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Stage Sheet
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School name: Hilltop High

Description: As per usual, you start inside the school, but instead of 
running by daytime, you run at NIGHTTIME. Don't worry though, while the 
streets may be dark, they are well-lighted and your character won't get 
lost that easily.
Unlike the other stages, this one has two new special features - a Check 
Point system, and a timer. Each racer have their own timer of 80 seconds 
to reach the next checkpoint, and for each time they reach a checkpoint, 
the timer will raise by 50. When the timer reaches zero, it means that 
the character is disqualified. The last one to be DQed will be the winner 
in case nobody reaches the goal line. There are four checkpoints (not 
including the finish section, which totals to 5) in this stage. Unlike 
other stages, I'm using a checkpoint-by-checkpoint walkthrough, which 
comes along with a map for that section as well. Also note that in the 
map I pointed out the enemies and where they are located but not the 
cars which races on the road from time to time.

-Checkpoint 1-

     |Crowd|<----|
      ____    Thugs, BS:FM Fanatics
     /    \
    /      \
    |  /\   |
    |  | |  |
    |  | |  |
    |  | |  |
    |  | |  |
    |  | |  |  Thugs, bikers
   /   | |  |   |
---   /   \  \  v
->   /     \  -----\
-----       \       \
             \==-\   \
              ^   \
              |
 Broken guardrail

Before entering this area, of course you'll have to go through the 
school section. After exiting the school area, you're in the streets! By 
the way, this is a downhill course, which means the road's sloped. Anyway 
the first checkpoint is exactly the same as the one on the map, only 
that you're still using the beat-em-up point of view. First make a left 
turn, and walk up. After a while, by the hairpin curve you'll see a crowd 
gathering and cheering you on, but then from within the crowd a few thugs 
and BS:FM Fanatics will climb through the guardrails and try to attack 
you! Go down the hairpin, and you'll enter another left turn. At the end 
of the turn you can find some thugs and bikers waiting outside the 
guardrails from the top side, while on the bottom you'll find a broken 
guardrail. If your jump rating is 4 and above, you can just jump off 
the broken guardrail to reach the next area! Or else you'll have to deal 
with the crowd. If your jump is less than 4 and jumped anyway, you'll 
lose a bit of life and magically reappear at where you jumped off. For 
those who don't have a jump rating of 4 or higher, they'll have to 
make a right turn to finish CP1.

-Checkpoint 2-

                  |   |
Normal\           |   |         Note: The road isn't wider, but since
   ->  \          |   |               CP2 isn't as long as CP1 or 3 it's
        \         |   |               better to blow the proportions up 
     \   \        |   |               by a little.
Jump>3\   \       |   |
   |   >   >      |   |
   v  /   /       |   |
  ----   /       /   /
 /      /       /   /
/   /---       /   /  
|   |          |   |  Lots of Thugs 
\   \          |   |<---|
 \   \        /   /
  \   \      /   /
   \   \----/   /
    \          /
     \--------/
       |Crowd|

While this is relatively simple compared to CP1 due to the lack of 
enemies early in the CP, this one is more about finding the best route 
and practice. As you enter this area (normally), you'll have to make an 
immediate right turn, and go down. There's a short section of straight 
road, and this is where all runners will merge (the normal ones and the 
ones with jump>3, note that the ones with jump of 5 will land a bit 
further than the ones with jump of 4). Go down, and go through the big 
curve. There's no human enemies so far (only cars), so it's a good time 
to take the lead whenever possible. While going back up, you'll meet a 
bunch of thugs that are on both sides of the guardrails (as seen on map). 
They will come at you with haste, so be careful about it! After this, 
it's pretty much a straight road, which leads to CP3, one of the more 
interesting parts of the stage.

