GETTING STARTED
Set up your PlayStation®2 computer entertainment system according to the instructions supplied with your system. Check that the system is turned on (the on/standby indicator is green).
Insert the SPEED RACER disc in the system with the label side facing up. Attach game controllers and other peripherals as appropriate. Follow the on-screen instructions and refer to this manual for information on using the software.
MEMORY CARD (8MB)(for PlayStation®2)
To save game settings and progress, insert a memory card (8MB) (for PlayStation®2) into MEMORY CARD slot 1 of your PlayStation®2 system.
You can load saved game data from the same memory card or any memory card (8MB) (for PlayStation®2) containing previously saved games.
THE T-180 & ITS UNIQUE MANEUVERING CAPABILITIES
The T-180 is the standard racecar used in the World Racing League (WRL). In addition to its Jump Jacks, which allow it to jump into the air, it can reach speeds in excess of 400 MPH. It can also Slide, a maneuver accomplished by its four independently rotating wheels, which allow the racecar to continue forward on a track in spite of whatever direction it may be facing.
Mastering the controls of the T-180 racecar can be a challenging task, so be sure to familiarize yourself with its many unique abilities. In this manual, you'll find a basic overview of the controls you'll need to know to be successful on the track.
SAVING YOUR PROGRESS
SPEED RACER uses an Autosave. After you complete a race or unlock any track, character, etc., the game automatically saves your progress to the memory card.
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Be sure to have your memory card inserted before you start SPEED RACER to ensure that you don't overwrite any previous saves.
STUNTS
Use the right analog stick or control buttons to initiate different STUNT maneuvers. These can help you navigate the track and get into better positions to take out, bypass, and avoid opponents.
JUMP STUNTS
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FRONT FLIP — Right analog stick
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BACK FLIP — Right analog stick
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SIDE JUMP/BARREL ROLL — Right analog stick or
SHUNT & SPIN STUNTS
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ROUND HOUSE (360 SPIN) — Press and hold button
SLIPSTREAMING
When you drive close behind other racecars, you get a Speed bonus from their SLIPSTREAM. This gives you enough of a speed increase to pass them.
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Be careful when performing this move. Rivals may attack if you stay in their slipstream too long.
ALLIANCES
In a Championship race, you may team up with other drivers to gain an advantage on the track. Allies agree not to CAR-FU one another or attack each other when SLIPSTREAMING.
However, ALLIANCES can be broken. If you CAR-FU your allies, you get a Points and Boost penalty. If you destroy an ally, the alliance is canceled.
RIVALRIES
Rivals are the opposite of allies. They are other drivers who are focused on taking you out by any means necessary. Each driver will have his or her own set of rivals. For instance, Jack "Cannonball" Taylor is Speed Racer's rival. •
In Championship races, after the first race, the racer in 1st place is always your rival (or the racer in 2nd if you are in 1st). SPEED-UP SQUARES
On every track, small SPEED-UP SQUARES provide a Speed bonus when you manage to drive over them. Be sure to run over these squares, since the bonuses you gain will do much to give you a track advantage.
GAME MODES
SINGLE RACE
Jump in and race a single race. In this mode, it's all about who wins one race. No points, no tracking—just winning and losing. The tracks and drivers available in this mode will only be those you have already unlocked in Championship Mode.
TUTORIAL
Trixie walks you through a tutorial on how to best control your T-180, step by step. Perfect for the new player, it covers all the basics. But only experience on the track will really give you everything you need to win.
TIME TRIAL
Compete against prior time records for each track. The Ranking display on your HUD (see page 9) shows how your current time compares to prior laps and prior records.
CHAMPIONSHIP
Championship Mode allows you to compete in different competitions of two or more races each. Each race gives you points. These are tallied up to give you an overall ranking across the entire competition.
Race points are gained through three different means: your finishing place; through CAR-FU; and by having the fastest lap.
POINTS FOR FINISHING
When you finish a race, the place in which you finish gives you a certain number of points. Points for each race are calculated as follows: