TeaKanjiThe "gear trick" (aka. "transmission flip" or "transmission trick") is a vital tuning technique used by veteran Gran Turismo players in order to obtain the closest gear ratios possible. This video breaks down everything you need to know.
Gran Turismos Gear Trick ExplainedTeaKanji2024-03-22 | The "gear trick" (aka. "transmission flip" or "transmission trick") is a vital tuning technique used by veteran Gran Turismo players in order to obtain the closest gear ratios possible. This video breaks down everything you need to know.
Music used: calm calm by Tyme.The Secrets of Gran Turismo 3s Prize Car RouletteTeaKanji2025-03-22 | Gran Turismo 3 uses a roulette format to award prize cars in championships and endurances. This video explores the many theories for manipulating the prize car roulette that have circulated since the game's launch. It also compares the prize car roulette in different versions of the game, with NTSC-J's roulette having far more depth.
00:00 - Intro 01:15 - The "X Trick" and "Save Trick" 03:32 - The Story Behind "Kenji's F1 Trick" 06:50 - The PSW Magazine Mystery 10:22 - The NTSC-J Archives 12:58 - How To Break GT3 NTSC-J 15:08 - The F1 Cars
00:00 - Intro 02:18 - Trade Trick Explanation 04:35 - The Pink Vitz Accumulation 11:25 - Integra To Our Success 21:00 - The NSX Type R Is Pretty Good 23:57 - Covering All Bases 27:25 - Outro
Music used: Dream World - KEMMEI Meet The World - Hiroshi Okubo (from Ridge Racer 7) Toyota Dealer - Jason Page Naked Glow - Kohta Takahashi (from Ridge Racer Type 4) Quantum Singularity - Rom Di Prisco (from Need For Speed: High Stakes) As you choose '3rd' (Main Selector 2) - Hidenori Shoji / Daiki Kasho (from F-Zero GX) King - sanodg (from Tekken 3) Vanishing Horizon - Takayuki Aihara (from Ridge Racer PSP) After The Rain - MAKOTO Down To Earth - Ryuichi Takada (from Ridge Racer 7) Honda & Acura Dealer - Jason Page at night - Akihisa Yamaguchi Draw the Waveform - Yu Miyaki (from Tekken 4)How Ride Height Broke Gran Turismo 2’s PhysicsTeaKanji2024-11-10 | Gran Turismo 2 has many well-known bugs, but there's one bug in particular that can be used to your advantage to help cars reach their full potential: the "ride height trick". By angling the car downwards using ride height, you can trick the game into thinking the car is going downhill, boosting acceleration. This video explains the trick in detail and how you can apply it to your cars while tuning for optimal acceleration.
Music used: Night birds - Yudai Satoh Bevel Gearing - Yuto Takei Dark Line - Satoshi Bando
All GT2 footage was recorded using the NTSC-U 1.2 version of GT2 on DuckStation with 60 FPS, 16:9 and improved draw distance codes enabled. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Gran Turismo 4: How To Conquer Ice ArenaTeaKanji2024-10-30 | Whistler Ice Race Hard is one of the most notorious events in Gran Turismo 4, due to Ice Arena's low-traction snow roads and the brutally difficult AI. This video breaks down how to choose the right car and tune it to drive smoothly on Ice Arena and breeze past the AI.
Thanks to @RowdyGT for giving me permission to use his stream footage.
Music used: Wind Navigator - Taroma Koshida SPUNKY - Hideki Okugawa (from Street Fighter III: Third Strike) City Limits - Spencer Nilsen (from Batman Returns) Orange Boulevaurd - Keiji InaiGran Turismo 4: How To Optimize The Cadillac CienTeaKanji2024-08-31 | The Cadillac Cien, won from Umbria Rally Easy, is capable of dominating the early and mid-game in Gran Turismo 4 when tuned and driven correctly. This video goes through everything you need to know to explore the Cien's potential, from tuning its suspension, gears and LSD, to how to maximize its cornering performance.
Music used: Sunday - Taroma Koshida River of Samsara - Shoji Meguro (from Shin Megami Tensei: Digital Devil Saga) Fiorenzo - Seigen Tokuzawa Field - Twice A Man (from Kula World) Callista - Saki Kaskas (from NFS IV: High Stakes) World of Shadows- Ryota Kozuka (from Shin Megami Tensei V) Limited Slip - Ekstrak (from Need for Speed Carbon) Hiro - Twice A Man (from Kula World) Quiet Curves - Hiroshi Okubo (from Ridge Racer Type 4) Awakening - Tetsukazu Nakanishi (from Ridge Racer 7) Cygnus Rift - Rom di Prisco (from NFS IV: High Stakes)Gran Turismo 4: RSC% Speedrun ExplainedTeaKanji2024-05-04 | The RSC Rally Raid, won from Capri Rally Easy, enables the easiest progression skip in Gran Turismo 4 with its sell price of 265,624 credits. What's the fastest possible way to obtain and sell it at the start of a playthrough? With the help of Gran Turismo 3, I planned out a route and attempted to speedrun this brand-new, unofficial category of "RSC%".
Music used: Madeleine - Daisuke Kawai Casino Drive - KEMMEI Cubic Luster - Yuto Takei Sunset Haze - Keiji Inai CARMINE - Hiroshi Okubo (from R: Racing Evolution) Disco Ball - Hiroshi Okubo (from Ridge Racer PSP) Into The Lead - Hiroshi Okubo (from Ridge Racer Vita) Highway Fusion - Sampling masters MEGA (from Ridge Racer 6) Afterglow - Satoshi BandoThe 4-Hour No-Pit Miata (Gran Turismo 4)TeaKanji2024-03-17 | After my previous video where I built the least tyre-efficient car possible using hybriding, I decided to figure out how to build an optimal car for timed endurances. Turns out it's possible to make a hybrid that can comfortably no-pit the Roadster 4hr Endurance while also crushing the AI in the process.
When B-spec is kept on pace 2 and overtake (ideally with 6000+ overall skill), it'll have just enough fuel to finish the entire endurance without pitting. The number of laps completed will depend on how often it gets stuck in traffic, but it's usually around 223 - 226.
In the player's hands, the car can do consistent 53's around Tsukuba, though pushing it like this this will obviously drive up fuel and tyre consumption. The car is extremely fun to hotlap with though, so it's worth it. I highlighted some of my best laps in the final segment, as I kept going until I got a 52.
The key element of this hybrid build is the Caterham Seven Fireblade chassis. Not only is it extremely light, it also has insane grip modifiers, giving the car fantastic cornering ability despite a front-heavy 58 : 42 distribution. When combined with the Volvo 240 GLT Estate's weight reductions, the build only weighs 306kg. We need the car to be as light as possible to minimise tyre wear and fuel consumption, and the grip modifiers work greatly in our favour as well.
The tyre choices are the Nissan GT-R Concept LM Race Car on front (sports mediums) and Chaparral 2J on rear (sports softs). These are among the widest tyres in the game, which greatly reduce wear and improve overall grip and braking distances (I tested the Tank Car's tyres, but they broke the game's physics, so those weren't an option). The car's braking distances are so short that you'll usually end up braking way too early into corners by accident. The GT-R's 7-speed automatic transmission is also used, alongside the gear trick for very close gears.
The Toyota GT-One's racing modify data is used to increase the car's max downforce to 93 / 118 with a rear wing. The GT-One has one of the lowest wind drag stats in the game, so top speed isn't hindered too much despite the massively high downforce. Downforce also seems to decrease tyre wear in this game as the tyres have more grip at their disposal. Running less downforce is an option for a bit more speed in the final sector, but I didn't feel it was necessary here.
I used the Prius engine as it's one of the lowest-revving engines in the game, which seems to have a tiny effect on fuel consumption from my testing. The torque curve is decently flat as long as you stick to NA tuning. I had to be quite clinical when adding power, as too much power increases fuel consumption. With 110hp, B-spec on pace 2 and overtake finished the endurance with 0 bars left.
I chose the Mazda 787B drivetrain, even though the Pescarolo drivetrain offers better tyre economy. The car was consuming fuel faster than it was wearing its tyres, so I felt I could afford to reduce drivetrain inertia for better overall acceleration. The Formula Gran Turismo drivetrain has even lower inertia, but its rear driveshaft inertia is much higher than the 787B's, leading to extremely imbalanced wear. To reduce consumption in A-spec, you can opt for the Pescarolo drivetrain and unequip the clutch, flywheel and driveshaft upgrades.
Any NA Miata will work for this build, I just went for the J-Limited II because it's yellow. The NB's have slightly different dimensions and will look a bit weird with the Caterham chassis wheelbase, but they'll still work. I enabled "everlasting" in GT4SaveEditor which prevents the car from experiencing oil degradation and engine/rigidity wear. It's basically what the Formula Gran Turismo has in vanilla GT4, as it's unable to be brought to GT Auto or a tuning shop.
