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    FAQ/Strategy Guide by BPGalway

    Version: 0.3 | Updated: 03/16/06 | Printable Version | Search This Guide

    
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           R E - V O L T I N G   --   A   G U I D E   T O   R E - V O L T
    
                              by Benjamin Paul Galway
          5/15/06         e-mail = bpgalway@netscape.net            v. 0.3
                          PayPal = bpgalway@netscape.net
    
    
                                                                    ____ _____
        C O N T E N T S                                         ___/____/     \__
    ___________________________________________________________/___/__( )____( )_\
    
        1     INTRODUCTION
        2     GENERAL ADVICE
        3     TRACK TIPS
        4     PRACTICE STARS
        5     STUNT TRACK STARS
        6     VEHICLE DIRECTORY
        7     POWER-UPS
        8     UNLOCKING KEY
        9     CODES
    
    
    
                                                                    ____ _____
        1 -   I N T R O D U C T I O N                           ___/____/     \__
    ___________________________________________________________/___/__( )____( )_\
    
    
    It is unfortunate that Acclaim's best Dreamcast game was heavily discounted
    and can now be found for $19.99 at Wal-Mart. Re-Volt is a great racer, but
    many are put off by its realistic controls and challenging tracks. This guide
    will hopefully be of some assistance with completing the game and improving
    oneself without using the cheat codes.
    
    The first version of this guide only covers the cars, tracks, and secrets
    initially available up until the gold cup tracks are available. The latest
    version of this guide will always be available at GameFAQs [ gamefaqs.com ].
    This is a free guide and NOT to be sold or altered under ANY circumstance. I
    ONLY authorize this document for personal, non-profitable use -- permission
    for any use of this guide must be obtained from the author, Benjamin Paul
    Galway. I will not tolerate plagiarism or profiting from the use of this file
    without my consent.
    
    5/28/00 ver. 0.2 - Initial release.
    5/15/06 ver. 0.3 - Minor editing. Major update to finish guide coming soon.
    
                                                                    ____ _____
        2 -   G E N E R A L   A D V I C E                       ___/____/     \__
    ___________________________________________________________/___/__( )____( )_\
    
    
    AVOIDING SPINNING OUT
    Probably the biggest complaint people have with the game is how easy it can be
    to spin out. It's almost funny how much more realistic Re-Volt is over other
    supposedly "serious" racers like Gran Turismo. Unlike other racing games, most
    cars cannot hit objects and walls with reckless abandon without paying some
    kind of penalty. Simply put, the best way to avoid spinning out is the learn
    to play better. Learn to avoid doing the things which causes vehicles to lose
    control.
    
    What increases the chances of spinning out? Touching a wall or another car at
    high speed can do it. Spinning out may also occur when trying to turn after
    hitting the ground from a leap, so don't adjust the wheels until after the
    vehicle is on solid ground again. Also, try to not launch the vehicle at an
    angle from a bump, ramp, etc., since most of the RC cars have little in the
    way of shocks.
    
    It also helps the pick a car less prone to spinning out. Heavier cars tend to
    spin out less than lighter cars, and cars with wheels which stick out from
    their bodies are also more likely to lose control (Bertha Ballistics
    excluded). The best vehicle overall as far as spin out protection is Bertha
    Ballistics, but early in the game Volken Turbo, Big Volt, or Phat Slug make
    good starting choices.
    
    
    RACE ALONG THE SHORTEST POSSIBLE ROUTE
    While it may seem obvious, it is more important to race along the shortest
    distance possible thanks to the size of the courses. Many times a couple of
    short, angled turns can be run through in a straight line if the vehicle is
    properly aimed. Likewise, when making turns it helps to be on the inside lane
    as much as possible. Hitting ramps tend to add distance to the route as well
    as slow the vehicle down, so it is advised to not make any unnecessary jumps.
    
    
    WINNING RACES IN THE SINGLE MODE
    Unlike the chapionship mode which is won by placing first, second, or third,
    the single mode requires a first place finish to complete the race. This can
    become quite difficult on certain tracks, particularly the more difficult ones
    like the Ghost Town races.
    
    Thankfully, it is possible to make the single mode requirements a bit easier
    to burden in the options screen. A first place win is still a first place win,
    even if the player was only racing against one other competitor on a one lap
    race. Any adjustments in the options screen does not stop wins from qualifying
    in the single mode, so use that advantage.
    
