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F1 2002 - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for F1 2002 - Strategy Guide (Page 02).

McLaren
   Duration:           Complete 17 races of at least half
                          full race distance (i.e., a race of
                          at least 39 laps at Monaco, which
                          has a full race distance of 78
                          laps)
   Racing:             Lap a backmarker
   Milestone:          Earn 200 points
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
McLaren (Silver)            McLaren (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge

Ferrari
   Duration:           Complete 17 full-lap races
   Racing:             Lead race from start to finish*
   Milestone:          Earn maximum points in a season
   Team Duel:          Win Team Duel for the team
   Basic Challenge:    Complete Basic Challenge for the team
   Advanced Challenge: Complete Advanced Challenge for the
                          team
Ferrari (Silver)            Ferrari (Bronze)
   Duration                    Duration
   Racing                      Racing
   Milestone                   Milestone
   Team Duel                   Team Duel
   Basic Challenge             Basic Challenge
   Advanced Challenge          Advanced Challenge
*If another driver can put the nose of his car just one pixel
ahead of yours for just one millisecond, your chances of
attaining this EA Sports Card at the current race are
destroyed.

This checklist can be used for strategy purposes.  By
studying this checklist carefully, players can determine the
best approach for the game to gain as many of the EA Sports
Cards as possible in the shortest possible time.

==============================================

EA SPORTS CARDS ACQUISITION SUGGESTIONS
Here are some suggestions for acquiring the medals as quickly
as possible.  However, A LOT of time will still be spent
trying to collect each of the EA Sports Cards.

