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Jet Moto:SOLAR

Game Design Document 2.4


Project #116100

SCEA - Red Zone


2/4/2003

CONFIDENTAL AND PROPRIETARY

Table of Contents
1. 2. 3. OVERVIEW........................................................................................................................................ 5 BACKSTORY ..................................................................................................................................... 1 GAMEPLAY ....................................................................................................................................... 4 LEVEL OF DIFFICULTY ................................................................................................................................ 5 STANDING POINTS ...................................................................................................................................... 6 Overview ............................................................................................................................................... 6 Finish Points ......................................................................................................................................... 6 GAME MODES............................................................................................................................................. 6 Season Mode ......................................................................................................................................... 6 Single Event Mode ................................................................................................................................ 7 Dust Off................................................................................................................................................. 7 AWARDS & HIGH SCORES .......................................................................................................................... 7 Racing Awards & High Scores Categories ........................................................................................... 8 Stunt Exhibition Awards & High Scores Categories ............................................................................ 8 UNLOCKING GAMEPLAY ELEMENTS ........................................................................................................... 9 Unlocking Characters........................................................................................................................... 9 Unlocking Tracks .................................................................................................................................. 9 Unlocking Belligerent Difficulty Level................................................................................................ 10 INTERACTIVE GAMEPLAY ELEMENTS ....................................................................................................... 10 Elements.............................................................................................................................................. 10
Grapple............................................................................................................................................................ 10 Geyser/Launcher ............................................................................................................................................. 10 Dynamic Objects............................................................................................................................................. 10 Triggers ........................................................................................................................................................... 11 Chill Out ......................................................................................................................................................... 11 Charge Up ....................................................................................................................................................... 11

4.

CINEMATICS / SCREENS ............................................................................................................. 12 CINEMATICS OUTLINE .............................................................................................................................. 12 PLANETARY SPORTS NETWORK................................................................................................................ 13 CIRCUIT CINEMATICS ............................................................................................................................... 13 VENUE CINEMATICS TOTAL: 5-10.......................................................................................................... 14 CHAMPIONSHIP CINEMATICS .................................................................................................................... 14 STORY ARCS............................................................................................................................................. 14

5.

ENVIRONMENTS ........................................................................................................................... 15 INTERACTIVITY AND DIFFICULTY ............................................................................................................. 15 STUNT RACE MODE .................................................................................................................................. 15 CIRCUITS .................................................................................................................................................. 16 VENUES .................................................................................................................................................... 17 OBJECT, PARTICLE, AND SOUND FX LISTS ............................................................................................... 18 Jet Moto:SOLAR Sanctioned Object List ............................................................................................ 18 Particle Systems (General) ................................................................................................................. 19 Yang-Tze River.................................................................................................................................... 20 Yang-Tze River Object List ................................................................................................................. 22 Track: The City on Earth .................................................................................................................... 24 The City on Earth Object List ............................................................................................................. 26 The City on Earth Sound FX ............................................................................................................... 27 Track: New Lisbon.............................................................................................................................. 30 New Lisbon Object List ....................................................................................................................... 32
New Lisbon Building Descriptions............................................................................................................ 33

Moon Tunnels & Caverns ................................................................................................................... 34 Tunnels & Caverns on the Moon Object List...................................................................................... 36

Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

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Factory on the Moon Object List ........................................................................................................ 37 Mars Preserve..................................................................................................................................... 40 The Preserve Track on Mars Object List ............................................................................................ 42 Asteroid Track Object List .................................................................................................................. 44 Ganymede ........................................................................................................................................... 46 Ganymede Object List......................................................................................................................... 48 TERRAIN TYPES ........................................................................................................................................ 49 The City on Earth................................................................................................................................ 49 6. GRVS THE NEW MOTOS........................................................................................................... 50 INTERACTION AND ANIMATION ................................................................................................................ 50 THE NEW GRAPPLE .................................................................................................................................. 50 GRV DESIGN AND ART ............................................................................................................................ 51 GRV Descriptions ............................................................................................................................... 51 ATTRIBUTES ............................................................................................................................................. 62 Adjustable Attributes........................................................................................................................... 62 Fixed Attributes................................................................................................................................... 63 OVERHEATING .......................................................................................................................................... 63 MODIFICATIONS ....................................................................................................................................... 64
Overview......................................................................................................................................................... 64 Modifications (Mods)...................................................................................................................................... 64 Mod Types ...................................................................................................................................................... 64 Mods in Gameplay .......................................................................................................................................... 65 Adjustable Attributes ...................................................................................................................................... 65 Fixed Attributes .............................................................................................................................................. 65 Art ................................................................................................................................................................... 65 Visible Component List ............................................................................................................................. 66

SPONSORSHIP AND SPONSORSHIP PACKAGES ........................................................................................... 67 Overview ............................................................................................................................................. 67 Sponsorships ....................................................................................................................................... 67


DarkMatter Engineering & Design (D.E.D.)................................................................................................... 69 Enduro Chemicals, Ltd. (Enduro) .................................................................................................................. 70 Magnus Anti-Gravity Systems (M.A.G.S.) ..................................................................................................... 71 Runner Racing Systems (R2S)......................................................................................................................... 72 Rimstone Integrated Process Re-Engineering (R.I.P.R.)................................................................................. 73 Sidonia Concepts, Inc. (SiCon) ...................................................................................................................... 74 Total Onboard Advanced Designs (T.O.A.D.) ................................................................................................ 75 Wender Engineering Enhancements (W.E.E.) ................................................................................................ 76

7.

CHARACTERS................................................................................................................................. 78 STORY ARCS............................................................................................................................................. 78 CHARACTER ART...................................................................................................................................... 78 CHARACTER SCRIPTS................................................................................................................................ 78 ATTRIBUTES ............................................................................................................................................. 79 ORIGINS (SOLAR DISC)............................................................................................................................. 79 Terran (Earthling) .............................................................................................................................. 79 Lunar (Loonie) .................................................................................................................................... 80 Martian (Red) ..................................................................................................................................... 80 Belter (Ringworm) .............................................................................................................................. 80 Outworlder (Domie)............................................................................................................................ 81 CHARACTER DESCRIPTIONS...................................................................................................................... 81
Summary List.................................................................................................................................................. 81

Characters .......................................................................................................................................... 82
Acey................................................................................................................................................................ 82 Chakki............................................................................................................................................................. 86 Dougray .......................................................................................................................................................... 90 Erelith.............................................................................................................................................................. 94 EEVAC-8........................................................................................................................................................ 98

Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

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Harper ........................................................................................................................................................... 102 Kalolo............................................................................................................................................................ 106 Maximum...................................................................................................................................................... 110 Nilla Puddin .................................................................................................................................................. 114 Rexter............................................................................................................................................................ 118 Sinjin............................................................................................................................................................. 122 Spin ............................................................................................................................................................... 126 Tiger Ghost ................................................................................................................................................... 130 Vibroflv!...................................................................................................................................................... 134

Bonus Characters.............................................................................................................................. 138


Probity........................................................................................................................................................... 138 Probitys Script ............................................................................................................................................. 140 Anusha .......................................................................................................................................................... 142

8.

STUNTS & TRICKS ...................................................................................................................... 146 TRICKS ................................................................................................................................................... 146 STUNTS ................................................................................................................................................... 148 Stunts................................................................................................................................................. 148 COMBINATIONS ...................................................................................................................................... 149 Stunt & Unique Trick Combinations................................................................................................. 149 TRICK ANIMATION LIST ......................................................................................................................... 151
Character Number Assignments.................................................................................................................... 151

9.

GRV/CHARACTER A.I. ............................................................................................................... 152 OVERVIEW.............................................................................................................................................. 152 CHARACTER A.I. PERSONALITY ............................................................................................................. 152

10. 11.

ANIMATIONS ........................................................................................................................... 154 FRONT END .............................................................................................................................. 156

ANIMATION LIST .................................................................................................................................... 154 FLOW CHART.......................................................................................................................................... 156 TERMINOLOGY ....................................................................................................................................... 159 DESIGN ................................................................................................................................................... 159 Screen 1 - Main................................................................................................................................. 159
Main Screen SFX .......................................................................................................................................... 159

Screen 2 - Options............................................................................................................................. 160


Options Screen SFX...................................................................................................................................... 160

Screen 3 - Controller Configuration ................................................................................................. 160 Screen 4 - Audio................................................................................................................................ 161 Screen 5 - Video ................................................................................................................................ 161 Screen 6 - Credits.............................................................................................................................. 162 Screen 7 - Memory Card................................................................................................................... 162 Screen 8 - Character Select .............................................................................................................. 163
Character Select Screen SFX ........................................................................................................................ 164 Character Bios (Short)................................................................................................................................... 164

Screen 9 - Track Select ..................................................................................................................... 167


Track Select Screen SFX .............................................................................................................................. 167

Screen 10 - Track Viewer.................................................................................................................. 168


Track Viewer Screen SFX ............................................................................................................................ 168

Screen 11 - Track Load Screen ......................................................................................................... 168 Screen 12 - Trans-Pod ...................................................................................................................... 168
Transpod Screen SFX ................................................................................................................................... 169

Screen 13 - Race Log ........................................................................................................................ 169


Race Log Screen SFX ................................................................................................................................... 170

Screen 14 - Shop ............................................................................................................................... 170


Shop Screen SFX .......................................................................................................................................... 170

Screen 15 - Sponsorship.................................................................................................................... 171

Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

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Sponsors Side................................................................................................................................................ 171 Inventory....................................................................................................................................................... 171 Sponsor Descriptions .................................................................................................................................... 172

Screen 16 - Win/Lose ........................................................................................................................ 172 Screen 17 - Media ............................................................................................................................. 173 Screen 18 - Leaderboard .................................................................................................................. 174 Screen 19 JetMoto Races ............................................................................................................... 174 Screen 20 PSN (Planetary Sports Network)................................................................................... 174 Front End Screen List ....................................................................................................................... 175 POP-UP WINDOW LIST ........................................................................................................................... 175 FRONT END ICONS/BUTTONS LIST.......................................................................................................... 176 FRONT END GENERAL AUDIO EFFECT LIST ............................................................................................ 177 FRONT END ELEMENT LIST (PASSED TO IN-GAME)................................................................................. 178 CONTROLLER CONFIGURATION .............................................................................................................. 178 Legend............................................................................................................................................... 179 Jet Moto:SOLAR Controls ................................................................................................................ 180 Gameplay Controls Vintage Jet Moto............................................................................................ 181 CAMERA VIEWS...................................................................................................................................... 181 HEADS-UP DISPLAYS ............................................................................................................................. 181 AUDIO....................................................................................................................................................... 183 MUSIC .................................................................................................................................................... 183 ENVIRONMENT ....................................................................................................................................... 184 GRV....................................................................................................................................................... 185 CHARACTER ........................................................................................................................................... 187 12. 13. TIMELINE ................................................................................................................................. 188 RACING SLANG OF JET MOTO:SOLAR ........................................................................... 190

FAST STARTS .......................................................................................................................................... 190 LOSING ................................................................................................................................................... 190 GRV COMPLIMENTARY/COOL ............................................................................................................... 190 GRV DEROGATORY/INFLAMMATORY .................................................................................................... 191 GENERAL COMPLIMENTS........................................................................................................................ 191 BRAGGING .............................................................................................................................................. 191 MISCELLANEOUS .................................................................................................................................... 192 GENERAL PUT-DOWNS ........................................................................................................................... 192

Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

1. Overview
Reviving and developing the excitement and fun of the original Jet Moto franchise, Jet Moto:SOLAR provides a new and compelling gameplay experience on PlayStation 2. With an all-new backstory set hundreds of years after the original games, JM:SOLAR ups the ante on racing excitement with new characters, technologically advanced Motos, now called GRVs, all-new gameplay modes, and beautiful and challenging environments. New characters with individual stories are presented through well-designed cinematics, and character-based stunts revive and improve on the best feature of the original series. Gravity Resistant Vehicles (GRVs) have been developed into marvels of technology. Now, alive and animating, all GRVs can be modified with a variety of upgrades. Tweak your GRV for stunting, more speed, better turning, or a combination. A limiting system will encourage playing with the combinations of improvements in order to get the best performance. Drawing from the best of science fiction design and art from the last fifty years, the environments will be a visual treat as well as presenting challenges for the player. As interactive as possible, the tracks will involve shortcuts, hazards, and racing problems for the player to master. All-new and time-tested, Jet Moto:SOLAR takes familiar fun to the next level.

Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

2. Backstory
In 2035 the world began moving deeper into space. As nations cooperated with the U.S. in establishing space stations greater in number and in size, NASA employed newly developed technologies to design Ptolmeus Project, a plan for the first permanent colony on the Moon in the Ptolmeus crater. Ptolmeus Project would take advantage of all the nations supporting the project and financially adding to the U.S.s already enormous budget to make it a reality. By 2067, increasing populations created a demand for food that was impossible to meet. Once-fertile farmlands were now overtaxed, and increasing pollution added more toxins into the atmosphere. As hunger grew, food riots became frequent and violent. Transports of comestibles were soon accompanied by armed escorts, doing little to reduce the violence. Environmentalists began taking more direct approaches in defending the land as governments began razing forests and national parks for arable and viable farmland. The term Eco-Terrorist became common in the news media as several groups employed tried and true tactics in civil dissent. By the end of 2084, the first phase of Ptolmeus Project was complete and settlement began immediately in the habitat soon named Tranquility City. Several of the U.S.s largest corporations had already completed construction of processing plants and factories. The first wave of scientists and construction crews moved in and began working on the next phase. Tranquility City became the new Industrial Revolution as additional Phases were complete and new production facilities constructed. Manufacturing and production shifted from Earth to Tranquility City, and settlement of Tranquility City was becoming a popular subject as people sought employment; even the hard life of Tranquility City was more attractive than the increasing disquiet on Earth. Phase One of Cydonia Mensae Project on Mars was complete in 2142 and set up with a large PR budget and marketed as a new Paradise. Mars expansion was fast and furious, as rich deposits of metals and minerals were discovered and mining became a strong industry. Through the discovery of new terraforming technologies, there was no need to import air and water. By 2187, the transport and commercial lines between Mars and the Moon grew dramatically, fueling more of Earths corporations to establish a footprint deeper into space. Independent colonies sprang up on Mars, located near rich deposits for mining as entrepreneurs and settlers looked to stake out a piece of the future. Mars became the new frontier and Land of Opportunity. Freedom was the buzzword associated with Mars, and even though the U.S. still had sovereignty, Mars was seen as the Manifest Destiny for the 22nd century. Industrialization diminished on Earth and a more commercial environment grew. Many of the Earths nations and peoples were still suffering, living in razed areas where very little grew and there was very little hope. Mars became the Golden Land, and many people began demanding access to the space settlements.
Jet Moto:SOLAR Project #116100 : Game Design Document : RED ZONE-PD : Sony Computer Entertainment America

Confidential and Proprietary

Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

Unlikely to hold back the demands of the earths population, the U.S. allowed greater access to the settlements. Faced with serious unrest, many nations turned inward and tightened restrictions on personal freedom. Anger and cries of oppression rose, fueling acts of terrorism. The EuroTrans spaceport was overwhelmed by a riot and shut down for six days. Taking advantage of the increasing tension, terrorists and other elements put a strain on governments. Many small and poor nations succumbed to coups, or handed authority to corporations and other organizations holding unpaid promissory notes. Nations and governments buckled under the strain of terrorism and dissentient population. Agencies and other governmental duties were outsourced to corporations and independent organizations. By 2238, Cydonia City proved to be sustainable through exportation of materials and import of affordable goods from Tranquility City. The Martians loudly expressed their ideas of freedom and independence from Earth. Simultaneously, Tranquility City realized the strength of the relationship it shared with Mars. The demand and need for its products resulted in an upsurge of prosperity. Projects for colonization deeper into the solar system started. The first were habitats built in the asteroid belt followed by the moons of Jupiter. Smaller bases were installed on Phobos and Deimos, the moons of Mars, intended mainly as way stations. Increasing chaos on Earth forced the dissolution of many governments. Corporate superpowers and religious groups with a large mind share of the population filled the vacuum. In a number of cases, new corporate entities were formed as some corporations and religious groups melded. The governing bodies of Earth turned inward and established stricter rules of conduct, striving for balance and stability. Those not complying with the new order were forced to flee Earth and find refuge on Mars. Cydonia City became the advocate of libertarian thought. Equality, balance, and fairness were foremost in policies for the working class on Earth. Order was established with banners such as Lifetime Employment, Lifetime Responsibilities, No Worker Should Ever Want For A Task, Every Citizen Enjoys an Achievable End, To each according to his compensation package, from each according to his job description, Soulful Suffering, Assembly Line Prayer. The response of the Martian to such credos was Equal Opportunity Oppression. On Earth, ones position in society was dictated by his or her performance at work. Production was visibly improved by the new policies, and by squeezing the worker, Earth corporations began to compete with the Moon as a builder for the colonies. Around 2320, deep space colonists had developed strong roots, history, and culture, looking back at Earth as a soulless machine with components comprised of a mechanical society with no desire to live past ones job. That way of life was intolerable to Martians and the new colonies on the moons of Jupiter. Relations with Earth became strained. The War of Secession began in 2342 when Earth moved military troops onto the Moon and began to establish its own brand of order. Mars and the other colonies responded with troops, sending them to the Moon for the first skirmish of the War of
Jet Moto:SOLAR Project #116100 : Game Design Document : RED ZONE-PD : Sony Computer Entertainment America

Confidential and Proprietary

Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

Secession. The War escalated as Earth sent troops to Mars in an attempt to quash the resistance there, but Martian spirit turned out to be indomitable and the Martians had much experience in space. They drove the Earthlings back to Earth and followed to continue the war. Earth soldiers became disheartened and were losing morale due to officers more concerned with climbing the corporate ladder. The war reached a stalemate by 2347; both sides had been stretched to the limits of their resources and endurance. As hostilities neared their end, the colonies declared defacto independence. Both sides suffered great losses, but the greatest was the damage to Tranquility City when it was the primary battleground for the War of Secession. The Great Machine had stopped and repairs were slow to start. The colonies and Earth worked to build understanding and repairs in Tranquility City were initiated. During this time, the youth of the solar disc rediscovered Jet Moto, a popular sport from the past. It quickly grew in popularity as the excitement and power of the sport helped reduce the post-war tensions. In the Mars and deep space colonies, tracks were built, leagues formed, and championship competitions scheduled. Not truly illegal on Earth, Jet Moto competitions were still considered improper conduct and unproductive, thereby forcing the competitions there to remain more clandestine. The Jet Moto Championships, while easing tensions, still did not hide the animosities of more than 250 years of history, but did present a constructive and positive platform for differing factions to display any anger and resentment. Proving the rising popularity of Jet Moto, more tracks are being built throughout the system and more jockeys join the competitions every year.

Jet Moto:SOLAR Project #116100 : Game Design Document : RED ZONE-PD : Sony Computer Entertainment America

Confidential and Proprietary

Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

3. Gameplay
The gameplay of Jet Moto:SOLAR stays true to the core of the original games by emphasizing racing and performing tricks and stunts. However, new levels of excitement are reached with interactive environments that feature new types of racing action. The player selects a game mode and character then heads to the starting blocks with the other jocks, to race and perform stunts on an exciting course. Navigating the courses hazards, competing for position against the other riders, and performing point earning tricks and stunts, the player struggles to the top of the JM:SOLAR heap. A rating system based upon race finishes and the difficulty and combinations of stunts determines progress through a JM:SOLAR season. While making the Circuit rounds, tweaking or modifying the GRV provides additional or improved performance and enables players to develop and pursue a personal strategy. The gameplay will feature a progression of difficulty and styles as the user is initiated into the JM:SOLAR world and led to more advanced gameplay. The environments get progressively more difficult and new skills are needed to advance successfully. Exciting characters, high performance vehicles, and surprising environments are all here. Added to all the original elements, however, are several game mechanics that deepen gameplay and encourage replay: The vehicles can be modified over the course of a season Immersive and interactive environments with exciting new gameplay New and extreme stunts and tricks The addition of new game modes Unlockable elements that encourage replay A new and compelling backstory holds everything together Exciting characters with deeper story arcs

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Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

Level of Difficulty
The game will feature three (3) initial levels of difficulty, with one (1) especially difficult level to be unlocked. Amateur - Default Professional Master Belligerent - Locked

What differentiates the levels are (1) the lines which the AI players choose through the course, (2) the tendency for an AI player to modify his/her GRV for advantage, (3) the tendency for the AI players to utilize and remember shortcuts, (4) the tendency for the AI players to run aggressively, and (5) the tendency the AI players to initiate and successfully execute tricks. See page 152 for more about AI. Lines the courses will have several lines through them, some faster than others, some better for performing tricks. At higher levels, the AI will more often choose intelligently. Modifications the GRVs can be modified to facilitate speed, handling, tricking, and other play styles. At the higher levels, the AI will utilize this for advantage and to express their personality. Shortcuts the AI players will use available shortcuts more often and more effectively at higher difficulty levels. Aggression this is the AI tendency to slam into enemies, cut other players off, and to use the grapple Mods to thwart competitors. Tricks performing tricks adds to a players overall standing points, thus ensuring a better season performance. At the more difficult settings, the AI will use this option more effectively.

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Standing Points
Overview
Standing Points (hereafter known as SP) is the rating system by which racers are ranked and allows them to negotiate sponsorship packages. Deriving SPs comes from points given for the finish position in the race and points for performed stunts and tricks, called Style Points. Finish Points are directly added for SPs, after they are first divided by 10. The Finish Points in the following table are base values that will be scaled according to the difficulty of each track.

Finish Points
Finish Position 1 2 3 4 5 6 Points 700 500 300 200 150 100

Each stunt or trick will be rewarded with points based on its level of complexity. Stringing stunts and tricks together form a Combo to collect a bonus in Style Points. A trick can be held by the player until there is enough time to mount the rider back in the seat before the GRV becomes uncontrolled. Holding a trick is called Tweaking and results in additional Style Points. At the end of the race, the total of the Style Points for stunts performed in the race is divided by 10 to derive the Standing Points for stunts.

Game Modes
Season Mode
The deepest play in Jet Moto:SOLAR is Season mode. The player chooses a character, and begins racing at the preset point in the racing circuit. The starting venue is determined by the character chosen, yet all characters race all venues. A racer begins at a track with five (5) other competitors. These riders face off at each course, racing some of them in a series of two or three races (2-3), completing the circuit of all the courses together, with finishes and tricks building standing points. Racers travel from venue to venue in their Trans-Pod, a futuristic trailer / cargo container. The TransPod is the riders home away from home, holding their GRV, their Mods, and providing access to the Leader Board and Planetary Sports Network.

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Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

At the conclusion of the season, the top six (6) riders are qualified for the Championship. The Championship is held on an asteroid orbiting Earth, at the Championship Stadium. Following is the flow for playing in Season Mode: 1. 2. 3. 4. 5. 6. 7. Pick Character Start Season at Venue Race through a series at a venue Earn Cinematics and Unlockables for performance Move on to new venue Review competitors performance, modify GRV, view upcoming tracks Earn a shot at the championship

Single Event Mode


Single Event This game mode allows the number of players to be set (1-4), select an unlocked character and race any unlocked tracks; the number of laps in the event being set by the player(s). There will be player selectable AI controlled racers competing in the event up to the maximum number allowed on the track. At the finish of the event, the player(s) is/are shown the Leaderboard, displaying the finish positions of all the racers including standing points generated by finish position and stunts performed. Stunt Rally Laps are set by the player, with a minimum of two. The player tries to get the high score by getting as many stunt points as possible. Player may also select the number of AI controlled racers on the track (up to the maximum racers allowed on track). A timing system will restrict the player from performing stunts in one location for too long, essentially forcing the player to continue progress along the track. By exceeding the time limit, the players stunt points will be penalized. This mode will also allow for multiple players (1-4) to play.

Dust Off
Dust-Off This game mode is a quick-start to begin gameplay immediately. The CPU will randomly select an available character and available track. The user will then be taken immediately to Track Load Screen. The CPU will automatically place the maximum number of AI riders on the track. At the end of the race, the player is shown the Leaderboard displaying final standings.

Awards & High Scores


Awards and high scores are recorded and grouped and recorded per track with the top ten scores retained and saved to the settings file. Each top award will include the players initials (7 characters). Not all awards are recorded for all tracks and game modes. For the purposes of grouping and exclusions in the following tables, there are three general modes: Racing, Stunting, and Season.

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Racing Awards & High Scores Categories


For Racing or Season Mode Category Best Lap Best Time Best Average Lap Best Average Time Most Stunt Points Best Average Stunt Points Best Standing Best Average Standing Best Season Standing Best Combo Points Best Average Combo Points Longest Jump Highest Jump Champion Notes The best lap time The best finish time Best average lap time Best average finish time The highest stunts Best average stunt points Best standing in Season Mode Best average standing in Season Mode Best standing at the end of a complete Season Best combo stunt points Best average combo stunt points The farthest jump The highest point reached in a jump Highest SP Mode Racing, Season Racing, Season Racing, Season Racing, Season Racing, Season Racing, Season Season Season Season Racing, Season Racing, Season Racing, Season Racing, Season Season

Three of the high scores above, Best Standing, Best Average Standing, and Best Season Standing, are only affected when in Season Mode. Scores for Dust-Off are not recorded.

Stunt Exhibition Awards & High Scores Categories


For Stunt Mode Only Category Most Stunt Points Best Average Stunt Points Longest Jump Highest Jump Best Combo Points Notes The highest stunts Best average stunt points The farthest jump The highest point reached in a jump Best combo stunt points Mode Stunting (Stunt Rally) Stunting (Stunt Rally) Stunting Stunting

Stunting (Stunt Rally) Best Average Combo Points Best average combo stunt points Stunting (Stunt Rally) Best Simple Challenge Time Best time completed in Simple Stunting (Simple Stunt Challenge Stunt Challenge) These high scores are affected and recorded only through Stunt Modes. High scores in Four-Player Stunt Competitions are not recorded.

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Unlocking Gameplay Elements


The game will feature some tried-and-true gameplay elements, including that of gradually deepening the game through making various parts of the game unlock for further play. By the performance of specific tasks, the player can open up new or expanded areas and functions. In addition to the traditional use, we will make gameplay modes unlockable and some gameplay surprises. Characters Tracks for single player mode

Unlocking Characters
Jet Moto:SOLAR will feature nearly fifteen (15) playable characters. Not all will be raceable at the beginning of a season. By winning in Season Mode, a player can unlock all the characters from the world the winning character came from. At the conclusion of an event in which a character is unlocked, the game will inform the user and prompt them to save. The following characters are initially unlocked: Vibroflav Nilla Puddin Tiger Ghost Harper Spin

The following table lists which characters are unlocked: Season Win with Unlock Harper EEVAC-8 Nilla Puddin Kalolo, Rexter Spin Erelith Tiger Ghost Dougray, Chakki, Maximum Vibroflav Acey, Sinjin Unlocking Probity requires unlocking above-listed characters. Winning a season with Probity unlocks Anusha.

Unlocking Tracks
Jet Moto:SOLAR will feature between six and eleven (6 -11) tracks. Not all will be race-able at the beginning of a season, but all will be raced during the competition. A player can unlock a track by racing on it in Season Mode. The Championship track is unlocked only by winning the season mode. The Track Select Screen will resemble the Character Select Screen, with locked tracks indicated by graying out of their icon. At the conclusion of an event in which a track is unlocked, the game will inform the user and prompt them to save.

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Unlocking Belligerent Difficulty Level


Unlocking the Belligerent Difficulty Level is accomplished by finishing a season with an overall win at the Master Difficulty Level.

Interactive Gameplay Elements


Each track in Jet Moto:SOLAR will include a number of interactive gameplay elements. The purpose of these elements will be to increase and deepen the excitement and challenge of the gameplay, but also to offer utilities to the player to expand their racing strategy.

Elements
Grapple A core element carried over from the original Jet Moto series, the grapples function is that of an anchor or a slingshot. The player can use the grapple to maintain position and avoid collisions, leaving the track, or used as a placement tool. When used in conjunction with properly timed acceleration, the grapple can be used as a slingshot around turns. There are two types of grapple: Chain and Attractor. The chain grapple, when activated, connects and holds the GRV at a steady distance from the receptor. The attractor grapple, pulls the GRV towards the receptor. Various incarnations of the grapple will include the standard pole-mounted grapple but also grapples that are difficult to see or employ without proper timing. Grapples can also be used as a placement tool when placed in vertical alignments, allowing a player to reach a shortcut; placed as a series, grapples can also be used in a monkey-bar fashion. Modifications to a GRV might allow a vehicle to vehicle grapple, where the player can generate a grapple connection to another players GRV with the plans to stay close, or even to slow the opponent. Geyser/Launcher The geyser or launcher is an element that can be introduced as a hazard or placement tool. An active geyser or launcher may propel or push a crossing GRV off the track or into an obstacle. Placed on the riding surface, a geyser/launcher can propel a GRV upward, or, when placed overhead, can make reaching a location difficult. Geyser/Launchers can be triggered by scripts, events, or constant. The appearance of a geyser/launcher depends greatly on the environment. Dynamic Objects Tracks will include a number of dynamic objects such as rolling boulders and rocks, falling rocks or debris, collapsing or falling columns, collapsing or falling arches and bridges, raising and lowering ramps, etc. As these objects will be collidable and driveable, they present challenges and hazards to increase the excitement and unpredictability of gameplay.
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Triggers Triggers will be represented as a number of different objects in the game. The purpose of a trigger is based on the proposed gameplay for each track. A trigger can be used to activate a script that starts a constant avalanche, machinery, jumps and ramps, etc. Chill Out Chill Outs will be placed in various locations on the tracks. The purpose of a Chill Out is to reduce the heat of the GRV and allow more time for applying turbo. The strength or value of Chill Outs will vary from reducing heat by 25% up to 100%. In some cases, a Chill Out may be a Sub-Zero type where GRV heat can be reduced below its minimum. The more valuable the Chill Out, the more difficult it will be to reach. Additionally, some may cycle through circular values while changing their size, becoming smaller and harder to hit as the value goes up. Charge Up As Chill Outs, the Charge Up will be placed in various locations on the tracks. The Charge Up will increase the GRVs grapple energy bank up to its maximum capacity, but never above. Charge Up can have various levels of affectivity, replacing various amounts of grapple energy respectively.

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4. Cinematics / Screens
The game will feature a variety of cinematic presentations, each with a specific gameplay and storytelling purpose. All cinematics will be pre-rendered and presented as a movie. Some are viewable only at predetermined points and some will be accessible only after being earned. All cinematics will be interruptible and some will be available for repeat viewings later. The cinematics which feature the environments will be pre-rendered with the game engine, and then presented as a movie. Those that involve the characters will use the in game models and be pre-rendered with either the game engine or in a manner that closely resembles the engine.

Cinematics Outline
Circuit Intro Venue Intro Track Fly-thru o Post-Race screen - Leaderboard Circuit Exit - Leaderboard Character Movies o At conclusion of Circuit o Finish First Overall (Finish + Standing Points) Championship Intro PSN o Track Fly-thru Championship Exit Leaderboard or o Finish First Overall (Finish + Standing Points) o Play all parts of Character movie consecutively o Leaderboard

Beginning a Circuit, a player is shown the relevant Circuit Intro. After that, the game goes to the Venue Intro for the first venue. The game is loaded while the Venue Intro is being shown. After the race a screen (win/loose) is displayed, and finish results, trick count and score are printed to the screen. When returning to the Venue for subsequent races, the Venue Intro is run again. After completing a Venue (1 or more Races), the next Venue Intro is shown. The preceding pattern is repeated until all Venues in a Circuit have been completed. Completing a Circuit brings the Circuit Exit Cinematic. The intro process for the next Circuit begins.

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Planetary Sports Network


The Planetary Sports Network is the Pan-Solar Network Sports Channel. Accessed by the Players NewsViewer in their Trans-Pod, the player can view their unlocked cinematics by accessing the PSN. Modeled after a network sports channel, the PSN will feature digital synthespians updating the Jet Moto:SOLAR season progress. Details about the finishes of other racers, the standings at the conclusion of the circuit, and seeing sports news features about the top three finishers after a circuit are all available through the PSN. The sports caster, a sexy female Jet Moto:SOLAR correspondent, will be featured in the Story Arc movies as she interviews and narrates the piece on the player. The Story arc movies will be rendered as a broadcast by the PSN, doing a feature on the conclusion of the JM:SOLAR circuit and the players character. The player will get to see this movie if he finishes out the circuit in first place.

Circuit Cinematics
Total: 5 Earth Moon Mars Asteroids Ganymede Intros for each Circuit: 5 Trans-Pod Ship burning into orbit, discharging Pods Pods dropping down the gravity well Dramatic music and FX Exits for each Circuit: 1 Leaderboard Screen

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Venue Cinematics total: 5-10


1) Earth a) Coastal city **** b) Off shore island **** c) Yang-Tze River 2) Moon a) Factory b) Tunnels and Caverns **** 3) Mars a) Mons Olympica b) Wildlife Preserve 4) Asteroids a) Debris Torus 5) Ganymede a) Archaeological Station Intros for each Track: 5-10 Track Fly-thru

Championship Cinematics
Championship cinematics follow a similar scheme, with specific scenes appropriate for the finale.

Story Arcs
The game will feature character Story Arcs that are revealed through the cinematics. Rather than surprise endings and shocking developments, the backstory will reveal what is cool in the characters and how they fit into the evolving story of the solar system after the War of Secession. The arcs will be written by a professional writer and integrated into the game through the cinematics. Each story will be broken down into 6 sections, and each section rendered as a Win cinematic earned at the conclusion of the Circuit. The characters are male and female, from every corner of the Solar system, and are young. The idea is for the young people playing the game to see recognizable attitudes and characters, recognizable as the universality of youth. The origins of the characters will be created carefully to fully cover the spectrum of attitudes and outlooks from around the Solar system. In fact, by unlocking the characters Win movies for each circuit, insight into the characters view and relationship to the backstory is revealed. Each character will have a six (6) part story arc which will be revealed in the movies.

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5. Environments
Jet Moto:SOLAR is played in the solar system of the future. The human race has reached out to the planets and has settled there. As the sport has grown in popularity, extreme venues have been set up across the solar disc. Circuits are the various locations for the tracks, and Venues are the actual race environments and tracks; a Series is a series of races on those tracks. At present, 5-10 season Venues are planned, with a Championship Stadium for the finale. Looking to maintain the core of the original series, the tracks are fully realized environments which stress interactivity and various levels of difficulty.

Interactivity and Difficulty


All the Venues are ripe with interactivity: breaking through objects, collapsible surfaces, moving geometry, and innovative use of grapples. Dynamic objects such as boulders, boxes, etc., water effects, and great special effects will enhance the race experience. The new grapples will be placed to increase excitement, yet alternatives to using them will be available. Using a grapple to change altitude, using them to move quickly laterally, and grapples that will work like monkey-bars will bring new life to the tried and-true game mechanic. The Venues will be of various difficulty (subject to balancing), and the standing points earned at them will vary accordingly. A strong finish on a difficult Venue will count more than a first place on the easiest track. In this way, a player is afforded many opportunities to maintain or increase his standing. The emphasis is on season-long play and not on any individual race finish. In short, the game will be balanced so that a chance at the Championship is within reach for the entire season.

Stunt Race Mode


For the various Stunt Races the regular race Venues will be offered with additional ramps and jumps set out on the course. Extensive balancing will ensure that the Stunt Race Mode is a rewarding and exciting gameplay mode.

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Circuits
Earth: sleek and modern, yet at once soulless and corporate. Dominated by an enforced culture of assimilation, the environment is lackluster and lacking in individuality. Jet Moto:SOLAR has not come into its own here, and everywhere is evidence of the class and culture clash which brought the war of Secession. The buildings look very future and yet cool and impersonal. Moon: grey and industrial, the Moon features no atmosphere and is dominated by manufacturing and building equipment. Harsh artificial lights and moon dust. Holographic artificial trees. The riders must wear environment suits/oxygen helmets. This is the maquiladora and border region of the solar system. The characters from here are more rough, more rustic. Mars: the red planet has been terraformed, so lush life, in green and red-brown hues is everywhere. A frontier, garden sort of place. The look and feel will be recognizable as somewhere that the player would feel at home. This planet is the current home of democracy and individuality. The clash between the culture of Mars and that of Earth was at the core of the War of Secession. Characters from Mars are very recognizable to Americans and modern rebellious youth. Asteroids: the asteroids are a field of debris and large meteors trapped in the orbit beyond Mars. Remember the asteroid field scene in The Empire Strikes Back? The Venue itself is the remains of a large asteroid that has been shattered by an impact, the gravity field has pulled the debris into a small torus. This is a real ILM/Square environment: lots of opportunity for special F/X. The Milky Way is visible as the horizon line, the planets and the sun are visible. The track is in the middle of other asteroids floating and rotating in space. The trick here is to play with the players notions of up and down. By changing the apparent orientation of down, the player experiences thrills as he expects to fall, yet doesnt. Down is defined as towards the track. Human habitation is limited to the miners who work the asteroids extracting vital metals for the Solar System. Ganymede: one of the moons of Jupiter, Ganymede is covered with snow and ice. Harsh outdoor lighting, blowing snowdrift, and erupting geysers. Human habitation consists of a scientific and archaeological research station manned by a staff of humans from across the solar system. Evidence of extra-solar visitors brought the first joint effort by the scientific community of the entire system, specialists who were at one point dedicated to defeating the others are now working together. The JM:SOLAR race venue here has been built for the opportunity that the extreme environment provides and to help the scientific staff pass their long tour of duty.
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Venues
Earth: Moon: Mars: The City **** Yangtze River The Island **** Factory Tunnels & Caverns Mons Olympus Downhill The Preserve New Lisbon **** Championship Stadium Fuchs Prime Ganymede

Asteroids: Ganymede:

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Object, Particle, and Sound FX Lists


Jet Moto:SOLAR Sanctioned Object List
Animated Objects Floating Signs Floating Grapples Mechanical Ramps Unanimated Objects Checkpoints/JumboTrons Signs Grapples Arrows Barricades Ramps Warning/Indicator Signs Banners/Flags Animated Textures JumboTrons Turn Arrows Grapples Barricades Glowing lights Warning/Indicator Signs Banners/Flags Description Grapples shift about Description Displays approaching GRVs Informative signage, including hazard warning. Standing grapples Arrows that are placed in numerous locations along the track to identify turns Collidable, Stationary. Barricades can include machinery (gravitic generator) to emphasize their rigidity. With sanctioned Jet Moto branding. Description Displays approaching GRVs Turn arrows that show an animated texture to indicate direction or draw attention. Grapple energy in the grapple itself and the beam that connects to the GRV Blinking lights on machinery of a barricade, or an animated sign for warning or information. Specific color patterns that represent sanctioning for Jet Moto. Barricades, checkpoints, and jumbotrons might have these lights. With sanctioned Jet Moto branding.

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Particle Systems (General)


Particles Breaking Glass Wood fragments Water fountain Dust/Dirt Collision sparks Sand Water Spray Fog Vent Gasses Flotsam Metal Shards Smoke Road Dust Liquid splash/splatter Liquid drip Water Spray Welding Sparks Rocks Shuttle Exhaust Dirt Blown Around White Out Geyser Jet Snow Dust Water Roostertail Grass Flotsam GRV Thrust Description Breaks as GRV passes through From vendor carts or stands. Water Jet Dust and dirt particles Sand kicked up on beach Gasseous pollutants Gas jets from street and wall vents, industry. Various colors. Litter that drifts about

From tank leaks

Exhaust Jets Dirt blown around by wind generated by air supply fans. Snow storm Gasseous jet Kicked up by GRV Grass kicked up by GRV Litter pushed around

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Yang-Tze River

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Yang-Tze River Object List


Animated Objects Futuristic Log Section River Ramps in River Waterfall Buoy Containment System Link Bridges Floating signs Unanimated Objects Rocks Beachfront property Trees Man-made Ramps Grapples Dam Jumbotron Turn Arrows Observation decks Buddha Temple Man-Made Lamps Start/Finish checkpoint Particles Waterfall Water Splash Water Roostertail Dirt/Dust Collision Sparks Sand/Grass Animated Textures River Waterfall Turn Arrows Jumbotron Grapples Light Glows Buoy Containment Field Up Arrows on Dam Description Logs strapped together in a series. As a GRV passes over, each log responds Swells, etc. Ramps floating in river Buoys that float in the river with energy field to keep riders from leaving area Suspended bridges that respond to weight Description Collidable rocks that respond.

