General Driving Tips
Just as you set up for a turn, slam on the handbrake to kick the back end of the car out and countersteer to hold the car on line (much like a rally driver).  This can also be achieved using the brake, but it will slow you down.  As you gain experience, experiment with the "Max steering lock" shoulder button for an even tighter turn.  This allows you to throw the car harder into a power slide and recover more quickly.  If you need to dodge between obstacles, quickly lift off the accelerator for a fraction of a second as you start to turn.  This will shift the weight of the car and cause the front wheels to "bite" a little more.

Driving Games
Getaway: The best tactic for losing the cops is weaving through traffic or trees.  Gently bang into civilian cars to create obstructions for the police.  Remember that the cops can only see you if there are no buildings in the way of their line of vision, so try and go around bends as quickly as possible to lose them; back alleyways are useful for this.

Pursuit: It can be easy to lose your target at intersections, so try to look for clues as to which direction he's headed by the way he positions himself for the next turn.  Also look out for dummies designed to throw you off.  Although a direct hit will do more damage, it is often better to ram the car gently since hard smashes can send your car off course, wasting precious recovery time.

Survival: The most important thing to avoid is being pinned to a wall or against a building.  If you keep driving at high speed away from the cops, the speed of their impact will be reduced.  Surviving for longer than a minute is good.

Cross Town Checkpoint: Seconds can be shaved off your time from one checkpoint to the next by optimizing your route, such as squeezing between the odd lamppost or tree.

Trailblazer: Since the markers are placed roughly one second apart, you don't have time to go back and pick up a missed one; just press on and pick up as many as you can.

The Missions
Interview
You have 60 seconds to complete the tasks on the checklist, but the pros can do it in 25.  Try this: burn out toward the wall at full speed and slam on the brakes before you hit to pick up the Speed and Brakes ability.  Reverse away from the wall and steer sideways, letting the weight of the engine swing the front around for the Reverse 180.  Hold down the burn out key and steer either left or right to pick up the 360 Donut.  Next, head for the car park and complete an entire Lap.  Finally, slalom between the posts on one side of the park, pull on the handbrake around the last post (to pick up Handbrake) and slalom back up the same set of posts to pick up the final Slalom task.

Mission 1: The Bank Job
Take either bridge over the river.  Don't worry about the cops; they won't turn up until the alarm goes off.  Wait until there are 15 seconds left on the clock before parking in front of the bank, or the bank staff will get suspicious.  Take the middle causeway - it's the only way to go.  When the alarm goes off, the cops are going to have your description, so they'll chase you even if you're not speeding or breaking other traffic laws.  If the cops can't see you, they won't chase; keep one eye on the radar and avoid them.  Slow down at the lockup, or the boys won't be able to get out of the car.

Mission 2: Hide The Evidence
Don't take the causeway to the West; it's very narrow, which makes it easy for the cops to stop you.  Instead, go straight over the humpback-bridge and head to Miami Beach before going down the four-lane causeway.  It's much easier to avoid getting tailed than it is to lose the tail at the end of the mission.

Mission 3: Ticco's Ride
Take the left hand bridge; it's quicker than going to the right.  Don't get a tail, whatever you do, since there's not enough time to lose the cops.  Pull up slowly outside Ticco's, and then take any road to Coral Gables.

Mission 4: Case For A Key
Watch your damage bar - this is a long mission.  Take the middle causeway, but be aware that it's timed quite tightly.  Don't worry about the cops; they won't stop you finishing any of the sections.  Head straight back down the four-lane causeway, then right to the "Gentle Blues Bistro" for the second objective.  Watch out for roadblocks on the road to Dodge Island; it's very narrow so roadblocks are difficult to negotiate.  Follow the signs when you get to Dodge Island, and they'll take you straight to the objective.  Park between the parked cars and wait for the bad guy to lead you to the key.

