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Jet Moto - Strategy Guide (Page 06)

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         Championship                                   Rally
     ---------------------                    --------------------------
     1  1 Shannara  [1] 96                    3  1 Wild Ride [1] 23.43.0
     3  2 Wild Ride [1] 91                    1  2 Masala    [2] -   3.8
     5  3 Gunner    [2] 88                    5  3 Gunner    [2] -   4.4
     2  4 Masala    [2] 84                    2  4 Shannara  [1] -   5.8
     5  5 Rhino         76                    4  5 Rhino         -   7.3
     7  6 Chien         69                    7  6 Dakota        -  22.3
     4  7 Irons         67                    8  7 Chien         -  22.7
     8  8 Dakota        65                   10  8 Harris        -  32.1
     9  9 Arroyo    [1] 58                   15  9 The Max       -  37.2
    11 10 Harris        51                    6 10 Miko          -  38.1
    10 11 Miko          49                   12 11 Mace          -  41.9
    13 12 Mace          47                   11 12 Arroyo    [1] -  47.3
    17 13 The Max       46                   13 13 Quick Jessie  -  49.9
    15 14 Bomber        40                   14 14 Tetsujin      -  56.7
    12 15 Technician[1] 39                    9 15 Irons         -1.06.2
    14 16 Stone         37                   20 16 Bomber        -1.13.5
    15    Quick Jessie  37                   16 17 Shirow        -1.16.1
    17 18 Tetsujin      32                   17 18 Technician[1] -1.23.5
    19 19 Blackjack     29                   18 19 Stone         -1.24.8
    20 20 Shirow        21                   19 20 Blackjack     -1.30.3

Eight races are now gone in the season; only two remain.  With two races to go,
the bottom seven have been mathematically eliminated from the points race, but
realistically we're keeping an eye on the top four or five.

Shannara retains her hold on the points lead for the third consecutive race,
though the distance to her nearest competitor has diminished slightly, from
seven to five.  Wild Ride continues steadily moving upward.  She has stepped up
one position to second, a place she has been only one other time this season,
following Cliffdiver early on.

Gunner, though, is the second half revelation.  In the first half of the
season, he was very quiet.  He only scored one top ten finish: third on Cypress
Run.  After the fifth race of the season he was in eighth place in the points
with thirty-six, slightly more than half the number of points that Masala,
then-leader, had.  With two wins in the last three races, though, Gunner is
proving to be to the second half what Masala was to the first.  He is now
within striking distance of first place, just eight points back.

Masala continues to lose ground, despite a top ten finish here.  He drops back
two places to fourth, now twelve points out of the hunt.  Rhino remains steady
as well, holding onto fifth spot and moving slightly closer to the leader, now
twenty points out.  He'll have to really step up in the last two races to have
a shot at the title, though.

Over in the rally, things are even more interesting.  For the fourth straight
race we have a new rally leader, this time in Wild Ride.  She has overcome her
eight-second deficit after the last race and moved 3.8 seconds ahead of Masala,
who has slipped back to second.  Gunner vaults forward two spots to third here
as well, merely 4.4 seconds out.  Shannara is in fourth, out by 5.8 seconds,
and Rhino takes in fifth, down by 7.3.

There is a definite break back to sixth place, where Dakota is out by over
twenty-two seconds.  And so we have five riders that have a serious shot at
taking the title in both races, any of them capable of pulling off a rider
championship sweep: taking both crowns at once.

Further down on the rally table, The Max continues his incredible second half
turnaround by climbing into the top ten.  Remember, just two races ago he was
languishing down in nineteenth place, forty-six seconds out.  He's picked up a
few seconds along with his ten positions, and while he may not be able to make
up that much time in the last two races, he's a contender for
"best-of-the-rest".

Meanwhile, Irons is doing the exact opposite.  Her second bottom-five finish
has dropped her all the way back to fifteenth in the rally, certainly out of
the running in the championship that she was leading just two short races ago. 
All is not lost for her in the points, but she's back to seventh there with a
twenty-nine point gap to first; it's crucial for her to perform well on the
next track.

