
    you inserted the track between other tracks on the Circuit
    Schedule, then all the remaining tracks move down the list one
    slot.
  To insert/add a track onto the Circuit Schedule using a mouse:

  1 Click on the slot where you want to insert or add a track on the
    Circuit Schedule (left side). A blue flashing highlight will appear.

  2 Click on the track name you want to insert on the Track List.
    The blue flashing highlight moves to the Track List and the
    Circuit Schedule position becomes a grey highlight.

  3 Double click on the flashing blue highlight on the Track List to
    insert that track.

 Delete: Deletes the track highlighted on the Circuit Schedule.

      To delete a track from the Circuit Schedule using a keyboard:

  1 Move the flashing blue highlight to the track you wish to delete
    using the arrow keys.

  2 Press D (for "Delete"). All other tracks move up one slot to
    replace the deleted track.

-- Page 29 --
-- Page 30 --

    To delete a track from the Circuit Schedule using a mouse:

    1 Click on the track you wish to delete. A flashing blue highlight
      appears on the track.

    2 Double click on that track and it is deleted. All other tracks
      move up one slot to replace the deleted track.

   Save: Saves any changes you made to the championship circuit file
    name listed in the top left window and stays on the Circuit Creation
    screen so that you may make additional changes/selections.

   Modify: Allows you to access another championship circuit and its
    accompanying list of tracks to modify without leaving the Circuit
    Creation screen. When highlighted, a list of all the current champi-
    onship circuits appears. Highlight the championship circuit you
    wish to modify and press Enter to select it, or press ESC (or C for
    Cancel) to remove the list without selecting another circuit.

   OK: Accepts and automatically saves all changes you made to the
    championship circuit file name listed in the top left window and
    returns to the Championship Circuits screen.

   Cancel: Returns to the Championship Circuits screen without
    saving any of your changes since the last time you chose Save on
    this screen.


Swapping Track Positions

You may also swap the positions of two active tracks within the Circuit
Schedule box on the Circuit Creation screen. This saves steps of deleting
and inserting in some instances.

To swap positions of two active tracks using a keyboard:

1 Move the flashing blue cursor over the first track name on the Circuit
  Schedule box using the arrow keys.

2 Press Enter. The highlight becomes grey.

3 Move the cursor (it turns blue) to the track you want to swap positions
  with on the Circuit Schedule box using the up/down arrow keys.
  Note that the grey highlight remains on the originally highlighted track.

4 Press Enter. The tracks will swap positions.

-- Page 30 --
-- Page 31 --

To swap positions of two tracks using a mouse:

1 Click on the first track on the Circuit Schedule box that you wish to
  swap. A flashing blue highlight appears on the track.

2 Click once more on that track to turn the flashing blue highlight to a
  grey highlight.

3 Click on the other track on the Circuit Schedule box that you want to
  swap with and the tracks swap positions.


Racing Conditions

After choosing your Formula One car from the Car Selection screen, the
Racing Conditions screen appears. The only difference between the
Racing Conditions screen for a World Championship and the Track
Selection screen for a Single Race (see Track Selection) is that Grand
Prix Unlimited controls the weather conditions (rather than you) in World
Championship. In addition, the number of laps is determined prior to
each race, the number of opponents are determined before the first race
of the circuit, and the tracks you race on are already defined by the
championship circuit.

<<G:rtgp031A.pcx:"[GRAPHIC : The Racing Conditions Screen]">>

FACTOID: More than 6,000 people are permanently involved in
         Formula One racing.

-- Page 31 --
-- Page 32 --

Race Results

After completing a race, the Race Results screen appears (see Single Race
Results).

After reviewing the race results you have two choices at the bottom of the
screen.

   OK: Advances to the Circuit Standings screen.
   Quit: Goes to the Main Menu.


Circuit Standings

When you continue from the Race Results screen, the Circuit Standings
screen appears. This screen displays the points earned for each driver per
race for the entire circuit as well as each driver's total point accumulation.

Racing Points

Racers are awarded points depending on where they finish in a race. The
point distribution per race is as follows:

                     1st place:    10 points
                     2nd place:     6 points
                     3rd place:     4 points
                     4th place:     3 points
                     5th place:     2 points
                     6th place:     1 point

The three options at the bottom of the Circuit Standings screen are: OK,
Save and Quit.

      OK: Advances to the Circuit Winners screen.
      Save: Saves the championship circuit on this screen and automati-
      cally goes to the Main Menu. You may also save in the middle of a
      race (see Saving a Race under Single Race). This saves the race as
      well as the entire circuit and standings.
      Quit: Goes to the Main Menu without saving.

-- Page 32 --
-- Page 33 --

Circuit Winners

The Circuit Winners screen displays the winner's statistics for each com-
pleted race that is part of the circuit you are racing as follows:

    Name of each track raced in order
    Winning driver of each race

    The winner's time, average speed, and top speed

The three options at the bottom of the screen are: OK, Save and Quit.
      OK: There are three screens this options could go to:
       1 If there are more tracks left to race in the championship circuit,
       OK goes to the Racing Conditions screen with the next race in
       the circuit highlighted.

       2 If the last race of the championship circuit has been completed
       and you did not accumulate the most points of all drivers in the
       field, OK goes to the Main Menu. The championship circuit is
       over.