Standing grapple Dam with crack, water flowing through. Displays approaching riders Indicators on track, showing direction

With Jumbotron Description From GRV crossing water Dirt/Dust kicked up by GRV Sand and Grass kicked up by GRV Description

The energy field connecting two buoys

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Track: The City on Earth

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The City on Earth Object List


Animated Objects Cars Subway Train Breaking Glass Floating Grapples Boat, Docked, bobbing Boat, coming and going Light Poles Vendors on boardwalk China Town Floating Lamps Beach energy orbs that block sun and offer shade Benches Floating adverts Trash Receptacle Unanimated Objects Fountain Cars Jumbotrons Grapples Traffic Lights Hazard Warning Signs Light poles Boardwalk Gazebo on boardwalk People (behind barricades) Flickering lights Barricades U.S. Mailboxes Newsstands Signs (Storefront & Adverts) Water tanks and towers Statues Start/Finish with Jumbotron Trees and foliage Overpass systems Description On road or flying. Types: cars, trucks, cargo trucks, police, taxis Several trains running through subway tunnels Breaks as GRV passes through These grapples shift about Boats that are moored to the dock but shifting with water Boats, mobile, on the water Breakable light poles Collidable. These vendors might have stands or carts. Floating light orbs but with China Town design and feel. These lights shift about. These objects could just as well be floating umbrellas These benches can be knocked aside and broken Collidable, destructible. Either small on sidewalk or larger trash bin. Description With particle effect(s) GRVs can ramp off parked vehicles Displays approaching riders Standing grapple Include changing lights Signs indicating detours, pedestrian crossing, etc. Light glow or flicker

Unbreakable barricades. Collidable. These can be knocked aside and/or over. Collidable. Stationary

Trees, bushes, hedges

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Turn Arrows Floating Track Sections Ramps, stationary Benches Particles Water fountain Dust/Dirt Collision sparks Sand Water Spray Fog Vent Gasses Flotsam Animated Textures Jumbo Trons Turn Arrows People Flickering subway lights Working street lights Storefront signs Grapples Light Glows Flickering foliage Floating Adverts Holographic Adverts

Arrows placed in numerous locations along track Floating sections of the track Secured benches. Collidable, but stationary. Description Water Jet Dust and dirt particles Sand kicked up on beach Gasseous pollutants Gas jets from street and wall vents, industry. Various colors. Litter that drifts about Description Display approaching GRVs

Holographic trees, bushes, and hedges that flicker to reveal their true nature. These advertisements, such as billboards, floating signs, etc., might have some transparency to them.

The City on Earth Sound FX


Type Ad/FX vocals (fuzzed, unintelligible) Breaking glass Car engine (not internal combustion) Cargo transports flying Cargo transports launching/landing Emergency Vehicle Siren Energy transfer sounds Falling metal objects Falling plastic objects Fog horn Fountain Gas/Steam venting (pressured) Description Broadcast adds and announcers, but not intelligible enough to understand. Self-explanatory. More likely an electric car Anti-gravity transports. Anti-gravity transports. Self-explanatory. This isnt necessarily electricity, could be plasma, etc. Self-explanatory. Self-explanatory. Self-explanatory. Self-explanatory. Forced venting, not passive release.

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Type Hydraulics Metal creaking

Office sounds, murmuring People, shouting (calling cab, complaining, etc.) People, spectator crowds Police Siren Power generators Shuttles flying Shuttles launching/landing Sliding Doors, commercial Sliding Doors, industrial Subway train, stopping Subway train, traveling Truck engine (not internal combustion) Turbines Waves Whirring Wildlife/Nature sounds (shore side) Winds

Description Self-explanatory. Perhaps the sound of a catwalk made of metal creaking with the weight of a heavy object. Perhaps, also, the creaking/squealing sound of stressed metal. Self-explanatory. The sounds of people in a city. Self-explanatory. Self-explanatory. Self-explanatory. Like anti-gravity vehicles, but employ higher-thrust engines. Like anti-gravity vehicles, but employ higher-thrust engines. Self-explanatory. Self-explanatory. Self-explanatory. Self-explanatory. More likely an electric vehicle. Not necessarily a jet engine turbine, but perhaps more like a power-generating turbine. Self-explanatory. Whirring of mechanical parts Various Self-explanatory.

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Track: New Lisbon

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New Lisbon Object List


Animated Objects Commuter Train Bay Water People Lock Doors Waterfall Spectator Craft Lock Water Water Fountains Blowing Leaves Clouds Lock Tram Packing Plant Machinery Breaking Glass Unanimated Objects Vegetation Trees Twin Towers Corporate Buildings Apartment Buildings Industrial Buildings Signs Grapples Lighting Wealthy Neighborhoods Hedges and Gardens Road Barriers Animated Textures Path Indicators Turn Arrows Covered Skyway Jumbo Trons Spectators Clouds Water Particles Water Spray Sand Dust Metal Shards Smoke Road Dust Collision Sparks Description

Description

Description

Description

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Fountains Fog and Haze Physics Train Roof

Description

New Lisbon Building Descriptions 1. Upscale Housing- La Jolla style neighborhoods, with large mansions, gardens, parks, fountains and squares. 2. Upscale Shopping District- High retail shops and tourist location. Architecture resembles surrounding neighborhood. 3. Seaside Market- Open style Farmers Market, with booth and cart vendors. 4. Industrial Docks- Riverfront warehouses with loading docks, loading cranes and transport vehicles. 5. Mercantile Building- Merchant building in the Old European Guild Style, housing many small merchants and craftsmen. 6. Packing Plant- Food processing plant with assembly lines and conveyor belt systems. 7. Industrial Factories and Offices- Light industry, with warehouses, assembly plants and small corporate headquarters. 8. The Two Sisters- Landmark style structures. Both are a combination of office buildings, parking structures, and spiral roadways, with access to elevated roads and the commuter train level. 9. Upscale Residential High Rises- Apartment buildings for the very affluent. Large, one whole floor units, with a San Francisco Lombard type street running between the buildings. 10. Museum Park- Similar to The Mall in Washington, D.C. Large skyscrapers surrounded by parks and fountains. 11. Government Buildings, Capitol- Pristine, functional representative of a seat of government. 12. Industrial Parking Structure- Large transit hub, serviced by commuter train and elevated roads. 13. Metreon Entertainment Complex- A combination of Las Vegas downtown with The Universal City Walk, in a skyscraper park, with restaurants, shops, theatres and rides. 14. Corporate Centers- A combination of local companys headquarters, and foreign corporations local offices. This is the main financial district. 15. Apartment and Shopping High Rises- Where the main populace lives and shops. These are dual function buildings.

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Moon Tunnels & Caverns

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Tunnels & Caverns on the Moon Object List


Animated Objects Liquid Pumps Light Orbs Robot workers Barricades Floating Signs Stalactites/Stalagmites Falling Rock Section Floating Grapple Unanimated Objects Water Tank Pump House Command Building Man-Made Ramps & Tabletops Grapples Energy Gate Turn Arrows Track Barriers Man-Made Lights Pools of water Signs Start/Finish Sign Particles Liquid splash/splatter Liquid drip Water Spray Dirt/Dust Collision Sparks Welding Sparks Animated Textures Jumbotron Energy Gate Turn Arrows Electrical Pulse on Pumps Grapples Description Pumps have arms that articulate up and down Floating lights Barricades that can be knocked over/aside and broken These objects are destructible Portion of ceiling collapses, but not atop GRV. Creates a wall blockade Grapple shifts about Description

Floating and standing grapples Off-track, acting as an airlock, thus having transparency to see out. Arrows that are placed in numerous locations along the track to identify turns Forces GRV to stay on track Standing/Hanging Lights Includes jumbotron Description From tank leaks Kicked up by GRVs, robots Sparks generated by GRV colliding with other GRV and metal objects Description Displays approaching GRVs Field closing gap in Energy Gate ring Turn arrows that show an animated texture to indicate direction or draw attention. As head on pump arm raises and lowers, Electrical charge closes gap to fixture in ground Grapple energy in the grapple itself and the beam that connects to the GRV

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Light Glow Pools of Water

Reflections in water

Factory on the Moon Object List


Animated Objects Palletize Box Moving Conveyor Pallets moving conveyor Robot Workers Fork Trucks Doors Braking Glass Floating Signs Robots with carts/vehicles Exploding Pallets Mechanical Signs Floating Grapple Unanimated Objects Holographic Tree Barricades Factory Fence Buildings (3) Juice Tanks by Track Ingredients Tank by Track Water Puddles (leaking tanks) Turn Arrow Turn Arrows on Barricades Signs Spectator Stands Grapples Particles Dust Dirt Water Drop Water Spray (Rooster Tail) Collision sparks Rocks Animated Textures Description Conveyor belt that carries boxes Conveyor belt that carries pallets Doors that will fly open and close Glass that a GRV can drive through and shatter

Pallets with material that explodes Attached signs that move Grapple shifts about Description A holo projector hidden inside the projection of the tree. When hit, the holo turns off. Concrete barricades that can be moved and broken A fence comprised of a energy grid

Puddles a GRV can pass over/through Indicator to show direction of track

Floating or standing grapples Description

From the puddles on the track

Description
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Animated Objects Fence Signs Turn Arrows Grapples Light Glow People in enclosures

Description A energy grid that somewhat mimics a chain link fence.

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Mars Preserve

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The Preserve Track on Mars Object List


Animated Objects Bridge Mechanical Jump Floating Orbs of Light (Bridge) Collidable Rocks Boats in water Floating spectators Shuttles Animals Water Beast Unanimated Objects Trees Light Orbs (tunnel lighting) Landing Site Man-Made Track sections Rocks Man Made Light in tunnel Grapple Signs People Vegetation Start/Finish Shuttle Gantry Particles Water Spray Water Fall Collision sparks Dust Dirt Rocks Shuttle Exhaust Animated Textures Jumbo Trons Turn Arrows Grapples Flashing lights on Description Bridge that opens and closes Jump that moves up and down. Series of indicator lights that change to warn about bridge position Rocks that are movable based on collision Boats in the water that move about Spectator Platform that moves about or rotates Shuttles that land and launch Creatures that mill around, some swim, others fly. Large creature that comes out of the water and drops back in Description

These sections make up the race track itself. Some will include support pylons.

Floating and standing grapple

Some include jumbotrons Half-Circle Gantry around landing pad Description Spray from water beast as it captures prey. From GRVs coming in contact with the track, jumps, etc.

Exhaust Jets Description Displaying approaching GRVs Turn arrows that show an animated texture to indicate direction or draw attention. Grapple energy in the grapple itself and the beam that connects to the GRV Lights on the launch pad that flash, perhaps in different
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Animated Objects landing site Light Orbs Bridge Indicator Lights Arrows on looped track Mechanical jump indicator (in jump texture map) Arrows on banking Light glow

Description combination as a shuttle launches or lands Arrows on track surface to indicate direction Indicates position of Mechanical Jump

Vairous light sources.

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Asteroid Track Object List


Animated Objects Floating Asteroids Mine Cart Automated Breakable Barricades Collapsible Bridge Energy Gates Shuttles, landing & taking off Floating Cameras Asteroid Spins on axis Floating Grapple Unanimated Objects Turn Arrow Mine Carts Command Center Watchtower Main Distribution Building Launch Pad and dock Mining Track Corkscrew tube Start/Finish sign Energy Tubes/Gates Grapple Barricade Particles Dust Ramp Sparks Collision Sparks Dirt Blown Around Shuttle Exhaust Low areas in distance are fogged Description These objects are small asteroids floating and rotating in space around the three large asteroids comprising this track. An automated, or robotic, mine cart that transports ore and material. This could include actually dumping or receiving material. Concrete-style barricades that can be split or shattered, or knocked aside or over. A bridge that will sustain cracks and eventually crumble. Energy gate at the entrance and exit of the of the energy tube. The force field generated in the gate is somewhat membrane like in that it slightly drags with a passing GRV. Shuttles that will land and launch from a pad. Camera buoys that shift around and rotate as they float and observe the race. Asteroid #1, the one with the corkscrew tube spins on an axis through the corkscrew. Grapple shifts about Description Arrows that are placed in numerous locations along the track to identify turns Similar to the automated mining cart. These just sit.

Where the shuttles land and launch. The track in Asteroid #3 The tube in Asteroid #1 Includes JumboTron The tube and gates outside the asteroids. Standing grapples Barricades to keep riders on course Description Dust that is kicked up by GRVs, shuttles, and mining cart. Sparks generated by GRVs coming in contact with the ramps Sparks generated by GRV colliding with other GRV and metal objects Dirt blown around by wind generated by air supply fans. Exhaust jet from shuttle Low areas in the distance are fogged.

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Animated Objects Animated Textures Energy Gates & Tubes Turn Arrows Grapples Flashing lights on Launch Pad Light Glow Jumbo Tron

Description Description Animated texture to show force field that is moving. Turn arrows that show an animated texture to indicate direction or draw attention. Grapple energy in the grapple itself and the beam that connects to the GRV Lights on the launch pad that flash, perhaps in different combination as a shuttle launches or lands Glow from lighting. Displays approaching GRVs

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Ganymede

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Ganymede Object List


Animated Objects All Terrain Vehicles Avalanche Breakable Icicles Crumbling Jump Floating Signs Snow Mobiles Shuttles Moving Gantry Ice Patches Floating Grapples Unanimated Objects Testing Facility Ice Patches JumboTrons Landing Site Signs Grapples Support Walls Watchtowers Sign Bridge Collapse Arrows Sign Squiggly Ahead Light Towers People Particles Water Spray (rooster tail) Snow Spray White Out Collision Sparks Geyser Jet Shuttle Exhaust Snow Dust Animated Textures JumboTrons Turn Arrows Animated People Grapples Description ATVs traversing terrain off-track Off-track, does not collide with GRVs Hanging icicles that can be knocked off Jump cracks then finally crumbles Shuttles land and launch from pad Gantry moves to meet and leave shuttle Ice flows in water that pitch and see saw Grapples shift about Description Displays approaching GRVs Floating and standing grapples

Arrows that are placed in numerous locations along the track to identify turns

Description From some geysers Snow storm GRV coming in contact with each other Gasseous jet Exhaust jet from shuttle Kicked up by GRV Description Displays approaching GRVs Turn arrows that show an animated texture to indicate direction or draw attention. Grapple energy in the grapple itself and the beam that connects to the GRV
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Animated Objects Light Glow

Description

Terrain Types
The City on Earth
1. 2. 3. 4. 5. 6. 7. 8. Glass, unbreakable Metal Metal, wet Plastic Sand Stone/Block/Concrete/Pavement Stone/Block/Concrete/Pavement, wet Water

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6. GRVs The New Motos


Interaction and Animation
The motos of the past, hovering hybrids of Jet Skis and motocross bikes, have given way to the technologically advanced Gravity Resistant Vehicles (GRVs). These new racing machines are advanced, adaptable, and modifiable. Many standard components and appendages of the GRV will animate and react to gameplay. Rear thrusters will rotate, rise, or lower in relation to the GRVs movements. In addition to animated textures, lighting, and particle effects on the thrusters, baffles might open and close to reflect the application of turbo. Cooling fins will change color to reflect increase and decrease in heat. The interactivity of components on the GRV depend greatly on the art design per vehicle. A wide range of modifications (Mods) available for installation on the GRV encourages a player to discover and develop an individual style. Mods enhance performance in many ways, including increased engine performance, improved handling, braking, control, etc. Some Mods are visible when added to the GRV, components appear to represent them, including logos. A number of these added components will be animated or have animated textures, some accompanied by audio effects.

The New Grapple


Updating the tried-and-true grapple, JM:SOLAR provides new uses for this essentially Jet Moto device. In earlier levels the old-fashioned, pole-based grapples, used for taking hairpin turns, will be readily available and noticeable. However, as the player reaches deeper into the season, a brand new grapple will be introduced. Now, along with track based grapples, the environments will feature grapples that are used to change altitude and other orientations. The monkey-bar grapple will add a new dimension to using this gameplay mechanic. The GRVs will have an onboard-grapple that can be deployed at pre-determined places when the user chooses. Deploying the new grapple consists of using the grapple to attach to receptors placed within the environment. The GRV-based grapple has another radical application: by grappling to an opponent, a player might sling shot forward.

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GRV Design and Art


There are five basic GRV designs with origins in the five major venues: Earth, Moon, Mars, Asteroids, and Ganymede. Each rider will use the GRV appropriate to his or her nationality, but will have unique and identifiable color schemes.

GRV Descriptions
GRV AX JX 71 Description Filename Following traditions of vehicle design, the earth_bike AXJX7 uses turbine technology for drive, generating a jet-like sound. Barrit BX1 Moon Always on the bleeding edge of moon_bike technology, the Barrit BX is designed with the most advanced components and systems. The drive system uses contragravity technology. The Barrit BX is accompanied my mechanical and hydraulic sounds. Hamm Hur Asteroids Functioning among the asteroids requires asteroid_bike H31 flexible and multi-function technologies. The Hamm Hur H3 is driven by a combination of contragrav technology and fusion rockets. The approach of a speeding Hamm Hur H3 is reminiscent of an approaching spaceship. 1 Point Set Mars Always driven by a sense of freedom, the mars_bike Point Set appears almost organic and its fusion-funnel engines seem to replicate the growl or an animal. 1 SUR 66 Outworlds The SUR66 from the Outworlds is an ganymede_bike unusual design, but not surprising due to Domie tendencies for experimentation in engineering. The engines and drive system for the SUR66 is a unique combination of magnetic reflection and fusion bottle. Common opinion among the Jet Moto race scene is that the SUR66 produces the weirdest sounds on the track. 1 Current names for GRVs are temporary and will change on a future date. Origin Earth

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Attributes
A GRV (Gravity Resistant Vehicle) is comprised of attributes as listed in the table below. All of the attributes can be altered by Mods acquired through sponsorship packages. By modifying the GRV, the player is able to approach Jet Moto:SOLAR with his or her own personal strategy. There are two types of attributes: Adjustable and Fixed. Adjustable attributes are those that can be increased or decreased by Mods. A Fixed attribute represents an ability that can be performed by the GRV and is present only as the result of having specific Mods. Note that the following values are temporary and are used for initial design purposes; these values will change based on the design of the physics engine.

Adjustable Attributes
Attribute Acceleration Braking Cooling Rate Grapple Battery Heat Heat Sink Heating Rate Top Speed Turbo Base Value

3 Seconds 10 0 12 Heat Units/Levels 0 400kph 1.5x Acceleration

Acceleration This is the rate of the GRVs acceleration before any Mods are applied. Braking This attribute is the rate of deceleration for the GRV before any Mods are applied. Cooling This attribute represents the GRVs rate of cooling. The cooling rate is how much time must pass for the heat level decreases by one unit. Grapple Battery The amount of energy available to the grapple. Heat This attribute represents the amount of heat that has been generated by the presence of Mods or applying turbo. Heat is measured in Units. Adding Mods usually increases Heat in a number of units, as does using the GRVs turbo. Heat Sink The heat sink represents the maximum heat level (in Units) a GRV can reach before its performance is compromised. Adding Mods will raise the base heat level. For example, if the Heat Sink can accommodate 10 levels of heat and adding a Mod generates 3 levels, there remain 7 levels of heat the heat sink can allow before performance is compromised. Heating Rate This attribute represents the rate at which the GRVs heat increases when applying turbo, colliding, or passing through super-heated areas.
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Top Speed Represents the actual top speed attainable by the GRV. Turbo This attribute is directly proportionate to the GRVs raw acceleration before any modifications. Turbo generates heat, where normal acceleration does not. When a GRVs heat has increased to maximum, it has no ability for turbo until it has cooled.

Fixed Attributes
Attribute Active HUD Camera Drone Flare Grapple A.I. Grapple Toggle Ollie Spin Bot Fixed attributes are not activated or available unless an appropriate Mod has been added to the GRV. Active HUD The Active Hud includes several components: Grapple Indicator, which projects markers and data on grapple receptors in the point of view; the Follow Indicator projects markers with data on the screen indicating relative position and distance of competing GRVs. Camera Drone This deployable camera will rocket ahead on the track, allowing the player to view the approaching track features. Flare The flare is actually a device that is dropped and generates an area of heat, increasing the heat of passing GRVs. Grapple A.I. Grapple A.I. will automatically activate the GRVs grapple anchor and connect to a track-placed grapple, and release at the appropriate moment. Grapple Toggle This allows the GRV to temporarily shut down the nearest grapple, or re-activate it. Ollie The Ollie allows the GRV to perform an ollie which is quick, short jump into the air. Spin Bot The Spinner automatically rotates and spins the GRV independently, allowing the rider to perform stunts and receive bonus stunt points.

