Playstation Game Notes
Twisted Metal 2
Freeze ball = < > ^
Napalm = > < ^
Jump = ^ ^ <
Shield = ^ ^ >
Rear Attack = < > v (can be followed by Freeze or Napalm)
Mines = > < v
Invisibility (only lasts three seconds) = > v < ^
Minion Attack = ^ v ^ ^ Fire (Note: Minion's Attack can be used byany vehicle.)
Cyburbia track: At the 2-player challenge match screen, v ^ L1 R1
Jet Moto's Suicide Swamp track: At the 2-player challenge match screen, ^ v > R1
Rooftops track: At the 2-player challenge match screen, v < R1 v
Commands specific to certain arenas:
Moscow sign: ^ v > R1
Paris, Mona Lisa: ^ v L1 R1
Hong Kong, on top of train: v < R1 v
Unlimited weapons: During game play, while holding L2+R2 press: ^ v < > > < v ^
God mode: During game play, while holding L1+L2+R1+R2 press: ^ v < > > < v ^
I have found a fairly reliable way to jump the fence in Paris. Unlike in LA and the other Paris method I've read, you don't need to use remote bombs. This method works on your car's inertia alone!
- You need to play as Twister, because of her speed.
- Turn on god mode — it takes many attempts to leap the fence successfully and you use a lot of turbo in the process.
- Starting at the Louvre, drive towards the Eiffel Tower until you're about to cross the river, and turn left 45 degrees. Then drive forward — you'll come to a corner. This is the corner where fence jumping is possible.
- Point your car directly into the corner. You want the corner to be exactly in front of the car. If you drive into the corner and hit it, the collision will help center it.
- Once you're centered (and making sure you're still at about a 45-degree angle), back up in a straight line. If you started at a 45 degree angle, then as you back up you'll see a bridge on your left, then you'll start to go down into the river, then you'll see the fountains on your right.
- The angle needs to put you as close as possible to the bridge without actually hitting it as you back up. Using the helicopter view helps in judging this. See how close you are to the bridge, then adjust your angle by driving forward into the corner, turning the car a little to the right or left, driving into the corner again to "recenter", then rotate again because it turned a little when you hit.
- Now you're ready to try a jump. Back up straight, across the river and up the slope on the opposite bank. You want to start from a dead stop, as high up on this slope as possible but not at street level — as long as the car is tilted down you're OK.
- Hit the turbo and hold it. The car will go down, across the river, up the other side and leap! — and about 5-10% of the time, will sail right over the edge and land outside!
- If you don't sail over the edge, just try again.
- There's another corner positioned on the right side of the Eiffel Tower, and I suppose the same technique might work there too. I haven't tried it.
Once you're outside the fence you can:
- Get a full view of the Eiffel Tower as you detonate it.
- Launch napalms and watch them fall way, way below the ground, then mysteriously explode near the horizon some distance in front of you.
- Taunt your enemies and (if you're close enough) watch them wipe each other out until only one remains.
- Attack your enemies with ricochet bombs — all other weapons except Spectre's and Shadow's specials will impact on the "fence" but ricochet bombs go through.
- Drive forever in one direction just to see if it's possible to go "too far". I haven't had the patience to do this for more than about 5 minutes, and nothing strange happened. Note: if you get lost, you can use the radar to find your way back.
If you want to drive back into the arena, it's best to do so by going through a transparent barrier — in other words, jump over the visible walls. Use a remote bomb to jump yourself up and turbo forwards. If you try to just drive straight through a visible wall you will often get "stuck" rattling back and forth on the boundary, half-in and half-out.
Also sometimes you get "stuck" in the boundary while trying to jump out, particularly in the Paris method I just described. When you're stuck in this particular corner I've found that rotating left or right while holding turbo will usually get you unstuck.
You can even get "stuck" in the wall by getting attacked while backed into a corner. This is how I first got the idea of trying to get through that corner in Paris — I was attacked by several enemies at once and ended up rattling inside the corner, then used turbo to get unstuck and ended up outside the arena.
