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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter J » Jet Moto - Strategy Guide (Page 07)

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 1

7.37


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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