FAQ/Walkthrough by Ido Skira

Updated: 07/30/06 | Printable Version

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                              Strategy Guide

                     Author: Ido "The Duke" Skira

               Date written: 25\07\2005

            Author's E-Mail: Drunken_Brawler@walla.com



Table of Contents


+ Section 1: Introduction
+ Section 2: Legal Information
+ Section 3: Contact Information
+ Section 4: FAQ
+ section 5: Controls
+ Section 6: Weapons
+ Section 7: One Player Games
+ Section 8: Two Player Games
+ Section 9: Options
+ Section 10: Audio
+ Section 11: Records
+ Section 12: Memory Card
+ Section 13: Password
+ Section 14: Bonus Awards
+ Section 15: Cars
+ Section 16: Tracks
+ Section 17: Cheats
+ Section 18: Author's Notes




Hey what's up it's me and I'm back with my second FAQ which covers the awesome
game Rollcage Stage 2 for the PSX. From the first time I played this game, I
fell in love with this game, its cars, tracks, weapons, modes of play and
especially the intense, adrenaline pumping action. After looking at the
available FAQs I realized that if I'm still looking around for information
about this game, there are people out there doing it also, which is why I'm
here. In this guide I'll go over the game's menu systematically, starting from
the campaigns in the one player games menu, which are the main modes for
unlocking stuff like cars, tracks and game modes, and try to give strategies
for beating the easy at first but gradually increasing in difficulty AI as
best as I can.


Legal Information


Yeah you know the drill, you want to use the FAQ or parts from it? Drop an
e mail or contact me by ICQ and I'll see what I can do. Now please, Don't go
around doing something stupid like selling this guide or saying you wrote it
or whatever, 'cause that will only make life harder for you AND me.


Contact Information


Sure no guide is perfect right from the start so stuff whatever's on your mind
in an e mail, send it to Drunken_Brawler@walla.com or say it in a couple of
words on ICQ number 167249906 and if it's useful, I'll make sure you get
credited for it.


Frequently Asked Questions


This is the first frequently asked questions section I'm writing so I don't
really know what to put here except for obvious questions and obvious answers,
and one question that invovles a certain game mode which I have yet to figure
out how to unlock. So if you have questions you'd like answered, send them over
and I'll try my best to supply you with a correct answer. Now where do I

Q-1: How do I unlock Vostok Scorpion Type II?
A-1: Look for the desired car in the cars section or in the appropriate
campaign section for information on how to unlock a specific car. Type I and
II cars have to be won while Type III cars have to be collected. More on this

Q-2: How do I unlock the track Scrmable from the Skyway category?
A-2: Each of the regular tracks is unlocked when you race it during the Type I
campaign with the expection of the Jumpgate category, which is unlocked when
you race the Aurora league of the the Type II campaign. In this case, win the
knock out race in the Cyclone league.

Q-3: How do I pass Training\Scramble mission number x?
A-3: I will include a strategy guide for each and every Training and Scramble
missions with tips on how to beat every one of them getting at least a silver
medal (I can't say gold 'cause I can't beat another 3 seconds in Winter
Wonderland II goddamn it).

Q-4: I can't beat race x in league x of the Masters campaign! Help?
A-4: As with the Training and Scramble modes I will go over each race from
Type I campaign to Type III campaign, from first lap to last lap, so don't go
crazy on me. I promise you will beat everything if you have the time.

That's it for the time being, we've got a lot of stuff to go over I'm sure
you're more interested in that than some silly old questions. I do have one
that's just dying to be asked though but I'll save it for later versions.




How to drive a Rollacge car:

X - Accelerate
Square - Brake
Triangle - Reverse
Circle - Face Forward
L1 - Fire left weapon
L2 - Zoom in
R1 - Fire right weapon
R2 - Zoom out

Up - Target enemy car
Left - Steer left
Down - Rear view
Right - Steer right

These are the default controls. You can change them in the Options menu.




The weapons in Rollcage 2 are all useful for a certain situation. Each can be
upgraded to a powered up version of the original if you collect another weapon
pickup which contains the same weapon. The weapon pickups look like red
diamond shaped squares with little blue lights around them. Here's an
explanation on each one and its upgrade (names are taken straight from the

Mini Rockets (three triangles and a thin circle) - These missiles can home in
on a car if you target it first. Press the Target Car button and wait until you
hear a beep and see a red indicator pointing on the targeted car. Fire and the
missle will home in on it's target. You can use these missles to blow up
buildings and signs.

Powered Up Mini Rockets - You use the missiles just as before but this time
you fire 2 rockets and you can target cars and buildings behind you. Press the
rear view button and wait for a couple of seconds until you see the above
mentioned target indicator and fire away.

Chaingun (crosshairs) - Fire and release a stream of 100 bullets directly

Powered up Chaingun - The bullets now are colored green and they will home in
on cars in front of you.

Driller Rocket (head of a drill) - Fire and unleash a set of three rockets
that hurtle down the track taking down buildings and cars in their path. The
rockets will blow up if they hit a wall or too many objects while hurtling
down the track. Too bad you can't target cars with this weapon.

Powered Up Driller Rocket - Fire and unleash 2 sets of rockets that hurtle 
down the track. The first set is like the regular version of the Driller
Rocket but the second set has six missles instead of three. Also, you can fire
the missles backwards by pressing the rear view button and then pressing fire.

Laserdblades (circle with a zig zag stripe) - Fire and blue lasers will pop
out from each of your four wheels. Any car that touches these laser beams will
have its wheels turned into ice.

Powered Up Laserblades - When powered up this weapon combines the regular
Laserblades with a Turbo Boost.

Time Warp (a three quarters full clock) - Press the fire button and time will
slow down for everyone in front of you meaning their speed will also. The
further they are away from you, the slower they will go when you release it.

Powered Up Time Warp - Fire away and time will really slow down for everyone.
Cars both in front and behind you.

Leader Missle (circle with a diagonal stripe) - Fire and a big missile will
come out from your car flying through the track homing in on the current
leader. If you are him, your HUD will flash red and you'll hear beeping sounds.
The closer the missle is, the faster the HUD beeps and flashes,. There's also a
distance meter in your HUD.

Powered Up Leader Missle - 2 Leader Missiles launch from your car both bent on
taking the leader out.

Wormhole (whirlpool) - The Wormhole will start chraging up in front of your
car and when it is fully charged it will reposition your car in front of the
car ahead of you. Once you have been repositioned other cars can use your
Wormhole to drop out in front of you.

Powered Up Wormhole - The Wormhole will now reposition you two places forward
instead of just one. The same rule for other cars applies here as well.

Radius Bomb (half full half empty circle with a dot in the middle) - Fire and
the bomb will start powering until it explodes, taking out all cars in its
range. It has a pretty small range though.

Powered Up Radius Bomb - The bomb takes a little longer to warm up but when it
explodes, it has a much bigger radius and is a lot more powerful.

Shield (looks like a shield) - Release and blue energy will circle your car,
protecting you from a limited number of explosions, blows from other cars
walls and other obstacles. The Shield also helps your car stay in control.

Powered Up Shield - The energy that circles your car will now be invisible.
It will last longer than a regular Shield, and it helps your car stay in
control better. Also if a Leader Missile is on its way and you activate this
Shield the Leader Missile will continue on ignoring you. I didn't quite believe
this myself when I heard of it for the first time, but it had happened to me
more than once since then.

Tazer Ram (2 circles with a dot in the middle) - Activate the Tazer Ram and
a circle of energy will from around your car. Hit other cars with it to send
them flying.

Powered Up Tazer Ram - Now two circles of energy will revolve your car and a
tractor beam has also been added so it's easier for you to hit enemies.

Stasis Beam (2 triangles one facing upwards the other downwards) - Fire to
activate the chrage up and wait for the laser to shoot from in front of your
car. Any car that the beam touches is blown into the air where it will remain
until it unfreezes 3 to 5 seconds later. You can also hold the weapon after it
has charged so you'll have a better aim but if you hold it too long it will
fire away sending you into the air freezeing you.

Powered Up Stasis Beam - This time you can fire it backwards by pressing the
rear view button and then firing the weapon.

Turbo Boost (2 arrows pointing upwards) - Press the fire button to make your
car go faster. Really nothing to it.

Powered Up Turbo Boost - Press the fire button to make your car fly. 


One Player Games


Here I'll go over stuff systematically like I said before starting with the
campaigns and finishing with All Tracks mode so here it is:

                               Type I Campaign

When you choose to play any campaign you'll be given a choice of two ways of
racing. This is just so the game would be more fun when playing it. The first
campaign is divided into four leagues, each has to be won before you can
progress to the other. Each league is divided into four races, three regular
ones where you have to qualify for the fourth one, a knock out race. In the
knock out race you must place first in order to progress to the next League.
Placing first in one "qualifacation" race will earn you a new car and a retry
in case you lose in the knock out race, and placing first on all three will
get you a bonus award which basically means you have to be an ace at this
right from race number 1 in order to unlock everything. 
Pretty simple.

Total Racing - If you choose this, coming first when the race ends doesn't
necessarily mean you've won. In this mode you are awarded points for tactical
use of weapons, which generally means the more you hit enemy cars and the more
destruction you cause with your weapons, the more points you get. You are
awarded points for having the fastest lap times and you are also awarded
points depending on your place after each lap. Naturally, first place gets the
most points. If you come first on all the races inculding the knock out race
you unlock a bonus award like another combat track or a game mode.

Classic Racing - This is standart racing like any other that includes weapons.
First place wins. Sounds easy right? Well at first it is 'cause the cars
aren't so fast and they don't support all the weapons, the AI doesn't take
shortcuts as much as they do in Type II and III campaigns and they don't use
weapons against you as often as they do in Type II and III campaigns. But that
will start to change right after the first league.

Let me explain the HUD too 'cause there's a slight differnce in it if you
choose Total racing. On the upper left corner we have the current lap and lap
time, on the left we have the progress indicator: you start from its bottom
and as closer as you are up the closer you are to finishing the lap. You are
represented as a white dot while your opponents are red dots. In Total racing
each dot will have a green line under it which represents the total amount of
points you've racked up until now. If a line is colored red, it means that the
car having that line currently holds the fastest lap time from the others
(that's the difference). On the lower left corner we have two empty circles
which represent weapons slots, right one is right weapon and left one is left
weapon. On the lower right corner we have the speedometer which will usually
read 250, 300 mph (yeah right), and on the upper right corner we have your
best lap time, total race time and current placing.

Typhoon League

The first League. Wow. The easiest league you'll race which would be quite a
waste of time really if it weren't for the cars and the bonus award. Pick a
car from the available three and lets go.

Full Force - Easiest race ever. When you see the countdown from 3 don't rev
the engine, instead wait for it reach to 1 and just as it's about to start push
the gas. If done right you'll get a turbo start. Well, all races in Type I
campaign have 3 laps so that makes it even easier. I didn't even hear the AI
in this race so just drive and if you happen to lose control, brake, turn
around and continue. There are weapon pickups right before the first tunnel on
the right wall, pick them up and if any cars catch up to you let them have it.
First place here earns you the Patriot Knight.

Sentinel - For a beginner it may be difficult to turbo start here 'cause right
after the finish line there's a bunch of buildings which can block you and
make your car spin around. If that happens brake, turn around and face forward
and continue. Try to aim for the pickup if you want to go through all the
buildings, but you can pass them from the sides without having to aim your car
first. You can easily lose control here if you're going pretty fast 'cause the
car catches air a lot so try to brake just a little before you completely lose
control. If an AI passes you here don't panic instead just keep going like you
were before. You'll probably pass him again right away but if not, try to make
buildings fall on him or use some other weapons on him. If more than one pass
you, let them take each other out and then concentrate on the last one. First
place here earns you the Unity Panther which isn't so bad compared to the
other first ones.

Republic Loop - Usually open spaces like these mean you can let yourself go
when it comes to speed. Republic Loop is exactly one of those places. Too bad
your car can't reach high speeds though. Turbo starting here is obvious so do
it and you'll come right on top. If you can't stay there and someone passes
you keep going picking up weapons and blasting him until he flies upwards and
you pass him from below, but sometimes those little rockets can be quite blind
so aim accurately. You can try dropping a sign on him if you want to but
chances are that you'll be caught in the blast radius and the impact will only
make the AI go faster. In fact, you know what? You can use that to your
advantage. If someone's on your tail and you are about to reach an overhanging
sign, time it so HE will be caught in the blast radius and YOU will go faster
due to the impact. Also try not to fall off the track as that will only slow
you down and chances are you'll lose the 5000 points bonus from having the
fastest lap time. Here first place gets you the Patriot Nemesis.

Knock Out race: Deep Pressure - This place is just a really big tunnel and
speed in a closed place usually means loss of control due to an unexpected
gain of air or due to a bump in one of the turns so turbo start yes, but use
regular turbos from weapon pickups when you are in a straight away which
brings me to my next point. On this track you have concrete tunnels and glass
tunnels (you're underwater didn't you notice?) and right after the second
concrete tunnel there's a straight away leading to another concrete tunnel but
here's the catch: Do you see those smoke streams coming out from the ceiling?
Touch these and your wheels will freeze making the car almost impossible to
drive, so avoide these at any cost. In case your wheels do freeze, either
press the circle button on your controller to center your car forward and hit
the gas, or brake turn around and face forward and hit the gas. You won't go
as fast as you would normally but it's better than just standing still besides
when the wheels thaw you'll accelerate as you normally would when starting a
race revving the engine instead of turbo starting. Sometimes the facing
forward using the circle button won't work and I can only explain that by
saying that it works when you are completely airborne or when you're going the
wrong way. Now being passed here is always bad 'cause last place gets
eliminated after the current lap right? So try to remain in first place for
the entire race. If someone passes you pray that others don't and concentrate
on taking him out and not letting anyone else pass you. Try pushing him into
the freezing smoke being careful not to get "iced" yourself there or making
him lose control by ramming his rear wheels with your front wheels thus
spinning him around. Remember, you must reach first place in order to finish
the league. First place is awarded with the Subsonic Cutter, an all around
car, and if you won all other races, Combat Track 2.

First league's history, whoa this is gonna take longer than I thought.

Hurricane League

Mt. Sara - Tight spots again. Turbo start and aim your car slightly to the
left so you won't get caught outside the tunnel entrance. When inside the
tunnel take it easy 'cause there are a lot of bumps there due to the tunnel
having turns and you don't want to catch air 'cause you might not land
smoothly. There's a shortcut to be taken after you exit this tunnel but a
couple of buildings might get in your way of aiming the car so wait until the
next lap. That way you have a chance of the AI taking those buildings out
making it easier for you to aim the car towards the little hole in the wall
which is the shortcut. Here it may be difficult to maintain first place 'cause
there's alot of places to lose control if you're not careful so do be careful
from any bumps and try not to smash into walls. But if something happens and
you lose first place try to get back on track and always take the shortcut.
The shorcut here really shortens the track as it should and the ground is even
straight so you don't have to worry about spinning around once inside. First
place here earns you the Patriot Viper.

Renegade - You can see from behind the finish line that the beginning of this
tracke is straight so what do you do? That's right, turbo start. Oh yeah and
there are two ways of taking the shorcut located just after you enter the
tunnel, one is taking a right and climbing the wall before it turns into a
floor preventing yourself from taking air and maybe spin around. The other way
is taking a left when you enter the tunnel climbing the left wall and reaching
the ceiling. Right after the camera straightens out turn left and follow the
pickups and speed up pads and enter the shortcut. The entrance curves to the
left if you're on the ceiling and right if you're on the floor. Most of the
shortcut is straight so you won't have problems there and if the AI passed you
always take it 'cause it does shorten the race plus the AI isn't so difficult
in this campaign so they won't follow you there much. If you want to win the
Subsonic Blade you better come first.