       3 If the last race of the championship circuit has been completed
       and you have accumulated more points than any other drivers in
       the field, then congratulations! You will be honored as World
       Champion!

     Save: Saves the championship circuit on this screen. The game
       then automatically goes to the Main Menu.
     Quit: Goes to the Main Menu without saving.


ARCHITECT

Grand Prix Unlimited architect allows you to modify existing tracks, as
well as create new ones. The Architect is divided into the following three
areas:

1 Track layout screen: This screen shows the entire layout of the
  selected track from an overhead perspective.

2 Tile Placement screen: This screen shows a close-up of a section of
  the track and allows tiles to be placed.

3 Object Placement screen: This screen shows one tile from a section
  of track and allows the placement of objects.

-- Page 33 --
-- Page 34 --

Track Layout Screen

<<G:rtgp034A.pcx:"[GRAPHIC : The Track Layout Screen]">>

When you choose Architect from the Main Menu, you'll go directly to
the Track Layout screen (see Fig 11). The last track you raced or
practiced on will appear as the current track. To load a different track,
see Load.

Note: To access Architect options from the keyboard, you
      must press the first letter of the option (except Zoom In).

The Track Layout screen offers 14 options: Main Menu, Zoom In, Tour,
Grid, Clear, New, Begin, Route, Delete, Load, Save, Rename, Export,
and Import.

    Main Menu: Press M or the ESC key to return to the Main Menu.

    Zoom In: Zoom in and advance to the Tile Placement screen. (See
    Tile Placement.)

    Tour: Press T to highlight Tour and take a one lap tour of the
    current track (see Tour).

    Grid: Overlays the track with a grid to show you the total number
    of allowable tiles for the track layout. Press G to highlight Grid and
    toggle the map grid on and off.

    Clear: Clears all objects from the track except the tiles (track itself).
    Press C to highlight Clear when you wish to clear the track.

FACTOID: The top Formula One teams spend over $100 million
         a year.

-- Page 34 --
-- Page 35 --

   New: Clears both the track and all objects, but leaves the terrain as
   is. Press N to highlight New when you wish to create a new track
   from scratch.

  Begin: Reposition the Start/Finish Line of the current track. Here's
  how:

  1 Press B.

  2 You'll be prompted to place the Start/Finish Line on a straight
    road. After you do so, press B again to continue.

  3 Use the arrow keys to move the cursor box to any straight
    section of track (you can move across the open terrain as well as
    along the track).

   Mouse users: Click on the section of track where you want to
   position the line, then click on Begin.

  4 Press B a third time to position the Start/Finish Line.

  Route: A route defines what course a race will follow within your
  track. Every route must begin and end at the Start/Finish Line. A
  route cannot cross a previously routed intersection.

  To route a course from start to finish:

  1 Press R to highlight Route. You'll be prompted to highlight the
    Starting Line.

  2 Press any key to continue. Use the arrow keys to position the
    highlight cursor over the Starting Line. Mouse users: Click on
    the Starting Line.

  3 Press R again and you'll be prompted to use the arrow keys to
    create the route. Press any key to continue.

  4 To define a route, press the left, right, up or down arrow keys
    corresponding to the direction you want the route to go (i.e.,
    press the up arrow key to route north, the left arrow key to
    route west, etc.). The track will change to red to indicate the
    new route.

    Mouse users: Position the mouse arrow within the highlight
    cursor and press and hold the left mouse button. Move the
    cursor in the direction you wish to route, then release the mouse
    button.

  5 At each intersection, press the left, right, up or down arrow
    keys corresponding to the direction you wish the route to
    continue.

-- Page 35 --
-- Page 36 --

 Track Layout Screen (continued)
    To re-direct a route: If you decide to change the direction of the
    route while routing, do the following:

    1 Press R to abandon the current route.

   2 Press R again to highlight the Route option. You'll be prompted
     to highlight the Starting Line.

   3 Press any key to continue. Use the arrow keys to position the
     highlight cursor over the Starting Line (if you wish to start over),
     or in any intersection that has been previously routed.

   4 Press R and you'll be prompted to re-create the route. Press any
     key to continue.

   5 Use the arrow keys to continue with the route as described
     earlier.

Note:  If you try to route through an intersection that has
       already been routed, you'll be prompted to abandon the
       route.  Press any key to continue.  Press R to abandon
       the route, then follow steps 2-5 above.

   A route is complete once you return to the Start/Finish Line.
   Grand Prix Unlimited will then display the message "Route com-
   plete!" Press any key to continue.

Note:  Pit stops aren't required but are recommended for
       every track.

    Delete: To delete a track:

        1 Press D to highlight Delete.

   2 When prompted, press Y to delete the track, or N if you change
     your mind.

    Load: To load a track:

   1 Highlight Load by typing L. A menu will appear on the screen,
     listing the names of existing tracks that come with Grand Prix
     Unlimited.

   2 Press the up/down arrow keys until the track you want is
     highlighted.

   3 Press Enter to select the highlighted track.

-- Page 36 --
-- Page 37 --

  To scroll though additional track names not currently shown on the
  menu, you must use the scroll bar to the right of the track names.

  To access additional track names:

  1 Press the right arrow key when any track name is highlighted.
    The down arrow on the scroll bar will flash.

  2 Repeatedly press the up/down arrow keys to scroll through the
    remaining available tracks.

  3 When the name of the track you want to load appears, press the
    left arrow key to move the highlight cursor back into the track
    menu.

