JETMOTO Manual

Table of Contents

START UP INFORMATION 2
DEFAULT CONTROL SUMMARY 3
MAIN MENU 4
One Player 5
Head-To-Head 5
Load Game 6
Options 6
THE BIKE AND RIDERS 10
Handling 10
Acceleration 11
Mass 11
Lift 11
THE RACES 12
Single Race 12
Custom Circuit 12
Full Season (Unlocking the Tracks) 13
Practice 13
Saving A Game 13
THE TRACKS 14
TRACK OVERVIEW 15


RACING DISPLAY INFORMATION 16
ON THE BIKE 17
STRATEGY 20
CREDITS 23


DEFAULT CONTROL SUMMARY
You can modify the controls on the Keypad Configuration screen, accessed from the
Options menu. For more information about the individual controls, see pages 17-19.


R2 Roll Right
L2 Roll Left

L1 Sharp Turn Left
R1 Sharp Turn Right



Up/Down Lean Forward/Back
Left/Right Turn Left/Right
Select Switch Race View
Start Pause Race

Triangle Turbo Boost
Circle Magnetic Grapple
X Accelerate
Square Brake


Main Menu
The Main Menu offers the following four options. To select an option,
D-Pad left/right to highlight the option, and then press X~.


ONE PLAYER
Pick up Controller I and get ready to hold your own in grueling 20-rider
races.


HEAD-TO-HEAD
Both Controllers are activated so you and a friend can go up against each
other on a split screen. Note that once you enter the area you can choose
between a horizontal split screen and a vertical split screen by
pausing the race and toggling the switch. Some tracks favor the vertical split
view, and some tracks favor the horizontal split. Try them both out and see
which you like best.


LOAD GAME
The Load Game screen displays all the saved Seasons and Custom Circuits.
Seasons and Tournaments can only be saved between races, not mid-race.
For instructions on saving Seasons and Tournaments, see page 13.

* To load a saved game, D-Pad to highlight the desired game, and then press x:

OPTIONS
The Options screen allows you to
customize the game to meet your
preferences and skill level. We strongly
advise that you ride at the Amateur
Difficulty Level when you're learning the
ropes. After that go ahead and tackle the
tracks at the higher levels.

* To change an option, D-Pad up/down to highlight the option and left/right to change the
option.

DIFFICULTY
The three difficulty levels tell you how good the other riders are.

LAPS PER RACE
Run anything from two-lap sprints to six-lap endurance runs.

TURBO
If you wish to disable the Turbo booster on all the bikes, turn this
option off.

GRAPPLE
If you wish to disable the magnetic grapple on all the bikes, turn this
option off.

TROPHY PRESENTER
It's your blood, your sweat, your win...so you decide who's bringing you
your trophy.

BIKE HUD
HUD stands for "Heads Up Display," which is the panel on the bike that
houses the meters and indicators. If you want to remove the HUD from
the screen, turn this option OFF. See page 16 for further reference to
the HUD.

CINEMATIC CAMERA
With this option on, you'll roll with the bike, leaning hard into the turns as
the world tilts around you. For a more stable view, turn it off.

STUNT RACE
The Stunt Race remains inactive until you accomplish the greatest feat in
jet Moto racing -winning a Full Season at the Professional level on
all ten courses. Once you've achieved that feat, the Stunt Race option
becomes active.

Important: Make sure to save the winning season, as the Stunt Race
option will be available when that season is loaded.

With Stunt Race ON, your bike gains certain performance enhancements
when you complete a daring stunt. No good stunt goes unrewarded. Some
get speed, others get extra turbos, and still others get acceleration.

The remainder of the options may be selected using the X button, which
will take you to their additional sub-screens.


KEYPAD CONFIGURATION
Follow the on-screen instructions to select one of the additional keypad configurations.

MUSIC AND SOUND
Move the sliders to adjust the Music, Sound Effects, and the Overall Volume.

CREDITS
Take a look at the many fine men and women who produced and tested this great game.

EXIT
Return to the Main Menu


The Bikes and Riders
The jet Moto circuit consists of 20 different
riders from four teams. Each rider has his or
her own bike with its own special attributes.
You can read about each rider and bike in
the informative descriptions presented on
the screen. These descriptions give you a
good idea of what to expect when you select
that rider and bike.

* To change teams, D-Pad up/down.

* To change riders, D-Pad left/right.

The four attribute curves offer a graphic analysis of the four performance
categories.