Power Surge - Did I mention that the Skyway category is my favorite? Turbo
start here and there's no question about it. This track is very intense. When
you get to the helix that's just after the tunnel you enter when starting the
race lightning will strike the track and if you're close to ground zero you
could lose control so watch out if you do. No shortcuts here I'm afraid just
plain old combat. What pisses me off is that sometime the AI cars fall off the
left edge when going through the helix and when done in the right angle they
could land in front of you or on a different part of the track. It happened to
me once where I was going through the helix and some AI car landed somewhere
and lapped me. I dunno if it was a glitch or something but I do know that I
had to start the league over 'cause I didn't win the Vostok Raptor. Be careful
not to flip around when taking on the ramp just before the finish line 'cause
that can happen if don't straighten out before taking it on.

Knock Out race: Furnace - Yeah tough one this. This track is often narrow so
it maybe difficult keeping in control here at first. Turbo starting here is
optional 'cause right when you begin the ground lowers and if you're fast
enough you might catch air and if the car is not going the in direction the
track is you may lose control and spin out. To solve this you can cling to the
left wall so the car doesn't catch air in the first place. There's also a
shorcut here but it's a bit hard to reach to. After you start there a right
turn and then a left. When you reach the left turn look in the direction of
the right wall and you'll see a little ramp made out of sand. Go up on it,
being careful not to catch air as this may cause you to fall off the left edge
or hit the right wall and then fall off, and then take a hard right to enter a
little tunnel which is the shorcut. If you keep your speed inside the shortcut
you can get quite a lead on all the other cars which will assure you the
Richter Claw Fist and if you've gotten all the races first place, Combat Track

Tornado League

The Helix - Another Skyway track although a bit tighter than the others. With
the cars you're supposed to have by now turbo starting won't make you lose
control when you enter the tunnel even if you catch some air. In the fork
after the tunnel you have the choice of weapons or speed. After that it's
pretty much like any other track, keep going and don't let nobody pass you.
Sadly there isn't much room for shortcuts while in the skys so it's shoot or
be shot at in case someone does pass you. First place? Patriot Cobra. A pretty
nice little car.

Archipelago - Cool track I love it's soundtrack. Turbo starting is recommended
as with almost all other tracks but be careful 'cause right after the start
the ground drops and you catch some air. You've probably noticed that you can
actually steer and aim the cars while they're in the air so do it and aim
right, the car will land and keep going. Try not to hit the wall when you do
this 'cause this might cause you to spin around. Right after this part there's
a pretty big ramp which sends you flying so aim your car where you see fit,
land and keep going. Just be careful not to hit the buildings (you do know
what would happen if you hit the buildings while in mid air right?). There's a
shortcut to be taken on this track and it's located right when you enter that
long straight tunnel, to the right. The end of the entrance is bumpy and
you'll flip the car if you enter too late so be ready to take a hard right
when entering the tunnel. You'll find a few weapon pickups inside the
shortcut. Getting first here will earn you the Subsonic Stinger. Nice name.
Not so nice car.

Knock Down - This is not a Knock Out race in case you were wondering. Just
your average dirt track. Yep, turbo start here and keep at it. The track is
pretty straight forward so you can speed it up a bit. There are a few rocks
along the way that will slow you down if you hit them but it's no big deal.
When the road goes upwards you may not want to be first place 'cause whoever's
there, has to make way for the rest of the gang and all those buildings and
fences will slow him down so you can use it to your advantage if you're not
first. If you are though, there's nothing wrong in using weapons to clear
your path. There's a shortcut here as well you know. Just look for two pieces
of fence at the bottom of the left wall when you pass the area with all the
buildings and stuff. Break these little fences by ramming them or by blasting
them with rockets, enter the shortcut also being careful not to clip the walls
as you will spin around, come out of it and continue left, not right, left.
You win what would've been a mean car, the Vostok Reaper, if it hadn't been
for its bad grip, if you place first.

Knock Out race: Impact - The asteriod's gravity will only pull you to it to an
extent. Be careful not to fall off the right side of the track or chances are
someone will pass you. The good thing is that without the buildings this track
is pretty wide so you have enough room to feel comfortable with the speed.
Using the speed up pad along with a turbo start can result in a pretty high
speed. Weapons are scattered all over so you wouldn't have problems defending
yourself. In case you need to do so, do it as fast as possible 'cause I know
what panic does to you once it's in your mind. By that I mean that if an AI
passes you don't panic and just concentrate on taking him down. No shortcuts
here sadly, but if you win this race and all the other three you get the
Richter Phoenix and the Demolition 1 Player game mode which is pretty fun.

Cyclone League

The only league in this campaign which might be a problem. Here you start out
with AI cars that are better than yours (I'm sure you won't pick the Stinger
or the Phoenix) and the tracks are more difficult than the ones you've met so
far except for the knock out race. Good luck you future Genesis owner!

Ida 447 - Another space track. Well at least this time most of it is a big
swerving tunnel. Except for the AI that drives a Hawk the only problems you
may have are the bumps and pillars inside the tunnel. Luckily for you the rest
of the AI cars will keep that annoying Hawk driver busy while you get a lead
on them and get a few weapons so you can defend yourself. No shortcuts in here
either so try to keep the first place yours. If someone passes you don't
engage them while in the tunnel 'cause the missles will probably just hit the
walls instead. If you have other weapons though try as best as you can sending
the car in front of you sky high. Well not really 'cause there's a ceiling.
Other than that I can tell you that the few buildings here are useless so
don't waste your weapons on them. Save those for an emergency. That Hawk you
get if you finish first looks good but too bad it only looks that way.

Angel City - Yeah this is a nice track. Too bad it's pretty tough. Turbo start
as usual and turn a bit right so you get the weapon pickups and the AI cars
don't. Now keep going straight and be careful not to lose control around the
open parts after each tunnel. These areas are loaded with buildings and things
that go boom and create blinding flashes. If you happen to lose control and
spin out in one of those areas and there's a lot of destruction goind around,
don't stand around waiting for it to dissappear 'cause the AI is programmed to
keep going no matter what. Use the circle button to straighten out if
necessesary and hit the gas. Don't try to use the buildings against the AI
'cause that will blind you as well. Instead just keep going braking a bit just
before the second short tunnel so you do not lose control due to the ground
dropping there. Nope, there isn't a shortcut here but if you win this race you
get the Unity Black Widow, a car that can rival all the other cars in this

Port Isaac - A dangerous track seeing as how you can lose control of the car
a lot of times due to drops and one unexpected little bump in the road. Turbo
start and aim for the speed up pad that's on the left of the tunnel you see
from the finish line. Continue on picking up the lower weapon pickup you see
on the right side of tunnel by simply driving under it. Don't climb the
ceiling 'cause after that the track has a few corners that might make you lose
control and spin out. Stay on the track and don't let anyone pass you. If that
happens though don't shoot him while taking a turn 'cause most chances are
the missles will hit the wall and slow you down. Wait until you're in open
space again then blast 'em. Of course if you don't have rockets but something
else, don't think even once before taking out the guys that are in front of
you. The faster you regain first place the more chances you have to win,
speaking of which will unlock you the legendary Vostok Scorpion.

Knock Out race: Scramble - Oh boy. My personal favorite from the Skyway
category. If speed is the 8th deadly sin then I'm past redemption for a REALLY
long time. Haha you do recognize this don't you? Well anyway when you're about
to start racing all you can see is blue skies right? So if you don't turbo
start here I'm not gonna let you get the Genesis you dig? This track is 450+
MPH all the way. When you land after the big drop which is the finish line,
hope your Scorpion doesn't flip around facing the direction you were coming
from. If it does happen (and I'm sure it will sometime) brake immediately,
turn around and you'll catch up to the competition in like a second and a
half. Now, see that big wall with the grating on the left there? Climb it,
taking on the speed up pads and forgetting about the weapon pickups,and try to
line up so your left wheels are on the grating and your right wheels are on
the wall itself. Don't brake no matter what and you should catch the left side
wall of the tubular like shortcut. Ok in case you screw up and end up hitting
the little ring that is the entrance to the shortcut, wait for the car to be
placed in the center of the regular track and hit the gas entering a big
tunnel. In case you manage to land inside the shortcut but you got your car
spinning around or doing loops on the wall, brake a bit so it stops doing
those, straighten out and climb the left wall halfway to the top to catch a
few speed up pads. The rest of the track is exactly how you see it. You can
climb the right wall you see when the road starts turning again and catch
some weapon pickups and speed up pads but you must line yourself out with the
track if you don't want to fall off. Never fear if the AI passes you here,
even if you can't always make it to the shortcut. The AI itself doesn't take
the shortcut a lot (well, at least in this campaign) so you'll always have the
chance of combat fair and square, which is needless to say a damn good chance,
considering the track. Open space - direct eye contact with AI cars the whole
race, pretty straight tunnel - slight chance of misseles exploding before
hitting the target, all around smooth wide track - almost no chance of losing
control or falling off the edge due to terrain and the ability to go at very
high speeds without the fear of losing control as well. And for almost no
effort you get the 3rd fastest car in the game: the Unity Wolf, plus a few
other bonuses which let you to start the Type II campaign and have a bit more
fun with a friend (preferably a female one): Subsonic Taipan, Vostok Python
and Richter Viking all Type II ready to burn rubber, and Pursuit mode and All
Tracks mode, each one I'll cover once the campaigns section is done.

Well there goes the first campaign. Was it easy? Well lets just say that if I
were playing the game without writing everything here I'd be finished with the
entire game by now. Don't get me wrong playing and writing is fun but it's
very tiring. Anyways, get ready to rumble in Type II campaign.

                              Type II Campaign

I'll start by telling you that Type II campaign is not a walk in the park like
Type I was, especially the later leagues, so you'd better be prepared. Have a
glass of water and something to bite down on nearby at all times. Also, make
sure you wear gloves that will protect your knuckles from any harm yet
wouldn't disturb your fingers and grip, and a spare controller.

Total Racing - Well the game says the AI cars now are a lot more accurate than
before and that they know better when and where to use the right weapon.
Partially true. You get out on top? Stay on top and the only one who can hit
you is you when you fire missles in close quarters, and the occasional lucky
AI, when he gets a Leader Missle. If you do not come out on top, expect some
difficulty in taking other AI cars out 'cause they still drive better than
they shoot.

Classic Racing - Now we got competition on our hands. In Type II Classic
racing, the AI combines a bit reduced aggressiveness than that of Type II
Total racing, with increased racing skills than that of Type I Classic racing,
making for a sleazy, shortcut taking, pretty accurate shooting yet not
invincible son of a gun. Classic racing provides a challenge 'cause the AI
will take a shortcut whenever possible and they have more luck or something
when it comes to what they get when they pick up weapons. 

Ok except for a hidden league which becomes available only when you finish the
first four leagues, every track remains exactly the same as in Type I
campaign, but cars and AI behavior change. The hidden league contains four
tracks, with closed and open quarters, high and low speeds and a couple of
shortcuts here and there. The cars you unlock are exactly in the same order
you unlock them as in Type I campaign, except they'll be Type II which means
they are faster and a bit more powerful than Type I cars. Also, as with Type I
campaign coming first on all four races in the first four leagues will earn
you a combat track or another game mode. A general rule in Type II (and in
Type III of course) campaign is to get out on top and remain that way. A lot
of times the AI manages to pass you but you won't be able to pass him due to
other AI going for first place. The AI also turbo start often so watch out for
them when you start racing. You don't want to collide and spin out right from
the beginning now do ya?. Oh yeah I forgot, in Type II campaign each race is 4
laps not 3.

Here comes another headache (well, at least for you):

Typhoon League

Full Force - Seeing as how you should have gained some experience in driving
the car this track should be like a training ground for you. Climbing the
ceiling of the last tunnel is possible but you might have problems landing due
to the badly placed small hills after the exit and the fact that you're upside
down. Usually you won't be upside down long enough for the camera to flip and
that inverts the steering so you might confuse right for left or left for
right, that way landing a bit sideways and losing control. Sometimes it's even
worse 'cause the camera starts straightening out just as you're about to fly
from the ceiling in which case you won't see anything as you land. I trust you
won't have problems with the AI here. Compared to other races in this campaign,
this race is fairly easy. Perhaps even too easy. Get first to unlock Patriot
Knight Type II.

Sentinel - Turbo starting and going for that pickup between the buildings
isn't supposed to be something to discuss, but sometimes an AI behind you may
pass you by turbo starting also, and if he does he'll probably grab the pickup
as well. In this case if you're not sure you will make it through cut to the
left and pass those buildings. If you get stuck between the buildings you can
still make it to first place provided of course you don't take too long to
face forward and keep going. Unity Panther is what first place gets you.

Republic Loop - Why? Why can't we use that Type I Scorpion? This track just
screams speed. Anyway, use the same strategies given in Type I campaign to
beat the AI should any of them trouble you, and cross your fingers in hope
that you'll get at least 1 turbo boost so you could enjoy the track somehow.
This race too isn't hard. If you're too fast for the AI you'll get the Patriot
Nemesis. Is it just me or this is getting old?

Knock Out race: Deep Pressure - Need I remind you of the gas the freezes your
wheels located in the second glass tunnel? You need to be extra careful in
here not to lose control before that area 'cause if you lose your first place,
there's a slight chance you will lose a retry when the knock out's over. It
happened to me more times than I'd like to remember, but then again I've been
playing this game for it to give me dreams. No, really! First place: Subsonic
Cutter and, if in all others first place as well: Combat Track 4.

Hurricane League

Ok listen up, as I mentioned a bit earlier, the order of the cars you unlock
is exactly the same as in Type I and I'm sure you've gotten used to placing
first by now am I right? Well, in case I'm not you can look in the first
campaign section for which car you unlock where, or you can scroll to the cars
section and find out there.

Mt. Sara - You remember those dreams I talked about a league ago? This track
turned half of them into nightmares. See, not only do your fingers pulse
because of the sound of the engine the car 1 meter behind you has, if you go
too fast you risk losing control 'cause like I said, you catch air a lot of
times here and you might not even know it. This time to maintain first place
you must take the shortcut in all 4 laps 'cause at least 2 of the 4 AI cars do
and if you don't, you can kiss that first place goodbye.

Renegade - This is where things get tight, if they haven't for you by now. The
first time I played this game I got stuck on this track for like 2-3 days. But
you won't 'cause I'm here and I know this track. Ok if you chose Classic
racing, chances are that only 1 AI car will use the regular road which is bad
news for you if you don't know how to reach the shortcut. Luckily, this track
is a straight away for the most part so even if you miss the shortcut once you
can still catch some speed using the speed up pads. Oh and yeah and don't try
to get in that hole if you haven't managed to already. Doing this will only
guarantee you NOT getting first place. You can even train beating this track
in Aracde mode. Using a fast car in this track will get you used to taking the
shorcut properly in no time, so when you come back for the real thing, you'll
have a bit of an edge. 

Power Surge - Boy do I love these speed tracks or what? You know what is so
great about this track? The fact that you have fun even if you don't get first
place. Do you know why? Because of the sheer speed and adrenaline a nice
little 1 on 1 combat can give you. I've seen the AI cars skip the ramp just
before the finish line a couple of times and to tell you the truth, that's not
such a bad idea. Taking the ramp means that if the car lands sideways you'll
lose some speed or might even lose control. Sure you have speed up pads before
the ramp but you also have speed up pads after it.

Knock Out race: Furnace - Talk about a tough race. Well all the others are too
but this one is a little harder 'cause it's a knock out. Taking the shortcut
is actually mandatory 'cause 5 cars in closed quarters like these is usually a
bad idea. 1 or 2 AI cars will even be your company when going through the
shortcut which is a bad idea too considering it's so tight. If you see a chance
to knock some dude out of the way when you're about to enter the shorcut, do
it and you won't be sorry. There's nothing like having that road all to
yourself and seeing how your dot progresses faster then those of the AI cars'
on the progress indicator. What you get if you've won all the other races too
you ask? Well Combat Track 5 that's what.

Tornado League

The Heilx - Turbo start your way to the top of the pack and try to stay there.
Since there are no shortcuts here you have to try to maintain that first
place, so if you see that someone's about to pass you get ready to pummle him
with everything you got. If you got nothing they try ramming the AI but not
too hard 'cause you can lose control too. Now that you're more experienced in
driving these cars and you know the tracks better be careful when taking on
that hump of road just before the second tunnel because when the car is fast
enough it can cling to the ceiling which is good as well as bad. Why good? The
ceiling's loaded with weapon pickups which let you defend yourself against any
hostile AI that might come your way. Why bad? 'Cause most of the time the hump
itself will slow you down making your car just scratch the ceiling whereas
that can cause you to lose control when you land. It all boiles down to speed.

