Hey guys. This is a gamefaq we started for Gr2003 which is the same game basically so i think this will help you guys. We arent finished but im currently working on the rest. Please leave your suggestions on things to add that you will think will help new players. We will be posting this on GameFAQs.com after its done. Enjoy.

-LoPo-
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At The Races Presents: Gallop Racer
A Walkthrough/Tips/FAQ, v 1.0
Compiled by Maverick (a member of the Online Racing League World)
Email: mystic@orlworld.com
Last updated: Thursday, June 12, 2003

for the latest updates visit www.orlworld.com



Table of Contents:

I. Intro

II. Walkthrough
a. Getting Started
b. Tecmo Racing Academy (TRA)
c. RPG elements
d. Lenny's Tips to getting started
e. Money and Points
f. Choosing your first Horse/s
g. Selecting Races

III. Racing Tips
a. Leg Types
b. The Start
c. Feel and Position
d. Whip and Stretch

IV. Unlockables
a. Hidden Races
b. GWS (Gallop World Series)
c. DC (Dream Cup)
d. Hidden Horses

V. Horse Titles

VI. Breeding and Training Basics

VII. FAQs (Frequently Asked Questions)

VIII. Acknowledgements

IX. Information


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I. Intro

RascalKing is doing the Intro.


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II. Walkthrough


This basic walkthrough is for the first part of the season mode when starting
a new game. With the amount of possibilities with different choices of horses
and races, the purpose of this walkthrough is to answer certain general
questions that may arise for those who are new to the game. Strategy may vary
with your choice of Horse, Race or Pace of the race.

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a. Getting Started

First of all when you start a New Game in Season Mode you will have to pick
your Jockey from 6 choices and then name your Jockey. You will then have to
choose the Difficulty setting that you would like to play on (Easy, Normal
or Hard). Next you choose your Jockey's Silks and Colors. After this you will
then have a chance to change the Jockey, Name, Difficulty or the Silks and
colors. Make sure that you are sure of all of your choices, as they will be
final and cannot be changed in the season. If you are sure, select Finish.

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b. Tecmo Racing Academy (TRA)

You will now be taken to the TRA (Tecmo Racing Academy). Do your best to
study everything that you are taught here, as it will determine how well you
will do in the season and also determines the Jockey Stats that you will
begin with in 5 categories (Start, Feel, Position, Stretch and Consistency).
You will have the option to Practice as much as you want until you feel that
you are confident enough. I think if you are not scoring 80 points or more
consistently in each lesson then you should try to practice some more. You
will also be able to come back to the lessons in the Academy to practice them
in the season mode when ever you like. After completing the lessons you then
graduate and are moved into the actual season mode. The Academy is a great
source for learning about other elements of the game. Also be sure to take
note of each screen you are on, as it may have help available by pressing the
select button providing definitions or information.

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c. RPG elements

Gallop Racer 2003 has incorporated RPG elements into the game making each
horse unique in it's own way. Certain abilities will have a positive effect
on your racing and others will have a negative effect. Some abilities are
automatic while others have to be activated (Latent Abilities). Activating
these "Latent Abilities" requires certain techniques that vary with racing
styles and timing. "Automatic Abilities" will automatically be enabled if
the condition is right. When breeding, some of theses abilities may be
passed down through generations and may sometimes skip a generation or two.
All abilities for horses are listed in the Academy.

Abilities can also be earned and lost for your Jockey. These abilities can
also be positive or negative. When earning these positive abilities, you will
start to find it easier to get "in the money" more often. Your Jockey stats
and Rank will also determine how well you will be able to race. Raising these
Stats and your Rank will increase your chances of winning as well being
able to purchase and race higher ranked horses.

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d. Lenny's Tips to getting started

Lenny Says:

"The key to starting this game off right is picking a horse that will help
you progress quickly and with as little pain as possible. When deciding
which horse or horses to buy/race, there are a few things you can look for
that may make this process easier. Try choosing horses that are either
preceders or mid-packers. Front runners and closers require too much effort
and jockeying skill for beginners. Also lean towards horses with good
temper, stamina, power and/or guts. Speed is over-rated at the beginning
and isn't a necessity when choosing a horse. These other abilities will help
you win and raise your stats in the process.

