POD SPEEDZONE: GAME GUIDE

by

Wolf Feather/Jamie Stafford
[email protected]


Initial Version Completed: October 17. 2002
FINAL VERSION Completed:   October 27, 2002

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CONTENTS
Spacing and Length
Permissions
Introduction
Getting Started
Arcade Mode
Cars
Race Venues
Power-ups
Weapons
Contact

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SPACING AND LENGTH
For optimum readability, this driving guide should be
viewed/printed using a monowidth font, such as Courier.
Check for appropriate font setting by making sure the numbers
and letters below line up:

1234567890123456789012345678901234567890123456789012
ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz

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PERMISSIONS
This guide may ONLY be posted on FeatherGuides, GameFAQs.com,
PSXCodez.com, F1Gamers, Cheatcc.com, Absolute-
PlayStation.com, InsidePS2Games.com, RedCoupe, gamesover.com,
CheatPlanet.com, The Cheat Empire, a2zweblinks.com, Gameguru,
GameReactors.com, RobsGaming.com, cheatingplanet.com,
CheatHeaven, IGN, vgstrategies.com, hellzgate, Games Domain,
ps2fantasy.com, and neoseeker.com.

Permission is granted to download and print one copy of this
game guide for personal use.

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INTRODUCTION
First, an important note: This guides DOES NOT cover online
gameplay for POD Speedzone, as I do not have online
capabilities at this time.

POD Speedzone is an interesting game.  There have been many
futuristic racing games in arcades and on various consoles.
POD Speedzone certainly does not attempt to distinguish
itself from the rest of the futuristic racing games in
existence, but its is rather interesting and fun to play.
This guide will lead players through the basics of gameplay
in POD Speedzone.

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GETTING STARTED
First, bypass the opening movie.  It is not interesting at
all.  In fact, the opening movie is absolutely unnecessary.
Even worse, it is embarrassingly open-ended without having
really presented any believable storyline to make an open
ending worthwhile in any way.

As with any game, begin by immediately going to the Options
Menu.  Here, it is important to become familiar with the
controller configuration; fortunately, there are five
configurations from which to choose, including steering with
either the analog stick (rather difficult unless someone is
an analog specialist) or the D-pad (the arrow buttons beneath
the analog stick).  Also, customize sounds and other aspects
of the game, then head back to the Main Menu to get started.

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ARCADE MODE
For those who do not have the DreamCast console configured
and wired for Internet access and online play, this is the
only game mode available (other than Two Players Mode).  The
game presents a number of cars, each varying in both look and
performance; two of the cars are not available, as they are
apparently for online use only.  Once a car has been
selected, a race venue can be selected; again, one race venue
is not also available unless online capability has been
detected.

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CARS
Here are the various cars and their stats:

  Bulldog*
     Acceleration: 10
     Brakes:       9
     Shield:       6
     Speed:        7
     Boost:        7
     Handling:     9
  Cougar
     Acceleration: 8
     Brakes:       5
     Shield:       6
     Speed:        8
     Boost:        8
     Handling:     10
  Crab*
     Acceleration: 9
     Brakes:       9
     Shield:       8
     Speed:        6
     Boost:        10
     Handling:     10
  Piranha
     Acceleration: 9
     Brakes:       10
     Shield:       10
     Speed:        6
     Boost:        10
     Handling:     8
  Scarab
     Acceleration: 9
     Brakes:       8
     Shield:       8
     Speed:        8
     Boost:        8
     Handling:     9
  Sea Cat
     Acceleration: 8
     Brakes:       9
     Shield:       8
     Speed:        10
     Boost:        6
     Handling:     9
  Viper
     Acceleration: 8
     Brakes:       10
     Shield:       9
     Speed:        8
     Boost:        8
     Handling:     10
  Wasp
     Acceleration: 10
     Brakes:       9
     Shield:       8
     Speed:        8
     Boost:        8
     Handling:     9
* This car is not available unless online capabilities have
been detected.

Each car comes equipped with shields and a fixed amount of
Boost.  Shields are destroyed due to collisions with
ANYTHING, and once shields are gone, the next collision
cripples the car and the race immediately ends.  Shields and
Boost can both be provisionally augmented by collecting the
proper power-ups (see the Power-ups section below).

