Daytona USA Trophy/Achievement Guide

Daytona USA has finally hit PSN and XBLA. If you’re looking to nab 100% of the trophies or 200 G for your Gamerscore, follow this guide to ensure you get all the trophies/achievements within an hour! I posted the guide on PS3Trophies.org and is currently in submission as well.

Overview:
Estimated trophy/achievement difficulty: 1/10
Offline: 11 (6,4,1) (185 )
Online: 1 (1) (15 )
Approximate time to 100%: 1 hour
Minimum number of playthroughs needed: 3+
Glitched trophies: None
Missable trophies: None
Do cheat codes disable trophies? N/A
Road Map

Introduction:
Daytona USA is the hit arcade racing game from the 90s that was later released for the SEGA Saturn. It was then remade for the SEGA Dreamcast, but was not the same version as the Saturn or Arcade. Now it has hit PSN with crisper visuals, eight-player online play, steering wheel support and a karaoke mode.

Walkthrough:
Simply put, this is one game that doesn’t really “need” a trophy guide, but I decided to piece one together just in case there are those who are curious to what needs to be done for the 100%.

Step 1: Tackle the Arcade Mode
Honestly, tackling Arcade Mode is the first thing I would do to get those trophies out of the way. Put the game’s difficulty and time difficulty at “very easy” and you’ll bang out the Arcade trophies within 10-15 minutes. Each race is actually one playthrough.

Step 2: Tackle the Extra Modes
Again, nothing strenuous by any means here. I will list what needs to be done to achieve the trophies in this department below.

Trophies/Achievements

 

First Place BEGINNER  / 10 
Win a BEGINNER Course in ARCADE Mode (any difficulty level is ok).

Jump onto ARCADE Mode, set the difficulty and time difficulty at “very easy.” Sit back, race through eight laps and take the top spot with ease. Each lap should take you between 15-18 seconds.

First Place ADVANCED  / 10 
Win a ADVANCED Course in ARCADE Mode (any difficulty level is ok).

Jump onto ARCADE Mode, set the difficulty and time difficulty at “very easy.” This course has a few more turns to be weary of but a little application to the brakes is all that’s needed for some of those turns. Still straightforward and simple. This course contains four laps and you should be clocking in lap times within the one minute mark.

First Place EXPERT  10 
Win a EXPERT Course in ARCADE Mode (any difficulty level is ok).

Jump onto ARCADE Mode, set the difficulty and time difficulty at “very easy.” The course is littered with sharper turns that requires you to apply the brakes more often. If you keep crashing, don’t worry. That’s what the purpose of the “very easy” mode is for, to not worry about the AI catching up to you. This course is two laps long with each lap averaging roughly two minutes.

Slot Machine  15 
On a BEGINNER Course of ARCADE Mode press “Special” in front of the Slots to stop the 3 reels.

When playing the BEGINNER Course on ARCADE Mode, you’ll notice a slot machine right before a quick overpass. Press the “select” button three times (you can rapidly press it more than that however) to stop each reel. Trophy/achievement should pop up seconds after doing that.

YOU JUST LOST YOUR…  15 
Find the hidden sign at the dead end in ADVANCED Course of ARCADE MODE.

When playing the ADVANCED Course on ARCADE Mode, do a 180 from the starting line and stay on the right hand side of the track. You’ll notice a ramp that goes up and to the right into a cave. Go in there and read the sign that says, “Congratulations! You just lost your sponsorship!” Trophy/achievement should pop up within a couple of seconds after approaching it.

Flipside  15 
On an EXPERT Course of ARCADE Mode, upend the Jeffry statue by repeatedly pressing “Special”.

When playing the EXPERT Course on ARCADE Mode, you’ll notice a big statue of Jeffry from Virtua Fighter roughly 30-40 seconds into the course (you can’t miss it). Just stop the car nearby the statue (with the statue in view) and rapidly press the “select” button to rotate the statue. Keep rotating the statue until the statue pops up and you’re good to go.