Once you progress from E to D and above, try racing horses with good latent
abilities. Horses that have the Whip, Last Corner Leader, and Stretch Burst
abilities will all help you progress quickly, especially your jockey's
stretch rating. Whip will allow you to almost whip the entire length of the
stretch without getting your horse tired. Last corner leader is great for
preceders. If you can get to the lead with some slight urging before the
straightaway, you will be given a little boost with this attribute. Stretch
burst will give you a speed boost when you are closing but not in the lead
at the 1F mark.

When you are first starting out, be sure to use the Academy for any questions
you may have. Both the Latent and Automatic abilities are defined within the
academy. Also, use the riding tutorials whenever you are having trouble. They
may allow you to spot your mistakes and get you on your way to the finish line.

Lastly, HAVE FUN. If you are patient and take your lumps, this game is really
great fun."

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e. Money and Points

Money can be earned by placing bets in the betting screen before a race or by
placing in the top 5 in a race. You will use your money to upgrade facilities
as the option to do so becomes available. Some facilities require a large
amount of money, so be sure to try and earn some cash.

Points can be earned by racing well in a race. Some races you can earn more
points depending on the Grade of the race. Points are used to negotiate for
new horses.

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f. Choosing your first Horse/s

Now you will have to acquire some horses. You will not have any points to
purchase horses in the beginning, but instead will have to pick from "E" rated
horses that are Free of charge. Some recommended starting horses are as
follows:

Courtly Gem (Filly)
Lost Sun (Filly)
Major Top (Filly)
Nice Reason (Filly)
Only Ocean (Colt)
Common Park (Colt)

If you do not have these horse show up right at the start, check in July for
new horses. Every July (7th month) new horses will show up as 2 year olds.
I also recommend racing a full or near full stable of 6 horses at the start
of your season as it will help you to raise your jockey stats, points and
earnings quicker. In turn this will allow you to buy better horses faster
rather than if you were to only race one or two at a time. It also gives you a
little more practice riding different style and paces of horses.

Horses will mature with their Traits or Stats raising in the passing of the
months. Some horses may have an early peak and some may have later peaks. A
horse is at peak when the stats begin to level out before starting to decline.
When racing an original horse (one that you have bred) this is the point in
which you want to save your horse to the Original Horse file for the chance
to possibly race in an Online Racing League.

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g. Selecting Races

The races are graded as follows:

OC (Open)- easiest
GIII (G3)
GII (G2)
GI (G1) - hardest

Open races are where you will start. They are the easiest and have smaller
purses. Once your horse starts to mature and you have raced in so many
open races, you will notice that the weight on the entry screen will rise.
This weight is the amount that your horse carries. The same holds true for
GIII races and GII races. GI races are the highest grade of race and the
weight that your horse carries will not be substantial compared to the other
horses entered in the same race. This is all part of the Handicapping used in
racing to avoid having really good horses matched up against really bad
horses. When your horse seems to be easily winning or the weight is too high,
don't be afraid to race in a higher graded race. Usually if you are not sure,
move up one grade and then try a race and if you are successful, try moving up
again.

There may also be an "H" by the name of the race that you are entering. This
denotes that the race is a Handicap race. The better your horse is that you
enter into this race, the more weight that it will carry. If you enter your
horse into a race carrying a lot of weight, it may mention that your horse is
"overclassed" and will have more of a disadvantage carrying that much weight.
You don't want to race in an "Overclassed Race" until you are comfortable with
the odds stacked against you, as it will be a challenging ride.

GI races are the top races where you will earn better purses and compete
against better horses. Many of the GIs are international and winning
certain races unlock new GIs. Winning GIs can also earn you certain titles for
your horse. Some titles that you can win don't require all the races you win to
be all GIs.



If you are not winning, don't worry! This game takes a little practice and
time for your Jockey to become better in order to race better horses. Once you
start to win races, you will be more gratified with your results.



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II. Racing Tips


a. Leg Types

The following are some of the Leg Types of the horses that you will race.

