Jet Moto is a racing game series that was developed for the PlayStation in the late 1990s. Racers use a diverse array of hover bikes varying in mass, maneuverability, lift, and acceleration to compete against each other at high speeds over a variety of race courses that are intricately linked to their environmental settings. The complexity of successful strategies is increased by the inclusion of limited turbo boosts and magnetic poles at sharp turns to which the rider may "grapple" while turning in order to slingshot around the corner. Many of the courses themselves present a significant challenge as well, requiring racers to navigate across bottomless pits on awkwardly placed platforms, monitor speed at jumps to avoid overshooting the landing, and slip through groups of oncoming racers to get to the next checkpoint (these are called suicide tracks).Competitions are organized as single race events, multi-race championships, and solo practice.Jet Moto is notable for its overt use of product placement, simulating the wash of posters and billboards plastered all over everything at major racing competitions in real life.
Executive Meddling: Jet Moto 3's ludicrous speed is said to have come from executives ratcheting up the top speed on the bikes.
Fake Difficulty: Jet Moto was a very glitchy game at times. Often one would race off a ramp and find themselves tripped up for no clear reason. As a result, players would find themselves back in last place almost instantly.
Made of Explodium: In the third game, if you run into a wall hard enough head-on, your bike will explode.
Nintendo Hard: Large numbers of ruthless opponents, lots of sharp turns, marathon levels, bottomless pits everywhere, etc., not to mention a lot of confusing course designs that usually take a few laps to get a handle on.
Palmtree Panic: Cliffdiver in the first game, Meltdown in the second, and Volcano Island in the third.
Platform Hell: Especially in Jet Moto 2. Many tracks require you to jump from platform to platform while trying not to fall into a bottomless pit. Not to mention avoiding getting clotheslined by checkpoints.
Ice Crusher is a major offender as well, being made entirely of platform-jumping and far too many bottomless pits.
The second game is a unique case. All of the AI racers are based on different developer runs of each track. The different difficulty levels simply change the speed of the racers. Pro difficulty has most AI racers reaching above the top speeds of players. Insane difficulty is almost literally impossible without the the normally game breaking bonus character, Enigma.
Twenty Minutes into the Future: Demonstrated with the collapsed freeways in Joyride and Hammerhead in the first game, but played out even further with Aftershock in the second, which takes place in Los Angeles, post-massive-earthquake.