Overheating
Overheating occurs when a GRVs Heat level has reached its maximum. When a GRV overheats it can no longer Turbo until cooling has decreased the Heat level below maximum. Normal acceleration is unaffected. See Cooling Rate in GRV Attributes. Modifications and the normal use of the engine use up a pre-determined amount of heat, and a player may not install more modifications than the GRV has heat Units. Chill Outs placed throughout a track will reduce the GRVs current heat upon contact. See page 11 for a description of Chill Outs.
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Modifications
Overview GRV Modifications (known as Mods) alter the attributes of a GRV, or add new features, to better fit the players strategy for winning. Each Mod, in addition to benefits, will also have repercussions mostly in the form of Heat Levels; some, however, will negatively affect other attributes. Each Mod usually generates heat in the GRV, limiting the number of Mods that may be added and reducing the amount of time a rider can use turbo. The strategy involved when adding Mods to the GRV is not limited to only adjusting its attributes favorably, but finding the balance between negative and positive adjustments to the attributes to result in improved performance on the track. Two Mods that appear to be very favorable individually may compromise the GRVs performance when mounted together. Modifications (Mods) Mods are acquired through packages offered by sponsors, and are available only in Season Mode. A Mod will affect a GRVs attributes either positively or negatively. Each Mod will normally affect more than one attribute: Adjustable Attributes or Fixed Attributes. The most commonly affected attribute is Heat. Mods generate Heat by two methods: Static or Generated. Static Heat will directly add Heat Levels to the GRVs Heat and remain unchanging while the Mod is used. Generated Heat is the rate of heat per n frames generated by the Mod when it is activated. A Mod that lowers a GRV Heat Rate will reduce the rate of Generated Heat. Mod Types There are two types of Mods: Special and System. Special Mods add features such as the Spin Bot, Active Hud, or Flare. System Mods are those that affect the GRVs attributes such as top speed, cooling rate, acceleration, etc. In some cases of Special Mods, they must be activated by the player while racing. Mod Type Active Hud Camera Drone Flare Grapple A.I. Grapple Toggle Ollie Spin Bot Acceleration Battery Brake Cooling Handling Top Speed Type Special Special Special Special Special Special Special System System System System System System Activate in Race No Yes Yes Yes Yes Yes Yes N/A N/A N/A N/A N/A N/A

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Mods in Gameplay Mods that are attached, or added, to a GRV normally take effect immediately. If a Mod alters an attribute, the GRVs attribute is immediately changed. Some Mods, however, give a GRV an ability that must be activated, i.e., Grapple Switch, Spinner, Grapple Masterswitch, etc. Only one of these Mods can be used on a GRV at one time. Adjustable Attributes Mods affect Adjustable Attributes by increasing or decreasing that value by a number of steps in percentiles. The steps are as follows: Step -4 -3 -2 -1 0 +1 +2 +3 +4 Percentile -20% -15% -10% -5% 0 5% 10% 15% 20%

These steps are for initial design and concept only.

Percentile steps are not cumulative. That is, the percentile steps are added together before applying them to the attribute, rather than successively. The only Adjustable Attributes that are not altered by percentile rates are Heat Sink and Heat. These are increased or decreased directly by the number of units. Fixed Attributes Although Fixed Attributes are included as part of a GRVs attributes, they are not available until an appropriate Mod is added to the GRV. For example, each GRV has the attribute for the Follow Indicator, but that attribute is essentially set to zero (0) until the Mod that includes a Follow Indicator is added to the GRV. See GRV Attributes for a list of the Fixed Attributes. Art A variety of Mods will be represented visually on the GRV by the addition of objects such as wings, fins, antennas, etc. The logo of the representative sponsor for a visible Mod will be added to the texture of the object. In addition to the addition of these objects, a number of them will be animated or have animated textures that respond to the actions of the GRV; that is, an animated vent will open or close depending on the Heat level of the GRV. Following is a list of the proposed visible objects that can be added to a GRV when a Mod calls for one.

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Visible Component List Component Airfoil Antennae Articulated Wings Blister, Belly Blister, Forward Blister, Left Blister, Right Blister, Top Brake Fins Cooling Fins Cooling Vents Cooling Vents Glide Package Grapple Anchor Grapple Anchor Antennae Killswitch Grapple Anchor Antennae MasterSwitch Grapple Anchor with two antennae Grapple KillSwitch Antennae Grapple Master Switch Antennae Gyroscope Redirected Suspension Field Retros, Articulated Retros, Bottom Retros, Forward Retros, Left

Animated No No Yes No No No No No Yes No No Yes Yes No No No No No No Yes No Yes No No No

Animated Note Texture No Parachute or winglike device, almost fabric-like. Extend when activated. Yes No These wings rotate or lever. No No No No No No Fins that articulate up and down as the GRV turns Yes These fins simply protrude from the GRV. Using animated textures to display the GRVs heat. Yes During turbo Yes Open when turbo activated No Set of airfoils Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Blister A grapple anchor with a killswitch antennae A grapple anchor with a masterswitch antennae A grapple anchor with a masterswitch and killswitch antennaes Glows when activated Glows when activated A blister or bubble that contains a spinning gyroscope A field bubble that surrounds the GRV when activated. Retros that rotate 180 degrees in all directions Thrusters, static, bottom These represent reverse thrusters for braking Reverse thruster, static, on left side

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Component Retros, right Rudder Thruster Blister Turbines Wings

Animated No Yes No No Yes

Animated Texture Yes No No Yes No

Note Reverse thruster, static, right side Rotates when turning Simple blister added to the thruster Ailerons move up and down

Sponsorship and Sponsorship Packages


Overview
Sponsorship allows a player in Season Mode to develop his GRV through the course of competitions. As the rider accumulates Standing Points, the player will be able to modify and tweak the GRV to perform at a level that supports his strategy for winning. Mods are not available in any other mode.

Sponsorships
In Season Mode racers will be offered sponsorships based on their current Standing Point total. The rider will be able to choose from the sponsors stable of GRV modifications. If a rider has enough Standing Points, she may select packages from several sponsors. The rider may change sponsors between races, allowing her the opportunity to alter her strategy based on the Mods she receives through a Sponsorship Package. There are three levels of Sponsorship Packages: Amateur, Pro, and Master. The cost will vary from sponsor to sponsor, but Amateur level packages require the least amount of Standing Points while Master levels require the most. Each sponsors packages will contain a variety of GRV Mods, with different results and requirements. When a rider selects a sponsors package, she has the option of utilizing any of the Mods available within that package. Mods from other sponsors packages may be applied together. Following is a list of Sponsors and Sponsorship Packages (Note that the values for adjusting attributes are for initial concept and design purposes. Future evaluation will determine actual values): The following matrix is intended to show baseline heat costs and and spikes for Mod types. A heat spike is heat generated at the moment a Mod is activated.

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Heat System/Add Acc+5% Acc+10% Acc+15% Acc+20% Brake+5% Brake+10% Brake+15% Brake+20% Top Speed+5% Top Speed+10% Top Speed+15% Top Speed+20% Handling+5% Handling+10% Handling+15% Handling+20% Battery+5% Battery+10% Battery+15% Battery+20% Cooling+5% Cooling+10% Cooling+15% Cooling+20% Heating-5% Heating-10% Heating-15% Heating-20% Heat Sink+1 Heat Sink+2 Heat Sink+3 Turbo+5% Turbo+10% Turbo+15% Turbo+20% Spin Bot Grapple AI Grapple Toggle Ollie Camera Drone Active Hud Flare Am 3 4 #N/A #N/A 2 3 #N/A #N/A 3 4 #N/A #N/A 2 3 4 #N/A 3 5 #N/A #N/A 3 4 #N/A #N/A 3 4 #N/A #N/A 0 #N/A #N/A 2 3 #N/A #N/A #N/A #N/A #N/A 2 #N/A #N/A 3 Pro 2 3 4 #N/A 1 2 3 #N/A 2 3 4 #N/A 1 2 3 4 2 4 5 #N/A 2 3 4 #N/A 2 3 4 #N/A 0 0 #N/A 1 2 3 #N/A 3 3 3 1 3 2 2 Master 1 2 3 4 #N/A 1 2 3 1 2 3 4 #N/A 1 2 3 1 3 4 5 1 2 3 4 1 2 3 4 0 0 0 #N/A 1 2 3 2 2 2 0 2 1 1 Am #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A 2 3 5 0 3 0 0

Heating Spike Pro #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A 1 2 3 0 2 0 0 Master #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A 0 1 2 0 1 0 0

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DarkMatter Engineering & Design (D.E.D.) "The Special Edge For Winning Riders." DarkMatter was founded in the Asteroid Belt but defines home as "anywhere there is a Jet Moto competition." The center of D.E.D.'s operations are currently unknown, but the center of their production and designs resides aboard a Class 3 Cargo Transport, where they have converted the enormous cargo bay into what has been described as a model of efficiency. DarkMatter's Modification Packages, unlike many of their competitors, are not handed over to the rider they sponsor; instead D.E.D.'s standard operating procedure means bringing the GRV into their shop where trained engineers perform the modifications themselves. Amateur Package 400 Points Mod Injection Burst Tuning Grapple Capacitor Thruster Reconfiguration Short-Burst A-Grav Pro Package 600 Points Mod Oppressor Magnetic Surge Generator Defender Sensor System Tail-Breaker Tagger Advanced Grapple Amp Mercury Turbo Booster Computer Assisted Grapple Anchor Master Package 1000 Points Mod ContraGrav Brake Assembly Grapple Amplifier Mercury II Turbo Booster Lightning Thruster Port Scout Look-Ahead Heat 3 2 3 2 Heat 2 2 2 4 2 3 Heat Rate 3 Heat Rate Design Acceleration+2 Battery+1 Top Speed+2 Ollie Design Grapple Toggle Active Hud Flare Battery+2 Turbo+2 Grapple A.I.

Heat 3 5 3 3 2

Heat Rate

Design Braking+3 Battery+3 Turbo+4 Acceleration+3 Camera Drone

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Enduro Chemicals, Ltd. (Enduro) "With Friction In The Race, You Don't Need It In Your Engine." With a long history in the chemical industry dating as far back as 2203, Enduro Chemicals has built on the confidence of quality chemical compounds employed in a number of industries. Enduro has recently released its Slick2400 bearing lubricant engineered for GRV turbines. Slick2400 is guaranteed to reduce heat buildup. Amateur Package 100 Points Mod Slick2400 Turbine Bearing Lubricant (Class 4) Pro Package 300 Points Mod Slick5000 Turbine Bearing Lubricant (Class 5) Frosty Engine Coolant Heat 3 Heat Rate Design Heat Rate-1

Heat 4 2

Heat Rate

Design Heat Rate-3 Cooling Rate+1

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Magnus Anti-Gravity Systems (M.A.G.S.) "Keeping the Professional Rider's Feet Off the Ground!" Magnus Systems has been building lifter platforms and anti-weight belts for industry since '32. With the emergence of Jet Moto, Magnus saw an opportunity to deepen their product line and gain wider visibility. Catering to the experienced and professional rider, M.A.G.S. offers GRV enhancements that outperform all standard components and many other custom packages. Handling and lift are M.A.G.S. are of specialization. Amateur Package 250 Points Mod Basic Lift Module Contra-Grav Module Dynamic Control Fins Pro Package 400 Points Mod Anti-Grav Enhancement System Articulated Control Fins Dynamic Contra-Grav System Grapple Gravity Funnel Master Package 800 Points Mod Advanced Gyroscope Mesh Advanced Lift Module AntiGrav Dynamic System Apex System Control Pack Extended ContraGrav Module Tuned Lifter Array Heat 3 2 2 Heat 1 3 3 2 Heat 3 0 1 4 2 2 Heat Rate Heat Rate Heat Rate Design Acceleration+1 Brake+1 Handling+1 Design Ollie Handling+3 Acceleration+1,Brake+1 Battery+1 Design Handling+4 Ollie Turbo+2 Brake+2, Handling+2 Brake+3 Acceleration+2

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Runner Racing Systems (R2S) "We Put The Speed Back In Racing!" Runner Racing Systems has been involved in racing sports for over 40 years. Until recently, Runner focused their product lines on the support of surface-contact racing, namely the Kenway Wheel Races (wheeled vehicles) and Hot Rails Race Circuit (rail-based competitions). After introducing their first GRV products in 2366, they began to gain popularity for low-cost enhancements. Amateur Package 150 Points Mod Code Red Turbo Injector The Max Turbine Extender Chassis Modification Quick-Stop Braking System Pro Package 400 Points Mod Specialized Heat Sink Supra Turbine Capacitor Hi-Response Control Array Heat 4 4 4 3 Heat 3 4 4 Heat Rate Heat Rate Design Turbo+2 Acceleration+2 Handling+2 Brake+2 Design Heat Rate-2 Turbo+1,Acceleration+2 Turbo+2,Brake+2

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Rimstone Integrated Process Re-Engineering (R.I.P.R.) "Remaking The GRV The Way It Should Be!" Founded in 2347 after the War of Secession, Rimstone found its niche in repairing and redesigning existing equipment and systems when new products were unavailable from Tranquility City. Some of R.I.P.R.'s (pronounced ripper) most notable achievements were retrofitting old terrain-bound transports into functional and lowpriced grav vehicles. With the re-emergence of Tranquility City's production levels and the birth of new manufacturers on Earth, R.I.P.R redirected its efforts towards the new Jet Moto races. The popularity of Rimstone's work "under the hood" of the GRV is due to high craftsmanship and clever re-engineering. Amateur Package 400 Points Mod Gyroscopic Balancing Pneumatic Brake Assembly Replacement Thrusters Pro Package 600 Points Mod Ancillary Heat Sink Magnetic Brake Assembly Suspension Field Modulator Turbine Engine Assist Undercarriage Retros Master Package 800 Points Mod Advanced Control System Dual Turbine Engine Assist Grapple Boost Gyroscopic Balancing Smart System Hi-Speed Pack Improved Heat Sink Intercooler Heat 2 1 2 Heat 3 2 1 3 1 Heat 5 1 4 3 6 0 3 Heat Rate Heat Rate Heat Rate Design Handling+2 Braking+2 Acceleration+2 Design Heat Rate-2 Braking+3 Handling+2 Top Speed+3 Ollie Design Acceleration+2, Handling+3 Turbo+2 Battery+4 Handling+4 Top Speed+3, Acceleration+3 Heat Sink+1 Cooling Rate+3

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Sidonia Concepts, Inc. (SiCon) "Redefining Gravity-Resistance." A small group of engineers specializing in anti-gravity and contragrav came together to form Sidonia Concepts when the popularity of Jet Moto took hold on Mars. At first, SiCon's components and systems were all hand-made, uniquely designed for each GRV and its rider. Soon Sidonia Concepts built its first factory and began massproduction of its designs. Because of the particular thrust of SiCon's designs, they have become very popular with the pilots known for outlandish stunts and trick-riding. Master Package 1000 Points Mod Improved Thruster Integrated Grav Module System Support The Acrobat Zenith Grapple System Grav Refractor Quantum Grav Exchanger Heat 4 2 5 2 3 0 3 Heat Rate Design Acceleration+4 Handling+3 Heat Rate-3, Battery+1,Handling+2 Spinner Grapple A.I., Battery+1 Ollie Turbo+4

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Total Onboard Advanced Designs (T.O.A.D.) "Because You Dare To Use The Best!" Total Onboard Advanced Designs, or T.O.A.D., began as a small parts manufacturer, supplying larger Earth CorpGovs with the components necessary for the construction of starships and, in some cases, military vehicles. Seeing the Jet Moto competitions as an opportunity to diversify, T.O.A.D. made a name for itself by offering replacement GRV systems at competitive prices but superior engineering. Amateur Package 400 Points Mod Brake Fin Controller Engine and Thrust Timing Heat Sink Coolant Injector Flux Charger Computer-Assist Controls Pro Package 600 Points Mod Advanced Linkage System Integrated Monitor System Advanced-Warning Device Tuned Grapple Anchor Master Package 1000 Points Mod Engine and Thrust Timing Heat Sink Coolant Injector Advanced Braking System Computer-Assist Controls Ultra Computer-Controlled Grapple Assist Computer-Assist Ignition Heat 3 4 4 5 4 Heat 3 2 3 5 Heat 3 3 3 3 2 3 Heat Rate Heat Rate Heat Rate Design Braking+2 Acceleration+2 Cooling Rate+2 Turbo+2,Top Speed+1 Handling+3 Design Handling+3 Active HUD Camera Drone Battery+3 Design Acceleration+3 Cooling Rate+3 Braking+4 Handling+4 Grapple A.I. Acceleration+2,Turbo+2

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Wender Engineering Enhancements (W.E.E.) "We Give the New Rider a Boost!" Wender makes basic engine packages which increase thrust, top speed and acceleration. As a company dedicated to the support of the Jet Moto sport at the grassroots level, W.E.E. has done great service to new riders, making their products available to those just starting. Amateur Package 150 Points Mod Basic Thruster Port Cooling Fins Injection Tuning Scoop Brake Fins Pro Package 300 Points Mod Dynamic Cooling Fins Engine Balancing Injection Tuning & Thrust Port Injection Tuning & Timing Adjust Linkage Shims Heat 3 3 3 2 Heat 4 6 6 4 4 Heat Rate Heat Rate Design Acceleration+1 Cooling Rate+1 Top Speed+1 Brake+1 Design Cooling Rate+3 Heat Rate-1, Top Speed+1, Acceleration+1 Top Speed+2, Acceleration+2 Top Speed+3 Acceleration+3

Note where M.A.G.S. offers three packages (amateur, pro, and master), Enduro only offers a single Mod amateur package, and SiCon offers only a master level package. Other sponsors have variations on these themes. Design information for each Mod, when displayed for the user, will be done in simple language and using percentile values to reflect the adjustments. When a Mod from a Sponsorship Package is used, and the Mod is visible on the GRV, then that sponsors logo will be displayed on the Mod.

Example: A rider finishes his first race and has accumulated 800 Standing Points. He can use all 800 SPs to negotiate the master level package from M.A.G.S., or he can get Enduros amateur package and M.A.G.S.s pro package for 500 SPs and have 300 remaining to negotiate another sponsors package.

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Example: A Mod in the Pro Package from Wender Engineering Enhancements is called Engine Balancing. The design of the Mod is described as Heat Repression+2, Top Speed+2, Acceleration+2. The effect of this Mod, when applied to the GRV, will improve Heat Repression by 5%, Top Speed is increased by 5%, and Acceleration is improved by 5%. The Mod will also add six (6) Heat Units to the GRVs base heat.

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7. Characters
Jet Moto always featured cool characters, but Jet Moto:SOLAR takes them to a new high. The characters are young, hip, and eager to experience life to the fullest. On top of being cool, edgy characters the user can enjoy playing, they also serve a new purpose. In addition to tumbling the GRV through its axis of rotation, the characters can perform a set of standard tricks and some individual tricks unique to that character. The characters personality is evident in their AI-controlled behavior. In addition, the characters perform animations and vocalize interaction between them. Finally, the characters are made up of a list of various attributes, and play as each will be a different experience. In theses sections, a characters concept art, story arc storyboards, texture list, individual script, and individual trick animations will be provided.

Story Arcs
The characters are male and female, from every corner of the Solar system, and are young. Young people playing the game will see attitudes and characters recognizable as the universality of youth. The origins of the characters will be created carefully to fully cover the spectrum of attitudes and outlooks from around the Solar system. By unlocking the characters Win movies for each circuit, insight into the characters view and relationship to the backstory is revealed. Each character will have a six (6) part story arc which will be revealed in the movies. Through the movies, the user gains greater insight into the War of Secession and its effects and aftermath. (See Cinematics, Page 12)

Character Art
Character models will have variant texture sets that depend on the environment in which they are racing. At least two sets will be employed, the standard look of the character and an environment suit.

Character Scripts
The taunt scripts are applied to characters during gameplay. The Event refers to the trigger, and in some cases there might be a condition for variance, i.e., GRVs Collide also has conditions such as Attacking, Defending, and Dismounting (when the defending character is knocked from the GRV). The Verbosity level in the Options Screen affects the frequency of the dialogue when an event occurs. Each script consists of 90 lines of dialogue, approximately 2 seconds in length, for recording purposes. Once recorded, lines will be approved before added to the respective characters. Final taunt scripts will have approximately 3 lines per event category, totaling 54 lines per character.

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Scripts for the following characters can be found in individual bios and in the complete Character Scripts Document(Click here to get document).

Attributes
Each character in Jet Moto:SOLAR has his, or her, own unique set of attributes, but relative to the GRV. Specifically, the only attributes of a character that are necessary are Height, Weight, and Mass. For the purposes of displaying a characters attributes in the front end, attributes of the GRV, such as Handling, Speed, etc., will be used as if they belonged to the rider. The following table contains the values that are considered average for a Jet Moto:SOLAR jockey. Attribute Height Weight Mass Base Value 5 9 (1.753m) 160lbs (72.57kg) 72.57kg

Height The physical height of the character. Weight The physical weight of the character. Mass This attribute is based on the characters weight on Earth. Mass does not change in varying gravity, but weight does change.

Origins (Solar Disc)


Terran (Earthling)
Dogma For Dollars Cultural Attitude: Business-like, stoic Win-focused, narrow view Intolerant/dour/strict Machine-like tenacity Religio-corporate

Fashion/Style: GRV Standards:

Utilitarian, almost like military uniforms, favoring shiny black (think: jackboots) Terran GRVs are very utilitarian in appearance; big slabs of black metal wedges, etc.

