hide results

    FAQ/Walkthrough by XT-8147

    Version: 1.6 | Updated: 01/01/07 | Search Guide | Bookmark Guide

                 ___________    __ _____    _____ ______ __      ______
                |   ___  \  |  |  |     \  /     |   _  \  |    |   ___|
                |  |   \  | |  |  |  |\  \/  /|  |  |_>  | |    |  |__
                |  |   |  | |  |  |  | \____/ |  |   _  <  |    |   __|
                |  |___/  | \__/  /  |        |  |  |_>  | |____|  |___
                |      __/\______/|__|__ _____|__|______/_______|______|
                |  |\  \  /  _  \ /  ___|__    __|      \|  |/  ______\
                |  | \  \|  / \  |  /      |  |  |  |\  ||  |  /    ___
                |  |  \  \  |_|  |  |      |  |  |  ||  ||  |  |   |_  |
                |  |   \  \  _   |  \___ __|  |__|  ||  \|  |  \____/  |
                |__|    \__\| |__|\_____|________|__|_\_____|\________/
                                                    /        |
                                                   /   v1.6  |
                                           _______/          |
                                          /#/#####           |
          .------------------------------'                   |\
         /|                                                  | \%%%%%%%%&&&&&&
        < | ____________________________________________     | |%%%%%%%%%%&&&&&&
         \|/   ___                                     /####\| |%%%%%%%%%%&&&&&&
          /   /###\                                   |######| /%%%%%%%%&&&&&&
         /   |#####|                                  |######|/
    Rumble Racing FAQ
    Copyright (C) 2004-2007 Chris Beazell
    All trademarks/copyrights mentioned herein are the property of their respective
    This file is formatted to be 80 characters wide and is best viewed in a
    fixed-width font.
    I have provided search keys so you can easily locate the specific section you're
    looking for.  Use your web browser/text editor's search function to easily
    navigate to the section you want to read.  All section headers have the search
    key in brackets, individual references within the FAQ to other sections will
    have parentheses.