HANDLING
Exactly what it sounds like. The better the handling, the more responsive a
bike is. The lighter bikes are generally a little more agile and jumpy while
heavier bikes are more stable and require a power-slide mentality.

ACCELERATION
Acceleration is rated from standing start to top speed. However, a bike's
mass, lift, and handling may result in some unexpected advantages and
weaknesses. Some bikes may have great jump off the line with no mid-range,
others may start slow but really hop to top speed in a short time. Don't be
afraid to experiment with the different bikes.

MASS
The mass, or weight, of a bike influences its overall stability and handling.
The heavier bikes are less likely to throw you when you get rammed by
another rider or run into an obstacle. By the same token, the heavier bikes
can more easily unseat or otherwise knock other riders off course when
you collide with them.

LIFT
Lift rates the strength of the suspension field that supports the bike. Lift is
felt most when you go off jumps and hit bumps. The stronger the lift, the
more air you'll get off of the elements, especially if you pull back (D-pad
down) as you take off the ramps. Usually you want to stay close to the
ground, but if you know how to use them, bouncier bikes can give you some
serious speed.


The Races
The four different options explained below offer a wide variety of race
formats with which to develop and test your prowess as a Jet Moto stud.

SINGLE RACE
A Single Race is just that...a one-time competition for all the marbles.

CUSTOM CIRCUIT
The Custom Circuit offers three different racing formats: Rally,
Championship, and Elimination. The rules for each format are described on
the screen. Before you begin a Custom Circuit, you need to select the
order of the tracks. Note that each track can be used only once.

* Press START to exit the circuit screen.

Elimination
The following elimination schedule tells you how many racers are left after
each round: 15, 12, 10,8,7,6,5,4,3,3.

FULL SEASON (UNLOCKING THE TRACKS)
The Full Season option sets up a pre-determined Championship Circuit
using all the available tracks. Winning the Full Season at a certain difficulty
level will unlock more tracks.

To unlock the blue level tracks, which are marked by a blue square on the
track wheel, you must win a full season at the Intermediate level. To unlock
the black level tracks, which are marked by a black diamond, you must win a
full season at the Professional level after you have unlocked the blue tracks.

Important: You need to save the winning season and return to the Main
Menu to open the new tracks. If you don't, the tracks won't be available.

PRACTICE
In Practice mode, you're on a solo run against the clock. You can select any
of the tracks that you've earned so far. Make sure to load a saved season to
make those additional tracks available.

SAVING A GAME
If you wish to save a Season or Circuit, first select Save Game at the end of
a race, and then highlight Empty Slot. Use the D-Pad to enter a name for the
saved game, and then press START.

The Tracks
Jet Moto offers nine tracks and a special
bonus track. Each track presents its own
unique difficulties and challenges, and some
are easier than others. The more you
practice, the better you'll be able to handle
all the obstacles at the high speeds it takes
to win.

Green Circle - easiest
Blue Square - intermediate
Black Diamond - hardest


TRACK SELECTION

* To choose a track, D-Pad left/right to spin the wheel so that the
desired track appears at the top of the wheel.

* To select the track, press X

Track Overview (MAP)
Checkered Bar: Finish Line
Two squares connected with a line: Checkpoint
Circle: Magnetic Grapple Pole


Racing Display Information
Elapsed Time Current Position* Current Lap
Time Behind Laps in Race
Leader



HUD



Speedometer
Turbo Indicator Magnetic
Grapple Meter

*Checkpoint Information
When you pass through a checkpoint you'll see your position in the race
and the time that separates you from the leader.

Note: If you fall off the track, you'll return to the last checkpoint and
resume the race.

On The Bike
You'll need to master all the controls to compete against the veteran
jet Moto racers.

TURN
The left and right D-Pad buttons steer the bike.

ACCELERATE
You've got to burn it to earn it - and the it' is the gas. Of course, you'll
need to back off on the accelerator from time to time to avoid slamming
into obstacles or careening off the track.

BRAKE
Use the brake strategically. While you will of course be leaning on the gas
most of the time, if you don't know how and when to use the brake, all of
the time you gain will be lost while you recover from a bone crushing
wreck.

TURBO
The bikes hold a maximum of four turbo boosts. You begin each race with
all four, and they are replenished each time you complete a lap. The green
lights on the HUD show you how many you have left. Each turbo boost
gives you a short but violent burst of speed, and they're best used in
straight-aways or cornered sections that you know very well. Use them
wisely, but always use them. It's hard to win without strategic employment
of your Turbo boosts.