Archipelago - You know not turbo starting in any race basically from now on
means almost always instant loss. The AI will be occupied with each other and
they'll keep going and you won't even get to target them much less pass them.
Turbo start and be careful not to lose control when the ground drops and when
it rises and you'll be fine. As much as you think you should take the regular
tunnel 'cause of the high speed you might get to by taking all the speed up
pads, don't. The shortcut is much better so take it. Of course that if you
don't maintain a fairly high speed when inside the AI will pass and you'll
have hard time taking them out. In the fork after the tunnel the right path is
shorter but if you don't take it just right you could catch some air which
can complicate things for you.

Knock Down - Turbo start as always and when you reach the area with all the
structures don't wait for an AI to do your job for you 'cause there's a chance
you may not regain first place. Try to even blow everything up there on your
way 'cause not only will it give points if you chose Total racing, it may also
slow the AI a bit by blocking their way with rubble. Taking the shortcut is
optional in here 'cause you won't have problems targeting the AI should they
pass you due to the fairly open road. However the AI might take the shortcut,
and they don't lose control when taking it, so they might get a pretty big
lead on you, if they do. Last time I raced this track I racked up about 40,000
points by blowing up those metal structures, buildings, taking the shortcut so
I come out first every lap and get the most points, blowing the hell out of my
opponents and of course getting the fastest lap bonus. Really was nothing to

Knock Out race: Impact - Well, except for that one corner where you fly off
the track when going at 400~ mph this track is like one big drag race. Really.
Turbo starting and then taking that speed up pad can get you to a speed of
over 400 mph and nobody has a problem braking just before that turn after the
tunnel right? If you keep your speed up at all times the AI will never get
near you. But then again you need to be careful not to lose speed by crashing
into walls buildings whatever. Smashing a stalagmite or two won't slow you
down that much but it still does so try to avoide that whenever possible. If
you've gotten first place the entire league you will be awarded with the
Demolition 2 Players game mode. One of the greatest modes to beat a cute girl

Cyclone League

Alright lets do this so we can get on with Aurora league.

Ida 447 - Well, believe it or not this race is a little bit easier than it is
supposed to be. You see that Type II Hawk in first place when you're about to
start the race? It'll turbo start like you but it will go for the weapon
pickup you see to your left and then it'll smash into that building, so one
down. If you don't fly off the edge or lose control somehow before you enter
the tunnel everything will be alright. The AI cars now pick up speed in no
time, so if you somehow slow down or come to a stop they will surely get a
significant lead on you. The only car I can think of that will give you a shot
at first place is the Patriot Cobra. The Patriot Viper is a close call but the
Cobra's grip is better.

Angel City - Since this track is pretty straight forward the AI cars reach
high speeds very fast and letting them is not a good idea. Turbo start to the
right a pick up the weapons. Keep going, trying to gain speed using the speed
up pads where available. The AI is faster than you so try not to lose control
or slow down in any way. If you get a useful weapon I recommend saving it for
an emergency if the AI pass you at some point. Oh and try to have an armor at
all times so that you don't lose first place if a Leader Missile is on your

Port Isaac - Phew now that you have the Black Widow things are supposed to be
easy for you. With the Black Widow you can easily gain a lead on the
competition leaving them blowing each other out and the first place is all
yours. Again, remember to come out of the tunnel a bit slowly so your car
won't catch too much air and spin out. And of course be careful when
maneuvering through that tunnel.

Knock Out race: Scramble - Here we go again! Take out the Scorpion you've just
won and tear down the road! Always take the shortcut 'cause now you're not the
only one doing it and if you don't do it you'll likely be passed but I trust
you will kick their ass right away. This track is perfect for the Scorpion's
speed so you won't have problems cathing up to those AI cars and blowing them
away. If you do have problems with the AI cars though you have no reason to
panic 'cause it's a knock out race, and if you've won all the other races you
should have 3 retries and I'm sure that in one of them at least you'll win this
race. Why? Because losing in this race means you don't want Survivor mode.

Well, that's it for Type II campaign. Actually no. Here's what will really
put your skills to the test. Remember those gloves and that spare controller
I mentioned at the beginning of this campaign? You better have them around.

Aurora League

Nice presentation it has don't you think? Anyway this league has some very
complicated tracks to get used to, the AI suddenly becomes this mean shooting
beast with no attention to what's going on around him and to top it all off,
the AI use cars like the Black Widow, the Wolf and yes, the Scorpion. They
will give you a real hard time at first and the tracks are unfamiliar to you
so don't get discouraged if you can't win this right away. The first time I
played in this league I kept losing until I quit playing the game for like 3
weeks. When I came back it took me two tries to beat it. A good thing about
this league is that you don't unlock cars here and you don't have to win all
the races to open a bonus award in the end. Beating this league means
completing the Type II campaign which in turn will unlock you a nice bunch of
goodies. Just get to the knock out race and win it. Believe it or not, it's
easier than it may sound. And you know what? To make it even easier for you
I'm gonna let you in on a secret. A little long and tiring but sure way to win.
Let me explain:

Now anyone who has a played the campaigns in Total racing mode should have
thought of it by now seeing as how the races don't end until YOU cross the
finish line right? Except they DO end for the AI cars. So, in case you haven't
figured out where I'm going with this by now, when playing the campaigns in
Total racing mode you can wait for the AI cars to finish their race and then
take your time in blasting them away and accumulate enough points to win the
race, should you fail to do so when before finishing the race. In other words,
if you see you don't have more points than the AI when playing in Total racing
mode, let the AI finish the last lap, wait for them near weapon pickups and
then blast them to earn points and win the race even though you finish last.
Of course this method takes a little time since most chances are that one of
the AI drivers will get the fastest lap bonus which means you'll have to get
another 5000 points but it shouldn't be much of a problem. You should use this
method if you can't win when playing the game normally getting first place
fair and square.

Ok lets get on with it!

Velocity - As the name suggests it, velocity, otherwise known as speed, is
your best bet on this track. This track is just a large circle with a few
obstacles in it. These include girders positioned both vertically and
horizontally, half closed blast doors which block half of the track, and the
track itself being a tunnel for the most part. Turbo start and try to maintain
that speed for the entire race 'cause that's exactly what the AI do. Those
girders make for a nasty cross shaped obstacle and you can't really see them
until it's already too late. They come when you least expect it so be careful
if you haven't seen one for 2 seconds or so. From afar the girders have little
blue lights at their base but you must not confuse these with speed up pads,
weapon pickups and other stuff. You can't really see what's going on at speeds
you can reach in this track so you pretty much have to know where you are
going the whole time. Stay in the lower left corner of the track and you
should be fine. The track continuously curves right so staying on the lower
left corner of the track insures you won't catch air when turning right. Aside
from that I can tell you that there are two blast doors which block half of
your way when you pass by them. The first one is 3 seconds awar from the
finish line and it blocks off the left side of the tunnel so go on the right
side, but try to stay on the road itself. Don't climb the wall 'cause if
you're going fast enough your car will catch air and fly off the wall when the
curve right comes. The second blast door blocks off the right side of the
track when it's going in a pretty straight line. Stay on the lower left side
of the track and you should pass by it without even noticing it. As long as
you keep your speed up the AI shouldn't be a problem here. If they do prove to
be a pain at some point don't shoot them if you're on the wall. Get down on
the road, aim or target them and then fire away. The AI usualy travells along
the upper left side of the track so you might not hit him in your first
attempt. Wait for him to come down just as the tunnel ends and then either
shoot him with something or pass him using a turbo. Overall, the easiest race
in this league.

Neuro - Perhaps being called this way is why this track gives you so many
headaches. This track redefines the meaning of closed quarters racing. Most of
the time the track is as wide as the shortcut in the track Scramble which
doesn't mean winning it will be easy. Speaking of shortcuts there is one right
after the first tunnel. The entrance to it is a hole located up the wall on
the right when you come out of the tunnel. There's a little ramp to help you
up there but unfortunately the entrance is blocked by a crate or an explosives
box. This means you can't take the shortcut until the 2nd lap so don't aim for
the ramp when you see it. Instead just keep going straight. The shortcut here
can really help you forget about the competition as it provides you with a
pretty straight line leading to the finish line. The AI cars take it a lot of
times so if you want to have a chance at winning you pretty much have to take
it as well. After the second tunnel there's a slightly complicated area which
can really slow you down if you don't know what you're doing. There are three
pipes coming out of the walls from a different direction every time. Trying to
pass them without somewhat slowing down will almost for sure make you crash
into them the first time. Take your finger off of the accelerator so the car
slows down a bit and go right, left, right. The first pipe comes out from the
left side so in order to dodge it you need to steer right. The second pipe
comes out of the right wall so you need to steer left in order to avoid
smashing into it. The third pipe comes out from the left but you won't need
to steer right that much in order to avoid it 'cause after it there's a tunnel
leading to the finish line. You can however go through them all in a pretty
straight line but it requires pre-aiming your car so it goes right under the
pipe when it bends upwards. By the way, they all have signs on them telling
you in which direction to go. They're pretty dark so I guess the creators
wanted to help you a bit there. This track is the hardest in this league,
meaning you'll probably lose here a couple of times (heck, I still lose here
sometimes), so if you notice you can't win it fair and square, use the little
trick I told you about before we started this league, and do not use the
Scorpion. That car is a little bit too fast for this track so try to use the
Wolf or the Black Widow as their speed is perfect for threading yourself into
that shortcut without any major slowdowns, if you don't catch too
many speed up pads that is.

Star Dock - Another high speed closed quarters track although this one comes
with a little twist, literally. You turbo start out in a tunnel and you work
your way to a launch bay where a missile or something is about to be launched.
Anyway that doesn't matter what matters is it all comes down to this area. If
you know how to go through this area you got this race no question about it.
You see there isn't a real shortcut in here but the idea is to get to that
tunnel in the upper right wall just as you exit the tunnel at the bottom of
the launch bay, instead of climbing the right wall normally, and going in a
complete circle around the missile\space shuttle\whatever. You do this by
clinging to the right wall of the tunnel that leads to the bottom of the
launch bay and as you come out, take a right so your car lands on the wall of
the launch bay, then take a right and climb up so your car enters the tunnel.
Try not to smash into the entrance of the tunnel 'cause that can ruin
everything. This trick can either guarantee you the first place or it can
disqualify you for the knock out stage. But we want that Genesis don't we?
So either you make it through there, or you make it through there. Don't screw
it up 'cause there's really not much of a chance of you winning the race if
you do, especially if you screw up more than once. You don't get it in the
first try? Brake and let your car fall to the ground, face forward and start
going the normal way, climbing upwards using the speed up pads. Otherwise,
just use the wait until the AI finish the race and then blast them in Total
racing mode trick I taught you and win it. Now believe it or not I've seen the
AI take this "shortcut" when I played it in Total racing mode. I don't know
why but they did so watch out if they do it in your case. Now if you come out
right on top from the beginning, try to stay that way and they AI shouldn't be
much of a problem. Hopefully, they'll keep each other busy or maybe even lose
control in the silo area.

Knock Out race: Hydroponics - A+ on the presentation. Well I hope you're ready
for the rush of your life. This track is a high speed track but it has many
places where your car can catch air and you lose control. Turbo start and
there's no question about it. If you don't turbo start you'll be eliminated on
the first lap. The trick in this race is to keep your speed up no matter what
and pray that the AI will keep themselves busy leaving first place for you.
You'll almost for sure start out neck and neck with the other Scorpion and
since this car has really low strength, one little nudge from ANYTHING will
make you spin like a dreidel during Chanukah. Keep your distance from the
others and concentrate on taking all four speed up pads and lining yourself up
with the track. Jumping from the tunnel into that sandy area while your car is
vertical in the air and landing on your hubs is a very bad idea. By the way,
see that little hole in the wall above the next tunnel? That's the shortcut
you can only dream of getting into without a turbo boost. I haven't been up
there for a while seeing as how this race is a knock out one and wondering
around looking for a turbo boost will get me eliminated, so I can't quite
recall what's in there, but I can tell you that it's worth risking you
position for it. If you got the turbo, go for it. I have yet to see the AI go
up there so if you do, you'll get a lead on them no matter what. It's kind of
small and tight so try not to clip the wall while inside. It leads straight
to the tunnel with all the pipes criss-crossing around. Which reminds me, when
you get to that tunnel stay in the middle of the road in spite of the weapon
pickups you see on the sides. At the speed you're supposed to be going you'll
almost for sure hit one of them. Although they don't make your car spin out
they do slow you down dramatically, especially if you hit multiple ones. And
believe me, you can. Sometimes one is just behind the other and if you hit
them, not only will they ruin the speed you got from the speed up pads
earlier, you will also clear the path for the annoying AI which then my
friend, may be the end of this knock ot try.

Now I know there are almost no weapon pickups but, if you're good like you're
supposed to be, you won't need any. You can try to take that last weapon
pickup located on the left side in the end of the tunnel with all the pipes,
but try not to hit the pipe itself. If you do though don't worry about it too
much because you have just collected something with which to protect yourself
didn't you? Anyway, after that there's another tunnel leading to the area
with the finish line. This place is just like the tunnel right before the
shortcut. Take on all the speed up pads, get down from the wall, line yourself
up with the ground and hope that when you hit the first platform you won't
lose control. There are a couple more platforms after the first one and
passing them is exactly like you did the first one except you have a bigger
chance of losing control. Still, if your car is lined up and you don't fly off
the platform you are currently on while being sideways, you should land
smoothly. Sometimes the touchdown itself can bump and flip your car so watch
out if it's about to happen. That's it.

Ah now wasn't that satisfying? For all your hard work you get the Masters
campaign which is not much different from this campaign, considering what
you've just been through, Mirror mode which lets you test your skills in well,
mirrored tracks, and what you've been waiting for: the almighty Unity Genesis!
The queen of all Rollcage cars, the peak of grip, acceleration and speed, the
best of the best, END OF THE LINE FOR ALL OTHERS. Well I'm exaggerating but
nobody said I couldn't. So there. Of course you still need to experience the
Type III Genesis before you could fully understand the meaning of the word,
but Type I and II are just as bad.

Now behold the challenge that is Type III (or as the game calls it, Masters)

                              Type III Campaign

Well, not much to say about this campaign except that the races in it are
exactly like they were before, you can use any car you want to bring the evil
AI to their knees, which pretty much means you use the Type II Scorpion until
you get the Type III one (I know you want to test drive the Genesis but never
start a league driving with it 'cause then the AI will use the Genesis as
well, and besides that its speed usually means bad news I'm afraid), you
unlock Type III cars by collecting a certain token which looks like a smiley
face, and all the leagues are available to you from the start oh and when you
finish them, they'll be colored red instead of green. That's pretty much it.
This basically means that once you're inside a race, your only goal is to
collect the yellow smiley face that gives you the Type III cars and that's it.
You get nothing except an FMV if you complete all the leagues which really,
isn't worth the time. When going through Type III campaign races I'll try to
put everything I've said in Type I and II campaigns in 3-4 sentences, due to
the sole fact that everything's the same. Even AI difficulty is pretty much
the same except for a different pattern here and there, which I will
definitely exaplain. I'll also tell you where all the smiley face are located.

Total Racing - In Type III Total racing, it's like going out against them all
together. In Type III Total racing the AI will sometimes nail you without any
apparent reason and a lot of times you won't even have the chance to
retaliate. You'll be thrown into the air a lot but you'll still win. Why?
Because you are better and of course you can cheat. But you know what I'm
making it sound like Type III campaign is unbeatable which it isn't so don't
think you won't win. Aurora league is exactly like what this whole campaign is
so with all the shortcuts and tricks I told you about it shoudln't take you
more than 2-3 tries for anything, even knock out races.