Mission 5: The Clean Up
Head up the four-lane causeway to the West of the motel; you shouldn't have any trouble with roadblocks that way.  Park around the side of the house and go in the back door.  You can take your time with the second section.  Avoid the cops if you can; they're hard to lose in Downtown Miami.  The final target is inside a garage in Eastern Downtown.

Mission 6: Tanner Meets Rufus
Go straight up the four-lane causeway for this one.  If you get a tail, you won't have time to lose him, so drive like your grandma on Valium.

Mission 7: Bust Out Jean-Paul
Try to ram the cop at corners; he should slow down just enough for you to take a swipe.  Don't let the cop out of your sight.  Once you've got him, get to the safe house in Bal Harbor.  You'd better not get a tail, because the guys won't open the garage if the cops are around.

Mission 8: Payback
Take either bridge over the river.  Break up as many tables and chairs as you can; you'll get a time bonus for each one.  There's no particular order for smashing the restaurants, so just follow the radar to the nearest one.  Watch out for the cops on this one; once you've smashed a couple of diners, the Fuzz will hunt you down.

Mission 9: Superfly Drive
You've got to really fly on this one, as the time is very tight.  Once you've reached downtown, take the wide causeway to Miami Beach; it's easier to dodge roadblocks up that way.  This route is a little longer, so don't crash or lose time.  The car's fast enough, so you should be able to keep ahead of any cops that chase.  You can probably get away with a couple of little scratches on this baby (it is dark after all), but if you crash it bad, don't even bother showing up at the drop-off.

Mission 10: A Shipment's Coming In
Hop over the right-hand bridge, then take the first narrow causeway on the right.  When you get onto Dodge Island, try to remember which way you came in because it's very easy to get lost on the way out.

Mission 11: Bait For A Trap
The first part of this mission is timed very tightly, so you have a choice of routes.  Either take the four-lane causeway to Miami Beach (it's longer, but you can keep your speed up better), or go up the shorter, narrow road straight to Bal Harbor.  If you take the narrow causeway, don't attract the attention of the cops; roadblocks will seriously slow you down.  Once you've rammed the car, head over the humpback-bridge and along to Miami Beach.  If you get too far ahead of the chasing car, he'll lose you and the mission will end, so keep looking over your shoulder.

Mission 12: Take Out Di'Angio's Car
The best way to take out this stoolie's car is by hitting him in the corners, causing him to have to slow down when making turns.  Go for the kill once you have him fairly well disabled.

Mission 13: The Informant
You've got to fly at the start of this mission the train really moves.  Try to keep the train in sight.  Don't worry too much about the cops.  Once the train gets to the end of the track, you've only got a few seconds to pull up.

Mission 14: The Casino Job
Head down through Chinatown and watch out for the trams.  The entrance to the warehouse is right at the south end of the block.  Once you're inside the walls, the cops probably won't be able to see you, so you can relax a bit.

Mission 15: The Briefcase
Take good care of your car on this long mission.  Drive straight through the first three targets - there's no need to stop.  Try to avoid the cops in general, or you'll likely wreck your car if you have to lose a tail at the last target.

Mission 16: Guns In The Trunk
You've got loads of time for both parts of this mission, so take a bit of care and stay out of the cops' way.  Jimmy always likes it better when the cops don 't show up.

Mission 17: Visit To The Mall
The first part of the mission is timed tightly, but be careful not to wreck the car.  The second section is very long, and the cops will want to talk to you.  You can use the trams to your advantage.  If you can dodge around one, a pursuing cop will probably crash into it, giving you some room to breathe.

Mission 18: Taxi!
This is your chance to show off all the tricks you learned during the Interview mission.  Just add some crashes and jumps, and Goldstein won't know what hit him.

Mission 19: In The Pickup
This one's all about being smooth and gentle - one big crash will destroy the crate, so be careful.  Avoid the cops at all costs; they'll just blow you up all the faster.  You can afford to take your time; rushing is just foolish.

