Well, there is the predefined view called "camera" which can be moved by altering camera.x,camera.y and camera.z. Then you can also define more "views" (see 'view' in the manual) which can be displayed on different parts of the screen and which can show different parts of the level (for example: your camera looks into the direction your player car is facing, and then you define another view called "rearview" which will be displayed at the top of your screen and which, in your level, always is at that camera's position but facing backwards.
Try this: (call moveCamera(); in your "main" function, after a level is loaded)
Code:
var camPos1[3] = {100,0,0};		//define these at the beginning of your script. change the 100,0,0 to the positions you want the camera to
var camPos2[3] = {-100,0,0};		//be at when you press 1 to 9
var camPos3[3] = {1000,0,0};
var camPos4[3] = {300,0,0};
var camPos5[3] = {0,400,0};
var camPos6[3] = {100,0,100};
var camPos7[3] = {100,35,0};
var camPos8[3] = {0,0,23};
var camPos9[3] = {100,1,0};


void moveCamera()
{
	mouse_mode = 4;
	while(1)
	{
		camera.pan += mouse_force.x*time_step*5;
		camera.tilt += mouse_forc.y*time_step*5;
		
		vec_set(temp,vector((key_w-key_s)*time_step*10,(key_d-key_a)*time_step*10,0));
		vec_rotate(temp,camera.pan);
		vec_add(camera.x,temp);
		
		if(key_1 == on)			//if key 1 is pressed, move the camera to the position defined before as camPos1
		vec_set(camera.x,camPos1);
		if(key_2 == on)
		vec_set(camera.x,camPos3);
		if(key_3 == on)
		vec_set(camera.x,camPos3);
		if(key_4 == on)
		vec_set(camera.x,camPos4);
		if(key_5 == on)
		vec_set(camera.x,camPos5);
		if(key_6 == on)
		vec_set(camera.x,camPos6);
		if(key_7 == on)
		vec_set(camera.x,camPos7);
		if(key_8 == on)
		vec_set(camera.x,camPos8);
		if(key_9 == on)
		vec_set(camera.x,camPos9);
		wait(1);	
	}
}



~"I never let school interfere with my education"~
-Mark Twain