With the new consoles (PS2) quickly taking priorty over the PSX/PS1 Game Console it is get- ting harder and harder to find information on games made for it. Websites are disappearing fast. So before some go the way of the DoDo Bird, I collected some info from them to save for historical purposes and for the PS1 users that have held on to their PS1 Game Console. So I hope those that haven't updated their site for many years and those that are planning on dropping the PSX/PS1 from their site don't mind me storing and sharing their work with others.I have 6 gigabytes of data, I'm only using very little of it here.( MDB@psxa2z.com ) My thanks go out to all PSX users and webpage makers for the past 7 years! Thank you. From http://www.cco.net/~arne/carnage/ -- Last Update: March 9, 1997 Date lifted from site: 3:27 AM 12/16/2002 Thanks again! ===================================================================== Rockets ------- Name Firepower Weight Cost Effect ---------- --------- ------- --------- -------- Snake 70 (75) 30 (25) 90 (85) Shotgun Hercules 72 (77) 40 (35) 94 (90) Shotgun Panther 78 (83) 50 (45) 99 (96) Shotgun DragonFly 82 (87) 60 (55) 105 (100) Burst NightHawk 76 (81) 70 (65) 109 (105) Burst Numbers in ()'s are after optimization. Range : All rockets are listed as being short range, although Shotgun style rockets can hit targets up to 110 meters away (and further with decreased effectiveness) while burst types only hit out to about 75 meters. Explanation of effects : Shotgun rockets burst into submunitions between 40 and 60 meters from the firing OKE. The send out a flock of small, explosive shells in a pattern that looks roughly equal to the spread of an OKE's shotgun. Each of these shells can make its own explosion and therefore being hit right when they start to spread out can be quite deadly. Firing these too close to an enemy (less than say, 20 or 30 meters) will hit them with the single rocket before it spreads, doing only as much damage as a single shell would have. Burst rockets also spread at the 40 to 60 meter mark, but shortly after all the submunitions explode of their own accord (whereas the shotgun type will fly until hitting their target or an obstacle, or falling back to the ground). These explosions send shrapnel out in all directions inflicting massive damage at close range, but becoming too spread out to hurt very quickly. Beyond 75 meters these are not very powerful, but within 65 meters the burst effect is almost impossible to dodge. These also do very little damage if they hit before releasing the submunitions. All rockets are unguided, and do NOT set off "Scan for Missiles" instructions in OKE programs. They also cannot be jammed by jamming devices. Missiles -------- Name Range Firepower Weight Cost --------- ------ --------- ------- -------- Mercury Short 70 (75) 40 (37) 100 (94) Phantom Short 72 (77) 45 (42) 110 (104) Avenger Short 78 (83) 50 (47) 112 (108) Gremlin Medium 82 (87) 55 (52) 119 (113) Eagle Medium 76 (81) 60 (57) 124 (120) Delta Medium 70 (75) 65 (62) 129 (125) Cryon Medium 92 (97) 70 (67) 137 (132) Wildcat Short 86 (91) 75 (72) 148 (143) Alpha Medium 100 (105) 80 (77) 156 (150) Century Medium 94 (99) 85 (82) 160 (155) ()'s denote optimizations. Missiles are guided (and can therefore be jammed by jamming devices) Short range is about 80 to 100 meters. Medium is about 150 meters. Large Missiles -------------- Name Range Firepower Weight Cost --------- ------ --------- --------- --------- Shogun Long 150 (155) 140 (135) 170 (165) Gorgon Medium 192 (197) 160 (155) 180 (175) Hydra Long 154 (159) 170 (165) 190 (185) BlueWing Medium 184 (189) 190 (185) 200 (195) Leviathan Medium 194 (199) 200 (195) 220 (215) Glyphone Long 172 (177) 220 (215) 240 (235) Orion Long 180 (185) 230 (225) 260 (255) Medusa Long 194 (194) 250 (245) 280 (275) NecroZone Long 200 (205) 270 (265) 300 (295) Nightmare Long 228 (233) 290 (285) 320 (315) ()'s are optimized values. Large Missiles are guided and can be jammed by jamming devices. Medium range is about 150 meters, long is 200. Floating Mines -------------- Name Firepower Weight Cost Effects --------- --------- ------- --------- ------- Macabre 120 (125) 20 (15) 90 (85) Shrapnel burst Anthales 200 (205) 30 (25) 100 (95) Burst down, Air and Ground SteelFang 200 (205) 40 (35) 110 (105) Shrapnel burst Kraken 250 (255) 50 (45) 130 (125) Homing, small explosion Empire 200 (205) 60 (55) 140 (135) Burst, fires missiles ()'s show optimizations. All floating mines are set off by flying OKE's. Only the Anthales will detonate for ground based OKE's. Can randomly detonate if they stay on the field for a long time. Scatter Mines ------------- Name Firepower Weight Cost Effects --------- --------- ------- --------- ------- Tightrope 100 (105) 20 (15) 60 (55) Burst up, Air and Ground Zonde 100 (105) 30 (25) 70 (65) Rises up, then bursts down Voodoo 260 (265) 49 (35) 90 (85) Small explosion DeathSphere 210 (215) 50 (45) 110 (105) Homing, small explosion Zeus 100 (105) 60 (55) 130 (125) Small explosion and burst ()'s are optimized values. All scatter mines detonate when traveled over by land based OKE's. Only the Tightrope will detonate for flying OKE's. Can randomly detonate when left for a long time. List composed by Arne Michaelsen, March 1997. Visit the English Carnage Heart homepage at http://www.cco.net/~arne/carnage This file may be distributed electronicly as long as it remains unchanged. It may NOT be included in any book, magazine, CD-Rom, or other physical media that is not free without my written consent. (If you ask me first, I more than likely will consent, but you must ask first!) Contact me at arne@cco.net