To make this hybrid for yourself using PCSX2 (ideally the 1.7 nightly build), follow these steps: 1: using the NTSC-U version of GT4 in PCSX2 (PAL has different part ID's and won't work), buy any NA Miata, buy and equip the upgrades shown in the video, then save the game 2: if you haven't already, convert your memory card containing your Gran Turismo 4 save to a folder, by going to Settings - Memory Cards - right click your memory card - Convert - OK, then right-click the folder - Use for Port 1 3: in GT4SaveEditor, open the BASCUS-97328GAMEDATA folder in the directory of your memory card folder, click the Garage tab and edit the current car 4: swap the part ID's with the ones shown in the GT4SaveEditor screenshot in the video (setting Everlasting to 1 is recommended to prevent engine/rigidity wear in endurances) 5: close the Car Editor window, File - Save - Select Folder 6: re-open GT4 in PCSX2 and ensure the car has all hybrid parts applied properly without any issuesPeak Tyre Efficiency (Gran Turismo 4)TeaKanji2024-02-15 | As an experiment, I decided to try and build the least tyre-efficient car possible in Gran Turismo 4 using hybriding. This was the result: a Dodge Ram with the Jay Leno Tank Car chassis (and an extra 200kg ballast all the way to the front), the Subaru 360's super soft racing tyres, the Suzuki Escudo Pikes Peak's drivetrain, and the TVR Cerbera Speed 12's engine.
Tyre dimensions play a big role in determining durability, and because the Subaru 360 has the narrowest tyres in the game, it was a natural choice. The Tank Car has the heaviest chassis in the game by far, with sub-par grip modifiers as well, and the Escudo has the least drivetrain inertia of all 4WD's, meaning both the front and rear are doing as much work as possible most of the time. The Speed 12 has both a ton of torque at all RPM's (especially when combined with a supercharger) and a high peak power, which helps to push the car when it weighs such an insane amount (and also creates more wear too, of course).
With the tyres degrading at such a ridiculously quick rate, it actually highlights quite well how certain actions can quickly wear your tyres. Seeing the tyres degrade rapidly while driving on Nürburgring's curbs in the rolling start was quite a shock for me.
Music used: Night birds - Yudai Satoh Afterglow - Satoshi BandoBeating Supercar Festival Using Only 1st Gear (Gran Turismo 4)TeaKanji2024-01-15 | After my GT2 run where I beat the "cheater GT40" using a 1-speed Camaro, I was curious if I could do something similar in GT4. So, I browsed through SpecDB, and discovered that the SLR McLaren is capable of having the longest 1st gear in the game, running up to 185mph / 298km/h. So, I tuned it up and brought it to Supercar Festival for a spin.
Even with the drawback of the car stalling at low-RPM's when launching and exiting hairpins, the SLR is still quite fast thanks to its wide torque curve, especially when given power upgrades to increase its torque across all RPM's. The rear tyres also wear at a much slower rate compared to the front tyres thanks to the extremely long gearing, despite the car having 850hp.
Anyone who's done Mission 34 enough times knows that the SLR is a very quirky car to drive. To give a breakdown: it has the highest rear grip modifier in the game, at 112, while the front is only 105, leading to a massive rear grip bias that causes understeer while throttling out of corners. It also has 0 / 30 non-adjustable downforce, which pushes the imbalance even further. While it does have a rear-heavy 47 : 53 weight distribution, it can only be felt on corner entry if you let the car slide.
My suspension settings do their best to work around the car's rear grip by inducing oversteer without causing complete instability. You still need to be fully aware that the car will re-gain grip suddenly as soon as you accelerate though, especially when you can't rely on power oversteer. I drive the car the same way I drive it in Mission 34, by braking early, letting the car coast through the corner, then waiting for the right moment to accelerate out. LSD Initial and Accel can be raised for bumpy tracks like Infineon to prevent random wheelspin from occuring with TCS 0, though I didn't have any issues here on Midfield so I set them to 5.
Music used: Bonus 1 - Twice A Man (from Kula World / Roll Away) Osc-Sync Carnival (Lightning 1) - Hidenori Shoji / Daiki Kasho (from F-Zero GX)Beating the Historic Rome GT40 With A 30s Head Start (Gran Turismo 2)TeaKanji2024-01-06 | Another run of Historic Car Cup race 2 against the GT40 at Rome, and probably my favourite so far. I wanted to try and replicate GT4's One Lap Magic mission format in GT2 after watching other streamers doing the same, and it ended up being a really intense and satisfying race.
Using an FD RX-7, one of the best 295hp cars in the game, I wanted to see how much of a head-start you can give the GT40 to make the race barely winnable. By sheer coincidence, it ended up being a very round number of 30 seconds. Of course, rubberband is a massive factor when you allow the AI to have such a huge lead in this game, but you still need to drive without any mistakes if you want to catch up.
The Mazdaspeed A-spec is an absolute rocket, but its low ride height compared to other FD's gives it a very sharp turning response and sensitivity to bumps that can be difficult to manage. To prevent instability, I had to soften the rear springs, stiffen the rear stabiliser and keep the front camber at 2.0. The other FD's (without racing modifications) generally feel a bit more stable and easier to drive.
Music used: City Limits - Spencer Nilsen (from Batman Returns) Antares - ? (from Tekken 5) Mr. Svensson's Coffeebreak in Heaven - Taku Yabuki
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating the Historic Rome GT40 Using Stock Tyres (Gran Turismo 2)TeaKanji2024-01-01 | Kicking off 2024 right away with a new GT2 video. If you've unpleasant memories of the GT40 in Historic Car Cup race 2 at Rome, it's likely because your car didn't have racing tyres equipped and its grip was completely outclassed by the GT40. Once you start using super soft racing tyres, even cars with 150hp or less are capable of beating it, as proven previously on this channel. In an attempt to restrict myself, I tried beat it with stock tyres, and it turned out to be quite the challenge.
A not-so-well-known fact about the GT40 is that, while it's also on stock tyres, they have the same grip as racing mediums since it's a special car. Combined with its relatively high stock downforce and low weight, it's able to carry so much speed through corners. While, yes, it's 10hp over the 295hp limit, power is definitely far from the #1 factor why it's as infamous as it is.
To add extra challenge, I went for an FR, as it's arguably the drivetrain that suffers most from stock tyres, due to understeer entering corners and lack of traction while exiting. Using a 4WD just felt like cheating, FF's don't suffer from traction issues with high power and control very easily, and while MR's do suffer from longer braking distances, they generally enjoy better rear grip on launch and corner exit. After testing a few FR's, I settled with the S15 Silvia Spec R Aero, which was genuinely a fun car to drive despite the limitations. Most other FR's just weren't able to keep up the pace, either due to poor acceleration or lack of cornering stability. I also didn't apply racing modifications, as downforce would make this challenge much easier.
With stock tyres, you have to be extremely clinical when approaching corners, especially the 90 degree right turns. The S15 suffers greatly from dirty air, and I had to intentionally break the slipstream in a few sections to ensure that the car's braking distances and mid-corner grip weren't crippled. Turning while braking is also a no-go, as the car is quite skid-prone, even with a low rear brake balance. I had to plan ahead so the car was braking in a straight line as much as possible.
I set up the gears so 1st gear is never used and 2nd gear is just long enough to launch the car without the RPM needle bouncing off the limiter. One massive perk of the S15 is that it has a 6-speed gearbox, so it enjoys both a decent top speed and tiny RPM drops with a super-close gear setup. 2nd still has be used with caution while cornering though, as the car is prone to wheelspin when accelerating while turning.
Music used: In Transit - Keiji Inai CARMINE - Hiroshi Okubo (from R: Racing Evolution) Mesmerium - Satoshi Bando
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating the Historic Rome GT40 Using Only 1st Gear (Gran Turismo 2)TeaKanji2023-12-14 | My tuning setups for GT2, GT3 and GT4 have apparently become infamous for their abnormally long 1st gears, so I decided to push it to the extreme. I wanted to find out if it was possible to beat the Historic Cup GT40 at Rome while staying in 1st gear for the entire race, and it turns out that, yes, it's very doable.
I chose the Camaro Z28 for a few reasons: 1: I forgot to mention this car in my Ultimate Guide list of the best 295hp cars, and I wanted to give it a spotlight in one of these challenges, 2: this car has unusually wide gears stock, and I thought it'd be funny to make them even longer, 3: its torque curve at mid-RPM's is ideal for this one-gear-only setup, and 4: it's the meme red Camaro from the near-impossible IC blind corners test. There is definitely potential to do this challenge with a weaker car, but I was happy enough with how the Camaro drove.
To make the longest 1st gear possible, I did the gear trick, but with auto 25. With 1st and final pushed all the way left, it reaches 228km/h, which is just enough for Rome's back straight. The car's launch is obviously pathetic, and it feels sluggish around the sharp right-hander at 100km/h, but otherwise it handles the gear setup well.
Music used: Fiorenzo - Seigen Tokuzawa SPUNKY - Hideki Okugawa (from Street Fighter III: Third Strike) Wind Navigator - Taroma Koshida
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Elise: The Ice Arena Titan (Gran Turismo 4)TeaKanji2023-12-06 | What started off as me messing around with tuning MR's on snow, turned into my next video idea. In my rally car builds video, I showed how the NSX Type R '02 was more than capable of beating the Impreza rally car around Grand Canyon with the right setup. It's not the only MR capable of beating the Hard rally events: enter the Elise 111R.
