CWIN
          Vol. 1, No. 4
    
    Arena Watch
    
    Hillclimb Dueltrack
    
    North Bend, Oregon
    
Written by Michael Drennon
      
      KidEgo999@aol.com
    
    
Web posted June 01, 1998
      
      Updated August 05, 2000 and May 29, 2023
    
    
    
    
At the Hillclimb Dueltrack, racers not only
        compete
        against each other, but against the laws of gravity as well (to
        date Isaac
        Newton's friend has yet to lose). Where else have you seen a
        personal parachute
        part of the standard racing gear worn by competitors? Known for
        it's high
        speed straights and it's tight hairpins, racing at the Hillclimb
        adds another
        dimension to the limits of both racers and their vehicles. The
        infamous
        "Drop Zone" has claimed many an impatient racer trying to push
        the limits
        of his handling. Also, the hairpins become successively deadlier
        as the
        racers advance up the hill, with the final hairpin 135 feet from
        the floor
        of the arena! That's some serious hang time! Is it long enough
        for you
        to activate the ejection seat? Better do it before the vehicle
        over-rotates
        and you wind up hitting the arena wall when you eject! Anyone
        interested
        in readily-available spare parts?
      
       
      
       
      
    
      
    
    
    
Arena Notes
    
    
Normal events are run in a clockwise
        direction.
        After a rolling start over the S/F line, there is a tight
        bottleneck that
        comes up very quickly on the racers, as well as the exit to pit
        row which
        adds to the excitement of this corner later in the race when
        there are
        racers coming out of  the pits. The ground floor lane is a
        slalom
        lane, ending in the first of nine hairpins on the way up the
        hill. Oh,
        yeah . . . these hairpins have no outside walls, no guardrails.
        Each successive
        level alternates between a simple straight and a speed slalom
        until the
        final level, which begins as a simple straight, but quickly
        introduces
        the racer to the "Drop Zone".
    
    
The Drop Zone is a 135-foot long, 45-degree
        ramp
        that quickly takes racers back to the ground level. No, the ramp
        is not
        rounded to prevent flight . . . Now do you see why many racers
        install
        ejection seats for this circuit? At the bottom is the final
        turn, the entrance
        to pit row, and the last stretch to the S/F line . . . Now you
        just have
        to do it all over again!
    
    
Along the western edge of the map, if a
        vehicle
        was to leave the edge of a hairpin, it would fly 2" before
        striking the
        hillside wall, and then plummeting to the arena floor from the
        height at
        which it struck the wall. This area of the arena is kept
        deserted for obvious
        reasons. The track employs specially-designed Ambunaught
          2031s with
        scads of top armor to check for survivors (the armor may just be
        wishful
        thinking at times, but it does help with identification
        afterward). For
        vehicles careening off the eastern hairpins, if one is going
        fast enough
        to bypass the track below, it will wind up smashing through a
        thin barrier
        (15 DP) and then out to tumble down the hillside outside the
        arena. If
        the vehicle drops more than 1" during the flight from the
        terraces to the
        wall, the vehicle will strike the wall and then fall onto the
        pit row roof
        or the track.
    
    
Pit Row. This is actually covered
        by a
        roof to protect pit crews from falling objects. The track-side
        wall has
        75 DP, and the roof has 100 DP. Speed limit is 65 mph, and is
        strictly
        enforced. Don't even ask how, they won't tell you, and no one
        has tried
        it to date (Duelmasters . . . that means you get to be as nasty
        as you
        want to be . . . ATG emplacements along the drop zone?).
        Vehicles enter
        the pits and pull into their assigned stall. The pit crews wait
        beyond
        the outer wall shown on the map. There are only six stalls on
        pit row,
        so if there are more competitors than stalls, everyone shares .
        . . first
        come first serve to the assigned stalls. Any vehicle not there
        for fuel,
        tires or reloads, or in the pits for longer than 25 turns will
        be removed
        by track officials to the garage area (only if teams are sharing
        the stalls).
        Any vehicle staying longer is penalized. The garage area is
        actually built
        under the surrounding hillside, and subsequently is not shown on
        the map,
        but can be accessed through two gates (25 DP) near the end of
        pit row.
    
    
Drop Zone. Aside from the long
        45-degree
        ramp, nothing very special aside from the reinforced area in the
        northeast
        corner of the arena. It houses one of many TV bunkers around the
        track,
        but this one is notable for it's up close action shots, and the
        long suspense-filled
        moments when the leaders are airborne, side by side in the drop
        zone .
        . . will they land in time to slow for the curve? Will one flub
        and take
        out the other? For gaming purposes, consider the corner to be 2"
        tall and
        practically indestructible. Several feet of reinforced concrete
        where placed
        here after the inaugural season. Too many vehicles were breaking
        through
        the wall after hurtling down the ramp and failing their control
        rolls.
        While spectacular and newsworthy, the track owners decided that
        keeping
        the sportscasters alive to come back again was more important,
        and easier
        from a financial standpoint.
    
