The Additional Rules toggle cranks up Tokyo Xtreme Racer’s difficulty with engine heat management, tire wear, and a CP bonus twist. This Tokyo Xtreme Racer Additional Rules Guide explains exactly how those rules work under the hood, how to drive around the new constraints, and which cars handle the heat best (literally). It’s written for speedrunners, completionists, and anyone who wants the challenge without the guesswork.
Should You Enable Additional Rules?
If it’s your first playthrough, keep them off. The 50% CP bonus on wins rarely beats simply stacking Battle Reward UP and Win Streak Bonus UP early, and the added micromanagement slows your route. For challenge runs, records, or variety, flip them on—just don’t expect realism: engines heat faster than makes sense, ECUs are twitchy, and tires wear at arcade speed.
What the Rules Actually Do
Engine Temperatures: Two Gauges, One Problem
Your car gains Water Temp and Oil Temp gauges.
Heat builds whenever:
Throttle is applied at ≥ 70% of redline, and/or
Turbo is at ≥ 50% of max boost.
These stack (RPM + boost = faster heat).
100 °C water (flashing) → oil starts rising more aggressively.
115 °C oil → ECU “limp mode”:
Rev limiter drops to ~70% of RPM range (bye-bye power band).
Max boost halved.
Limp mode clears once temps normalize (~90 °C water / ~100 °C oil) or you visit a PA (Parking Area).
You get a ~30s grace period after entering the highway or leaving a PA where the engine will not heat. Tires are not protected by this.
Not all throttle builds heat:
Free-revving (neutral/clutch/handbrake) and bouncing limiter don’t heat the engine.
“Money shifts” (overspeed on downshift) don’t add heat either because the game locks out throttle.
Tires: Constant Wear
- Tires degrade outside races at the same rate as in races.
- Sliding, high-G cornering, and hard braking accelerate wear.
CP Gain
- +50% CP for wins with Additional Rules enabled.
How to Avoid Engine Overheat
Cruise below 70% of redline when not in a battle/speed trap/segment attempt.
Feather the throttle: even under 70% RPM, spooling >50% boost adds heat. ~75% throttle usually avoids heavy spool.
Cool the water first: if the water light flashes, lift off; water sheds heat faster than oil.
Use Auto-Pilot (D-Down): locks to 60 km/h and lets both temps drop hands-free.
Orbit PAs for instant cooldowns:
C1 → Hakozaki PA
New Circular (CW) → Hakozaki / Shibaura
New Circular (CCW) → Hakozaki / Tatsumi
Gear for tall cruising: lengthen top gear(s) so you can sit at lower RPM at speed. Cars with 8+ gears excel here.
Prefer NA or mild-boost setups if you hate heat spikes. Big turbos = fast runs but quicker overheat.
How to Minimize Tire Degradation
Drive clean: less sliding, smoother inputs, earlier braking.
Brake balance: bias toward the axle that wears less to even out degradation (accept some braking feel loss).
Zero toe: any toe scrubs straight-line miles into tire dust.
Mild camber: extreme camber = edge wear; keep it sensible.
Harder compounds: less grip, slower wear—use when long cruising matters.
Cars to Consider (or Avoid)
Phat-Turbo Monsters (Fast, but Toasty)
These overheat quicker between fights. Great for sprints; plan cooldowns.
Nissan GT-R Premium (R35) ’17 – Stage 5
Fastest overall; VR38DETT swaps heat similarly.
Subaru WRX S4 STI Sport R EX (VBH) ’21 – Stage 4
8-speed helps cruising; turbo spools instantly → heats very fast.
Honda Civic Type R (FL5) ’22 – Stage 4
Strong but only 6-speed; heats slower than S4, still noticeable.
Nissan Fairlady Z Version ST (RZ34) ’24 – Stage 4
Top-tier Stage 4 pace; moderate heat.
Toyota GR Yaris RZ (GXPA16) ’20 – Stage 3
Fattest turbo in the game; surprisingly manageable heat.
Toyota Supra 2.5GT Twin Turbo R (JZA70) ’93 – Stage 2
One of Stage 2’s faster options.
NA or Small-Turbo Staples (Cooler Heads Prevail)
These tolerate long cruises and stacked battles better.
Lexus LFA (LFA10) ’10 – Stage 5
Takes ~2 minutes WOT before oil climbs; stellar thermal headroom.
Lexus RC F Performance Package (USC10) ’23 – Stage 4
8-speed, strong pace, very pricey to upgrade.
Lexus LC500 S Package (URZ100) ’18 – Stage 4
Not as fast as RC F; 10-speed makes it a cooling dream.
Honda NSX-R (NA2) ’02 – Stage 4
Very slow to overheat; only 6-speed and not a Stage-4 meta killer.
Mazda RX-7 Type RZ (FD3S) ’00 – Stage 3
Near-top Tier; gets a bit warm, still manageable.
Nissan Skyline GT-R V-spec II (BNR34) ’00 – Stage 3
Big displacement twins = friendlier heat profile.
Honda S2000 2.0 Type-V (AP1) ’03 – Stage 2
Top of Stage 2 and gentle on temps.
Mazda RX-8 Type S (SE3P) ’03 – Stage 2
Slightly warmer than S2000; still solid.
Practical Driving Patterns
Highway loops: string battles close to Hakozaki/Shibaura/Tatsumi; cool down between runs.
Segment attempts: leverage the 30s grace—launch as it ends so you can push before heat ticks.
Turbo cars: short-shift and keep boost under half during transits; save the big spool for battles only.
Long grinds: swap to NA/8-10-speed cruisers when farming, then switch back to your record car.
Test Notes (Method & Observations)
Informal tests from Shinonome Bayshore WB on-ramp to terminal velocity, measuring time to 100 °C water (grace avoided by 30s AP beforehand). Max standard upgrades (no legendary/nitro). Each run repeated 2–3×.
LFA (1LR-GUE) – ~1:51 to 100 °C; cruise ~8100 RPM; redline 10k.
GT-R / VR38DETT – ~1:07; cruise ~6000 RPM.
WRX S4 (FA24) – ~0:47; cruise ~6400 RPM.
Civic FL5 (K20C) – ~0:53; cruise ~7400 RPM.
GR Yaris (G16E-GTS) – ~0:57; cruise ~6900 RPM.
NSX-R NA2 (C32B) – ~2:07; cruise ~8600 RPM.
Heuristic takeaways
Overheat rate seems tied to high RPM + ≥50% boost, not exact RPM depth; exceptions exist (e.g., S4’s behavior).
Turbos with higher max boost often feel hotter, but chassis/gearing can skew outcomes.
Tires degrade everywhere, so setup and smooth driving matter even when just commuting.
Loadouts & Tuning Quick Hits
Top gear taller: drop ~200–400 RPM at cruise without killing battle pace.
Toe = 0.00 / 0.00 for long sessions.
Mild camber (streetable numbers) to preserve contact patch.
Brake bias toward the lightly-worn axle for longevity.
Hard compound for farm loops; swap softs for boss streaks.