Repair HORNET  / 2
Repair damage in the Pit during Arcade Mode.

Best way to get this is to play the BEGINNER level in Arcade Mode. Reach a speed anywhere between 180-200 mph and then hit a wall head-on. The car will appeared banged up at this point. Pull into the Pit Stop on the left side of the starting line and as the car approaches the crew, the trophy/achievement will pop up.

Rank In  15 
Upload your record to the Time Trial Mode scoreboard.

Go into the Extras Mode, select Time Trial, then race on any track of your choice. Complete the time trial and the game will upload your time to the server. Make sure you’re signed onto the PlayStation Network when doing this.

Challenge Clear  / 2
Clear a challenge in CHALLENGE Mode.

Literally what the description says. Go into the Extras Mode, select Challenge and do the very first challenge. Complete that and this trophy/achievement is yours.

Survive: 5000  / 2
Log over 5000 in SURVIVAL Mode.

When you select Survival from the Extras Mode, I recommend doing the Beginner level. The “odometer” is your points in this mode and the longer you race, the more points you’ll rack up. The only thing that can prevent you from getting this trophy is the time limit. However, just keep passing your opponents and reaching checkpoints to increase your time and this trophy/achievement is easily yours.

Karaoke Racer!  / 3
Play KARAOKE Mode until the end.

Alright guys, time for the hardest trophy to get in the game. Go into Karaoke from the Extras Mode, choose any song, any level and set the “auto drive” to “on.” Start the event, put the controller down, let the song roll and the trophy will unlock at the end of the trophy. I know you might’ve broken a sweat with this one, but SEGA can’t just “give” you the trophies/achievements 😛 .

100 hits  / 2
Hit the sign or road cone 100 times. (no. of hits is the cumulative total)

Now this trophy is a “slight” grind…and I use the term very loosely. The game has a “rewind” feature to let you correct any mistakes that might have costed you the race. Well, there’s any use for it and I’m going to explain how to utilize it for this trophy. Go to the Advanced level in Arcade Mode and at the start of the race, stay on the left hand side of the track. You’ll notice there are four signs next to each other within a line. Lineup the car to takedown all four signs. After hitting the fourth sign, pause the game and press the  or  button to initiate the “rewind” feature. Rewind to the point right before you hit the first sign, then press the  or  to start the race again from that point. Keep doing that until you’ve used all your “rewinds” available. Then, pause the game again and press the  or  to retry the event. Keep doing this until the game has registered that you’ve hit 100 objects and the trophy/achievement is yours.

Time Crisis 4: Arcade Edition Trophy Guide

Time Crisis 4: Arcade Edition was the first trophy guide I wrote on PS3Trophies.org and I would like to share it with you fans on Gamers Xtreme.  Being a big fan of the Time Crisis games, I was determined to nail 100% of the trophies and apparently did so before many others (due to many people not knowing what the “hidden” trophies were).  Check out the guide below for all the help you may need in nabbing every trophy!

Overview:
Estimated trophy difficulty: 3/10
Offline: 10 (3,6,1)
Online: N/A
Approximate time to 100%: 3-6 hours
Minimum number of playthroughs needed: 3+
Glitched trophies: None
Missable trophies: None
Do cheat codes disable trophies? N/A

Road Map

Introduction:
Welcome to the Time Crisis 4 Arcade Version trophy guide. This game is bundled with Time Crisis: Razing Storm. Time Crisis 4 is a light gun shooter that has a simple cover-and-shoot mechanic. There’s a bit of variety where the game throws “mini-missions” which are essentially a specific scenario that last between 30-40 seconds. These scenarios usually consist of protecting your territory or escaping “Terror Bites” (you’ll find out what those are when you play the game  ). The trophies are very straight forward and shouldn’t take too long to get 100%. You don’t have to play through Ranking Mode for any of the trophies.