Crash Bandicoot: Warped
On level 3 "Orient Express", if you're holding the square button to make the tiger run faster, you don't have to jump over most of the gaps. Apparently the tiger is running so fast he takes the gap in one stride. There is just one place is the level where I had to let up on the square button, and that was on the second "springboard" — if you want to take the springboard you have to take it at normal speed, otherwise the tiger can't get high enough before reaching the wall. (And boy, when that tiger hits the wall, he really hits the wall!)
Bugs Bunny Lost In Time
This is perhaps the most satisfying game I have played (although I haven't played many). The main reason is that they seem to have made it a little easier to work through than other similar games (like Crash 3). The artwork (both 2-D backgrounds and 3-D rendered objects) is great because of its similarity to the classic Warner Brothers cartoons. They seem to have put a lot of effort into using the classic cartoons as a guide whenever possible and this makes the whole thing seem a lot less "made-up", a problem that I have noticed with most other games.
I've only gone 35% of the way through the game, but so far I haven't been frustrated by much. In Crash 3 I had to leave a number of levels (most notably the scuba diving levels) incomplete.
Starting at about the 30% point you will begin to find lots of things to jump on that you cannot use because you don't have a special ability yet. Also, other levels appear to be unsolvable for no apparent reason. At about the same point you will probably also notice that a whole lot of new levels open up all at once. Thus, you have a lot of work to do to figure out what levels should be done first to get the special abilities you need to finish the other levels.
To get ships that look like animals (bees, snails, etc.) reset the Plaaystation, and hold L1 + R2 + SELECT + START until you get the first graphic "Wipeout XL" screen.
At main menu hold L1+R1+SELECT while entering  () /\ () . Notethat some of the tracks do not appear unless you select a more advanced class.
This team (ship) has the maximum possible value of all attributes (thrust, top speed, turning ability, shield energy and aerodynamics). At main menu hold L1+R1+SELECT while entering >< >< >< >< () /\ 
During a game, pause (SELECT+START). Then hold L1+R1+SELECT while entering /\ ><  () /\ ><  ()
During a game (in "arcade" mode only, not "time trial"), pause (SELECT+START). Then hold L1+R1+SELECT while entering /\  () >< /\  () ><.
During a game, pause (SELECT+START). Then hold L1+R1+SELECT while entering >< ><   () () /\.
This code equips your ship with machine guns. Make sure weapons are enabled in Main menu -> Options -> Preferences. During a game, pause (SELECT+START). Then hold L1+R1+SELECT while entering  () ><  () >< /\. To fire the guns, press O. If nothing happens,go back to the main menu and see if you disabled weapons.
This game has the very nice feature that it can be made very simple or very complex based on the option settings. Few games seem to control difficulty this way, choosing instead to adjust speeds or amounts of things while leaving all game elements in place.
To learn how to steer the ship, use the "infinite time" code above (only works in "arcade" mode, not "time trial").
The simplest mode of play, and the place to start if you find the other modes overwhelming or too dependent on random luck, is the "time trial". In this mode there are no other ships to run into, and no weapons (which are useless without other ships anyway). The time trial mode is an easy way to get to know the course, which you need to do if you're going to do well with competitors.
Then switch to arcade mode and turn weapons off. (Main menu -> Options -> Preferences -> Weapons off.) This disables all the power-ups you fly over except the blue arrows which give you a boost of speed. Playing this way, after you know the course, lets you learn how to deal with collisions and avoid getting pushed into the wall by enemies.
This might be a good point to choose what type of ship you want to fly (chosen by the "team" setting in Options). Whenever you change your ship you have to relearn the course (particularly on the tough courses) because your timing on tight curves has to agree with your ship's reaction time.
Once you can breeze through arcade mode with weapons off, turn weapons on and play Wipeout XL the way it was intended.
In God mode you can rack up points on pretty nearly any level that has tanks by killing the tanks' minions without killing the tanks. This is easiest in the robot factory (Level 4 Stage 2): Jump up onto the conveyor belt, get inside the machine and face out, and keep killing the new robots as they appear. The Warpo Ray will allow you to get about 48,000 points per minute (or 69 million per day) this way. I left it running a few weeks and ran the score up to 1,654,200,000. Invincibility does not last forever — in my tests it has ended at some point between 12.9 million and 14.6 million (however, I think it's probably a time-based condition, not score-based).