  4 Press the up/down arrow keys to highlight the track and press
    Enter to load it.

  Save: If you edit an original Grand Prix Unlimited track, you must
  rename it (see Rename) before you can save it.

  Press S to highlight Save. The track will be saved automatically to
  the Grand Prix Unlimited directory.

Note:  Tracks must be saved individually.

  Rename: If you edit an original Grand Prix Unlimited track, you
must Rename it before you can save it.
1 Press F to display the current track's file name.
I Type in the new name (up to 16 characters) and press Enter.
3 You may now save (see Save) this track under it's new name.
  Export: If you want to save a track to a different drive (i.e., to a
floppy), you'll need to export it. Here's how:

    1 Press x while on the Track Layout screen.
    2 To another drive: You need to use a DOS file name. Type the
    letter of the drive you want to export to, followed by a colon, the
    name of the track (8 characters--no spaces), followed by an
    extension (3 characters).
    For example: B:PHOENIX.TRK
    3 Press Enter. The track will be exported to the drive indicated.

-- Page 37 --
-- Page 38 --

 Track Layout Screen (continued)
    Import: If you want to load a track from another drive (i.e., a
    floppy), you'll need to import it. Here's how:

    1 Press Y while on the Track Layout screen.

    2 From another drive: You need to use a DOS file name. Type
      the letter of the drive you want to import from, followed by a
      colon, the name of the track (8 characters--no spaces), followed
      by an extension (3 characters).

     For example: B:PHOENIX.TRK

    3 Press Enter. The track will import and appear on the Track
      Layout screen.

Notes:  If you wish to keep the current tract before
        importing a new one, you must save it first.  Importing
        does not save a track automatically.

If you designate the wrong drive while importing or
exporting, you'll exit to the DOS prompt.


Tile Placement Screen

The Tile Placement screen allows you to place tiles within the track
layout. From the Track Layout screen, position the cursor over the section
of track you wish to zoom in on, then press I. The Tile Placement screen
will appear (see Fig 12), showing a magnified (x10) close-up of that area.

The Tile Placement screen offers eight options: Zoom Out, Zoom In,
Fly, Tiles, View, Place, Rotate, and Build Hills.

<<G:rtgp038A.pcx:"[GRAPHIC : The Tile Placement Screen]">>

-- Page 38 --
-- Page 39 --

  Zoom Out: Highlight Zoom Out by pressing Z to return to the
  Track Layout screen.

  Zoom In: Zoom in and advance to the Object Placement screen
  (see Object Placement Screen.)

  Fly: Fly anywhere above the track layout (see Fly Track).

  Tries: At the right side of the Tile Placement screen is the tile
  palette. Tiles are the building blocks for your track. Each tile
  represents a segment of track. A tile may consist of a road, tunnel,
  water, or a combination of road and water. You'll be using the
  Tries, View, Rotate, and Place options for tile placing.

  To cycle through the available track tries:

  1 Press T to highlight Tries. The cursor box will appear within the
    tile palette.

  2 Use the arrow keys to move within the palette. The name of the
    highlighted tile will appear at the bottom right of the screen.

  3 There are additional tile palettes available. Press T and highlight
    Tries again to view additional tiles.

  View: Provides a 360 aerial view of the track tile you selected.
  1 Highlight a track tile as described in the Tries section.

  2 Press V to highlight View. The tile will now be displayed on the
    screen.

  3 Press V again to exit view.

  Place: To place a tile on your track:
  1 Highlight a track tile as described in the Tries section.

  2 Press P to highlight Place. The cursor will reappear in the track
        layout box.

  3 Use the arrow keys to move the cursor to theTilesation you want
    to place the new tile.

  4 Press Enter. The tile you selected will now appear in that
        location, and will replace any existing tile.

  Mouse users:
  1 Click on the location you want to place the new tile.

  2 Click and highlight a track with the left mouse button.
  3 Click the left mouse button again to place the tile.

-- Page 39 --
-- Page 40 --

Tile Placement Screen (continued)

Note:  Some tiles, such as wide urve tiles, only work
       when placed together.  These tiles are coded with a color
       strip along one side.  To properly connect these tiles,
       place them sid-by-side with th ecolor strips touching.

       The tile palette will only display the available tiles that
       can be placed in that tile location (i.e. if the tile location
       contains a hill, the palette will only display tile that may
       be used in that tile location.)


    Rotate: Rotate, or flip a selected tile to the next valid orientation.
    You may need to rotate the tile several times.

   1 Highlight a track tile as described in the THes section.
   2 Press R to highlight Rotate.

   3 Repeatedly press R to rotate the tile.
   4 If you place the tile (see Place), it will appear in the track layout
     in      it's      rotated      position.

   Mouse users:

   1 Click and highlight a track tile with the left mouse button.
   2 Click the right mouse button to rotate the tile.
   3 Click the left button again to place the tile.

    Build Hills: You may populate the track layout with hills using the
    Build Hills option. Hills can be built up to two levels.

   To build a hill:

   1 Use the arrow keys to move the cursor box to the location you
     want to build a hill.
   2  The small arrow inside the cursor box points to the hill location.
     Press the following number keys (on the keyboard, NOT the
     keypad) to build a hill:

         2 - upper left corner
         4 - upper right corner
         6 - lower right corner
         8 - lower left corner

-- Page 40 --
-- Page 41 --

     Press the following number keys (on the keyboard, NOT the
     keypad) to delete a hill:

         1 - upper left corner
         3 - upper right corner
         5 - lower right corner
         7 - lower left corner
   3 To expand the hill in any direction, move the cursor box to the
     location where you wish to expand. Be sure to build the hill
     away from an existing hill. Press the appropriate number key
     to build another hill.

   4 To add a second level to the hill you are building, the first level
     must cover an area of at least three by three tiles. Move the
     cursor box to the center of the first level and press the appro-
     priate number key to build a hill.

Note:  When creating a new track, it's recommended that
       you build all hills before placing any track segment tiles.
       If you build a hill over a previously placed track tile, that
       segment of track (as well as any surrounding track) may
       disappear and you will need to replace it.


Object Placement Screen

The Object Placement screen allows you to place objects along your track.
While on the Tile Placement screen (see Fig 13), position the cursor over
the track tile you wish to zoom in to and press I. The Object Placement
screen will appear showing a magnified (x100) close-up of that tile.

<<G:rtgp041a.pcx:"[GRAPHIC: The Object Placement Screen]">>

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-- Page 42 --

Object Placement Screen (continued)

The Object Placement Screen offers 13 options: Zoom Out, Zoom In,
Fly, Objects, View, Place, Rotate, Choose Object, Adjust, Delete,
Spin, Yo-Yo, and Next The.

       Zoom Out: Press Z to highlight Zoom Out and return to the Tile
       Placement screen.

       Zoom In. Notice that this option now has a grey background,
       indicating it is inoperative and you may only zoom out.

    Fly: Fly anywhere above the track layout (see Fly Track).

    Objects: At the right side of the Object Placement screen is the
    object palette. Objects may consist of signs, buildings, people, etc..
    All of which may be placed anywhere on the track layout screen.

Note:  If you place objects in or too close to the road, you
       will crash into them.  However, computer cars are invulner-
       able to objects.

   To cycle through available objects:

       1 Press O to highlight Objects. The cursor box will appear within
       the object palette.

       2 Use the arrow keys to move within the palette. The total number
       of objects that have been placed (see Place) will appear at the
       bottom right of the screen.

Note: There are additional object palettes available. Press O
      and highlight Objects again to view additional objects.

      View: Provides a ground level view of an object.
    To view an object from the object palette:

    1 Highlight an object as described in the Objects section.

    2 Press V to highlight View. The highlighted object will be dis-
    played on the screen.

    3 Press V again to exit View.

Note:  You may choose Spin (see Spin) or Yo-Yo (see
       Yo-Yo) while in this view.

-- Page 42 --
-- Page 43 --

  To view an object already placed within the tile:

  1 Choose an object (see Choose Object) from the track.
  2 Press A to highlight Adjust (see Adjust section for more on this).

  3 Press V to highlight View. The object will be displayed on the
    screen.

  4 Press V again to exit View.

5 Press A again to exit Adjust.
  Place: To place an object on the track:

  1 Use the arrow keys to control the cursor within the tile.

  2 Move the cursor to the location you want to place the object.

  3 Highlight an object as described in the Objects section.

  4 Press P to highlight Place. The object you selected will now
    appear in that location.

  Mouse users:

  1 Click on the location you want to place the new object.

  2 Click and highlight an object with the left mouse button.

  3 Click the left mouse button again to place the object.

Note:  Notice that the Adjust and View options become
       highlighted after placing an object (see Adjust and View
       for more on this).  These options will allow you to adjust
       the object from the ground view.

  Rotate: Rotate a selected object 90° in one of four directions.
  To rotate an object in the palette:

  1 Select an object as described in the Objects section.
  2 Press R to highlight Rotate.

  3 Repeatedly press R to rotate the object.
  4 If you place the object (see Place), it will appear in the tile in it's
    rotated position.

  Mouse users:

  1 Click and highlight an object with the left mouse button.
  2 Click the right mouse button to rotate the object.
  3  Click  the  left   mouse   button   again   to   place   the   object.

-- Page 43 --
-- Page 44 --

Object Placement Screen (continued)
   To rotate an object within the:

   1 Choose an object (see Choose Object) from the track.
   2 Press A to highlight Adjust.

   3 Press V to highlight View (optional).
   4 Press R to highlight Rotate.

   5 Repeatedly press R to rotate the object.
   6 Press V again to exit View (if necessary).
   7 Press A again to exit Adjust.

    Choose Object: Allows you to select the object on the track you
    want to Adjust, Delete or Rotate.

   1 Press C to highlight Choose Object. Notice that the crosshair
     cursor is above the selected object. To choose another object,
     press C again.

   2 You may now choose to Rotate, Adjust, or Delete the selected
     object.

    Adjust: Allows you to move an object:
    1 Press A to highlight Adjust.

   2 Press V to highlight View (optional).

   3 Use the arrow keys to move the object into place (i.e., press the
   up arrow to move north, the left arrow to move west, etc.).

   4 Press V again to exit View (if necessary).
      5 Press A again to exit Adjust.
    Delete: To delete an object on the track:

   1 Choose an object to delete (see Choose Object section)
   2 Press D to highlight Delete.
   3 The chosen object is deleted.