Some tips for playing the game: The enemy soldier that are in “red” suits are much more likely to get a clean shot at you as opposed to the normal “grey” soldiers and ammo-filled “yellow” soldiers. You’ll notice that the game gives you a split second heads up that an enemy is about to hit you direct when the bullet, axe or grenade are highlighted in “red”. Don’t forget this because this is difference between life and death…in the game of course, I’m pretty sure this stuff wouldn’t be highlighted in “red” in real life . The “grey” soldiers can occasionally get a shot at you (depending on difficulty) but as long as you shoot everyone that pops up on the screen, you should be fine. The “yellow” soldiers are great, they can rarely hit you and when you shoot them, you get ammo for one of your sub-weapons (machine gun, shotgun and grenade). Every enemy can be shot up to 3 times after killing them (kind of like a juggle in a sense). You keep your combo meter up this way, get more points and shooting the “yellow” soldiers 3 times will net you 3 pieces of ammo as opposed to one.

In terms of a weapon breakdown, your 4 weapons are the handgun, machine gun, shotgun and grenade. The handgun has infinite ammo but has 9 bullets per clip before you have to take cover to reload. The machine gun can carry up to 300 bullets and there’s no reloading for this gun. Shotgun can carry up to 30 shells and is an excellent way to take care of stronger enemies up close, no reloading. The grenade has a capacity of 5 but it essentially obliterates anything that stands in your way, highly recommended for boss battles or to get out of a tight situation, no reloading.

Walkthrough:
Step 1: First Playthrough
You can choose to play either Free-Play or Ranking Mode for your first playthrough. I personally found Ranking Mode to be the easiest way to complete the game the first time through since you get 9 continues to go through the game as opposed to 3 continues in Free-Play. However, if you choose Free-Play mode, you earn an extra continue each time you do game over. When you complete the game, you automatically unlock 9 Health bars and Unlimited Continues. There’s really no difference between the Giorgio and Evan except for different perspectives you’ll see the action in.

Step 2: Clean Up
After completing the game once, follow the trophies tips I left below and you’ll be able to get all the trophies in no time.

Trophies
Finished Game (Giorgio) 
Finish a one player game with Giorgio.Self-explanatory. Just beat the game once with Giorgio on either Free-Play or Ranking Mode. However if you die and do game over mid-game, do not stage select to where you left off. The trophy will not unlock, you need to finish it in one sitting. Thanks to “Crazyaejay” for pointing that out. Finished Game (Evan) 
Finish a one player game with Evan.Self-explanatory. Just beat the game once with Evan on either Free-Play or Ranking Mode. Same as Finished Game (Giorgio). Finished Game (Two Players) 
Finish a two player game with Giorgio and Evan.

See Ultimate Duo

 Sharpshooter (Giorgio) 
Finish a one player game with Giorgio with a score of 3500000 points or more.

This trophy should be attained on the second playthrough if you didn’t get it on your first. Once you have the infinite handgun unlocked for beating the game once, just keep blasting away at every enemy! A good way to rack up more points is to constantly fire at the bosses, even when they can’t take any damage (when their health bar is brown-ish). A breakdown of points should be 1.5 million after stage 1, 2.6 million after stage 2 and then you should be able to get 3.5 million at the end of the game. Accuracy and speed are key to getting this trophy.

 Sharpshooter (Evan) 
Finish a one player game with Evan with a score of 3500000 points or more.

Same as Sharpshooter (Giorgio) but you’ll notice that during Stage 1-2, you’ll probably earn a little less points than if you were Giorgio due to the fact that you’re firing a missile launcher instead of a heavy machine gun so it’ll take less hits to destroy enemies. However on Stage 3-1, it will be the opposite since Evan uses a heavy machine gun this time and Giorgio would use the missile launcher.

 Speedster (Giorgio) 
Finish a one player game with Giorgio in 31 min. or less.

You should be able to do this automatically when going for the Sharpshooter (Giorgio) trophy. If not, then you didn’t shoot at everything fast enough evidently…remember, if it moves, SHOOT IT! 

 Speedster (Evan) 
Finish a one player game with Evan in 31 min. or less.

See also Speedster (Giorgio). It’s the same concept, shoot everything the second you see them. The faster you are, the faster the game advances.

Secret Trophies


Top Agent (Giorgio) 

Finish a one player game with Giorgio without using any continues

The best way to complete this trophy is to have the Speedster (Giorgio) and Sharpshooter (Giorgio) trophies done first. The reason I say that is because you will unlock Infinite Sub-Weapon Ammo doing so. Yes, that means infinite machine-gun, shotgun and grenades! Using the machine gun is the safest gun to use as opposed to grenades and shotgun. The reason is the shotgun has a slow fire-rate and the grenades can occasionally get you hit because the explosions on-screen can make you not see a bullet, grenade or axe flying at you to dodge in time.

This trophy can be obtained in Free-Play mode. However, make sure you are playing Free-Play:One Player, not Free-Play:Two Player mode. I highly recommend that you set your Health to “9” and Difficulty to “Very Easy” to get this as easily as possible.

Top Agent (Evan) 
Finish a one player game with Evan without using any continues

See also Top Agent (Giorgio). Just follow the same guidelines I gave above and you’ll nab this trophy in no time.

Ultimate Duo 
Finish a two player game with Giorgio and Evan without using any continues

This might sound like a pain but it’s actually really easy. If you have a second player who’s really good and you guys want to actually earn this the old-fashion way, be my guest. Personally, I found an alternative to get this on my own.

Select Free-Play:Two Players, set the Health to “9” and Difficulty to “Very Easy”. Now for the second player controller, change the “Reload Setting” to “Release” in the “Control Settings” menu. This way the second player can’t get out of “cover” unless they hold down the button. Now just play the game and focus on doing everything yourself while the second player does nothing but stay in cover not taking any damage.

Now here’s the good and bad side to this. The good side: is if your character is about to die, pause the game, switch the “Control Settings” for you controller to make you stay in cover as mentioned above. Then switch the controls for player 2 to your liking and you have a whole extra set of health to work with! The bad side: all enemies that have a health bar take double the hits to go down in Two Player mode.

Brink – Agents of Change Character Guide: Part 1

Roughly three weeks ago, Splash Damage released “Agents of Change”, Brink’s first, free-for-a-limited-time DLC pack, adding several new maps, outfits, weapon attachments, and most importantly, new abilities for every Class. This also raised the level cap to 24, allowing every player to choose an additional 4 abilities. This added choice may leave some players wondering how they should allocate their points to play their favorite Class as efficiently as possible. Given the time to explore this new content inside and out, I’m writing this guide with the aims to help you better define your role on the team, and recommend the abilities that support that role, no matter if you’re a Soldier, Medic, Engineer, or Operative. In this portion, we’ll go over the General and Soldier abilities.

