Jet Moto - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Jet Moto - Strategy Guide (Page 01).
JET MOTO
for the Sony PlayStation
Remy Gibson
aweberman@yahoo.com
Version 1.01
10/20/01
========================
1.0 CONTENTS
========================
1.0 Contents
2.0 Versions
3.0 About
4.0 Controls
5.0 Menus
6.0 The Jet Moto
7.0 Riders
8.0 Rider Analysis
9.0 Races
10.0 Tracks
11.0 Advanced
12.0 Music
13.0 Codes
14.0 Copyright
========================
2.0 VERSIONS
========================
Date Version
03/11/01 1.0 initial version
10/20/01 1.01 minor modification to a code, fixed typos
========================
3.0 ABOUT
========================
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3.1 ABOUT JET MOTO
-------------------
Jet Moto was released in late 1996 for the Sony PlayStation. Due to the timing
of its release, Jet Moto was often compared (unfavorably) with Wave Race for
the Nintendo 64. However, with just a small amount of playtime it becomes
evident that the two games are mostly dissimilar, with the only viable
comparisons being the presence of water in three of Jet Moto's tracks and the
slight similarity in vehicles between the two games.
There are many things about Jet Moto that make it stand out from the rest of
the racing pack. One of these is the nature of the Jet Moto bike itself. It's
kind of like a JetSki, except that it can go over all kinds of terrain: water,
beach, swamp, mud, snow, even metal. This allows the introduction of an
effective physics system whereby each of the different surfaces reacts
differently to the bike.
The control of the Jet Moto is also important. It is spot-on. There were many
complaints regarding the control around the time of the game's release; a lot
of people felt that the control was very loose. Personally, I don't understand
this complaint. Perhaps those complaining just didn't spend enough time with
the game. In point of fact, your control over the bike is incredibly tight and
responsive. You can spin the bike through every conceivable dimension with the
use of the directional pad and shoulder buttons, always able to place it at the
optimum position for race speed.
Though the graphics don't really stand out, even from other second-generation
PlayStation games, they serve their purpose ably and don't distract
unnecessarily from the solid game engine.
The sound, on the other hand, is something else entirely. Jet Moto sports one
of the most acclaimed non-RPG soundtracks in the history of videogames. Many
have commented that the soundtrack is entirely listenable on its own, from the
comfort of your home or car stereo. And it is. From the oft-referenced Pulp
Fiction-esque sound of "Joyride," to the hard-driving guitar of "Hammerhead,"
to the opening guitar riff in "Willpower," to the heart-pounding orchestral
sounds of "Ice Crusher" and everything in between, the soundtrack never lets
up. It is truly one of the shining hallmarks of this game.
The characters themselves also add a lot of life to this game. Each of the
twenty different riders has his or her own backstory, which makes you care a
little bit more for the racers than you do in typical racing games.
Another important feature of Jet Moto is the AI. For one thing, when competing
in a championship, you're never forced to win every single race, which is more
like real-life racing circuits. In addition, the competition in this game is
literally second-to-none; in my opinion, the AI in Jet Moto makes this a
serious competitor for the best racing game ever, despite its graphical
limitations. With twenty competitors ontrack at the same time, jostling for
position, each programmed with his or her own racing style, it's a constant
fight for position in each race and in the overall championship. This makes
for an incredibly deep game, one that can be played for weeks and months on
end.
-------------------
3.2 ABOUT THIS FAQ
-------------------
The reason I've decided to write this FAQ for Jet Moto now, over four years
after its initial release, is really fairly simple. There isn't one.
Jet Moto stands tall as probably my favorite videogame ever; even now, I can
still pop it in and enjoy playing it. While cruising GameFAQs a few weeks ago,
I checked out Jet Moto and its brethren on a lark. I figured that since every
other game under the sun has a FAQ for it, Jet Moto must too, and I wanted to
see what insights the writer of such a FAQ might have into this phenomenal
game. There was only one problem.
No FAQ.