General    F1 2002 permits players to effectively 'skip'
              medals.  There is no reason to first earn a
              team's Bronze Medal before working on its
              Silver Medal.  Instead, players can immediately
              work toward earning a team's Gold Medal.
              Earning a higher medal will still grant access
              to those features unlocked with the acquisition
              of a lower medal.
           F1 2002 also permits players to acquire more than
              one EA Sports Card (per team) per event.
              'Event' is specifically used here, as even when
              working on Challenges or Team Duel, other EA
              Sports Cards (such as a team's Racing Card) can
              also be earned.
           Not surprisingly, the EA Sports Cards requirements
              for the 'lesser' teams (Toyota, Minardi, etc.)
              are far easier than those for the 'greater'
              teams (i.e., Williams, McLaren, and Ferrari).
           Acquiring the various EA Sports Cards can be made
              a little easier by using Normal Handling with
              Tire Wear, Fuel, and FIA Rules deactivated, and
              with only dry Weather.  Also, using shortcuts
              where available can be very handy, especially
              for those cards where one must gain first place
              and keep from being passed for a specific
              period of time.  (For information on shortcuts,
              see my F1 2002: Illegal Times Guide.  I find
              that Monza is the best circuit to use when
              shortcutting could be an integral part of
              attaining one or more EA Sports Cards.)
Toyota     The Racing Card can be easily acquired in the hunt
              for any of the other Toyota cards.
           Ten finishes in the points are required to gain
              Toyota's Milestone Card.  One of these can be
              earned simultaneously by scoring in the points
              in an eight-lap race, which itself will grant
              the Duration Card.
Minardi    The Racing Card requires overtaking a teammate,
              which is the entire point of Team Duel.  Thus,
              winning Team Duel will also grant the Racing
              Card.
Arrows     Somewhat similar to Minardi, the Arrows Racing
              Card requires finishing in a position higher
              than where one began an event.  Therefore,
              since Team Duel always begins with the player
              at P22, successfully passing Team Duel will
              grant two cards at once: the Team Duel Card and
              the Racing Card.
Renault    The requirement for Renault's Milestone Card
              (winning twenty races) inherently means taking
              first place, which is the requirement for the
              Racing Card.  Since the Duration Card requires
              completing five sixteen-lap races, winning a
              single sixteen-lap race will grant the Racing
              Card.  Successfully earning the Duration Card
              with ONLY RACE VICTORIES means that five of the
              required twenty wins for the Milestone Card
              will have been successfully attained.
Jaguar     The Jaguar Milestone Card requires scoring twenty
              Fastest Laps.  This is NOT 'Fastest Lap at
              twenty races,' which is the misinterpretation I
              included in earlier versions of this guide.
              This means that if a player elects to compete
              in a race of at least twenty laps, the
              Milestone Card could easily be attained at just
              that one race.  However, such a tactic could
              almost certainly never be realized, as a player
              will occasionally be slowed by traffic, make a
              mistake and run off-course, etc.  On the other
              hand, a good driver can easily set the required
              twenty fastest laps within five races of at
              least half the full race distance, which is the
              requirement for attaining the Duration Card.
BAR        The BAR Milestone Card requires earning 100
               points.  Fortunately, this is cumulative
               across the entire game, so simply playing as
               usual in virtually any race or event and
               placing consistently within the Top Six will
               amass points which will automatically be put
               toward the acquisition of this card.
           The Racing Card requires never leaving the track
               for a single lap.  Since the Duration Card
               requires completing five full-lap races, even
               a novice player should be able to keep to the
               track for one full lap in a full-distance race
               and not lose so much time that the player
               cannot perform well in the race.  I personally
               tried attaining the Racing Card while working
               on the BAR Team Duel (held at A1-Ring), and it
               was a major handful trying to keep to the
               track for an entire lap AND maintain position.
           The BAR Milestone Card is earned by accumulating
               100 points.  This can be earned quickly by
               competing in and winning ten four-lap races.
Jordan     Jordan's Racing Card is earned by starting last
               and finishing first.  Depending on a player's
               skill, this can be easily done while working
               toward the Duration Card, which requires the
               completion of nine sixteen-lap races.
           For the Milestone Card, a season can use races as
               short as four laps each.
Sauber     The Racing Card is earned by setting the Fastest
               Lap for a race.  The best way to do this is to
               choose a four-lap race, and start P22.  Those
               with excellent skills combined with prime
               shortcut knowledge (and FIA Rules turned off)
               can quickly catapult themselves from P22 to
               P1 in just one lap, inherently resulting in a
               Fastest Lap (since F1 2002 awards Fastest Lap
               beginning with Lap 1 - this is a programming
               error which can be greatly exploited!!!).
               From here, a player must simply stay in front;
               if challenged seriously, dirty tactics such as
               banging wheels or cutting off the challenger
               should preserve the Fastest Lap set on Lap 1,
               unless the player can better that lap time in
               the three laps which remain.  Note: Team Duel
               is a great place to attain the Racing Card,
               although it will be eight laps in length.
           As with BAR, the Milestone Card is based upon
               points, which are gained cumulatively across
               most racing events.  Consistent performance in
               the Top Six will result in points being
               automatically used toward the acquisition of
               the Sauber Milestone Card.
Williams   The Williams Basic and Advances Challenge Cards
               take place at Monza, finishing just beyond the
               exit of Ascari (the left-right-left chicane
               leading onto the back straightaway).  The key
               to a Gold Medal time here is to take Ascari at
               full acceleration, which requires intimate
               familiarity with this portion of the Monza
               circuit as well as fast reflexes.  This is
               actually an important skill to have at Monza,
               as the traditional top-running drivers (both
               Schumachers, Barrichello, Montoya, Raikkonen,
               and Coultard) are all able to fly through
               Ascari at top speed, so a player able to do
               the same can maintain position in relation to
               these CPU-controlled drivers.
           Winning two seasons is required to earn the
               Milestone Card.  It is certainly possible
               within a season to win two races in a row,
               which just happens to be the requirement for
               the Racing Card.
           For the Milestone Card, a season can use races as
               short as four laps each.
McLaren    McLaren's Racing Card requires lapping a
               backmarker.  This can easily be accomplished
               in one of the seventeen half-distance races
               required for the Duration Card.  Depending on
               the CPU, this may also occur in Team Duel or
               even in a standard four-lap race is Failures
               is activated, as cars may have trouble and
               go to Pit Lane for repairs - thus giving the
               player a chance to lap the backmarker(s).
            As with BAR, the Milestone Card is based upon
               points, which are gained cumulatively across
               most racing events.  Consistent performance in
               the Top Six will result in points being
               automatically used toward the acquisition of
               the McLaren Milestone Card.
Ferrari    Ferrari's Racing Card requires starting AND
               finishing a race P1 WITHOUT EVER BEING PASSED.
               This effectively means no Pit Stops without
               having a large enough lead to maintain P1 (a
               lead of at least thirty seconds should be
               adequate for this purpose).  This also places
               prime importance upon gear ratios and circuit
               selection - if a player wishes to attain the
               Racing Card at a circuit which requires long
               gear ratios (such as Hockenheim), the player
               will likely fail at the standing start due to
               long ratios' inherent slow acceleration.  A
               circuit with good shortcutting opportunities,
               such as Albert Park or Monza, can work to the
               player's advantage.
           The Milestone Card requires earning maximum points
               in a season - in other words, the player must
               win EVERY race in the season.  This will be
               extremely difficult at circuits where passing
               is fairly rare, such as Monaco and
               Hungaroring, unless the player can qualify P1
               and never be passed during the race.  It may
               also be a good idea to disengage Autosave, so
               that if a player does not win a race within a
               season, progress can be reloaded and the loss
               wiped clean, allowing the player to make
               another attempt; of course, the player should
               save game progress after each win!!!!!

