Destruction Derby FAQ 1.2 ========================= by Wendell Martin Revised 2/24/96 Table of Contents: 1. Introduction 2. Driving Tips 3. Scoring 4. Codes 5. Cars and Drivers 6. Contributors/Additions 1. Introduction This "Frequently Asked Questions list" is intended to supplement the (somewhat skimpy) manual for the Sony PlayStation game, Destruction Derby. The opinions and suggestions below are my own. The data below is copyright 1995 by Psygnosis, Ltd. and no infringements are intended. Destruction Derby provides a reply to the racing video games in which damage to cars is not handled realistically. In short, the game is auto racing with the emphasis on damage. This is shown in beautiful detail, and has definite effects on the cars' performances. You drive a stock car in one of three modes, each with its own goals. In Destruction Derby mode, your goal is to spin the other cars as much as possible while inflicting damage on them in an open arena. In Stock Car Racing mode, you are trying to finish a race circuit in as close to first place as possible. Wreckin' Racing mode is a race in which points are awarded both for winning the race and for spinning the other cars. In all three modes, you may race against a field of computerized competitors, against a single computer competitor, or alone against the clock. You may choose to compete in a stand-alone event or in a championship series consisting of many competitions. If you have a friend with another copy of Destruction Derby, another PlayStation, and another TV, you may race against him/her, either one-on-one or in a field of computerized opponents. The championship modes make for rewarding and sustained single-player play. 2. Driving Tips The Rookie car (Psygnosis) seems to be for those who are new to any form of video game racing - it is stable, but slow. The Amateur car (Grim Reaper) is a good car for drivers familiar with other racing games and has significant improvements in speed and handling. The Pro car (Smoothie) is supposedly *the* car to learn in order to do well with the game, and has its own quirks. One common problem seems to be that of constantly driving into walls. I would suggest a period of experimentation in the Time Trials mode as a remedy for this. Once you get the hang of combining braking with turning, you'll have no more trouble with walls. Techniques include braking in the middle of a turn if you are getting too close to the outside wall, braking (while still driving straight) before entering a sharp turn, and braking at the very start of a turn in order to begin a controlled skid/powerslide. Another problem is that of being spun backward on the track when hit. The manual makes some mention of using the L1 and R1 shoulder buttons, but is vague. Basically, if you know that you are facing the wrong way on the track, go in reverse while turning left or right on the D-pad and pressing L1 or R1. This will spin you around quickly. If you have your back to the wall, then go forward and steer normally. L1/R1 doesn't help going forward, except when one or both of your car's side panels have been destroyed. A more insidious problem is not knowing which way is forward when you're spun around in one of the 90-degree intersections. The solution borders on the tautological: know which way is forward. As you approach the intersection, note the features of the road across the way (a distinctive billboard, perhaps). This way, if you're spun, you'll know which way to go. As a last resort, if you're either unable to determine the correct direction or unable to proceed in it due to conflicting traffic, go with the flow of traffic. You'll possibly be adding half a lap to your distance, but that is usually better than staggering around in the middle of an intersection, getting the stuffing beat out of you while desperately groping toward the "right" exit. In any case, it's a good idea to drive on the side of the road which is nearer to the crossing traffic's direction of approach (so that any impact will be less likely to push you too far to the side to continue onward). Having a single "destroyed area" in the front area of your car will wreck it. A destroyed side panel will cause your car to pull to the side. Destroyed areas in the rear of the car will lower its speed. Lastly, remember that the game *is* playable . You may not believe this after practicing for half an hour only to keep finishing near last place in Stock Car mode, but continued practice will improve your performance. Wreckin' Racing rewards slamming into other cars (which also don't drive as fast) so it's less frustrating. 3. Scoring In Destruction Derby mode, points are awarded solely for spinning and wrecking other cars: 10 for wrecking, 10 for a 360-degree spin, 4 for 180 degrees, 2 for 90 degrees. The values are doubled when inflicted on the 1st Place car. In addition to the above, 10 bonus points are awarded for placing 1st in a Wreckin' Racing match, 7? for 2nd, and 4 for 3rd. In Stock Car Racing, the finishing position is all that matters: 50 points for 1st Place, 40 for 2nd, 35 for 3rd, 30 for 4th, 25 for 5th, 20 for 6th, 18 for 7th, 16 for 8th, 14 for 9th, 12 for 10th, 10 for 11th, 8 for 12th, 7 for 13th, 6 for 14th, 5 for 15th, 4 for 16th, 3 for 17th, 2 for 18th, 1 for 19th, and 0 for 20th. 4. Codes I'm normally careful to give credit to the suppliers of codes, but the following Destruction Derby codes appeared nearly simultaneously from several sources in the PlayStation Usenet newsgroups shortly after the game's release. They are entered as names at any point when you are asked for a name. You will then be known as "Cheat!" until you enter a different name (the codes remain in effect, though). !DAMAGE!: Your car is never damaged REFLECT!: The Ruined Monastery track is available NPLAYERS: Supposedly allows specification of the number of opponents 5. Cars and Drivers Here are the cars/drivers sorted by their starting League Divisions and their initial ranking within each league. This determines the starting order: the lower-numbered (better) divisions start toward the back, with the better drivers within a division starting toward the back of that division's segment in Championship mode. The order within a division is reversed in Practice mode, but the order of the divisions remains unchanged. The names are those shown on the trucks in the "pit compound" (which sometimes differ slightly from those given during gameplay). The drivers' ethnicities and genders are based on the illustrations shown in the game. # Name Chassis Colors Ethnicity/Gender Division 1 (Roof Color = Black): 99 The Doctor White/Red White Male 95 Tax Man Green/Yellow White Male 82 Suicide Squad Cyan/Red Indian Female 53 Barmy Army Blue/Pink Black Male Division 2 (Roof Color = Red): 37 Learner Yellow/White White Male 40 Psycho Black/Purple White Male 22 Crunch Bunch White/Purple Asian Male 52 Heavy Metal Hero Blue/White White Male Division 3 (Roof Color = Cyan): 64 Pyromaniac Red Black Female 35 Team Goddess Purple/White Asian Female 13 The Skum Black/Yellow White Male 77 The Under Taker Black White Male Division 4 (Roof Color = Yellow): 66 The Beast Black/Red White Female 23 The Idol Pink/White White Female 69 Passion Wagon Red/Pink White Female 47 Optician Green/White White Male Division 5 (Roof Color = White): 1 [You: Psygnosis = Blue/Cyan, Grim Reaper = Black, Smoothie = Green/White] 7 Trash Man Purple/Orange White Male 88 The Bouncer Cyan/White White Male 50 The General Green Black Male 6. Contributors/Additions If you have corrections or items to add to this FAQ, please e-mail me and I will implement them with credit. The latest version of this FAQ can be found via my home page. *************************END of DOCUMENT****************************************************