The point was not to win this week's challenge (this is my only attempt), but to have fun. And turning left is fun.
That being said, the purpose of my pick is not to focus on the big flashy bewinged special with the VEE-AID MOWDURR, but to cast a light on the most neglected form of racing in this game.
Turnleftlol.
Think about it - when was the last time you've seen a proper oval daily race? The last one I can remember was the Corvette C8 at Daytona, an eight-lap romp that was more of a wreckfest than Wreckfewst and a case study of why the automatic car reset needs to be disabled. The last time trial off my tip was the Chaparral 2X, also at Daytona, and there it was clear that PD's ideas of track limits do not coincide with reality. "NEVER cross the double-yellow lines," quoth Daytona 101. "But muh gold time," quoth everyone else.
So, two and a half miles, thirty-one degree turns, eighteen-degree tri-oval. Foot to the floor and turn left, right? Wrong. The trick to these full-throttle speedways is to make the turn-in as wide as possible so you can enter the turns with as much speed as possible and to have steering lock applied once the physical turn starts. Daytona has a noteworthy bump on the top lane entering turn 1 and exiting 2, which can unsettle a loose car. 3 starts more suddenly than you think, and the exit of 4 tightens on you, so don't let off the wheel until you feel the car become fully settled. That is, if you're driving a settled car, because the only thing looser than the Camaro is a B/S driver in Race C. There's too little downforce over the rear axle, making each turn a precarious balancing feat between hitting 200mph laps and painting black graffiti over the apron. It's the same story as with the Corvette, only with more power. Note that I didn't say any of this is a bad thing, though - the precision and detail that goes into driving and racing at this place goes beyond normal road courses. Three curves? Every last millimetre counts. Flat-out? They don't call the crashes Big Ones for nothing. Just like drag racing, it's the process of stripping elements out of an activity that can highlight just how important the remaining ones are in the grand scheme of things.
(unless it's Power Slap)
As-rated, and it's a good rating.
I need to get something out of the way right now - this is one of the best original tracks in the game. Lambda-VMOsidewaysMsidewaysMdS Northern Isle is as pure as it gets - no massive locations, no heavy braking zones to stick it up the inside in. It is 9/16 miles of four-piece tarmac inside an American coliseum. There is nowhere to run, nowhere to hide, and nowhere to apologize. You hit the wall, you hit the wall. You hit the apron, you make a donkey's flank out of yourself, and then you hit the wall. You might think that turns 1 and 2 offer you a nice slingshot onto the backstretch, and you'd be right. But heaven forbid you assume the same about 3 and 4, because the way the final turn is banked less than the others is what gives the arena its character. It will catch you out on the first time, and every subsequent trip will make you realize just how much your tyres are being tortured. It is the most wear-unfriendly circuit in the entire game by a long shot, so races here depend on whether you want to maintain pace or minimize the amount of stops that you do. Not that it matters, because you WILL crash here. The AI does so as early as lap 2 and every time they change lanes with the same level of awareness as a Nissan Rouge driver. But as you sit there in your 3800-pound muscle car, which is a perfect fit for this track, getting banged and beaten and patched up more times than you'd care to admit, remember that you could have been driving a rented GR Supra at Spa for the 2187196097841896th time.
Sleeper, very much so.
You know Pocono? This is no Pocono. Sure, they share general look of a three-turn triangle, but the philosophies are much, much different. Let's focus on what we have available. Turn 1 approaches, and I raise my hand to question if Blue Moon Bay really is an oval. You have to downshift - twice - and use the full brake to tackle the east corner, a short bowl that you drop into and climb out of. A low line, straddling between the bottom and second lane, is what works best for the Camaro, because you need all the speed you can get down the highly-banked straights. Speaking of, they are one of the most annoying features in the track roster. They make the act of driving in a straight line a chore as your car is constantly pushed away from the SAFER barriers. I'm not sure why, because I'd rather hit those on as narrow an angle as possible. Turn 2 is more straightforward - a deep, flat-out banking that allows for multi-lane action, but will spit out anyone daring to take the top lane. The stretch before 3 holds some online significance, as it was a popular venue for quarter-mile lobbies in GTS before Special Stage Route X returned. On a full lap, it becomes your miniscule breathing room to prepare for the long and flat turn 3. I still cannot find an ideal line through here, but the general idea is to treat this as a road course turn by slowing in for the first half and hitting a late apex before exiting right next to the wall. Could this track work as a daily race? Maybe, maybe even as a Nations Cup location for the X2019, but the track was made for Group 3 machinery tuned to the now-discarded oval BOP. Maybe if someone were to slip something in Kaz's drink...
Beater? Sleeper? I hardly ever knew 'er.
Hello, Route X here, coming to steal all your drag lobbies. This oval has hit the GT playerbase like crack hit the 70's and we never recovered since. What more can I honestly add here? Everyone already knows about
the elusive infield layout, the hacked 3000BHP Civics and
100,000BHP Red Bulls of yore. It's the only other track you can raw-start a lobby with and have it populated within minutes. It is filled with an airport, radio telescopes, wind turbines, reservoirs, and dockyards, with employees watching by as the S13 with the turbo LS touches 320mph again and again. It's that pursuit of a big number, the process to make your car as fast as it can possibly go - rolling a good wind, adjusting gear ratios and ride height, setting the suspension up for the gargantuan turns - that gave Route X its staying power. And no, using the downhill to gain extra speed is cheating unless you're still accelerating after the fact.
Essential. It could do with rain, though.
Okay, it's getting late and I have two more ovals to go. So, the snowval. Pictured here is the reverse version because this week was all about turning left. And it does, but I need at least 20 Jägermeisters before I can be convinced that this track is an oval. The front stretch bounces its way uphill into the alcove of the tight turn 1, where traction is at a premium but you'd rather keep your money. Turn 2 is deceptively difficult. You kick out the rear end both for the purposes of a cool picture and to swing the Camaro around as fast as possible. There's no special oval techniques you can apply here - this is a snow road course made to look like one. After that, it's downhill into the banked turn three lined with the most pointless bollards in the history of mankind. Why are they there, trying desperately to stave me away from the ideal driving line? All they do is make players curse at the screen for invalidating their laps in the few time trials they reared their ugly heads in. Still, it's a pretty... no, I'm not going to.
As-rated.
...what is this place? Is this even an oval? Why is turn 1 so square compared to the rest? Why does every turn have a decent banking but the dogleg is off-camber? Where do you exit the pitlane? Why is there a modelled mini-oval in the interior that I can't drive on? For what purpose would the Japan in the GT world build such a track? To confuse NASCAR fans? They went extinct in March 2018. Their Slapshoes's final video was on this track. Super GT doesn't race here either. Is this man the mastermind behind all this? He's not even a 3D model, but a sprite with no back, just like the SS in Doom II. Is he one of them?
So in conclusion... ovals. Good. More please.