Jet Moto - Strategy Guide (Page 07)
Below are the cheat codes, hints and help for Jet Moto - Strategy Guide (Page 07).
K2 overtook Butterfinger for second a little earlier on in the rally standings, doing so after Willpower. And the rally race was pretty tight after Ice Crusher, with about forty seconds separating the top three teams. But Mountain Dew sparkled in the last two races, pulling out a strong lead as Butterfinger faded. Axiom's inadequacies are even more evident in the rally, where they finished over five minutes out of first place, and more than three and a half out of third. ======================== 11.0 ADVANCED ======================== Collected in this section are some non-specific riding tips for mastering this deep game. ---------------------- 11.1 SHOULDER BUTTONS ---------------------- As I mentioned at the beginning of the FAQ, the most important skill you can acquire in the game is the appropriate use of shoulder buttons. Orienting your bike's position as you go over bumps and jumps, especially in some of the later tracks, is extremely important. An example of this is on Willpower. Following the 180º banked turn, you proceed up a steep incline on the back part of the track. If you simply ride over the bumps carelessly, many times you'll catch quite a lot of air and lose quite a lot of speed. That's particularly harmful here, where you're headed uphill and can't pick up extra speed without a turbo. However, using the shoulder buttons offers a solution. As you approach the first checkpoint on the incline, there's a bump in the track. Now, if you swing over to the right side of the track and ride along the edge, maneuvering your bike and altering its position as you go, you should be able to keep in relatively close contact with the ground, minimizing your air time and maximizing your speed. Here's another example. The final climb on Ice Crusher leads you onto a back straight. Due to the fact that you've been going not only uphill pretty steeply, but also riding over blocks of ice, losing speed every time you hit ground, by the time you get to the top, you'll be going pretty slowly. When you hit the top and jump, you'll float around in the air, losing even more time. The solution? Your shoulder buttons. As you climb the last block, you'll probably be on the left side, avoiding the big gap between blocks there near the top. What you can do is swing sharply to the right, then as you crest the hill, lean you bike to the left using both of your left shoulder buttons. You'll go over the top of the hill without even slowing down very much and probably save yourself as much as five seconds. ------------ 11.2 TURBOS ------------ Another important concept in this game is the turbo boost. Since you're only allotted four per lap, it's important to use them wisely, and here is where a bit of strategy comes into play. When you're still learning the tracks, or if you know you have trouble with a certain portion of a given track, it's always a good idea to hold onto a turbo, to help yourself out if you spill or fall. Typically, one of the most important times to turbo is at the start of the race. The computer demonstrates the importance of doing this around the Professional difficulty level, and you would do well to follow its example. The last three tracks, though, you might want to consider closely before turboing. It's possible to turbo on any of them, but doing so will cause you problems. For instance, on Ice Crusher you're liable to run into other riders and unseat yourself, or even toss yourself from the track. It's possible to get through, but is it worth the risk? On both Snow Blind and Nightmare, you're presented with obstacles soon after the start. More often than not, turboing at the start of Snow Blind will shoot you right into the first jump, unless you're riding a light bike or one with a high lift rating (or better yet both). Of course, you can always turbo and then hit your brake. You'll get your initial burst of speed, but you'll also save your bacon from getting fried. There are usually better places to turbo, though. On Nightmare, a solid turbo will probably just fire you over the edge of the track--before you hit the checkpoint, which forces you to redo the downhill run. Or you may have a nice shot at making the track, but run into a more cautious racer and end up with the same result. There are a couple of things you can do to avoid this, if you insist on using a turbo at the start. As on Snow Blind, you can stand on the brake after boosting, giving you a good head start but not too much so. You can also angle your bike to the left and hope you cross the checkpoint before falling off the track, or better yet, land on the track just past Turn 1, which would certainly be an ideal situation. Again, is it worth the risk? In general, the