==============================================
==============================================
==============================================

TIRE CARE
At the beginning of a race and immediately after a Pit Stop,
the tires are brand new ('stickers') and need to be brought
up to temperature as quickly as possible so that they can
provide the best possible grip.  During this period, sharp
turns or extremely-fast cornering will almost certainly cause
the car to slide, and perhaps even spin.  However, slides and
spins will bring the tires up to optimum temperature even
faster, so you may wish to purposely induce slides when
entering corners, but only with extreme caution, as the
already-thin line between having control of the car and
losing control of the car will be at least halved until the
tires come up to optimum temperature.

The longer you run on the same set of tires, the more you
need to take better care of your tires.  This is especially
important if you have had one or more off-course excursions.
You may experience slides when cornering.

If you have several offs with the same set of tires and find
yourself sliding around the circuit a lot more than usual,
you definitely need to return to Pit Lane for a new set of
tires.  Essentially, you are driving on pure ice, and the
only way to 'reliably' get around the circuit is to bounce
off the rails - which is extremely difficult to do
'correctly' to keep yourself pointed forward.

One of the best ways to reduce the durability of the tires is
to corner at high speeds.  The manual for Gran Turismo 3
gives an excellent, detailed description of what occurs with
the tires when cornering.  In short, cornering at high speeds
causes a high percentage of the tire to be used for speed,
and a low percentage to be used for the actual cornering.  To
combat this and thus extend the durability of the tires, try
to brake in a STRAIGHT line before reaching a turn, thus
reducing overall speed and providing a lower percentage of
the tires to be used for speed, and a greater percentage used
for cornering.

Note that if the percentage of the tires used for speed is
too high compared to the percentage used for cornering, the
car will slide and/or spin.

==============================================

DRAFTING (SLIPSTREAMING)
Drafting (also called slipstreaming) can be a very valuable
technique for passing, especially on high-speed circuits with
long straightaways.  Drafting entails closely following a
car, and allowing that car's aerodynamic vacuum to draw your
car closer and closer while simultaneously giving your car a
short boost in speed; just before colliding with the other
car, dart out to the side and speed past as the 'extra' speed
gained slowly drains away.  This tactic is best used on long
straightaways, and can be a prime passing method when
combined with late braking at the end of a straightaway.  If
at all possible, try to draft off multiple cars, making
several passes at once while gaining a TRULY dramatic spike
in top-end speed.

However, QUICK reflexes and good tire grip are very important
to edging your car far enough out of the way to safely make a
pass while drafting, otherwise you will ram or clip the lead
car.  Also, in F1 2002, some CPU-controlled cars will
actually slow (sometimes significantly) if you try to use
their aerodynamic wake to pass, adding more necessity to a
player's quick reflexes.

On the right side of the race screen, a set of bars will
slowly light up as a driver gets closer and closer behind
another car, thus able to take advantage of the lead car's
slipstream (aerodynamic vacuum) to suddenly jump out and make
a pass.  When racing in very wet weather when cars are
launching a tall 'rooster tail' of spray in their wake, the
slipstream meter can be used to approximate the distance to
the car in front as well as the closing speed.

==============================================

FLAGS AND BOARDS
Auto racing presents a number of flags and boards to quickly
convey information to drivers as they speed around a circuit.
Many of these flags are shown by corner workers, track-side
personnel who display the various flags to warn drivers if
there is potential trouble ahead or behind them.  Boards are
generally shown only at the Start/Finish Line.  Please note
that not all of these flags and boards are used in F1 2002,
but they are used in real-world F1 racing.

Boards
   Safety Car (SC): What is called the Safety Car in many
                    countries is better known as the Pace Car
                    in American motorsports.  When this board
                    is displayed at the Start/Finish Line
                    (the board is painted white with the
                    letters 'SC' painted in large black
                    font), there is a significant incident
                    somewhere on the circuit warranting that
                    all cars at all areas of the circuit must
                    slow down and follow the Safety Car.  The
                    main reason a Safety Car may be used is
                    to allow safety personnel to get to areas
                    of the track which are otherwise not
                    easily accessible when cars pass at full
                    speed; this situation usually means that
                    there has been a collision or mechanical
                    problem which has left one or more cars
                    sitting idle in a vulnerable situation.
                    The Safety Car board may also be
                    displayed in the event that the weather
                    does not permit full-speed racing.
Flags
   Black Flag:      Generally shown only at the Start/Finish
                    Line, a driver is shown this flag when
                    her or his car has suffered severe damage
                    which the race marshals deem MUST be
                    repaired immediately, or when a driver
                    has committed an infraction of the racing
                    rules.  Depending on the form of
                    motorsport, a Black Flag may also mean
                    automatic disqualification from the
                    event, especially if it is being
                    displayed due to an infraction of the
                    racing rules.
   Blue Flag:       The Blue Flag is generally displayed by
                    the corner workers to indicate that a
                    slower car must pull aside to allow a
                    faster car to pass.  This generally means
                    that the slower car is not on the lead
                    lap, as many forms of auto racing allow
                    for drivers to fight to remain on the
                    lead lap, especially in oval-track
                    racing.
   Green Flag:      The Green Flag means that full racing
                    conditions are in effect.  If a driver
                    is coming out of a Yellow Flag area of
                    a track, this flag indicates that the car
                    can at least be brought back to full
                    racing speed.
   Red Flag:        Generally shown only at the Start/Finish
                    Line, the Red Flag indicates that a race
                    has been suspended temporarily.  The
                    rules regarding what can take place
                    during a Red Flag period vary by the
                    form of motorsport in question.  For
                    example, NASCAR parks all cars behind the
                    Safety Car/Pace Car on the track and all
                    drivers must remain in their cars unless
                    NASCAR officials (usually at Race
                    Control) grant drivers permission to
                    leave the vehicles (this usually only
                    occurs in inclement weather).  In F1
                    racing, if a race is Red Flagged, the
                    race essentially begins again once the
                    condition creating the Red Flag situation
                    has passed or has been remedied.
   White Flag:      Shown at the Start/Finish Line, the White
                    Flag indicates that there is only one
                    more lap remaining in a race.  Not all
                    forms of motorsport use the White Flag.
                    In some endurance races, the white flag
                    is displayed when it is calculated that
                    the official race duration (in terms of
                    time) will expire by the time the lead
                    car completes one more lap of the
                    circuit.
   Yellow Flag:     A Yellow Flag means that drivers must
                    slow due to a potentially-dangerous
                    situation.  On oval tracks, a Yellow Flag
                    covers the entire circuit, although some
                    forms of oval-track racing (such as
                    NASCAR) permit drivers to race back to
                    the Start/Finish Line to 'take' the
                    Yellow Flag there.  On road courses, the
                    Yellow Flag usually only applies to a
                    specific section of the circuit, which
                    allows for full-speed racing elsewhere;
                    should a full-course Yellow Flag
                    situation be warranted, a Safety Car or
                    Pace Car will be used to collect all the
                    competitors and lead them slowly around
                    the race venue.
                       One of the STRANGEST Yellow Flag
                    situations took place in 2000 at the F1
                    Grand Prix of Germany at the high-speed
                    Hockenheim circuit.  A local Yellow Flag
                    was issued for one of the long,
                    insanely-fast straightaways (where cars
                    can easily achieve 180MPH... or more)
                    because a spectator somehow made his way
                    out of the grandstands and onto the track
                    itself.  Fortunately, this EXTREMELY
                    dangerous situation did not result in any
                    injuries or accidents, and the imbecile
                    was quickly grabbed, hauled off the
                    track, and arrested.