    
Straights and Slaloms. These are
        built
        level, with a 15' difference in elevation. This gives a terraced
        effect
        to the racetrack. The hairpins are actually 15-degree ramps that
        turn back
        upon themselves (yes, check for flight here too). Vehicles may
        exchange
        fire between adjoining levels as long as they are within 1" of
        the edge
        of their terraces. Along the slalom terraces, yes, a vehicle may
        fit between
        the obstacles and the inner wall or edge of terrace. The
        question is do
        you want to do that at 150 mph? Each obstacle is to be
        considered 75 DP,
        and will create a good number of debris counters when destroyed
        (as will
        the offending vehicle most likely).
    
    
Tires and Collisions. Since racers
        are
        allowed to pit for tires, tire shots are allowed at the
        discretion of track
        officials in several events . . . This makes that tight squeeze
        a little
        more harrowing when there is another maniac howling along beside
        you at
        maximum rpms and chipping away at your wheelguards! The
        slightest deviation
        means contact with the wall. Some people may say, "No big deal!
        At worst
        maybe a little fishtail," . . . at 120 mph? . . . on a 30'
        ledge? . . .
        heading into a squeeze by the slalom gate? . . . coming up on
        the final
        hairpin 135' from the arena floor? . . . now were talking about
        racing!
        Many opt for the drift maneuvers to take them around the
        obstacles, unless
        trying to pass of course . . .
      
       
    
    
Special Events
    
    
Hang Time. Participants earn
        a bonus
        if their vehicle completes the furthest jump down the drop zone
        ramp during
        the race . . . successfully of course. Success means vehicle is
        able to
        cross S/F line under its own motive power and reasonably under
        control
        (not in a rolling ball o' flame). For example, if the engine is
        still intact
        but two wheels are gone, and the driver is grinding into pit
        row, that
        jump would count simply because it is assumed the driver would
        have the
        engine floored trying to keep up the momentum (provided there is
        enough
        momentum to cross the yellow line), and he/she  kept the
        rubber side
        down. A vehicle that loses control, strikes the TV bunker, and
        begins a
        series of rolls or spins across the finish line, would not have
        that jump
        counted for contention in the contest. Jump jets are considered
        extremely
        bad form, and are prohibited from the track anyway (except for
        practice
        sessions in order to save some money on vehicle and track
        repairs . . .
        not to mention on drivers). No temporary speed boosters allowed
        in this
        event either.
    
    
Gnicar Drawkcab. Simply put this is
        Backward
        Racing . . . No, the vehicles do not drive backward through the
        course,
        but the race is simply run in the opposite direction . . .
        counter-clockwise.
        Some things to consider, the Drop Zone is not as deadly, however
        racers
        will need mondo acceleration to remain competitive on this
        portion of the
        course. (Do not forget the top of the ramp! How fast were you
        going? Oops!
        Nose dive!) Also, the innocent little 15-degree dropping
        hairpins get a
        little tougher on the way down. Remember they are not rounded to
        prevent
        flight either. Ramming another vehicle to slow down for corners
        (and speed
        up the competition) is very common . . . Ramplates on
        IndyCars?  You
        bet, at least at this track.
      
       
    
    
Track Tactics
    
    
Since jump jets are not allowed, roll
        cages, safety
        seats and ejection seats are highly recommenced if a driver
        wishes to survive
        qualifying and compete in the main events. When tire shots are
        allowed,
        get wheel protection (duh!), a universal turret with a high
        capacity, high
        accuracy weapon. The twists, turns and drops on this course make
        tire shots
        almost irresistible at those times when you really need all four
        tires
        on the ground. If some racers want to discuss the morality of
        pot shots
        taken at tires, let them . . . It will give you an extra second
        or two
        to nail down the range and windage . . . Adios windbag!
    
    
Serious Note. If
        tire shots are allowed, referees should arrange for an
        "equipment budget"
        for their pit row crew. This budget will cover extra tires,
        ammunition,
        fuel for gas races, etc.
    
    
For pit times, roll 4d6. The result on the
        dice
        is the time in turns vehicle spends in pit row.
    
    
Ignore any result under 18 if all four tires
        are replaced
      
Ignore anything under 14 for two tires
      
Ignore under 10 for pit stops to replenish
        fuel,
        change one tire, or install ammunition
If this seems unreasonable, change it to suit
      your
      fancy. I am just taking these times from a few NASCAR races, and
      they are
      by no means mathematical in nature. Feel free to modify or throw
      out if
      you like.
With the exception of the optional tire
        shots
        rule, most races should conform to standard AADA/R rules and
        regulations.
        If you really don't like tire shots, don't use them. I realize
        this is
        a touchy subject for some people, and others still don't care.
        What I care
        about is having fun and making the night a challenge . . . So
        what are
        you waiting for? Go have fun already!