best time to turbo is when the track is either relatively flat, relatively straight, or both. That's why the best time to turbo on Cliffdiver is after the switchbacks (straight) or among the rocks at the end (flat and straight); and the best time to turbo on Cypress Run is at the start (flat) and before the serpentine cut (straight); and the best time to turbo on Nightmare is after Turn 7 (relatively straight). Sometimes in your hurry to stay with the front of the pack, you'll make a mistake and fall of your bike. Then, in your panic to make up the time you've lost, you'll burn a turbo and hope to catch up to the leaders. This works sometimes. And sometimes it doesn't. Sometimes it's not a good idea to turbo after falling from your bike. When? On Cliffdiver, for example, the switchbacks will present you with problems. Chances are very good that you'll have computer racers passing you; chances are pretty good, too, that you'll spill at some point. Use your head. Don't hop back on your bike and immediately turbo. You'll either waste it because you run head-on into a wall, or you'll waste it because you're heading into a turn, where you'll have to brake and negate the effect of the boost. In short, save your turbos for emergencies, if you feel you need to. If you don't, try to find good times to turbo, not just when you're trying to catch up to the leader. And think before turboing after a spill or fall; don't turbo into a wall or a blind corner just to make up time. ----------------- 11.3 THE COMPUTER ----------------- In most situations, this game is very fair. In most situations, the computer racers have no more capabilities than you do to negotiate terrain, and with practice you can be as good as they are. But not always. There are certain sections in the game where the computer can flat outrace you and there's nothing you can do about it. One such section is the switchbacks on Cliffdiver. It's simply not possible to cross the checkpoint at the top and be closer to the leader than you were when you crossed the checkpoint at the bottom. Maybe this wouldn't be so bad if it was just the leader gaining on you. But more often than not, you lose positions as well as time. But there are at least as many times when you are perfectly capable of outdriving the computer, all because the programmers didn't realize how easy a certain section was. The 270 on Nightmare is a place that's easy to pick up seconds, as is the second 270 on Snow Blind. Also, the computer can't handle the serpentine cut as well as you. So things balance somewhat. There are also times when the computer seems to be granted special abilities, for instance, when going around gentle curves. On the final dirt track part of Blackwater Falls, the computer just seems to cruise right along, while you're struggling just to stay off the sides. And if you manage to do that, they'll probably still pick up time on you. A similar problem occurs in the figure-eight section of Willpower. The most unfair ability granted to the computer has to be when jumping. To put it simply, the computer has the ability to go over a jump and basically stay glued to the track. This becomes glaringly obvious when you reach the later levels. On Willpower, when climbing the slope following Turn 6, the computer can make up time on you simply because they aren't slowed down by the bumps and jumps that pop you into the air. On Ice Crusher, this problem is in abundance. It starts at the beginning, when you pop into the air to go over the first jump and the entire rest of the pack just plops onto the next ice block and keeps on going. While you bump and jump up the slope, the computer just keeps pulling further ahead of you. This is even more pronounced on the final climb, where you'd better have a huge lead if you want to counter the effects of the blocks and final jump. It's for this reason that I began to see the importance of the shoulder buttons. These are your way of compensating for the computer's unfair advantage. Why did this happen? I can only speculate, but it's obvious that the flaw is in your bike, not the computer. It's your bike that bounces higher than it's probably supposed to. The reason I say this is actually related to one of the codes (as detailed in section 13)--the 2-player AI bikes. If you've ever had the chance to use this feature, which lets you play the two-player game in a full field of competitors, you'll understand what I'm talking about. Whatever formula is used to determine how high the player-controlled bike will go is slightly out of whack. This problem is exacerbated when the computer has to crunch numbers for two player-controlled bikes, and you end up doing some interesting aerial acrobatics. Anyway, this slight flaw in the engine is probably the reason for the difficulty with the