This car is surprisingly fun to drive once you tune out the car's excessive oversteer entering corners. To stand a chance against the Impreza, you need to be very conscious of how you carry momentum out of corners. It's essential to brake early so you don't overshoot, as the Elise needs to be in a straight line as much as possible so you can throttle without instability. You also need to respect the AI to avoid contact, as even the slightest bump will cause a penalty and/or kill your run (stick around to the end to see what I mean).
Music used: Pico - Hidenori Shoji / Daiki Kasho (from F-Zero GX) ZEN (Aeropolis 1) - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Afterglow - Satoshi BandoRam: The Supercar Slayer (Gran Turismo 4)TeaKanji2023-10-01 | In my previous video, I showcased some tuning builds that can breeze through Supercar Festival. However, what if you want to fight for 200 A-spec points? Enter the Dodge Ram 1500 Laramie Hemi. It doesn't need downforce, it doesn't even need all power upgrades or nitrous. That 2 ton chassis gives it all the downforce it needs. You'd be surprised how well it can tackle corners with the right setup. See for yourself what it's capable of, as I put it to the test in three races of Supercar Festival.
00:00:00 - Midfield Raceway 00:07:49 - New York 00:15:24 - Infineon Raceway
Music used: Fear - AJURIKA (from Tekken 4) Saturation - Ryuichi Takada (from Ridge Racer 7) Sueno Del Mar - Asuka Sakai (from Ridge Racer 6) Trail of Light - J99 (from Ridge Racer 6)Gran Turismo 4: 15 Supercar Builds You Should TryTeaKanji2023-09-26 | Want something fun to drive for your next Gran Turismo 4 playthrough, that can breeze through Supercar Festival and more? Give these builds a try and see the difference a good suspension, transmission and LSD setup can make.
00:00:00 - Welcome 00:01:15 - Nissan Skyline GT-R M-spec Nür (R34) ‘02 00:08:11 - Chevrolet SSR `03 00:15:21 - Aston Martin DB9 Coupe `03 00:20:49 - Chevrolet Corvette Z06 (C5) `00 00:28:12 - Mercedes-Benz SL 55 AMG (R230) `02 00:34:07 - BMW M3 CSL `03 00:40:06 - FPV F6 Typhoon `04 00:46:07 - Dodge VIPER SRT10 `03 00:51:57 - Jaguar XKR R-Performance `02 00:58:01 - BMW M5 `05 01:03:55 - TVR Tuscan Speed 6 `00 01:10:48 - Mazda RX-7 Spirit R Type A (FD) `02 01:17:20 - Lotus Esprit Sport 350 `00 01:23:26 - Ford GT '05 01:29:00 - Shelby Series 1 Super Charged `03 01:34:36 - It's almost 6 o'clock...
Music used: Horizons in May - Keiji Inai As you choose '3rd' (Main Selector 2) - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Roger Buster - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Lily Flier - Hidenori Shoji / Daiki Kasho (from F-Zero GX) The Objective - Koji Nakagawa (from Ridge Racer Type 4) You Blow My Mind (Dudley Theme) - Hideki Okugawa (from Street Fighter III: Third Strike) Ultra Cruise - Tetsukazu Nakanishi (from Ridge Racer PSP) Romulus 3 - Rom Di Prisco (from Need for Speed III: Hot Pursuit) Cetus 808 - Rom Di Prisco (from Need for Speed III: Hot Pursuit) Don Genie - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Shotgun Kiss (Vegas Palace 1) - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Kate Allen - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Crimson Sunset - Rio Hamamoto (from Tekken 5) Pearl Blue Soul - Hiroshi Okubo (from Ridge Racer Type 4) Supercruiser - ESTi (from Ridge Racer 7) Antonio Guster - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Phoenix - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Quantum Singularity - Rom Di Prisco (from Need for Speed High Stakes) Paper Engine (Outer Space 1) - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Paradigm Shifter - Rom Di Prisco (from Need for Speed High Stakes) Infinite Blue (Big Blue 1) - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Your Vibe - Asuka Sakai (from Ridge Racer Type 4) Light Groove - Asuka Sakai (from Ridge Racer PSP) Limited Slip - Ekstrak (from Need for Speed Carbon) Motor Species Remix - Tetsukazu Nakanishi (from Ridge Racer PSP) Photon Rez - Rom Di Prisco (from Need for Speed High Stakes) Disco Ball - Hiroshi Okubo (from Ridge Racer PSP) Silhouette Dance - Asuka Sakai (from Ridge Racer Type 4) Awakening - Tetsukazu Nakanishi (from Ridge Racer 7) Michael Chain - Hidenori Shoji / Daiki Kasho (from F-Zero GX) Ground Zero Funk - Kohta Takahashi (from Tekken 5) Black Shadow - Hidenori Shoji / Daiki Kasho (from F-Zero GX)
Bonus section uses footage from youtube.com/watch?v=i39WvMaRMSsGran Turismo 4: Six Rally Builds You Should TryTeaKanji2023-08-28 | Struggling to beat Grand Canyon Hard and the rest of Gran Turismo 4's dirt events in the Special Conditions hall? Try these setups and see if they shift the odds in your favour.
00:00:00 - Welcome 00:01:00 - Nissan Skyline GT-R M-spec Nür (R34) ‘02 00:10:09 - Honda NSX Type R ‘02 00:20:15 - Subaru Legacy B4 2.0GT specB ‘03 00:29:40 - Mitsubishi Lancer Evolution VIII RS ‘03 00:39:43 - Audi S4 ‘03 00:50:03 - Subaru Impreza Sedan WRX STi spec C (GD) ‘04 00:59:51 - The Ultimate Rally Build?
Music used: HOT STUFF - Norihito Sumitomo Paradigm Shifter - Rom Di Prisco (from Need for Speed High Stakes) Into The Lead - Hiroshi Okubo (from Ridge Racer Vita) Quantum Singularity - Rom Di Prisco (from Need for Speed High Stakes) Tunnel Visionary - Tetsukazu Nakanishi (from Ridge Racer PSP) Bubulous Swirl - Saki Kaskas (from Need for Speed High Stakes) Tek Trek - Hiroshi Okubo (from Ridge Racer PSP) Cygnus Rift - Rom Di Prisco (from Need for Speed High Stakes) Night Stream - Kohta Takahashi (from Ridge Racer PSP) Photon Rez - Rom Di Prisco (from Need for Speed High Stakes) Highway Fusion - Sampling masters MEGA (from Ridge Racer 6) Callista - Saki Kaskas (from Need for Speed High Stakes) Explorers - Hiroshi Okubo (from Ridge Racer 6) Road - ZUNTATA (from Fighters Impact)Beating Apricot Hill 200km with 116hp Cappuccino (Gran Turismo 2)TeaKanji2023-07-17 | Another endurance challenge run, and yet another GT40 (or two) to conquer. The idea for this one came from watching @mrxbas's GT4 Twitch streams, where the silver "Gigachino" punched way above its weight by winning Polyphony Digital Cup against the Ford GT, and El Capitan 200 Miles against the Motorsport Elise. I figured, hey, let's combine these two feats in GT2 by tuning a Cappuccino with just enough power to beat the GT40 in an endurance race.
Apricot Hill 200km is one of the most chaotic races in the game. The AI cars are equipped with sports tyres, and the lack of grip means they almost always go off-course or spin out on turn 1. This makes the AI really unpredictable, as they'll often blindly re-join the course and block your path (see the start of lap 17). The GT40 has 345hp and is much less likely to make mistake, meaning it usually builds a big lead.
Running the Cappuccino with 116hp is really risky, as it means there's almost zero room for error. Even on my fastest laps, the GT40's still managed to gain on me. The lack of downforce also makes the uphill chicane very difficult to navigate. There's a precise line you need to take for good exit speed (enter from left side, drive onto the right curb, then aim towards the curb facing you while trying not to turn while going over the elevation change). If you turn too early or too late, you either skid and lose speed, or worse, spin out. I had one major mistake there on lap 25 which meant I lost 1st place, but thankfully I regained the position not long afterwards. I tried my best not to cut the chicane, but I did end up doing it once or twice by accident; my bad, it's really difficult to control the car there.
In terms of setup, the usual tricks are all here: ride height downhill acceleration boost, gear trick with close gears from 3rd to 5th. I chose to run really stiff rear springs as it improves acceleration and allows the car to turn well even with worn tyres, though it also makes the car more sensitive to curbs. The fast 1st gear is a minor optimisation, making it so the car starts in 2nd gear in the rolling start and has a faster launch in the pits. I made the final gear just long enough for the straight in case I managed to get a good bump or slipstream from the AI.
