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Full Auto

 
Games: Full Auto
 

Game Description

Sega twists some metal on Xbox 360 with this fast-paced car-combat game. (That's okay, however, since the game also offers a chance to "untwist" errors at will.) Players pilot believable modern automobiles, equipped with destructive weaponry, through a variety of courses that challenge both kart- and arcade-style racing skills. The ultimate goal is to be first across the finish line, but that doesn't dissuade the heavy artillery action along the way. Many vehicles feature a gun-type weapon in front and a bomb-dropper in back, but new cars and configurations are unlocked with progress through the single-player "Career" mode. Especially notable among this game's features is the ability to rewind and "unwreck" mid-race, allowing the player to correct fatal mistakes even after they're made. Two-player split-screen competition is supported, as well as full-on multiplayer auto combat for as many as eight over the Xbox Live service.
~ T.J. Deci, All Game Guide

Production Credits

Director of Technology: David Wu; Lead Programmer: Jason Hasenbuhler; Programming Team: Dave De Pauw, Peter Giokaris, Paul Glinker, Chris Harvey, Heidi Klinck, James Richards, Remi Turcotte, Andrea Zanini; Additional Art: Janice Hertel, Noel Keshwar; Audio Lead: Michelle Frey; Audio Programmer: Andrew Clark; Lead Level Designer: Rick Knowles; Level Design Team: Nitai Bessette, Brian Dorner, Joseph Ganetakos, Mark Riddell, Domenic Trapasso; Additional Level Design: Chris James; Design Team: John Harley, Miles Holmes; Lead Game Designer: William Ho; Development Director: Rich Hilmer; Producer: Cord Smith; Production Manager: Guillaume Provost; Executive Producer: David Wu, Rich Hilmer, Daniel Posner; QA Lead: Rene Macleod; QA Tester: Daniel Awadalla, Gary Blaize, Rob McCowan, Daniel Torreblanca; Company 1: Pseudo Interactive; President and CEO: David Wu; VP Development: Rich Hilmer; VP Business Development: Daniel Posner; Human Resources: Kate Roberts; Administrative Warrior Princess: Trina Ferris; Accounting: Tova Posner; Car Concepts: Jon Hull; Additional Car and Character Modeling: Wayne Leung; Fictional Advertising Design: Chris Walton; Additional Art: Mike Lambert, Woojin Choi; Lead Composer: Witchman; Additional Music Editing, Remixing and Mastering: Rom DePrisco; Additional Audio Support: Billy Turchinetz; Movie Mixer: Stephan Stepanic; Music Agents Extraordinaire: Sanne Hagelsten, Marisa Porter; Voice Pre-Production: Dave Conlon; Engine Recordings: Danetracks Inc., Bryan Watkins, James Penny, John Fasal; "Bonesore" By: Machines Wielding Weapons; "Bonesore" Written By: Sergei Hall, Keiron McTernan; "WithDK9 Edit" By: Shaper; "WithDK9 Edit" Written By: Neil Gaeggler; "Soupdragon" By: Keiron Pepper; "Soupdragon" Written By: Keiron Pepper; "Flashback" By: Machines Wielding Weapons; "Flashback" Written By: Sergei Hall, Keiron McTernan; Adaptive Music Mixing and Production: Rom DiPrisco, Witchman Team; Guitars: Paul Aspel; Additional Live Base: Gbatokai Dakinah; Main Vox: MARZ, Bitstream Dream Team; Guitars: Saki Kaskas; Additional Guitars: Rom DiPrisco; Video Production: Hammer Creative Advertising, Scott Hayman, Jim Botko; Company 2: Sega Of America; CEO Sega of America: Naoya Tsurumi; Sega of America President: Simon Jeffery; Sr. Vice President Production Development: Bill Petro; Sr. Producer: David Cobb; Producer: Scott Hawkins; Associate Producer: Tim Ernst; Additional Production: Rick Ribble, Beejey Enriquez, Curtis Chiu, Jon Sell; Manager of Artists and Repertoire: Noah Musler; Assistant Manager of Artists and Repertoire: David Wood; QA Director: Osamu Shibamiya; QA Supervisor: Deni Skeens; QA Lead Tester: Demetrius Griffin; QA Assistant Lead Tester: Nestor Protacio Jr.; QA Tester: Amanda Peterson, Omar Castillo, Debbie Guskin, Tim Erbil, Dennis Chan, Tim Martinez, Paul Hubans, Robert Birdsall, Victor Yee, Arthur J. Klein II, Joe Floyd, Earl John Constiniano, Jason Watkins, Matt Waggle, Rodrick K. Angeles, Sean Valentine, Dan Kingdon, Kenneth Brown II; Vice President, Marketing: Scott A. Steinberg; Director, Marketing: Chip Blundell; Product Manager: John Coghlan; Sr. Public Relations Manager: Bret Blount; Creative Services Manager: Jen Groeling; Creative Services Specialist: Jen Parham; Vice President, Sales: Sue Hughes; Sales Manager: Frank Chiechi, Keith Gerhardt, Paige Carlson-Winch, Michael Kacz, Matt Vining; Sr. Account Manager, Sales: May Hayes; Director, Channel Marketing: Scott Lambrecht; Director, Web Team: Chris Olson; Senior Content Writer: Bridget Oates; Consumer Research Analyst: Prabha Kannan; Company 3: Sega Of Japan; Executive Producer: Hiroyuki Miyazaki; Creative Producer: Seiki Saito; Marketing Manager: Naofumi Shioya; Sales: Akira Nomoto, Koji Nagata, Toru Yasuda, Tomoaki Ishidao, Yoshihito Endo, Teruyuki Awaji, Yasunobu Masahiro, Katsushi Yasuda, Yusuke Watanabe, Nobuhiro Tanaka, Toyota Tokoro, Akihide Ichimura, Toshiyuki Tanaka, Tetsuo Sasaki, Takayuki Murata, Tomohiko Hayashi, Takehiro Yoshida, Hiroshi Iizuka; PR: Mitsuru Takahashi, Takayoshi Ohuchi, Yasushi Nagumo, Mamoru Kodama, Kenichi Hashimoto, Kensuke Nakamura, Katsumi Baba, Hiromi Seida, Seiji Aoyagi, Reiko Chiba, Ikuo Ishizaka; Software Package & Manual Design: Yoshihiro Sakuta, Yoichi Takahashi, Kazuaki Jikuhara; QA: Junichi Shimizu, Akira Nishikawa, Akira Terasawa, Kazuhiko Morii, Akinobu Koechi, Yutaka Kawasaki, Ayaki Onodera, Musashi Ootani; Company 4: Sega Of Europe; CEO: Naoya Tsurumi; President and COO: Mike Hayes; Development Director: Gary Dunn; Creative Director: Matthew Woodley; Director of European Marketing: Gary Knight; Head of Studio Europe: Brandon Smith; Senior Producer: Ben Gunstone; Head of Brand Marketing: Helen Nicholas; European PR Manager: Lynn Daniel; Brand Manager: Mark Fisher; International Brand Manager: Ben Stevens; Creative Services: Tom Bingle, Keith Hodgetts, Akane Hiraoka; Web Designer: Morgan Evans; Localisation Team: FIGS Localisation, PartnerTrans; QA Manager: Mark Le Breton; QA Supervisor: Marlon Grant; Master Tech: John Hegerty; Team Lead: Justin Amore; Language Team Lead: Jean-Baptiste Bagot, Alessandro Irranca, Sven Wittmaack; Language Tester: Luis J. Paredes, Maria Paola Chironi, Carole Kunzelmann, Pedro Ortega, Pavi Lustig, Hugo Sieiro, Karim Belbachir, Giovanni De Caro, Stephane Peonceau, Javier Vidal Fimia, Alexandra Neumann; QA Tester: Lee Brown, Zamir Brandali, Jose Lopes, Simon Collins; Company 5: IBeta Quality Assurance; QA Director: Bill Mrochek; QA Manager: Christopher Kaminski; Test Lead: Joe Williams; Tester: Ryan Cramm, Nick Dahlberg, Jae Holdsworth, Dale Judy, Chris Quarry, Andrew Pawlek, Justin Sweeney, Todd Sidwell; Additional Testing: Darryl Jensen, Brian Mashinter, Justin Voye, Ronda Wolf
~ Keith Adams, All Game Guide
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Wikipedia: Full Auto
Top
Full Auto
File:Fullautocover.jpg
Developer(s) Pseudo Interactive
Publisher(s) Sega
Platform(s) Xbox 360
Release date(s) North America North America February 15, 2006
Europe February 10, 2006
Genre(s) Vehicular combat
Mode(s) Single player, multiplayer
Rating(s) ESRB: Teen
PEGI: 12+
Media DVD