I couldn't believe it. In fact, not only did Jet Moto not get a FAQ for
itself, but neither did either of its sequels, good games in their own right,
though not quite living up to the standard set by the original.
For this reason, I decided to write my own FAQ.
But I didn't want this to be just a cookie-cutter recitation of things you can
find at any other resource on the Internet. Of course, I have to include the
basics, like controls for the game, as well as codes, because everybody seems
to want those. So these things are included for the sake of completion. The
real heart of the FAQ, however, is the strategy sections. I really have never
had any peers with which to share my insights regarding this game,
accomplishments that I've had, advice that I can give. This FAQ gives me the
opportunity.
Considering all of the time that I've spent playing my game, I consider myself
something of an expert. But I'm always on the lookout for other solid
suggestions on the game; not necessarily tricks that can be performed, but
something new with regard to the actual championship itself. I'm hoping
another expert will stumble across this FAQ. All comments are welcome.
========================
4.0 CONTROLS
========================
----------
4.1 D-PAD
----------
Left and right on the Directional Pad is pretty basic. Up and down, however,
is something else. Pushing up causes the rider to push the nose of the bike
toward the ground, standing up on it. Pressing down causes the rider to pull
the nose of the bike up, and this is very important when going over jumps as
catching the nose of your bike on the lip of a ledge will cause your rider to
take quite a spill.
-------------
4.2 X BUTTON
-------------
Acceleration. You'll pretty much want to hold this one down all the time.
------------------
4.3 SQUARE BUTTON
------------------
Brake. Typically you won't need this button, but there are a few spots in the
harder levels that require some judicious braking. These will be noted in the
track descriptions.
--------------------
4.4 TRIANGLE BUTTON
--------------------
Turbo. Provides a burst of speed for a couple of seconds. You get four of
these to start the race and they are replenished each lap, so it's to your
advantage to use all four each lap. The number of turbos you have remaining is
displayed directly underneath the speedometer in the lower lefthand portion of
the screen.
------------------
4.5 CIRCLE BUTTON
------------------
Grapple. Spread throughout the various tracks, normally on tight turns, are
tall poles that make a humming noise. These are magnetic grappling poles.
Activating the grapple on your bike causes a lance of energy to connect your
bike with the pole, enabling you to stay on target and, usually, corner
tighter. The length of time you can grapple is limited to the status of your
grapple meter. The grapple meter replenishes slowly whenever the grapple is
not in use. The grapple meter is displayed underneath the speedometer and
turbos in the lower lefthand portion of the screen.
It has often been stated that grappling is the most important skill that you
can learn in Jet Moto. This isn't quite true. Grappling is a very important
skill on several of the tracks; occasionally, it is indispensable for victory.
However, there is another ability that outweighs the grapple in usefulness--it
is considered in section 4.8.
----------------------
4.6 L1 and R1 BUTTONS
----------------------
Sharp turn. Grappling is great, but the sharp turns will get you through a lot
of turns with a minimum of lost speed.
----------------------
4.7 L2 and R2 BUTTONS
----------------------
Roll. Really these two buttons are the complement of up and down on the D-Pad.
The rider basically leans to one side or the other, just as with the D-Pad,
the rider leans forward or backward. One effect of these shoulder buttons is
to facilitate midair stunts, enabling quick and easy rolls in the air. A more
important use is detailed in the next section.
-----------------------------
4.8 KEEPING THE BIKE UPRIGHT
-----------------------------
The most important skill in Jet Moto is not grappling; it is using the various
buttons in order to keep your bike on an even keel. When going over jumps or
sideswiping other riders, your bike (especially the lighter ones) may have a
tendency to become unbalanced and you'll be riding almost on your side. It's
at these times that the shoulder buttons really come into play in an important
way, to right yourself. In many places the course is not level; by using the
D-pad and shoulder buttons, it's possible to land your bike well after a jump
and thereby lose a minimum amount of speed. Remember, keep your bike
perpendicular to the racing surface.