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Lunar (Loonie)
Technophiles Cultural Attitude: Caught in middle Pragmatic, sensible Can-do, hard workers Sense of humor Predominantly gray, and festooned with gadgetry and tools, bandoliers of gear, work belts of widgets, etc. Lunar GRVs are the most technically advanced, with lots of gadgets and surprises (most flexible/shape-changing, robot arms and mechanical tentacles, see-through [you can see all the machinery])

Fashion/Style: GRV Standards:

Martian (Red)
Adrenaline Junkies Cultural Attitude: Absolutely wild/crazy Free-thinkers/lovers Devil-may-care Reckless beyond all reason Neospeak names Highly individualized and colorful. Very showboat & rainbow punk. Helmets painted with screaming mouths full of sharp teeth, flames, etc. Lots of danglies, rabbits feet, dice, etc. Colorful fairings/nose art (see helmets, above), with big ol engines.

Fashion/Style:

GRV Standards:

Belter (Ringworm)
Cultural Attitude: Self-reliant Rugged Australian Harper wears his hardened vacc suit when he races--a big, bulky spacesuit.

Fashion/Style: GRV Standards:

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Outworlder (Domie)
Far Out Cultural Attitude: Inferiority complex Reluctantly corporate (chafed) Much to prove, unsure

Fashion/Style: GRV Standards:

Character Descriptions
There are a total of fifteen (15) characters, twelve (12) of which are playable, with three (3) boss types. Following is an overview of the characters succeeded by a description of nationalities. Summary List NAME Sinjin Acey Vibroflv! Kalolo Nilla Puddin Rexter Dougray Tiger Ghost Chakki Harper Erelith Spin Maximum EEVAC8 Probity

HT 66 59 6 63 55 57 53 59 56 6 61 5 6 74 39

WT 280 130 180 355 140 130 165 145 130 200 125 120 230 260 95

AGE 26 19 22 20 21 17 20 22 21 28 ? 18 53 ?

ETHNICITY Euro Latina Vibroflv! Samoan Euro Asian Wht. Tr. Asian Euro Euro ? Asian African machine Gray

NATL Terran Terran Terran Lunar Lunar Lunar Martian Martian Martian Belter Outworld Outworld Martian Belter 8

TYPE Playable Playable Playable Playable Playable Playable Playable Playable Playable Playable Playable Playable Playable Playable Bonus

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Characters
Acey Name: Real Name: Keyword: Type: Nationality: Background: Raised in a family of radical, self-professed ecophreaks, Acey was trained by her father in the arts of arcology climbing and base jumping, for the setting and display of large-scale banners during protest strikes. It was during one of these nonviolent protests that her father was killed by a security drone similar to Sinjin, at the scouring of the Yosemite slum arcology. Undaunted, she sought new ways to publicize her fathers message of Earth-conscious stewardship. The opening of the new Olympics--the Jet Moto: Solar circuit--was the perfect venue. She knew that with enough style and daring she could attract the attention of the entire solar system. And with that attention she could influence a new generation... At 17, her strength, determination, and innate fearlessness led her to become the youngest GRV pilot to qualify for the pro circuit. Personality Traits: Personable and warm, but hot-tempered, especially on the topic of humanitys misuse of Earth. She is an atypical Terran in that she loves wild nature, plants and animals, and is willing to act on this love. Thrill-seeking and fearless, but in a calculated way. She is more than willing to slap the pedal down and go full-bore--but only after careful consideration of all the dangers involved. Acey will always count on skill over luck. Motivation: To represent Terrans as more than just Sinjin or Vibroflv! She is one of a new breed of Terran, living outside the dominant and oppressive system, freedom-loving and enlightened like a Martian. She believes that peace between Earth and Mars is the necessary first step toward the re-terraforming of the polluted and sundered Earth. Age: Ethnicity: Height: Weight: Unique Tricks:
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Acey Alyssa Cordoba-Reyes Butterfly Playable Terran

19 Latina 5 9 130

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Chakki Name: Real Name: Keyword: Type: Nationality:

Chakki Jakkwilyn Novarro Hotchick Playable Mars

Background: A war orphan from Cydonia, Mars only true metropolis, Chakki was raised as a ward of the state. Upon turning 18 she was released to the streets with nothing more than her wits and 100 credits. She became involved in Cydonias burgeoning street racing scene, a shadowy, and illegal, agglomeration of speed-freaks and gear-heads. Chakkis bold racing style and peerless confidence afforded her a fat living--by betting heavily on herself. And winning. A lot. When not straddling a jury-rigged GRV, Chakki could often be found at the eye of stormy saloon brawls, both starting and finishing them. And so her legend grew... She set her sights on the pro circuit and at the age of 20 became the first pro to earn 1 billion credits in endorsements and licensing deals; her image has sold everything from candy bars to handguns. Personality Traits: Chakki is the archetypal sexy tomboy--rowdy, roughntumble, hard drinkin/hard ridin--but in the final analysis shes all woman. She is cute, whip-smart and sassy. Her mouth often gets her into trouble; getting out of trouble is the other half of the fun. Chakki thinks its funny to knock a guy out with a sharp right hook (when the play gets rough) but is disappointed when they dont get back up (cuz the funs over). Motivation: Like all Martians, shes here for the thrill--speed and parties, man. And mad air and crazy-ass tricks. Chakki wants to make sure everyone understands that a real woman--a Martian woman--can ride twice as hard as any lumpy Terran guy. Spark it! Age: Ethnicity: Height: Weight: Unique Tricks: 21 African 56 130

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Dougray Name: Real Name: Keyword: Type: Nationality: Background:

Dougray Uses only single name Speedcrazed Playable Martian

Dougray was born and raised in Twin Texas, Mars, a remote pioneer mining camp. At an early age he showed a bizarre predilection for falling off of things--tables and chairs, roofs and trees, and finally leg-cracking cliffs. His parents realized if they didnt shift his obsession with the rush of speed to a more horizontal orientation they would lose him. His technician Pappy slapped together a make-shift GRV from excess mining equipment for Dougrays seventh birthday. Within a week he had tweaked the bike and experienced his first multi-mach wipe out. After a year in hospital, in which the majority of him was carefully re-acquainted with the leftovers, he began a tweaking and riding lifestyle that made him a local legend--and a natural for the pro circuit. Personality Traits: Dougray has experienced the number of head injuries required to obliterate the very idea of head injury from his psyche. He is the kind of stupid-crazy that comes from doing nothing but going really, really fast, wiping out, and then trying to go faster next time. He lives the classic motocross lifestyle--tweaking, partying, riding, recursively and in no particular order. Dougray is brash, loud and rowdy; he is the kind of stupid that is unaware of stupidity. Dougray puts himself forward aggressively, a tireless self-promoter. He wants nothing more than to fashion a legend and ride it as hard and fast as possible into a big berm of cash. To this end he is attempting to brand himself with a single name, the new name for hyperkinetic cool: Dougray. Motivation: Age: Ethnicity: Height: Weight: Unique Tricks: Speed, cash, fame, chicks. 20 White Trash (and damn proud of it!) 53 165

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Erelith Name: Real Name: Keyword: Type: Nationality: Background:

Erelith Full name not known Willowy Playable Outworlder

Erelith is the last of a dying breed--the human long-haul pilot. Long-haul pilots fly an incomprehensibly huge circuit through the solar system, sometimes taking more than a decade, bringing physical mail and manufactured goods from the inner solar system to the outworlds, and then back again. In recent years, the pilot rosters have come to be dominated by marginal machine animals, low-order AIs who do not succumb to boredom. Or the attendant Deep Space Madness. Only a handful of pilots are still human; people who, through force of will and discipline alone, have adapted their minds to the long, slow horrors and timeless isolation of Deep Space. Those last few humans who do the job--a task best left to the machines--do so for their own varied and incomprehensible reasons. Some are drawn toward the greater mysteries... Others are compelled, driven outward by inner demons. Personality Traits: Erelith is amazingly, achingly, beautiful. She has the kind of beauty that is bliss and terror simultaneous. Its ineluctable effect on the hearts of men can end lives and wreck nations. One glimpse tells you that everything you have ever sought can be found within her. She is willowy and ethereal. Erelith maintains a glacial facade, superior and otherworldly. This is due primarily to her lack of contact with other people--she has spent more than 70% of her life in a light, hypnagogic coma, her brain jacked into a ships computer. She is calm and quiet--sometimes youre not sure she heard you when you speak to her. Like youre not even there... Motivation: For Erelith, GRV racing is meditation. She has a Zen-like approach to the whole affair; it is a test of will and focus to strengthen and still her tumultuous inner worlds. Age: Ethnicity: Height: Weight: ? Indeterminate 61 125

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Unique Tricks:

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EEVAC-8 Name: Real Name: Keyword: Type: Nationality: Background:

EEVAC-8 Emergency Evacuation Suit Mk IIX Other Boss Belter

A Belter who discovered an alien archeological site on an asteroid--with tech millions of years old. What he thought was some kind of incident suit/vaccsuit was actually a kind of alien drone/evac suit (in essence, an alien lifeboat) in which the user uploads their consciousness and leaves their old body behind. He accidentally activated it--it sucked his consciousness out of his body, in effect killing him, and trapping him in the mechanical suit. The good news is that he was able to make it back to his ship, and home. The bad news is that the artificial consciousness matrix is only meant as a temporary housing--the matrix is degrading, and his mind is slipping away into the aether... When a race with him starts, the slot he should be in is empty--he screams onto the track just as the start clock ticks to go. When the race ends, he dashes off, pursued by dangerous-looking corporate-types in black body armor. Personality Traits: Very, very nervous. He is literally in mortal danger at every turn--he is racing for his life (but in a comic-mischief sort of way). EEVAC-8 startles easily--loud sounds, fast movement will cause him to cringe and turtle his head. His movements are ungainly and bizarre, erratic and ticcy; he is, after all, a human mind trapped in a truly alien device. Hes not very good at driving it around... Motivation: To raise enough money to pay a Terran corporation enough to salvage his consciousness, rather than just stripping him out and stealing the tech... Age: Ethnicity: Height: Weight: 42,000,000 ? 74 260

Unique Tricks: Flightsuit/armor/grv: EEVAC-8s flightsuit IS his GRV--he flies like Superman, arms stretched forward, jets flaring from his boots, legs, and back. When he boosts he pulls his arms down and throws jets out of his palms; on a hard turn he will pull down one arm to add to jets. Fires his grapples out of his palms, as well.

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Harper Name: Real Name: Keyword: Type: Nationality:

Harper Harper Standish suntan Playable Belter

Background: Drifter. Adventurer. Legend. Harper Standish is an asteroid miner of unparalleled ingenuity and daring, a GRV pilot of equal measure, and a master of cryptoarchaeology. Born and raised Out There, in the Belt, Harper was trained by his father, Jury Standish, to follow in his magna-boot steps. And thats just what he did at the age of 12 when his father went missing. Young Harper began the search that continues to this day, combing his Fathers last reported waypoints for clues... ...or the alien man-trap that caught him. Personality Traits: Harper is the standard pinnacle of Belter society: a fiercely self-reliant, rugged individualist. He is Australian down to the accent; he wont take no for an answer and believes that naysayers are just sorry folks who dont try hard enough. He is determined and focused, but on the upbeat side of such traits. Motivation: Harper races as a hobby, because he enjoys the pure hyperkinetic freedom of it, as a counterpoint to the tireless search for his father. But also as a fund-raiser for his continued efforts to find him. Age: Ethnicity: Height: Weight: Unique Tricks: 28 Euro 6 200

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Kalolo Name: Real Name: Keyword: Type: Nationality: Background:

Kalolo Kalolo Niue Shockwave Playable Lunar

Born into a large extended family of engineers and industrial designers, Kalolo Niue distinguished himself at an early age, when, in fourth grade, he published the definitive paper on mu variables in boson-cascade fountains. But it was in middle school, while on a school field trip to the local fusion reactor facility, that Kalolo earned his rep. A shadowy underground organization known as the Cult of You activated a virus that shutdown the safety interlocks on the reactor core. Within minutes, the core would go critical and blow a good chunk of the Moon into orbit. While panicked techs were running around screaming and pulling their hair out, Kalolo coolly and calmly hacked the virus and reversed the polarity on an inversion-shunted heat exchanger, thereby shutting down the runaway reactor and saving the day, not to mention millions of lives. After completing university at the age of 18, Kalolo went into business for himself, designing and custom-building GRVs to order. He has since built GRVs for such various luminaries as rock ultra-star Tripp Hamma and the President of Zimbabwe. Personality Traits: Big smiles and slaps on the back; never has any money cuz as soon as he gets any he spends it all on his friends--parties, gear, food. Infectious, hearty laugh. Motivation: He enjoys the competition and camaraderie; he can indulge in his love for machines and engineering while simultaneously indulging in his love for friends and fun. Ultimately, its the party lifestyle and the freedom that lifestyle affords him that draws him into racing. Age: Ethnicity: Height: Weight: Unique Tricks: 20 Samoan 63 355

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Maximum Name: Real Name: Keyword: Type: Nationality: Background:

Maximum Tech Sergeant Maxmillian Maximum Odenkirk, MCOM (ret) Wisdom Playable Martian

Maximum was an archetypal Martian--he lived a wild youth on the massive frontier, married early, homesteaded and had a large family. When the war came, he thought it a great folly, and wanted nothing to do with it. And then the Terrans dropped a rock on his perfect life, shattering his peace. The asteroid was meant for Cydonia, on the far side of Mars from Maximums homestead... The orbit was badly calculated, and it missed its target by thousands of miles. It is quite a thing to stand on the rim of a miles-wide crater, the rock hot and smoking like Hell, and nothing but fused regolith where your life once was. Maximum joined the Martian Close Orbit Marines three months later, and routinely volunteered for the most harrowing one-way suicide missions he could find. Part of him wanted revenge, and an equal part wanted the end. He almost got both in Operation Chixulub... Personality Traits: Maximum is controlled power with a human core. He is compassionate, on the quiet side, but supremely confident in his abilities. He draws upon a vast and varied life-experience--and carries the simultaneous weight and glory of the banners of dead loved ones. Motivation: Maximum wants to divulge the truth about the peace offering (an 11-mile-long asteroid) that Mars nudged from the asteroid belt into Earth orbit. Touted at the end of the war as a gift from the people of Mars to the people of Earth, it was really meant to end all life on Earth. Set enroute during the war, then hastily re-orbited at the cease of hostilities. He wishes to deliver a cautionary message with hope for peace, hoping to slay the demons of memory, and render him some form of redemption. You dont know how close we came. Age: Ethnicity: Height: Weight: Unique Tricks: GRV -- The Ramrod
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Nilla Puddin Name: Real Name: Keyword: Type: Nationality: Background:

Nilla Puddin Samantha Pushkin Pillows Playable Lunar

Samantha is a child of the Lunar elite; her parents were the leaders of one of the more powerful manufacturing co-ops. From a very early age she was groomed for a leadership position within the company. But Samantha found both the factory and the front offices to be claustrophobic and stifling. She longed to speed through wide-open spaces. When she came of age she enlisted in the Lunar Port Authority and tested into the emergency flight training program. As a Hop Jockey--an emergency response shuttle pilot--she became known for her creative and harrowing landings while driving teams of engineers and medtechs into emergency situations (breach, fires, etc.). But it was her willingness to go in even when ordered otherwise that made her name legend; she has never left anyone behind. If Nilla Puddin was coming for you, you were gonna get out alive. She has only recently taken up GRV racing, which she pursues as a sideline hobby, much to the chagrin of the more serious, professional racers. Especially when she wins. Personality Traits: Soft-spoken and relaxed, she has no idea how sexy she is (busty/buxom/curvy). She doesnt think it should matter what she looks like--shes not here to be a star, just to have a good time. She is much more comfortable pushing Gs on her GRV than being in social situations. Nilla Puddin is genuinely sorry if she hurts anyones feelings by beating them to the finish line. Motivation: Shes just here to relax and enjoy the speed and freefall--the exact opposite of being a Hop Jockey. Age: Ethnicity: Height: Weight: Unique Tricks: 21 Euro 55 140 Handstand Twister Legs Wide (UT1) Side Winder (UT2) Log Roll Walking (UT3).

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Rexter Name: Real Name: Keyword: Type: Nationality: Background:

Rexter Real name scrubbed from database Hacker Boss Lunar

Very little is known of Rexters background; database searches using his civident number turn up nothing of real value, often ending in warning pages and computer crashes. All that is known is what can be gleaned from his curt interactions with other GRV pilots and the press: Rexter is a man-machine interface freak, heavily modifying both his GRV and his own body for optimal performance. He has never spoken of any family or friends, save for cryptic references to the outlawed Cult of You. Personality Traits: He is socially awkward and ticcy, the result his highly custom cybernetic implants and the constant hacking of his own consciousness. A cybergeek, he wears a light exoskeleton (integrated into his flightsuit) that has four arms--two regular and two mechanical at the hip-servos of his exosuit. His helmet has camera/mechanical eye cluster on it (think crazy anime robot) that snaps onto/into his head. Motivation: World domination. Rexter is the source of the Cult of You nanovirus--he wants nothing more than to draw the human race and all its attendant technologies into a single entity... Under his rule. Age: Ethnicity: Height: Weight: Unique Tricks: 17 Asian 57 130

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Sinjin Name: Real Name: Keyword: Type: Nationality: Background:

Sinjin St. John 4083 TERMINATOR Playable Terran

A clone, Sinjin was bred and raised as part of a product line of secret police services by his home corporation, Transhuman Potentials BTA. While still a child, his entire product line was acquired during a hostile take-over by a farming concern, Agritex Unlimited. Not willing to enter into the ultra-competitive security market, Agritex granted all product lines with an IQ over 60 corporate citizenship, and put them to work, side-by-side with robots, in low Earth orbit farming stations. Sinjin worked hard and paid off his corporate citizenship chit in just less than 20 years. He is now a free...man. Personality Traits: Stiff and machine-like, he has had very little contact with humans, and is completely new to the idea of relationships. He is extremely hard working, and once locked onto a task he will stop at nothing to see it finished. This singlemindedness makes him a formidable, and potentially dangerous, opponent. Motivation: Age: Ethnicity: Height: Weight: Unique Tricks: To represent the best Earth has to offer, and to prove Terran physical, technical and cultural superiority. 26 Euro 66 280 Pommel Horse (UT4) Hanging Astronaut (UT5) Cartwheel Log Roll (UT6)

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Spin Name: Real Name: Keyword: Type: Nationality: Background:

Spin Shou Shou Xiongmao Spunky Playable Outworlder

No one asks to be born a Domie. On the moons of Jupiter, at the very edge of human civilization, you cannot hear the hum and rush of the inner solar system, where Everything Is Happening. In the dim, pressurized domes blistering Ganymedes sulfur-tundra, the only hum is canned air; the only rush is recycled food. Spin could not remember a single time she thought of staying. The focus of her entire life had been to escape the domes, escape into the bright little world inside her holo rig. Earth, Mars, the Moon--she didnt care which ball she ended up on... Just anywhere there was action. Anywhere things happened. The last animal in the Ganymede Zoo had died decades before Spin was even born; when a re-supply shipment of animals arrived she made her move and stowed away in a meat locker, cryogenically frozen for a return-trip to the inner solar system. Personality Traits: Wide-eyed and utterly unsophisticated, she is Domie to the core--a hopeful hick in the Big City. She is deferential and polite to a fault; though she is uncomfortable with all the attention her looks bring upon her (shes like the best kind of tax form: short, and all filled out). In her heart-of-hearts, in her dreams, she is strong and in charge; no one can put one over on her. Motivation: There was very little for her in the Outworld. She was on track for the standard, one-size-fits-all life under the domes: arranged marriage at 18, making lil corporate citizens, and then spending the rest of her (short) life as a hose-jockey. Age: Ethnicity: Height: Weight: 18 Asian 5 120

Unique Tricks: FLIGHTSUIT/ARMOR: Spins suit is much more individualized, emulating the Martians, but not quite there. (Think of a kid from Idaho getting his cool cues from MTV.) Patchwork cool.
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Tiger Ghost Name: Real Name: Keyword: Type: Nationality:

Tiger Ghost Hiro Tanaka Smooth Playable Martian

Background: The son of successful llama ranchers, Hiro was born and raised in the wide-open spaces of the Martian outback. He ranged out on his own frequently, living off the land and becoming fiercely independent and freedom-loving in typical Martian fashion. Hiro began racing in a local amateur circuit in grade school, but even there his awakening thirst for speed could not be slaked. Upon completion of his mandatory edutainment certificate Hiro enlisted in the Martian Close-Orbit Marines. He tested into the close air support arm and was fast-tracked into a fighter pilot seat. It was there that he earned the callsign TIGER GHOST... And got bounced out for sparking an interplanetary incident during a Terran-Martian trade exhibition... Personality Traits: Tiger Ghost is your archetypal fighter pilot--young, gum-snappin, overconfident, smug, arrogant, swaggering. He manages to hold all this bravado in check under a cool mantle of smooth. He is an accomplished ladies man. In spite of all this he is, at heart, a genuinely good person; its just that he suffers with the absolute knowledge that he really is the best there is. Motivation: With the loss of his military flight career--a career he expected to retire from--Tiger Ghost is out to prove what he knows as fact to the rest of the solar system: that he is better than the best; he is the end all, be all pilot of all time. He will own and dominate the pro circuit until HE chooses to let it go to an inferior. Age: Ethnicity: Height: Weight: Unique Tricks: 22 Asian 59 145

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Vibroflv! Name: Real Name: Keyword: Type: Nationality: Background:

Vibroflv! Real name not available. Vibroflv! Playable Terran

Who is the mysterious VIBROFLV!? Soft-drink mascot or superhero? Well, why not a little bit of both--a superhero with the power to slay thirst: VIBROFLV! (VIBROFLV! is a shill, a plant; a living, breathing, racing billboard. Hes not particularly good at racing, nor is he an accomplished athlete--he is a marketing scheme, a sprocket in a soft-drink companys ad campaign. Hell, hes probably not even the same guy in every race... Its the suit, baby, its the suit.) Personality Traits: Bold, yet refreshing; strong and oh-so-smooth. He has a utility belt with a VIBROFLV! dispenser, and a bandolier of cans. VIBROFLV! anyone? Silly me! VIBROFLV! is for everyone! Motivation: Age: Ethnicity: Height: Weight: Unique Tricks: Did I mention VIBROFLV!? No? DRINK VIBROFLV! 22 Vibroflv! Beverage Concern, Inc. 6 180

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Bonus Characters
Probity Name: Real Name: Keyword: Type: Nationality: Background: A standard crop-circle-cuttin, hillbilly-buzzin, hippy-abductin Gray. Short, skinny, with the big huge head, big black eyes and cute as the dickens. He smells terrible. Personality Traits: Silly and cuddly in an alien way, Probity is out of place but comfortable there. He is relaxed and in charge even as he puts one over on us... Motivation: Buzzing swamp-folk in flying saucers just doesnt cut it anymore. Hes here to humiliate the human race in person. Age: Ethnicity: Height: Weight: Unique Tricks: Gray 3 9 95 Probity (human brain incapable of hosting name-glyph) Probe! Locked 8

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Probitys Script Probity does not have a script like the other characters. His vocalizations are series of noices (blips, boops, squeaks, etc.) that are more on the side of comedy.

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Anusha Name: Real Name: Keyword: Type: Nationality: Background: Personality Traits: Motivation: Age: Ethnicity: Height: Weight: Unique Tricks:

Anusha

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8. Stunts & Tricks


In Jet Moto:SOLAR, collecting Style Points (which add to Standing Points) is done by performing Stunts and Tricks. A stunt is defined as an action performed by the GRV: 360 yaw rotation, 360 pitch rotation, etc. A trick is defined as an action performed by the rider such as handstands, hanging from the GRV in mid-air, etc.

Tricks
The characters can perform tricks evolved from the extreme tricks found in motocross and snowboarding. By performing tricks, valuable standing points are earned, and extra cooling is achieved for the GRV. Each character (see below) will have his or her own specific tricks unique to them. Trick UT1. Handstand Twister, Legs Wide UT2. Side Winder Style Points Description As GRV spins 360, rider performs handstand, legs spread. Rider jumps over side of GRV, holding seat. As GRV twists, rider swings under then up and ends up seated as GRV rights itself. Rider dismounts as GRV begins rolling, rider then walks along circumference to end the trick sitting. Rider performs on the GRV as if it were a pommel horse. Rider drops down to undercarriage of GRV and hangs by the hands. Rider dismounts as GRV begins rolling, performs cartwheel along circumference to end trick sitting. Rider dismounts as GRV pitches 90 up and stands upright on the nose. Rider dismounts, puts outside leg down on peg, raises right leg to prop the foot on the handlebars, then raises a hand as if shading the eyes from the sun. As GRV spins in a roll, the rider performs a walking handstand. Similar to Side Winder, but rider goes feet first over nose of GRV, face to GRV. GRV tumbles forward 360.

UT3. Walking Log Roll UT4. Pommel Horse UT5. Hanging Astronaut UT6. Cartwheel Log Roll UT7. The Statue UT8. The Explorer UT9. Handstand Log Roll UT10. Swing-Swing

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Trick

Style Points

UT11. Lever It

UT12. Flipped Surfer UT13. Forward Rider Flip UT14. Backward Rider Flip

UT15. Fender Drag

UT16. Standing Fender Drag

UT17. Vault UT18. Sleeper UT19. Extended Bar Hop

Description Rider steps up on GRV and kicks down with both feet on the rear end. As GRV tumbles 360 back and the rider drops, he spins to catch handle bars and rides nose upward, then swings legs upwards and twists to drop into the seat. Rider jumps up to roll GRV upside down and stands on the undercarriage. Rider stands, steps back, then completes a forward flip into a seated position. Rider stands, steps forward, then completes a backward flip into a seated position. Rider slides down to side of GRV, holding on with legs/feet, straightens out to be perpendicular to the side of the GRV. Legs are not straight. Rider slides down to side of GRV, holding on with legs/feet, straightens out to be perpendicular to the side of the GRV. Legs are straight in this case and rider appears to be standing on the side of the GRV. Rider jumps up as if performing a Astronaut, holding handles, swings legs over side, then forward until seated again. Rider lays down on GRV with head on the handles/controls. Similar to a Bar Hop (CT10), but the rider completely extends through, legs first, and then flips, feet first, back over to the seated position.

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Stunts
As with Tricks, the character can control the GRV to perform stunts to improve his or her standing points at the end of the race. Stunts are performed by using the L3 and R3 controls to affect the yaw, pitch, and roll of the GRV.

Stunts
Stunt Spinner Back Flip Forward Flip Full Twist Style Points 25 pts/rotation 20 pts/rotation 15pts/rotation 10 pts/rotation Description GRV makes a complete 360 yaw rotation. GRV pitches up for a 360 back flip. GRV pitches forward for a 360 forward flip. GRV rolls 360 left or right

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Combinations
Stunt & Unique Trick Combinations
Combo Name Trick Handstand Twister, Legs Wide (UT1) Stunt Tail Whip Spinner Rear Ender Back Flip Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Style Points

Side Winder (UT2)

Walking Log Roll (UT3)

Pommel Horse (UT4)

Hanging Astronaut (UT5)

Cartwheel Log Roll (UT6)

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Combo Name

Trick

The Statue (UT7)

The Explorer (UT8)

Handstand Log Roll (UT9)

Swing-Swing (UT10)

Lever It (UT11)

Flipped Surfer (UT12)

Stunt Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Forward Flip Full Twist Half Twist Tail Whip Spinner Rear Ender Back Flip Forward Flip

Style Points

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Combo Name

Trick

Stunt Full Twist Half Twist

Style Points

Trick Animation List


Trick Unique Tricks Character 1 (C1) 1. Handstand Twister Legs Wide (UT1) 2. Side Winder (UT2) 3. Log Roll (Walking) (UT3) Character 2 (C2) 1. Pommel Horse (UT4) 2. Hanging Astronaut (UT5) 3. Cartwheel Log Roll (UT6) Character 3 (C3) 4. The Statue (UT7) 5. The Explorer (UT8) Character 4 (C4) 6. Handstand Log Roll (UT9) 7. Swing-Swing (UT10) Character 5 (C5) 8. Lever It (UT11) Character Number Assignments Number Character C1 Nilla Puddin C2 Sinjin C3 Dougray C4 Chakki C5 Maximum Filename

Uni_Handstand_Twister_Wide_UT1 Uni_SideWinder_UT2 Uni_LogRoll_UT3 Uni_PommelHorse_UT4 Uni_Astronaut_UT5 Uni_LogRollCartwheel_UT6 Uni_Statue_UT7 Uni_Explorer_UT8 Uni_LogRoll_Handstand_UT9 Uni_SwingSwing_UT10 Uni_Lever_UT11

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9. GRV/Character A.I.
Overview
AI GRVs will maneuver their way through a race by following embedded race lines around the track. There will be multiple lines from which the AI can choose. The AI GRVs will switch race lines depending on circumstances: avoiding an obstacle, setting up for a jump, passing another GRV, taking a shortcut, etc. The race lines will also be ordered so that there is a single, clear fast line around the track. The race lines are made of line segments. At either end of each segment is a "line node". The line node is a data chunk that arcs the 3D position of the node. The race line is formed by drawing lines to connect these nodes in a sequential fashion. The race line is not visible to the player, but is always detectable to the AI GRVs. Each line node can also contain information regarding speed and braking. For example, a line that threads its way through a bumpy and hazardous section of track might indicate a "maximum speed" for following that line. Speeds faster than indicated would prevent the GRV from closely following the curvy race line, possibly resulting in a crash, or otherwise lose time. Similarly, minimum speeds can be indicated by the line nodes, as in the case of a jump that has a requisite speed in order to clear. If, in this instance, the AI GRV cannot attain the required speed, it will choose a new line. Other restrictions can also be indicated by the line nodes, such as a particular type of Mod that must be installed and available to the GRV. To eliminate data redundancy, we will also have track nodes that indicate obstacles and terrain features that effect the entire track. For example, these nodes will be used to notify all AI GRVs that there is an upcoming jump on the track just ahead, or the presence of a grapple post or the finish line. All of the AI GRVs need to know this type of information, but repeatedly adding the same data to each of the race lines is wasteful when a single node across all the race lines will perform the same task. The strengths of this method for guiding AI GRVs around the track are multiple. By manipulating the positions of the line nodes, several different routes for navigating the track can be adjusted independently. This task can be performed by team member with a familiarity with racing and application of the toolset. In addition, sets of lines can be combined in multiple ways to create new AI behavior for each of the different difficulty settings (i.e. easy, regular, and hard).

Character A.I. Personality


Any of the characters in JM:SOLAR can be used by the CPU as A.I. riders, including, unlocked or bonus characters (except for Probity). Characters will have a set of Personality Attributes to define their actions when controlled by the in-game A.I. These attributes are set at design-time and defined as follows:

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Personality Attribute Aggression

Creativity Strategy

Description As this value is scaled upward, the character becomes more aggressive and physical towards competing GRVs on the track, deciding more often whether to push another GRV around or push his way through. The scale of this value represents how often the character decides to perform a stunt at the appropriate time. This attribute represents the characters ability to select the better line to follow on the track, notice and remember a shortcut, and anticipate another racers actions.

The Personality Attributes are also affected and scaled upward or downward according to the difficulty level set by the player. As the difficulty level is increased, so is the scope of the Personality Attributes. That is, a character with a high Aggression is even more aggressive on higher difficulty levels.

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10. Animations
The following list contains general animations that are not stunt or trick related.

Animation List
Animation Pre-Race 1. Standing 2. Standing: Waving 3. Standing: Waving, Personality 4. Walk 5. Walk: Waving 6. Walk: Waving, Personality 7. Mount GRV 8. Mount GRV: Waving 9. Mount GRV: Waving, Personality Idle 1. Base Idle 1 2. Base Idle 2 3. Base Idle 3 4. Adjust GRV (controls) 1 5. Adjust GRV (controls) 2 6. Normal Accelerate 7. Hard Accelerate 8. Easy Decelerate 9. Hard Decelerate 10. Idle in extended GRV position 11. Bored reaction to no activity from player Turning 1. Turn Right 2. Hard Turn Right 3. Turn Left 4. Hard Turn Left Collisions 1. Head-On 2. Rear End 3. Left Side 4. Right Side Jumps 1. Light Jump 2. Hard Jump 3. Pullup Jump 4. Landing from Jump Filename

Idle_Base_1 Idle_Base_2 Idle_Base_3 Idle_GRV_Adjust_1 Idle_GRV_Adjust_2 Idle_Accelerate_1 Idle _HardAccelerate_1 Idle_Decelerate_1 Idle_HardDecelerate_1 Idle_Bullet_1 Idle_Bored_1 Turn_Right Turn_Right_Hard Turn_Left Turn_Left_Hard Collision_Headon Collision_Rearend Collision_Left Collision_Right Jump_Light Jump_Hard Jump_Pullup Jump_Landing

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Animation Landing 1. Hard Forward Landing 2. Hard Landing Left 3. Hard Landing Right 4. Hard Landing Slide Left 5. Hard Landing Slide Right 6. Crash Landing Catapult 7. Crash Landing End Over 8. Wobbly Landing 9. Side Landing Flip over Left 10. Side Landing Flip over Right

Filename Landing_HardFwd Landing_Hard_Left Landing_Hard_Right Landing_Hard_Slide_Left Landing_Hard_Slide_Right Landing_Crash_Catapult Landing_Crash_Endover Landing_Wobble Landing_Side_Flip_Left Landing_Side_Flip_Right

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11. Front End


The Front End, or shell of JM:SOLAR will be a dynamic 3D interface using buttons, icons, and text descriptions to convey all options and modes. The design ethic will stress a slick, accessible feeling, facilitating smooth and obvious functioning.

Flow Chart

Main Screen Season Mode JetMoto Races Dust-Off Options Memory Card

Options Controller Configuration Audio Video Camera Credits

Memory Card Save Season

JetMoto Races Season Mode

Load Season Save Settings Load Settings Delete Race

Single Event Stunt Rally

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Season Mode Trans-Pod

Character Select

Single Event or Stunt Rally

Shop Statistics

Character Select

Track Select Venues/Track Viewer Options Sponsorship Race Memory Card Next Race Track Load Screen

Track Load Screen

Race

Race

Win/Lose Screen

Dust-Off

Leaderboard

Track Load Screen

Trans-Pod

High Scores

Race

Main

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Terminology
Following are descriptions for some of the terminology employed in the Front End Design. Selection Styles These are the selections available on the menu screens, buttons, icons, text, etc. Text: Simple text for the menu selection. This could be a word or phrase, such as Season Mode, Single Event, or Exit. Button: Small graphic usually placed on the bottom of the screen and used repeatedly in several screens. Icon: Larger, graphic representation of the menu selection. Radio Button: An option button that can be selected on or off. Slider: Like a volume control or sliders on an equalizer. A slider may be vertical, horizontal, circular, etc.

Design
Screen 1 - Main
Selection JetMoto Races Dust-Off Options Memory Card Style Icon Text Icon Icon Next Screen JetMoto Races Load Screen Options Memory Card

Main Screen SFX 1. Scroll/Move Selector 2. Select/Accept

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Screen 2 - Options
Selection Difficulty Level Amateur, Pro, Master, Belligerent Controller Configuration Audio Video Camera Headlight, Helmet, Slot, Slot 2 Auto-Transform GRV Measurement System Metric, U.S. Standard Credits Save Settings Load Settings Prev Screen Style Text, Radio Buttons Text Text Text Text, Radio Buttons Text, Radio Buttons Text, Radio Buttons Text Button Button Action () Next Screen Controller Configuration Audio Video

Credits Pop-up Pop-up Return to calling screen

This screen has a Prev Screen choice to return to the calling screen; if any changes have been made, the user is prompted to save the settings. Save Settings will bring up a pop-up window to verify the user really wants to save these settings or overwrite previously saved settings. Load Settings will bring up a pop-up window to verify replacing the current settings. Options Screen SFX 1.

Screen 3 - Controller Configuration


Selection Default Configuration Map Accept Prev Screen Style Next Screen Text Text Action (X) Options Action () Return to calling screen

This screen displays a 3D image of the controller with text depicting the mapped controls. The Map selection brings up pop-up window to change the controls for gameplay. Changes to the controls mapping are reflected in the 3D display. See Page 178 for default configurations.

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Screen 4 - Audio
Selection Mode Mono, Stereo, Surround Volumes FX Music Voice Soundtrack Pop, Rock, HipHop, etc., Random Verbosity Accept Prev Screen Style Text, Radio Buttons Text, Sliders for FX and Music Next Screen

Text, Radio Buttons Radio Button Action (X) Action () Options Return to calling screen

Mode and Soundtrack selections on this screen employ radio buttons to make the changes. By selecting Volumes, the user can then scroll to FX, Music, and Voice and press left or right on the D-Pad to adjust the volumes. Verbosity is a percentage level to indicate how often the character will have voice responses to events. The Accept button returns the user to the Options screen.

Screen 5 - Video
Selection Brightness Up, Down Split Screen Horizontal/Vertical HUD Mode Dashboard, Overlay HUD Overlay Positions Heat Gauge & Overheat Alarm Position Marker & Time Display Ready Mod Panel TPS Mod Speed Indicator Accept Prev Screen Style Text, Slider Text, Radio Buttons Text, Radio Buttons Text, Radio Buttons Next Screen

Action (X) Action ()

Options Return to calling screen

The selections on this screen employ radio buttons to make the changes. The Accept button returns the user to the Options screen. HUD Overlay Positions will be grayed out until Overlay HUD Mode is selected. Once they are active the player can select each portion of the HUD Overlays. Each Overlay that is selected activates a set of radio buttons (these buttons are shared by each Overlay selection). The radio buttons will be set according to the default position of the Overlay. The player can then select the radio buttons to position the Overlays for ingame play.
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The choices for the overlay position radio buttons are as follows: Top of Screen Left Middle Right Bottom of Screen Left Middle Right Left Side of Screen Top Middle Bottom Right Side of Screen Top Middle Bottom

Screen 6 - Credits
This screen scrolls through the credits of all the developers and includes clips of the rendered movies from the game. A Prev Screen button returns the user to the options screen.

Screen 7 - Memory Card


Selection Load Season Load Settings Save Season Save Settings Delete Memory Card Prev Screen Style Text Text Text Text Text Action () Action () Next Screen Pop-up Verify Pop-up Naming Window Pop-up Verify Pop-up Memory Card Window Calling screen

This screen offers the selections to manage the Jet Moto:SOLAR saved files. It is primarily split into two sections. One section is the Command list containing the selections the player uses to manage his files, and the other section contains the File list containing saved game files and setting files. The File list is segregated into two areas, one for each memory card. Rather than a list of text file names, the File list displays the icons of the files. Whenever the cursor highlights the file, a text box will display the name of the file and whether it is a game file or settings file. By default, the Command

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section is active, with the top selection highlighted by the cursor. Pressing the (X) button selects the highlighted command. When the File list section is active, the directional controls allow the player to move the cursor around to select any open slot or file. If both memory cards are accessed, then the player will be able to move across the lists for both cards. The Prev Screen button returns the user to the calling screen. The Load Season selection activates the File list section. The player selects the file and presses (X) to load it. Upon loading the career file, the player will be taken to the Trans-Pod screen to continue playing the saved game. The Load Settings selection activates the File list section, highlighting the first saved settings file. Pressing the (X) button raises a pop-up window to verify the player really wants to load the settings and overwrite the current settings. Upon confirmation, the settings file is loaded. If the selected file is not a settings file, the Error sound is generated and no action is taken. Save Settings will prompt the player with a pop-up asking whether the current settings should be made the default. Default settings will automatically be saved to the Default Settings file. If the settings are not the default, then the File list is activated and the player may select any slot. If the slot is empty, then the file naming pop-up is raised to prompt the player to name the file before saving it. If a file exists in that slot, the player is prompted with a pop-up confirming overwriting the file. Save Season activates the File list and the player may select any slot. An occupied slot will raise a pop-up confirming whether the player wants to overwrite the file and raises the file naming pop-up. The pop-up will keep the file name of the file occupying the selected slot and allow the player to keep the name or change it. The naming convention of the file will include Character Name, Circuit, Standing Points, and Real World Timestamp. The Delete selection activates the File list. The player selects the file and presses (X); and is then prompted to verify the file should be deleted. Upon confirmation, the file is deleted and the file list updated.