Full Auto is a video game for the Xbox 360 console published by Sega. Developed by Pseudo Interactive, it is a vehicular combat racing game. It features destructible environments and (in certain races) a mode called "Unwreck" which rewinds time if the player makes a mistake and wants to try again.

A sequel, Full Auto 2: Battlelines, has been developed exclusively for the PlayStation 3 and PlayStation Portable.

Contents

Vehicles

In Full Auto, there are four vehicle classes. Each has their own abilities, strengths and weaknesses. There is Class A, which are faster, but have less durability than their counterparts. Class B is the middle class of vehicles having a fair amount of speed, and decent durability. The slow, and highly durable class is Class C. A fourth class, Class S, is home to the is the "ultimate" class where its vehicle is very powerful, fast and durable. This car is entitled Warlord and has approximately 5,4,5 respectively out of 5 in Durability, Handling, and Speed respectively. By playing through the career mode you are able to unlock your vehicles & tracks for your arcade play. Playing through the career mode will also unlock different colors for the vehicles in order for you to customize them to your liking. Note that in online play all players, regardless of how far they have gotten in the career mode, have access to all vehicles in whatever class the host of the room determines. However tuneable weapons are not permitted on Live play until the gamer has unlocked them from the career mode.

Weapons

The weapons of Full Auto are mounted on the vehicles, and have unlimited ammunition, but require a cooldown period if fired too quickly. The weapons become active & fireable after approximately 10 seconds of racing into the game.

Weapon presets come in three different varieties: front-mounted, rear-mounted, or variable (rear and front mounted). Weapons also have the ability to change levels which increase damage. Levels range from 1 through 3 with 3 being the highest. The only drawback to raising a weapons level, is that the other weapon is decreased in level. For example, rear-mounted grenades can be upgraded to level 3, but the front-mounted shotgun is dropped to a level 1. This helps balance your front and rear weapon strength, so no car can totally dominate another. It should be known that you can only upgrade your weapons after you have completed the 'Speed Kills' level in the games career mode. Level 3 weapons are especially helpful in online play.


Trivia

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Copyrights:

Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the GNU Free Documentation License. It uses material from the Wikipedia article "Full Auto" Read more