jumping. Yes, it is frustrating. But as it's the only noticeable problem with the mechanics of the game, I'm willing to overlook it. ----------------- 11.4 BIKE ASSETS ----------------- Since all the bikes handle differently, it's important to use each bike's assets to your advantage. This seems like a simple statement, but it deeply affects the way you play the game. For general purposes, you have three bike classes: light, medium, and heavy. Certain basic things are obvious. For instance, if you're riding a light bike and you run into a heavy bike, you're probably going to go for a ride--without your vehicle. Likewise, the heavy bike won't turn as tightly as the light one. And the medium is in between. But because of the different ratings, the bikes all handle slightly different, meaning that you have to race slightly differently to account for the changes. Chien and Dakota, as an example, have handling ratings of ten. Even though several other racers have ratings of nine-point-five, ten is noticeably better. When you're using these bikes, you're able to turn tighter (which may not always be a good thing). Certain areas of tracks are easier to handle, like the switchbacks and serpentine cut. These two can blaze right through these areas with their superior handling, where people like Blackjack have to plod along. Lift is another major factor to take into consideration. Choosing a rider with a low lift rating, like the heavy bikes who all have ones and twos or Harris (with a two) or Miko (with a four), will help you to stay closer to the track, serving to circumvent the design flaw that gives the computer an advantage in this area. But a low lift rating will also run you into problems when it comes to jumps. Here it's better to have a higher rating, like Wild Ride and Gunner (both with tens) or your average light bike (typically rated a six). Low lifts will keep you from catching too much air over ramps, like on Joyride or Hammerhead, but high lifts will keep you from missing jumps, like some of the blocks on Ice Crusher or breaks in the track on Snow Blind. High lifts are even advantageous in places where there are waves, making it so you can jump the occasional wave. And mass will surely affect your racing strategy. If you're riding a heavy bike, or even a medium one, you won't have to worry so much about obstacles that tracks like Cypress Run and Suicide Swamp have to offer. You also won't have to worry as much about other riders knocking you off the track in later levels, like the platform sections of Nightmare. Acceleration, though, is one rating that I don't see the need for. Most light bikes have a relatively low acceleration rating, where most heavy bikes have a very high one. Does this mean that they accelerate at about the same rate? As far as I can tell. Even light bikes with high ratings, like Technician with a nine or Gunner with an eight, don't seem to have much advantage in this area. The only place where it might matter a little is at the start, but turbos usually negate this effect. ----------- 11.5 SPEED ----------- One gauge that you may not even bother with is your speedometer. To a certain extent, this is fine. After all, you accelerate to your top speed fairly quickly, the top speeds are relatively similar, and it's not like you have to manually change gears or anything. But there are times when it's a good idea to note how fast you're going. One obvious time is when you're rounding a long curve. An example is Willpower. On the figure-eight section after the tunnel, the tendency is to try to go as fast as possible down the hill. Usually, you kind of end up hopping; you can see and hear your bike bouncing on the track, not staying totally in touch with it. Now take a look at your speedometer. Likely, it's varying widely with each bounce. And you can see that it's costing you speed. If you just ease off the accelerator a little bit, though, you can ride at an even keel and keep your speed steady. Another example is on Blackwater Falls. Following the waterfall, the water in the river is very still. As you're rounding the long lefthander leading to the dam, note your speed. Chances are that it's dropping. Especially is this so if you're riding a light bike, as light bikes have a harder time maintaining a constant speed. But by nudging your D-pad and trying to straight-line the turn a bit more, you can actually move faster. The key? Keeping an eye on your speed. ------------------- 11.6 CLOTHESLINING ------------------- One of the dangers of riding an open-topped vehicle (like, say, a jet moto) is that your head is exposed. This can cause trouble when you're going under low-hanging objects, especially since there's no control to make your rider duck. This is a problem that arises around a lot of checkpoints and some of the tunnels near the end of the season. The solution is to maneuver your bike in such a way that the machine takes the brunt of the hit instead of your rider's head. One option is to pull the nose up and catch the force of the blow on the front underside of the bike. You can also roll the bike to one side or the other and try to present a shorter profile. In certain dangerous situations, it may even be advisable to invert your bike, pointing the rider's head toward the ground, if you have time to complete the maneuver and reorient yourself before you brush your rider's head on the ground instead. At least you can't kill them. ------------ 11.7 SAVING ------------ This is probably a pretty obvious thing to do, but I'll mention it anyway. If you're trying to progress through a season, the safest thing to do is to save your game to a Memory Card after performing well on a track. This is especially important if you've gone through most of a Professional or Master season and you have only a very slight margin of error going into the last couple of races. All you have to do is save your game. Then, if you mess up, you can just reload the game and try again. There is no penalty for doing this. ======================== 12.0 MUSIC ======================== Since the music in this game is so incredibly good, I felt that it deserved a section of its own. For each selection, I provide the track number, the course it's associated with, the length of the track on the CD, as well as describe the music. I'll also rate each selection on a relative scale from one to five, with one representing the worst music in the game and five the best. However, even my least favorite cuts are still very good. If I were rating them on their own, as opposed to rating them against the other tracks in the game, all of them would be rated fours and fives, but that wouldn't really be very informative. Track 17.37 Track 2 Cypress Run 2.53 The music for this course continues the guitar element from the island tracks, with the electric guitar taking prominence throughout the cut. In general, the tone of the music here is more urgent, less playful, with some stringlike keyboards thrown in occasionally. Toward the end, we get some horn sounds, as well. Rating: 1(out of 5) Track 3 Blackwater Falls 3.04 In keeping with the ambiance of the course itself, this cut has strong Southern tendencies, from the harmonica in the opening to the occasional fiddle to the slide guitar to the piano that plays under the entire piece. The timing of the piece is nice, too, as it usually is winding up as you finish your race. This music can also be heard on Twisted Metal 2. Rating: 5 Track 4 Suicide Swamp 3.04 This track is nearly identical to track 3 (unfortunately). Perhaps certain elements have been emphasized slightly over others, perhaps not. The sound quality also isn't as good, but the music itself is still just as solid. I'm not sure why the developers decided to use the same music on two consecutive tracks, though. Rating: 5 Track 5 Joyride 2.52 Here's the track that got so many people to comparing Jet Moto's music to that of Pulp Fiction. The lead guitar and rhythm are strongly reminiscent of that music. The opening minute of the piece is looped and run over the title screen and results following each race. But the second half of the cut is very strong, as well, with a wailing electric guitar fading in and out over the lead. Near the end, the music slows and includes some stringlike keyboards, before wrapping up dramatically. Rating: 4 Track 6 Cliffdiver 3.10 In many ways, this sounds much like a continuation of Joyride, with that lead guitar still appearing. However, electric guitar and keyboards are felt much more strongly throughout this piece, lending it a distinctly darker air. Rating: 1 Track 7 Hammerhead 2.53 A departure from most of the other music in the game, Hammerhead is very much an electric guitar-driven hard rock song. The interesting thing about this track is its length. The actual time it takes to race this course over three laps is about 1.30-1.40, but the music lasts much longer, meaning this is the rare exception where you won't immediately recognize all of the music, especially when it changes gears slightly around the 1.50 mark. Rating: 4 Track 8 Willpower 3.01 Instantly recognizable from the guitar wail at the opening, which simulates the feeling in the pit of your stomach as you go over that opening drop for the first time, this is another rock track, with electric guitars predominating, though at times the music will slow down enough for you to hear some bass in there. Rating: 3 Track 9 Ice Crusher 3.01 Dramatic, heart-pounding music, the track opens suddenly and quickly descends into the keyboards that resemble strings with the six-note theme that resounds throughout the piece. Electric guitars move