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Size Matters features co-op and competitive multiplayer modes that allow for ad-hoc and online play on the PlayStation Portable, and local split-screen play on the PlayStation 2 version. The multiplayer mode includes four maps based on locations in the single-player game, with three different modes. On PSP, games can support up to four players. Unfortunately, the PlayStation 2 version only supports two players and does not support four players via Multitap or online play.

Setup[]

PlayStation Portable[]

On the PSP version, after selecting multiplayer, the player will be asked to use ad-hoc for local play or infrastructure for online play. Both options lead to a profile menu. Profiles contain a name, password, and skin, which are shown during gameplay. Players can change their skin later in their profile menu but not their name or password.

Players can join a game based on the game mode, map, and number of players, or create their own game match. Matches can be customized with a mode and map, a set number of players (from 1 to 4), an optional name and password, and advanced options such as a time limit (5, 10, 15, 20, 25, 30 minutes, or infinite) and the score for Deathmatch or Capture the Flag (from 1 to 99, or infinite). Weapons can also be toggled here. Creating a game leads to a staging room where players can chat (using fixed options) and switch teams.

Lastly, there is a separate chat lobby (again with fixed options) and a menu for viewing scores.

PlayStation 2[]

On the PlayStation 2, players can select between Co-op or Versus play. The latter includes Iron Lombax and Capture the Flag modes, while the former only includes Iron Lombax. Co-op play has players compete against a timer to complete objectives, except in the Mega Cannons mode, where they play against the AI. Versus has players compete against one another. After selecting a type, mode, map, and skin, players can choose which weapons to toggle off.

Co-op mode also features single-player enemies, spread around the map in groups of two to three. These enemies respawn automatically and grant experience for upgrading weapons when defeated. However, they are weaker than their single-player counterparts. Unlike the PSP version, enemies and kills also grant weapon experience, allowing players to upgrade their weapons faster.

Game Modes[]

Deathmatch[]

Available only on the PSP version, Deathmatch is a free-for-all competitive game mode in which players win by scoring the maximum number of kills. The number is set in the options menu per match. There is no team deathmatch variant.

Capture the Flag[]

Available on all versions, Capture the Flag requires teams to grab a flag from the enemy base and return it to their own base to score a point. The flag can be obtained from the enemy base or dropped after defeating an enemy carrying the flag. Carrying the flag does not limit the player from using weapons or gadgets.

Iron Lombax[]

Iron Lombax is a unique game mode whose rules change depending on the map. On PlayStation 2, this mode can only be played in co-op, putting the player(s) against a timer (and in the case of Mega Cannons, an AI).

Island Escape[]

In Island Escape, the objective is to collect power cells and carry them to the team's generators, which require three, two, and one power cell, respectively. Power cells can be obtained by turning a bolt crank at the reactor, and some are located on surrounding islets. Carrying a power cell activates a radiation meter, which, when filled, turns the player into a mutant monster similar to Mungo, attacking all players. Nanotech crates cure radiation damage, which otherwise ticks down slowly. Once all generators are filled, the bolt crank next to the team's missile silo must be cranked to win the game.

In both versions, using power cells activates additional elements through pylons located at sea. On PSP, they allow access to the second generator first and then the base, while on PS2, powering the first generator raises the bridge to the missile.

Danger Valley[]

In Danger Valley, the objective is to destroy the enemy team's forcefield generators and base using hover mines. Hover mines follow nearby players or homing beacons, which are found on towering cliffs and require jump pads to reach. Beacons draw in hover mines to destroy the forcefield generator or base faster. Players can carry beacons to gather more hover mines or destroy attached beacons to defend their structures. Attracted hover mines will not stop following the player until destroyed.

Mega Cannons[]

In Mega Cannons, the objective is to destroy the opposing team's mega cannon, powered by generators. Three generators are spread throughout the map and can be activated or deactivated with bolt cranks. Players crank them once to power their cannon or twice if it powers the other team's cannon. Three cogs can be carried with the Polarizer to repair the mega cannon. OmniWrench hits can knock off cogs, allowing other players to steal them. Without cogs, a mega cannon is destroyed within three hits.

Moon Cow Disease[]

In Moon Cow Disease, players use the Suck Cannon to suck up Martian cows. Three cows are required to create a meat crate at the matter rearranger at the back of the map, which must then be carried to the team's truck using the Polarizer. The carrier is vulnerable, so they need protection, as the opposing team can steal the crate. Players should load all three cows into the rearranger at once, as using the Suck Cannon prevents attacking while gathering cows. Cows produced by the Mootator can also be used for meat crates.

Maps[]

The maps on PlayStation 2 are generally only about a third to half the size of those on the PlayStation Portable version. Besides size, they also lack some features or objects present in the PSP version and include others to balance the lack of an Iron Lombax versus game mode.

Island Escape[]

Island Escape

Island Escape map.

Island Escape is based on the Jowai Resort from Pokitaru. On the PSP, Island Escape is a large C-shaped metal structure with two large bridges at either end that connect to two larger islands, where each team starts. At the other end of the C is the reactor, situated on a large platform and guarded by a pair of gun turrets. Two smaller islands are connected to the C by bridges. Many smaller islets are located between the two team bases and the larger islands, but they all require the Hypershot to reach, as entering the waters results in instant death by sharkigator. In the center of the C is a lone structure with a single turret, which has an excellent line of sight on the surrounding area but is vulnerable to attacks from behind due to its circular nature. Large panels on the inner side of the C provide protection for roaming players.