Music used:
Callista - Saki Kaskas (from NFS IV: High Stakes) Highway Fusion - Sampling masters MEGA (from Ridge Racer 6) Quiet Curves - Hiroshi Okubo (from Ridge Racer Type 4) Awakening - Tetsukazu Nakanishi (from Ridge Racer 7) Light Groove - Asuka Sakai (from Ridge Racer PSP) Floodlight - Sanodg (from Ridge Racer 6) Vanishing Horizon - Takayuki Aihara (from Ridge Racer PSP) Motor Species - Tetsukazu Nakanishi (from Ridge Racer Type 4) Tunnel Visionary - Tetsukazu Nakanishi (from Ridge Racer PSP) Disco Ball - Hiroshi Okubo (from Ridge Racer PSP) Naked Glow - Kohta Takahashi (from Ridge Racer Type 4) Explorers - Hiroshi Okubo (from Ridge Racer 6) Night Stream - Kohta Takahashi (from Ridge Racer PSP Cygnus Rift - Rom di Prisco (from NFS IV: High Stakes)
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9, 'true endurance' and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating the Vector M12 LM Endurance with 249hp Miata C-Spec (Gran Turismo 2)TeaKanji2023-07-03 | The infamous NTSC-U 1.0 Trial Mountain 30 Laps endurance against the Vector M12 LM returns. Given how others have managed to prove that the M12 can be beaten using road cars, I decided to give it a go as well.
This Mazdaspeed Miata C-Spec looks and drives like a monster, but it's very difficult to control on a bumpy track like this due to its light weight, FR drivetrain and low downforce. It took hours of fine-tuning to make this car endurance-friendly, and even then it still feels very inconsistent to drive. If the springs are too soft, the car gets sucked into elevation changes, and if they're too stiff, the car becomes more likely to spin out instead. The car is very unpredictable, and you constantly need to be thinking one step ahead while driving so you can adapt to any sudden handling changes.
High front camber did improve stability greatly though, and I felt the car worked best with the LSD set to 1 / 1 / 1. The Miata's power band is way up at high-RPM's, so I made close gears from 3rd to 5th to squeeze as much acceleration out of the car as possible. Super soft racing tyres last 15 laps no problem, and the ride height is what makes this all possible as usual.
There were a few small mistakes here and there, but thankfully nothing major. When tuned to 249hp, the race demands near-perfect driving, or the M12 will keep gaining on you. You can see how even touching the wall in some sections can give the M12 enough time to catch up and potentially overtake.
As before, NTSC 1.0 uses different memory addresses than later NTSC versions, so I was unable to convert all of Silent's graphic-enhancing Gameshark codes. The 60 FPS code still works, but tyre smoke is disabled. Game saves and replays are cross-compatible between NTSC 1.0 and 1.1, so I switch between the two versions in this video. The 4:3 sections are 1.0, while the 16:9 sections are 1.1.
See Silent's GT2 blog for more codes for all other regions: cookieplmonster.github.io/mods/gran-turismo-2Gran Turismo 4: How to Fix UndersteerTeaKanji2023-06-18 | An in-depth tuning guide for Gran Turismo 4 that details how to make cars easier to turn and more fun to drive. All tuning parts are covered, including suspension, the LSD, brake balance, gears, and more.
Full list of rules in the Discord server here: discord.gg/VGjT6wX5rG Yellowbird's channel: @YellowbirdYTBeating Super Speedway All Stars with 253hp FTO (Gran Turismo 2)TeaKanji2023-05-13 | The final Gran Turismo All Stars challenge run. While I expected this to be the most boring race out of the five, it ended up being quite interesting due to how little power you actually need to win. Maintaining speed around both corners is just as important as acceleration on the straights, and the FTO handled the track very well. I went with the GR, as the GP Version R was a bit too powerful and I prefer the GR's wine red livery.
The aim when tuning the FTO was improving acceleration in high gears as much as possible, while also ensuring the car turns easily and holds grip. Front downforce is maxed out while rear downforce is set as low as possible, making the car extremely responsive. Camber and a light LSD Decel are utilised to prevent skidding while entering corners. Soft dampers are used as the corners are very bumpy, especially with stiff rear springs. 1st and 2nd gear are sacrificed for extremely close gears from 3rd onwards, ensuring the car is always above 7000 RPM once it gets going.
Music used: Like a Bird - KEMMEI Motor Species Remix - Tetsukazu Nakanishi (from Ridge Racer PSP) West 132st - Daisuke Kawai
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9, 'true endurance' and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Gran Turismo 2 Any% No Licence Prize Cars (Emu/PAL) in 2:42:49 [Former WR]TeaKanji2023-05-04 | My very first full speedrun for any game, after only practicing for a week or so. Played on Mednafen. Some major driving mistakes in the second half, which I'll get into later, but nothing that killed the run thankfully. I mainly intended this run to be a proof of concept for a new any% no licence prize cars strategy I have devised.
Last week, I did some research into Gran Turismo 2's any% no licence prize car category, and noticed that the route used by both console and emulator players was unoptimized. The WR's for both console and emulator used NTSC-U, and while it has more stable physics than PAL due to 30 FPS vs. 25 FPS, it suffers greatly in one area: the used car lot.
Up to now, all the top runs (both NTSC-U and PAL) bought the '93 Miata after completing licences, did four national races, bought the stage 2 turbo for a huge power boost along with sports suspension, did more national races, then bought super soft racing tyres and a bunch more upgrades. While the Miata is perhaps the best starter car option for this category on NTSC-U, its core issue is its extremely low starting power of 129hp. The stage 2 turbo needs to be bought early for it to be competitive, sacrificing tyre upgrades.
While the Silvia is heavier, its starting power is much higher with 171hp, whil also only costing 4,098 credits, enabling an early driveshaft upgrade. Using only the starting 10,000 credits, it's barely competitive enough to win Japan race 3, for an early 7,000 credits boost for the first wave of upgrades. This sacrifices 20 seconds compared to the Miata route that does this race way later in the run, but it allows the route to buy medium racing tyres in the first wave.
France 1 is also done before the first wave of upgrades, so the semi-racing suspension can be bought instead of the sports kit. This is due to the ride height trick: low front height and a high rear height makes the car point downwards, tricking the game into thinking it's going downhill and boosting acceleration. The effect is only slight with the semi-racing kit, but it definitely helps, while camber improves the car's overall grip. With the exception of these two races, the Silvia is substantially faster than the Miata before and after the first wave.
The Silvia does have a couple downsides though: the stage 1 and 2 turbo are both bought in different waves, while the Miata only needs to upgrade the turbo once. After the second wave, the Miata route has super softs, while the Silvia only has mediums. The two cars are still roughly even, but the Silvia's lack of grip is quite noticeable at points. This especially cost me in Pacific race 2, as the car spun out entering the first hairpin and cost 9-10 seconds.
As mentioned prior, one big downside of playing on PAL is jankier physics. NTSC-U runs used a 'bouncy' car setup on race cars that involved setting the front and rear springs as stiff as possible (while leaving the dampers at their default stiffness at 7), causing the car to oscillate rapidly and have abnormal grip and turning ability. This effect is even more extreme on PAL, to the point where the car can lose stability easily.
I did a few things to conteract this: I never set the rear springs higher than 18.0, I maxed out the rear LSD Initial for reduced loss of grip, and I maxed out the rear damper bound while softening the other damper settings. This allowed the car to oscillate without being extremely jittery and unstable. LSD Accel and Decel were adjusted based on how much stability I wanted while accelerating or braking. In retrospect, I should have raised the GT-One's LSD Accel more.
I had two major accidents in the world championship: a bad corkscrew entry, and a spin-out at Rome. Trial Mountain, Apricot Hill and Midfield were fine for the most part. For the GT-One on Trial Mountain specifically, I softened the rear springs to 5.0 so it wasn't at risk of instability over bumps. I lost a lot of time resetting the springs afterwards though, due to nerves. It was probably still worth it for safety though.
I borrowed a technique from Sough's console any% run where you can pause immediately as the car crosses the line in licence tests to skip the prize animation. It's quite risky, as doing it too early can cost half a second at best, or kill the run at worst. I have no idea how I managed to get it in IC-10. I didn't get as many as I would have liked overall, but some is better than none. It's better to do them too late, than too early. One big mistake in IA-4 where the car spun out almost immediately, but I was still able to make bronze without losing too much time.
Menuing was fine for the most part, I mainly lost time due to driver error. A 2:41 or 2:40 is definitely possible. As mentioned before, this was mainly a proof of concept run, and I'm a very inexperienced speedrunner. Took over 25 runs to finally get one run that finished all licences without issue.Cheesing the Historic Rome GT40 with 142hp Mini (Gran Turismo 2)TeaKanji2023-05-01 | Something different this time around, as I revisit the infamous Historic Car Cup race 2 at Rome against the GT40. A few of us were chatting about this race on Discord, and someone jokingly suggested to win using the Mini 1.3. While this race is near-impossible to win by driving normally, it becomes a lot easier with some less-than-respectful racing techniques, hence the video title.
Gear setup is similar to the one used for the Beat and Elise in prior challenges: 1st and 2nd gear are sacrificed for closer gears from 3rd to 5th. Its torque curve falls off heavily after 7000 RPM, so it needed to be short-shifted. The car felt mostly fine over bumps with 15.0 rear springs, though some care was needed to not lose grip. Everything else is pretty standard.