in to assist with the theme, but mostly the work is left for the keyboards. Synthesizers move in toward the end before leading to a crescendo at the finish. Probably the best music in the game. Rating: 5 Track 10 Snow Blind 2.45 Another guitar-laden track. The rhythm guitar keeps things very upbeat and keeps you moving, which does work nicely on this suicide course. Notice the odd sound of squealing tires and revving motors in the background toward the beginning and end, a giveaway that this music originated in another one of Singletrac's games: Twisted Metal 2. Rating: 2 Track 11 Nightmare 3.02 In keeping with the huge expanse that you look over at the start of the race, Nightmare starts off very dramatically, much like Ice Crusher, but with an electric guitar lead, instead. The guitar propels the music along well, though giving it a certain dark tone, much in keeping with the course. Toward the middle is a small solo that's almost a throwback to eighties rock. Rating: 3 Track 12 ?????? 0.30 This mystery track has horns in the background and the guitar from Joyride propelling the upbeat melody. Nowhere in the game does this music appear. Track 13 ?????? 0.29 Another mystery track with the Joyride guitar, this time with a sad melody. Nowhere in the game does this music appear. Track 14 2.59 Again, the music in this game is very strong and very listenable, even outside of its natural environment. Tracks 12 and 13 have caused some consternation, as nobody appears to know even what these were supposed to have been. I can only conjecture that it was some kind of win/loss idea. ======================== 13.0 CODES ======================== For many, this is probably the most important part of the game. I wasn't planning on including this section in the FAQ, but I am doing so in the interests of being complete. After all, many of these codes are offered in the game itself. OPEN ALL TRACKS/"MASTER" DIFFICULTY This code is a bit lengthy. Go to the Options screen. Set the Difficulty to Amateur. Set the Trophy Presenter to Male. Return to the Title screen. Press UP, RIGHT, DOWN, LEFT, UP, RIGHT, DOWN, LEFT. Press LEFT, then X. You will return to the Options screen. Set the Difficulty to Professional. Set the Trophy Presenter to Rider's Choice. Return to the Title screen. Press UP, LEFT, DOWN, RIGHT, UP, LEFT, DOWN, RIGHT. You will here the "cash register" sounder; this indicates that you have input the code correctly. "WIN RACE" SCREEN Go to the Options screen. Set the Difficulty to Amateur. Set the Turbos to Off. Set the Grapple to Off. Highlight Credits, hold L1, then select the option. You will be greeted with the screen you see after winning a race with a certain rider. You can scroll through all of the racers, tracks, and presenters. At any time, you can cancel this option by pressing TRIANGLE. To change the picture, press X. If you leave it alone for a few seconds, the pictures will cycle automatically. The pictures are shown in the following order: In order, all twenty riders are cycled through from Butterfinger, then Axiom, then K2, with Mountain Dew last, all with the female trophy presenter. Next, the same rotation is followed, with the male trophy presenter shown. Following the male presenter, the rotation is followed once more, though this time with no trophy presenter onscreen. After scrolling through the above rotation (once with the female trophy presenter, once with male, once with none), you will move on to the next track; there is a different background for each track. The tracks are presented in regular season order. For each track background, the above rotation is followed: all twenty riders are shown three times, with the different trophy presenters. There are also ten different female presenters and ten different male presenters. VIEW ALL ENDINGS Go to the Options screen. Set the Difficulty to Amateur. Set the Turbos to Off. Set the Grapple to Off. Highlight Credits, hold L2, then select the option. You will be greeted with the screen you see when beating the game on Professional difficulty. This isn't a really big deal; it's just the drawing on the Select Rider screen blown up to fill the picture. All twenty riders are presented. Press X to select the next one. ----------------------- ENABLE CODES The authentic way to enable all of the in-game cheats listed below is to achieve them. However, I will admit that is a somewhat lengthy process. Here's a shorter way: Go to the Option screen. Set the Difficulty to Professional. Set the Laps to 6. Return to the Title screen. Push CIRCLE, CIRCLE, CIRCLE, SQUARE, TRIANGLE, TRIANGLE, SQUARE, TRIANGLE. After the codes have been enabled, either by loading a saved game where you have previously enable the codes by earning them or by inputting the above code, you have access to those enabled codes. There are