Screen 8 - Character Select


Selection Accept View Character Prev Screen Style Action (X) Next Screen Trans-Pod in Season Mode, Track Select in Single Event

Action () Action () Main

This screen displays a grid with thumbnails of the Jet Moto:SOLAR characters. Locked characters are grayed out. Direction controls (D-Pad or Analog stick) move a highlight cursor around the grid. A highlighted thumbnail raises a pop-up window with brief information about the character. Pressing () for View Character will bring up the 3D model in the viewer for the player to see. The character will perform a number of personality animations, and the player can use the Right Analog Stick to rotate the
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character 360. By pressing the (X) button, the player accepts the selected character and continues to the next screen. Character Select Screen SFX 1. Scroll/Move Character Portraits 2. Selector Animation 3. Select/Accept 4. Character Viewer Screen/More Info 5. Previous Screen Character Bios (Short)
Acey

Raised in a family of radical, self-professed ecophreaks, Acey was trained in arcology climbing and base jumping for setting and display of large-scale banners during protest strikes. At 17, Aceys strength, determination, and fearlessness led her to become the youngest GRV pilot to qualify for the pro circuit. She is personable and warm, but hot-tempered. She is an untypical Terran in that she loves wild nature, plants and animals, and is willing to act on this love. Always willing to slap the pedal down and go fullbore, Acey still counts on skill over luck.
Chakki

A war orphan from Mars largest city, Chakki was raised as a ward of the state. She became involved in the street racing scene; her bold racing style and confidence afforded her a phat living by betting on herself and winning. A lot. At the age of 20, she became the first pro to earn 1 billion credits in endorsements and licensing deals. Chakki is cute, whip-smart and sassy. Her mouth often gets her into trouble, but getting out of trouble is the other half of the fun.
Dougray

Dougray was born and raised in Twin Texas, Mars, a remote pioneer mining camp. At an early age, he showed a bizarre habit for falling off of things: tables, chairs, roofs, and trees. His parents realized if they didnt shift his obsession with speed to horizontal instead of vertical, they would lose him. For his seventh birthday, his Pappy slapped together a makeshift GRV. Within a week, Dougray had experienced his first multi-mach wipe out. After a year in the hospital, he began a riding lifestyle that made him a local legend, and a natural for the pro circuit. Dougray has had enough head injuries to the idea of head injury from his psyche. He is brash, loud and rowdy, aggressive and tireless.
EEVAC-8

EEVAC-8 was once a belter who discovered an alien archeological site on an asteroid, finding an alien artifact. In actuality, it was a kind of alien escape pod/evac suit in which the user uploads their consciousness and leaves their old body behind. He accidentally activated and found himself trapped in the device. The bad news is the
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consciousness matrix is only meant as a temporary housingthe matrix is degrading, and his mind is slipping away into the aether. EEVAC-8 is racing for his life, trying to raise enough money to pay a Terran corporation enough to save his consciousness, instead of just stripping him out and stealing the tech.
Erelith

Erelith is the last of a dying breed: the human long-haul pilot. Long-haul pilots fly huge circuits, sometimes taking more than a decade. Only a handful of pilots are still human, having adapted their minds to the long, timeless isolation of Deep Space. Erelith maintains a glacial front, superior and otherworldly, due to her lack of contact with other people. She has spent more than two-thirds of her life in a light, hypnagogic coma, her brain jacked into the ships computer. For Erelith, GRV racing is meditation. She has a Zen-like approach to the whole affair; it is a test of will and focus to strengthen and still her tumultuous inner worlds.
Harper

Drifter. Adventurer. Legend. Harper Standish is an asteroid miner of uparalleled ingenuity and daring, and an excellent GRV pilot. Harper was trained by his miner father to follow in his magnaboot steps. He did just that at the age of 12 when his father went missing. Young Harper began the search that continues to this day, combing his Fathers last reported waypoints for clues. Harper is the pinnacle of Belter society: fiercely selfreliant, rugged individualistic. He races as a hobby, but also as a fund-raiser for his continued efforts to find his father.
Kalolo

Kalolo Niue distinguished himself at an early age, when, in the fourth grade, he published the definitive paper on mu variables in boson-cascade fountains. After completing university at the age of 18, Kalolo went into business for himself, designing and custom-building GRVs to order. He has since built GRVs for various celebrities like rock ultra-star Tripp Hamma and the President of Zimbabwe. Big smiles and slaps on the back, Kalolo never has any money cuz as soon as he gets it, he spends it on his friendsparties, gear, food. Kalolo enjoys the competition and comraderie of GRV racing, where he also indulges in his love for machines and engineering and his love for friends and fun.
Maximum

Maximum lived a wild youth on the massive Martian frontier, married early, homesteaded and had a large family. When the war came, he wanted nothing to do with it, until the Terrans dropped a rock on his perfect life, shattering his peace. Maximum joined the Martian Close Orbital Marines three months later, volunteering for the most harrowing one-way suicide missions he could find. Maximum is controlled power with a human core. He is compassionate, on the quiet side, but supremely confident in his abilities.

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Nilla Puddin

A child of the Lunar elite, Nillas parents were the leaders of one of the more powerful manufacturing co-ops. She was groomed for a leadership position within the company, but found both the factory and offices to be claustrophobic and stifling. She enlisted in the Lunar Port Authority and tested into the emergency flight training program. As a Hop Jockeyan emergency response shuttle pilotshe became known for her creative and harrowing landings. If Nilla Puddin was coming for you, you were gonna get out alive. She has never left anyone behind. Soft-spoken and relaxed, Nilla is not here to be a star, just have a good time; more comfortable pulling Gs on her GRV than social situations. Nilla is genuinely sorry if she hurts anyones feelings by beating them to the finish line.
Probity

A standard crop-circle-cuttin, hillbilly-buzzin, hippie-abductin Gray. Short, skinny, with the big huge head, big black eyes and cute as the dickens. He smells terrible. Probity is out of place but comfortable here. He is relaxed and in charge even as he puts one over on us.
Rexter

Very little is known of Rexters background. Any searches using his civident number turn up warning pages and computer crashes. Rexter is a man-machine interface freak, heavily modifying both his GRV and his own body for optimal performance. Highly custom cybernetic implants and the constant hacking of his own consciousness have resulted in Rexter being socially awkward and ticcy.
Sinjin

A clone, Sinjin was bred and raised as a part of a product line of secret police services by Transhuman Potentials BTA. His entire product line was acquired during a hostile take-over by Agritex Unlimited, a farming concern. Sinjin was put to work, sideby-side, with robots in low Earth orbit farming stations. He worked hard and paid his freedom in less than 20 years. Sinjin has had very little contact with humans and is new to the idea of relationships. He is extremely hard working and focused, locking onto a task and stopping at nothing to see it finished. His single-mindedness makes him a formidable, and potentially dangerous, opponent.
Spin

No one asks to be born a Domie. You cant hear the hum and rush of the inner solar system where Everything Is Happening. In the dim, pressurized domes on Ganymedes frozen tundra, the only hum is canned air, the only rush is recycled food. Spin could not remember a single time she thought about staying. When a re-supply shipment arrived, she stowed away in a meat locker. Spin is a wide-eyed Domie to the core, a hopeful hick in the Big City. She is deferential and polite to a fault, but in her heart-of-hearts she is strong and in charge; no one can put one over on her.

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Tiger Ghost

Hiro was born and rasied in the wide-open spaces of the Martian outback, living off the land and becoming fiercely independent and freedom-loving in typical Martian fashion. Racing in a local amateur circuit in grade school, Hiro discovered his thirst for speed. Upon completing his edutainment certificate, Hiro enlisted in the Martian CloseOrbit Marines. He was fast-tracked into a fighter pilot seat, where he earned his call-sign TIGER GHOST. Young, gum-snapping, overconfident, and swaggering, Tiger Ghost manages to hold all this bravado under a cool mantle of smooth. He is a genuinely good person, but he suffers with the absolute knowledge that he is really the best there is.
Vibroflv!

Who is the mysterious Vibroflv!? Soft-drink mascot or superhero? Well, why not a little of botha superhero with the power to slay thirst: VIBROFLV! Bold, yet refreshing; strong and oh-so smooth. He has a utility belt with a VIBROFLV! dispenser, and a bandolier of cans. VIBROFLV! Anyone? Silly me! VIBROFLV! Is for everyone! Did I mention VIBROFLV!? No? Drink VIBROFLV!

Screen 9 - Track Select


Selection Select Track More Info Prev Screen Style Action (X) Action () Action () Next Screen Load Track Viewer Character Select

The Track Select screen is very much like the Character Select screen with thumbnails, pop-up info windows, grayed locked items, etc. The Select Track button will select the highlighted track and take the user to the Load screen. The More Info button will take the user to the Track Viewer screen. The Prev Screen button will, in this case, return the user to the Character Select screen. Track Select Screen SFX 1. Scroll/Move Selector 2. Select/Accept 3. Track Viewer Screen/More Info 4. Previous Screen

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Screen 10 - Track Viewer


Selection Accept Prev Screen Viewing Controls Style Action (X) Action () Action Buttons Next Screen Load in Single Event mode, Trans-Pod in Season Mode Track Select in Single Event mode, Trans-Pod in Season Mode

This screen will display a MPEG movie showing the track layout and features and a text box with information and history about the track. The Prev Screen button will return the user to the Track Select screen. The Accept button will accept the track as the users choice in Single Player or Multi-Player and continue to the Load screen. In Season Mode, however, the Accept button will return to the Trans-Pod. There will be viewing controls to allow the player to Pause, and Play. Pressing (X) accepts the track choice and continues to the next screen. Track Viewer Screen SFX 1. Scroll Up/Down (Info window) 2. Select/Accept 3. Previous Screen

Screen 11 - Track Load Screen


The Load screen will display a layout of the upcoming track, noting important features and some descriptive text while the track is loaded. A progress bar will be displayed to inform the player the remaining time.

Screen 12 - Trans-Pod
Selection Shop Race Log PSN Venues/Tracks Sponsorship Next Race Options Memory Card Prev Screen Style Icon Icon Icon Icon Icon Icon Button Button Action () Next Screen Shop Race Log PSN Track Viewer Sponsorship Load Options Memory Card Special

This screen is comprised of icons for the selections. At the bottom of the screen is a one-line text box to display the text description of the selected icon. The Prev Screen button on this screen will return the user to the Character Select screen if he or she has
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not raced yet. Once the user has started the career by completing the first race, the Prev Screen button will return the user to the Main screen (prompting the player to save the game). This screen should include a status bar containing the text description of the selected icon. The idea behind the Trans-Pod screen is that this is where the character can manage his racing career. Therefore, it should have that appearance, immersing the player into the trans-pod. Transpod Screen SFX 1. Scroll/Move Selector 2. Select/Accept 3. Shift (To icons at bottom of screen) 4. Options Screen 5. Memory Card Screen 6. Previous Screen

Screen 13 - Race Log


Selection More Info Prev Screen Circuit Circuit logo 1 Circuit logo 2 are: Circuit Earth Mars Moon Asteroids Ganymede Color Green Rust Grey-Blue Black White Style Button Action () Standing This circuit Next Screen

Overall Progressive standing

Text colors in the stats displays should be according to circuit. Suggested colors

On the right hand side of the screen is the Race Log displaying the users racing stats in two categories according to the selected Circuit. Scrolling through the rows requires the use of the directional pad.

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Name Track 1 Track 2 Track name

Laps # of laps

Finish Position & Finish Points

Time Total time

Best Lap Lap time

Stunts # of stunts & pts

Mods List

Circuit Standing Circuit standing pts

Current Standing Current total of Standing Points

Race Log Screen SFX 1. Scroll Up/Down in Race Log 2. Scroll through Circuits 3. Return to previous

Screen 14 - Shop
Selection Equip Unequip Prev Screen Switch Style Action () Action () Action () Action (X) Next Screen

Trans-Pod

This screen displays a 3D image of the characters GRV on the right hand side of the screen. The GRV will also display any visible Mods that have been added. The left side of the screen will display a grid containing the thumbnails of Mods available from sponsorship packages. Any equipped Mods will be marked or colored to reflect being equipped. The direction controls (D-Pad or Left Analog) move a cursor around to highlight Mods. A highlighted Mod will raise a pop-up window displaying the info on that Mod (Sponsor, Mod name, description of its effects, how to use it). The Equip and Unequip buttons will add or remove the selected Mod to the GRV, and the 3D image on the display side will update to show visible Mods. The direction controls will rotate the GRV on a 360 axis. Above the GRV is a list of currently equipped Mods. The Prev Screen action will return the user to the Trans-Pod screen. Shop Screen SFX 1. Scroll (in Mod grid) 2. Pop-up (Mod descriptions) 3. Rotate GRV (in GRV view) 4. Equip 5. Unequip 6. Switch Views 7. Previous Screen

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Screen 15 - Sponsorship
Selection Switch Sides Scroll Accept Select Package or Equip Mod Unselect Package or Unequip Mod Prev Screen Style D-Pad ()and () D-Pad () and () Action (X) Action () Action () Action () See text Next Screen

Trans-Pod

This screen has two sides: the left (Sponsor Display) contains logos, names, and package costs for each sponsor. The right side (Inventory) lists currently accepted packages. At the top of this list is the running tally of Standing Points available to the character and the amount spent to negotiate packages. Pressing Left or Right on the DPad switches control to the left or right side of the screen. The Up and Down buttons on the D-Pad scroll up or down in the currently controlled portion of the screen. Sponsors Side Scrolling up or down on the Sponsor Display will highlight a sponsors logo, followed by the first package (Amateur, Pro, or Master) offered by that sponsor, then the next, etc. Scrolling past a sponsors last package moves the cursor to the next sponsors logo. While a logo is highlighted, pressing (X) will produce a pop-up with the sponsors description. Pressing (X) while a package is highlighted will produce a pop-up detailing the Mods of that package, describing the Heat Cost and System Adjustment or Addition. Pressing () will add that package to the players current inventory. If the player does not have enough Standing Points to afford the package, text in the pop-up will inform the player and pressing () will not add it to the inventory. Inventory Scrolling up or down on the Inventory display highlights individual Mods grouped within packages. Packages that have been selected before and then unselected are grayed out and sorted towards the end of the list. Pressing the () button will select the package and adjust the players Standing Points accordingly. If the player does not have enough Standing Points, they cannot select the package. Pressing () for a selected package will unselect it and free up the Standing Points for that package.

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Sponsor Descriptions
Sponsor DarkMatter Engineering & Design (D.E.D.) "The Special Edge For Winning Riders." DarkMatter was founded in the Asteroid Belt but defines home as "anywhere there is a Jet Moto competition." The center of D.E.D.'s operations are currently unknown, but the center of their production and designs resides aboard a Class 3 Cargo Transport, where they have converted the enormous cargo bay into what has been described as a model of efficiency. DarkMatter's Modification Packages, unlike many of their competitors, are not handed over to the rider they sponsor; instead D.E.D.'s standard operating procedure means bringing the GRV into their shop where trained engineers perform the modifications themselves. Enduro Chemicals, Ltd. (Enduro) "With Friction In The Race, You Don't Need It In Your Engine." With a long history in the chemical industry dating as far back as 2203, Enduro Chemicals has built on the confidence of quality chemical compounds employed in a number of industries. Enduro has recently released its Slick2400 bearing lubricant engineered for GRV turbines. Slick2400 is guaranteed to reduce heat buildup. Magnus Anti-Gravity Systems (M.A.G.S.) "Keeping the Professional Rider's Feet Off the Ground!" Magnus Systems has been building lifter platforms and anti-weight belts for industry since '32. With the emergence of Jet Moto, Magnus saw an opportunity to deepen their product line and gain wider visibility. Catering to the experienced and professional rider, M.A.G.S. offers GRV enhancements that outperform all standard components and many other custom packages. Handling and lift are M.A.G.S. are of specialization. Runner Racing Systems (R2S) "We Put The Speed Back In Racing!" Runner Racing Systems has been involved in racing sports for over 40 years. Until recently, Runner focused their product lines on the support of surface-contact racing, namely the Kenway Wheel Races (wheeled vehicles) and Hot Rails Race Circuit (rail-based competitions). After introducing their first GRV products in 2366, they began to gain popularity for low-cost enhancements. Rimstone Integrated Process Re-Engineering (R.I.P.R.) "Remaking The GRV The Way It Should Be!" Founded in 2347 after the War of Secession, Rimstone found its niche in repairing and redesigning existing equipment and systems when new products were unavailable from Tranquility City. Some of R.I.P.R.'s most notable achievements were retrofitting old terrain-bound transports into functional and low-priced grav vehicles. With the re-emergence of Tranquility City's production levels and the birth of new manufacturers on Earth, R.I.P.R redirected its efforts towards the new Jet Moto races. The popularity of Rimstone's work "under the hood" of the GRV is due to high craftsmanship and clever re-engineering. Sidonia Concepts, Inc. (SiCon) "Redefining Gravity-Resistance." A small group of engineers specializing in anti-gravity and contragrav came together to form Sidonia Concepts when the popularity of Jet Moto took hold on Mars. At first, SiCon's components and systems were all hand-made, uniquely designed for each GRV and its rider. Soon Sidonia Concepts built its first factory and began mass-production of its designs. Because of the particular thrust of SiCon's designs, they have become very popular with the pilots known for outlandish stunts and trick-riding. Total Onboard Advanced Designs (T.O.A.D.) "Because You Dare To Use The Best!" Total Onboard Advanced Designs, or T.O.A.D., began as a small parts manufacturer, supplying larger Earth CorpGovs with the components necessary for the construction of starships and, in some cases, military vehicles. Seeing the Jet Moto competitions as an opportunity to diversify, T.O.A.D. made a name for itself by offering replacement GRV systems at competitive prices but superior engineering. Wender Engineering Enhancements (W.E.E.) "We Give the New Rider a Boost!" Wender makes basic engine packages which increase thrust, top speed and acceleration. As a company dedicated to the support of the Jet Moto sport at the grassroots level, W.E.E. has done great service to new riders, making their products available to those just starting.

Screen 16 - Win/Lose
Selection Replay Menu Continue Style Action () or () Action (X) or () Next Screen Trans-Pod or Circuit Win screen

The Win/Lose screen is the post race where the player has just crossed the finish line. Overlaying this will be the finish position as the character dismounts the GRV and performs the animations for winning or losing, including points for finish and stunts. At the bottom of the screen will appear the Replay Menu and Continue actions. The
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Continue action will take the player to the Leaderboard. Selecting Replay Menu will raise the pop-up replay menu: Replay Menu Selection Start Replay Save Replay Done Selecting Save Replay will save the entire replay to the memory card. The naming convention for the replay is the same as saving a season, but adds the race number. Start Replay starts the replay where the player can press the Start button to begin recording and the Start button to end recording. Pressing the Select button will pause the replay or continue a paused replay. Pressing the Start button while the replay is paused will begin recording and continue the replay. Pressing (X) at any time will exit the replay to the replay pop-up menu. Selecting Done returns the user to Win/Lose screen.

Screen 17 - Media
Selection Choose Exit Style Accept (X) Action () Next Screen Previous Screen

This screen allows the player to view any unlocked movies and replays. Upon opening this screen, a pop-up immediately appears with the selection of movies and replays. Selecting one from the list and pressing the (X) button will begin playing the movie or replay. Pressing the Start button will pause the movie, or continue playing. Pressing the () button will cancel the viewer and return the player to the Media screen and pop-up. Pressing () again, exits the Media screen

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Screen 18 - Leaderboard
Selection Continue Style Action (X) or () Next Screen

This screen will display the race data in a similar format as the Race Log screen: Racer 1 Racer 2 Lap Time Time for each lap Finish Position Time Total time Best Lap Lap time Stunts # of stunts & pts

Continuing from this screen will take the user to the Trans-Pod screen in Season Mode, the Championship Win/Lose screen at the end of the season, or the High Scores screen in Single Player or Multi-Player Modes.

Screen 19 JetMoto Races


Selection Season Mode Single Event Stunt Rally Prev Screen Style Text Text Text Button Next Screen Character Select Character Select Character Select Main

In this screen, choosing Season Mode will take the character to the Character Select screen followed by the Trans-Pod. If Single Event or Stunt Rally is chosen, a pop-up will appear to have the following options answered: Number of Players Number of Laps Number of A.I.

Screen 20 PSN (Planetary Sports Network)


Selection Media Leaderboard Choose Exit Style Text Text Action (X) Action () Next Screen Media Screen Leaderboard Previous Screen

The Planetary Sports Network should appear as an information network. From here, the player may go to the Leaderboard screen or the Media screen.

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Front End Screen List


1. Main Screen 2. Options 3. Controller Configuration 4. Audio 5. Video 6. Credits 7. Memory Card 8. Character Select 9. Track Select 10. Track Viewer 11. Track Load Screen 12. Trans-Pod 13. Race Log 14. Shop 15. Sponsorship 16. Win/Lose 17. Media 18. Leaderboard 19. JetMoto Races 20. PSN

Pop-Up Window List


Following is a list of the pop-up windows used in the front end. These are simple text-box style windows. Pop-Up Window Replace Current Settings Verify Overwrite Saved Settings Verify Overwrite Saved Game Verify Controller Map File Naming Grid Memory Card Select Character Info Mod Info Replay Menu High Score Initials Description Query player to confirm replace current settings with saved settings Query player to confirm replacing saved settings with current settings Query player to confirm replacing contents of saved game file with current season Button mapping scheme and ability to change Grid of valid characters to use to name a saved game file Query player to select Memory Card Displays brief information about character Displays sponsor, mod name, and effects of mod, and how to use it. Replay menu options: Start, Replay, Save Replay, Jump to Stunt, Done For entering the players initials for saving High Score

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Front End Icons/Buttons List


This list is primarily for reference and contains the various instances of graphic objects that can be used repeatedly throughout the front end. Icon/Button Memory Card Options Sponsorship Return to Main Save Settings Load Settings Mods (every mod) More Info Replay Venues/Tracks Character Viewer/Info Info Shop Race Log Next Race Circuit Mars Circuit Earth Circuit Moon Circuit Asteroid Belt Circuit Ganymede Controller Scrapbook Type Button Button Icon Button Button Button Icon Button Icon Icon Icon/Button Icon Icon Icon Icon Icon Icon Icon Icon Model Icon Description Memory Card screen Options screen Sponsors screen, from Trans-Pod screen Main screen From Options screen From Options screen For each Mod, to be displayed in Shop screen Used in several screens (Track Select and Character Select) Used in Track Info screen to replay the movie Track Select screen, from Trans-Pod screen Character info screen, from Trans-Pod screen Used to bring up more text on a selected object Shop screen Race Log screen Next race (Load screen) Circuit Logo Circuit Logo Circuit Logo Circuit Logo Circuit Logo Control Configuration screen

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Front End General Audio Effect List


The following list enumerates the required audio effects for the front end. 1. Screen transition 2. Option radio button 3. Slider radio button up/right 4. Slider radio button down/left 5. Cursor through menu text 6. Accept/Yes 7. Decline/No 8. Volume up 9. Volume down 10. Pop-up window open 11. Pop-up window close 12. Cursor through icons 13. Cursor through buttons 14. Cursor through grid items 15. Equip Mod 16. Un-equip Mod 17. Request/Query 18. Error 19. Animated object sounds (subject to final design).