-----------------------
10.8.7.3 TEAM STANDINGS
-----------------------

         Championship                                 Rally
     --------------------                   -------------------------
     1 1 Mountain Dew 369                   1 1 Mountain Dew 120.47.4
     2 2 Butterfinger 306                   2 2 K2            -  23.9 [+54.9]
     3 3 K2           291                   3 3 Butterfinger  -  41.4 [+39.5]
     4 4 Axiom        156                   4 4 Axiom         -4.18.4 [-51.0]


----------------------------------------------------------------------------------------------------------------------------------------------------------

----------------
10.9  SNOW BLIND
----------------

------------------------
10.9.1 COURSE STATISTICS
------------------------

Top 5 Times
-----------
1. 4.12.2  Masala
2. 4.15.3  Wild Ride
3. 4.16.4  Harris
4. 4.17.5  Gunner
5. 4.18.0  Gunner

Length - very long
Technical Difficulty - easy
AI Difficulty - very easy

------------------
10.9.2 DESCRIPTION
------------------

Although this course has the characteristic "suicide" U-turns at each end, the
major danger here is the course itself.

-------------
10.9.3 LAYOUT
-------------

The start leads you to a downward slope, then Jump 1, then into a tunnel. 
After the first checkpoint, you'll go into Turn 1, which is a right and 270º. 
Go through a tunnel, over Jump 2, through another small tunnel, then uphill to
Turn 2, the first suicide turn.  Back down, left around Turn 3 (the 270º turn),
then cross the start/finish line and proceed to the back half.

The back part starts with another downhill run, followed by Jump 5, then
another steeply downhill section past checkpoint 7 and into Turn 4, a right. 
After Jump 6, you'll have a fairly long, straight section leading to Turn 5,
the second suicide turn.  Go back along the straight, over the jump, around the
turn (left this time), up the hill, over the jump, and up the final hill to the
finish.

------------------
10.9.4 RACING LINE
------------------

The loading screen was right in insinuating that the course was more dangerous
than the competition; however, the course still isn't very hard.  The suicide
tracks never are.

Watch your head as you go under the first tunnel.  In fact, watch out for all
the tunnels; it's very easy to bump your head on the ceiling of the tunnel and
get tossed off your bike.

When you reach the first suicide turn, notice the warning stripe.  The track
actually ends and it's very easy to go off the edge.  That's what the grapple
is for.

After you go around the 270 the second time, start the tunnel on the right side
of the track, but move over to the left side as you go through it.  The section
of track you're jumping to is a little higher than the one you're on and being
on the left side of the track will make things easier.

On your final approach to the finish line (after Turn 6, before Jump 8), stay
to the right side of the track to avoid missing your jump.

The remainder of the course is pretty straightforward.  The game isn't even as
unforgiving when you stray from the course onto the snowbanks in the second
half.

-------------
10.9.5 TURBOS
-------------

* start
Turn 1
Turn 4
after Turn 5
Turn 6

This is another of those courses that I wouldn't necessarily recommend using a
turbo at the start.  It can be easy to miss that first jump and go right in the
chasm.

Definitely turbo around the 270 on the first pass.  Try to keep your racing
line on the left side of the track when you go in, then move to the inside of
the track through the turn.  It isn't necessary to burn another turbo on your
way back around this turn.

On the remainder of the front half of the track, it's best not to use your
turbos, as they tend to give you too much speed and smash you into tunnels.

On the other hand, there are plenty of spots on the back half of the track to
turbo.  The first place you'll want to turbo is at Turn 4 (checkpoint 7), as
you start along the relative straight to the suicide turn.  This is the best
semblance of a straight this track has.  So you'll want to use another turbo on
the way back.

Your fourth one is best used after Turn 6, just before the jump leading to the
finish line.  Engage your turbo, stay to the right, and you'll probably get
enough air to make it to the finish line.