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-- Page 45 --

     Spin: Allows you to view an object from all angles (during
      View only).
      1 Choose an object (see Choose Object section).
      2 Press A to highlight Adjust.
      3 Press V to highlight View.
      4 Press S to highlight Spin.
      5 Repeatedly press S to toggle spinning on and off.
      6 Press V again to exit View.
      7 Press A again to exit Adjust.

   Yo-Yo: Provides a close-up/distant ground level view of a chosen
   object (during View only).

   1 Choose an object (see Choose Object section).
   2 Press A to highlight Adjust.
   3 Press V to highlight View.
   4 Press Y to highlight Yo-Yo.

   5 Repeatedly press Y to toggle Yo-Yo on and off.
   6 Press V again to exit View.
   7 Press A again to exit Adjust.

   Next Tile: Press N to highlight Next the. Use the arrow keys to
   scroll to the next tile in any direction.  Press N again to exit Next
   Tile.

Mouse users: Click on any of the four borders surrounding the tile (i.e.,
click on the top border to move north, the left border to move west, etc.).

 FACTOID: The oldest driver to start a Grand Prix was Louis Chiron,
          who was 55 years and 292 days old at the 1965 Monaco
          Grand Prix. At 19 years and 182 days old, Mike Thackwell
          was the youngest driver ever to start.

-- Page 45 --
-- Page 46 --

FLY TRACK

If you select Fly from either the Tile Placement or Object Placement
screen, the Fly Track screen appears (see Fig 14). Fly track provides an
aerial view of the track. You control the direction, level (height) and
angle of the perspective.

<<G:rtgp046A.pcx:"[GRAPHIC : Fly Track Screen]">>

        Level: Simultaneously press the left and up arrow keys to increase
        the view elevation, and the left and down arrow keys to decrease
        the view elevation.

    Angle: Simultaneously press the fight and up arrow keys to
    adjust the pitch up, and the right and down arrow keys to adjust
    the pitch down.

    Direction: Press the left/right arrow keys to travel left or right.
    Refer to the compass for directional assistance. (Traveling north
    always moves to the top of the screen)

    Start: Press the up arrow key to travel forward, and the down
    arrow key to move backwards.

    Stop: Press the S key to highlight Stop or the Spacebar to Stop
    traveling.

    Cancel: Press the ESC key or press C to highlight Cancel to exit
    Fly track.

-- Page 46 --
-- Page 47 --

APPENDIX A: A PIECE OF THE TRADITION

Grand Prix racing celebrated its birth on a large, open course near
Le Mans, France, in 1906. Attracted by the thrill and challenge of the
competition, racers and spectators began flocking to races at Le Mans. In
1920, the Grand Prix series began and, 30 years later, the FIA established
the World Drivers' Championship for Grand Prix racers. The tradition had
begun.

Continuous technological developments have revolutionized Grand Prix
racing since those early cars lumbered down that first Le Mans track. In
the 1950's, the evolution of rear-engine racing cars featured improved
weight distribution and better traction.

In the mid-1960's, airfoils, or wings, appeared on the cars, improving
downforce and traction. Cornering speeds increased significantly. Today,
race car designers and mechanical engineers continue to explore new
ways to increase performance and speed, carrying on the tradition that
began at Le Mans.

That tradition of technological superiority and thrilling competition
reaches new heights in Grand Prix Unlimited. The designers of this
unsurpassed racing game have incorporated all the exciting action of the
world's great race tracks. Whether you love the challenge of all out
straight-aways, or the heart-stopping action of hairpin turns, you'll find
these Grand Prix circuits will demand your top driving skills.

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-- Page 48 --

APPENDIX B: THE GRAND PRIX CIRCUITS

Grand Prix Unlimited offers 21 tracks, modeled after the existing Grand
Prix Championship Circuits raced on since 1990. Each Grand Prix track
has unique features that sets it apart from the others.

Listed below are brief overviews of each track, as well as race results from
the 1990 and 1991 Championships. Listed in parenthesis next to the
circuit's name is the year(s) the circuit was part of the Grand Prix Champi-
onship.


ADELAIDE CIRCUIT (1990-92) - AUSTRALIAN GRAND PRIX

Circuit length: 2.349 miles
Race distance: 81 laps (190.107 miles)

       1990 winner:           Nelson Piquet
    *  Winning car:           Benetton-Ford
       Winning time:          lh 49m 44.570s
       Fastest race lap:      lm 18.203s (Nigel Mansell)
       1991 winner:           Ayrton Senna
       Winning car:           McLaren-Honda
       Winning time:          24m 34.899s (race shortened to 14 laps due to
                               unsafe track conditions)
       Fastest race lap: lm 41.141s (Gerhard Berger)


BARCELONA CIRCUIT (1991-92) - SPANISH GRAND PRIX

Circuit length: 2.950 miles
Race distance: 65 laps (191.727 miles)

       1991 winner:           Nigel Mansell
       Winning car:           Willlares-Renault
       Winning time:          lh 38m 41.541s
       Fastest race lap:      lm 22.837s (Riccardo Patrese)

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-- Page 49 --


ESTORIL CIRCUIT (1990-92) - PORTUGUESE GRAND PRIX

Circuit length: 2.703 miles
Race distance: 71 laps (191.913 miles)