    
    FAST START IN TIME TRIALS
    Notice that the timer in the time trials does not start until the vehicle
    crosses the start line. The best, fastest lap will be the one in which the
    vehicle doesn't start from a dead stop, so make sure to be traveling at a
    good speed before seriously attempting any time challenge. Back up a bit to
    get a running start or race the first lap just to pick up speed,
    concentrating on the second lap and any there after.
    
    
    
                                                                    ____ _____
        3 -   T R A C K   T I P S                               ___/____/     \__
    ___________________________________________________________/___/__( )____( )_\
    
    This section will briefly go through the available tracks and give some
    brief pointers on racing them. Be sure to read the above section, "General
    Advice," as it contains many tips which work on a variety of courses (and
    since left out of the specific guides below). Track advice is detailed under
    "Single Race," with other tips specific to other modes of play listed under
    their respective categories.
    
    
    ________________________
                            \
       TOYS IN THE HOOD 1    \____________________________________________________
                                                          EASY   --   LENGTH 747 M
    
    
    SINGLE RACE
    The track here is very wide, and one can add several seconds to his or her lap
    time by not driving along the shortest distance possible. Thus, if the turn up
    ahead is bearing right, then be sure to drive as far right as possible. It
    really helps to drive across the street corners or drive along the curb, but
    there a few things to keep in mind:
    
    --  Do not jump the first curb at the starting position. It requires too sharp
        a turn, and the vehicle will be entering the turn from a poor position
        anyway (either from a dead start or from a climb out the tunnel). The
        street provides more turning room and less of a chance to spin out.
    --  Pass over the curb where the basketball bounces onto the street.
    --  When approaching the first zig zag turn on the course, skip the first curb
        and drive straight across the second. A diagonal, straight path through
        the zig zag turn will be a lot easier to handle as well as being the
        shortest possible path.
    --  Skip the curb entering the second zig zag turn. Since there is only one in
        the turn, a straight path can be driven without encountering it.
    --  Always make sure the vehicle drives straight off a curb or elevation.
        Trying to drive along side a curb and fall will likely lead to the vehicle
        flipping over or spinning out.
    
    Be careful to avoid running into incoming vehicles while driving along
    the track since parts of the course follow along a previously driven street
    but in the opposite direction.
    
    Try to remain centered while driving through the tunnel. It is very easy to
    drive along the walls here which is a good way to flip over. If power-ups are
    on, this can be a very bad place to encounter a ball bearing or oil slick.
    That is the only time one should attempt to drive along the side (to avoid
    obstacles in the center).
    
    The ending climb out of the tunnel can also be a bit challenging. There are
    two ways to climb the hill -- either taking the short route immediately after
    the tunnel up the steep incline, or drive a bit further up the gradual slope
    and make the short climb there. While the former is the shortest possible
    route, it requires that the vehicle be traveling at a high speed to make it
    over with tires with a good grip. Dr. Drudge can do it somewhat easily while
    the same with Volken Turbo can be more challenging. If one chooses to take the
    longer route around the steep incline, be wary of spinning out or crashing
    when making the turn, since the climb will put the vehicle at a bad angle, and
    the sharp turn combined with the dirt surface can easily become spin out
    material if not handled properly.
    
    CHAMPIONSHIP
    Championship mode requires that a single car be used to take on all tracks
    within a cup class. While Aquasonic, Volken Turbo, and Sprinter XL would all
    make excellent choices for this cup, those cars don't handle the Supermarket
    2's freezer well at all. Thankfully, Dr. Drudge is fast enough so that the
    speed loss is miminal. Big Volt is also a good second place contender, and
    both should be able to win this course with no trouble. This is a three lap
    course.
    
    TIME TRIAL
    An easy time trial for an easy track. Any available fast car (Aquasonic,
    Volken Turbo, Dr. Grudge, etc.) should be able to complete this course under
    56 seconds to beat the time challenge.
    
    
    ________________________
                            \
         SUPERMARKET 2       \____________________________________________________
                                                          EASY   --   LENGTH 301 M
    
    
    SINGLE RACE
    This is a mostly easy and short course if it weren't for the freezer section.
    At the start of the game, all opponents will swerve into the second aisle from
    the right. Driving straight will keep the vehicle in the third aisle from the
    right, which is the best at this point in the race since it avoids the huge
    mess of vehicles fighting in the other aisle. On subsequent laps, take the
    aisle next to the wall on the far right.
    
    Next is the freezer, which is a pain. The slippery floor makes it very, very
    difficult to turn and control the vehicle in general. Players are encouraged
    to choose a heavy vehicle with tires with a good grip such as Big Volt or
    Dr. Drudge, which should make this section much easier to handle. Although it
    is possible to take this section with another car, it is not recommended.
    Without a heavy car with good traction, getting struck by another vehicle can
    also prove disasterous. The best advice seems to be drive through the freezer
    in a "V" shape. Cut through the left of the entrance and drive diagonally in
    a straight path, gradually slowing down as the vehicle approaches the middle
    section. (A sharp decrease in speed here is likely to cause the car to lose
    control and spin out.) Turn slowly, just enough so that the vehicle faces the
    exit, and drive in a straight path out of the freezer.
    
    The rest of the course is fairly simple. There is a point in this course where
    the vehicles will exit a sliding door, drive along an entrance ramp outside
    the grocery store, and re-enter through a door next to the helicopter ride.
    When hitting that incline just before re-entering the store, the vehicles will
    jump. Make sure to aim the vehicle so that it will leap through the door
    before hitting that ramp; else, it will likely crash into the wall outside or
    the helicopter inside.
    
    CHAMPIONSHIP
    It is because of the freezer here that one will likely be forced to race
    through the championship using Dr. Drudge or Big Volt. Because of that, the
    championship run should not be any different from a single race. Just make
    sure to not mess up in the freezer, even if it means slowing down a bit more.
    There is enough distance from the freezer to the end so that it should be
    possible to catch up. This is a four lap course.
    
    TIME TRIAL
    This is a very easy course save for the freezer section, which is the only
    real opportunity present to blow the time challenge. As long as no time is
    wasted in the freezer, it should be easy enough to race this course under 26
    seconds with either Dr. Grudge or Big Volt.
    
    
    ________________________
                            \
            MUSEUM 2         \____________________________________________________
                                                          EASY   --   LENGTH 600 M
    
    
    SINGLE RACE
    This is a fairly dark track, so it really helps to know the layout of the
    course. The turn into the marble hallway can be difficult to spot at first,
    even with the roped barricade guiding the path. It helps to drive along the
    right wall in the beginning, which will make it possible to cut straight
    through the turn without having to abruptly swerve the vehicle to avoid the
    jutting wall.
    
    Avoid driving along the sloping edges of the marble floored hallway since it
    can make weaving through the hall more difficult. This will be a very cramped
    place to race with other opponents nearby, especially if someone activates an
    oil slick or ball bearing. When exiting the hallway, be sure to avoid hitting
    the triceratop's feet while passing under the skeleton.
    
    In the next room are two escalators leading up to the "Space Race" exhibit:
    one moving up and the other down. Neither direction has any affect on the
    vehicles, but players should take the up escalator because it is the shorter
    distance through that section. Avoid the center railing jump since it just
    wastes time.
    
    At the end of the dark room is a sharp right turn through the darkness behind
    the grey wall into the planetarium. It may help to drive a bit further left
    before the turn to provide more turning room. The path through the planetarium
    splits in two directions; both are the same and either will do.
    
    Next is a very long circular turn around the lunar display. This can eat up
    quite a bit of time, so be sure to tap decelerate to make as tight a turn
    around the display as possible. While there is a shortcut across the display
    (look for openings through the barrier near the beginning and end of the
    turn), it can be difficult to enter and makes entering the next hallway more
    difficult.
    
    At the end of the carpeted hallway is an alternate route, which has no
    advantage being a longer route ending in a less advantageous position. Stick
    left and climb up the incline next to the stairway. Note that there is another
    alternate path on the left at the top of the incline, but this one, too, has
    no advantage being laced with difficult turns and obstacles. Just drive
    straight into the curving hallway to the end.
    
    CHAMPIONSHIP
    This is going to be the most difficult course to run, especially if the player
    has to use Dr. Drudge or Big Volt to make it through Supermarket 2. Big wheels
    which stick out are going to cause problems with this course's sharp turns,
    jutting walls, and other obstacles. Just be more careful and try to stay as
    much in the center as possible. This is a three lap course.
    
    TIME TRIAL
    The Museum 1 course is the toughest time challenge of the bronze cup tracks.
    There is only 47 seconds to run through a gauntlet of turns and obstacles
    which make up the museum. Aquasonic is a the best choice for this time trial
    thanks to its improved speed and acceleration, and even then there will not be
    any seconds to spare.
    
    
    ________________________
                            \
        BOTANICAL GARDEN     \____________________________________________________
                                                          EASY   --   LENGTH 323 M
    
    
    SINGLE RACE
    At the start of the race, try to stay between the white lines on the floor,
    cutting straight through the second turn ahead. When approaching the concrete
    incline, be sure to avoid the sides since their angle makes a flat, safe
    landing difficult.
    