------------------
10.9.6 COMPETITION
------------------

Top CPU finisher: 4.22-4.25
Field: 20-35 seconds
Best CPU racer: Technician

Again, like on the other alpine tracks, it's not a good idea to run into the
other riders.  This doesn't cause the same types of problems as it did on the
previous two tracks, though.  Your primary difficulty here is after looping
around the suicide turns, especially the second one.  It's very easy to be
coming up that long straight and run into somebody just before or during the
jump.  This, of course, will make you fall.  Try to avoid doing this.

I rated the AI difficulty of this course as very easy.  I believe this to be
true, because even with a serious fall, it's possible to catch up to the rest
of the field.  They just don't race this one very well.  The above-quoted time
of 4.22 for a computer finisher is rare; but it's possible for you to break
that time with all manner of different bikes.

The loading screen insinuated that the track was more difficult here than the
oncoming suicide-driven competition.  They were right.

Only three times over ten recorded seasons did the computer beat me here,
primarily because I was using low-rated bikes.  Of those three times,
Technician did it twice, leaving the other one for Dakota.  This is another
indication of the fact that the AI is ridiculously easy here.  The only track
where the computer beat me fewer times over the ten seasons was Hammerhead,
where they managed it twice.  We all know how easy Hammerhead is.  Snow Blind
is almost that easy.

-----------------------
10.9.7 SIMULATED SEASON
-----------------------

----------------
10.9.7.1 RESULTS
----------------

   Pos. Rider        Time    Spills  Falls
   ---- ------------ ------  ------  -----
     1. Gunner       4.18.0     1      0
     2. Wild Ride    4.19.8     1      0
     3. Rhino        4.20.1     0      0
     4. Irons        4.20.7     0      0
     5. Stone        4.21.3     1      0
     6. Masala       4.22.9     1      0
     7. Dakota       4.23.2     0      0
     8. Shannara     4.23.3     1      0
     9. Mace         4.23.4     0      0
    10. Quick Jessie 4.24.0     0      0
    11. The Max      4.24.2     1      0
    12. Blackjack    4.24.7     0      0
    13. Miko         4.25.9     0      0
    14. Harris       4.27.9     1      0
    15. Arroyo       4.28.3     0      0
    16. Technician   4.29.0     1      0
    17. Tetsujin     4.30.1     2      0
    18. Shirow       4.30.9     1      1
    19. Bomber       4.31.3     1      1
    20. Chien        4.37.4     2      1

    Average number of spills:  0.70
    Average number of falls :  0.15

The first noteworthy thing about this track is the incredibly small spread.  If
we discount Chien's time (Chien obviously had a very bad race), we have a
spread of merely 13.3 seconds from first to nineteenth.  That ranks this track
second behind Hammerhead and is another indication of how easy it is.

In fact, this field is more impressive than that at Hammerhead, because this
track is nearly three times as long as that island suicide course. 
Hammerhead's spread was 10.2 seconds; if this course were as short as that one,
the spread would have only been five.  Five seconds!  An incredibly tight
field.

Because of this, obviously every type of bike has an excellent shot on this
track.  Light bikes carried away the top two spots, but medium bikes took up
four spots in the top ten, and even heavy bikes had their day, with Stone in
fourth and Mace in ninth.  Though easy, this is a very balanced track, playing
well to the strengths of each bike type.

But the finish for Chien really hurts his chances (and the statistics), as he
finished thirteen positions and fourteen seconds behind his "bike buddy",
Dakota.