========================
5.0 MENUS
========================
The Main Menu, the first screen you see, gives you four choices: 1 Player, Head
to Head, Load Game, and Options.
-------------
5.1 1 PLAYER
-------------
You play by yourself in your choice of a variety of different competitions,
competing in a twenty-player field.
------------------
5.1.1 SELECT RIDER
------------------
There are twenty riders to choose from, divided up into four teams of five
each: Butterfinger, Axiom, K2, and Mountain Dew. Each rider is rated in four
categories (discussed below): Handling, Acceleration, Mass, and Lift. In the
upper lefthand corner of the screen is a snapshot of the rider. The upper
righthand portion gives a brief insight into the rider's history and
personality. Select one by pressing X.
----------------------
5.1.2 CHOOSE RACE TYPE
----------------------
After selecting a rider there will be four race types to choose from: Single
Race, Custom Circuit, Full Season, and Practice. They will be discussed in
detail in section 9.0-Races.
---------------------
5.1.3 TRACK SELECTION
---------------------
If you choose anything but Full Season, you will end up at this screen. There
are a total of ten tracks, their difficulty designated by an icon.
Green circle - Amateur
Blue square - Intermediate
Black diamond - Professional
Double black diamond - Master
Only the tracks you have opened up will be available. At this point, you
choose which track(s) you would like to race on. You will then proceed to the
loading screen for the first one.
-----------------
5.2 HEAD TO HEAD
-----------------
Two players against each other one-on-one. The screen can be split
horizontally or vertically; I've always preferred the latter. Most of the
options for head to head racing are the same as 1 player, with some minor
exceptions, like Elimination being unavailable in Custom Circuit (for obvious
reasons). The biggest downside in head to head is the inability to play
against the full field.
--------------
5.3 LOAD GAME
--------------
Your progress through a Season or Custom Circuit can be saved following each
race. This screen is where you get back into your season. Each save takes up
one block of memory.
------------
5.4 OPTIONS
------------
There are several items that are customizable from this menu.
----------------
5.4.1 DIFFICULTY
----------------
There are three difficulty levels initially: Amateur, Intermediate, and
Professional. A fourth level is available upon winning on Professional:
Master. These difficulty levels are a way of telling you how good your
opposition is going to be. Amateur is the initial default.
-------------------
5.4.2 LAPS PER RACE
-------------------
Five settings are available here: anywhere from two to six laps. Two seems too
short to really get going, whereas five and six laps starts to get a little
tedious. For maximum excitement, it's best to stick with the default, which is
three laps.
-----------
5.4.3 TURBO
-----------
This option can be set to on or off. When it is set to off, the turbos are
turned off on all the bikes, including the computer-controlled ones. Default
is "on".
-------------
5.4.4 GRAPPLE
-------------
This option can be set to on or off. When it is set to off, the magnetic
grapple is turned off on all the bikes, including the computer-controlled ones.
Default is "on".
----------------------
5.4.5 TROPHY PRESENTER
----------------------
There are three settings for this option: male, female, or rider's choice. At
the end of each race, the winner of the race is awarded a trophy. This option
dictates what gender the presenter will be. Interestingly enough, when set to
"rider's choice", a couple of the riders will choose a presenter from their own
gender, and this is the default.
--------------
5.4.6 BIKE HUD
--------------
The HUD (Heads-Up Display) is located in the lower lefthand corner of the
racing screen. It contains the following information: speedometer, turbos
remaining, grapple meter, and stunt points. It can be left on or turned off.
Default is "on".
----------------------
5.4.7 CINEMATIC CAMERA
----------------------
This view tries to put you in the rider's seat, as it were, tilting the screen
as if you were actually banking into turns. In all honesty, I found this
option distracting and slightly nauseating; I left it off.
----------------
5.4.8 STUNT RACE
----------------
This option can be activated or left inactive. However, it remains unavailable
until you have won a Full Season on Professional difficulty on all ten tracks.
When activated, stunts earn you rewards. They are scored on a scale from 1 to
99, though enhancements don't start figuring in until you score at least a 20.