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RACE VENUES
Here are the racing venues available in POD Speedzone:

  Bridge Ride:    As the name of this race venue indicates,
                  there are quite a few bridges in for this
                  circuit; some of these are essentially
                  incomplete bridges, requiring plenty of
                  boost to ensure the car can safely clear
                  the gaps.  Bridge Ride also includes
                  several mechanical plant-like monsters
                  (think angry Venus Flytraps covered with
                  metal) which occasionally dip down to
                  attempt to eat and otherwise hinder the
                  cars in the race.  This venue also has
                  several run-off roads, but these do not
                  lead anywhere, so it is important to not
                  miss a turn and be forced to backtrack...
                  especially since the cars in POD Speedzone
                  do not come equipped with a Reverse gear.
  Canyon:         This circuit takes place on a canyon
                  floor; as such, the raceway is often
                  bounded by tall rock cliffs.  There are
                  numerous junctions, allowing each car to
                  take a different route; some of these
                  routes do not contain actual roads,
                  instead presenting simply sand (which is
                  inherently slower than the paved
                  raceways).  There are a few mechanical
                  entities which will occasionally attack
                  the cars.
  K Zone:         K Zone effectively combines the main
                  features of both Bridge Ride and Canyon.
                  This race venue also includes an unmarked
                  junction (i.e., no directional indicators
                  appear on-screen on approach) which yields
                  extra power-ups; the CPU-controlled cars
                  never take this route.
  Mines Web:      Despite the name of this race venue, there
                  are no miners here, and NO mining
                  equipment to be found :-(   This is a
                  tight and twisting venue with numerous
                  junctions and many mechanical creatures
                  roaming about... many of them will attack
                  the cars as they pass.  Due to the
                  multiple tight corners, aggressive drivers
                  are likely to never finish races at this
                  venue.
  Oddrock*:       Unknown
  Volcano:        This race venue presents a lot of elevated
                  raceways and raceways through tunnels in
                  the volcano.  There are also unmarked
                  junctions (i.e., no directional indicators
                  appear on-screen on approach) which yield
                  extra power-ups; the CPU-controlled cars
                  never take these routes.  Mechanical
                  plant-like entities and swinging barrels
                  of molten lava will try to block cars from
                  passing cleanly.
* This race venue is not available unless online capabilities
have been detected.

In many situations, the raceway is bounded by metal barriers;
touching these barriers or any other obstacle will result in
the car's shields fading away due to the incurred damage.  In
ALL situations, the raceway is extremely narrow, so passing
must be done with care; this is an obvious benefit to the
race leader, as there is not much raceway to protect when
driving defensively.

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POWER-UPS
There are three power-ups which can be acquired during races.
These are generally presented beside each other at various
points on the circuit, and look like floating jewels of
differing colors.

Blue:   This will add to the player's current Boost level.
       Each car begins with a limited quantity of Boost, so
       it is important to collect these blue power-ups as
       often as possible to be able to power toward the
       Finish Line on the final lap of a race.
Red:    This provides a temporary Boost for a fixed amount
       of time.  The time length of this Boost cannot be
       altered (unlike normal Boost, which is only used for
       as long as the player presses the Boost button), so
       it is important to know each circuit well enough to
       determine when is and is not a good time to use this
       fixed-duration Boost.
Yellow: This power-up adds to the car's shields.  The car
       takes damage whenever it is involved in a collision
       or when attacked, so this will help to keep the car
       in a given race.

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WEAPONS
Two weapons can be collected (in the same manner as power-
ups) during races.

Orange: This is a Mine weapon.  Upon activation, a land
       mine will be placed immediately behind the car, and
       will explode and cause damage to any car that happens
       upon it.  This is a good weapon to use during
       defensive driving, especially if being tailed closely
       by competitors >:-)
Pink:   This is a Wave weapon.  Upon activation, cars
       immediately ahead will be forced to stop momentarily.
       This is a nice weapon to use for offensive purposes,
       to make passing a little bit easier :-)

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CONTACT
For rants, raves, etc., contact me at [email protected];
also, if you have enjoyed this guide and feel that it has
been helpful to you, I would certainly appreciate a small
donation via PayPal (http://www.paypal.com/) using the above
e-mail address.

To find the latest version of this and all my other
PSX/PS2/DC/Mac game guides, visit FeatherGuides at
http://feathersites.angelcities.com/

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