    Drive near or on the right patch of grass before the wooden bridge for more
    turning room. After driving across the bridge, take the right fork in the
    road. While it is possible to bounce onto and over the short wall ahead with
    enough speed, it is not necessary.
    
    There is a shortcut through the dolphin fountain, but it is not recommended
    since it ends with a sharp turn into the ramp ahead, and the vehicle will not
    have enough speed to clear the jump. Just drive around the fountain as close
    to it as possible by tapping decelerate. When the ramp is in view, drive as
    fast as possible to land on the raised square garden.
    
    CHAMPIONSHIP
    This will be a pretty simple course, even with Big Volt or Dr. Drudge. The
    only added risk on this track for those vehicles is the forced jump near the
    end onto the square garden. Since both of the vehicles above are slower and
    heavier than Aquasonic, Volken Turbo, and so on, they will have a slightly
    more difficult time with the jump. Just make sure to drive in as fast and as
    straight a path to the ramp as possible. If the vehicle slows down for
    whatever reason just before the ramp, then just drop down and speed around
    the garden since any attempt to leap will just cause a wreck. This is a five
    lap course.
    
    TIME TRIAL
    The second easiest bronze cup time trial, especially with 31 seconds to do it.
    Any fast car (Aquasonic, Volken Turbo, etc.) will be able to beat it.
    
    
    ________________________
                            \
            ROOFTOPS         \____________________________________________________
                                                        MEDIUM   --   LENGTH 588 M
    
    
    SINGLE RACE
    
    CHAMPIONSHIP
    
    TIME TRIAL
    Rooftops is a fairly simple course overall and can be handled with any fast
    car. With 56 seconds allotted, there is more than enough time needed to race
    this track. Matra XL should be available by now and makes a good choice to
    beat this time trial.
    
    
    ________________________
                            \
          TOY WORLD 1        \____________________________________________________
                                                        MEDIUM   --   LENGTH 354 M
    
    
    SINGLE RACE
    
    CHAMPIONSHIP
    
    TIME TRIAL
    This time trial is extremely difficult. With only 27 seconds, any attempt to
    beat this trial with the bronze and silver classes of vehicles will be an
    exercise in frustration. It can be done, however, with a vehicle with a high
    speed and acceleration rating. At this point R6 Turbo makes the best choice
    since it will have the highest overall speed and among the best acceleration.
    The main time killer on this track is the leap toward the end, since the car
    comes to a stop after striking the ground from that height. The R6 Turbo's
    improved speed and weight help it sail through the air close to the goal with
    minimal speed loss.
    
    
    ________________________
                            \
          GHOST TOWN 1       \____________________________________________________
                                                        MEDIUM   --   LENGTH 324 M
    
    
    SINGLE RACE
    
    CHAMPIONSHIP
    
    TIME TRIAL
    This time trial is made difficult thanks to the difficulty of the track. Using
    Bertha Ballistics will make racing this course under 32 seconds much easier,
    so it helps to unlock it before the time trial if possible.
    
    
    ________________________
                            \
          TOY WORLD 2        \____________________________________________________
                                                        MEDIUM   --   LENGTH 444 M
    
    
    SINGLE RACE
    
    CHAMPIONSHIP
    
    TIME TRIAL
    The challenge time here is 37 seconds which is far more managable than Toy
    World 1's time trial. Any fast car should be able to beat this trial. Just
    remember to take the left path at the fork in the road and be careful to avoid
    spinning out while taking the sharp U-turns.
    
    
                                                                    ____ _____
        4 -   P R A C T I C E   S T A R S                       ___/____/     \__
    ___________________________________________________________/___/__( )____( )_\
    
    In addition to just learning the course in the practice mode, Acclaim has
    added practice stars to gather -- one per track. It's an added bonus and
    challenge to locate and collect these stars, which can unlock some of the
    hidden goodies in the game. A check will appear under "STARS" beside the track
    the star was found on as well as being confirmed on the race summary screen.
    Also, once a star is collected it will always be displayed in the top right
    corner of the screen during the practice race. The section will both indicate
    the location of the stars and the best methods and vehicles to use to gather
    them.
    
    TOYS IN THE HOOD 1
    An easy star located under the red car parked along the curb. Since the star
    is on the curb, simply climb up to it from the closest sloping street corner
    and drive under the car while on the curb to get it. It is very easy, but just
    note that larger vehicles like Big Volt can be too big to fit under the car.
    