==============================================

GENERAL TIPS
A general tip for ALL racing games is to successfully
complete ALL the license tests in any game of the Gran
Turismo series.  This is a great way to learn how to handle
cars of all drivetrain formats and horsepower ratings in a
wide variety of situations - starting and stopping, J-turns,
right-angle corners, chicanes, blind turns, wet racing
conditions, etc.  This will all be very handy for virtually
ANY racing/driving game you ever play,  and the Gran Turismo
games are also extremely good to have in your PSX/PS2
collection (especially GT3).

Another general tip for ALL racing games is to read through
my General Racing/Driving Guide, available EXCLUSIVELY at
FeatherGuides and at
GameFAQs  This presents many of
the same information the Gran Turismo license tests present
in practice, plus plenty of other information ranging from
judicious use of rumble strips to typical tuning options to
tire management.

When first playing F1 2002 (irrespective of whether or not
you have played the preceding games in the series), play with
flags, damage, etc., set to off, and with weather set to dry;
also, use Normal Handling.  This will give you the best
possible (and most forgiving) conditions for learning how to
handle the cars in F1 2002.  As you progress with the game,
add weather, damage, Simulation handling, etc.

F1's standing starts can either give you a great advantage,
or put you at the back of the pack.  To reduce or eliminate
wheelspin from a standing start, try to time the use of the
accelerator with the exact millisecond the lights go out.  If
you use the accelerator too soon, you WILL have wheelspin,
which can cause flat-spotting in the rear tires and can even
cause your car to go askew so that it points in a trajectory
taking you directly OFF the circuit (or into a barrier).

Also related to the standing starts, if you are deep in the
pack, the car directly in front of you is likely to produce A
LOT of smoke (and spray, if in wet conditions at the
beginning of a race) due to wheelspin.  If at all possible,
swing to the edge of the pavement immediately to avoid an
early accident if you can get off the line a lot sooner than
the car in front.  Some circuits are set up so that there is
either wide pavement on the Pit Straight or an expanse of
pavement unofficially part of the main circuit itself (such
as the right side of the pavement at Monza and at Suzuka);
making use of these areas can allow you to swing out wide to
avoid incidents, and also get you clear of traffic so that
you can REALLY slam on the accelerator and pass huge numbers
of cars before the initial corners of the circuit.

Braking is always important in racing.  However, F1 2002
demands SMOOTH braking (especially if using Simulation
handling), which often means braking rather early.  Slamming
on the brakes often results in wheel lock and/or car spin,
which can induce flat-spotting on the tires and tremendously
increases the risk of collision - especially with the Tire
Wear option activated.

Even after the standing starts, the use of the accelerator is
extremely important in F1 2002.  By exercising extreme care
with both the brakes and the accelerator, anyone can rapidly
learn to essentially glide through corners at a rather quick
speed.  A pristine racing line is also important in these
situations, as the changes in G-force and velocity need to be
constantly kept in check if you want to remain on the
official course.

I personally find it sometimes easier to take tight corners
WITHOUT braking.  In these cases, simply let off the
accelerator and coast toward and through the corner until the
appropriate acceleration point, usually at or just beyond the
apex.  One very good place to attempt this strategy is at the
initial corners at Kuala Lampur (Malaysia), although this
tactic can have rather dire consequences at the start of a
race with all the cars bunched together.