Turbos are the bonus of choice for scores up to 60 or so; after that, you
receive rewards in the form of higher top speed, better acceleration, and the
like. For me, the turbos were always the better reward, so it was hardly worth
doing the harder tricks. The easiest way for me to pick up an extra four
turbos was to hit a jump, then to a roll by holding the D-Pad DOWN and LEFT
while simultaneously pressing L1 and L2. Your rider will do a very quick
reverse barrel roll and, if landed, receive an ovation from the crowd (wherever
that is).
--------------------------
5.4.9 KEYPAD CONFIGURATION
--------------------------
The default configuration has always worked best for me and is the one covered
in this FAQ.
----------------------
5.4.10 MUSIC AND SOUND
----------------------
Default has always worked well for me here; I've never felt much need to play
around with the controls. I suppose if one were to get sick of the
music...though I don't understand how that would be possible.
--------------
5.4.11 CREDITS
--------------
The Singletrac team that made this excellent game.
------------
5.4.12 TIMES
------------
One final note as to the settings in the Options menu. In places in this FAQ,
there are times referred to as course records that I have set and recorded. In
each of these instances, the options were set to the following:
LAPS - 3
TURBO - ON
GRAPPLE - ON
STUNT RACE - OFF
========================
6.0 THE JET MOTO
========================
The Jet Moto is an interesting vehicle. You can see the word "moto" in its
name. There are ways in which the vehicle is similar to a motorcycle, and many
ways in which the game is similar to motocross. But the key word in the name
is "jet". Think JetSki. The difference between a Jet Moto and a JetSki,
though, is the Jet Moto's ability to leave the water; hence the word "moto" in
its name. When leaving the water, the Jet Moto rides on a suspension field,
allowing it to traverse all kinds of terrain.
Yes, this is a futuristic game.
Each Jet Moto has its own unique characteristics. Some are quick to turn and
light, some are heavy and ponderous, some are in-between. At the "Select
Rider" screen, each rider's Jet Moto is displayed, along with a graphic
analysis of how it performs, on a scale of one to ten, in each of four
performance categories: handling, acceleration, mass, and lift.
-------------
6.1 HANDLING
-------------
Exactly what it sounds like. Handling is the equivalent of responsiveness and
is usually directly tied in with the mass of a bike, as you might expect.
-----------------
6.2 ACCELERATION
-----------------
Acceleration is rated from a standing start to top speed. Of course, the other
categories come into play, as well: a high-mass Jet Moto will accelerate more
slowly than a low-mass bike, even if both of them carry identical acceleration
ratings.
---------
6.3 MASS
---------
Weight of the bike. A heavier bike is more stable and less likely to throw a
rider when colliding with an obstacle, whether said obstacle is a tree or
another rider. At the same time, a heavier bike is more likely to win a battle
with a lighter bike. High-mass Jet Motos allow you to play fast and loose with
the obstacles to a certain extent, though you generally pay for this in
maneuverability.
---------
6.4 LIFT
---------
This is the rating of the suspension field that supports the bike. When going
over bumps and ramps, a bike with a higher lift rating will catch more air,
especially if you lift the nose of the bike up my pressing DOWN on the D-Pad.
Is this good? Sometimes....
========================
7.0 RIDERS
========================
There are twenty different riders (twelve unique) in Jet Moto, both male and
female. The differences between the riders lie in their choice of bikes, not
in the riders.
At the "Select Rider" screen, you can choose which of the twenty riders you
would like to control. They are divided up into four teams of five riders
each: Butterfinger, Axiom, K2, and Mountain Dew. The teams are only useful so
far as they make scrolling through twenty characters a little simpler, as well
as adding a little character to the game. They are not, though, actually
functional in any way. Therefore, when listing riders, I will not list them in
order by team.