Classic Racing - I found the AI to be very aggressive in both driving and the
way they use weapons. Stuff you won't even hear in the two other campaigns are
quite common in this one. Missiles will pop out of nowhere, AI cars will very
likely try to knock you out of their way if they don't have weapons to do it,
you won't even see the AI coming out of shortcuts and destruction will be
everywhere. Surprisingly enough though, I think the AI take more shorcuts in
Total racing than in Classic racing.

Typhoon League

Full Force - If you can't win this race I have no idea how you won Aurora
league last campaign. Try not to fly sideways with your car just before the
last tunnel. Here the smiley face lies right in front of your car in the
purpose of letting you know how what unlocks Type III cars looks like.
Collect it and you've unlocked the Subsonic Taipan.

Sentinel - The only place that could be considered hard for you is those
cramped buildings. Driving a Scorpion here could be somewhat difficult but you
should not have problems getting used to it. The smiley face is located high on
a brown wall halfway through the track. Drive slowly and you should see it on
your left side. This one unlocks the Vostok Python.

Republic Loop - Now that you can use the Scorpion in this track you're gonna
win this faster than you've done it the other two times am I right? Just be
careful from those signs. I imagine you don't want to come from 450 mph to 0
in one second. The smiley face lies just at the end of the first tunnel to the
left. This one unlocks you the Richter Viking.

Knock Out race: Deep Pressure - High speed in places like this would be a bad
idea, if you were a beginner. Since you're not I trust your Scorpion can
handle the heat the AI will throw at you, and the cold that smoke gives to
your wheels. Can'y find the smiley face yourself? Want to know why? Because
it's right under your nose! Well actually it's right above the finish line
behind that floating sign and it unlock the Patriot Knight.

Hurricane League

Mt. Sara - This can prove to be a difficult race since the Scorpion doesn't go
well with tight spots. If you find it hard to beat try switching cars or use
the trick in Total racing mode. The idea here is not losing control. Here the
smiley face is well hidden and only an observant eye will catch that big
boulder left of the exit of the first tunnel. Come out the tunnel and stop.
Turn around and let the camera do it also. You should see a big, round boulder
to your right (which is your left when you come out the tunnel). Blow it up
and inside you will discover the smiley face that unlocks you the Unity

Renegade - The Scorpion is cut out for these kinds of tracks so don't be
afraid of putting the pedal to the metal (or is it metal to the pedal? I can't
remember). Try not to lose control when entering the shortcut and everything
should be fine. The smiley face is the only thing that might keep you from
winning this race for the first time because it is located in a pretty hard to
reach place. The smiley face which unlocks the Patriot Nemesis is located on
the ceiling of the second tunnel. Just left to where you come out of the

Power Surge - Scorpion all the way. Here a few glitches in the game are the
only thing that might make your life a little harder. The AI are so aggressive
they don't even care if they fly off the edges of the track as long as they
get to pass you. If they fly off the edges when going through the helix that
can happen easily and, if it does happen you be sure to take them out as soon
as possible. The smiley face is right under the ramp located just before the
finish line. There's a big square shaped hole in the ground after the ramp so
if you want, slow down just before the edge, drop down and collect what
unlocks you the Subsonic Cutter.

Knock Out race: Furnace - It really pains me when I can't use the Scorpion and
I trust you know what that means. With all the bumps and humps in this place
you'll lose control at least twice a lap. Use the Wolf or the Black Widow,
which ever you find more comfortable. In order to get the smiley face, and
with it the Patriot Viper, you must skip the shortcut for 1 lap. It lies
behind some bushes and rocks just after the entrance to the shortcut but on
the regular path. Look for a little yellow light on the right side of the

Tornado League

The Helix - Yep, another one for the Scorpion. In fact on this track I'd tell
you to use the Genesis if I didn't know the AI will use it as well. You might
have problems dealing with other Genesis drivers simply because of its speed.
Use the Scorpion instead and try somehow to dodge enemy fire. This track is
somewhat open so it could be a bit difficult at first but eventually you'll
get it. If you don't the first time. Now the smiley face is another issue
seeing as how it's located under the track after the second shorty tunnel. See
those little blue poles on the right side of the track? The smiley face is a
little to the right from the first one you see when you come out the of the
tunnel. It lets you drive the Subsonic Blade.

Archipelago - Well, this time it might be difficult threading the Scorpion
into that bumpy shortcut but that's why these cars come with brakes as well as
a gas pedal. In fact, you don't even have to brake. You can just let go of the
accelerator and the car will slow down by itself letting you enter the
shortcut while maintaining some speed. Also try not to lose control while
inside the shortcut 'cause that can cost you the race. The AI will usually
take the upper road after the tunnel so either avoid them by taking the lower
road, or try to drop some buildings on them if you take the upper one as well.
The smiley face is located within the open part of the shotrcut on the upper
part of the left wall. Getting it will unlock you the Vostok Raptor.

Knock Down - Ok, since strength isn't the Scorpion's strong side you might
lose control if you hit something while going through that area with the
buildings and the fences. Use turbos here only if you're sure you won't smash
into anything 'cause using a turbo then smashing into a wall will result in
your car flying upwards like an airplane and the other cars passing you by
like you're not even there. Smiley face's inside the shortcut on the ceiling.
You won't miss it 'cause it glows in a bright yellow light and the entire
tunnel is dark. It unlocks you the mean looking the Richter Claw Fist.

Knock Out race: Impact - Since this is a knock out race there's a chance you
might not win this in the first attempt. Not because you're using the
Scorpion, or that the competition is tough, but because you have to collect
that smiley face, which is right outside the second tunnel before the finish
line. See those places where the ground drops? On the left side of the narrow
track you'll find it. Brake sometimes or just slow down once in a while 'cause
too much speed in here can make you fall off the edge remember? Collect the
smiley face in order to unlock the nice looking Patriot Cobra.

Cyclone League

Ida 447 - Take the Scorpion for a spin again in what should be no problem
since you are using it. Just be careful from those stalagmites. The Scorpion
isn't tough when it comes to dealing with obstacles, it can easily lose
control and spin out. Nevertheless, it's probably the only car you'll win
with. Oh yeah the turn left a couple seconds after the finish line can
sometimes be too much for the Scorpion to handle so if you see you won't make
it around, let go of the accelerator so the car can complete the turn. The
smiley face lies on a ledge just left when you come out of the tunnel leading
to the finish line. Look a bit to the left and you should see it immediately.
It unlocks you the Subsonic Stinger.

Angel City - Generally, speed is not a good idea here but nobody tells the
Scorpion how fast to go. You might lose control when you arrive to the second
area with all the buildings and other stuff but you should have weapons with
you so you can defend your first place. The AI sometimes get into trouble due
to the their speed like you so if you notice an AI that has lost control,
don't linger around for whatever reason. Just ignore what you can and blow up
what you can. Also, try not taking too long when collecting the smiley face
'cause it's in a place which might make you lose the race. Get to the second
open place with all the buildings and structures and look for a tall building
in the end of the right side. If you look hard enough you should see the small
yellow light that is the smiley face. This unlock the Vostok Reaper.

Port Isaac - This another place where the Scorpion doesn't quite fit but you
can make it fit. Whenever you feel like you're going too fast for the track
take your finger off of the accelerator or even brake. Anything so you won't
lose control. Losing control in tight spaces like these means you'll have hard
time recovering as well. The AI Scorpion seems like he has no problems here
and I don't know how he does it, but taking him out isn't such a big deal. The
idea is not to let anything slow you down. Sometimes you can have a real hard
time catching up to him. The smiley face is clinged to a wall right after the
tunnel you enter when you start the race. You know just before all the
buildings. You should see it right away if you look left a bit when you're
about to come out. It unlocks the Richter Phoenix.

Knock Out race: Scramble - Well well well, if it isn't my favorite track
again. Stop reading this guide right now if you have problems winning this
knock out. This track is the easiest you can ask for. Open spaces, nice
shortcut, weapons when you need them, easy to find smiley face what else? And
to top it all off, you can even use the Genesis here without the fear of the
AI using it too. Once you start a league with a certain car, the AI will use
the best cars they have except the Genesis for the entire league. This means
you can start with a Scorpion and switch to the Genesis after the first race.
Easy as easy can get. You see those stands on the left when you exit the
shortcut? The smiley face is just behind the second one waiting for you to
jump and grab it. It gives you the monster looking Richter Hawk.

Aurora League

Velocity - They made this race first on purpose so you can't pick the Genesis
for it. Oh yeah the Genesis could have made some beautiful Rollcage symphony
on this track. I guess you'll just have to settle with the Scorpion. High
speed on this track is like cheese on pizza, so try not to ruin it by losing
control. Though you have a lot of stuff here that could make you lose control,
if you keep your eyes open you shouldn't have any problems. The smiley face is
located on the ceiling behind a girder after the first blast door. If you're
going on like you are normaly driving there's not a chance in hell you'll see
it. It's hard to distinguish between it and the base of the girder as they are
both yellow and both shine in a light. The good thing though is that you won't
have problems reaching seeing as how the tunnel is nice and round. That one
unlock the Unity Black Widow.

Neuro - I hope this time you won't get a headache. The Scorpion is a real bad
idea in here not to mention the Genesis. High speed insures you'll overshoot
the entrance to the shortcut and that will definitely insures you won't win.
Take the Wolf or the Black Widow you've just unlocked although the Wolf is
probably a better choice. Try your best not to lose control in the area with
the pipes and in all other areas that have obstacles. Yeah and the smiley face
is located behind the second pipe which is the rightone for that matter.
Finnaly, it unlocks the beautiful Type III Vostok Scorpion.

Star Dock - Feel free to bring in your Type II Genesis for this race. Although
you can catch a lot of air with it here, the sheer speed should guarantee you
the first place. And of course taking a "shorter route" when you reach the
launch bay. If you drive with minor mistakes such as not taking the "shorter
route", or not losing control very often, you could even the lap the last
place AI. Now the smiley face that unlocks the beast which I call the Unity
Wolf is located up on the outside wall that is the upper tunnel, in the launch
bay. Come out of the tunnel at the bottom while clinging to the right wall and
you should see it.

Knock Out race: Hydroponics - This is it. What we've been through all of this
for. Somehow it seems a bit insignificant compared to the entire campaign
section. How sad. Well, it is only fitting that the Genesis will be your ride
for this track seeing as how only the Genesis can unlock itself. So, bring in
your Type II Genesis and just ride like the wind. Let nothing get in your path
and make those slimey AI eat your dust. Although the AI Scorpion might still
prove to be of some trouble I trust you know how to dispose of him. As much as
it pains me, there's quite a chance you won't catch the smiley face hiding in
the end of the shortcut. Here's a tip though, to get to the shorcut you must
have a Turbo Boost with you so if you can't get the regular one, try getting
one by collecting the Laserblades and powering them up. That should do the
trick and get you inside the short cut. Another tip is to get to the tunnel
with all the pipes and try to climb the wall somehow in order to get the
smiley face. Now since this is a knock out race, trying to collect that could
be difficult but you can have several shots at it by letting the 4th AI pass
you and then completing the lap to knock out the 5th one and do the same the
lap after. Yep, getting that smiley face sitting up there as it were a throne
can be a tough challenge. As I mentioned before, only the Genesis has the
chance of unlocking itself.


Finally. I thought that'd never end. You realize you've just beaten one of the
hardest race modes ever right? Check your bonus awards menu when you return to
the main menu. Isn't it nice to see all those cars, game modes and tracks
there? I know the Specials section isn't perfect but we'll get to work on it
right away.


A synonime to Arcade is single race. What is Arcade? Basically a single race
in one of the tracks you've unlocked, with one of the cars you've unlocked, in
either Beginner, Expert or Masters difficulty. Choose Arcade to be taken to
the car selection screen where you choose a car from those available, after
which you'll be taken to the track selection screen where you need to pick a
category and then a track from that category, after which, you'll be asked to
begin, change car, track, lap number and difficulty. Select begin to start

                                Time Attack

In Time Attack mode your goal is to race around a desired track, breaking the
records each track holds. When you choose Time Attack, a sub-menu will appear
asking you which mode you want to race in. At the beginning you only have
Normal mode but as you complete the game that choice will somewhat expand,
though not fully I'm afraid. Choose normal mode to race around your chosen
track with your chosen car and get ready to burn rubber. In Time Attack mode,
weapon pickups are always Turbo Boosts so that should help beat a record or
two. Just be careful not to lose control!


The Training game mode is there to get you acquainted with the controls and
the idea that cars can drive on walls, but you can learn that from playing the
campaigns or even arcade. That is why I've put it after the campaigns and not
before them. Aside from teaching you the basic rules you need to know to play
Rollcage 2 this game mode is there to help you complete your bonus awards
list by awarding you with another game mode when you finish it. In this
section I will guide you through every Training stage providing tips and
pointing out stuff to help you pass them. Whenever I feel like the help from
the game itself is helpful I'll include it in the description of the stage.
The car they give you to drive is the Subsonic Taipan Type I. Not really what
I would choose but that's only for to help people get to know the game. Some
stages require you to collect a token before you can stop on the end zone and
finish the stage. When you finish a stage you'll be awarded a medal depending
on the time it took you to complete the level. Bronze is basically awarded for
making it to the end. Silver is awarded if you complete the level in a pretty
fast time. A gold medal though requires you to finish the level as fast as
possible. This means no losing control or missing a token or something. I'll
include bronze, silver and gold times for each stage. Basically a bronze medal
will be enough to let you move on to the next level. The HUD wil start
flashing red if your time is about to run out, so if that happens, step on it.
I'll explain the HUD you have in Training as well 'cause there are tiny
differences between this one and the one from the campaigns.

In the top left corner you have the total time you spent in this track, below
it the total time for this try and below that you have the number of tokens
left to collect where available. On the upper right side you have the current
record for this track, beneath it you have the lowest possible time that will
let you qualify for the next stage you have to beat, and under it you have the
best time you've achieved from your tries so far. And of course the
speedometer on the lower right corner of the screen.

Enough, lets roll!

1. Introduction

The first stage of the training mode is for practicing turbo starting a race.
Turbo start and keep going. There's a token to be collected at about halfway
down the road so make sure you get it, otherwise when you reach the checker
board end zone you won't finish the stage. Also, you can practice stopping
right on the end zone here. Since the road is quite open start braking before
the end zone itself so you don't waste seconds on stopping while you are
already on the end zone.

Bronze - 00:13:00 -
After the campaigns, even Scramble mode should be a breeze not to mention
this. Just collect the token and stop on the checker board end zone.

Silver - 00:10:00 -
Real easy. Try to brake a bit earlier than you were when you were going for
the bronze.

Gold - 00:08:00 -
Still super easy. Turbo start, collect the token and brake the earliest you

2. Misty Morning

Someone thought a few fog clouds can stop you from beating this stage. Prove
them wrong by turbo starting, collecting the token which is somewhat to the
left of the track just before the end, then braking in order to stop right on
the checker board end zone.

Bronze - 00:17:00 -
Really, you can get all the bronze in Training by just making it to the end.
Same here.

Silver - 00:13:00 -
This time you have to turbo start but you don't have to brake perfectly. A
little after the start of the checker board end zone will get you the silver.

Gold - 00:11:00 -
Turbo start and don't mind the clouds. Just like you did silver but this time
you have to brake and stop just as the end zone begins to get the best time

3. Speed Is The Key

A nice one. I like speed. You start out with two Turbo Boosts so don't use
them until you need to. Turbo start and just as the turbo you gained from the
start ends, press the two fire buttons simultaneously to gain twice the speed,
jump, land and grab that token, then start braking near the end zone. Don't
use the two Turbo Boosts while you're on the ramp 'cause that will make you
cling to the ceiling.

Bronze - 00:13:00 -
Just make it to the end.

Silver - 00:11:00 -
I think you have to turbo start but you don't have to brake perfectly.

Gold - 00:09:00 -
Turbo start and try not to make your car change direction when you use the
twin Turbo Boosts.

4. Pit

The track is basically a straight away then a turn right. The token here is on
the left wall when you reach the turn right so climb the wall and get it.

Bronze - 00:25:00 -
To get the bronze just make it to the end with the token.

Silver - 00:21:00 -
Here you need to brake a bit earlier than when you did it for going for the
bronze. This saves time.

