PlayStation Game Library Codexery

Twisted Metal: Small Brawl

Miniature remote-controlled cars battle in household arenas.

Twisted Metal: Small Brawl is a vehicular combat game released for the PlayStation in 2001. It reimagines the series' deathmatches in a miniature setting where players control armed remote-controlled cars. Developed alongside Twisted Metal: Black, it was intended as an accessible entry for a younger audience.

Quick Facts

Developer
Incog Inc. Entertainment
Publisher
Sony Computer Entertainment
Series
Twisted Metal
Platforms
PlayStation
Released
November 27, 2001 (NA)
Genre
Vehicular combat
Modes
Single-player, multiplayer
Director
Steve Ceragioli

Facts from the source article.

Gameplay

Twisted Metal: Small Brawl shrinks the series' signature vehicular mayhem down to the scale of toy remote-controlled cars. Players take on the role of child versions of classic characters, with the tournament's host Calypso reimagined as a schoolyard bully who forces contestants to fight for a single wish. The action unfolds in household and playground arenas, where the goal is to be the last car running. Every vehicle comes with a standard machine gun and a unique special weapon, while power-ups and environmental hazards add tactical options. Battery attacks grant temporary perks like shields, freezing, or mines. The game offers eleven default vehicles, with five more to unlock.

The single-player Tournament mode runs through eight levels. To advance, players must destroy a set number of enemy cars, with later stages introducing more opponents, trickier layouts, and tougher fights. Levels four and eight are boss battles, where the enemy has a shield and stronger weapons. Each character gets a unique ending after completing the campaign. Challenge mode lets you pick your vehicle and choose which opponents to face, while Endurance mode tests how long you can survive against endless waves. For two players, there are three multiplayer options: Head to Head duels, a Cooperative mode where both players work through campaign stages together, and Free for All matches that mix human players with AI opponents in a last-car-standing brawl.

Development and release

Twisted Metal: Small Brawl came from Incog Inc. Entertainment, with Sony's Steve Ceragioli directing and Mike Bartholomew and Linda Jo producing. Dave Goodrich handled lead design and art direction. The game's physics were lifted from Twisted Metal 2. Mike Reagan and Gregory J. Hainer of Scorpio Sound composed the in-game music, while Tommy Tallarico Studios provided the sound design. Argonaut CG Films produced the intro and ending movies, which were written by Ceragioli, Mike Giam, Goodrich, and Benjamin Harrison. Originally announced as Twisted Metal Kids at a Santa Monica press event for Twisted Metal: Black on March 2, 2001, the final name was revealed at E3 on May 16. The game launched on November 27.

Reception

Twisted Metal: Small Brawl landed with a mixed reception, as reflected by its Metacritic score. Critics generally saw it as a niche title that would struggle to please long-time series fans, often drawing unfavorable comparisons to Twisted Metal 2 or Black and suggesting a rental over a purchase. Sam Kennedy of Official U.S. PlayStation Magazine felt its lighter tone, lower intensity, and technical shortcomings marked a step backward. Dan Amrich of GamePro called it a disappointing final chapter for the series on the original PlayStation, though he noted it might appeal to younger players or collectors. Andy McNamara of Game Informer was harsher, calling the game fundamentally flawed and saying it failed to match even the first four PlayStation entries.

Gameplay feedback was tepid. Many reviewers found the controls looser, floatier, and less precise than earlier games. Trevor Rivers of GameSpot warned that even veterans would struggle with maneuvering at first, but added that the learning curve wouldn't ruin the experience. Mark Fujita of IGN pointed out limited control options—only three preset schemes with little real difference—and changes to special battery attacks that could throw off muscle memory. Kraig Kujawa of Electronic Gaming Monthly and Dan Amrich criticized the slow pace for lacking speed, with Kujawa noting that simple enemy AI reduced tension, as opponents rarely took cover or chased aggressively.

The miniature environments, built around the remote-control car concept, drew consistent praise. Levels like a fully interactive kitchen and a mini-golf course were highlighted for their creative interactive elements and visual variety. The Badger of GameZone said these settings kept interest alive with unexpected themes. Rivers called the level design quirky and a good match for the lighthearted music. However, some critics found the arenas too small and claustrophobic, missing the hidden areas and secrets that boosted replay value and strategic depth in earlier games like Twisted Metal 2.

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