nine of them. All of them are input at the Title screen. Each time a new code is enabled, the "cash register" sounder will go off. Multiple codes can be activated simultaneously. They can also be gotten by winning on Master difficulty in the regular season. There are two codes per team, plus a final code available after the first eight have been accessed. The team needed to access each code is listed in parentheses below. AIR BRAKES (Mountain Dew) R1, R2, RIGHT, L2, UP, CIRCLE, UP, CIRCLE Air brakes work just like you'd think they would: your brakes function in the air as well as on the ground. This is actually a very useful feature, so useful that it was included as standard in the next two games. DOUBLE STUNT POINTS (K2) RIGHT, UP, CIRCLE, L2, TRIANGLE, CIRCLE, R1, R2 The advantage of having double stunt points is that you can do easier stunts but still be rewarded with higher points, along with things like turbos and better handling. NOTE: The Stunt Race must be activated for this code to work. ICE RACING (Butterfinger) UP, R2, R1, RIGHT, L1, SQUARE, RIGHT, RIGHT Butterfinger has Ice Racing? How apt. This is a cheat that makes things more difficult by changing the nature of the course. Despite the fact that Ice Crusher is actually made up of ice blocks, the course doesn't act like the ice you normally see in racing games. This cheat makes every surface act like that bad kind of ice, which is interesting. ROCKET RACER (Axiom) TRIANGLE, UP, UP, L2, L2, UP, UP, UP You'll go fast. Real fast. SHOW-OFF CAMERAS (Mountain Dew) TRIANGLE, DOWN, SQUARE, TRIANGLE, L1, L1, R1, R1 I suppose they had to balance Mountain Dew's other cheat. This one is useless. If you've taken the opportunity to watch the demo, you'll notice that the camera angle is different; it's more like you would expect a television camera to operate. This cheat makes you race with a camera like that. It isn't easy. Or fun. SUPER AGILITY (Axiom) DOWN, CIRCLE, LEFT, L1, LEFT, RIGHT, LEFT, RIGHT If you've ever wanted to have a heavy racer with the handling of a light racer, well, now's your chance. This cheat makes that possible. If you've ever wanted to have a light racer with the handling of a ... weightless racer, well, now's your chance. This cheat makes that possible. Like all of the cheats, it feels kind of odd. UNLIMITED TURBOS (Butterfinger) TRIANGLE, CIRCLE, RIGHT, R2, UP, SQUARE, UP, TRIANGLE Just what it sounds like. Sure, it sounds interesting, but in practice it's just kind of boring. Plus, you get sick of the turbo sound. And for the record, I didn't use this cheat when recording my best times, though I did break three minutes on Joyride with Wild Ride using this. Boring. ZERO RESISTANCE (K2) SQUARE, L1, TRIANGLE, RIGHT, L1, DOWN, R2, TRIANGLE In many ways, this cheat is similar to Ice Racing, except without the extreme difficulty in controlling your bike. Basically, the TruePhysics engine is altered so that every type of terrain offers the same amount of resistance, which is to say none. Conducive to high speeds. And the ninth code: 2-PLAYER AI BIKES (Singletrac) CIRCLE, SQUARE, R2, CIRCLE, TRIANGLE, L2, RIGHT, UP Certainly one of the nicest surprises in the game. One of my regrets while originally playing this game was that the two-player mode was only one-on-one, with no opportunity for both players to race against the computer for a full season. This cheat enables just that: racing against the full field of twenty for two players. One caveat, though: There is a reason this option wasn't a default for the game. It's a little glitchy. As I mentioned above (in section 11.3), the lift quotient seems to be a little bit out of whack. Okay, a lot. Every bump and jump and ramp makes you go much higher than you're supposed to, which obviously alters the whole racing situation. In fact, though I can routinely win a season on Master difficulty, I have trouble being competitive at anything higher than Intermediate with this cheat activated. That having been said, this is definitely the most interesting code available for the game. It's worth the price of admission to run out and grab a buddy just to try racing against a pack of twenty other riders. ======================== 14.0 COPYRIGHT ======================== Jet Moto and TruePhysics are trademarks of Sony Interactive Entertainment, Inc. (c)1996 Sony Interactive Entertainment, Inc. This FAQ is (c)2001 Remy Gibson. All rights are reserved. All opinions, statistics, commentary, analysis, and any other material were devised and developed by Remy Gibson. Using any of the material from this FAQ without the express written consent (paper or electronic) is prohibited. The latest edition of this FAQ can always be found at Cheat Code Central (www.cheatcc.com) and GameFAQs (www.gamefaqs.com).
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