    SUPERMARKET 2
    The star hear is suspended high in the air in front of the middle cash
    register and check out lane. Use a fast, not-to-heavy car such as Volken Turbo
    or Sprinter XL to drive up the checkout counter ramp and jump to the star. It
    may take an extra try or two if the car didn't pass close enough to the star,
    and it helps to build up speed by driving some distance before hitting the
    middem of the ramp.
    
    MUSEUM 2
    The star here is resting on the center railing between the two escalators.
    Climb up the railing and drive to the star. Since the star is on the railing,
    it helps to not build up so much speed that the car leaps and risks falling
    from the edge -- just fast enough to drive onto the railing.
    
    BOTANICAL GARDEN
    This star is buring in the left garden inside the enclosed green house just
    after the forced ramp near the end of the track. There is an opening in the
    left wall after the jump which will allow a vehicle to reach the raised garden
    and collect the star.
    
    ROOFTOPS
    This is the hardest star to get in the game. It is found on top the red brick
    wall just after the incline with the two satellite dishes. Follow the brick
    wall around the rooftop to the next incline and drive up it. Now, turn around
    and make sure the vehicle faces the brick wall below. Back up to about the
    third vent on the roof (more or less depending on the vehicle's speed and
    acceleration) and drive off the edge. Since the vehicle will be traveling
    quite fast and there is little room on the wall, begin holding the decelerate
    button before landing and try to come to a complete stop atop the wall. Next,
    slowly reposition the car so that it faces the right pathway and carefully
    drive along the wall to the star. It's quite a long distance, and it helps to
    drive on the center of the wall, going to the edge and making a wide turn at
    each corner as needed. Using a smaller vehicle (Candy Pebbles) really helps a
    lot considering how little room there is on the wall, which not only makes
    landing on the wall easier but also frees up more room to turn.
    
    TOY WORLD 1
    The star is just behind and below the ramp leading to the huge jump after the
    soccer field at the end of the course. Simply drive up the middle part of the
    ramp with enough speed so that the vehicles climbs the ramp without leaping
    over it. Allow the vehicle to fall to get the star.
    
    GHOST TOWN 1
    The star here is sitting on top of a crate just behind the starting position.
    Climb the incline just behind it and leap off to land on the crate. It helps
    to maintain a slow speed and only drive about two-thirds up the ramp, jumping
    at a slight angle. It may take a couple of tries to get the star since it is
    impossible to see it from the ramp to judge the leap to it.
    
    TOY WORLD 2
    There is a fork in the road somewhat early during this course -- take the
    right path. The star will be located to the left of the ramp up ahead near
    the soccer field. Slowly drive up the the leftmost edge of the ramp to get on
    the blue extension and drive toward the star. It is also possible to leap to
    the star from the opposite ramp although the first method is much easier.
    
    
                                                                    ____ _____
        5 -   S T U N T   T R A C K   S T A R S                 ___/____/     \__
    ___________________________________________________________/___/__( )____( )_\
    
    
    There are 20 stars scattered about the stunt track. It will not be possible to
    collect all 20 of them at the start of the game. This section will describe
    what is required to collect each star. Stars are numbered according to how
    they appear on the graphical list at the top of the screen.
    
    STAR 1
    Sitting on top the archway leading into the half pipe is the first star. This
    is probably the most difficult star to acquire although it can be collected
    right at the start (likely any fast car; known possible with Dr. Grudge).
    While the arch is flanked by steep hills which make getting to the top
    difficult, the left side (facing the entrance from outside) of the arch has a
    small, even patch of land next to the top that make getting up there a bit
    easier. Enter the half pipe and make sure to face the front of the vehicle so
    that it will be heading toward that flat grassing area after leaping into the
    air and veer a bit left as the vehicle takes its final path up the half pipe
    before leaping. Just before and while it is airborne, hold left and hope it
    lands safely, being quick to come to a complete stop. Then drive toward the
    star to pick it up.
    
    STAR 2
    
    STAR 3
    
    STAR 4
    The fourth star is found to the immediate right of the starting position
    suspended above the sloping edge. Just aim the vehicle and drive to the
    star with enough speed to hit the incline and leap into the star.
    
    STAR 5
    
    STAR 6
    
    STAR 7
    The third star encountered while traveling up through the loop is the seventh
    star. It is halfway up the loop after the ninth star and opposite the eighth
    star. It helps to aim just a teensy bit left while going up the loop, since if
    the vehicle falls from the top it can still land on the other side of the loop
    and back up to get the star.
    