Music used: Xth Avenue - Yuto Takei Theme of Balrog - Hideyuki Fukasawa (from Street Fighter IV) Journey To The One - MAKOTO
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating Laguna Seca All Stars with 335hp Lancer Evo V (Gran Turismo 2)TeaKanji2023-04-25 | This is the first foray at Laguna Seca for this challenge series, and the fourth All Stars race to be beaten using cars with 345hp or less. There were a few cars I wanted to use for this race, but I settled for the Lancer Evo V after I realized it was too powerful for the Vector M12 LM Trial Mountain endurance.
Like in the other All Stars races, slipstream is both a blessing and a curse here, though it's a curse more often than not. It's extremely difficult to tell if you're still in a slipstream when approaching the corkscrew, and if you don't brake early, you'll go flying. The 90 degree left turn leading to the uphill is also really dangerous if you're slipstreaming, or at least if you're trying to stay on-track at all times. The AI goes off-course constantly here, and the gravel doesn't slow them down at all.
Note that I'm using the RS trim instead of the GSR; it's much lighter than the GSR, with the drawback of its stock gearbox being extremely short. Fully upgraded, the RS is the best choice, unless you want a non-RM Evo V in colours other than white. I found the V RS to be slightly better than the VI RS when tuned to power limits, with the caveat that the V has a sharp torque fall-off after 7000 RPM and you need to shift early with it.
Another weird gear setup, due to 4WD's needing a fast 1st gear for a smooth launch. Setting the final gear to 5.500, then setting auto setup to 13, gives both a good launch and enough top speed while ensuring the car stays within the 5500 - 7000 RPM power band. I also set the rear downforce dangerously low for better turning, at the cost of more unpredictability at the jump before the corkscrew. Rear dampers don't seem to affect this car much, so I left them at 2 both sides. Everything else was standard.
Music used: The Trip - MAKOTO Trail of Light - J99 (from Ridge Racer 6) Get on!!! - Yudai Satoh
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Soft Springs + Max Downforce = Shenanigans (Gran Turismo 2)TeaKanji2023-04-21 | I came across a time trial challenge on Discord using the Nissan R30 Super Silhouette on Trial Mountain with PAL 25 FPS, and I decided to give it a shot. It turned out to be a great demonstration of something I've never shown before in my GT2 videos: ground effects.
Basically, on cars with very high downforce (ideally 0.78 / 0.99), if you set the springs and dampers really soft, the car will get sucked into the road during sudden elevation changes. While possible on all regions, it's easiest to do on PAL, as the slower frame rate causes jankier physics.
This leads to some very odd behaviour, like the car's braking distances being dramatically reduced and the car being able to make sharp turns with full speed. The car becomes much more difficult to control, however, especially on a bumpy track like Trial Mountain. It takes a lot of practice to overcome the car's unpredictability and drive consistently.
My lap times aren't perfect, and there's a couple small mistakes here and there, but hopefully you can see the potential of this setup. Exploiting ground effects can lead to some insane lap times on tracks like Red Rock Valley, check out this example: youtube.com/watch?v=WwxLvXDDojs
Music is Park Side Café by Daisuke Kawai.
I played PAL GT2 on DuckStation with 16:9 codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating Rome 2 Hours with 253hp ZZ-S (Gran Turismo 2)TeaKanji2023-04-21 | I was challenged to beat the Rome Circuit 2 Hours endurance with a car "less powerful than the BP Apex Kraft Trueno" (358hp), so I said I'd give it a go. While the opponents are all 633hp+ LM race cars, they're equipped with medium tyres, making them easier to beat than in Gran Turismo All Stars. I didn't expect to be able to go over 100hp under the target, though.
I've wanted to use the Tommy Kaira ZZ-S Coupe for one of these challenges, as it has insanely good acceleration and handling despite its low power. Its light weight and MR drivetrain make it an amazing choice for endurances, as it's very easy on tyres and drives perfectly fine even when its tyres are worn. It doesn't need as much front camber as the MR-S or Elise to handle well, though a high LSD Decel setting does help with wheelspin while braking.
I did a test run with a fully-upgraded ZZ-S with 279hp, and despite making a lot of mistakes, I still finished over 30 seconds ahead of the GT-One. Unsatisfied, I down-graded the car to 253hp, prepared for another run and hoped for the best. This was the end result.
This was one of the most intense races I've ever driven. I wasn't even sure if it was winnable for the majority of it. Despite driving mostly clean laps, I was unable to catch up to the GT-One until it made its first pit stop. The only feasible way to win was to beat it on pit strategy, while also defending against it whenever it caught up.
I got tripped up by the R390 GT1 on numerous laps as slipstreaming it removed the car's downforce and made it go wide in corners. There were a few other small mistakes throughout, but thankfully nothing too serious that destroyed my chances of winning. I was doing some risky driving to try and keep up the pace, and for the most part, it paid off.
Music used: Bevel Gearing - Yuto Takei Electric Fountain - Akitaka Tohyama (from Tekken 6) Tunnel Visionary - Tetsukazu Nakanishi (from Ridge Racer PSP) Tek Trek - Hiroshi Okubo (from Ridge Racer PSP) Messij - CoLD SToRAGE (from WipeOut) Disco Ball - Hiroshi Okubo (from Ridge Racer PSP) Down To Earth - Ryuichi Takada (from Ridge Racer 7) Cardinal Dancer - CoLD SToRAGE (from WipeOut) Into The Lead - Hiroshi Okubo (from Ridge Racer Vita) EXH* Notes - Sanodg (from Rave Racer) Explorers - Hiroshi Okubo (from Ridge Racer 6) Motor Species Remix - Tetsukazu Nakanishi (from Ridge Racer PSP) Shut Up Baby - Sampling masters AYA (from Ridge Racer 7) Pulse Phaze - Hiroshi Okubo (from Ridge Racer PSP) Night Stream - Kohta Takahashi (from Ridge Racer PSP) Supercruiser - ESTi (from Ridge Racer 7) Feisar - DJ Sasha (from Wipeout 3) The Objective - Koji Nakagawa (from Ridge Racer Vita) Crimson Sunset - Rio Hamamoto (from Tekken 5) Massive Stunner - Akitaka Tohyama (from Tekken 5) Ground Zero Funk - Kohta Takahashi (from Tekken 5) New Age - Akihisa Yamaguchi
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9, 'true endurance' and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating Grand Valley 300km with 175hp MR-S (Gran Turismo 2)TeaKanji2023-04-17 | Here's another endurance challenge, 60 laps of Grand Valley Speedway against 440hp+ sports cars from around the world. The main threat is the Venturi Atlantique 400GT, as it has better tyres and acceleration than most of the other opponents. While not as foreboding as the Vector M12 LM in Trial Mountain 30 Laps, it can still be a challenge to beat using a weaker car.
As I went for a 4WD that wears its front tyres quickly for my last endurance, I did the opposite this time around and used an MR. The MR-S S Edition turned out to be very fun to drive while punching way above its weight. Even after its rear tyres turned amber, it held traction out of corners excellently.
I upgraded it with a stage 1 turbo and port polish to bump it up to 175hp, though it probably didn't even need the port polish. It's tough to know how much power to bring to an endurace for a balanced race, as lap times can vary greatly. Tyre compound has no effect on tyre wear, so super softs are used for the best grip.
For my pit strategy, I stopped every 12th lap for four stops total, while the Atlantique stopped every 10th lap. I haven't decided which strategy is best; the five-stop strategy is much safer if you don't feel comfortable driving with worn tyres, while the four-stop can be slightly faster if you can drive consistently regardless of wear. I practiced driving the car with soft tyres so I could get a feel of how it drives with worn tyres, and I think it paid off. Even my slowest laps were 2:01's at worst, which justified the four-stop strategy IMO.
I went with stiff rear springs so the car was easy to turn regardless of wear. While it meant the car lost grip going over curbs, it was only a slight downside on this track, and thankfully wasn't too relevant in this run. 4.0 front camber was enough so the car stayed glued to the track, and also meant I could leave the LSD at 1 / 1 / 1. 2nd and 3rd gear are slower than usual so the car doesn't hit the rev limiter on key corners. Everything else was pretty standard.