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Front End Element List (Passed to in-game)


This list contains the configuration data set by the player in the front end and is passed to the in-game. Element Difficulty Audio Description Easy, Medium, Hard, Belligerent (when unlocked) Mono, Stereo, Surround, DTS? FX & Voice Volume Music Volume Verbosity Level Music Style On/Off 3rd Person, In-Helmet, 1st Person Scale, Position, Brightness Button mapping scheme Dashboard, Overlay Screen positions of Overlays (only in Overlay mode) Horizontal, Vertical Metric, Standard Selection, attributes Applied Mods Manual or Auto Transforming GRV

Vibration Camera Video Controller Configuration HUD Mode HUD Overlay Positions Split Screen Measuring System Character GRV Mods GRV Auto-Transform

Controller Configuration
SOLAR will feature an all new controller configuration, along with an option for the Jet Moto set up of the past, and the option of mapping a custom controller design. Jet Moto:SOLAR will feature an all new controller set up. An innovative design will allow users complete control over the GRV/Character. Use of the analog sticks and the L3 & R3 buttons will lend to using the various optional modifications by freeing up the buttons normally needed for acceleration and braking. JM:SOLAR will allow players to revert to the controller configuration provided by previous versions of the game. A simplified, additional control set up will allow the user to operate JM:SOLAR with the vintage controls. A system for remapping the controls will be provided in the Options section, and will be saved with the Settings file. The mapping system will allow the assignment of functions to buttons of the players choice, and will prompt the users if any control is neglected.

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Legend
Button ! ! ! ! ! ! " " D D D D LA LA LA LA LA" (L3) LA" (L3) RA RA RA RA RA" (R3) RA" (R3) L1 L1 L2 L2 R1 R1 R2 R2 Select Start Description Square button - Tap Square button - Hold Triangle Button - Tap Triangle Button - Hold Circle Button - Tap Circle Button - Hold X Button - Tap X Button - Hold D Pad - Left D Pad - Right D Pad - Up D Pad - Down Left Analog Control - Left Left Analog Control - Left Left Analog Control - Left Left Analog Control - Left Left Analog Control - Tap Left Analog Control - Hold Right Analog Control - Left Right Analog Control - Left Right Analog Control - Left Right Analog Control - Left Right Analog Control - Tap Right Analog Control - Hold Top Left Shoulder Button Tap Top Left Shoulder Button Hold Bottom Left Shoulder Button Tap Bottom Left Shoulder Button Hold Top Right Shoulder Button Tap Bottom Right Shoulder Button Hold Bottom Right Shoulder Button Tap Bottom Right Shoulder Button Hold Select Button Start Button

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Jet Moto:SOLAR Controls


Control RA Up RA Down R3 R3 RA Left RA Right RA Down + R3 LA Up LA Down L3 L3 LA Left LA Right D-Pad Left D-Pad Right D-Pad Up D-Pad Dwn L1 L2 L1+L2 R1 R1+ ! R1+ ! R1+ X R1+ ! R2 R2+ ! R2+ ! R2+ X R2+ ! R1 + R2 R1 + R2+ ! R1 + R2+ ! R1 + R2+ X R1 + R2+ ! Select Start Action Accelerate Brake Turbo Burst Turbo Sustained Yaw Left Yaw Right Ollie (farther back & harder press = higher & slower ollie) Pitch Down Pitch Up Grapple On Grapple Sustained Roll Left Roll Right Additional Yaw Left (for use in combos) Additional Yaw Right (for use in combos) Morph GRV into FASTER (bigger) config Morph GRV into SLOWER (smaller) config Select Active Mod Engage Active Mod Look Back Engage Trick Trick Trick Trick Trick Engage Trick Trick Trick Trick Trick Engage Trick Trick Trick Trick Trick Camera / View Pause

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Gameplay Controls Vintage Jet Moto


Control X ! ! ! D-Pad Up D-Pad Dwn D-Pad Left D-Pad Right L1 R1 L2 R2 Start Select Action Forward/Accel Brake Turbo Grapple Lean Forward Lean Back Turn Left Turn Right Tight Turn Left Tight Turn Right Roll Left Roll Right Pause Change View

Camera Views
During gameplay on the track, there are four camera views: Helmet, Headlight, Slot, and Slot 2. The default camera view is Slot but can be changed through the Options screen, but during gameplay, the player can cycle through the views with the R2 button. Helmet Commonly referred to as 1st person, this view is taken from the position of the riders eyes. Therefore the hands of the character on the controls of the GRV, the front end of the GRV, and the track are visible. Headlight The position of this view is taken from the very forward of the GRV, overlooking the racing surface and the track ahead. Slot This view is commonly referred to as 3rd person and is taken from just behind the GRV and rider, then raised slightly so as to see over the riders head. Slot 2 This view is the same as Slot, but higher above the GRV and rider.

Heads-Up Displays
When gameplay on the track has started, a heads-up display appears on the screen (the position controlled by settings chosen by the player). The look of the heads-up display (hereafter referred to as HUD) varies based upon the camera setting. In the Helmet and Headlight views, the HUD is displayed as if it were a dashboard. In the other views, the HUD information will be displayed in overlay fashion (transparent enough to see through to the track) in positions decided by the player in the Options screen. The data that is displayed in the HUD is as follows:

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HUD List for single and multiplayer gameplay HUD Description Speed Indicator Displays GRV current speed and top capability. Heat Gauge Displays GRV heat level Position Marker Indicates position in race. 1st, 2nd, 3rd, etc. Time Display Time on track, time in lap, time behind next racer (or first?), includes lap number. Lap Indicator Indicates current lap and total laps to finish Grapple Energy Indicator to display grapple energy consumed/available Overheat Alarm Blinks or appears as heat level approaches dangerous levels Stunt Display Displays name of last stunt performed, points for the stunt, and running total of Stunt Points. Grapple Indicator Shows relative position of grapples Ready Mod Panel Displays Mods that are ready for use, i.e., Mods displayed would be Spinner. A light is aligned next to the Icon for the mod. A green light means the mod is available for use, red means it has been expended, yellow represents it has been recharging/rewinding and will be available soon. TPS Mod Displays approaching track features, such as turns, jumps, etc. The following list contains the HUD elements from the above list that are grouped together when used in Overlay mode. The rest are separate elements. HUD Elements Heat Gauge & Overheat Alarm Position Marker & Time Display Speed Indicator Stunt Display Ready Mod Panel TPS Mod The following list includes informative graphic elements that appear on the screen but fade away and are not considered part of the permanent HUD: Element List Element Direction Pointer Stunt Points Display Position Change Follow Indicator Grapple Indicator Description Indicates proper direction if turned around or lost. Quickly displays standing points generated by a stunt, then fades. Quickly displays new position if changed, then fades. Indicates direction of nearest GRV behind the rider and approaching distance. Indicates nearest Track-Mounted Grapple ahead.

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Audio
The Jet Moto:Solar audio environment will include sound effects for the track environment and GRVs, scripted vocal recordings for the characters, and music for the front end and in-game state. All of these audio aspects will be applied through stereo or DTS, and together will help to create an immersive experience. Sound effects for the track environment will include a wide variety of sounds to express the activity and interactivity of the environment. The player will be able to use the sounds as indicators for his position on the track and what to expect ahead. GRV sound effects will also include a variety of sounds to indicate its status, whether it is idle, racing, employing turbo, etc; each characters GRV will also have its own unique sound signature to help establish its identity. As Mods are added to a GRV, some will have animated graphic objects that will have sounds associated with them to indicate their activation or application. Characters will have scripted vocal recordings to be played at the appropriate moments during the race, such as reactions and taunts. Each character will have a unique script with statements that apply to various situations such as fighting for position, passing, performing stunts, etc. The front end will include music in addition to the sound effects for buttons, selections, animated objects, etc. The music for the in-game will be an orchestral or movie soundtrack style, layered with syncopated melodies and rhythms. Each racing circuit or track will have a unique musical style indicative of the world and culture where it is located.

Music
The music played during the race will be divided into separate voices that are then allocated to each rider in the race. As the player controls his GRV and rider through the race, a music track complete with rhythm, bass, and melody will accompany him. As other GRVs approach, their music track will be added until a full orchestral piece will play (volume relative to the distance of that GRV); as such, musical tracks will have as many voices, or parts, as there are riders in the race. The various tracks will be syncopated rhythms, bass lines, and melodies that, together, complete the full track. Circuit Earth Mars Moon Asteroid Ganymede Championship Music Style

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Environment
Following is a general list of audio effect sounds for the environments and tracks: Type Aperture valves Cargo transports launching/landing Cavern/subterranean echoes Explosions Falling Objects (Metallic) Falling Objects (Plastic) Falling Objects (Wooden) Gas/Steam venting General machinery Glass Breaking Grinding Gravel Hydraulics Metal creaking Description A doorway designed like the aperture of a camera lens, made of metal. These are anti-gravity vehicles. Various sounds from within a cavern, such as the sound of falling rocks, dripping, etc. Various explosions from nominal to violent. Metallic objects clattering against each other as they fall. Plastic, or plastic-like objects, clattering against each other as they fall. As above, but wooden objects. More like the sound of a forceful venting, not a passive release. Presses, conveyors, cranes, cutting, welding, etc. Self-explanatory The sound of gravel when an object slides across. Self-explanatory Perhaps the sound of a catwalk made of metal creaking with the weight of a heavy object. Perhaps, also, the creaking/squealing sound of stressed metal. Self-explanatory. Self-explanatory. Not necessarily boulders. Such as that of a river or dam. Like anti-gravity vehicles, but employ higher-thrust engines. Metallic doors sliding open or closed. Objects sliding on a metallic surface Objects sliding on a plastic surface Objects sliding on a stone surface Self-explanatory. Self-explanatory. Electrical static, such as from a heavy transformer. Self-explanatory. Not necessarily a jet engine turbine, but

Power generator Rain Rolling rocks Rushing water Shuttles launching/landing Sliding Doors Sliding Objects (Metallic) Sliding Objects (Plastic) Sliding Objects (Stone) Snowfall Splashes Static Thunder Turbines

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Type Whirring Wildlife/Nature sounds Winds

Description perhaps more like a power-generating turbine. Whirring of mechanical parts Various Self-explanatory.

GRV
It is important to note that GRV engine sounds will be unique, but at lesser volume than other GRV and Environment SFX. Following is a preliminary list of GRV sounds: Audio Effect Start Engine 1 Idle Engine 1 Rev Engine 1 Cruise 1 Accelerate 1 Hard Accelerate 1 Turbo 1 Decelerate 1 Hard Decelerate 1 Turn 1 Start Engine 2 Idle Engine 2 Rev Engine 2 Cruise 2 Accelerate 2 Hard Accelerate 2 Turbo 2 Decelerate 2 Hard Decelerate 2 Turn 2 Start Engine 3 Idle Engine 3 Rev Engine 3 Cruise 3 Accelerate 3 Hard Accelerate 3 Turbo 3 Decelerate 3 Hard Decelerate 3 Turn 3 File name

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Audio Effect Start Engine 4 Idle Engine 4 Rev Engine 4 Cruise 4 Accelerate 4 Hard Accelerate 4 Turbo 4 Decelerate 4 Hard Decelerate 4 Turn 4 Start Engine 5 Idle Engine 5 Rev Engine 5 Cruise 5 Accelerate 5 Hard Accelerate 5 Turbo 5 Decelerate 5 Hard Decelerate 5 Turn 5 Start Engine 6 Idle Engine 6 Rev Engine 6 Cruise 6 Accelerate 6 Hard Accelerate 6 Turbo 6 Decelerate 6 Hard Decelerate 6 Turn 6 Grinding against surface 1 Grinding against surface 2 Grinding against surface 3 Grinding against GRV 1 Grinding against GRV 2 Grinding against GRV 3 Moderate collision 1 Moderate collision 2 Moderate collision 3 Hard collision 1 Hard collision 2 Hard collision 3 Grapple, static

File name

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Audio Effect Grapple, elastic Articulation (animated components)

File name

Character
All characters have taunt scripts (included with the character descriptions on page 81) unique to them that are applied while in-game in response to events. In addition to unique taunt scripts there is a collection of universal exclamations each character will express in their voice, as follows: 1. 2. 3. 4. 5. Oof Ouch Yeow Woo hoo Oh, yeah!

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12. Timeline
Numerous larger space stations are built. Ptolmeus Project begins. Increasing population puts strain on farmlands. Food riots begin to occur. Phase One of Ptolmeus Project complete. Scientists and construction crews move into Tranquility City on the moon to work on the next phase. First phase of Cydonia Mensae Project on Mars is complete. Rich deposits of metals and minerals are discovered. Terraforming eliminates the need for importing air, water, and food. Growth of transport and commercial lines between Cydonia and Tranquility grows dramatically. Earths corporations begin to establish a footprint deeper into space. Entrepreneurs and settlers stake out a piece of the future on Mars in independent colonies. Greater access to the settlements is reluctantly allowed by the U.S. Facing serious unrest, many nations increase restrictions on personal freedom as people are given access to the settlements. Terrorism and riots flare and the EuroTrans spaceport is overwhelmed by a riot and shut down for six days. Cydonia City proves to be sustainable through export of materials and import of goods from Tranquility City and Earth. Tranquility experiences an upsurge of prosperity. Goal of the Ptolmeus Project is to build the first permanent colony on the moon. Some environmental groups receive the moniker of Eco-Terrorists for their actions. Tranquility City becomes Earths new Maquiladora with cheap manufacturing and no concern with polluting the environment. Mars Cydonia City is marketed as the New Paradise with a large PR budget. Mars ships materials to the Moon and returns with finished goods.

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2084

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2035

Mars becomes the new frontier and Land of Opportunity. Freedom is the buzzword associated with Mars, as it becomes the Manifest Destiny for the 22nd century.

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Many small nations succumb to coups, or hand over authority to corporations and organizations holding unpaid promissory notes. Other governments outsource duties to corporations and independent organizations.

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The Martians loudly express their ideas of freedom and independence from Earth.

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Martian deep space colonization projects build habitats in the asteroid belt outside of Mars and on Europa and Ganymede, two of the moons of Jupiter. Increasing chaos on Earth results in dissolution of many governments. Corporate superpowers and religious groups fill the vacuum. New, stricter rules of conduct are established, striving for balance and stability. Peace, safety, and equality is established, but at the cost of individualism. Earth begins to compete with the Moon as a builder for the colonies. Production is improved by the new policies and by squeezing the worker. Mars declares independence from Earth, touting its sustainability. Earth threatens to annex Tranquility, but Martian troops meet Earth troops there for the first skirmish in the War of Secession. Earth brings the war to Mars, lightly bombing Cydonia as a show of superiority. The Martians, however, present an indomitable spirit and, with experience in space, push the Earthlings back. The War of Secession ends, the colonies declare defacto independence. The colonies and Earth work on building an understanding and begin repairs in Tranquility City.

The mining colonies in the asteroid belt rely on Mars for support. Way stations are built on Phobos and Deimos, the moons of Mars. Order is established with banners such as Lifetime Employment, Lifetime Responsibilities, No Worker Should Ever Want For A Task, and To Each According To His Compensation Package, From Each According To His Job Description. Those who do not comply are forced to flee Earth and find refuge on Mars. Cydonia City becomes the advocate of Libertarian thought. Independence and uniqueness is the credo of Martian life. Mars looks back at Earth as a soulless machine, comprised of a mechanical society with no desire to live past ones job. Peace on Earth is maintained through pressure and propaganda. The colonies of the asteroid belt join Mars, but the Europa and Ganymede colonies remain quiet, unready to leave the mantle of Earth. Earth soldiers lose morale, as officers are more concerned with climbing the corporate ladder. A stalemate is reached as both sides are stretched to the limit of their resources and endurance. Tranquility City is damaged terribly. The Great Machine of the Moon stops and repairs are slow to start. Jet Moto is rediscovered as a popular sport in common, helping to build peace among the factions of the solar system. Tracks are subsequently built throughout the system and jockeys from everywhere are invited to compete.

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13. Racing Slang of Jet Moto:SOLAR


The following slang and jargon is an example of the type of language the racers of Jet Moto employ. The following list will also be added to the game manual as a glossary.

Fast Starts
Spark a nozzle! Spark it! Warm up the meats! Blow the burners, light off the afterburner. To light the candle; flame on! To fire the afterburner, burn out.

Losing
4-ways Afterburned, Afterburnt Cryo Freight Trained Owned Pajamas Pumped Term Terminal Zapped An obvious, humiliating pass. Smoked, passed, beaten. Standing still. Unmoving. Frozen. Got pumped so hard it looked like you were standing still. Badly beaten. You got pumped, taken home, then put in your pajamas. Youre ready for bed. As in, I just handed you your pajama, chump. Most common used term to describe losing, i.e., "You got pumped." Quit, leave, or give up. Done for; over. After I slap you 4-ways and show you the hot end, youre terminal. Another term for losing, i.e., "You just got zapped."

GRV Complimentary/Cool
All grip and no slip. Dirty Slider Snap-Snap Solid performing GRV. A sexy GRV. My sliders solid dirty. Getchyer pajamas on, llama. A fast GRV. My sliders a zero-drag llama-burner. Fast, quick.

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GRV Derogatory/Inflammatory
Brick Cranked Dirtside Grot Park that pickle wagon Retro Sled Slug Stone Toboggan Wood Wrapped Grounder A heavy, slow GRV. Youd be better off throwin that brick! Angry. Ticked off. Im cranked now! Earthbound, non-spacer Dirt, trash, or refuse. Nuff said. Move back. Reverse A slow GRV. Your GRVs so sled it needs reindeer, and Park that sled! Idiot. Slow-witted. A slow, nearly stationary GRV. A sled. Not made of metal; slow. As in Careful you dont burn that piece of wood. Put away, shelved. Non-spacer

General Compliments
Sick pass Sizz Solid Tight A hot overrun; a dusty pass. To pass most tightly. That was one sick pass--that other llamas terminal. Hot. Great. Very, very good. Very good.

Bragging
Rack Win; survive.

Jet Moto:SOLAR Project #116100 : Game Design Document : RED ZONE-PD : Sony Computer Entertainment America

Confidential and Proprietary

Jet Moto:SOLAR Design Document v2.4 by Sony Computer Entertainment America/Red Zone-PD

192

Miscellaneous
Slider Garage Sale Comp Bounce Flex Spec Nully Stat Derel Jettin Sensies Flotsam A GRV, as in: My sliders a zero-drag llama burner. A very bad wreck--when parts fly everywhere. Understand. Comprehend Crash or collision. Flexible. Can handle the situation: No problem, Im flex. Look at, examine, study Stopped. Frustrated. Nullified. Realize it, observe, understand. Derelict. Idiot. Moving fast. Sensors, scanners. Junk, litter

General Put-Downs
All flash and no dash All tool and no socket All up in my scoop Bench racer Fill your mirrors Lick your lips Peasant Racing your lips Slapped, zapped and wrapped! You cant cook You dont have enough Youre all rust. Youre stragging now Youre wrapped now! Noob All show and no go. All show and no go. A trash-talking llama talking trash. Dont get all up in my scoop--youll just get pumped. Some one who in theory has built a solid slider in his mind, but never brings it out into reality. Following closely, coming up behind. Envious of anothers slider. Thats right! Lick your lips! A spectator. Go sit with the peasants, bench racer. Talking too much, without backing it up with action. Quit racing your lips and spark it, llama. Beaten so hard you had to get put away. Cant stand the heat, cant compete. Taunt directed at an opponent whos woody sled could never hope to beat you. Youre going slow. Youre slow. Youre falling behind. Youre ready to get shipped out. Packed to put away. Newbie, unskilled.

Jet Moto:SOLAR Project #116100 : Game Design Document : RED ZONE-PD : Sony Computer Entertainment America

Confidential and Proprietary

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