    STAR 8
    The first star encountered while traveling up through the loop is the eighth
    star. It is a quarter up the loop just after the long runway.
    
    STAR 9
    The second star encountered while traveling up through the loop is the ninth
    star. It is at the top of the loop and requires that the vehicle maintain its
    speed and remain centered while driving through the loop. The vehicle's weight
    becomes more of a factor at this height. Make sure to be traveling as fast as
    possible before entering the loop.
    
    STAR 10
    The tenth star is located directly across from star 15 in the half pipe toward
    the rear. There is a line on the floor of the half pipe leading from the
    15th star to the tenth. Just drive along this line back and forth until
    the car hits the tenth star.
    
    STAR 11
    
    STAR 12
    
    STAR 13
    Star 13 is located directly across from star 14 in the half pipe right at the
    front entrance. There is a line on the floor of the half pipe leading from the
    14th star to the tenth. Just drive along this line back and forth until the
    car hits the 13th star.
    
    STAR 14
    A bit before the ramp leading to the giant loop is an opening in to wall
    surrounding the half pipe. Drive up the hill along the light patches of grass
    up and to the right. At the far right of the half pipe is a star sitting along
    the edge which can be picked up by driving over it.
    
    STAR 15
    A bit before the ramp leading to the giant loop is an opening in to wall
    surrounding the half pipe. Drive up the hill along the light patches of grass
    up and to the left. At the far left of the half pipe is a star sitting along
    the edge which can be picked up by driving over it.
    
    STAR 16
    
    STAR 17
    
    STAR 18
    
    STAR 19
    
    STAR 20
    
    
                                                                    ____ _____
        6 -   V E H I C L E   D I R E C T O R Y                 ___/____/     \__
    ___________________________________________________________/___/__( )____( )_\
    
    The following is an listing of all vehicles available in Re-Volt. Be warned
    that most of these are only available by unlocking them by completing some
    goal, and this listing will spoil those rewards. Note that the ratings for
    speed, acceleration, and weight are just close approximations based on the bar
    graphs used in the game.
    
    
     _________RC BANDIT___________                 _________DUST MITE___________
      CLASS              ELECTRIC                   CLASS              ELECTRIC
      RATING             ROOKIE                     RATING             ROOKIE
      SPEED              4                          SPEED              4
      ACC                5                          ACC                5
      WEIGHT             2                          WEIGHT             2
      TRANS              4WD                        TRANS              4WD
    
    
     _________PHAT SLUG___________                 _________COL. MOSS___________
      CLASS              ELECTRIC                   CLASS              ELECTRIC
      RATING             ROOKIE                     RATING             ROOKIE
      SPEED              3                          SPEED              4
      ACC                2                          ACC                4
      WEIGHT             6                          WEIGHT             3
      TRANS              FWD                        TRANS              4WD
    
    
     _________HARVESTER___________                 _________DR. GRUDGE__________
      CLASS              ELECTRIC                   CLASS              ELECTRIC
      RATING             ROOKIE                     RATING             ROOKIE
      SPEED              3                          SPEED              4
      ACC                6                          ACC                6
      WEIGHT             4                          WEIGHT             3
      TRANS              4WD                        TRANS              4WD
    
    
     ________VOLKEN TURBO_________                 _________SPRINTER XL_________
      CLASS              ELECTRIC                   CLASS              ELECTRIC
      RATING             ROOKIE                     RATING             ROOKIE
      SPEED              3                          SPEED              4
      ACC                5                          ACC                7
      WEIGHT             3                          WEIGHT             1
      TRANS              RWD                        TRANS              4WD
    
    
     __________BIG VOLT___________                 _________GENGHIS KAN_________
      CLASS              ELECTRIC                   CLASS              ELECTRIC
      RATING             ROOKIE                     RATING             AMATEUR
      SPEED              4                          SPEED              5
      ACC                6                          ACC                3
      WEIGHT             6                          WEIGHT             5
      TRANS              4WD                        TRANS              4WD
    
    
     __________AQUASONIC__________                 ____________MOUSE____________
      CLASS              GLOW                       CLASS              ELECTRIC
      RATING             AMATEUR                    RATING             AMATEUR
      SPEED              5                          SPEED              5
      ACC                5                          ACC                6
      WEIGHT             3                          WEIGHT             5
      TRANS              FWD                        TRANS              4WD
    