Music used: Horizons in May - Keiji Inai Naked Glow - Kohta Takahashi (from Ridge Racer Type 4) Sueno Del Mar - Asuka Sakai (from Ridge Racer 6) Saturation - Ryuichi Takada (from Ridge Racer 7) Pearl Blue Soul - Hiroshi Okubo (from Ridge Racer Type 4) Awakening - Tetsukazu Nakanishi (from Ridge Racer 7) Highway Fusion - Sampling masters MEGA (from Ridge Racer 6) Motor Species - Tetsukazu Nakanishi (from Ridge Racer Type 4) Down To Earth - Ryuichi Takada (from Ridge Racer 7) Supercruiser - ESTi (from Ridge Racer 7) Quiet Curves - Hiroshi Okubo (from Ridge Racer Type 4) Trail of Light - J99 (from Ridge Racer 6) Shut Up Baby - Sampling masters AYA (from Ridge Racer 7) Floodlight - Sanodg (from Ridge Racer 6) Radiance - Sanodg (from Ridge Racer 6) Ultra Cruise - Tetsukazu Nakanishi (from Ridge Racer 6) Silhouette Dance - Asuka Sakai (from Ridge Racer Type 4) Explorers - Hiroshi Okubo (from Ridge Racer 6) Your Vibe - Asuka Sakai (from Ridge Racer Type 4) Water Front (Ambient Mix) - J99 (from Rave Racer) Lucid Rhythms - Tetsukazu Nakanishi (from Ridge Racer Type 4) EXH* Notes - Sanodg (from Rave Racer) Calm - Junichi Nakatsuru (from Ridge Racer 7)
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating 440hp MRs with 151hp Elise (Gran Turismo 2)TeaKanji2023-04-13 | Time to slay yet another GT40, this time in race 3 of Mid-Engined Challenge at Red Rock Valley. The opponents in this race range from 436hp all the way to 634hp (Wiegert Vector W8), though their sports tyres hold them back around corners. This race is notorious for awarding the GT40 Race Car, worth 250,000 while also being one of the best race cars in the game as it can enter 493hp events.
I've been attempting to find a well-balanced tune for the Elise over the past few days. Many of you who have played GT2 will recall that the Elise's have very twitchy handling and often lose stability over curbs. Its MR layout and extremely light weight cause it to feel unbalanced in GT2's physics engine. To counteract that, extremely soft springs and dampers are used, allowing it to glide through bumps without much hassle. We then apply the GT1 trick of 5.5 front camber to glue the car to the road in wide corners. Low rear camber is used so the car holds traction throughout the corner. With all of this, the LSD can be kept rather light, so the car doesn't understeer heavily. It can still divebomb mid-corner, but it's manageable with careful driving.
I chose the 111S because the 190 made the race too easy, even with no power upgrades. While the 111S is slightly heavier and has a higher ride height, this isn't actually too disadvantageous, as the reduced responsiveness makes the car feel easier to handle. It also has a cool rear spoiler that the other Elise trims don't have. This tune should carry over to other Elise's in any case, though you'll need to make extra adjustments if they're racing modified.
The gear setup is quite strange this time around; it's basically a more intense version of the setup I used for the Silvia Q's in the Red Rock All Stars challenge. As 1st and 2nd gear are never used besides at the start, they can both be sacrificed for extremely close gears from 3rd through 5th, for better acceleration throughout the race. A slower start also gives more time to react to what the AI does in the second corner, for a clean overtake.
Music used: The power of GT - Yudai Satoh You Blow My Mind (Dudley Theme) - Hideki Okugawa (from Street Fighter III: Third Strike) Cana do Brazil - Yasuo Sakou
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating Rome All Stars with 343hp RX-7 FD (Gran Turismo 2)TeaKanji2023-04-09 | Another day, another overpowered GT40 at Rome. I had a few cars in mind that I wanted to use for this race, but I realized during practice that I needed something with great acceleration and stable handling. Naturally, the RX-7 did the job. With the GT40 starting up front, it ended up being a very close race, as I barely had enough time to hold the lead on the final stretch.
Tuning-wise, I went for soft rear springs so the car glides over curbs without losing grip. I lowered the rear downforce slightly for extra rotation, while everything else is pretty standard.
Music used: Sunday - Taroma Koshida Into The Lead - Hiroshi Okubo (from Ridge Racer Vita) Mighty Engine - Daisuke Kawai
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating the Vector M12 LM Endurance with 276hp Impreza (Gran Turismo 2)TeaKanji2023-04-06 | This is it, Gran Turismo 2's ultimate challenge: NTSC 1.0 Trial Mountain 30 Laps against the 679hp Vector M12 LM race car. Due to a bug with endurance line-ups where cars mistakenly appear that aren't supposed to, the Vector LM lands in Trial Mountain, far exceeding the event's 295hp entry limit. Typically, this race is next-to-impossible unless you use a ridiculously strong 295hp car like the Dodge Concept Car. However, I'm here to show that, with the right tuning setup, you can be nearly 20hp under the limit and still win comfortably.
I picked the '94 Subaru Impreza WRX Sedan primarily for style points; besides having a decently wide power curve at high-RPM's, you'd be better off with the Type RA Ver. VI or any of the Coupe's. It's purple though, it's hard to resist. Its low starting power also meant I could fine-tune it until it was barely able to keep up with the Vector LM. I originally intended to use the Lancer Evo V RS for this challenge, but its 293hp and high downforce made the race far too easy. I'll probably use that for a different challenge instead.
If you're new to this challenge series and are confused how I managed to win with such a huge power disadvantage, it's the ride height. A low front and high rear makes the car point down, and the game thinks the car is constantly going downhill. This gives a big acceleration boost, at the cost of increased understeer as the car's center of gravity is moved forward. To compensate, the rear downforce is lowered. Using super soft racing tyres also improved grip greatly; use this video as proof that all tyre compounds last around 15 laps.
I had one big mistake at the start of lap 26 where I cut too far into the curb and went flying off-course, losing 4 seconds, along with a few small mistakes here and there. I also messed up while exiting the pits as I got too caught up looking behind me. Don't make the same mistakes I made. As a whole though, I felt my driving was very consistent throughout the run. It needed to be, as the Vector LM only pitted once all race. This is unusual, as usually it pits for a second time on lap 28 or 29. It might be due to the frame rate, but I can't say for sure. It ended up being a very close race, as the Vector LM finished just over 6 seconds behind me.
Sadly, as NTSC 1.0 uses different memory addresses than later NTSC versions, I was unable to convert all of Silent's graphic-enhancing Gameshark codes. The 60 FPS code still worked, but tyre smoke was disabled. Game saves and replays are cross-compatible between NTSC 1.0 and 1.1, so I switch between the two versions in this video. The 4:3 sections are 1.0, while the 16:9 sections are 1.1.
Music used: Walking Through Zero Gravity Lounge - aM E-Radio - Michael Walthius / Fumio Tanabe (from Choro-Q HG 2 / Road Trip Adventure) Zurich - Francis Higgins
See Silent's GT2 blog for more codes for all other regions: cookieplmonster.github.io/mods/gran-turismo-2Beating 290hp+ Tuners with 126hp Clio (Gran Turismo 2)TeaKanji2023-04-03 | We're at Autumn Ring this time, fighting against tuned JDM cars that have at least 290hp. The two to watch are the extremely lightweight Spoon Civic and Integra Type R, with 347hp and 388hp respectively. However, the AI isn't exactly well-prepared when it comes to braking into hairpins.
The Clio 16v is easily one of the most disappointing cars in Gran Turismo 2. While the Renault dealer claims it has 171hp, it actually only has 106hp as stock. Furthermore, it can't receive either NA tuning or turbo upgrades, meaning its power maxes out at 126hp. Many players win it as a prize car early on from Compact Car Cup, realize how pitiful its tuning potential is, and either sell it or leave it to dwell in the garage.
I thought it would be amusingly ironic to use this car in the Tuned NA event, and surprisingly it holds its ground against the Spoon's when fully tuned. Tuning settings are quite straight-forward at this point. The Clio's torque curve falls off sharply after around 6500 RPM, so I had to short-shift with it for better acceleration. I used a very light LSD Acceleration for better grip when steering aggressively.
Music used: Dark Line - Satoshi Bando Light Groove - Asuka Sakai (from Ridge Racer PSP) Globe - Yuki Oike
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating 600hp Tuners with 231hp Skyline (Gran Turismo 2)TeaKanji2023-03-31 | We're back at Tuned Turbo Car Cup, where the AI drive vastly over-tuned cars that they can barely keep on the road, even with soft racing tyres. I decided to give the Mine's GT-R R34 a run for its money, by using the humble Skyline R32 GTS-t Type M. A classic starter car for many GT2 players, this race will hopefully prove that it's viable for most late-game events too.
Despite the AI's cars having between 561-628hp, there's only one real threat in this race: the Mine's Lancer Evo V. It makes much fewer mistakes than the other cars here, perhaps owing to its true 4WD handling and how ridiculously good the Lancer V and VI are in this game. Getting a lead early is important, and you need to make as few mistakes as possible.
Loosening up the Skyline with soft front springs for better turning causes it to feel very twitchy. I remedied this by applying 3.6 front camber, which was enough for the car to grip well but not understeer. Soft dampers set to 2 / 2 greatly help with the bumpy wide turns. You need to be careful with the rear camber, as too much will hurt the car's corner exit traction. 1.4 gave a good balance of mid-corner grip and corner exit traction. Everything else was pretty standard.
Music used: let me see your mind - Tyme. Pulse Phaze - Hiroshi Okubo (from Ridge Racer PSP) WINDS - NORIHITO SUMITOMO
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating SSR5 All Stars with 343hp Supra (Gran Turismo 2)TeaKanji2023-03-29 | Gran Turismo All Stars is back, and this time we're at Special Stage Route 5. While the AI can occasionally make silly mistakes on this track, they're generally very competent and drive decently fast. I'd say this is probably the most difficult of the five races to win, with Rome not far behind. This ended up being one of the most exciting races I've done for the challenge series so far.