Gold - 00:18:00 -
Or you can just turbo start, collect the token and stop on the end zone.

5. Speed Is The Key II

Thie time you need to use the speed up pads to gain as much speed as possible 
and stop on the checker board end zone. No tokens to collect.

Bronze - 00:18:00 -
Don't need to turbo start.

Silver - 00:16:00 -
Use the speed up pads and your stop shouldn't be perfect.

Gold - 00:13:00 -
Turbo start, use a few speed up pads and try to stop when you see that last
red light before the end zone to get the best time.

6. Mirror, Signal..

This stage is supposed to teach you how to reverse. In reality it's just a
waste of time. Reverse and use the brakes then immediatelly accelerate and
then just stop on the end zone.

Bronze - 00:13:00 -
Don't panic if the HUD starts flashing. Just reverse out of that closed area,
and stop on the end zone.

Silver - 00:11:00 -
This requires a little skill in knowing where that thing that blocks you ends.
But basically just improve your braking time and you should get it.

Gold - 00:09:00 -
Now gold can be a little tough. To get gold you pretty much have to time it so
you go on that little ramp exactly as it is no longer blocking you, and to
stop your car exactly where the end zone begins.

7. White Wonder

To get you acquainted with snow. That's it. There are 9 tokens to collect here
and it's pretty hard to do it since the track is all foggy. The good thing is,
they're all sentered on the road. Also, try to keep your speed up while
cornering as it saves time though be careful not to lose control.

Bronze - 00:36:00 -
You can afford to lose control a little but why would you wanna do it?

Silver - 00:31:00 -
Really? Just make it to the end.

Gold - 00:26:00 -
Turbo start and don't lose control or slow down much. No real problem.

8. Leapfrog

Well, another favorite track of mine. Again you start with twin Turbo Boosts
only this time one of them is powered up. Use the regular Turbo Boost for the
first jump and the powered up one for the second jump. Easy and fun.

Bronze - 00:22:00 -
Just make it to the end.

Silver - 00:19:00 -
Nothing to it. Instead of starting normally, turbo start.

Gold - 00:17:00 -
Even easier than silver since this is what you'll get if you turbo start. Use
the powered up Turbo Boost just as you're about to fly off the ramp and brake
almost immediately after you land. The end zone is huge so you won't miss it.

9. Vertigo

You won't go as fast as you may think. This track is long and boring but you
have to do it. There is one token to collect here and it's on the ceiling so
climb it as soon as you enter the tunnel. It's right next to a speed up pad.

Bronze - 00:30:00 -
Collect the token and reach the end.

Silver - 00:22:00 -
Turbo start, collect the token and stop on the end zone.

Gold - 00:21:00 -
Turbo start and climb the ceiling to collect the token. When you brake though
don't fall dwon from the ceiling. Instead, ride on the end of the tunnel and
start braking then. You'll land on the end zone.

10. Theory Test

Ready to get your license? As if you don't have it already. Anyway, this track
is mainly snow but it has its share of speed up pads and of course, tokens.
Well one to be exact which is right before the end zone. So concentrate on
driving instead of looking for the token. In the tunnel you have two speed up
pads which really don't contribute much to you achieving gold but take them
anyway. In the second snow area there are square shaped humps on the road so
stick with the right side of the track and take that jump to the end zone when
you see it.

Bronze - 01:00:00 -
A minute? Good thing they didn't give us an hour.

Silver - 00:45:00 -
This is probably what you'll get the first time you beat this stage.

Gold - 00:42:00 -
The trick in getting gold is letting nothing slow you down and of course
braking perfectly. That first turn in the first snowy area is a slow down so
try to keep your speed there. Taking the second speed up pad also slows you
down a bit.

Congratulations for beating the Training mode. You are awarded Rubble Soccer
for doing what you just did.


Ahh the good ol' pain in the ass Scramble. Scramble is like an advanced
version of Training. You start somewhere and must work your way through the
stage stopping on the checker board end zone. On your way though, many
obstacles such as humps, drops, ramps, turns, twists, walls, snow, rough
terrain, track being the size of your car you name it, will be placed on the
track to make your life harder. Scramble is another test to your skills that
will guarantee you fun and the feeling you're an ace, as well as headaches and
frustration on occasions. But again, the campaigns are the hardest modes of
play here so no mere obstacle can stop you. Indeed, some stages are fun but
just as hard to complete. The car you are given to drive is none other than
the all around average car, the Subsonic Cutter which given the opportunity,
can prove to be a very good car. But I'm sure that with time you will grow to
hate it. The HUD in Scramble mode is not different than that of Training mode
so no need to go over that again. There are quite a few stages to be completed
here but if there weren't it wouldn't be Scramble. You can take certain
"alternate routes" here and there in some stages, so to make it easier on you
I'll tell you where you can take these "alternate routes" if you don't figure
it out by yourself. Well, I think I've covered the essentials so here we go.

1. Introduction

The first stage is to make it clear to you that speed is a good idea if you're
going for the gold, but without control you have nothing. Here the track is
not as complicated as in later stages but you can still fly off the edge of
the track if you don't pay attention. 2 turns and a little drop. That's it.

Bronze - 00:22:00 -
Get to the end and you won't get it anyway.

Silver - 00:20:00 -
A bit tricky if you get hung up somewhere.

Gold - 00:18:00 -
Turbo start and go through the track normally. You'll get this the first time
you're going through the stage, as with many other Scramble stages.

2. Racing Line

Here, they're trying to make you panic and fall off by making the track as
wide as your car. Turbo start normally and when you come to that little turn
brake hard. Turn you car right and hit the gas. Don't overshoot the end zone
too much though.

Bronze - 00:20:00 -
Make it to the end without falling off of course.

Silver - 00:15:00 -
Here your braking distance is all that matters.

Gold - 00:11:00 -
Turbo start and don't touch the d-pad. The car should go straight on the thin
track without falling off. You might need to keep a little speed while
cornering but be careful not to fall off.

3. Rough Justice

Turbo start but as soon as the track bends right, brake. The turn is a little
bumpy so go slow there, but when you reach the steep slope hit the gas.
There's a little U-turn up there so use the brakes here if you need to and try
to stop your car with it's 4 wheels flat on the track.

Bronze - 00:21:00 -
You can take it real slow when going for the bronze.

Silver - 00:17:00 -
The only trick in getting silver is not falling off. You'll most likely get
silver if you travel at a moderate speed without falling off.

Gold - 00:14:00 -
The trick in getting gold is turbo starting and then braking before your car
hits the bump and flies off the track. You also need to keep your speed up a
little when taking the U-turn.

4. Racing Line II

The track twists to the left so you'll need some speed if you want to stay on
it. After that it's like in Racing Line I except the tight turn right is
bumpy. Line your car up with the thin track and as soon as you reach the turn
brake hard. Make the turn and accelerate towards the end zone.

Bronze - 00:22:00 -
Take your time when you make the turn.

Silver - 00:20:00 -
You need to turbo start I think but you can take your time with the turn.

Gold - 00:15:00 -
Well now, turbo start and line your car up so it doesn't fly off any edge
while being sideways. When you reach the turn though brake hard but don't lose
all your speed, even if the car starts jumping a little, as long as it doesn't
fall off that is.

5. Slip Sliding

This entire track is ice so that basically means one slip up and it's try
again. Turbo start and keep that Cutter going even when you reach the banked
U-turn. Making the turn is easy even if you are going fast. The catch is the
little jump you get to do afterwards. If you don't line yourself up your car
will likely lose control when it lands. The trick is to leave the track when
your car is centered on it. Losing control in this situation may not get you
the gold, but it will let you qualify for the next stage.

Bronze - 00:28:00 -
Just make to the end without falling off.

Silver - 00:22:00 -
In this case, stopping immediately after you've landed the jump isn't
necessary. Turbo starting is though.

Gold - 00:17:00 -
Turbo start and try to maximize your speed by tapping on the the d-pad when
taking the U-turn. Hope that your car doesn't spin out when you land after the

6. Racing Line III

This time you do a full 360 twist. Turbo start and line yourself up with the
track. There are two sets of gates that can make you fall off the track if you
hit them. One of them is on the part where you're completely upside down and
the other is just before the track, and you, straighten out. After that it's
the same thin road where you have to brake hard, turn and line yourself up so
you don't fall off the sides. There are 3 turns, right, left and again right
where the latter two are covered with bumps.

Bronze - 00:43:00 -
Just make it to the end without any major slip ups.

Silver - 00:37:00 -
Make it to the end with a turbo start but you can also take your time when you
reach the turns.

Gold - 00:31:00 -
Turbo start and keep your speed up when taking on the turns. Don't stop
completely in the first turn or it might cost you time to re-accelerate. The
bumpy road can be taken in a relatively high speed, even if it doesn't look
like it.

7. Rodeo

You can take this track at a really high speed compared to what the game
recommends. Heck you can even take an "alternate route" here. Right after the
track starts there's an S-turn to the right, right? Heh anyway, you can jump
from the left side of the turn and land on the steep slope, skipping the
entire track. The catch is that if you turbo started, the speed can cause your
car to bounce off the track and then it's try again. Slow down a little bit
before you leap off the track and you should land with your front side up.
Reverse a little bit and take your time reaching the end zone. You'll get gold
for sure.

Bronze - 00:40:00 -
I presume you need to make to the end without major mistakes. I don't really
know I've never gotten bronze here.

Silver - 00:34:00 -
Neither did I get silver. The "alternate route" really saves you time.

Gold - 00:31:00 -
I suppose it's possible to get gold without taking the "alternate route" but
why would you want to do it if you can get under 20 secs instead of 30 or so?

8. Cut Loose

Well I guess that taking this track normally makes it quite long. But since
there are at least 3 places where you can take alternate routes, this track
shouldn't take more than 43 secs to complete. Turbo start like you always do
and when you reach the fork that splits up with a thin road in the middle,
turn right and jump off the track to a pretty wide section of road. There are
big black and white signs which point in the direction you need to go so go
in the direction they're pointing, being very carefule when you reach the
sudden drops. There are 3 drops in all but only one can make your car bounce
which in turn might make you accidentally drive your car off the edge. Slow
down when you reach that part. After that there's a U-turn which leads you to
that thin road you saw when you first took the shortcut. You keep your speed
at the beginning but as soon as the track starts bending right, slow down.
Since you took a shorcut to get here you have plenty of time to make it
through this part.

Bronze - 01:13:00 -
Why do I even need to mention this if there's an alternate route?

Silver - 01:06:00 -
If you took the shortcut and you're going for silver, you have plenty of time
to complete the stage so take it easy.

Gold - 01:02:00 -
Take the shortcut I mentioned or you can figure out the other 2, and then go
as fast as you can but without falling off the track of course.

9. Leap of Faith

Whoa this is an annoying one. This track is all about lining yourself up and
6 minutes can pass before you can get it right. I'm not talking about just
completing the stage I'm talking about getting the gold. You start out high up
on a track and you need to collect 2 out of 3 Turbo Boosts provided to you.
After that there's a big drop and that's the part where you have to start
lining up. A lot of times your car will bounce a little when it touches down
just before the ramp and if you're not lined up you'll fly off the track when
you use the Turbo Boosts to jump from the ramp. That's the annoying part. It
all depends on how your car lands in which you have no control over except for
aiming your car forward while in mid air. By the way, you need to use the
Turbo Boosts at the same time in order to clear the gap. The touchdown on the
track near the end zone is also a little hard. First you have to make sure
your car is lined up before you take the jump and then you need to aim it so
it lands on the track and not fly near it. The landing can also cause you
problems because the car often bounces up a little when it lands. The braking
is the easy part. Since the car is going so fast just aim for the end zone and
start braking while in mid air and this should be much of a problem.

Bronze - 00:17:00 -
Take your time in just reaching the end.

Silver - 00:14:00 -
This is what you'll probably get most of the time. Turbo start and try to land
smoothly after each jump.

Gold - 00:11:00 -
A little hard. You must do everything perfect to get gold. landing, lining up,
braking everything. Especially the braking. A lot of times the car will spin
when you break due to the sheer speed.

10. Slip sliding II

A nice little stage. There are two banked snow surfaces after the U-turn which
you need to slow down a little bit for, otherwise you'll either spin out or
fly of the edge.  When you pass those, there's a little hill but don't be
afraid of a sudden drop or something after it. The road ends and you'll drop
on a snowy road, which can make your car lose control so take it easy there.
A couple of turns right which you must take at a moderate speed or you'll fall
off the outer side of the turn, and you're finished with this stage.

Bronze - 00:45:00 -
Make it to the end without losing control too much or falling off.

Silver - 00:38:00 -
Make it to the end with a turbo start but you can take your time with the
banked snow surfaces the game calls skid pans.

Gold - 00:31:00 -
Try to keep your speed up when taking on the skid pans and when turning just
before the end zone. Be careful not to lose control or fall off the edge while
you're doing that. Also, brake a little earlier when you the end zone, while
you're still on the ice.

11. Bouncy Bouncy

Another track which requires lining yourself upi before you hit the gas. That
first jump you take can be quite a pain 'cause the car can flip while in mid
air due to bouncing a little when hitting the ramp. The good thing is, you can
aim your car while it's in the air so if you see it's going a little sideways
steer it back facing forward. After that, the left path can be taken at full
speed when you reach the fork. The turn itself isn't sharp at all so it's no
problem taking that turn at full speed. The little ramp afterwards requires
you to slow down 'cause just as your car catches air, the track bends left.
Too much speed and you will fly off. Land after slowing down a bit and then
hit the gas as hard as you can. That road is more than wide enough for you to
take it at full speed also. There's a U-turn which leads to another big ramp
afterwards. The ramp itself bends a little to the left but the track you're
supposed to land on bends a little to the right. Aim your car a little to the
left before you take the jump and while your in mid air aim your car right so
it lands in the direction the track is going. Then it's just straight and
full speed all the way to the end zone.

Bronze - 00:47:00 -
I suppose you need to get to the end without any major slip ups like spinning
out of control or going too slow.

Silver - 00:44:00 -
If you turbo start and try your best the first time, this is what you will
probably get.

Gold - 00:39:00 -
Now this requires a perfect stop on the end zone as well as keeping your speed
up in those places where most people won't.

12. Racing Line IV

A pretty tough track at the beginning but it's no problem after a couple of
tries. The trick is maintaining your speed in those tight places where you
need to slow down. Too much speed will make you fall off obviously, but if
controlled right, the car can make it at speeds that may seem too much for
those thin parts of the track. Right after you start there's a sharp slalom
so brake before the track starts bending right. Use the lines that cross the
road as your guide for knowing how to position the car. There's a U-turn up
ahead with two sets of gates and the track is dark, so watch out not to run
into them. Now, you need to brake 'cause there's a slope to the right and a
turn left. With humps on it. Too much speed while going up can make you bounce
out of control when you hit the little humps. Turn left slowly but you need
to speed up right away 'cause there's a little gap between the thin track and
the end zone. Start accelerating even if you are still on those little humps.

Bronze - 00:38:00 -
Make it to the end taking your time with the thin parts of the track.

Silver - 00:32:00 -
This is probably what you'll get if you turbo start and try to maintain speed
where it's risky.

Gold - 00:25:00 -
25 Secs is a little hard to beat but completely possible. Try to maintain
the highest speed you can in the slalom and when you reach the slope after the
the U-turn. Also, don't brake to a stand still when you slow down for these

13. Flip Flop

A nice little track you got there. With a little shortcut as well! Turbo start
and take the left turn without flying off. Now, when you reach the ramp
afterwards, instead of continuing along with the track aim your car right so
when it flies off the track, it will land on the wide track below you. Then
it's another game of lining yourself up so you don't fall off the track when
your car flips. These are vertical U-turns and with each one the track becomes
narrower which can make your car fall off if it's not lined up or if you don't
straighten out. After the last vertical U-turn the track continues to the
right, leading to a huge drop and the end zone. While you're in the air, push
the brakes and your car should land straight on the checker board end zone.

Bronze - 01:04:00 -
Try making it to the end without taking the shortcut.

Silver - 00:57:00 -
Take the shorcut instead of the jump but this time you can take your time when
it comes to those vertical U-turns.