Front Runner: > > > * (horse that likes to lead the pack)
Preceder: > > * > (horse that likes to be near the front of the pack)
Mid Packer: > * > > (horse that likes to be in the middle of the pack)
Closer: * > > > (horse that likes to be at the back of the pack)

* denotes filled triangle, > denotes empty triangle

Some horses may have a more flexible Leg Type with more than one triangle
filled which means they can be happy in more then one Leg Type.

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b. The Start

The start is a very important part of the race, especially if your horse is
a front runner or a preceeder. The start gauge will go back and forth between
BAD-GOOD-BAD and you obviously want it to stop in the GOOD part. The speed at
which your start gauge moves back and forth is determined by the temper rating
of the horse. If the gauge seems to be moving quite fast, try to stop it in
the BAD and you will probably have a better chance of it stopping in the GOOD
section. To achieve a perfect start you have to stop it between the two o's in
GO|OD.

With the start setting the stage for the race, you will want to have
your horse settle into position within the first 1.5 furlongs of the race.
The quicker that you get your horse into position, the better.


It is good practice to check the field of horses that you are racing against
to see your chances as well as study the paces of the horses that you are up
against. If there are many front runners and preceders, the pace should
most likely be a fast pace. If there are not many front runners and most of
the horses are preceders and mid packers, the pace should be medium. If
there are a lot of mid packers and closers with not many front runners and
preceders the pace will most likely be slow.


If you are racing a front runner, try your best to get a good start and when
the speed gauge starts to move up, press up on the directional pad 4 or 5
times to urge to full speed. When your horse is comfortably in the lead tap
down on the directional pad until your horse slows down into the pace. This
strategy will vary between the slow, medium and fast paces and whether the
start begins on the corner of the track as well as your post position.


If you are racing a preceder, again try your best to get a good start and
when the speed gauge starts to move up, press up on the directional pad 4
times to urge to near full speed. When your horse is near the front of the
pack tap down on the directional pad until your horse slows down into the
pace. This strategy will vary between the slow, medium and fast paces and
whether the start begins on the corner of the track as well as your post
position.

If you are racing a midpacker, try to get a good start and when the speed
gauge starts to move up, do not urge your horse to full speed but just let it
accelerate by itself. When your horse is in the middle of the pack and the
pace settles in tap down on the directional until your horse slows down into
the pace. This strategy will vary between the slow, medium and fast paces and
whether the start begins on the corner of the track as well as your post
position.

If you are racing a closer, try to get a good start and when the speed
gauge starts to move up, tap down on the directional pad twice to slow your
horse to keep toward the back of the pack. When your horse is at the back of
the pack and the pace settles in tap up on the directional until your horse
settles into the pace. This strategy will vary between the slow, medium and
fast paces and whether the start begins on the corner of the track as well as
your post position.

If you are having trouble with the start, try acquiring horses with better
temper and breaking stats.

--------------------------------------


c. Feel and Position

Feel and position are important for both stamina and temper. There is a feel
gauge on the speedometer indicated by a blue slice. This is the speed at which
your horse is comfortable with running. If you run your horse too fast outside
of the feel gauge you will be using more of the stamina gauge and a bad horse
picture will show up at the bottom of the screen. The only exception of
running outside of this feel slice is when you start and finish the race.

If you run your horse to slow, the horse's temper will kick in and the
announcer will say "hey, what are you doing?" and the controller will start to
vibrate showing that the horse is not happy with you. This will make the horse
harder to control and may just start to speed up or slow down erratically.

If you are having trouble with getting a good rating in feel or position, try
to acquire a horse with better feel and staying stats.

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d. Whip and Stretch

In this version of Gallop Racer, you have a whip gauge that tells you how
much you can whip your horse. I recommend urging your horse to it's maximum
speed before whipping. When at maximum speed whip in 2 or 3 shot bursts and
make sure to continue to urge your horse by pushing up on the directional pad.
Be careful not to empty the whip gauge as it will take longer to start to fill
up again and will also have a negative impact on your stretch rating.