First, let’s begin with the universal abilities. No matter which role you’re taking, there are a few perks I’d consider essential:
Battle Hardened: Gives you an extra, much-needed pip of health. This is where my first point goes every time – you can’t fulfill your role on the team if you’re dead!
Supply Max Increase: Another essential ability. Since you need Supply to perform your Class’s unique talents, an extra pip will allow you to carry out one additional action when you’d otherwise be waiting for your supply meter to recharge. This also has the hidden benefit of letting your supply begin to regenerate sooner, since you can begin regaining supply over your original maximum. My second point always goes here.
Resupply Rate Increase: This ability goes hand-in-hand with Supply Max Increase, allowing you to use grenades and your Class abilities more frequently. Given that you’ll usually have trouble keeping your Supply meter full, anything that lets you increase it is a must. Once you get to Rank 2, take this ability!
Sprinting Reload: One of Brink’s core rules is, “Keep moving!” Without this ability, your character will stop sprinting when you try to reload, which can spell instant death if you can’t get behind cover in time to avoid that last bullet or two. With Sprinting Reload, you can sprint while reloading, giving you the extra time you need to finish off a retreating enemy or to ready your clip to counter enemy fire. A very important ability.
Downed Fire: Normally, when your character loses his entire health bar, he’ll go into an Incapacitated state, where he can do little but watch enemy movements and wait for a medic to revive him. With this ability, you can ambush your enemies before you go out, which is great when you narrowly lose a one-on-one fight, allowing you to finish the enemy off. You can also surprise a group of enemies and soften them up if your allies are close behind. You can’t get this ability until Rank 5, and for good reason – if you can get there, you’ve earned the right to use it. With the Level cap increase to 24, you no longer have to choose between this and your Class’s Rank 5 abilities – feel free to grab ’em all!
Some of the more situational abilities are listed below:
Grenade Shooting: Allows you to detonate your grenades at just the right time, assuming you can make the shot in the heat of battle. This ability is great with practice, but sometimes fights are too hectic to line up the shot to detonate your grenade. Still, with tactical use, this ability can turn the tide.
Combat Intuition: Causes a visual and audible warning when an enemy who is NOT on the radar puts his crosshairs on you. This won’t help if the enemy is on your radar for any reason, or if you can see them. This ability helps counter enemies with Silent Running and Silencers on their guns. It won’t always save you, but it’s handy when it does.
Silent Running: As the name suggests, this ability prevents you from appearing on enemy radar while running, allowing for faster and better ambushes. Combined with a Silenced weapon, you’ll be impossible to spot until an enemy sees you, or if you’re caught by Combat Intuition.
Sprinting Grenade: Works similarly as Sprinting Reload, but allows you to cook and throw a grenade while sprinting. Grenades require more tactical use than other weapons, and as such I like to slow down and line up my throw to make sure I hit as many enemies as possible. Losing the ability to sprint while doing this isn’t a major loss to me, but if you like completely unrestrained movement, this ability might be worth it to you.
Sense of Perspective: While performing a lengthy objective, such as capturing a command post, planting a bomb, or repairing an object, your movement stick will no longer make your character move; instead, the camera will switch to third person and allow you to see what’s going on around you at all times. This is a trade-off; with this ability, you can see enemies coming and react accordingly so you can survive to finish the objective, but you can’t move. Without it, you can sidestep and crouch to try to avoid gunshots while performing an objective, but you have to look at the objective at all times. Most of the time, this ability lets me survive to finish the objective more than without it, but your mileage may vary.
Tactical Scanner: Allows you to see up to four of an enemy’s buffs when you put your crosshairs on them, in addition to their health and Class badge. This can help you prioritize which enemies to kill first, but in most firefights you won’t have the time to pick your targets based on buffs, unless you’re sniping.
Now that we’ve gotten the general abilities out of the way, let’s get a little more specific.
The Soldier is Brink’s front-line fighter, able to dish out and soak up damage with weapons, a variety of grenades, and permanent Kevlar armor. Their job on the team is to eliminate dangerous enemies, destroy objectives with C4 charges, and supply themselves and their team-mates with ammo packs. Right out of the box, Soldiers can refill ammo, plant explosives on objectives, and throw a Molotov in addition to the standard Frag Grenade, giving them several options on how to approach combat. Their abilities help complement this playstyle, providing additional protection, ammo, and grenade performance.
The most essential Soldier abilities are as follows:
Armor-Piercing Ammo: This passive ability allows you to bypass any Kevlar Armor buffs, making your bullets 100% effective against enemy Soldiers or Engineer-heavy teams. Given the power of the Kevlar Armor buff, this ability is essential for maximizing your damage.
Flashbang Grenades: This provides the Soldier with an additional type of grenade which will blind any enemy who sees it for several seconds. In a game as fast-paced as Brink, this can give you and your team the opportunity to mow down a group of enemies while they struggle to return fire. A central and essential Soldier ability. Take note, however, that any teammates (including yourself) who see the explosion will also be blinded, although for a much more brief time period.
Grenade Mastery: Reduces the cooldown period for your standard Frag grenade. Along with the other grenades the Soldier has access to, this allows you to literally bombard the enemy team with grenades, improving the Soldier’s “shock and awe” style of combat. You’ll want to pick up this ability as soon as you have access to it, as it really improves your offensive power beyond any other class’s.
Kevlar Vest: Sick of waiting for an Engineer to supply you with Kevlar? No worries, this passive ability will give you the same damage-reducing effect at all times. Engineers can still provide you with the Kevlar Plate buff, but it won’t stack with this and won’t show up as a buff on your screens. Still, this is a signature Soldier ability, providing it with the protection to stand toe-to-toe with anybody else in combat. Beware other Soldiers, however, as they’ll likely have the Armor-Piercing Ammo ability, which renders this one useless.
Extra Magazine: Normally, when a Soldier resupplies themselves or allies with ammo, it will give them an extra magazine beyond what they start with. This ability causes anyone supplied with ammo a second additional clip, reducing the need to resupply as often. This translates to more Supplies for grenades, which is definitely a good thing for Soldiers! I made sure to pick this up right after Kevlar Armor; Supplies are the lifeblood of any class, and anything that makes you more Supply-efficient will have a huge impact on your effectiveness.
Frag Blast and Grenade Damage: I mention these two Rank 4 abilities together because they have tremendous synergy with each other, in addition to the Grenade Mastery ability previously mentioned. This will make your standard Frag grenades extremely powerful, above and beyond what any other class can dream of. As the names imply, these abilities will increase the blast radius and damage of your standard Frag grenades, respectively. These are more crucial to the Soldier than any other Rank 4 abilities you can get, so make sure to go for them ASAP!
A few other abilities which can help in some instances are:
Scavenge: This ability allows a Soldier to rifle through a dead enemy’s corpse; after a brief interaction period (about 3 seconds), the Soldier’s supply bar will be filled by 1 pip. This ability sounds great on paper, but bear in mind that while performing a Scavenge, you must look at the corpse and are vulnerable to enemy attack. Still, this ability shines in defensive situations, allowing you to resupply from dead enemies and prepare for the next wave.
Napalm Grenades: This provides your Soldier with yet another special type of grenade, bringing the total up to four. These grenades blanket an area in flames, damaging any enemies who try to cross them. Similar to the Operative’s Caltrop Grenade ability, these allow the Soldier to control the flow of battle, cutting off enemy movements and sealing up choke points for a period of time. Given the Soldier’s penchant for Grenades, there’s little reason not to add this one to your arsenal.
Satchel Charges: If you’re a fan of Call of Duty: Modern Warfare 2, you may recognize this ability. Similar to the C4 charge from that game, this ability allows the Soldier to plant up to 3 charges on any flat surface and detonate them later. Extremely useful for setting up traps and protecting objectives, without exposing yourself to the enemy, these charges help improve the defensive prowess of the Soldier. Note that you can’t use these explosives to detonate objectives; you’ll need to stick it out to plant your C4 charge. You can, however, use these explosives to protect team-mates while they work on an objective.
So, what’s my role? As the Soldier, your job is to damage and disorient the enemy and protect your teammates; like they say, “the best defense is a good offense”. Your Armor-Piercing ammo will help deal maximum damage against any enemy; by the same token, having Kevlar Plate will reduce enemies’ ability to damage you. The plethora of Grenades a Soldier has access to allows him to damage and disorient his enemies, throwing them to the ground to be finished off easily and breaking up mobs. It’s also up to the Soldier to plant C4 on destroy objectives, much in the same way Engineers repair objects and Operatives hack them. But perhaps most importantly, it’s the Soldier’s job to keep his team supplied with ammunition, keeping them in the fight without requiring them to run back to a Command Post to resupply.
In short, the Soldier is at the center of combat in Brink, and can dramatically influence the flow of any battle.
Check in at GamersXtreme.org tomorrow for part 2 of my Brink Character Guide, where we’ll cover the Engineer.