Track Editor FAQ by Crono801

Version: 0.8 | Updated: 12/06/00 | Printable Version

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                                        By Crono801 (
                                        Copyright 2000

This FAQ should only be found on If you see this anywhere
else on the internet, please E-mail me at If you want to
use this on your site, ask first. I will (probably) gladly ablidge. Thanks
a lot.

A little info about Re-Volt
This is a racing game made for the Sega Dreamcast by Acclaim. Sadly, it
is not very popular. A good side to that though, is that it can be found
at Wal-Mart for $10. TEN BUX!!! Well, anyway. you race remote control cars
in it. The three (main) modes are Tournament, Multiplayer, and Track Editor.
This FAQ will focus on the Track Editor of Re-Volt, as it is very confusing,
and took me literally _weeks_ to figure out. I hope this helps.

Version History
0.7 - Created the FAQ (12/5/00)
0.8 - Made section III and IV (12/6/00)

Purpose of This FAQ
So, you wanna make a track for you and your friends to race on Re-Volt, huh?
Well, you might have a little problem there! See, the Track Editor mode on
Re-Volt is, IMO, _very_ confusing. Well now, you say all you can figure out how
to do is set 100 different start positions? Ah, I see you had the same problem I
did. Well, used properly, the Track Editing mode in Re-Volt can be a blast. This
FAQ was designed to help you make your own tracks easy. I hope I can help.

Table of Contents
I. Track Editor Basics
 A. Controls in the Track Editor
 B. Vocabulary
II. Menu
  A. Menu Controls
  B. The Menus
   1. Modules
   2. Pickups
   3. Adjust
   4. Save
   5. New
   6. Load
   7. Export
   8. Quit
III. Modules
   A. A Little Bit About Modules
   B. Modules and Their Variants
    1. Start Grid
    2. Straights
    3. Dips
    4. Humps
    5. Square Corner
    6. Round Corner
    7. Diagonal
    8. Bank
    9. Rumble Strip
   10. Narrow Strip
   11. Pipe
   12. Bridge
   13. Crossroad
   14. Chicane
IV. Other
  A. Thanks
  B. Future Versions

I. Track Editor Basics   Track Editor Basics   Track Editor Basics

A. Controls in the Track Editor

Up - Raise height of a module
Down - Lower height of a module
Left - Change Variant
Right - Change Variant

A - Place module
B - Erase module
X - Rotates the module
Y - Take module that is under cursor and copy, kinda like you copy and paste
X+Y - Bring up help menu (if you forget the controls)
Start - Bring up the menu (you will be using this button a _lot_)
Left Trigger - Rotate the view of your track
Right Trigger - Rotate the view of your track

Anolog Stick - Move the cursor

NOTE: These are controls on the edit screen, not the menu.

B. Vocabulary

Module - This is a piece of the track, such as a straight, bumb, etc. You will
be hearing this word a lot, so get used to it.

Variant - Some modules have variants, or different ways of being placed. Eg. the
straight has the most used variant, allowing you to change it into a slope of
different sizes. Not all modules have variants.

Cursor - The flashing box that you are using to place a module, etc.

II. Menu   Menu   Menu   Menu   Menu   Menu   Menu   Menu   Menu   Menu   Menu


A. Menu Controls

Up and Down - Selcect items in the menu
Left and Right - Change texture in the Module Menu
A - Confirm
B - Cancel

B. The Menus

1) Modules

See section III, Modules

2) Pickups

The pickups menu is used to place pickups along the track. You are allowed to
place up to 20 pickups on a track. This menu is pretty simple to understand,
you are given a zoomed outview of your track, and all you have to do is place
the cursor where you want the pickup, and press A! Personally, I don't like
pickups, I leave them out of my truely competitive tracks, so it's 100% skill,
0% luck.

3) Adjust

This is a _useful_ menu. It is used to make your track bigger or smaller (but
who would want smaller?). All you gotta do is use the analog  stcik or digital
pad to risize the ring, it's pretty self explanitory.

4) Save

As simple as this seems, save is a really, really hard menu! Once you choose
save, you are presented with a menu with lots of letters. Most people can
tell it is for naming your track, but the question is: how? See, the thing
is, once you type something in, you don't know how to erase it. There is no
delete button. The thing that seems like it would backspace actually spaces.
There is a little arrow near the lower-middle right corner, and it deletes.
But it so little!!!

5) New

Starts a new track, but prompts you to save your game if you haven't already
done so.

6) Load

Just pick the track you wish to load and hit A!