If you are racing a Front Runner wait until around the 2.4 furlong mark to
urge your horse to full speed and start to whip at around the 1.8f mark.

If you are racing a Preceder wait until the 2.6 furlong mark to urge your
horse to full speed and start to whip around the 2.0f mark.

If you are racing a Mid Packer wait until the 2.8 furlong mark to urge your
horse to full speed and start to whip around the 2.2f mark.

Lastly if you are racing a Closer wait until the 3.0f mark to urge your horse
to full speed and start to whip around the 2.4f mark.

These strategies may vary with the pace. if the pace is fast then try a little
later. If the pace is slow then try a little earlier then mentioned.

If you are having trouble with getting a good rating in stretch rating try
to acquire a horse with good stamina, power and guts or with the positive
latent abilities that activate in the stretch.


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IV. Unlockables



a. Hidden Races

Hidden races are divided into 7 categories which each have the following
requirements to unlock them.


2 year old: win one G1 race that is 2-year old only

3 year old dirt: win three G1 dirt races that are 3-year old only

3 year old grass: win five G1 grass races that are 3-year old only

Old horses: win five G1 dirt races that allow old horses to race

Old horses grass short distance: win five short distance (8F or less)
G1 grass races that allow old horses to race.

Old horses grass middle distance B: win five middle distance (10F or more)
G1 grass races that allow old horses to race.

Old horses grass middle distance A: win 10 middle distance (10F or more)
G1 grass races that allow old horses to race.


* Note: F=Furlongs

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b. GWS (Gallop World Series)

After unlocking all of the hidden races listed above, the GWS becomes
available the next year. The GWS is a series of GI races denoted by a red
background on a GI Race in the Racing Program.

The GWS is divided into three categories: Sprint, Turf, and Dirt, and winning
even just one of them will put the horse into the Hall of Fame.

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c. DC (Dream Cup)


The Dream Cup is held at the end of the race and only horses in the Hall of
Fame may compete.

The DC has seven races listed below, and each has entry requirements.

DREAM SPRINT (Turf 5F): Win the GWS Sprint
DREAM DISTAFF (for female horses only) Turf 10F): win GWS Turf
DREAM D SPRINT (Dirt 6F): Win GWS Dirt
DREAM DISTANCE (Turf 16F): Win GWS Turf
DREAM MILE (Turf 8D): Win GWS Sprint
DREAM DIRT (Dirt 10F): Win GWS Dirt
DREAM CLASSIC (Turf 12F): Win GWS Turf


* Note: F=Furlongs

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d. Hidden Horses

Hidden horses can be unlocked by obtaining Horse Titles or by winning DC
races.

*Hidden horses will not be unlocked with the Monster, Record Breaker, and
International titles

DC Hidden Horses
Hidden horses will be unlocked for winning each of the 7 DC races.

Winning all of the DC races will unlock the strongest hidden horse.


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V. Horse Titles

Sprint Champ: Win 5 grass G1 races of 7F or less

Mile Champ: Win 5 grass G1 races of 8F

Mid Champ: Win 5 grass G1 races of 9F to 11.5F

Long Champ: Win 5 grass G1 races of 12F or more

Dirt Champ: Win 5 dirt G1 races

Horse of the Year: Obtain the Horse of the Year (representative horse of
that year)

All Rounder: Win all G1 races in the 8F or less, 8.5 to 11.5F, 12F or more,
and dirt categories

Monster: Run G1 races 2 weeks in a row and win both with a record time

Record Breaker: Win 5 G1 races with a record time

Iron Horse: Win 12 G1 races in one year

Wonder Horse: Win 55 out of 55 races

International: Win G1 races in all 7 countries: Japan, UK, France, Ireland,
US, Dubai, and Hong Kong

GWS Sprint: Win the GWS Sprint

GWS Turf: Win the GWS Turf

GWS Dirt: Win the GWS Dirt

King of Kings: Win all three GWS with 1 horse


* Note: F=Furlongs


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VI. Breeding and Training Basics


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VII. FAQs (Frequently Asked Questions)

Yet to come.


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VIII. Acknowledgements

To be decided.


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IX. Information
To be decided.


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