You might notice that the "core" in the alien spaceship (the end of Level 3 Stage 3) has no gravity — you can point in any direction you want (including up and down) and move in that direction, even if that means your "feet" would be off the ground. While you're checking this out, make sure to shoot some toilet plungers at the energy ball, just to see them stick to it, rotate for a while and then fall off.
Here's my list of the cheat codes. There are plenty of other lists like this but hey, mine's in alphabetical order by the name of the character! (-:
|Barbrady||see "Officer Barbrady"|
|Big Gay Al||GOUTRANGE|
|Gay Al||see "Big Gay Al"|
|Kyle's little brother||see "Ike"|
|Mad Scientist||see "Mephisto"|
|Starvin' Marvin||see "Marvin"|
,----------------. | 5-5 | | _ | | (B) | | | 4 1 | | 4 | 3 | | | | 2-2 S | `----------------' 6
+--------------------------------------------+ | | | | | ___b_b_b_b_b_b_b_b____ | b b b = bushes | +-----------------+ bs [ | bs = back step | | ....ctr..----+..+-+ [ | ctr = counter | | | kt | F| [ | kt = kitchen table | | . . . +--+----' | [ | F = fridge | | . . | [ | [ = fence | +--+----------+ . | [ | | | | .____| pots [ street | | ,--. | | | ## | | | | | : . :to x | to = tools | | `--' : .sh : mk 50 | sh = shoes mk = milk | | | | | ## | | +------+...+...+---+ [ | | +-s-|.T.| [ | s = sword T = toilet | +---+ [ | +--------------------------------------------+
I Love Katamari (iPhone/iPad)
Residence (level 1)
(music: Katamari on the Rocks - Dokaka)
5cm 1mm: mahjong tile
9cm: chewing gum
11cm: cassette tape
16cm 4mm: onigiri (rice ball)
17cm 4mm: sketchbook
21cm 7mm: coffee can
35cm: orange juice
39cm: cat-free bottle
90cm?: calico cat
max: 1m 17cm 2mm (23.4× larger)
Back Yard (level 2)
(music: You Are Smart)
15cm 5mm: toy railroad car
20cm: watermelon slice
29cm: toilet paper roll
35cm: orange juice
45cm: jump the first wall
1m 23cm: bulldog
1m 44cm: Mutsuo Hoshino
max: 2m 42cm 7mm (16.2× larger)
Park (level 3)
(music: Katamari Holiday - Yuusama)
89cm: kerosene tank
1m 12cm: toolbox
1m 19cm: umbrella
1m 60cm: sidewalk marker
max: 5m 74cm 7mm (9.58× larger)
Town (level 4)
(music: Houston - Katamari Robo)
1m 73cm: organ
1m 92cm: log
1m 99cm: wooden bench
5m 36cm: camping tent
8m 55cm: small tree
18m 50cm: bus
28m: school building
max: 30m 37cm 6mm (30.4× larger)
Resort (level "4b" — this level was added to the game in October 2010 along with the Game Center features.)
(music: Angel Rain - instrumental)
max: 36m 88cm 6mm (73.8× larger)
Island (level 5)
(music: Katamari on the Rocks - Dokaka)
max: 764m 58cm 0mm (25.5× larger)
Levels 1, 4, and 5 (Residence, Town, Island) could hypothetically be linked together in sequence, because the largest possible katamari size in each is a little bigger than the start size for the next. Based on the maximum possible size in Island, the total growth in diameter across the entire game is 15291.6× (which is 3.6×1012 in volume).
Overture (from KD soundtrack, track 3) (used in the opening splash screen that has a rainbow)
(an alternate arrangement of) Fugue #7777 (from KD soundtrack, track 5) (at beginning of level, when King is telling you your assignment)
Lovely Angel (from KD soundtrack, track 17) (after a level, when King is evaluating your results)
This page was written in the "embarrassingly readable" markup language RHTF, and was last updated on 2020 Mar 26. s.11