-Checkpoint 3-

   __        __
  /  \      /  \      /  /
 /    \    /    \    /  /
/  /\  \  /  /\  \  /  /
|  = |  | |  = |  | |  |<--Thugs
|  | |  | |  | |  | |  | 
|  | |  | |  | |  | |  | 
|  | |  | |  | |  | |  |    Notes: The = symbol means that you can jump
|  | |  | |  | |  | |  |           off from that spot, to the other side
|  | |  | |  | |  | |  |           of the hairpin due to the difference 
|  | |  | |  | |  | |  |           in height and the shortened guardrail.
|  | |  = |  | |  = |  | 
|  | \  \/  /  \  \/  /
|^ |  \    /    \    /
|| |   \__/      \__/

This is one of the longer sections of the stage. It might look repetitive 
to you, but it really isn't - like the last section, this section is also 
for gaining position and is great for comebacks. As you enter the area, 
you'll eventually reach the first hairpin. Note the shortened guardrails 
on the right, at the entrance of the curve. You can actually go there and 
jump off to the other side of the hairpin! It saves you a lot of time and 
stamina (there's no jump requirement for these). There's 4 of these in 
total, so if you're behind and others aren't using the ledges, you'll 
gain a lot of ground. Furthermore, this section is by far the darkest one 
you'll encounter. The lights are sparse, and some are flashing as if they 
were about to go out soon. Add that to the higher car traffic and you'll 
take much longer to complete this CP than others. Also, after the four 
hairpin curves, you'll find some Thugs prior to entering the CP4 section. 
Hopefully you won't run out of time here, since it does take some time. 
CP1 and CP2 are key to gaining more time to be wasted in this one.

-Checkpoint 4-

                     |---Bikers
     __              v
    /  \           ------
   /    \         /      \
  /  /\  \       /  ----  \
  |  | \  \     /  /    \  \
 /  /   |  |    |  |     \  \
/  /    |  |    |  |      |  |
 ^      |  |    |  |      |  |
 |      |  |    |  |      |  |
        |  |    |  |      |  |
        |  |   /  /       /  /
       /  /   /  /       /  /
      /  /    |  |       |  |  
     /  /Thugs|  |       \  \ 
     |  | |  /  /         \  \
     \  \ v /  /           \   \ <-- Changes from 2 to 3 lanes
      \  \_/  /             |   |
       \     /              |   |
        ----- <-- Thugs

Another long section, this one is basically 3 larger hairpins, and there 
is now more enemies scattered around the stage, as seen on the map. There 
are no shortcuts here, so don't bother looking for one. At the end of 
this section, you'll reach a widened road, which also leads to the last 
section of this stage! Also, it's quite likely that you'll run out of 
time, so be careful not to spend too much time with the thugs and bikers. 
The only real concern is the cars, but it's not as crazy as the last 
section.

-Finish-

              /----  
             /    -> FINISH LINE
            /  ----
           /  /
          /  /
         /  /
    Thugs|  |
      |  |  |
| | | |  |  |
| v | |  |  |
|   | |  |  |
|   \ v  |  |
\    \__/   /
 \         /
  \       /
   \_____/
      ^
Thugs-|

The last section of the map, and the shortest. It has little to no cars, 
but there's like loads of thugs waiting to give you their welcome. In 
fact, the thugs FINALLY have weapons (yup, they didn't have any before) 
and they aren't afraid to beat you with it! Thankfully these thugs only 
appear in the large hairpin turn. Afterwards, the finish line is in front 
of you, and there's no obstacles from thereon, aside from the cars that 
pop up once in a while.

Enemies found: Thugs, Bikers, BS:FM Fanatics, Toyota Trueno AE 86, Mazda 
RX-7
Weapons found: Beer, beer bottle, metal rod
Items found: All
Traps found: Nil

Strategy/Comments: This is a purely racing stage, which favors the speed 
type of runners more than anybody else. Power type characters are at a 
HUGE disadvantage unless they have a decent speed and/or jump. Most of 
the stage also involves manuvering around instead of fighting each other, 
so good controller skills won't hurt much either. This stage is based off 
Initial D, and I'm listening to a lot of Eurobeat while creating this 
stage. Hope you like the 'map.' =P

Creator: Penguin