~JOYSTICK CONFIGURATION UTILITY HELP

	If you experience problems getting THE NEED FOR 
SPEED(TM) SPECIAL EDITION to recognize your controller, 
you can use this utility to configure the game to work 
with it. This utility uses the keyboard cursor keys for 
all operations (mouse input is not recognized). The 
selected menu item is always highlighted in yellow, and 
the ENTER key is used to cycle through options as well 
as make selections.


~A NOTE TO WINDOWS95 USERS

	Before using this utility, you should ensure that 
your controller is properly configured in the Windows95 
"Joystick" control panel (refer to your Windows95 
documentation for details). This utility can not 
manipulate buttons or axes which are not already 
configured to be recognized in the Joystick control 
panel; it can only manipulate buttons and axes which 
are already recognized by Windows95.


~PREDEFINED CONTROLLERS

        We've included some predefined configurations 
which we've found to work with the following 
controllers:

- CH Products Flightstick
- CH Products Flightstick Pro
- ThrustMaster T1/T2 Wheel
- Extreme Competition Controls Wheel
- Gravis Analog Joystick
- Gravis Analog Pro
- Gravis PC GamePad
- Per4mer Turbo Wheel

There are also four generic configurations available:

- Generic 2-Button Joystick
- Generic 4-Button Joystick
- Generic Force Feedback Joystick
- Generic Force Feedback Wheel

	The default controller used by the game is 
"Generic 2-Button Joystick". 
	Should none of these configurations work properly, 
you can custom configure your own unique controller by 
modifying the configuration that best represents your 
own controller (see "SELECTING A DEVICE CONFIGURATION" 
below). Don't worry about messing anything up - you 
will always be able to restore the default values for 
each listed controller if you make a mistake (see 
section "RESTORING DEFAULT CONTROLLER VALUES" below).


~SELECTING A DEVICE CONFIGURATION

	At the main menu (which contains a list of 
available controllers), use your up and down cursor 
keys to select the appropriate controller, and press 
ENTER. 
	The "Button Configuration" screen will appear. If 
you need to make changes, see the section "BUTTON 
CONFIGURATION SCREEN" below. When you are done making 
changes, select the NEXT SCREEN option and press ENTER.
	The "Axis Configuration" screen will appear. If 
you need to make changes, see the section "AXIS 
CONFIGURATION SCREEN" below. When you are done making 
changes, select the SAVE CONFIGURATION option and press 
ENTER. 
	A prompt will appear asking you "Accept Changes?" 
If you wish to use this configuration, select YES and 
press ENTER. If you need to make more changes, select 
NO and press ENTER - the prompt will disappear.
	The existing game controller configuration file 
will be overwritten when you save your new 
configuration, but don't worry - you will always be 
able to restore the default values of the predefined 
and generic configurations (see the section "RESTORING 
DEFAULT CONTROLLER VALUES" below).



~BUTTON CONFIGURATION SCREEN

	This screen contains a grid composed of four 
columns across, and three rows down. 
	The four columns across are: Button 1, Button 2, 
Button 3, and Button 4 (these represent buttons 1-4 on 
your controller; if your controller does not have 4 
buttons, you can safely ignore columns 3 and 4).
	The three rows down are: ENABLED, REMAP, and 
POLARITY. These are described below.

ENABLED: Allows enabling and disabling of individual 
buttons. To enable, set button to "Yes". To disable, 
set button to "No". Example: to enable buttons 1 and 2, 
but disable buttons 3 and 4, set Button 1 to "Yes", 
Button 2 to "Yes", Button 3 to "No" and Button 4 to 
"No". When a button is disabled, any changes made to 
the REMAP or POLARITY values for that same button are 
ignored.

REMAP: Allows a button to inherit the functionality of 
another button (ie: having Button 1 also do what Button 
4 does). To permit a button to do what another button 
does, highlight the REMAP value for the button which is 
to inherit a new functionality, and then use ENTER to 
cycle through the list of buttons until you see the 
button to inherit the functionality of. Example: To 
have Button 2 inherit the same functionality of Button 
4, change the REMAP value of Button 2 to say "Button 4". 
	Caution: Be very careful when changing REMAP 
values, as it is possible to have multiple buttons 
inherit the functionality of a single button (ie: it's 
possible to have buttons 1-3 inherit the functionality 
of button 4). 
	Note: Any changes made in the Control Setup screen 
of the game will impact changes made to the REMAP 
values. It's advised that you first set the Control 
Setup values to use the joystick before modifying REMAP 
values. (See "DEFAULT BUTTON FUNCTIONALITY" below)
	
POLARITY: Allows redefining the polarity of buttons. If 
set to "Normal", button acts normally (game reads 
button state as being down when button is pressed). If 
set to "Reverse", button's polarity is reversed (the 
game reads the button state as being down when the 
button is NOT being pressed, and as being up when the 
button IS being pressed). Most users will not need to 
change the POLARITY values.