       1990 winner:           Nigel Mansell
       Winning car:           Willlares-Renault
       Winning time:          lh 22m 11.014s (race shortened due to accident)
       Fastest race lap:      lm 18.306s (Riccardo Patrese)
       1991 winner:           Riccardo Patrese
       Winning car:           Williams-Renault
       Winning time:          lh 35m 42.304s
       Fastest race lap:      lm 18.179s (Nigel Mansell)


HOCKENHEIM CIRCUIT (1990-92) - GERMAN GRAND PRIX

Circuit length: 4.2265 miles
Race distance: 45 laps (190.180 miles)

       1990 winner:           Ayrton Senna
       Winning car:           McLaren-Honda
       Winning time:          lh 20m 47.164s
       Fastest race lap:      lm 45.602s (Thierry Boutsen)
       1991 winner:           Nigel Mansell
       Winning car:           Willlares-Renault
       Winning time:          lh 19m 29.661s
       Fastest race lap:      lm 43.569s (Riccardo Patrese)


HUNGARORING CIRCUIT (1990-92) - HUNGARIAN GRAND PRIX

Circuit length: 2.465 miles
Race distance: 77 laps (189.850 miles)

       1990 winner:           Thierry Boutsen
       Winning car:           Willlares-Renault
       Winning time:          lh 49m 30.597s
       Fastest race lap:      lm 022.058s (Riccardo Patrese)
       1991 winner:           Ayrton Senna
       Winning car:           McLaren-Honda
       Winning time:          lh 49m 12.796s
       Fastest race lap:      lm 21.547s (Bertrand Gachot)

-- Page 49 --
-- Page 50 --

IMOLA CIRCUIT (1990-92) - SAN MARINO GRAND PRIX

Circuit length: 3.132 miles
Race distance: 61 laps (191.033 miles)

       1990 winner:           Riccardo Patrese
       Winning car:           Williams-Renault
       Winning time:          lh 30m 55.478s
       Fastest race lap:      lm 27.156s (Alessandro Nannini)
       1991 winner:           Ayrton Senna
       Winning car:           McLaren-Honda
       Winning time:          lh 35m 14.750s
       Fastest race lap:      lm 26.531s (Gerhard Berger)


INTERLAGOS CIRCUIT (1990-92) - BRAZILIAN GRAND PRIX

Circuit length: 2.687 miles
Race distance: 71 laps (190.807 miles)

       1990 winner:           Alain Prost
       Winning car:           Ferrari V12
       Winning time:          lh 37m 21.258s
       Fastest race lap:      lm 19.899s (Gerhard Berger)
       1991 winner:           Ayrton Senna
       Winning car:           McLaren-Honda
       Winning time:          lh 38m 28.128s
       Fastest race lap:      lm 20.841s (Ayrton Senna)


JEREZ CIRCUIT (1990) - SPANISH GRAND PRIX

Circuit length: 2.621 miles
Race distance: 73 laps (191.328 miles)
    1990 winner:           Alain Prost
       Winning car:           Ferrari V12
       Winning time:          lh 48m 01.461s
       Fastest race lap:      lm 24.513s (Riccardo Patrese)


KYAIAMI CIRCUIT (1992) - SOUTH AFRICAN GRAND PRIX

Circuit length: 2.647 miles
Race distance: 72 laps (190.631 miles)

-- Page 50 --
-- Page 51 --

MAGNY-COURS CIRCUIT (1991-92) - FRENCH GRAND PRIX

Circuit length: 2.654 miles
Race distance: 72 laps (191.088 miles)

        1991 winner:              Nigel Mansell
        Winning car:              Williams-Renault
        Winning time:             lh 38m 00.056s
        Fastest race lap:         lm 19.168s (Nigel Mansell)


MEXICO CITY CIRCUIT (1990-92) - MEXICAN GRAND PRIX

Circuit length: 2.747 miles
Race distance: 69 laps (189.548 miles)

        1990 winner:              Alain Prost
        Winning car:              Ferrari V12
        Winning time:             lh 32m 35.783s
        Fastest race lap:         lm 17.958s (Alain Prost)
        1991 winner:              Riccardo Patrese
        Winning car:              Willjams-Renault
        Winning time:             lh 29m 52.205s
        Fastest race lap:         lm 16.788s (Nigel Mansell)


MONACO CIRCUIT (1990-92) - MONACO GRAND PRIX

Circuit length: 2.068 miles
Race distance: 78 laps (161.297 miles)

         1990 winner:              Ayrton Senna
         Winning car:              McLaren-Honda
         Winning time:             lh 52m 46.982s
         Fastest race lap:         lm 24.468s (Ayrton Senna)
         1991 winner:              Ayrton Senna
         Winning car:              McLaren-Honda
         Winning time:             lh 53m 02.334s
         Fastest race lap:         lm 24.368s (Alain Prost)

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-- Page 52 --

MONTREAL CIRCUIT (1990-92) - CANADIAN GRAND PRIX

Circuit length: 2.752 miles
Race distance: 70 laps (190.947 miles)

        1990 winner:              Ayrton Senna
        Winning car:              McLaren-Honda
        Winning time:             lh 42m 56.400s
        Fastest race lap:         lm 22.077s (Gerhard Berger)
        1991 winner:              Nelson Piquet
        Winning car:              Benetton-Ford
        Winning time:             lh 38m 51.490s
        Fastest race lap:         lm 22.385s (Nigel Mansell)