Gold - 00:50:00 -
Turbo start, take the shortcut and do the rest like you would in any other
Scramble track.

14. Hip Hop

This is just another one of those tracks meant to annoy the hell out of you.
You can try turbo starting but if you don't slow right away you'll fall off
for sure. Since this track is as wide as your car any sudden acceleration will
make you fall off. You can't turn real good either so the key here is taking
it slow but keeping that rythem of your car. The first two jumps really don't
need that much speed to clear but the third one is a lot harder than it seems.
If you don't line yourself up before that one your car will fly off sideways
and when it hits the track you'll accelerate off it. This means lining
yourself up before each jump, that one particularly, is imperative. Stopping
on the end zone is not easy either. If even one wheel isn't on the track the
car won't stop completely, which means you won't finish. This also requires
lining up.

Bronze - 00:28:00 -
Just make it to the end. Don't go at a centimeter an our speed though.

Silver - 00:23:00 -
Very easy if you know how to make it through these turns without falling off.

Gold - 00:19:00 -
Totally possible if you don't bounce when you hit the track after the third
jump. Turbo start but let go of the accelerator right away. You should make it
across the first jump. Now, the key to making these turns saving the most time
is to hit the gas a little so you pick up some speed and then tapping the
d-pad in order to make it through the turns. Also, don't slow down much for
that last turn right.

15. Moebius

This track is fun, especially since you can cut a big part of it. Turbo start
your way through the U-turn and take the left path at full speed when you
reach the fork. The jump can be taken at full speed since your car won't
bounce when it hits the ramp. Aim your car according to the track while it's
in the air 'cause it bends a little to the left. After that stop when you
reach the little slope. You should see a thin track to your right. Instead of
going all around, you can try to fall off the track to the right and land on
it. it saves you a great deal of time. It may be hard at first 'cause the
track you're falling off from is a slope but it shouldn't take too long to get
right. Now turn around and go the left direction you saw before you took the
shortcut. The path with the brown strips on the sides, not the bright green
ones. After that it's pretty straight forward where you need to go except for
that vertical U-turn. I have no idea why the speed up pads were put there for
but take them anyway. As soon as you land on the vertical U-turn, brake. It'll
be too late for you not to fall off if you don't. Head right and you should
see the end zone.

Bronze - 01:12:00 -
Just make it to the end without too many mistakes. Take the thin part of the
track slowly.

Silver - 01:05:00 -
Well, I guess you need to hurry it up a little when taking the normal route.

Gold - 00:57:00 -
Take the shortcut. Nothing more to say. You can actually fool around if you
have the space. Believe me, you have the time.

16. Soar

Oh what a beautiful shortcut I have for you. Forget bronze, forget silver,
even forget gold. If there was a platinum time or something you could have
even gotten better than that. I'm telling you. The track is a little foggy but
that doesn't matter unless you're going for the bronze for some odd reason.
Turbo start and when you reach the ramp you can see from the beginning you'r
car should be lined up so it lands on the left part of the track. The lower
one yeah. Continue forward until you reach a big slope. Now here's the deal:
try to maintain 250 or 260 mph when you see the ! sign. If done correctly, you
should land on the little banked strip of road you see after you jump, which
is actually 2 seconds away from the end zone. Brake while still in the air so
you have some grip when landing, then turn left and take it easy. You don't
want to fall off after landing on that little strip of road. It may be
difficult for you to do it again. That's it.

Bronze - 01:21:00 -
To tell you the truth, I've never fully seen this track and neither should you.

Silver - 01:13:00 -
Like I said, if there was a platinum time, silver would be like bronze and as
such, should not even be your target time.

Gold - 01:08:00 -
Take the shortcut I told you about. Well it's more of an alternate route than
a shortcut I dunno. If you can't make it to the shortcut, or getting gold
normally, I'm pretty sure there are other places where you can cut through the
track in order to save time.

17. In a Spin

Oh yeah this is definitely a tricky one. You do 180 twists here as if they
were regular road. A second after you start the track narrows and drops.
Speed? Fall off. Brake? Complete the track. Get it? This first kind of spiral
can be taken in a somewhat fast speed compared to what you might think. It
bends slightly to the left but afterwards it's pretty straight even if you
can't see it. After that it's time for the twists. Now each time you rotate 90
degrees the track will narrow down to what you were driving on when you
started this stage. The good thing is though, that it's straight so, line your
car up with the center of the track and don't let any wheel get off the track.
After the two times in which the track narrows down, there's a bug U-turn.
This leads to another part where you're upside down but this time the narrow
track won't be in the center of the road. Instead, the first time it'll be on
the left side and on the second time it will be on the right side. you go
through these with tapping the d-pad, not regular turning. When this is over
you'll straighten out with the gravity pulling downwards. The track will end
and another one will begin the your lower left side. If you fall off correctly
your car should do a 360 spin and land with no problem. A lot of times though
it will bounce off a little losing control. Continue on being careful and
slowing down for that thin spiral. Take it slowly and when you see it leveling
up fully accelerate towards the end zone. Overall a tough and long stage
compared to others.

Bronze - 01:10:00 -
Make it to the end while trying your best not to lose control and fall off the

Silver - 01:02:00 -
Turbo start and keep your speed up except for that spiral in the end. You can
take it at any speed you're comfortable with.

Gold - 00:53:00 -
Step on it no matter where you are. The trickiest part is the spiral in the
end which is pretty hard to take if you need to keep your speed up. If you
keep falling off try tapping the d-pad more gently and swiftly.

18. Winter Wonderland

I hate this stage. Driving on snow can be a real pain. To top it all you can't
even shortcut here. Well, you can but the game won't let you finish damn it.
Turbo start your way towards the snowy bank but try not to catch air as the
ground loweres. This can set you a little off track. When you reach the snowy
bank don't bother going on the humps. Instead slow down and go around them
from the right. The next part is tricky 'cause too much speed can make you
lose control. Look at the sign and try to line yourself up with it. Make it to
the snowy track and start tapping your way down on the d-pad. Too hard turns
will send you off the track. When you reach the bottom be careful of the trees
'cause they can make your car spin out. Take the next part at a considerable
speed and slow down a bit for the jump. Hit the brakes just as you leave the
ground so you won't spin out of control when you land on the ice.

Bronze - 01:04:00 -
Make it to the end without lingering on the snow too much.

Silver - 00:55:00 -
Give it your best and most chances you'll get this before you get the gold.

Gold - 00:45:00 -
You're really going to have to keep your speed up to get this. More than 5
seconds on the snowy bank and you'll most likely get silver. Don't fear the
thin track that comes afterward. You must keep your speed up otherwise you
won't get the gold. Also, try your best to tap the d-pad and not to lose
control on the snowy surfaces.

19. Top To Bottom

This stage is mainly about doing a 180 degree twist, then landing on a surface
below you. This only sounds simple. The first time you do it the track below
you is ice and believe me, I almost needed a spare controller when I tried to
get through it. My god it was so annoying I thought I was going to burst. How
many times can a man try to land on ice and not lose control, while he has
almost none in the first place? Pray to god you won't go through what I did.
Anyway after you do the 180 degree twist slow down a little so you reduce your
chances of losing control when landing on the ice. Keep going as the track
dictates and slow down a bit for that turn right. Not too slow though or you
won't land on the track after the jump you see. From here, it's the same as
before except the track narrows down to the width of your car, but you've
dealt with this kind of thing before. Center yourself in the middle of the
road and brake a little when the road ends. With luck, the car won't bounce
when you hit the track. Now it's just a left and right turns away from the end
zone, although those turns are a little thin.

Bronze - 00:53:00 -
Make it to the end. That's it. You can let the car spin around in the first
part you go from top to bottom just, be careful it doesn't fall off.

Silver - 00:46:00 -
This time, hope it doesn't take you too long to straighten out and keep going
in both top to bottom parts.

Gold - 00:38:00 -
They ask you to do the most annoying thing you can do now, which is to depend
on your luck. Sorry that I'm one of the unluckiest people on this planet. I
hope you aren't though. You have to land perfectly smooth on the snow and on
the dry track in order to have a chance at the gold.

20. Winter Wonderland II

Compared to the first one this is very easy, if you know how to drive on snow
that is. It's basically a game of not losing control whenever you need to
turn. Obviously you can turbo start and keep it up until you reach the U-turn.
Even then you can keep a high speed up since the track is like a quarter pipe.
Now, line up and drop down. If the car is pretty straight forward then it
shouldn't spin out of control. The next turn is kind of hard if you're fast,
but that's why you also have a little flat piece of road to drive on. Continue
on until you see a big slope going up. Before you take it on there are 3 humps
that might get in your way. Just stick to the left and when you reach the last
hump, which is right in front of you, turn right and center yourself on the
road. For this part you should have kept your speed so no use trying to go up
the slope if you didn't. Start over.

Bronze - 01:03:00 -
Making it to the end without losing control or being slowed down by those
humps near the end will get you the bronze.

Silver - 00:51:00 -
Easy. Just keep your speed up for the most part and you'll probably beat this
by a good 5-7 seconds.

Gold - 00:37:00 -
I think this is the hardest gold to get. Really I haven't gotten it yet and
I've been trying to for quite a long time. The closest I've ever got was 39 or
40 I can't quite remember and even then, I pushed the car to it's limits. By
first look, I'd say this is either impossible or there's something I'm missing

To anyone who has beaten this: PLEASE E MAIL ME AND TELL ME HOW YOU DID
IT!! PLEASE! This might be the only one that separates me from unlocking the
ATD Chellenge Time Attack mode. Show me how to beat this gold and I'll give
you a really nice credit for it.

21. Manic Scramble

Well, talk about a hairy and tough stage to beat. There's a big need of good
accuracy here. That part where you have to land on the thin track can really
mess you up, but I'll start at the beginning. This first part can be a real
pain if you don't know how to deal with it. Go too fast and your car will
catch air and fall off the track. Turbo start but as soon as the ground drops
a little take your finger off of the accelerator. Make the turn right being
careful not to gain a little air 'cause the ground goes up a little which
could act as a little ramp if you're going too fast. Now the next area can
look like a major problem but it all depends on luck, which I don't have so I
really hate this track. To get on the gray wall try to steer your car left
when it leaves the thin grassy track. That's the only tip I can give you
'cause I seriously don't know how to land on it and not fall off every time.
Really annoying.

Now, continue going on the gray wall and you'll see another thin grassy track.
To get on it, go near it and brake your way on it. That's right, use your
brakes and let your car's weight carry you on it. You just make sure you're
lined up with it so you don't fall off by tapping the d-pad. Next, there's
another part like the gray wall. This time you must cling to it by steering
right before the car leaves the track. Once you're on it move a little forward
and direct your car to where the speed up pads are pointing. Brake and line
yourself up on them if you need to. Once you do that hit full gas and don't
let the car change its direction. You should land on another thin grassy
track. If you spent a few seconds on one of the speed up pads the car
shouldn't have problems going up that steep slope. Your real problems are
those goddamn trees someone planted on the sides of the track. One little
scratch is all your car needs to fall off. That's basically it. Keep going up
and you'll see the thin end zone, which by the way you have to stop on with
all four of your wheels.

Bronze - 00:55:00 -
As much as it looks hard to get anything beyond bronze, even the gold is
pretty easy to get.

Silver - 00:50:00 -
If you don't get gold, you'll get this. Really simple.

Gold - 00:43:00 -
Even if you take a few seconds to line up with the track on the wall with the
speed up pads in whatever way, you can still get this. Make it to end and
think about places where you could go faster.

22. Top To Bottom II

Basically the main idea is still here, only this time the track you land on
doesn't continue in the same direction you were coming from. It continues
left, which means you either start slowing down before you leave the track or,
you brake at once but steer the car left as you do it, so it falls off and
spins to the left instead of to the right, where there's no track to land on.
Turbo start and keep going until you see the sign with the arrow pointing to
the lower left. Half a second later brake and steer hard right. Your car
should land facing the oppsite direction you need to go, so turn around and
start going again. Now this time when you're upside down, there will be big
square shaped humps on the road and you know what hitting them means right?
In the second twist, which is the first time you have these humps, the first
will be to your right and the second will be to your left. In the third twist,
which is the second time you have these humps, a third hump will be added on
the right side of the track. Going through these must be done with hard turns
'cause you can't quite see the base of each hump and if you try tapping your
way between them, you'll hit one and fall off. So, even if it seems like the
car is going real slow and it might fall off any second, keep going anyway
until it does, or until you make it past that area. Ok after you've landed
the third and final twist, the road turns to ice so be careful not to turn
too hard and lose control.

Bronze - 00:54:00 -
Make it to the end taking your time wherever you can ie, after each track
change or when you reach the snowy surface.

Silver - 00:51:00 -
Make it to the end by quickley recovering from each track change and keeping
your speed up through the snowy surface.

Gold - 00:47:00 -
Keep your speed up at all times and recover fron track changes right away. I
mean right away. Know in which direction you're supposed to go.

23. Soar II

Ah finally a break form all those tough and super annoying tracks. Here the
first jump can be a pain 'cause your car can flip while in the air, I don't
know what causes this, and end up facing the wrong direction. You're supplied
with a couple of Turbo Boosts so pick up the first one and forget about the
second when you reach that turn left. Climb the right wall and try to catch at
least 2 speed up pads. Just before you're about to fly off the end of the
track, aim your car a bit upwards and realease the Turbo Boost. You should
clear the gap and keep going ignoring the rough terrain. Keep going and stop
on the checker board end zone.

Bronze - 00:30:00 -
I don't think I've ever gotten this before so you shouldn't either.

Silver - 00:28:00 -
Turbo start in order to save time which you can later be spent on going slowly
on the rough terrain after the jump.

Gold - 00:26:00 -
Turbo start and keep your speed up through the entire track. Don't brake to
slow yourself down from the Turbo Boost, instead use the speed it gives you
to zoom through the track. Take the right side when you reach the area with
the rough terrain.

24. Sheer Velocity

I like its name you know. This track is really exciting. It combines a very
high speed with the danger a spiral involves in a distance of no more than 12
seconds. You start your way going down a giant slope, building your speed up
in order to make it up a steep slope after doing a big U-turn, and a little
part with a narrow track has been put there just for sport. Turbo start your
way and enjoy the great sense of speed while heading for the the U-turn. The
probelm being when you finish the U-turn. If you don't come out of it driving
on the right side of the track your car could catch air and not only lose
speed when it touches the ground again, but can also fall off the track.
Continue ahead and there are 4 bumps which are meant to slow you down, not
make you fall off. There is a little speed up pad after each hump in case you
slow down too much. Then there a few snowy parts on the track which shouldn't
be a problem as you don't need to turn. The track goes straight up so why mess
around with your car's direction? Once you make it up the hill prepare to slow
down as now comes the spiral part. It starts out straight in order to help you
line up before turning and going through. Oh and the ice on it shouldn't be a
problem either. Tap the brakes instead of pushing hard if you need to use them
to turn or line up a little bit.

Bronze - 01:00:00 -
Hmm, just make it to the end. Take your time with the spiral.

Silver - 00:52:00 -
It depends on whether you start accelerating right when the spiral straightens
out, or make your way out if it slowly.

Gold - 00:46:00 -
Another handed down gold. Very easy considering the track. Turbo start and
work your way through the track keeping the highest speed possible. Also,
don't brake to a complete stop before the spiral and try to constantly be
moving while going through it.

25. End Zone

Whoa the big tough last one I'm so scared. Heh. Surprisingly, this track is
really like Soar. If there was a platinum time here you could have gotten even
better than that also. When you start, aim your car to the right so you avoid
all that rough terrain. Now when you go up the hill be ready to use the brakes
in order to fall down to a part of the track leading right towards the checker
board end zone. Yep, you can skip this entire track and still finish it. The
trick though, is that you have to stay as right as the track allows it before
leaving the ground. For that you need to use the brakes and let the car's own
weight carry it downwards until it falls off. Even a little gas can make you
miss the part on which you're supposed land, or scratch the edge of the track
you would normally land on, if you were taking the regular path. From there,
it's just a matter of turning around and hitting the gas. There's a nice bunch
of little speed up pads which are supposed to help you cling the upside down
track, which leads to a tunnel that ends in a little piece of road with the
checker board end zone.

