Gran Turismo Any% Speedrunning
Panduan
/
Gran Turismo Any% Speedrunning
Diperbarui 7 years ago oleh n1nj4ofshr3d

Any% is defined as winning the Gran Turismo World Cup and unlocking the credits.

To qualify for the World Cup, Sunday, Clubman, and GT Cups must be won in any order.

To qualify for any race Licenses must be done.

Those events have no car or horsepower restrictions.

PAL is the slowest due to the framerate of 50hz compared to 60hz. NTSC-U is faster than PAL. NTSC-J is the faster due to loading times being much faster by around a minute. Cannot be run on emulator, PSP, Vita, or PSTV. Fast Disc Speed is not supported, so no need to enable it in the browser.

Licenses

For No License Prizes, this section is not important.

For License Prizes:

B License: Dodge Concept Car (Copperhead) A License: TRD 3000GT I-A License: NISMO 400R

Prize cars are awarded by Golding an entire License. After the last test is Golded, a screen appears that says "Check out your new car!" This cannot be skipped immediately.

The Concept Car cannot be sold, so Golding all of B License is slow.

The 400R is the car for the run, being much faster than the TRD 3000GT, so the minimum License to Gold is I-A.

If you can manage all Gold for A, selling the TRD 3000GT nets 12,000 when sold to Toyota. This is important, but not detrimental enough where a run is terrible. It only helps.

Here are the Gold requirements for each License test: (All regions have the same)

B-1 34.750 B-2 26.400 B-3 28.150 B-4 24.800 B-5 23.650 B-6 26.350 B-7 25.750 B-8 1:19.500

A-1 32.400 A-2 24.760 A-3 42.800 A-4 37.400 A-5 30.200 A-6 26.150 A-7 29.500 A-8 1:05.600

IA-1 1:03.990 IA-2 1:26.350 IA-3 1:57.880 IA-4 1:18.630 IA-5 1:20.240 IA-6 1:28.540 IA-7 2:06.330 IA-8 1:55.428

B License introduces the player to basic driving skills.

A License is applied practical learning.

I-A License is all Time Trials.

Cars in this game react differently than any of the preceding GT games, because the is an element of arcade style drifting. This means when you go into a corner and let off the accelerator and turn, you drift instead stick to the road, even though the cars have oversteer. Or, turning and braking and throwing your car into a corner won't make it spin out, but drift. It can get hard to get used to. Also, wallriding. GT1 seems to have a much different collision engine than the others, and luckily improved later. You can, for example, enter a hairpin at full speed, turn into it without slowing down, start a drift by letting off the accelerator and braking while turning, whip the rear-end around into the wall, and accelerate out. You'll "bounce" off the wall and continue at the same speed. In license tests, this will not make the test fail. You only fail tests by slamming into the wall with the front-end of your car, mostly the front half, but be careful with the sides, and going into the grass. As long as your rear-end hits, you'll be fine. This is how Golds are made easier. More or less you can abuse the car and toss it around, and as long as you don't turn too heavy, it'll be fast.

When you get the 400R you're ready to start the majority of the run.

The previous route used the 400R solely for GT Cup, then the Chaser LM Edition for the rest, but the 400R fully tuned is much faster.

With the starting 10,000cr, gotta buy some parts.

The list of parts will be under this.

Sunday Cup is first, since it's the shortest and easiest, though it's the least amount of money won. In the long run doing the Cups in order is optimal.

3 races of 2 laps each. Prize car: Mazdaspeed Demio A-Spec 24,000cr for winning all races.

  1. Autumn Ring Mini
  2. High Speed Ring
  3. Grand Valley East

Sell the Demio at MAZDA, then use the 36,000cr plus any leftover from before Sunday Cup.

Prize cars are all worth 12,000cr when sold in the proper manufacture.

Culbman Cup

3 races of 2 laps each. Prize Car: Chevy Camaro 25th Anniversary 41,000cr for winning all races.

  1. Autumn Ring
  2. Clubman Stage Route 5
  3. Trial Mountain

Sell Camaro, then tune.

GT Cup

4 races of 3 laps each. Prize Car: [R]Chaser LM Edition Race Car 65,000cr for winning all races.

  1. Grand Valley Speedway
  2. Deep Forest Raceway
  3. SS Route 5
  4. Trial Mountain

Sell Camaro, then tune.

Gran Turismo World Cup 6 races of 3 laps each. Prize: Credits, Hi-Fi Mode (60fps for Clubman Stage Route 5, Special Stage Route 5, and Special Stage Route 11) 170,000cr for winning all races.

  1. High Speed Ring
  2. Trial Mountain
  3. Grand Valley Speedway
  4. SS Route 5
  5. Deep Forest Raceway
  6. SS Route 11

Split when the final race is finished at the finish line.

Parts All parts should be bought as the highest stage, except Turbo/NA, Weight Reductions. Lower stages of cheaper parts don't give the best performance increase for the money. These are the ones that are recommended. There are parts left out that aren't good for the run, but feel free to try them.

Racing Muffler 5,000

Sports Brakes 5,000

Computer Chip 2,000

Triple Plate Clutch 5,000 Lightweight Flywheel 1,200 Carbon Fiber Driveshaft 3,500

Racing Intercooler 3,500 Stage Turbo 1 5,000 Stage Turbo 2 14,000 Stage Turbo 3 45,000

Fully Customizable Suspension 20,000

Racing Soft Tires 15,000

Weight Reduction Stage 1 1,500 Weight Reduction Stage 2 6,000 Weight Reduction Stage 3 25,000 Racing Modification 85,000

In the NTSC-U and PAL versions (need confirmation on PAL), Racing Modifications can be bought without Weight Reductions. NTSC-J must go through Weight Reductions first.

Racing Modification is the most important part in the run. This enables the Downforce to be adjusted and severely decreases the car's Weight, which increases it's Power-to-Weight ratio.

Max Downforce increases Grip which is incredibly important and lowers lap times more than not having it.

Find the combination of parts that help the most, or look at the route(s) in the Guides Section, and start driving. Good Luck.