    Table of Contents
    1. Use and Re-use                 [copy]
    2. What is Rumble Racing?         [what]
    2.1. New/Changed tracks           [nctr]
    2.2. Powerup changes              [pchg]
    2.3. Air Mobility changes         [airm]
    2.4. Announcer change             [anno]
    2.5. Official license             [lisc]
    2.6. Cars                         [cach]
    2.7. Other notes                  [othr]
    2.8. To sum it up                 [ovrl]
    3. Controls                       [butn]
    3.1. Configuration 1              [cfg1]
    3.2. Configuration 2              [cfg2]
    3.3. Configuration 3              [cfg3]
    4. Techniques                     [skil]
    4.1. Built-in Techniques          [buin]
    4.1.1. Drafting                   [drft]
    4.1.2. Infinite Nitro             [inni]
    4.1.3. Stunts                     [styl]
    4.1.4. Stunt Combo                [stco]
    4.1.5. Double Launch              [dola]
    4.2. Human-derived Techniques     [hude]
    4.2.1. Sliding                    [slid]
    4.2.2. Powerup loading            [polo]
    4.2.3. Stunt loading              [stlo]
    4.2.4. Being annoying             [argh]
    4.2.5. Hangin' on for dear life   [bitc]
    4.2.6. No-Stunt Lap               [zoom]
    4.2.7. Double No-Stunt Lap        [uber]
    4.2.8. Double Grab                [dogr]
    4.2.9. Backwards Launch           [back]
    4.2.10. Constant 360 Passes       [loop]
    5. Powerups                       [pow!]
    5.1. Nitro                        [sped]
    5.2. Bad Gas                      [fart]
    5.3. Super Traction               [glue]
    5.4. Oil Slick                    [texs]
    5.5  Big Hit                      [wham]
    5.6. Shockwave                    [shck]
    5.7. Bomb                         [boom]
    5.8. Freeze                       [brrr]
    5.9. Landslide                    [rock]
    5.10. Tornado                     [whrl]
    5.11. Invincible                  [mage]
    5.12. Joker                       [rndm]
    6. Cars                           [cars]
    6.1. Rookie                       [newb]
    6.2. Pro                          [prof]
    6.3. Elite                        [1337]
    6.4. Easter Egg                   [eegg]
    6.5. Car Clone List               [ccli]
    6.6. Notable Cars                 [noca]
    6.6.1. Thor                       [thor]
    6.6.2. XXS-TOMCAT                 [xxst]
    6.6.3. Interceptor                [cops]
    6.6.4. Vortex                     [suck]
    7. Gameplay Modes                 [mode]
    7.1. Single Race                  [sira]
    7.2. Championship                 [chmp]
    7.3. Stunt Challenge              [stch]
    7.4. Showdown                     [duel]
    8. Track Guides                   [trak]
    8.1. True Grits                   [trgr]
    8.2. Flip Out                     [flou]
    8.3. Car Go                       [cago]
    8.4. So Refined                   [sore]
    8.5. Passing Through              [path]
    8.6. Sun Burn                     [subu]
    8.7. Falls Down                   [fado]
    8.8. The Gauntlet                 [thga]
    8.9. Touch and Go                 [togo]
    8.9.1. Touch and Go Glitch        [tagg]
    8.10. Surf and Turf               [sutu]
    8.11. Coal Cuts                   [cocu]
    8.12. Wild Kingdom                [wiki]
    8.13. Over Easy                   [ovea]
    8.14. Outer Limits                [ouli]
    8.15. Circus Minimus              [cimi]
    9. Infinite Nitro Techniques      [inte]
    9.1. True Grits                   [intg]
    9.2. Flip Out                     [info]
    9.3. Car Go                       [incg]
    9.4. So Refined                   [insr]
    9.5. Passing Through              [inpt]
    9.6. Sun Burn                     [insb]
    9.7. Falls Down                   [infd]
    9.8. The Gauntlet                 [inga]
    9.9. Touch and Go                 [into]
    9.10. Surf and Turf               [inst]
    9.11. Coal Cuts                   [incc]
    9.12. Wild Kingdom                [inwk]
    9.13. Over Easy                   [inoe]
    9.14. Outer Limits                [inol]
    9.15. Circus Minimus              [incm]
    10. Stunt Challenge Mode          [stcm]
    10.1. Flip Out                    [stfo]
    10.2. The Gauntlet                [sttg]
    10.3. Wild Kingdom                [stwk]
    11. Unlockables                   [lock]
    11.1. Easter Egg Locations        [eggs]
    12. Passwords                     [pswd]
    13. Version info                  [vers]
    13.1. What's in the future?       [futu]
    14. Contact info                  [cont]
    15. Thanks                        [thnk]
    1. Use and Re-use                 [copy]
    Sites allowed to host this FAQ:
    If your site isn't in the list above, you may not post my FAQ on your website.
    Portions of the text version may be posted to message boards, etc. where
    appropriate, just be sure to provide a link to the page where the full FAQ may
    be found:
    Do feel free to share this FAQ with your friends if you have any.
    2. What is Rumble Racing?         [what]
    Rumble Racing is a fast-paced arcade style racing game with tons of cars ranging
    from muscle cars and hot rods to a jet-fueled car and an RV.  It's the sequel to
    Nascar Rumble for PS1, however, it's more like a complete re-make.  It
    eliminates everything about Nascar Rumble that was annoying and improves on the
    Being more of a remake than a sequel, Rumble Racing has a number of changes, the
    more noticable of which are listed here.
    2.1. New/Changed tracks           [nctr]
    Rumble Racing features four tracks taken and improved from Nascar Rumble.
    All other tracks are new.
    Nascar Rumble track     Rumble Racing track
    Rip Tide                Sun Burn
    Silver Falls            Passing Through
    Kirk Rock               Outer Limits
    Circus Minimus          Circus Minimus
    Changes/Additions to each NR track carried over:
    Rip Tide - Not much different.  Some trees removed, a couple shortcuts made
    easier to get into, one shortcut added.  New/moved powerup opportunities as
    Silver Falls - Start location changed.  Rocks added to beach area.  Waterfall
    shortcut is now lined up with the shortcut before it, so no more turning right
    to go under the waterfall.  Fewer trees in the middle of the track.