------------------------
10.9.7.2 RIDER STANDINGS
------------------------

          Championship                                   Rally
     ----------------------                    --------------------------
     3  1 Gunner    [3] 113                    1  1 Wild Ride [1] 28.02.8
     2  2 Wild Ride [1] 111                    3  2 Gunner    [3] -   2.6
     1  3 Shannara  [1] 104                    2  3 Masala    [2] -   6.9
     4  4 Masala    [2]  94                    5  4 Rhino         -   7.6
     5  5 Rhino          92                    4  5 Shannara  [1] -   9.3
     7  6 Irons          80                    6  6 Dakota        -  25.7
     8  7 Dakota         74                    8  7 Harris        -  40.2
     6  8 Chien          69                    7  8 Chien         -  40.3
     9  9 Arroyo    [1]  59                    9  9 The Max       -  41.6
    12 10 Mace           54                   10 10 Miko          -  44.2
    10 11 Harris         53                   11 11 Mace          -  45.5
    11 12 Miko           52                   13 12 Quick Jessie  -  54.1
    13 13 The Max        51                   12 13 Arroyo    [1] -  55.8
    16 14 Stone          48                   14 14 Tetsujin      -1.07.0
    16 15 Quick Jessie   43                   15 15 Irons         -1.07.1
    14 16 Bomber         40                   16 16 Bomber        -1.25.0
    15 17 Technician[1]  39                   19 17 Stone         -1.26.3
    19 18 Blackjack      33                   17 18 Shirow        -1.27.2
    18 19 Tetsujin       32                   18 19 Technician[1] -1.32.7
    20 20 Shirow         21                   20 20 Blackjack     -1.35.2

After the penultimate race of the season, things have gotten very interesting
in the points.  The race of primary importance is for the points champion. 
With his third win in the last four tracks, Gunner has hopped up two spots to
take the championship lead away from Shannara.  Wild Ride's second consecutive
runner-up enables her to hold on to second place in the points, just two back
from Gunner.

Lower down the order, there's a race that has heated up for "best-of-the-rest".
 In this case, that means ninth place.  Currently, Arroyo is sitting there. 
But there's a line forming behind him.  Mace is just five points back in tenth
and Stone, in fourteenth, is only eleven out.  Any of the six racers there
could end up with ninth position.

However, there are only five racers who are capable of winning the season. 
From sixth position on down are racers that have been mathematically eliminated
from the hunt for the points champion; Irons' poor performance in two races
earlier on really hurts her here.

Despite the fact that Masala and Rhino theoretically have a shot, realistically
nobody has made a twenty-point swing near the top.  This race really comes down
to the top two, Gunner and Wild Ride, with Shannara having an outside chance of
getting the upset, nine points back.

The rally side of things is just as interesting.  Over in the rally, things
like mathematical elimination don't come into play.  However, in effect, the
racers outside of the top five are out of contention.  Wild Ride maintains a
slim lead here of 2.6 seconds over Gunner.  Masala slips back to third and is
6.9 seconds out, while Rhino and Shannara are both within ten seconds.

At this point, though, ten seconds is a very large gap.  Realistically, the
race here comes down to the same two riders, Wild Ride and Gunner, this time
with Wild Ride having the edge.  The other three members of the top five are in
a position to spoil, but they have to perform extraordinarily well at the same
time that the top two falter.

When all is said and done, all eyes will be on two racers in the final race of
the season: the party animal Kari Kelley, aka Wild Ride, and the Aussie Gunner.
 Can Gunner maintain his slim two-point lead in the points and overcome a
2.6-second deficit in the rally to take a sweep?  Or can Wild Ride make the
sweep by beating Gunner?  Or will they split the title?

Really, Wild Ride has the best chance at the sweep here.  To ensure total
victory, she just has to finish three spots in front of Gunner, unless they
both finish near the top, at which point she only has to beat him.  If she can
do that, she'll sweep since she already has the rally lead.

Gunner has his work cut out for him.  It's not enough for him to beat Wild
Ride, though that will give him the points victory.  He has to beat her by
enough to overhaul her in the rally, which may not be easy.

Of course, if they both foul up, then it's anybody's game.  And if there's one
place where a person is likely to foul up, it's probably Nightmare.

-----------------------
10.9.7.3 TEAM STANDINGS
-----------------------

         Championship                                 Rally
     --------------------                   -------------------------
     1 1 Mountain Dew 422                   1 1 Mountain Dew 142.40.3
     2 2 Butterfinger 340                   2 2 K2            -  42.5 [-18.6]
     3 3 K2           329                   3 3 Butterfinger  -  54.5 [-11.1]
     4 4 Axiom        171                   4 4 Axiom         -4.41.5 [-23.1]


----------------------------------------------------------------------------------------------------------------------------------------------------------

----------------
10.10  NIGHTMARE
----------------

-------------------------
10.10.1 COURSE STATISTICS
-------------------------

Top 5 Times
-----------
1. 3.42.3  Wild Ride
2. 3.45.7  Irons
3. 3.48.6  Wild Ride
4. 3.48.7  Gunner
5. 3.49.1  Chien

Length - long
Technical Difficulty - hard
AI Difficulty - very hard

-------------------
10.10.2 DESCRIPTION
-------------------

Some people dream about flying, others about falling.
Jet Moto racers do both.