Bronze - 01:05:00 -
I don't even consider this as a qualifacation time.

Silver - 01:02:00 -
Since this is only 3 seconds from the bronze time this shouldn't be considered
as a qualifacation time either. But, I suppose you need to keep your speed up
along the entire track without any major slip ups like losing control or
gaining air somehow.

Gold - 00:47:00 -
Take the shortcut and just reach the end. You'll have a much better chance of
winning the gold this way.


Congratulations, another tough and frustrating part of the game finished.
Quite a big part too. At first the bonus award you get seems little for all
the trouble this mode has put you through but, with in time you'll accept it.
For beating Scramble mode you earn the Mega Speed Time Attack mode.

                                Survivor Mode

Survivor mode is not that tough as it may sound. It's true that you need to
win every race in order for it to count as part of the record you're setting,
but after all you've been through not even the Jumpgate track category should
be a problem. You race through the tracks in the order they are in during the
campaigns, starting from Typhoon League and ending in Aurora League. The goal
of this game mode is to last for the longest number of tracks without losing
even one. The trick to succeeding in this endeavour, is knowing which car to
use in which track. This basically means you have to know the tracks by name
which is how things should be by now. You get to use weapons here too so
you'll have your share of action, especially around the fast paced tracks. I
think the AI difficulty is equivalent to that of the Type II campaign, which
is the experienced difficulty level, though sometimes the computer will act
as if the difficulty is beginner as well as masters. Overall I'd say this mode
is worth looking once, nothing more.

                              Demolition 1 Player

Now this is a fun mode. There are 5 tracks in which your goal is to destroy
everything on the track in the shortest time possible. From buildings to lamp
posts. Not even rocks, plants or stalagmites may remain intact on the face of
the track. In order to do so, you can use your weapons to destroy objects
which your car can't reach to and vice versa. The chosen tracks for your
target practice session are the main tracks, so you shouldn't have problems
locating and destroying the various objects scattered throughout each track,
except they are named differently. There is also an objects counter on the
upper left side of the HUD, use this to tell how many objects you have left to
destroy. The tracks are as follows:

This track is originally Mt. Sara of the Leviathan category. There are 22
objects for you to destroy before you finish the level. These include the
buildings, explosive boxes, flares, the fences inside the shortcut, even the
big rock that hides the smiley face you collect in Type III campaign.

Bronze - 02:05:46 -
Silver - 01:51:80 -
Gold - 01:29:53 -

This track is Archipelago so you can understand how tough it may be destroying
the 87 objects here. There are a lot of plants that make your car spin out if
it hits them at high speed, so taking them all at once is impossible without 
spinning out at least once. Don't go too fast and you should be able to
destroy the trees and plants without any problem. The red lamp posts are a
different story though. They may not make your car spin out if it hits them
but it sure is difficult taking them out all at once on that upper road right
of the buildings. Again, keep a slow speed and you might even take them out
without falling off or stopping.

Bronze - 03:58:90 -
Silver - 03:33:60 -
Gold - 02:58:43 -

This time they set you out on Impact where must destroy 45 of that track's
objects. From that little red rock just before the big one to the smallest of
stalagmites. It can be a little hard spotting those stalagmites so don't go
too fast here. Use Mini Rockets to dispose if the buildings. Also be careful
not to fall off the track while taking out the lamp posts half way through the

Bronze - 02:20:90 -
Silver - 01:55:20 -
Gold - 01:35:40 -

Here, they have set out to destroy the 79 plants, buildings, fences, metal
structures, signs and what not on Knock Down. Use missiles to destroy the
buildings and structures and run the rocks and plants down with your car.
There is a couple of plants hiding on the brown ground just as the area with
all the buildings start, and just before the little ramp that takes you over
the finish line. Also, don't forget to destroy the fences at each sides of the

Bronze - 05:05:60 -
Silver - 04:30:20 -
Gold - 03:55:52 -

This track is the last on the list, which is none other than Hydroponics.
There is a total of 76 objects to destroy here, all are plants and pipes. All
of them are cramped together but in a different part of the track meaning that
you don't have to run around trying to destroy everything. Once you get to an
area with objects in it, concentrate on the objects there before proceeding on
to the next area. Speaking of areas, there are only three of them. The first
one is where you start, the second one is right after the first tunnel, and
the last one is the tunnel with all the pipes. You can use rockets to help you
destroy the plants and the pipes instead of taking them all out with your car.
Although, come to think of it, if you have good control over the car you might
be faster taking out the plants and pipes with your car.

Bronze - 02:57:40 -
Silver - 02:21:35 -
Gold - 02:03:40 -

                                    All Tracks

In this game mode your goal is to race all of the main tracks with your total
time for each track counted. You race alone, in the order the tracks appear in
campaign mode, starting with Full Force and finishing with Hydroponics. Each
race is a one lap race so try your best not to screw up by smashing into walls
or losing control or anything else. Like in Time Attack, weapon pickups will
always give you Turbo Boosts so if you haven't learned where it is best to use
them by now, do so and use them there. Also, don't be afraid to use the
Genesis whenever you want to. This is pretty much what this whole mode is all


Two Player Games


As with One Player Games, going through everything systematically is what I'll
do, starting with Single race.

                                   Single Race

Single race is just like Arcade in One Player Games except you race against a
human opponent. Choose this and you'll be taken to the car selection screen
where you pick out your rides from those available. Confirm your selection and
you'll be taken to the track selection screen. Select your favorite track from
the main ones and get ready to rumble. Just before you begin you can change
your cars, the track you'll be racing on, number of laps for this race and the
way the screen splits so you can see what's going on. That's it. Be sure to
kick the ass of anyone you race for me!


Here, you and another human try to beat each other by winning the most races
in a fixed number of tracks. Much like the league idea in the campaign modes,
except no knock out races. Choose Tournament and a sub menu will appear,
asking you in how many tracks you want to race, and if you want to set them or
let the game supply you with a random list. After you're done with setting
game parameters, you'll be taken to the car selection menu. Do what you're
supposed to there and continue to the track selection screen. If you chose
User when the game asked you how to determine on which tracks you'll be
racing, you'll be given a list of track numbers, which you have to fill with
the tracks you want to race on. If you chose random when the game asked you
how to determine the tracks you'll race on, the list will be full of tracks
chosen randomly by the game. Chose continue at the bottom of the list to start
racing, or change a track you don't like.

                                  Time Attack

Here, much like in the Normal Time Attack mode from the One Player Games menu,
you race on a chosen track trying to set fast lap times. In Two Players Time
Attack however, you each try to beat the other one's fastest lap for that
track set in that race. Quite simple really. Weapon pickups are always Turbo
Boosts, to help you beat each other's and your own record for this track.
Also, once you make it through a lap there will be no ghost car that is your
last best lap.


A fun little mode for two human players. I think it would be fun if you could
play it against the AI but I guess they meant for you to play it with another
human. In Pursuit mode, your goal is to pass your opponent. Very simple. Pick
your car, then pick a track out of the two available and start the race. Once
you pass your opponent the game will end. Weapon pickups are always Turbo
Boosts so that even makes it more fun. One little mistake and you spin out,
letting your opponent pass you and so, losing the game. There are also 2
little blue and red cars which represent you and your opponent and your
distance from each other. Player one is the little blue car while player two
is the little red car.

                              Demolition 2 Players

A very fun mode to play with another human, provided both of you are Rollcage
racers and know what to do and how the tracks are laid out. Choose Demolition
and a sub menu will pop up asking you how you want to play the mode. Either
set a time limit to the race, or make it so that each little object must be
destroyed before the game can end. Either way, whoever destroys the most
buildings or accumulates the most points, wins the game. The tracks for this
Demolition mode are exactly the same as they are for the 1 Player Demolition

                                  Combat Mode

Ah yes, pure old combat. Prove who is the best man by reaching a set amount of
points, or accumulate the most points in a set amount of time. Choose Combat
Mode and a sub menu will appear asking you to set an amount of points that the
first player reaches to wins, or set a time limit where the player with the
most points wins once it's over. Then, select your cars and you'll be taken to
the track selection screen. There are 5 combat tracks in all, but only 1 of
them is unlocked when you first start the game. Unlock the rest of them by
playing the campaigns.

                                 Rubble Soccer

An interesting mode of play. Here your goal is obviously to score more goals
than the opponent but with a few twists. Instead of a regular soccer ball,
you will play with a piece of rubble, and for your player, you use a car. Oh
and you can use weapons too in order to slow down your opponent, push the
"ball" towards the goal, move the "ball" away from your opponent and a few
other things. Choose Rubble Soccer and a sub menu will appear asking you to
determine the goal limit that the first player reaches to wins the match, or
to set a time limit in which the person with the most goals wins. Choose your
cars and begin. The track is a ring shaped arena with holes at each end as 
goals. This means you can lose track of your own goal and accidentally score
for your opponent, so watch your goal!




Here, like in any other game you can define your controls, adjust the screen
and basically customize the way you play the game.

Player 1 Controls
Here, you can a pick a set calibration of your controls. There are 4 ways for
each way you can control the game, which is by using the d-pad or the analog
sticks, if you a have an analog controller. You can also choose to have the
vibration option turned on or off.

Player 2 Controls
Exactly like the player one controls but for player 2.

Screen Adjust
Use the d-pad (or the analog stick) to adjust the screen the way you want it.

HUD Level
I don't really know how the other HUD levels look 'cause I've never changed
this option. Why? Information is an invaluable weapon that's why.

Turn the option of having fun while playing the game on or off.

Catch Up
I didn't even know there was catch up in this game until I checked the options
menu. Anyway, this only affects Arcade mode.

Motion Blur
I still don't notice the motion blur effect when I play the game so I always
keep this on.

Mirror Mode
Turn the option of racing on mirrored tracks on or off. This will only be
available once you've unlocked Mirror Mode.




In here, you can control the volume of the game as well as listen to the
amazing soundtrack. I'll list the songs after I'm finished with the options

Well, here you can turn the volume of the game's soundtrack up or down. Crank
it all up.

Use this to turn the volume of the game's sound effects. Turn this all the way
up too.

Track Up
When you enter the Audio menu you can see a list of names on the upper part of
the screen. These are artists and their songs. Track Up lets you listen to
songs that are above what is currently highlighted.

Track Down
Lets you listen to songs that are below what is currently highlighted.

Cd Index
This is a great option that until now I didn't think it had any effect 'cause
I kept pressing traingle to get out of this mode instead of using the exit
option. Idiot me huh? Anyway this randomizes the order of songs for each
track, meaning that each track you race will not play the song it is supposed
to, but instead will play another one. For example: the track Scramble from
the Skyway category playes Imaginary Forces by Flytronix right? Choose random
in this option to make it play other songs instead of that.

The Soundtracks

EZ Rollers     : Breakbeat Generation - This is the opening theme.
EZ Rollers     : Double Cross - This is played on some Scramble tracks.
Technichal Itch: Deadline - This is also played on some Scramble tracks.
Technichal Itch: Caution - This is played in the Jumpgate tracks category.
Omni Trio      : Penetration - This is played on some Scramble tracks.
Omni Trio      : Secret Life - This is played in the Harpoon tracks category.
Aquasky        : Control - This is played in the Outworld tracks category.
Aquasky        : Halifax - This is played in Combat Mode.
Flytronix      : Imaginary Forced - This is played in the Skyway category.
Flytronix      : Naked Funk - This is played in Training Mode.
Dom And Roland : Spooks - This is played in the Leviathan tracks category.
Dom And Roland : Slipstream - This is played on some Scramble tracks.




The records menu lets you view records for all the tracks in this game with a
record to beat. Choose it and a sub menu will appear letting you choose a
mode with tracks and their best records, such as Demolition or All Tracks.
Choose the mode you desire to view its track and the best records for each
track. Simple as simple gets.


Memory Card


Well, maybe I was wrong there when I said the records menu was the most
simple. Here, you have nothing to do except load a previously saved game with
all the goodies you've unlocked and all the records you've beaten, or save a
game with all the goodies you've unlocked and all the records you've beaten.




A nice little thoughtful option. This option acts a save game in case you
don't own a memory card. Choose it and a sub menu will appear asking you
whether you want the game to give a password, or submit a password you've
already been given. Saving this way is cheaper heh but it doesn't restore your
times. It restores the original best times and records for tracks and stuff.


Bonus Awards


This menu has been put here to let you brag and feel satisfied about what
you've unlocked so far.

Possibly the most satisfying option of all, this lets you view the cars you've
unlocked so far, starting from Subsonic and finishing with Patriot.

The campaigns you've unlocked. They look nice don't they?

Unlock Type I Campaign: Already unlocked at the beginning of the game.
Unlock Type II Campaign: Complete Type I campaign.
Unlock Masters Campaign: Complete Type II campaign.

The game modes you've unlocked for both 1 player and 2 players.

Unlock Pursuit Mode: Complete Type I campaign.
Unlock All Tracks Mode: Complete Type I campaign.
Unlock Demolition 1 Player: Win all races in Tornado league in Type I
Unlock Demolition 2 Players: Win all races in Tornado league in Type II
Unlock Survivor Mode: Win all races in Cyclone league in Type II campaign.
Unlock Rubble Soccer: Complete Training mode.

The combat tracks you've unlocked for Combat Mode.

Unlock Combat Track 1: Already unlocked at the beginning of the game.
Unlock Combat Track 2: Win all races in Typhoon league in Type I campaign.
Unlock Combat Track 3: Win all races in Hurricane league in Type I campaign.
Unlock Combat Track 4: Win all races in Typhoon league in Type II campaign.
Unlock Combat Track 5: Win all races in Hurricane league in Type II campaign.

This one would be so perfect if it had the ATD Best Lap Cars unlocked as well.

Unlock Mirror Mode: Complete Type II campaign.
Unlock Mega Speed: Complete Scramble mode.
Unlock ATD Best Lap Cars: I have played this game over and over trying to
unlock this mode somehow but shave my legs and call me grandpa, I HAVE NO IDEA
HOW TO UNLOCK THIS. Without cheats of course. Someone hinted that you need to
break all the records in the game, which I did but not completely. You see, I
think you have to beat every record on every track AND get every medal in
Scramble mode, Training mode and all other modes gold. So, the only thing
that's keeping me from finding out if that's true are three damn seconds I
can't beat in Winter Wonderland II in Scramble mode, to get gold. What a
bummer. The only thing I don't know about this game could be just three
seconds out of my reach. Sucks eh? By the way, it's obvious that if anyone
knows for sure how to unlock this they should tell me right away, right?

And that's it.




In this section I'll list the cars, their stats and give my opinion on them.
For the stats part I'll state each area (red yellow and green) with 5 "I". An
"i" for half a point. Each car has three Types, each Type is better than the
last one. You won't see it in the car's stats but you can feel it's going
faster and handling better than the previous Type. I'll also explain what each
stat means so here we go.

Power - How much strong your shots are.
Acceleration - How fast you accelerate from a stand still situation.
Top Speed - How fast your car can go.
Strength - How strong your car is. Low strength means it can easily lose
control when rammed by other cars or when you smash into objects.
Grip - How good your car handles.

                                 /\          /\
                             ___/--\___  ___/--\___
                            /          \/          \
                          |-----|   Subsonic   |-----|
                            \___    ___/\___    ___/
                                \--/        \--/
                                 \/          \/


Power        - IIII
Acceleration - IIIIIIII
Top Speed    - IIII
Strength     - IIIIIIIII
Grip         - IIIIIIII

Supports: Shield, Turbo Boost, Mini Rockets, Time Warp.

My thoughts: well, since no one gets the best right from the beginning this is
a fairly good car compared to its rivals. Its top speed though is a bit of a
problem 'cause by using Turbo Boosts and driving over speed up pads you can
reach a much higher speed with other cars.


Power        - IIIIIi
Acceleration - IIIIIIIi
Top Speed    - IIIIIIi
Strength     - IIIIIII
Grip         - IIIIIIIIIIi

Supports: All weapons.