7) Export

This is used for exporting your tracks for single race and multiplayer. It can
also be used to see if your track has any errors in it, such as it doesn't form
a loop, or there are two track sections that are different heights next to each
other (excluding ramps).

8) Quit

If you can't figure this out you might wanna go back to first grade

III. Modules   Modules   Modules   Modules   Modules   Modules   Modules 

A. A Little Bit About Modules

Most modules have a few things in common. Most of them can have their texture
changed from sand to dirt and back. Some of them have variants that can be
changed, and all of their heights can be changed with up and down.

B. Modules and Their Variants

1) Start Grid *NO COLOR CHANGE*

This is the module that you start with, and it is where you start. When you
start the race, this is where you start. It looks kinda like a bridge, and
has a arrow on it. Only place one of these on your track, or it won't work.

2) Straight (Variant: Ramp)

This is the most important module. Not only is it the main section of a
track, but it has the most important variant: the ramp. If you want a good
track, this is _important_! The ramp can connect two sections of track that
are different hieghts. Hit right to get to it, you can raise it up anywhere
from 1 to 6 units from the first.

3) Dips (Variant: Shallow Dip, Deep Dip)

The dips are another important factor in a good track. The shallow dip can
be used as a small pit hole, while the deep dip can be used after a high hump
for a giant leap! The normal dip, however, can be placed in a series of rumble
strips and will sometimes catch unsuspecting racers.

4) Humps (Variant: Low Hump, High Hump)

Humps are best when followed or procedded by a dip. A small hump can randomly
be inserted for a speed bump, and a high hump can be placed after a rumble
strip for a treacherous uphill climb. Humps are just good to have.

5) Square Corner

Square corners are wider than round corners, but offer more of a surprise.
I perfer round corners, but every now and then you want a sheer 90 degree

6) Round Corner (Variant: 2x2, 3x3)

Round corner is my corner of choice. It is more narrow than the square corner,
and can be resized to a turn that takes up 4 or 9 blocks, making it much more

7) Diagonal (Short, Right Diagonal, Short Right Diagonal)

For some tracks, this is necessary, but not all. It can be used in succession
SCROLL TO THE RIGHT BUT NOT THE LEFT*. I don't know why, but it is just the
daigonal that has this gilitch. You have to go back to the module menu and
repick the diagonal to create the swerve effect, though, so it takes patience
to do it.

8) Bank (Variant: Many, many, many variants)

***Will be added in a later version, I have to play around with it a bit
to figure out all the variants***

9) Rumble Strip (Varaint: 2x Rumble Strip)

This has two good uses, IMO: at the end of the track, right before the
start grid, and in between dips and humps. If you really wanna have fun,
use the 2x rumble strip.

10) Narrow Strip *NO COLOR CHANGE* (Variant: Wide Opening)

Best used with a wide opening at the begining and end. A pretty cool
feture, you can create chaos by placing a wide opening as the first
module after the start grid, and the a series of narrow strips. Think
about it! Everybody has to start, and then go through that little
piece of road. Traffic jam, anyone?

11) Pipe *NO COLOR CHANGE* (Variant: Slope, Half Pipe, Turn)

Pipes are cool. They just are. One of my favorite things to do is place
a pipe, then a slope, then a slope facing the other way. The end result
is awesome!!! Another thing you can do is place a high hump in front of it,
propelling you ON TOP of the pipe! Just make sure you follow the path you
normally would, or it will put a "X" at the top of your screen, and you will
have to go around an extra lap. This is a bad glitch, so it's better not to
put a high hump in front of a pipe.

12) Bridge (Variant: Different Size Bridges)

Bridges are the one thing that can make your track extremely long. You
can place a ramp, and then just go back to one of your straights and 
replace it with a bridge, making you be able to extend your track greatly.

13) Crossroad *NO COLOR CHANGE*

One of the most important modules there is. You go in the red arrow, you go
out the red arrow. You bring your track BACK to that point later, go in the
white arrow, then out the white arrow. _Very_ useful.

14) Chicane

Basicly, a chicane is a straight with two triangles inserted, making a zig
zag. Doesn't really do much except make racers bang into a wall. Ouch.

IV. Other   Other   Other   Other   Other   Other   Other   Other   Other

A. Thanks

Thanks to CJayC, for making

Thanks to Acclaim, for making this game

Thanks to DHeung, whose Jet Grind Radio FAQ I modeled this after

B. Future Versions

In future versions I plan to add a section where I can tell how to make the
perfect track, like a Tips section. I'm going to put in info about the bank,
and I defenatly want to upload one of my tracks to

Re-Volt Track Editor FAQ, Copyright 2000, By Crono801