--------------
10.10.3 LAYOUT
--------------

A very steep drop greets you directly after the start.  Jump 1 leads you into
Turn 1, a lefthander that starts you back uphill.  Turn 2 is a gradual left;
the track here consists of seven platforms juxtaposed next to each other with
no edges.  Following checkpoint 2 is a steep downhill run, then a climb up to
checkpoint 3.

Here the track crosses itself; a grapple has been placed above the open space
to assist with Jump 3.  On the other side is a smaller segment like Turn 2,
this time with only four platforms.  Turn 3 is a tight 270º banked lefthander
that takes you back to the crossover jump.

After Jump 4, the track goes downhill, then back up before dropping down a long
way as you go around Turn 4.  A grapple is provided along the right side of the
track.  A brief Jump 5 and checkpoint 8 into Turn 5 and you start back uphill
pretty steeply, where you will be greeted by Jump 6 before you hit checkpoint
9.

At this point, the track banks quite a lot as it goes through Turns 6-8: a
left, a right, and then another right.  Following this is the closest thing to
a straightaway, with a chicane in the middle to break things up.  A left for
Turn 9 leads you into Jump 7, which is misaligned, and then a brief run to the
finish line.

-------------------
10.10.4 RACING LINE
-------------------

In many ways, this is the hardest track in the game.  And appropriately so. 
With practice, though, you will learn that Cliffdiver (and maybe Cypress Run)
is actually a little bit tougher.

Definitely avoid traffic down the first slope if you don't want to go off the
edge.

The best way to negotiate Turn 2 (the seven platforms) is to take it fairly
slow, unless there's no traffic around.  Stay to the middle of the first
platform, moving toward the right as you approach the center.  After you pass
the severely off-kilter platform, move back to the center of the platforms.

When you go over Jump 3, the crossover jump, try not to use the grapple unless
you have to.  Since it's placed above the track, it's very easy to grapple for
too long and be pulled up into the air.  At best, you'll lose a little time
from spending too long in the air; at worst, you'll go off the track.  The same
holds true when you come back around for Jump 4.

As you come around the 270 (Turn 3), move toward the middle of the track. 
You'll tend toward the right side of the track, but if you stay over there
you'll very likely catch the part of the track that you're crossing over.

Coming up the hill to Turn 4, after the second crossover, stay to the left of
the track.  As you crest the hill, point your bike toward the right side of the
track, using the side grapple for assistance if necessary.  It's very easy to
fly off the left side of the track here.

When you reach the top of the next steep incline, you'll go over Jump 6. 
There's another grapple post suspended over the track here.  Due to the nature
of this portion of the course, you may very well need the added grapple
assistance.  However, be sure not to grapple for too long or, again, you'll run
into trouble.

Over the next series of turns, the track banks quite sharply.  Do your best to
compensate for this and keep on an even keel through this section.

As you cross the start line to begin another lap, it's very likely that you'll
have a sizable amount of momentum.  Slow down.  For the same reason that you
won't want to turbo at the start, you don't want to be going fast, as you'll
likely miss the track below.

--------------
10.10.5 TURBOS
--------------

Turn 3
over Jump 6
* Turns 5 and 6
after Turn 7 (twice)

Do not turbo at the start of the race.  Other computer racers will do so, but
you are not capable of remaining on the track unless you brake immediately
after turboing, which all but negates the purpose of the boost.  Save it for
later.

You can pick up several seconds by turboing around the 270º Turn 3, just be
careful to move to the center of the track near Jump 4.

