Follow TV Tropes

Following

History VideoGame / JetMoto

Go To



* UpdatedRerelease: An interesting but minor case. ''Jet Moto 2'' made it into the best-selling Greatest Hits re-releases, but in the process the developers opted to rebrand this version "Championship Edition". It starts with all the tracks unlocked, and cuts the racer count from 10 to 4 - done so the game can remain at 30 frames per second more consistently. As a result, which version fans prefer came down to personal preference rather than it being a superior version.

to:

* UpdatedRerelease: An interesting but minor case. ''Jet Moto 2'' made it into the best-selling Greatest Hits re-releases, but in the process the developers opted to rebrand this version "Championship Edition". It starts with all the tracks unlocked, and cuts the racer count from 10 to 4 - done so the game can remain at 30 frames per second more consistently. As a result, which version fans prefer came down to personal preference rather than it being a superior version.consistently.

Added DiffLines:

* UpdatedRerelease: An interesting but minor case. ''Jet Moto 2'' made it into the best-selling Greatest Hits re-releases, but in the process the developers opted to rebrand this version "Championship Edition". It starts with all the tracks unlocked, and cuts the racer count from 10 to 4 - done so the game can remain at 30 frames per second more consistently. As a result, which version fans prefer came down to personal preference rather than it being a superior version.

Added DiffLines:

* {{Fanservice}}: Beyond some of the artwork of the racers being more than happy to attract a MaleGaze, making it to the top three gets your racer surrounded by scantily-clad trophy girls (or men, for the female racers).

Added DiffLines:

** On levels with bottomless pits the player could get knocked off their ride, only for said ride to then go down a bottomless pit. Since the player recovers wherever their bike at that second, is that's another few seconds wasted falling down and sending the player back to the last checkpoint they passed. At this point the player is probably going to be in last place or close to it.


* FakeDifficulty: ''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. It also wasn't uncommon to come down from the air on top of an AI player and go sliding off a cliff before resetting the player well behind the back of the pack.

to:

* FakeDifficulty: ''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. It also wasn't uncommon to come down from the air on top of an AI player and go sliding off a cliff before or into a wall, knocking the player off their bike, resetting the player well behind the back of the pack.


* FakeDifficulty: ''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.

to:

* FakeDifficulty: ''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. It also wasn't uncommon to come down from the air on top of an AI player and go sliding off a cliff before resetting the player well behind the back of the pack.


''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).

to:

''Jet Moto'' is a racing game series that was developed for the {{PlayStation}} UsefulNotes/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).


* EternalEngine: Nightmare has hints of this.

to:

* %%* EternalEngine: Nightmare has hints of this.



* FragileSpeedster: Wild Ride and Li'l Dave.
* GreenHillZone: Joyride, from the first game.

to:

* %%* FragileSpeedster: Wild Ride and Li'l Dave.
* %%* GreenHillZone: Joyride, from the first game.



* JackOfAllStats: The Max and Vampeera.

to:

* %%* JackOfAllStats: The Max and Vampeera.


* TheComputerIsACheatingBastard: 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 [[GameBreaker game breaking]] bonus character, Enigma.



* TheComputerIsACheatingBastard
** 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 [[GameBreaker game breaking]] bonus character, Enigma.


* FranchiseKiller: ''Jet Moto 3'' sold poorly, and as a result, a 4th game was cancelled.


* ExecutiveMeddling: ''Jet Moto 3''[='=]s ludicrous speed is said to have come from executives ratcheting up the top speed on the bikes.



* HailfirePeaks: Meltdown in ''Jet Moto 2 and Volcano Island in ''Jet Moto 3'' are PalmtreePanic combined with LethalLavaLand. Meltdown also has hints of GreenHillZone.
* IdiosyncraticDifficultyLevels:
** Amateur, Intermediate, Professional, Master, and Insane (only in ''Jet Moto 2'').

to:

* HailfirePeaks: Meltdown in ''Jet Moto 2 2'' and Volcano Island in ''Jet Moto 3'' are PalmtreePanic combined with LethalLavaLand. Meltdown also has hints of GreenHillZone.
* IdiosyncraticDifficultyLevels:
**
IdiosyncraticDifficultyLevels: Amateur, Intermediate, Professional, Master, and Insane (only Insane.[[note]]Only in ''Jet Moto 2'').2''.[[/note]]



* PlatformHell: 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.

to:

* PlatformHell: PlatformHell:
**
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.



* {{Vaporware}}: At least two sequels were in production, but thanks to ''Jet Moto 3''[='=]s poor sales, they were cancelled.


* FranchiseKiller: ''Jet Moto 3'' sold poorly, and as a result a 4th sequel was canceled.

to:

* FranchiseKiller: ''Jet Moto 3'' sold poorly, and as a result result, a 4th sequel game was canceled.cancelled.


* CutandPasteEnvironments: The original ''Jet Moto'' had three beach themed stages, three swamp themed stages and three snow themed stages. And Nightmare.

to:

* CutandPasteEnvironments: CutAndPasteEnvironments: The original ''Jet Moto'' had three beach themed stages, three swamp themed stages and three snow themed stages. And Nightmare.