Mission 20: Cozy To The Chopper
You have to really fly on both sections of this mission since there's not much time at all.  Don't worry about the cops; as long as your car's in one piece, you can finish the mission.  Be careful in the rain; the car really slides around when it's wet.  Take corners wide and early, or you'll be scraping yourself off the walls.

Mission 21: The Chinatown Pickup
Take this mission nice and easy during the first part.  You'll have to go way down to the south to get to the end point in the second section.

Mission 22: The Mercy Mission
This mission's all about speed; there's no let-up until the final section when you can relax a bit.

Mission 23: The Setup
The cops have been tipped off about your meeting in the parking lot, so they'll be waiting when you come out.  Your job?  Avoid 'em!

Mission 24: The Hyde Street Pickup
Head straight for the Embarcadero, then go right at the end of the road.  The timing's quite tight, so don't hang around too long.

Mission 25: Tanner And Slater
Just catch him.  You know the score.

Mission 26: Steal A Cop Car
Avoid the cops like the plague - they get a little mad when one of their cars goes bye-bye.  You'll only have to lose them at the end, but there's not much time in which to do it.

Mission 27: Lucky To The Doc's
There's not a second to spare for the first section of this mission.  You haven't got time to crash or go quietly around tough corners.  The time is slightly more relaxed on the second section, but you do have to lose the cops if they come for you.

Mission 28: The Chase
Nothing fancy here - employ your standard pursuit tactics.

Mission 29: Maya
The second part of this mission is probably timed the tightest of any of them, so you've got to go absolutely flat out.  The first part is no cakewalk either.

Mission 30: The Maddox Hit
In the first section, speed is the key.  Go right to the top floor of the multi-story parking lot.

Mission 31: Lucky To The Crib
You don't have to go too quickly on the first part of the mission, but the second part needs to be absolutely flat out.  You really don't want to get a tail in the second section; there's just not enough time to lose him.

Mission 32: The Beverly Hills Getaway
It's really tight timing on the first section (noticing a trend here?).  This all gets a bit tricky at the end of the second section because someone's tipped off the cops again; they'll be waiting for you at the safe house.

Mission 33: The Test Run
Just drive really, really fast.

Mission 34: Grand Central Station Switch
The timing is cumulative for the first two sections of this mission, so don't hang around for too long on the first part.  Both cops and bad guys'll chase you on the third section.

Mission 35: Luther's Heap O' Junk
It's "take your time" time again.  There's no time limit, so just cruise your way to the end.

Mission 36: The Accident
Yup...  it's another chase mission.

Mission 37: The Rescue
Make sure you don't get a tail on the first part of this mission; it's really tricky to lose them at this location.  Just take your time on the first section, and everything should go smoothly.

Mission 38: Take A Cab
Take it really easy on this mission; there's very little margin for error on your damage.  At the end, you've got the choice of taking the Brooklyn Bridge or the Brooklyn-Battery Tunnel.  You're much less likely to damage the car going through the tunnel, but it's quite a bit further to go.  There's no time limit, so the choice is yours.

Mission 39: Trash Granger's Wheels
You need to give Granger's car three or four good hits.  The cops will be everywhere, so you might need to hit the car once, drive around the block, and come back to give it another hit.

Mission 40: Take Out Granger's Boys
Make sure you keep moving; the cops will hammer you if you stand still for long.

Mission 41: The Negatives
Had your fill of car chases yet?

Mission 42: Rite Of Passage
Four minutes seems like a long time, but you've got a hell of a long way to go.  Be very careful with car damage - you can't afford to crash too much.  It's raining too, which gives you one more thing to contend with.

Mission 43: The Ali Situation
This one's nice and easy, so just keep your wits about you.

Mission 44: The President's Run
Just drive as fast as you can and don't crash.  The cops are kind of pissed because you've got the President in your car and you're driving like a maniac.  They'll be chasing at top speed, and their cars are a lot quicker than your bus.
From Game Doctor - November '00 Prescriptions
Reprinted by permission of PC Gamer magazine, (c)2000.