The AI in F1 2002 produces some interesting challenges in
terms of action on the track.  For example, I have several
times seen a group of cars four-wide on the Pit Straight at
Monza (coming off the Curva Parabolica) as they dice for
position.  If you are coming up quickly upon a pack of slower
cars involved in a heated battle for position, this can be a
particularly challenging situation, especially if you are
yourself being pursued rather aggressively.  Try to analyze
the movements of the cars in front of you and look for an
opening.  However, remember that most CPU-controlled cars use
the exact same racing line, so once they fall into line for a
corner or a chicane, dart up past them and try to outbreak
them into the corner/chicane (IF you have confidence in your
brakes and reflexes).

Speed Assist (which automatically handles braking when
cornering) can be great when first learning a course.
However, to be truly effective in these races, Speed Assist
should be turned off.  This will allow YOU to handle braking
(if wanted) while cornering, and will generally allow you to
have MUCH more speed in corners.  This translates to more
difficult handling, as cars will always handle better when
going slow than when going fast (assuming the car set-up has
not been changed).  This also means that passing while
cornering will be much easier - and much more dangerous.  For
those who wish to shortcut corners, deactivating Speed Assist
will also help to keep your momentum as you drive through
sand and/or grass.  If you REALLY want to achieve fast lap
times and generally be much more competitive in a race, then
Speed Assist simply MUST be deactivated.

Some circuits have distance-to-corner markers in anticipation
of tight and/or (semi-)blind corners.  While these markers
are useful, DO NOT completely rely on them, as they may
'disappear' as the race progresses.  These markers can be
knocked down by a car which slips or is forced off the
pavement, and the markers are not replaced.  Therefore, try
to use permanent objects (such as grandstands or trees) to
judge the braking zone for a corner or chicane.

ALWAYS listen attentively to the team radio communications;
this will give you information about your teammate's progress
and the condition of your own car, as well as alert you to
any incidents on the circuit, such as spins, cars with
smoking engines (which often leak oil), etc.  Especially when
you hear that another car has a problem, always be on the
lookout for EXTREMELY slow cars in the indicated sector of
the circuit - cars WILL come to a complete stop in the middle
of the pavement, and if you are playing with Flags off, it is
quite easy to miss seeing the slowed/stopped vehicle until it
is too late to take evasive action.  If you are assigned a
Stop-Go Penalty, you will also receive radio communications
instructing you when to come to Pit Lane to serve the
penalty.

For those playing with Simulation Handling, it is important
to note that using long gear ratios will produce an automatic
loss of position for the standing starts due to the inherent
decreased acceleration.  However, there are times when the
decreased acceleration can be of tremendous benefit, such as
taking a series of tight S-curves quickly without the need
for braking (such as through Bechetts at Silverstone).  The
most obvious benefit to long gear ratios is the higher top-
end speed, yet the long gear ratio must be matched with
medium or low downforce settings for the wings to force the
car into seventh gear (in automatic transmission) on long
straightaways (such as Rettilineo Parabolica at Monza).

F1 2002 features CPU-controlled opposition which is FAR more
competitive and relentless than in previous incarnations of
the series.  However, this also means the competitors are
absolutely ruthless.  Should you have an off or an on-track
accident, do not expect those behind you to give you room to
rejoin the race.  Instead, the competitors will often plow
into you at full throttle, knocking your car around like a
snowboarder at Tokyo Megaplex.  While this certainly presents
some interesting visuals in Replay mode, this can very
quickly become frustrating... and costly, as you will likely
find yourself at the very tail end of the pack once you can
recover.

==============================================

F1-SPEAK
F1 racing has a somewhat specialized vocabulary.  Here are
some of the more common terms:

ARMCO:                   The type of barriers generally used
                         at F1 races.  Information on these
                         crash barriers can be found at Hill
                         and Smith Web site
Blowed up:               A car's engine has expired.  This is
                         characterized by a massive plume of
                         white-grey smoke pouring from the
                         rear of the car.  Also, there is
                         often oil deposited all over the
                         race circuit, so if a blowed up
                         car does not instantly pull off the
                         pavement, that section of the
                         circuit will be very dangerous for
                         the remainder of the race.
Catch:                   In any form of auto racing, it is
                         quite common to see a car slide off
                         the course, often at high speeds.
                         Generally, this results in a car
                         either being essentially beached in
                         a sand trap, stuck in the grass if
                         the area has recently experienced a
                         significant rainfall, or a collision
                         a barrier.  Even if the car does not
                         slide off the course, spins on the
                         racing circuit itself also occur
                         with relative frequency.
                            A 'catch' is when one of the
                         above incidents occurs, but the
                         driver is able to either keep the
                         car from hitting a barrier (or
                         another car) and/or is able to keep
                         the car from getting stuck in the
                         sand or grass before returning to
                         the circuit.
Lollipop Man:            The man holding the Brakes stick in
                         a Pit Stop.  This stick essentially
                         looks like a long lollipop, with its
                         long handle and rounded end with
                         instructions for the driver.
Off:                     A car has gone off-course.  A minor
                         off means that only one or perhaps
                         two wheels have slipped off the
                         pavement, and the driver can
                         generally recover quickly.  However,
                         a major off involves a trip well
                         off the pavement, and usually also
                         occurs at very high speed.
P#:                      This indicates a driver's race
                         position.  P1 is Pole Position; P6
                         is the final points-paying position;
                         P22 is last place.
Points-paying Positions: These are the Top 6 places in a
                         race.  At the end of a race, P1
                         awards 10 points, P2 awards 6
                         points, P3 awards 4 points, P4
                         awards 3 points, P5 awards 2 points,
                         and P1 awards 1 point.  There are NO
                         points awarded to drivers not
                         finishing in the Top 6.  This also
                         the reason why the TV Panels at the
                         bottom of the screen update by six
                         positions at once; in F1 2002, the
                         updates are generally ONLY for the
                         points-paying positions.
Shunt:                   A collision, generally between cars.
                         This term could also be used for
                         cars swapping paint, but that is
                         EXTREMELY difficult to do in open-
                         wheel racing (such as F1) without
                         inducing an accident.
Team Orders:             Each F1 team runs two cars at each
                         race weekend.  Team orders involve
                         one or both drivers purposely
                         altering driving style or changing
                         race positions for the betterment of
                         the team.  While team orders are NOT
                         illegal in F1 competition (they are
                         illegal in some other forms of
                         motorsport), many generally have a
                         strong dislike (and even a nasty
                         hatred) for team orders, especially
                         in those situations where team
                         orders actually change the results
                         of a race.
                            The most notable incidence of
                         team orders - and likely the most
                         controversial use of team orders in
                         F1 history past, present, or future
                         - involved Ferrari's Reubens
                         Barrichello, who had dominated the
                         entire race weekend, pulling over in
                         the final meters of the 2002 Grand
                         Prix of Austria (at A1-Ring) so that
                         his teammate Michael Schumacher
                         could instead take the win, thus
                         gaining an extra four points over
                         his strong rival Juan Pablo Montoya
                         in the Drivers' Championship.  This
                         use of team orders severely angered
                         F1 fans at the circuit and around
                         the world, but was justified by
                         Ferrari by the team's desire to
                         protect Schumacher's lead in the
                         Drivers' Championship.
World Feed:              Because F1 races are televised
                         (generally live) worldwide, FIA has
                         implemented the World Feed system,
                         in which the images of grand prix
                         weekends are provided by the FIA-
                         licensed F1 broadcaster for the
                         country hosting each grand prix; all
                         other F1 broadcasters must then use
                         these images and sounds for their
                         F1 coverage.  There are provisions
                         for the many F1-licensed
                         broadcasters worldwide to include
                         Pit Lane reports, but once a race
                         begins, FIA prohibits any images
                         from Pit Lane which are NOT provided
                         by the World Feed system.
                            Since each race is essentially
                         'televised' by a different country's
                         F1-licensed broadcaster, the World
                         Feed coverage between races
                         definitely varies in quality.  The
                         World Feed for races in Malaysia is
                         generally rather poor, with images
                         often focusing on action away from
                         what is most significant for the
                         race or the overall season
                         standings, reflecting Malaysia's
                         F1-licensed broadcaster's lack of
                         experience and knowledge in
                         televising live F1 races.  Races
                         held in Western Europe - where many
                         F1 races are held - generally have a
                         very high quality World Feed due to
                         extensive experience and knowledge
                         in televising F1 races.

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