Notes:
-an asterisk (*) next to a rider's gender indicates that when that
rider is chosen and the Trophy Presenter is set to "Rider's Choice,"
the rider will choose someone of his or her own gender
-some of the ratings are "9.5", indicating that rider is nearly rated a
ten,only just missing it. On the "Select Rider" screen, you can see
this by noticing a small gap near the end of the bar; it is most
obvious on Stone, where you can compare a 10 bar to a 9.5 bar. There
is a noticeable difference between the two ratings.
-----------
7.1 ARROYO
-----------
Team: Butterfinger
Number: 8
Gender: Male
Name: Macon Arroyo
Handling: 5
Acceleration: 3
Mass: 4
Lift: 5
Overall: 17
--------------
7.2 BLACKJACK
--------------
Team: Axiom
Number: 21
Gender: Male
Name: Garth Richter
Handling: 1
Acceleration: 9
Mass: 10
Lift: 1
Overall: 21
-----------
7.3 BOMBER
-----------
Team: Butterfinger
Number: 96
Gender: Female
Name: Dayna Hogan
Handling: 2
Acceleration: 10
Mass: 10
Lift: 2
Overall: 24
----------
7.4 CHIEN
----------
Team: K2
Number: 99
Gender: Male
Name: Jackson Chien
Handling: 10
Acceleration: 3
Mass: 1
Lift: 7
Overall: 21
-----------
7.5 DAKOTA
-----------
Team: Mountain Dew
Number: 7
Gender: Female
Name: Dakota Jade
Handling: 10
Acceleration: 3
Mass: 1
Lift: 7
Overall: 21
-----------
7.6 GUNNER
-----------
Team: K2
Number: 6
Gender: Male
Name: unknown
Handling: 7
Acceleration: 8
Mass: 1
Lift: 10
Overall: 26
-----------
7.7 HARRIS
-----------
Team: K2
Number: 44
Gender: Female*
Name: Harris
Handling: 10
Acceleration: 4
Mass: 1
Lift: 2
Overall: 17
----------
7.8 IRONS
----------
Team: Mountain Dew
Number: 9
Gender: Female
Name: Shane Irons
Handling: 6
Acceleration: 1
Mass: 4
Lift: 6
Overall: 17
---------
7.9 MACE
---------
Team: Butterfinger
Number: 77
Gender: Male
Name: unknown
Handling: 1
Acceleration: 9
Mass: 10
Lift: 1
Overall: 21
------------
7.10 MASALA
------------
Team: Butterfinger
Number: 5
Gender: Male
Name: Masala
Handling: 6
Acceleration: 1
Mass: 4
Lift: 6
Overall: 17
----------
7.11 MIKO
----------
Team: Mountain Dew
Number: 69
Gender: Female
Name: Miko
Handling: 10
Acceleration: 3
Mass: 1
Lift: 4
Overall: 18
------------------
7.12 QUICK JESSIE
------------------
Team: K2
Number: 23
Gender: Female
Name: Jessie West
Handling: 9.5
Acceleration: 5
Mass: 1
Lift: 6
Overall: 21.5
-----------
7.13 RHINO
-----------
Team: Butterfinger
Number: 59
Gender: Male*
Name: Andre Makarczyk
Handling: 8
Acceleration: 1
Mass: 4
Lift: 6
Overall: 19
--------------
7.14 SHANNARA
--------------
Team: Mountain Dew
Number: 48
Gender: Female
Name: Shannara Jackson
Handling: 8
Acceleration: 1
Mass: 4
Lift: 6
Overall: 19
------------
7.15 SHIROW
------------
Team: Axiom
Number: 66
Gender: Female
Name: Shirow
Handling: 5
Acceleration: 3
Mass: 4
Lift: 5
Overall: 17
-----------
7.16 STONE
-----------
Team: Axiom
Number: 19
Gender: Male
Name: Wyatt Stone
Handling: 3
Acceleration: 9.5
Mass: 10
Lift: 2
Overall: 24.5
----------------
7.17 TECHNICIAN
----------------
Team: Axiom
Number: 3
Gender: Male
Name: Otomo
Handling: 9.5
Acceleration: 9
Mass: 1
Lift: 6
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