    
     _____________RC______________                 ____________LA 54____________
      CLASS              ELECTRIC                   CLASS              ELECTRIC
      RATING             AMATEUR                    RATING             AMATEUR
      SPEED              3                          SPEED              4
      ACC                9                          ACC                8
      WEIGHT             3                          WEIGHT             2
      TRANS              RWD                        TRANS              4WD
    
    
     __________MATRA XL___________                 ___________RC SAN____________
      CLASS              GLOW                       CLASS              ELECTRIC
      RATING             AMATEUR                    RATING             AMATEUR
      SPEED              5                          SPEED              5
      ACC                9                          ACC                7
      WEIGHT             3                          WEIGHT             2
      TRANS              FWD                        TRANS              4WD
    
    
     ________CANDY PEBBLES________                 __________R6 TURBO___________
      CLASS              ELECTRIC                   CLASS              GLOW
      RATING             AMATEUR                    RATING             ADVANCED
      SPEED              5                          SPEED              6
      ACC                4                          ACC                5
      WEIGHT             3                          WEIGHT             1
      TRANS              FWD                        TRANS              RWD
    
    
     ___________NY 54_____________                 ______BERTHA BALLISTICS______
      CLASS              GLOW                       CLASS              ELECTRIC
      RATING             ADVANGED                   RATING             ADVANCED
      SPEED              5                          SPEED              6
      ACC                2                          ACC                5
      WEIGHT             3                          WEIGHT             7
      TRANS              4WD                        TRANS              4WD
    
    
     ___________SHOCKER___________                 ____________SPLAT____________
      CLASS              GLOW                       CLASS              GLOW
      RATING             ADVANGED                   RATING             ADVANCED
      SPEED              5                          SPEED              5
      ACC                8                          ACC                8
      WEIGHT             4                          WEIGHT             3
      TRANS              FWD                        TRANS              FWD
    
    
     _________GROOVSTER___________                 ______?????????????????______
      CLASS              GLOW                       CLASS              ELECTRIC
      RATING             ADVANGED                   RATING             ADVANCED
      SPEED              5                          SPEED              ?
      ACC                8                          ACC                ?
      WEIGHT             5                          WEIGHT             ?
      TRANS              FWD                        TRANS              ?
    
    
    
    
                                                                    ____ _____
        7 -   P O W E R - U P S                                 ___/____/     \__
    ___________________________________________________________/___/__( )____( )_\
    
    Power-ups can be turned off in the options menu. They are quite a bit of fun
    to use, but probably best left off when "serious" racing. Power-ups are picked
    up by driving close to the spinning lightning bolt icons scattered around each
    track. The power-up given is picked at random, and there will be a short delay
    before it can be used (about two seconds while the randomizer picks the item).
    
    
    SHOCKWAVE
    Shockwave is a very good weapon which sort of flies along the track a short
    distance, flipping any cars it comes close to while warping the screen. Its
    speed and accuracy make it the best long range weapon (next to Global Pulse).
    
    FIREWORK
    A single firework allows one shot at an opponent. Fireworks are a good weapon
    but a bit difficult to get a good shot. First, a target must appear on an
    opponent in view and then it must turn green before firing with any accuracy.
    When struck, a car loses control, either spinning out or flipping over. It can
    be handy if there is an opponent close by, but otherwise dump it for the
    chance to pick up a better weapon.
    
    FIREWORK PACK
    The firework pack gives the player three fireworks to fire. These are good to
    fire in rapid succession to overcome their poor aim.
    
    ELECTRO PULSE
    One of the best items in the game, especially when a player is in the lead.
    Electro pulse will cover the vehicle in blue electricity, firing off a bolt of
    lightning when an opponent drives nearby. When the bolt connects, the other
    vehicle loses its power and is unable to accelerate for a few seconds. This is
    good to activate when an opponent is close behind or when trying to pass
    another vehicle.
    
    GLOBAL PULSE
    The screen flashes, shutting off the power to all vehicles on the track. This
    is the best power-up in the game. Players should use it immediately since it
    takes affect right away.
    
    BOMB
    Picking up a bomb turns the player's vehicle black, and the car's antennae
    becomes a fuse. The vehicle has ten or so seconds before it explodes to pass
    the bomb to another car by touching it. Although bombs sound bad, the damage
    they cause is minimal at best. Since they really only slow vehicles down when
    detonating, they are of little concern -- neither a good weapon nor danger.
    