Coming up the hill to Jump 6 you'll lose a lot of speed.  This enhances your
chance of either missing the jump or being forced to rely heavily on the
grapple.  If you grapple too much here, you'll start yo-yoing around, which
isn't good.  To avoid this problem, turbo when you get to the top of the hill.

Since Turns 5 and 6 (coming after the above-mentioned Jump 6) are not only
twisty and banked but uphill, a turbo will help you keep your speed better. 
However, due to the banked nature of the track here, you run a serious risk of
spilling, too.

The run from Turn 7 to the end of the course is the nearest thing to a
straightaway that you'll find.  It wouldn't be out of line to go ahead and burn
two turbos here.  Plus, the first turbo will help to make up for any time lost
going through Turns 5 and 6.

-------------------
10.10.6 COMPETITION
-------------------

Top CPU finisher: 3.44-3.48
Field: 25-35 seconds
Best CPU racer: The Max

For the most part, there's little worry about bumping into other riders on this
track.  The surface of the track is slightly curved in most places, with the
center of the track being somewhat below the edges, much like a pipe.  Further,
there are actually rails along the sides of the track that seem to help.  And
the crossover section very rarely produces any crashes.

But there are two areas that you'll want to watch out for.  Both occur near the
beginning of each lap.

First is the initial downhill run.  If you're going just a little too fast and
you land on somebody beneath you . . . well, you should know by now what that's
going to do to you.  You'll likely go off the edge.

More dangerous is the second area near the beginning: the platforms.  Not only
is this one of the most technically difficult sections on this track, but it's
also really tricky on the first lap if you're anywhere near the rest of the
pack.  Slight bumps from your competitors are enough to knock you out of your
rhythm and off the track.  To add insult to injury, the checkpoint is way back
at the bottom of the first hill, meaning if you fall on the platforms you lose
at least ten or fifteen seconds, enough to derail any chances of victory.  This
reason alone is enough to rate the AI for this track as "very hard".

The fact that one mistake is enough to cost you the race is also a testament to
the difficulty of the AI here.  You'll note that, much like Cliffdiver, the
average time for the top computer finisher is near the best times that I've
ever been able to post here, meaning that you're in for a fight even if you can
keep your race clean.

In addition to that, the field is relatively narrow for such a tough track. 
Again, if you make one mistake, especially one on the platforms, the top ten
might be too much to hope for.  To be on the safe side, it's best to come in
here with enough of a cushion to win the season without needing to score any
points here.

It probably doesn't come as a surprise that the computer beat me on this track
in each of the ten recorded seasons.  It did come as a surprise to me to see
The Max take six of those victories, meaning he is your toughest competition
here.  Of the other four, Technician took two, Wild Ride one, and Miko one (the
only time in these seasons that Miko won, despite the fact that overall she's
the fourth best racer in the game, according to the computer).

The top five finishers on this track are usually the same five, but the order
mixes up with each race, since they usually finish within just a few seconds of
each other.  Those five are The Max, Dakota, Wild Ride, Technician, and Miko.

------------------------
10.10.7 SIMULATED SEASON
------------------------

-----------------
10.10.7.1 RESULTS
-----------------

   Pos. Rider        Time    Spills  Falls
   ---- ------------ ------  ------  -----
     1. Irons        3.45.7     0      0
     2. Gunner       3.48.7     0      1
     3. Chien        3.49.1     0      0
     4. Rhino        3.49.2     0      1
     5. Dakota       3.49.3     0      0
     6. Shannara     3.49.9     0      1
     7. Technician   3.50.0     0      0
     8. Wild Ride    3.50.6     0      1
        The Max      3.50.6     0      0
    10. Masala       3.53.6     2      0
    11. Bomber       3.55.6     0      1
    12. Stone        3.55.9     0      1
    13. Blackjack    3.57.2     0      0
    14. Tetsujin     3.58.4     3      0
    15. Harris       4.01.0     0      1
    16. Quick Jessie 4.04.4     0      2
    17. Arroyo       4.05.0     1      1
    18. Miko         4.09.9     1      2
    19. Shirow       4.17.1     1      3
    20. Mace         4.24.4     0      3

    Average number of spills:  0.40
    Average number of falls :  0.90

The best bikes tend to shine on this track.  Technician (in seventh) would
appear to be the exception, but he also ran a perfect race.  Heavy bikes aren't
particularly well suited to Nightmare, though, as Bomber (in eleventh) is the
highest-ranking heavy bike running, though Mace isn't exactly indicative of
their capability, either.