I decided to go for something slightly more powerful this time around, which gave me the opportunity to use the racing modified '96 Supra SZ-R. Its Super Yellow livery is eye-catching, to say the least. It's one of my favourite Supra liveries, up there with the purple '97 RZ.
NA tuning stage 3, port polish and engine balancing bumped its power up to 343hp, which felt like just enough to squeeze out a win. The SZ-R's are lighter than the RZ's, but they also have much narrower power bands at high-RPM's. Engine balancing is a must for the SZ-R's; it moves the rev limiter forward, allowing you to gear up later for better acceleration.
One nice thing about racing modified Supra's is their above-average downforce. Setting the front to max and the rear around 0.60 gives very solid turning ability, as long as you can control it. All Supra's have a tough time dealing with wheelspin when launching and exiting corners, but proper gear setup helps a lot. Treat this car like you're playing GT1: don't floor it out of corners too early.
This race took me a couple days to put together, mainly due to recording issues. I'm not sure what's going on, but OBS really doesn't like the final sector of this track, as it tends to drop frames and lag out for a second or so. I had to use some replay b-roll on lap 5 to cut away from some of the lag spikes, so apologies for the sudden transitions. This race was too entertaining to discard.
Music used: after night - Akihisa Yamaguchi Disco Ball - Hiroshi Okubo (from Ridge Racer PSP) calm calm - Tyme.
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating Two GT40s with 125hp Elan (Gran Turismo 2)TeaKanji2023-03-25 | Historic Car Cup race 3 at Grindelwald; race 2's bigger, yet much less intimidating brother. I didn't expect this to be beatable with an Elan S2 Sprint with no power upgrades, yet here we are. While the GT40's are boosted to 345hp and the Shelby Cobra Daytona Coupe has 388hp, their sports tyres and cautious throttle control hold them back from reaching their full potential. They can still get in your way and ruin your race if you're not careful though.
Overall, this is a very fun car on a very fun track. I didn't have a strong opinion of Grindelwald before doing this challenge, but its tight cornering sections really reward you for taking risks. Flooring it through the chicane section and the downhill towards the finish is dangerous, but very satisfying to pull off. The Elan has fantastic mobility and is able to go around most of the track flat-out. Tuning setup was pretty basic for the most part.
Music used: Smoker's Lamnet - Taroma Koshida Tek Trek - Hiroshi Okubo (from Ridge Racer PSP) REMINISCENCE - Norihito Sumitomo
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating 440hp Roadsters with 128hp Beat (Gran Turismo 2)TeaKanji2023-03-24 | At long last, I'm finally beating with the Beat. This was another difficult one to pull off, as not only does the Beat have a massive power deficit against these 439 - 472hp roadsters with hard racing tyres, the AI is extremely random on this track. Many runs were lost to the AI going off-road at the start of lap 2 and punting me off-course as they re-enter the track. I had to drive two near-perfect laps to hold the lead, and thankfully it eventually all came together in this run.
The Beat is a car that a lot of people have trouble tuning and driving, as it's extremely twitchy and loses grip very easily. As well, its power is much lower than other K-cars when maxed out, making the Cappuccino and AZ-1 more appealing.
To remedy the Beat's handling issues, I had to tune it GT1-style with 5.5 front camber for extra braking and turning stability. The ride height trick also worked well to improve stability, while of course increasing acceleration. Max LSD Initial and Acceleration are used to prevent loss of grip around wide turns. Soft springs and dampers are so the car can glide over curbs. The Beat has a very sharp torque curve at high-RPM's, so I set a slow 2nd gear to get very close gears from 3rd to 5th for better acceleration.
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating Red Rock All Stars with 305hp Silvia S13 (Gran Turismo 2)TeaKanji2023-03-22 | Gran Turismo All Stars at Red Rock Valley, one of GT2's most infamous races. It's the best money-making race in the game, with each win awarding 50,000 credits and a TVR Speed 12 worth 500,000 credits. The opponents drive 600hp+ Le Mans prototypes with super soft tyres, but the free power limit makes it quite easy with a fast race car like the R30 Silhouette.
With a vastly underpowered car, however? It's possible, but a blend of tuning knowledge, driving skill and luck is needed. The S13 Silvia Q's 2000c, with 305hp maxed out, has less than half the power of every other car here. This line-up in particular is very scary, with the GT40 Race Car and GT-One being particularly dominant if they get a big lead. The AI is very random, however, as you'll see throughout the race.
The key to this race, both when tuning and driving, is downforce. Max front downforce is needed for the best front wheel grip and turning ability, but you can afford to go dangerously low with the rear downforce to help the car turn even more. It's what allows the Silvia to floor it through wide turns.
However, slipstreaming will reduce downforce, which can cause loss of grip in an instant. You need to be constantly aware of whether you're currently slipstreaming, or else you might end up skidding or understeering while entering or exiting corners respectively. Slipstreaming is great for catching up on straights, but you need to break it off before it's too late, while also avoiding entering a draft mid-corner.
Other significant tuning decisions include: min front height, max rear height for an acceleration boost, 2 damper bounds and rebounds for as little bouncing as possible on the banked turns, and 2.5 rear camber to prevent skidding due to low rear downforce. 6 LSD Initial and Deceleration are to prevent the car from divebombing entering corners. A slow 2nd gear is used to make closer gears from 3rd to 5th for better acceleration at high speeds.
This run was extremely lucky, with more backboosts than the average GoldenEye 007 speedrun, but I'm very happy with how consistently well I drove all race. The ending was a bit anti-climatic, as the last lap was more of a victory lap than anything, but you get to see how effective this car's tuning was as I set my fastest lap of the race without any slipstreaming. Stick around until the end to witness something funny that happened during practice runs.
Music used: Smoker's Lamnet - Ryo Sonoda Night Stream - Kohta Takahashi (from Ridge Racer PSP) Casino Drive - KEMMEI Afterglow - Satoshi Bando
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating JGTC GT300 Cars with 260hp AE86 (Gran Turismo 2)TeaKanji2023-03-20 | This challenge took a weekend of practice to nail down. GT300 Championship is one of Gran Turismo 2's most intense events, especially if your car is evenly-matched against the AI. Race 1 at Grand Valley East in particular is a wake-up call, as the AI doesn't play around on this track.
It's one of the few events where the AI cars are equipped with super soft tyres. They're extremely aggressive and disrespectful, and will shove you off your line constantly. It took hundreds of attempts to learn how the AI drives, and even then, they're very unpredictable.
This wasn't a perfectly clean run, but I'm satisfied with how I predicted their movements. I had a few successful attempts recorded, and while this wasn't the fastest, it was definitely the most entertaining to watch. Usually the Impreza and RX-7 have a runaway lead, but the Silvia's were equally fast this time around. I also switched over to NTSC-U this time around for your 60 FPS viewing pleasure.
A few months ago, GTPlanet user OG Turismo started a thread about this event and its difficulty, providing a list of cars they tested with mixed results. After doing my own testing, I found the Concept Car was able to win with only 249hp, but that doesn't really count since it's the best car in the game. I was surprised to find out that the AE86's were also able to compete with only 260hp, so I went with the Corolla Levin for this challenge.
Music used: Madeleine - Daisuke Kawai Tunnel Visionary - Tetsukazu Nakanishi (from Ridge Racer PSP) South Side - Daisuke Kawai
I played NTSC-U GT2 on DuckStation with 60 FPS, 16:9 and metric conversion codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating 1011hp Drag Cars with 296hp Miata (Gran Turismo 2)TeaKanji2023-03-17 | Another fun self-imposed challenge, I tried to find one of the weakest cars that was capable of beating the 1011hp 180SX HKS Drag Car in the Turbo Test Course race. Turns out that, as usual, Miata is always the answer. I got 'lucky' with a double drag car line-up, which made for an entertaining race once I took the lead. Their 'attack formation' is quite cute.
In terms of car setup, I prioritized top speed with wider gears than usual, a fast 1st gear for a good launch, along with high front camber and LSD settings to maximise grip around the turns. I set the dampers to 1 for a less bumpy ride, though this probably wasn't necessary on high-FPS. The car can hit over 360km/h with good slipstreaming, but I got unlucky with car positioning as the Mine's R32 got in my way in lap 2.
Music used: Cubic Luster - Yuto Takei Golden Cross - USCUS (from Every Extend Extra) Sunrise Ocean - Daisuke Kawai
I played PAL GT2 on DuckStation with 50 FPS and 16:9 codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Beating the Historic Rome GT40 with 187hp Cappuccino (Gran Turismo 2)TeaKanji2023-03-15 | A fun video I wanted to put out after spending so much time working on Gran Turismo Ultimate Guides. I wanted to see if it was possible to beat the overpowered GT40 in race 2 of Historic Car Cup at Rome Circuit in a clean race using the Suzuki Cappuccino, and indeed it was. A tough but very satisfying race. I reset the race until the GT40 was at the front of the line-up so it didn't get caught in traffic.