My thoughts: Like I mentioned it eariler, an all around car. Average. It can
go over the 500 mph mark but not by much. Also, being able to do that goes
really well with its pretty good grip. No real complaints about this car.


Power        - IIIIIIIIi
Acceleration - IIIIi
Top Speed    - IIIIIIII
Strength     - IIIIIIII
Grip         - IIIIIi

Supports: All weapons.

My thoughts: It has a nice name, that's it. Really, it should have better
stats than these seeing as how it's the third car. But then again the Stinger
isn't a war chariot either. My real complaint about this car would be its
grip. Acceleration doesn't really matter 'cause eventually, it reaches the
same speed it was going before.


Power        - IIIIIIIIIi
Acceleration - IIIIIi
Top Speed    - IIIIIIIIi
Strength     - IIIIIII
Grip         - IIIII (it has a little yelow fine but does it really matter?)

Supports: All weapons

My thoughts: Ugly as well as sucks. Really for a last car they really did a
bad job. Well, the paint jobs don't really matter but what the hell is that
grip?  What do you expect it to do at speeds of 400 mph with that grip, fall
off the track? Heh in that case you're right 'cause that what'll happen.

                                  ___ /  \ ___
                                 |   /    \   |
                                 |  /      \  |
                              ___| / Vostok \ |
                             |   |/\        /\|»»»|
                             |   |  \      /  |   |
                             |  /|___\    /___|\  |
                             | /      \  /      \ |


Power       - IIIIi
Accleration - Ii
Top Speed   - IIIII (you can pretty much say it's 5)
Strength    - IIIIIIII
Grip        - IIIIIIIII

Supports: Shield, Turbo Boost, Mini Rockes, Time Warp.

My thoughts: An ok car to begin with. I think the Taipan is better but it's
your choice. It's problem would be mainly acceleration. Don't expect this car
to go from 0 to average speed like all other cars do.


Power        - IIIIIIII
Acceleration - IIIIIIII
Top Speed    - IIIIIIII
Strength     - IIIIIIIII
Grip         - IIIII (you can also pretty much say it's 5)

Supports: All weapons.

My thoughts: Well, this would also be a pretty average car if it weren't for
it's poor grip. Maybe even better than average. If the grip doesn't bother you
too much you can use this car.


Power        - IIIIIi
Acceleration - IIIIIIIII
Top Speed    - IIIIIIIII
Strength     - IIIIIII
Grip         - IIIII (it's five what?)

Supports: All weapons

My thoughts: Treat this car like an upgraded Raptor. Again if it weren't for
it's poor handling this car would rock. It does seem to rock for the AI
though. Another car, wasted.


Power        - IIIIIIIIIIIIi
Top Speed    - IIIIIIIIIIIIi
Strength     - IIIII (yeah, 5)

Supports: All weapons.

My thoughts: What you'll use most of the game once you get it. This car is
like, everything you could want. Who cares about that strength? When you hit
something at over 450 mph what car wouldn't lose control? Come on this is 2nd
best and you know it.

                              |  /\ ____|____ /\  |
                              | /  \    |    /  \ |
                               |---- Richter ----|
                              | \  /____|____\  / |
                              |  \/     |     \/  |


Power        - IIIIIi
Acceleration - i
Top Speed    - IIIII (It's 5 if you don't count the little yellow)
Strength     - IIIIIi
Grip         - IIIIIIIIIIIi

Supports: Shield, Turbo Boost, Mini Rockets, Time Warp.

My thoughts: I'm surprised this car even starts going, yet I keep using it
every time I start the campagins all over again for some odd reason. Must be
the grip. Take this car if acceleration isn't a factor for you.

Claw Fist

Power        - IIIIi
Acceleration - IIIIIIIIIIIi
Top Speed    - IIIIIIIIi
Strength     - IIIIIIIIIIi
Grip         - IIIIIIIII

Support: All weapons.

My thoughts: For some reason this car doesn't reach speeds it says it's
capable of reaching. I have no idea why. Its grip is good too so if you can
somehow make it go fast definitely use it. Power is of no real importance


Power        - IIIIIIIIIIi (I think it's 10 don't you?)
Acceleration - i
Top Speed    - IIIIIIIIII
Strength     - IIIIIIIIIIi
Grip         - IIIII

Supports: All weapons.

My thoughts: I guess Richter is known for it's failed cars. What is this an
incarnation of the Viking? And what can a car traveling at 400 mph do with
that pure excuse for grip? Really why did they bother with these?


Power        - IIIIIIIIIIIi
Acceleration - IIIIIIIIIIIII
Top Speed    - IIIIIIIIIIi
Strength     - IIIIIIIIIIIII
Grip         - IIIIi

Supports: All weapons.

My thoughts: Such potential I can't believe it! I look at Type I and III of
this car and I feel like crying. This car could have been a beast if it hadn't
been for that grip. Type III is so beautiful I can't believe they screwed it
up like they that. WHY?

                                 O   \-|-/   O
                                / \   \ /   / \
                               |---  Unity  ---|
                                \ /   / \   \ /
                                 O   /-|-\   O


Power        - IIIIIIi
Acceleration - IIIIi
Top Speed    - IIIIII
Strength     - IIIIIII
Grip         - IIIIIIIIII (you can't really see it but it's basically 10)

Supports: Shield, Turbo Boost, Mini Rockets, Time Warp, Chaingun, Laserblades,
Leader Missle.

My thoughts: The 2nd best out of the first car of every company. Not because
it supports more weapons, but because it's better overall. It has pretty
evened up acceleration and top speed and the grip is good too. Unity's cars
are all mean beasts.

Black Widow

Power        - III
Acceleration - IIIIIIIIIIIIIi
Top speed    - IIIIIIIIIIIi
Strength     - IIIIIIIIIIIII
Grip         - IIIIIIIIIIIIIi

Supports: All weapons.

My thoughts: 4th best car in the game. That should say something to you. The
power doesn't mean anything, what car wouldn't fly upwards if a missile hits
it? Also, if you think ramming other cars can help, then by the time you ram
the other car you'll lose control yourself. Believe me, that low power doesn't
affect this car's performance at all.


Power        - IIIIIIIIIIIi
Acceleration - IIIIIIIIIIII
Strength     - IIIIIIIIIIII
Grip         - IIIIIIIIIIII

Supports: All weapons.

My thoughts: This is the 3rd best car in the game. That should also mean
something to you. No flaws that I can see considering that car's stats can't
improve. Overall, one of the most mean beasts you'll have the opportunity of
driving when playing this game.


Power        - IIIIIIIIIIIIIIi
Acceleration - IIIIIIIIIIIIIIi
Grip         - IIIIIIIIIIIIIIi

Supports: All weapons.

CROWNED QUEEN OF DA RACE! Best car this game has to offer which is quite a
little monster if I may say so. This car travells at an average speed of 450
to 500 mph, and can take turns at the same time. No flaws no complaints no
NOTHING. Indisputable ruller of the road. Now all it needs is a minigun on each
side and..... oh man...

                             |__\»»| --|-- |»»/__|
                             |___\ |_______| /___|
                             |____\ Patriot /____|
                             |___ /         \ ___|
                             |__ / |»»»»»»»| \ __|
                             |  /__| --|-- |__\  |


Power        - IIIIIIIi
Acceleration - IIi
Top Speed    - IIIIIi
Strength     - IIIIIi
Grip         - IIIIIIIIIIIi

Supports: Shield, Turbo Boost, Mini Rockets, Time Warp, Chaingun.

My thoughts: Best first car out of every company. I know the Panther has more
acceleration and strength but the Knight's grip makes it better. Who looks at
strength really? And besides if you're that petty, the Knight has more power
than the Panther. Maybe they're even, maybe one is better than the other, it's
your call.


Power        - IIIII
Acceleration - IIIIIIIIIi
Top Speed    - IIIIIi
Strength     - IIIIIIIIIi
Grip         - IIIIIIIII

Supports: Shield, Turbo Boost, Mini Rockets, Time Warp, Chaingun, Laserblades,
Leader Missile, Driller Rocket, Radius Bomb.

My thoughts: An ok car for when you get it. I think I had trouble with its
grip though when I was going at high speeds, but aside from that it's ok to
use it until you get a better car.


Power        - IIIIIIIIIi
Acceleration - III
Top Speed    - IIIIIIIi
Strength     - IIIIIIII
Grip         - IIIIIIIIIi

Supports: All weapons.

My thoughts: A possible replacement for the Cutter. Though it may not look
like it, this car reaches pretty high speeds, and has the grip it needs to
turn at those speeds. Well, most of the time. A good car in general.


Power        - IIIIIIIIi
Acceleration - IIIi
Top Speed    - IIIIIIIIi
Strength     - IIIIIi
Grip         - IIIIIIIIII (it's 10)

Supports: All weapons.

My thought: For a last car it really wasn't what I was expecting, but judging
by other cars from Patriot they couldn't have made it like the Scorpion or the
Wolf. Still, a pretty good car that reaches high speeds and has good grip.




Here, I'll list the names of the main tracks and try to give a brief overview
of each category of tracks.


This category has three tracks that are fairly easy to go through. Weapon
pickups are common but only one track has a shorcut in it.

Deep Pressure
This track is just a long tunnel. Weapon pickups are common and easy to get
to. Only one speed up pad. There is also a hazard in a certain part of the
track that freezes your wheels.

A pretty open track except for a tunnel in which the shorcut is in. There are
a couple of places where you can lose control due to ground elevation. A bunch
of buildings and that's prett much it.

Port Isaac
A closed track for the most part with a few speed up pads and lots of weapon
pickups. The tunnel can be a tricky place to drive without spinning out so
turn carefully. A small group of buildings is located right after the tunnel.


Four tracks, all of them are pretty open. All the tracks involve high speed
action but not much destruction due to the fact that there are not many
buildings around, and the danger of falling off the track. Only one track has
a shortcut.

Republic Loop
A pretty straight high speed track with a few weapon pickups here and there.
A couple of tunnels and a few signs too. One speed up pad which is basically

Power Surge
An intense high speed track, with a lot of chaos along the way. 2 high speed
tunnels as well as a few weapon pick ups here and there. After the first
tunnel the track is pummeled with bolts of lightning that can cause your car
to lose grip and spin out if you don't pay attention to it.

The Helix
Not much of a high speed track due to a lot of turns and places where your car
can catch air. No buildings, and weapon pickups are placed in every third of
the track. A few speed up pads but no real place to gain high speed.

A very high speed track with a decent amount of weapon pickups, a pretty fair
amount of speed up pads, sharp turns and a shortcut. No destructible buildings
or structures, but a lot of room to gain high speed which is what counts.


There are three tracks in this category. Each one is quite different from the
other but all three share a pretty straight forward theme. A lot of places to
lose control too. Only one has a shortcut.

Full Force
A pretty short and simple track. Not many turns and only three places where
you can get weapon pickups. Speed up pads are here and there and so are two
short tunnels but don't try to reach high speed here.

Quite a long track if you don't take the shortcut but a straight forward one.
Only a small bunch of turns but a lot of weapon pickups are scattered around.
So are speed up pads as well. The shortcut is a little tough to drive through

Angel City
A high speed track offering lots of buildings to destroy. Speed up pads are
scattered around but weapon pickups are abundant. A few turns are sharp and
you can catch air on most of them.


Three tracks here, each of them is located on a different asteroid. Each track
has tunnels and buildings in it, but only one has a shortcut. Quite a few hard
turns in each one too.

Mt. Sara
A short, yet tight track at some points. Speed up pads are scattered around
and weapon pickups also, but it's a little hard maneuvering through those
tunnels. There are also a few buildings to blow up.

Unlike the two others, this track is pretty straight forward. Not many speed
up pads but sufficient weapon pickups. Turns are not hard except for this one
after the first short tunnel. A bunch of buildings and a few stalagmites to
act as obstacles.

Ida 447
A complicated track with many sharp turns. Speed up pads are here and there
and there are also a few buildings, but weapon pickups are a few every once in
a while. There's a long tunnel that acts mainly as the track in which turns
are sharp and on a few of them you can catch air.


Three tracks, each is pretty tight. Two tracks have shortcuts and lots of
weapon pickups and stuff to destroy. Only one track has tight turns that are a
little hard to go through.

A little short track with lots of buildings and structures to destroy. Weapon
pickups are quite abundant and turns aren't sharp or hard to go through at
all. An easy track.

This a very tight track for the most part. Turns are tight and sharp here and
there. It has a shortcut but turns in it are tight as well. Weapon pickups
come in large groups most of the time. Not a very high speed track.

Knock Down
A little tight, but Furnace is tighter. This track is a little long too but
it's a pretty straight forward without any hard or really sharp turns. The
shortcut here is very tight but it cuts out a great deal of the track. Speed
up pads are scattered throughout the track, mainly before the finish line.
Weapon pickups and buildings are all over the place. A fun track.


There are four tracks in this category, every one of them is hard in its own
way. Weapon pickups and speed up pads are common on most of them and two of
them have shortcuts. A few areas in these tracks have destructible objects in
them and that's because most of the tracks are high speed ones even though
they are closed at some points. These tracks can be very hard at first.

The easiest of the four but with a catch. There are a lot of obstacles on the
way that make you spin out or stop you cold if you hit them. The turns are
only to the right and they are not sharp or hard to take too. Actually it's
more like a continuous curve to the right.  Speed up pads are abundant
although you can't really see them until you've already passed them. Weapon
pickups are everywhere and there are a few crafts you can blow up before the
finish line.

Long and very tight at points. Luckily the turns are not that difficult.
Weapon pickups are scattered once in a while, which is enough and so are speed
up pads. A few crates to destroy and a hard to reach shortcut. I know I didn't
make it sound like that but this track is the hardest in this category.

Star Dock
A high speed track which is a closed tunnel for the most part. Turns are quite
sharp but not really difficult to take. Weapon pickups are a little scarce but
speed up pads are quite common. No real shortcut here but it can shorten
your lap if you take the tunnel to your upper right when coming out of the
tunnel at the bottom of the missile area instead of circling all around it.

A very high speed track without too much action in it. Turns are long and
continuous which means they are easy to take and go through. Speed up pads are
not all over the place but where they are is good enough. There is also a very
hard to reach shortcut in this track. Not much to blow up here either except a
bunch of pipes in a tunnel towards the finish line. Weapon pickups are very
scarce here. 2nd easiest track in this category.

That's it for the tracks.




Ok here is a list of cheats you type in as passwords to get them to work. Type
them in exactly how they look.

1) Unlock everything: i.want.it.all.and.i.want.it.now!

2) Mirror Mode:  i.am.the.mirror.man,.oooooooooo! (Right, 10 Os)

3) Makes Masters campaign harder: masters.is.as.hard.as.nails.mon!

4) Survivor Mode: here.today,.gone,.late.afternoon

Well, these are the cheats I've decided to give you and I know there are more,
even on GameFAQs, but what is a cheat good for if it doesn't work? Right, I've
gone through them all and these four are the only ones that work. For me at
least I don't about you but they didn't work for me and I double checked I
typed them right.


Author's Notes


Ok I've made this section solely for reminding you to e mail me about anything
you have to say or point out. And of course to tell me how to unlock the ATD
Challenge time attack mode, if you know how. Please, anyone who has even the
slightest clue as to how to unlock this thing WITHOUT CHEATS, e mail me at
Drunken_Bralwer@walla.com and believe me when I say you'll be crdited. Thanks
for your time.

Oh and another thing, since this is my first full FAQ I'm sure there are more
typos than there are correct words or something so please try pointing out
major mistakes ok? I know this is my job and you can be sure I'll go over this
guide looking for grammatical errors and typos more than once, but still,
English is not my first language so sometimes I can't really know if what I'm
writing is correct. If you spot a major mistake somewhere please try to
include it in your e mail.

Thank you.




Well, what can I say? It's been hell writing this and I can't even begin to
tell you how tired I am, but it's over and I'm happy with what I did. I hope
you find this guide very useful and that it has helped you get through the
tougher parts of the game. It has also been fun writing and playing together
and I hope you've had fun reading this guide too. Anyway, thank you very much
for reading this guide. I think I'm going to go to bed now, can I get
a pillow plea....

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