There's actually a very small spread in the top ten.  Discount Irons' fabulous
race and the spread from second to ninth is less than two seconds, meaning that
if you can manage to do everything right, this isn't that tough.  Of course,
the trick is to do everything right.

Even though the average number of spills is relatively low, about one spill for
every other rider, even that is a bit high, since fifteen of the riders didn't
spill at all, and none of the top nine did.  In fact, Nightmare produced the
third-lowest spill rate of any track in the game, doubling the paltry four
spills that both Joyride and Hammerhead produced.

The falls are more damaging, however, and more frequent.  Though there are only
four tracks in the game capable of causing falls, Nightmare easily takes second
behind Ice Crusher; it's a dangerous track.  But even falling doesn't have to
be absolutely detrimental.  Notice that Gunner fell once and still finished
second.  What kind of time could he have put up if he hadn't fallen?   The
track record of 3.42.3 (by Wild Ride) pretty much answers that question.

-------------------------
10.10.7.2 RIDER STANDINGS
-------------------------

          Championship                                   Rally
     ----------------------                    --------------------------
     1  1 Gunner    [3] 133                    1  1 Wild Ride [1] 31.53.4
     2  2 Wild Ride [1] 119                    2  2 Gunner    [3] -   0.7
     3  3 Shannara  [1] 114                    4  3 Rhino         -   6.2
     5  4 Rhino         105                    5  4 Shannara  [1] -   8.6
     6    Irons     [1] 105                    3  5 Masala    [2] -   9.9
     4  6 Masala    [2] 100                    6  6 Dakota        -  24.4
     7  7 Dakota         85                    8  7 Chien         -  38.8
     8    Chien          85                    9  8 The Max       -  41.6
     9  9 Arroyo    [1]  59                    7  9 Harris        -  50.6
    13    The Max        59                   15 10 Irons     [1] -1.02.2
    10 11 Mace           54                   10 11 Miko          -1.03.5
    11    Harris         54                   12 12 Quick Jessie  -1.07.9
    12 13 Miko           52                   13 13 Arroyo    [1] -1.10.2
    14    Stone          52                   14 14 Tetsujin      -1.14.8
    17 15 Technician[1]  48                   11 15 Mace          -1.19.3
    16 16 Bomber         45                   16 16 Bomber        -1.30.0
    15 17 Quick Jessie   43                   17 17 Stone         -1.31.6
    18 18 Blackjack      36                   19 18 Technician[1] -1.32.1
    19 19 Tetsujin       34                   20 19 Blackjack     -1.41.8
    20 20 Shirow         21                   18 20 Shirow        -1.53.7

The season certainly ended with a bang, both of the championship races going
right down to the wire, along with some shakings of the remainder of the top
ten in each contest.


Points
------
In the points, Gunner's strong second place finish cemented his lead, enabling
him to finish with a fourteen-point victory over Wild Ride, who could only
manage eighth on Nightmare.  That margin of victory for Gunner, by the way, is
the largest gap from first to second place recorded all season.

Though she held the lead following seven races this season, Shannara finished
third.  She finished in sixth on Nightmare and picked up a couple of points on
Wild Ride, but still remained in third.  Her bikemate, Rhino, finished very
strongly, with a fourth place, and climbed a spot into a tie for fourth place
in the championship.

Irons tried her hardest over the last two races to reverse her fortunes,
scoring a fourth-place finish on Snow Blind and a very impressive win here, but
she had dug a hole too deep to climb out of.  Still, she managed a very
respectable fourth place tie for her efforts, beating out the man whom she
chased during the middle part of the season, Masala, who lost two positions on
this race and finished the season in sixth.