Added DiffLines:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/jetmotopromo_5825.JPG]]

->''Jet Moto. Racing on the edge, and sometimes off.''
-->--Magazine ad for ''Jet Moto''.

''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.

----
!!This game provides examples of:
* TheAce: The Max.
* AmazingTechnicolorBattlefield: Planet X.
* AppliedPhlebotinum: The Jet Moto bikes aren't exactly possible.
* AutobotsRockOut: The only kind of music you came across in the first game.
* CircusOfFear: Rollercide from ''Jet Moto 2''.
* ConvectionSchmonvection: The only penalty for riding over lava in Meltdown is that it will nudge you along the flow a bit.
* CoolBike: The Jet Motos themselves.
* CutandPasteEnvironments: The original ''Jet Moto'' had three beach themed stages, three swamp themed stages and three snow themed stages. And Nightmare.
* EarlyInstallmentWeirdness: The original ''Jet Moto'' limited your turbo to four quick bursts per lap. The games that follow would all use a turbo gauge.
* EternalEngine: Nightmare has hints of this.
* ExactlyWhatItSaysOnTheTin: Most courses in ''Jet Moto 3'' were named with this in mind.
* ExecutiveMeddling: ''Jet Moto 3''[='=]s ludicrous speed is said to have come from executives ratcheting up the top speed on the bikes.
* FakeDifficulty: ''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.
* FragileSpeedster: Wild Ride and Li'l Dave.
* FranchiseKiller: ''Jet Moto 3'' sold poorly, and as a result a 4th sequel was canceled.
* GreenHillZone: Joyride, from the first game.
* HailfirePeaks: Meltdown in ''Jet Moto 2 and Volcano Island in ''Jet Moto 3'' are PalmtreePanic combined with LethalLavaLand. Meltdown also has hints of GreenHillZone.
* IdiosyncraticDifficultyLevels:
** Amateur, Intermediate, Professional, Master, and Insane (only in ''Jet Moto 2'').
* JackOfAllStats: The Max and Vampeera.
* LoadsAndLoadsOfCharacters: This series as a lot of characters to pick from, but the original ''Jet Moto'' stands out.
* MadeOfExplodium: In the third game, if you run into a wall hard enough head-on, your bike ''will'' explode.
* NintendoHard: Large numbers of ruthless opponents, lots of sharp turns, {{marathon level}}s, {{bottomless pits}} everywhere, etc., not to mention a lot of confusing course designs that usually take a few laps to get a handle on.
* OverlyLongGag: [[SchmuckBait Just fall off the edge]] of Nightmare.
* PalmtreePanic: Cliffdiver in the first game, Meltdown in the second, and Volcano Island in the third.
* PlatformHell: 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.
* ProductPlacement: Like in professional racing sports, advertisements are all over the place. Mountain Dew, Butterfinger, and even Chef Boyardee. One course in the second game even [[LampshadeHanging uses the massive advertisements to hide a shortcut.]]
* RocketRide: Jet Moto bikes are essentially crotch rockets.
* RubberBandAI: ''Jet Moto 2'' has this.
* SceneryPorn: These games looked pretty beautiful for their time.
* SdrawkcabName: Ytic Tsol, Uhccip Uhcam, and Krapyks are later tracks in ''3''. Bonus points for being reversed versions of the tracks they take their names from.
* SelfImposedChallenge: Just ''try'' Cliffdiver with a character with low turning stats, like Blackjack or Mace. Then try it [[UpToEleven without using grapples on Master difficulty]].
* SlippySlideyIceWorld: All the games have at least one:
** Ice Crusher, Snow Blind, and Willpower in the first.
** Arctic Blast and Mach Schnell in the second.
** Khumbu Ice Falls in the third.
* SpellMyNameWithAThe: The Max, The Hun.
* TempleOfDoom: Machu Picchu.
* TheComputerIsACheatingBastard
** 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 [[GameBreaker game breaking]] bonus character, Enigma.
* ToHellAndBack: Nebulous.
* TwentyMinutesIntoTheFuture: 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.
* UndergroundLevel: The Shaft in ''Jet Moto 2'', and Catacombs in the third game.
* {{Vaporware}}: At least two sequels were in production, but thanks to ''Jet Moto 3''[='=]s poor sales, they were cancelled.
* VeryDefinitelyFinalDungeon:
** In the first game, Nightmare: a series of steel platforms miles above a major city. Especially jarring in that the other nine tracks were in very natural environments.
** In the second game, Nebulous. One of the longest tracks in the series, multiple wall-ride segments, PlatformHell, and even a brief suicide portion. [[http://media.moddb.com/images/groups/1/4/3241/392728-jetmoto2_nebulous_course_super.jpg Even the course map looks daunting.]]
** In the third, Planet X.
* WrenchWench: Bomber.
* YouDontLookLikeYou: The returning characters in the cancelled sequels.

Showing 14 edit(s) of 14

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report