    Kirk Rock - new shortcut, after the corkscrew.  Go to the left wall and turn
    hard right.  Links into what was previously the second shortcut.  Kirk Rock
    welcome sign at the top of the switchbacks.
    Circus Minimus - longer, two ramps added.  No more sub-10 second lap times.  The
    Tornado seems to be absent from this track, which is good.
    Rjyh101 (at) aol (dot) com has informed me that indeed there are Tornado
    powerups on Circus Minimus.  It's still better than Nascar Rumble, where the
    computers got them and fired them off every 2 seconds.
    2.2. Powerup changes              [pchg]
    Powerup system - You can now hold two powerups, and they will time out and
    disappear if you don't use them within 30 seconds of picking them up.  You can
    also choose which direction to launch some powerups.  Press rear view and the
    powerup button to drop the powerup behind you, press the powerup button by
    itself to launch it ahead of you.  You can also choose which powerup you use,
    just push the appropriate powerup button.  The powerups option on the main menu
    is limited to Active or Off, so no more "Tornado every 0.1 seconds" Mayhem
    powerup mode.
    Snowball - No longer travels around the track until it hits something.  Also,
    you can no longer slow down to avoid getting hit by it, however, you could throw
    off other players' aim by doing so.  No longer removes your ability to reset
    your car.
    Storm - Removed for some unknown reason.  Surely it could have been balanced for
    RR similar to how the Snowball and Tornado were...
    Tornado - Computers can no longer use them, and humans can only get them in the
    lower four positions (that's 5th, 6th, 7th, and 8th).  You can no longer slow
    down to avoid being affected by it.
    Shockwave - Much larger range.
    Joker - Good powerups no longer activate immediately, you can choose when you
    want the powerup.  Bad powerups still activate immediately, though.
    2.3. Air Mobility changes         [airm]
    Let's face it - You couldn't do squat while you were in the air in Nascar
    Rumble.  With the addition of a stunt system, you can turn that air time into
    valuable Nitro boost.  Simply hold the stunt button and press a direction to
    flip in that direction.  Remember to release the stunt button when you're done,
    or you'll be unable to steer.  The better the stunt, the more Nitro you get.
    Not all stunts are possible in all locations.
    2.4. Announcer change             [anno]
    The announcer in Nascar Rumble was... lacking.  While his faux southern accent
    fits in with the Nascar aspect of that game, it gets annoying quickly.  Rumble
    Racing fixes this.  Jess Harnell still does the voices, but they are much
    2.5. Official license             [lisc]
    Gone is the Nascar license.  No Nascar affiliation whatsoever now.  Not that it
    needed it.
    2.6. Cars                         [cach]
    Some look-alikes of cars from Nascar Rumble are in Rumble Racing.  Here's the
    NR car         RR car(s)
    Road Captain   Tiberius, Silver Streak
    Jet Car        Thor
    RV             Road Trip
    EA Sports Car  Gamecus, Sporticus
    In addition, the field is now 8 cars long instead of 6.  The easter egg cars
    (akin to the ones unlocked by the wrenches in NR) are unlockable without having
    first won the championship that that track is in, unlike NR.
    2.7. Other notes                  [othr]
    Lap times are down a great deal.  This means the action is much faster-paced
    than in NR.  This, of course, does not count Circus Minimus, which was made
    longer in this game.
    2.8. To sum it up                 [ovrl]
    - If you found Nascar Rumble to be a bit too aggrivating, chances are you'll
      like Rumble Racing.  Many things have been toned down.
    - If you didn't play Nascar Rumble because of the Nascar license, well, shame on
      you.  The drivers and their cars were the only things Nascar about Nascar
    - If you liked Nascar Rumble, chances are you'll like Rumble Racing as well.
    - All in all, its gameplay is much more balanced than Nascar Rumble's was.
    All of these changes make for much more challenging and fun gameplay, while at
    the same time, not forfeiting its signature "pick up the controller and jump
    into the action" controls.  The controls are as easy to learn as ever.
    3. Controls                       [butn]
    The layout of the face buttons, d-pad, and analog sticks actually doesn't change
    between configurations, so I'll list all of that here and then the shoulder
    buttons will be listed under their separate config numbers.