To squeeze out as much acceleration out of the car as possible, I went with the full ride height trick (min front height, max rear height boosts acceleration as the car points down and the game thinks it's constantly going downhill) and the stiffest rear springs. The car is very bumpy with these springs though; 10.0 would have done the job also. I also applied the gear trick with a fast 1st gear so the car would get a better launch without sacrificing top speed. 3.4 front camber to stabilise the car, as it's quite unwieldy without downforce from racing modifications. My other Gran Turismo 2 videos go into more detail on how these settings work.
Opening music is Sunset Haze - Keiji Inai, rest of the music is by me. I played PAL GT2 on DuckStation with 50 FPS and 16:9 codes. See Silent's GT2 blog for more info: cookieplmonster.github.io/mods/gran-turismo-2Gran Turismo 1: The Ultimate GuideTeaKanji2023-03-13 | An in-depth guide for Gran Turismo 1's GT Mode which details the best starting cars to buy, how to handle and tune a variety of cars, and how to get gold in every licence test and beat every event for 100% completion.
00:00 Intro 01:49 Welcome 06:43 Buying Your First Car 12:40 Weight Transfer & Handling Tuning 20:40 B Licence All Golds 26:00 Early Game Route 35:59 Torque, Power & Gear Setup 44:18 A Licence All Golds 54:07 Mid Game & Best Cars / Tuning Platforms 1:12:00 Race Cars & Downforce 1:21:48 IA Licence All Golds 1:29:20 The Late-Game & Endurances 1:37:31 Outro
Step-by-step guide for setting up analog acceleration/brake using triggers in DuckStation: 1: In the in-game options menu, go to the controller settings, then map acceleration to right analog stick up, brake to right analog stick down, and gear up/gear down from L2/R2 to any other buttons 2: In DuckStation, click Settings in the top bar, then Controllers, then New Profile at the bottom, name it something, and say yes to copy all settings from the current profile 3: Map your controller as normal with the Analog Controller layout, but map your controller's left trigger to Right Analog Down and the right trigger to Right Analog Up (L2 and R2 can be left unmapped) 4: Go back to the DuckStation main screen, right-click on Gran Turismo in the game list, then Properties, then change the Input Profile to the controller profile you just created
DuckStation uses a very high analog sensitivity setting by default (200%), I suggest reducing it to around 120% in the controller settings to make cars much easier to handle.
Intro music by me.
Music used: GT-FORCE - Cargo After The Rain - MAKOTO Dream World - KEMMEI Sunset Haze - Keiji Inai Park Side Café - Daisuke Kawai Sea Line - Daisuke Kawai Cubic Luster - Yuto Takei Let me see your mind - Tyme. at night - Akihisa Yamaguchi Cube - Akihisa Yamaguchi Horizons in May - Keiji Inai calm calm - Tyme. Beautiful Area - Akihisa Yamaguchi The First Person - Akihisa YamaguchiGran Turismo 4: The Ultimate GuideTeaKanji2023-01-19 | An in-depth guide for Gran Turismo 4's GT Mode which details the best starting cars to buy, how to tune your cars for best performance, and how to clear the most difficult events for getting 100% completion.
00:00 Intro 01:56 Welcome 04:55 General Tips & Tricks 12:17 Buying Your First Car 16:47 Cost-Effective Handling Tuning 21:18 Power Upgrades & The Power Band 24:33 The Mid-Game 29:38 Tricky Manufacturer Events 32:52 B-Spec Training 38:38 Advanced Tuning & The Gear Trick 48:01 Dirt & Snow Tuning 52:46 Professional Events & The Late-Game 1:02:59 The Missions & Mission 34 1:09:27 Outro
The handling tuning and advanced tuning sections covers how to tune the sports and fully custom suspension kits (spring rates, ride height, dampers/shocks, camber, toe, stabilisers), the limited-slip differential (LSD), the brake balance controller, the VCD controller and the custom transmission.
Music used: GT-FORCE - Cargo Dream World - KEMMEI After The Rain - MAKOTO Sunset Haze - Keiji Inai Bevel Gearing - Yuto Takei Park Side Café - Daisuke Kawai Cubic Luster - Yuto Takei Let me see your mind - Tyme. New Age - Akihisa Yamaguchi Cube - Akihisa Yamaguchi HOT STUFF - Norihito Sumitomo Horizons in May - Keiji Inai Beautiful Area - Akihisa Yamaguchi The First Person - Akihisa YamaguchiGran Turismo 3: The Ultimate GuideTeaKanji2022-09-08 | An in-depth guide for Gran Turismo 3's GT Mode which details the best starting cars to buy, how to escape the early game, how to work your way towards 100% and how to tune your cars for best performance. Also demonstrates numerous tricks including 'reverse shifting', the 'gear trick' and the 'wheelie trick'.
Links and references used to create this guide are in the Links and References chapter at the end of the handbook.
00:00 Intro 01:34 Welcome 04:25 General Tips & Tricks 09:14 Buy a Miata Pt. 1 14:14 Gear Setup & The Gear Trick 19:29 Buy a Miata Pt. 2 22:30 Trade Trick Trueno 27:26 B Licence All Golds 34:26 Tuning Guide 43:43 Prize Car Resetting 48:40 Series Manipulation 52:54 Amateur League & Race Cars 58:49 Rally League 1:02:29 Professional League & The Wheelie Trick 1:08:08 F1 Cars 1:14:44 Outro
Music used: GT-FORCE - Cargo Dream World - KEMMEI Sunset Haze - Keiji Inai Bevel Gearing - Yuto Takei Park Side Café - Daisuke Kawai Cubic Luster - Yuto Takei Let me see your mind - Tyme. New Age - Akihisa Yamaguchi Cube - Akihisa Yamaguchi Casino Drive - KEMMEI Sea Line - Daisuke Kawai Gurney's Eagle - Naoki Naotyu HOT STUFF - Norihito Sumitomo Horizons in May - Keiji Inai Beautiful Area - Akihisa Yamaguchi
Raw video download link: drive.google.com/file/d/1sj1pAFzg6zr2qbbk4FUJbSuI6l4WjemY/view?usp=sharingGran Turismo 2: The Best 100k Budget CarsTeaKanji2022-07-17 | An exploration into the best 'value for money' cars in Gran Turismo 2. Also showcases various tuning techniques like the gear and ride height tricks, which give cars the best possible performance.
00:00 - Intro 00:50 - Welcome 02:22 - Tuning & Upgrading 07:02 - Best Cars 12:19 - Outro
Intro music by me.
Other music used: Garage (Gran Turismo 6) Bevel Gearing - Yuto Takei Gurney's Eagle - Naoki Naotyu After Race 3 (Gran Turismo 6)
Codes used to 'replace AI' in intro (PAL only): C21CD588 0082 801D5CF8 0000 801D5D50 0202 C21CD62C 0082 801D5C28 0000 801D5C80 0202 C21CD6D0 0082 801D5B58 0000 801D5BB0 0202 C21CD774 0082 801D5A88 0000 801D5AE0 0202 C21CD818 0082 801D59B8 0000 801D5A10 0202Gran Turismo 2: The Ultimate GuideTeaKanji2022-07-02 | An in-depth guide for Gran Turismo 2's GT Mode which details the best starting cars to buy, how to beat the toughest license tests and how to tune your cars for best performance. Also demonstrates the 'gear trick', a long-lost tuning technique for getting the best acceleration and top speed. Extra info in the pinned comment below.
00:00 - Intro 01:31 - Welcome 04:29 - Getting Started 07:09 - Buying Tuning Upgrades 11:08 - Basic Tuning 16:57 - Full Tune Example 20:37 - Best 295hp & 197hp Cars 33:23 - Driving & License Tips 39:08 - Late Game Chaos 43:40 - Advanced Tuning & Gear Trick 57:50 - Outro
Music used: My Favourite Game (piano version) - me GT-FORCE - Cargo After The Rain - MAKOTO Dream World - KEMMEI New Age - Akihisa Yamaguchi Sunset Haze - Keiji Inai Park Side Café - Daisuke Kawai Sea Line - Daisuke Kawai Let me see your mind - Tyme. Casino Drive - KEMMEI Cube - Akihisa Yamaguchi Beautiful Area - Akihisa Yamaguchi The First Person - Akihisa YamaguchiYork Audio IR Shootout w/ Archetype: Tim Henson by Neural DSPTeaKanji2022-06-06 | A showcase of York Audio guitar cabinet impulse response packs using Neural DSP's Archetype: Tim Henson digital amp sim plugin, from cleans to crunch tones.
Link to Archetype: Tim Henson by Neural DSP: neuraldsp.com/plugins/archetype-tim-henson Link to York Audio: yorkaudio.coYork Audio IR Shootout w/ Archetype: Petrucci by Neural DSPTeaKanji2022-06-05 | A showcase of York Audio guitar cabinet impulse response packs using Neural DSP's Archetype Petrucci digital amp sim plugin, from cleans to high gain tones.