    OIL SLICK
    The oil slick is a great power-up, especially when used on a narrow section of
    a course. Oil slicks cause any tires which drive over them to loose traction,
    often causing wrecks and opponents to lose control. The oil on the tires last
    a few seconds, and the slick itself remains for quite a while.
    
    WATER BALLOONS
    While water balloons are supposed to cause vehicles to lose traction, too,
    similar to a long range oil slick, they don't do a very good job.
    
    BALL BEARING
    
    CLONE PICK-UP
    
    TURBO BATTERY
    
    
                                                                    ____ _____
        8 -   U N L O C K I N G   K E Y                         ___/____/     \__
    ___________________________________________________________/___/__( )____( )_\
    
    Much of the game is initially locked out from the player. Achieving certain
    goals will unlock these extras, either new vehicles to race or new tracks and
    variants.
    
    GENGHIS KAN and AQUASONIC
    Collect all four of the bronze cup tracks' practice stars to unlock Genghis
    Kan and Aquasonic. Whether or not a star has been collected on a particular
    track is displayed on the race summary screen just before selecting to
    begin the race as well as on the practice table under "STARS."
    
    MOUSE
    Complete all four bronze cup tracks in the single mode to unlock the Mouse
    vehicle. The single mode requires a first place finish. Each time a track is
    successfully completed, a check will appear beside its name under the "WON
    RACE" column.
    
    RC, LA 54, MATRA XL, and the REVERSED BRONZE CUP TRACKS
    Beat all of the challenge times in the time trial mode for the bronze cup
    tracks to unlock the RC, LA 54, and Matra XL vehicles. This also opens the
    reversed bronze cup tracks for racing. Each time a time challenge is beaten,
    a check will appear beside the track name under the "NORM" column.
    
    RC SAN, CANDY PEBBLES, and the NORMAL SILVER CUP TRACKS
    Place first, second, or third in the bronze cup championship to unlock RC San
    and Candy Pebbles. This also opens the normal silver cup tracks in all modes.
    A check will appear beside "BRONZE CUP" on the progress table when complete.
    
    R6 TURBO and NY 54
    Collect all four of the silver cup tracks' practice stars to unlock R6 Turbo
    and NY 54. Whether or not a star has been collected on a particular
    track is displayed on the race summary screen just before selecting to
    begin the race as well as on the practice table under "STARS."
    
    BERTHA BALLISTICS
    Complete all four silver cup tracks in the single mode to unlock Bertha
    Ballistics. The single mode requires a first place finish. Each time a track
    is successfully completed, a check will appear beside its name under the "WON
    RACE" column.
    
    SHOCKER, SPLAT, GROOVSTER, and the REVERSED SILVER CUP TRACKS
    Beat all of the challenge times in the time trial mode for the silver cup
    tracks to unlock the Shocker, Splat, and Groovster vehicles. This also opens
    the reversed silver cup tracks for racing. Each time a time challenge is
    beaten, a check will appear beside the track name under the "NORM" column.
    
    
                                                                    ____ _____
        9 -   C O D E S                                         ___/____/     \__
    ___________________________________________________________/___/__( )____( )_\
    
    All codes are entered on the "name wheel." Multiple codes may be entered and
    just require repeatedly changing player one's name for each code entered.
    
    UNLOCK ALL TRACKS
    Enter "TRACTION" to have all tracks available for racing, including the
    reversed and mirrored versions.
    
    UNLOCK ALL VEHICLES
    Enter "CARTOON" to unlock all vehicles except the UFO. The secret cars will
    be available in a hidden menu behind Big Volt vehicle.
    
    UNLOCK THE UFO
    Enter "YUEFO" to unlock the UFO. It will appear among the hidden selection
    boxes starting behind Big Volt.
    
    EDIT PROGRESS TABLE
    Enter "GOATY" to edit the progress table.
    
    CHANGE CARS
    Enter "CHANCER" to cycle through different vehicles during a race by pressing
    up or down.
    
    TINY MODE
    Enter "MAGGOT" to shrink all of the vehicles in the game. Even the clockwork
    cars in the options screen will appear half their normal size. This code will
    stay in effect as long as the game is running.
    
    ENHANCED GRAPHICS MODE
    Enter "FLYBOY" to get the game to display a higher framerate. While everything
    appears so nice and smooth, this code does cause a bit of pop-up on certain
    tracks. The improved graphics remain until the power is turned off.
    
    ______________________________________________________________________________
    
    
    Re-Volting -- A Guide To Re-Volt
    Copyright 2000 by Benjamin Paul Galway
    All names and trademarks copyright 1999 Sega Enterprises, Ltd.