MONZA CIRCUIT (1990-92) - ITALIAN GRAND PRIX

Circuit length: 3.6039 miles
Race distance: 53 laps (191.009 miles)

        1990 winner:                          Ayrton Senna
        Winning car:                          McLaren-Honda
        Winning time:                         lh 17m 57.878s
        Fastest race lap:                     lm 26.254s (Ayrton Senna)
        1991 winner:                          Nigel Mansell
        Winning car:                          Williams-Renault
        Winning time:                         lh 17m 54.319s
        Fastest race lap:                     lm 26.061s (Ayrton Senna)


PAUL RICARD CIRCUIT (1990) - FRENCH GRAND PRIX

Circuit length: 2.36 miles
Race distance: 80 laps (189.543 miles)

        1990 winner:                          Alain Prost
        Winning car:                          Ferrari V12
        Winning time:                         lh 33m 29.606s
        Fastest race lap:                     lm 08.012s (Nigel Mansell)

-- Page 52 --
-- Page 53 --

PHOENIX CIRCUIT (1990) - UNITED STATES GRAND PRIX

Circuit length: 2.36 miles
Race distance: 72 laps (169.920 miles)

       1990 winner:                Ayrton Senna
        Winning car:              McLaren-Honda
        Winning time:             lh 52m 32.829s
        Fastest race lap:         lm 31.050s (Gerhard Berger)


PHOENIX CIRCUIT (1991) - UNITED STATES GRAND PRIX

Circuit length: 2.312 miles
Race distance: 81 laps (187.272 miles)

         1991 winner:              Ayrton Senna
         Winning car:              McLaren-Honda
         Winning time:             2h 00m 47.828s
         Fastest race lap:         lm 27.153s (Ayrton Senna)


SILVERSTONE CIRCUIT (1990) - BRITISH GRAND PRIX

Circuit length: 2.969 miles
Race distance: 64 laps (190.080 miles)

         1990 winner:              Alain Prost
         Winning car:              Ferrari V12
         Winning time:             lh 18m 30.999s
         Fastest race lap:         lm 11.291s (Nigel Mansell)


SILVERSTONE CIRCUIT (1991-92) - BRITISH GRAND PRIX

Circuit length: 3.247 miles
Race distance: 59 laps (191.573 miles)
         1991 winner:              Nigel Mansell
         Winning car:              Willjams-Renault
         Winning time:             lh 27m 35.479s
         Fastest race lap:         lm 26.379s (Nigel Mansell)


-- Page 53 --
-- Page 54 --

SPA-FRANCORCHAMPS  CIRCUIT   (1990-92)   -   BELGIAN   GRAND PRIX

Circuit length: 4.312 miles
Race distance: 44 laps (189.741 miles)

       1990 winner:           Ayrton Senna
       Winning car:           McLaren-Honda
       Winning time:          lh 26m 31.997s
       Fastest race lap:      lm 55.087s (Alain Prost)
       1991 winner:           Ayrton Senna
       Winning car:           McLaren-Honda
       Winning time:          lh 27m 17.669s
       Fastest race lap:      lm 55.161s (Robeno Moreno)


SUZUKA CIRCUIT (1990-92) - JAPANESE GRAND PRIX

Circuit length: 3,641 miles
Race distance: 53 laps (193.117 miles)

      1990 winner:           Nelson Piquet
      Winning car:           Benetton-Ford
      Winning time:          lh 34m 36.824s
      Fastest race lap:      lm 44,233s (Riccardo Patrese)
      1991 winner:           Gerhard Berger
      Winning car:           McLaren-Honda
      Winning time:          lh 32m 10.695s
      Fastest race lap:      lm 41.532s (Ayrton Senna)

-- Page 54 --
-- Page 55 --

APPENDIX C: TROUBLESHOOTING GUIDE

If you encounter problems, please read this section before calling us (it
could save you the cost of a phone call).


Installation

If Grand Prix Unlimited does not install properly using the install com-
mand (page 3), you can manually copy the files using the DOS COPY
command. Here's how:

1 Make a directory on your hard drive by typing MD\GPU (Enter).
2 Change into the new directory by typing CDNGPU (Enter).

3 Insert disk 1 into your floppy drive, and type: COPY A:*.* (Enter).
  Substitute B: if you inserted the disk into drive B: .

4 Repeat step #3 for each of the disks.

5 When all disks are copied, type GPU (Enter) to execute the racing
  game.


Loading Problems

If you load Grand prix Unlimited and experience the following:
     The game doesn't start properly,
    You see a "Not Enough RAM" error message,
    Freezes or erratic game play,

see the booting Clean section.


Mouse Problems

If your mouse is not working, make sure the mouse driver is loaded prior
to starting the game and be sure your mouse is securely connected.


Garbled Graphics or Blank Screen

Grand Prix Unlimited supports VGA or MCGA graphics. If your computer
does not have these graphic cards and a color monitor, this game will not
work on your system. If you do have these and still experience a blank
screen or garbled graphics, see the Booting Clean section below.

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-- Page 56 --

Booting Clean

The easiest way to resolve loading problems, DOS conflicts, memory
problems, erratic game play, etc., is to boot your computer with a "Clean"
DOS system disk from drive A:. Here's how:

 I Enter the subdirectory on your hard drive where your DOS files reside
   (generally, the C:\DOS subdirectory).