FORCE FEEDBACK: Allows enabling and disabling of 
Immersion Corporation's "I-Force" force-feedback driver 
for use with force-feedback joysticks and wheels. When 
set to "Enabled", driver is used. When set to 
"Disabled", driver is not used. This option can only be 
changed in "Generic Force Feedback Joystick" or 
"Generic Force Feedback Wheel". (See "FORCE FEEDBACK 
CONTROLLERS" below.)


~DEFAULT BUTTON FUNCTIONALITY

	The default functionality of every button is 
determined by what functions you have assigned to 
joystick buttons 1 & 2 in the game's Controls Setup 
screen; this is extremely helpful to know before you 
change any REMAP values. Use the following chart to 
determine what the default values of each button are; 
select the column which reflects your settings for 
buttons 1&2 in Controls Setup, and the values listed 
below will be the default functionality currently 
assigned to each button; then set the REMAP values to 
your tastes.

  Buttons 1&2 are     Buttons 1&2 are        Buttons 1&2 are
  unassigned               Accelerate/Brake       Shift Up/Down
- -------------     ---------------     ---------------
1 Horn                       Accelerate                   Shift Up
2 Map                        Brake                           Shift Down
3 Camera                   Camera                        Camera
4 Handbrake              Handbrake                   Handbrake


~AXIS CONFIGURATION SCREEN

	This screen contains a grid composed of four 
columns across, and three rows down. 
	The four columns across are: X-Axis, Y-Axis, Z-
Axis, and R-Axis; if your controller does not a Z-Axis 
or R-Axis (usually used for pedals), you can safely 
ignore those columns.
	The three rows down are: ENABLED, REMAP, and 
POLARITY. These are described below.

ENABLED: Allows enabling and disabling of individual 
axis. To enable, set axis to "Yes". To disable, set 
axis to "No". Example: to enable axes X and Y, but 
disable axes Z and R, set X-Axis to "Yes", Y-Axis to 
"Yes", Z-Axis to "No" and R-Axis to "No". When an axis 
is disabled, any changes made to the REMAP or POLARITY 
values for that same button are ignored. Disabling axes 
X and Y is not recommended.

REMAP: Allows an axis to inherit the functionality of 
another axis (ie: having Z-Axis also do what R-Axis 
does). To permit an axis to do what another axis does, 
highlight the REMAP value for the axis which is to 
inherit a new functionality, and then use ENTER to 
cycle through the list of axes until you see the axis 
to inherit the functionality of. Example: To have Z-
Axis inherit the same functionality of R-Axis, change 
the REMAP value of Z-Axis to say "R-Axis". 
	Caution: Be very careful when changing REMAP 
values, as it is possible to have multiple axes inherit 
the functionality of a single axis (ie: it's possible 
to have X-Axis, Y-Axis, and Z-Axis inherit the 
functionality of R-Axis). 
	
POLARITY: Allows redefining the polarity of an axis. If 
set to "Normal", the axis acts normally (game reads 
axis as being pressed forward when when axis is pressed 
forward). If set to "Reverse", the axis' polarity is 
reversed (the game reads the axis state as being pulled 
backwards when the axis is actually being pressed 
forward, and vice versa; alternatively, using "Reverse" 
causes the game to read moving controller to the right 
as moving the controller to the left). Most users will 
not need to change the POLARITY values.


~RESTORING DEFAULT CONTROLLER VALUES

	This utility stores predefined configurations 
which can be restored in your hour of need. To restore 
a configuration, press the F2 key on both the Button 
Configuration and Axis Configuration screens; you will 
see the values return to their built-in defaults. You 
can then use these restored defaults by saving the 
configuration as normal.


~FORCE FEEDBACK CONTROLLERS

	THE NEED FOR SPEED(TM) SPECIAL EDITION includes 
support for the Immersion Corporation "I-Force" driver 
which will be supported by forthcoming force-feedback 
devices from hardware manufacturers. While we have 
tested the game with prototype devices using the I-
Force driver, production units from hardware 
manufacturers were not yet available to us at the time 
this game became available in stores. Nonetheless, we 
have made it possible for users to enable the I-Force 
driver support using the "Generic Force Feedback" 
joystick and wheel configurations. Actual production 
force feedback controllers may require custom 
configuration.

v01