Dakota and Chien, tied for seventh, finished in their own world, insulated from
their competition.  Both, of course, ride identical bikes, and Chien managed to
bounce back from a terrible last-place ride on Snow Blind to take third here. 
Both riders finished fifteen points behind the pack of the top six and
twenty-six points ahead of the rest of the pack, solid in their position.

Arroyo managed to hold on to his title of "best of the rest", though he didn't
actively try to do so; he only scored eight points in the entire second half of
the season.  The only reason he retained ninth in the championship was due to
the fact that nobody else could capitalize on his continuing misfortunes here.

The Max completed a stunning turnaround, though, finishing in a tie for ninth
on the season.  As recently as Willpower, he was still struggling down in
seventeenth place, but he turned things around in a big way.

Looking down all the way to the bottom, we note that Arroyo's bikemate, Shirow,
finished the season in dead last with only twenty-one points, some distance
behind her nearest competitor.  Just think, that's how Arroyo's season could
have been!


Rally
-----
Though Gunner finished Nightmare six positions ahead of Wild Ride, he needed a
little less than a second more to grab the title away from her.  That's right,
Wild Ride held on to the lead by a tenuous seven-tenths of a second, a very
small margin.  But large enough to give her the title of rally champion.

Rhino moved up to third for the season with his performance here, only just
over six seconds behind Wild Ride; Shannara moved up a spot to fourth.  Masala
finished his fade down two spots to fifth place, after leading the rally
following three races in the middle part of the season.

From first to fifth is a spread of just under ten seconds, relatively large,
but it's clear that this rally competition was wide open.  There were enough
mistakes made that any of the five could have ended up with the title.

Another interesting fact is the number of wins.  Despite Gunner's three wins,
he couldn't overhaul Wild Ride, who only had one.  And Rhino didn't even win
one race.  This drives home the fact that a win, while important, is no
guarantee in the rally.  Consistency is the key to victory.

This is a fact that would have greatly benefited Irons.  Remember she had two
horrible races on Willpower and Ice Crusher, and she paid for it.  Even though
she won convincingly here on Nightmare, she only managed tenth for the season,
more than a minute out of the rally lead.  Mistakes are much more costly in the
rally.

------------------------
10.10.7.3 TEAM STANDINGS
------------------------

         Championship                                 Rally
     --------------------                   -------------------------
     1 1 Mountain Dew 475                   1 1 Mountain Dew 162.05.7
     3 2 K2           374                   2 2 K2            -  50.9 [- 8.4]
     2 3 Butterfinger 363                   3 3 Butterfinger  -1.36.9 [-42.4]
     4 4 Axiom        191                   4 4 Axiom         -5.14.7 [-33.2]

Mountain Dew is clearly far and away the best team in the game.  Mountain Dew
consists of Dakota, Irons, Miko, Shannara, and Wild Ride.  They finished the
season with a one hundred one-point margin over K2.  They took the points lead
from Butterfinger in the second race of the season and never looked back. 
Butterfinger tried to stay close in the first half, at one point only trailing
by eleven, but Mountain Dew blew it open in the second half.

K2 caps an impressive comeback to take the runner-up position, snatching it
from Butterfinger here in the last race.  K2 consists of Chien, Gunner, Harris,
Quick Jessie, and The Max.  As late as Suicide Swamp, they were still
seventy-five back of Butterfinger, but they steadily made up ground throughout
the last half of the season and finished with an eleven point margin over
Butterfinger.

Butterfinger (consisting of Arroyo, Bomber, Mace, Masala, and Rhino) got a good
start out of the gates, taking first after Joyride, but soon lost that
position.  They were a strong second for the next few races, but in the second
half lost ground to both Mountain Dew and K2, finally being eclipsed by K2 in
the final race of the season.

The worst team in the game, by far, is Axiom, which consists of Blackjack,
Shirow, Stone, Technician, and Tetsujin.  The points leader on this team was
Stone, who finished the season in thirteenth with fifty-two points.  They
started out the season in third place, but it wasn't long (Hammerhead) before
they dropped into the basement.  The rest of the season was spent digging an
ever-deepening hole.

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