 2 At the C:\DOS> prompt, type: FORMAT A:/S (Enter). You will be
   prompted to insert a blank disk into Drive A:. Follow the on-screen
   prompts. When you're finished formatting the "Clean" DOS disk,
   remove the disk from your computer and label it "CLEAN" DOS. If
   you plan to use a MOUSE, copy the file MOUSE.COM to the "Clean"
   DOS disk using the DOS COPY command (refer to your DOS manual
   for information on the COPY command). MOUSE.COM is generally
   located on your original DOS disk or may reside in your C:NDOS or
   C:\MOUSE subdirectory.

 3 Re-insert the "clean" DOS disk into Drive A: and then type A. (Enter).

4 At the A> prompt, type COPY CON AUTOEXEC.BAT (Enter).

 5 Type PROMPT $PSG (Enter).

6 Press Ctrl z (Enter).

7 Press Ctrl Alt Del simultaneously to restart your computer.

8 Press (Enter) twice to skip the TIME & DATE prompts.

9 Type MOUSE (Enter) to manually load the mouse driver (if you
  copied the mouse driver to the "clean" DOS disk [step 2]).

10 Type C: (Enter) to log onto your hard drive.

11 Type CD\GPU (Enter).

12 Type GPU to begin.


Protected Mode

Protected Mode or Virtual 8086 mode may cause the digitized sounds
(specifically the engine sound which plays continually when on) to slow
down or even stall the game. If the game speeds up noticeably when you
turn off the sounds while driving, you should exit and "boot clean" before
running Grand Prix Unlimited.

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-- Page 57 --

Technical Support (408) 296-8400

If you still need help with this - or any other - Accolade product, please
give us a call between the hours of 8 am and 5 pm (Pacific Standard
Time). Be sure you are at your computer when you call. You can also
write us at:

                   Accolade
             Attention: Customer Support
             5300 Stevens Creek Blvd.
             San Jose CA 95129


Modem Users

You can call and log-on to Accolade's Bulletin Board System free of
charge (you pay for the phone call) 24 hours a day. The Accolade BBS is
a great place to upload your own custom-designed tracks as well as
download those created by other users. The Accolade BBS has an open
forum, hints for Accolade graphic adventures, new product information as
well as a technical support forum where you can leave questions about
any Accolade game. The modem number is 408-296-8800 and the settings
are 1200, 2400 baud; 8 Data; No parity; 1 Stop Bit. 9600 baud users can
dial 408-296-8810.

Accolade is also on CompuServe. Members of CompuServe can type GO
GAMEPUB and leave a message for us at Accolade 76004, 2132. If you
are not currently a member of CompuServe, call toll-free 800-524-3388 and
ask for Representative 357 for your FREE introductory membership and
usage credit. In addition to receiving support for Accolade games, you'll
also find new demos, hints, walk throughs, and reviews of many Accolade
products as well.

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-- Page 58 --

          DO YOU WANT TO BACKUP YOUR DISK?
We know you're concerned about disk damage or failure. So feel free to make a
back up of the game. See your computer manual for details about backing up
disks. If you lose the codewheel, please send us $15 (U.S. dollars; plus 8.25%
sales tax if the purchaser resides in California) along with your proof of
purchase and we'll send you a new one. If it's destroyed, send us the remains,
and we'll give you a replacement free of charge.


YOUR DISK CARRIES A 90-DAY WARRANTY Accolade, Inc. warrants for a period of 90
days from the date of purchase by the original purchaser of the Software that
the recording medium on which it is recorded will be free from defects in
materials and workmanship. Defective media which has not been subjected to
misuse, excessive wear or damage due to carelessness may be returned during
the 90-day period without charge.

After the 90-day period, defective media may be replaced in the United States
for $10 (U.S. dollars; plus 8.25% sales tax if the purchaser resides in
California). Make checks payable to Accolade, Inc. and return to the address
above. (To speed up processing, return only the disk. not other materials.)


LICENSE AGREEMENT and LEGAL MUMBO JUMBO This computer software product (the
"Software") and the user manual are provided to the Customer under license
from Accolade, Inc. and are subject to the following terms and conditions, to
which the Customer agrees by opening the package of the Software and user
manual and/or using the Software. Granting of this license does not transfer
any right, title or interest in the Software or the user manual to the
Customer except as expressly set forth in this License Agreement.

Road & Track is a registered trademark of Hachette Magazines Inc., used under
license by Accolade, Inc. Grand Prix Unlimited is a trademark of Accolade,
Inc. All other registered trademarks and names are properties of their
respective owners. Race car and flag images from Click Art® EPS Sports & Games
by T/Maker Company. All rights reserved. The Software and the user manual are
copyrighted 1992 by Accolade, Inc. All rights are reserved. Neither the
Software nor the user manual may be duplicated or copied for any reason. The
customer may not transfer or resell the Software or user manual.

The remedies provided above are the Customer's sole and exclusive remedies. In
no event shall Accolade, Inc. be liable for any direct, indirect, special,
incidental or consequential damages with respect to the Software or the user
manual. Except as provided above, Accolade, Inc. makes no warranties, either
express or implied, with respect to the Software or the user manual, and
expressly disclaims all implied warranties, including, without limitation, the
warranty of merchantability and of fitness for a particular purpose.

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