MAGNETIC GRAPPLE
Certain turns offer a red energy pole that allows you to activate the
magnetic grapple and swing around the turn without losing much speed.
Note that the grapple can pass through solid objects and other riders.

When you press the grappling button the grapple engages when you're in
range. As soon as you release the button, the grapple disengages. If you're
too close to the magnetic pole when you engage, you might swing around
too fast and hit a barrier.

The red energy bar on your HUD shows you how much grappling energy
you have left. The energy replenishes slowly as you go. Be advised that colli-
sions with other riders can knock you off your bike while you're grappling.

Please see the Strategy section on page 20 for more advice about using the
Magnetic Grapple.

LEAN FORWARD/LEAN BACK
Leaning forward lowers your wind-resistance and offers a little extra speed
and extra stability. But if you overuse the lean you might not be able to take
air when it's time to take air. Leaning back transfers your weight to the rear
of the bike and gives you greater lift off of bumps and jumps, but it reduces
your overall stability.
SHARP TURN
The sharp turn buttons work in conjunction with the D-Pad left/right. When
you execute a sharp turn, the bike leans way down so you can really crank a
turn. This slows the bike down, so don't overuse it.

ROLL
The roll buttons are independent of the rest of the steering (use D-Pad),
with R2 for leaning right and L2 for leaning left. They are best used to help
right yourself after a particularly nasty sideswipe.

MID-AIR STUNTS
Mid-Air stunts bring applause and other crowd reactions. When you're in
Stunt Race mode (after you've won a Full Season with all the tracks at the
Professional level), Mid-Air stunts give you temporary bike enhancements.

Strategy
- Remember, Jet Moto is a TruePhysicsTM Design. This means that
almost anything you can think of that works in real life will work in
Jet Moto. The surfaces are all a little different. In general, the harder
surfaces (like concrete)are faster and the softer surfaces (like water)
are slower. The Jet Moto bike's suspension fields react differently to
each surface, influencing both traction and grip. Experienced racers will
soon learn that the fastest route is not always the shortest one.

- Every bike has its own special characteristics, and some are more
distinctive than others. In general, the heavy bikes are more stable and
massive and can travel quickly over small obstacles. Heavy bikes are
best suited for plowing through waves and bumps. The best strategy for
the heavy bikes? Take the corners wider than you would on the light
bikes, and use the magnetic grapple liberally to minimize hard turning.
Going wider is longer, but you'll hold your speed better.

- Light bikes are more maneuverable than their heavy counterparts, but
they are also more vulnerable to collision and ramming. They thrive on
going through tight obstacle areas, and their high acceleration lets them
shoot out of tight corners. Light bikes also respond well to racers who
know how to use the jumps to their advantage.

- Magnetic Grappling is the single most important skill in Jet Moto.
It's all a question of guts. The closer you are to the post, the faster
you'll go around it. If you release too late, you'll smash into a barrier so
hard, you won't know what hit you. When Magnetic Grappling, start
wide on the corners, get a feel for the range of the post, and develop a
knack for letting go at the right time. Amateurs often forget to turn
with the grapple. What good is going around the post if you come out
facing the wrong way? Experiment with different orientations and
release times to maximize your speed. A good grapple technique can
send you out of the turn faster than your top speed, even faster than a
turbo boost.
The bottom line? It's a rhythm thing. When you're in the zone while
grappling, you're unstoppable.

- Use your mass to your advantage, If you've gone through the trouble
of learning a heavy bike, use it and smash up those light bikes!

- Riders of light bikes do not necessarily have to fear bike-to-bike
contact. This is a TruePhysics game; so remember, momentum is a
product of both mass and velocity. If you angle it right and you're going
fast enough, you can unseat the rider of a heavy bike with a much
lighter bike.

- Experiment with pulling back and leaning forward. By pulling back
on the nose you take more air off the jumps. This is not only fun, but if
you know how to finesse it, you can even get a little extra speed out of
it. For example, if you repeatedly plow into the faces of the ocean
waves, you'll be slower than racers who get the rhythm of jumping off
the face of one wave and landing on the backside of another.

- Orient your bike in mid-air so that when you land your bike it is
perpendicular to the racing surface. Once again, TruePhysics applies.

- Some of the tracks contain brief short cuts through corners. Also
there are certain mid-air grapple turns that give you more than you'd
have expected if you stayed on the racing surface.