On the PS2, the C-shaped structure is instead round and smaller, with no turret in the center. The smallest islets are gone, save for two near the reactor, which is still flanked by two larger ones. Robotic Control Units roam the circle structure, and gun turrets guard the reactor's grav-ramp on the lower and upper sides. Guard torsos guard the inner reactor itself, while scuttle crabs can be found on the outer islets near the generators.

Danger Valley[]

Danger Valley

Danger Valley map.

Danger Valley is based on the jungle region of the Vetega Jungle on Ryllus. In the PSP version, the area is situated around a massive dome in the center of the map, with tall cliffs forming a barrier around it. Waterfalls lead down from the cliffs, forming rivers that can either be swum across or must be crossed with the Hypershot. There are also two lowered bridges on either side of the dome, which can be raised to more quickly cross the rivers. In the corners of the map are four tall towers and cliffs, which can only be climbed with a jump pad. The dome does not require jump pads to enter, but instead has two large grav-ramps on opposing sides. Jump pads on the interior must be used to exit it, leading to two large clifftops attached to the dome, again on opposing sides. Both clifftops field two turrets, which are also located on the ground amidst the ruins' rubble and cliff platforms.

The PS2 version does not feature the dome structure at all, offering only a large open map with a shallow river crossing through it in a plus shape. The four tower and cliff structures are still present in the corners. Groups of pygmy tribesmen guard the forcefield generators.

Mega Cannons[]

Mega Cannons

Mega Cannons map.

Mega Cannons is based on the landscape surrounding the landing pad near the Technomite City on Challax. On the PSP, Mega Cannons is quite large, featuring two namesake mega cannons on opposing ends of the map (replaced with normal turrets in non-Iron Lombax game modes). The region between the two is littered with rocky platforms, both large and small. Some are shaped as arches, allowing passage or shelter underneath. The larger ones can only be climbed by using jump pads, except for the largest in the center, right across the small canyon that divides the map. To climb the largest hill, the center grind rail, one of three near each team's end of the map, must be ridden to the top, where four gun turrets attack any player that reaches it. The other two grind rails lead to the center area on the sides of the map and are the quickest way to get around but can only be used from either end.

The PS2 version is much smaller, featuring only a large hill in the center, surrounded by four smaller ones. Jump pads are required to climb them, as the rails are still present but cannot be used to grind. Gun turrets are still located atop the center platform, while technomite electro soldiers and shock troopers are located on the ground level, with a group near each team's steps.

Moon Cow Disease[]

Moon Cow Disease

Moon Cow Disease map.

Moon Cow Disease is based on a nighttime variant of the Dayni Moon, but instead of being set on the moon, it is set on a group of bisected asteroids in space. On the PSP, each team starts on the bottom end of the map, inside a large metal structure atop a platform. Each has a defensive turret, as well as another atop the structure, which requires a hidden jump pad behind it to reach. Using jump pads, players can access the central asteroid, which features a massive farm field with a large barn in the center. On the far side of the asteroid is a jump pad to a smaller one, from where players can use grind rails (actually large plants) to reach more small asteroids, either behind the current one (and then back to it) or a pair of two on either side of the largest asteroid. Each of these has another grind rail back to each team's base. Lastly, a UFO will randomly roam around the map and attempt to zap players if they come near it.

The PS2 map is much smaller but largely identical. The two separate platforms have been merged, and the barn on the central asteroid is missing. Instead, a single turret operated by a pygmy tribesman will relentlessly attack players on the largest asteroid, attempting to block them from reaching the smaller ones.

Features[]

Weapons[]

Each player has the OmniWrench and eight weapons available. These are the Lacerator, Concussion Gun, Scorcher, Bee Mine Glove, Sniper Mine, Shock Rocket, Acid Bomb Glove, and Mootator. The Lacerator is the starting weapon of each player unless it is disabled for that match.

Each weapon is in a set Quick Select position. The Polarizer is mandatory for Iron Lombax on the Mega Cannons and Moon Cow Disease maps and replaces the Acid Bomb Glove. Moon Cow Disease also swaps the Concussion Gun for the Suck Cannon.

Gadgets, objects, and crates[]

Upgrade crate render

An upgrade crate

Mod crate render

A mod crate

By default, the player has access to the Hypershot, which is automatically used when near a versa-target. The Grindboots and Gravity Boots are also available by default, allowing the use of grind rail and grav-ramp traversal. Maps often use jump pads for navigation or have turrets that can be operated.

Multiplayer maps also feature unique upgrade and mod crates, respectively yellow and orange, each with its own unique symbol. Upgrade crates drop yellow nanotech that upgrades a random weapon to V2 or V3 (the max level, comparable to V4 in single-player). Mod crates drop orange nanotech that grants a fixed mod for a random weapon. These crates are included on all maps but are often hidden in the most obscure or contested locations, often guarded by enemies that attack any player.

Skins[]

Both versions of Size Matters let the player select a skin other than the default Ratchet, with each featuring a color swap for the red and blue teams. The PS2 version of Size Matters features additional skins 'Kanga-Ratchet' and 'Hiro Ratchet'. It also includes unique skins of Ratchet wearing a punk outfit and one with fancy clothing and blood-red eyes.

The Dan Johnson skin is unique because of its different unlock requirements. In the PlayStation Portable version, he is unlocked by winning five matches in each of the three game modes or by playing ten matches without dying (the skin unlocks upon starting another). In the PlayStation 2 version, he is unlocked by getting all twenty titanium bolts in one save file.

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