    X - Accelerate
    Circle - Brake
    Square - Brake/Reverse
    Triangle - Cameras
    Right analog stick up/down - Accelerate/Reverse
    D-pad left/right - Steer
    Left analog stick left/right - Steer
    D-pad up - Horn
    Select - Reset Vehicle
    Start - Pause
    3.1. Configuration 1              [cfg1]
    L1 - Powerup 1
    L2 - Powerup 2
    R1 - Rear View
    R2 - Stunt (use the d-pad or the left analog stick to control your stunt)
    3.2. Configuration 2              [cfg2]
    L1 - Rear View
    L2 - Stunt (use the d-pad or the left analog stick to control your stunt)
    R1 - Powerup 1
    R2 - Powerup 2
    3.3. Configuration 3              [cfg3]
    L1 - Rear View
    L2 - Powerup 1
    R1 - Stunt (use the d-pad or the left analog stick to control your stunt)
    R2 - Powerup 2
    4. Techniques                     [skil]
    This section covers the various techniques you can use in the game.  Some
    techniques are explicitly built into the game, whereas others are decidedly
    human-derived.  Beginning with version 1.6 I will differentiate between the two.
    4.1. Built-in Techniques          [buin]
    Built-in techniques are a part of the game engine.  They're things that you
    might do without really knowing it, but generally improve your game when you
    consciously use them.
    4.1.1. Drafting                   [drft]
    Get directly behind someone.  If you're close enough, the black dot on your
    speedometer will slowly turn yellow, indicating that you're in the draft.
    Drafting will net you an extra 10 mph, which is critical for passing, so don't
    overlook it.  You can draft while using a Nitro for an extra 27 mph.  Seeya!
    Note that if you aren't nitroed, you can't draft off of someone who is.  The 
    reverse is also true.
    4.1.2. Infinite Nitro             [inni]
    This technique is possible on most of the tracks, but not all of them.  The
    objective is to perform the correct sequence of stunts so that you get enough
    nitro to last you from the last stunt opportunity to the first one on each lap.
    The result is you will always have that extra 17 mph you love so much.  You can
    win without this, but it's more to your benefit to learn it.  To see how each
    Infinite Nitro is done, check out section 9 (inte).
    4.1.3. Stunts                     [styl]
    It's simple enough to get the hang of, yet complex enough to drive you insane in
    Stunt Challenge mode.  This is where you get all your style points.  The game
    only seems to look for two criteria before giving you the points/Nitro for a
    a) did the car flip upside down at some point during the stunt?
    b) did the car land reasonably enough on its wheels (either 2 or 4) without too
       much of the body work scraping the ground beforehand?
    If both of those conditions are true, you will get the stunt points and Nitro.
    The rest is up to you.  The aggrivating part is, sometimes if you hit a wall at
    the wrong angle during a stunt, it will say "hey, that player didn't land the
    stunt correctly!" and give you one of the stunt failed messages.  I've also had
    it do that and then upon landing correctly on the ground, it gave me the Nitro
    I'd earned anyway.
    4.1.4. Stunt Combo                [stco]
    Ever notice that the stunt system takes just a fraction of a second to recognize
    a stunt after you land?  Well, in many places on most of the tracks, you can do 
    a stunt, land (oh-so-briefly), then hit another ramp and do another stunt.  Land
    the second stunt successfully and the stunt combo is complete.
    What exactly does this do?  Well, the game doesn't recognize your stunt until 
    the end of the combo if done correctly.  The game seems to really like it when 
    you do this, and will usually reward you with a good amount of nitro.
    Need an example?  There's one in the Outer Limits Infinite Nitro:
    "Going over the track in Shortcut 1: Aim not at the powerup in the tunnel to the
    left, but at the one sitting on the ledge.  Stunt left/right, hit the ledge, and
    then stunt back the other way, all without it recognizing the stunt until you
    land on the road."
    Recognized separately, you get about three dots of nitro for each barrel roll.  
    But when recognized as a stunt combo, you get 1.5 nitros.  Certainly not much, 
    but with the infinite nitro, it's just enough to keep you nitroed from that 
    point to the second shortcut's jump.
    4.1.5. Double Launch              [dola]
    This technique simply (ab)uses the fact that you can use either of the powerups
    in your inventory at any time by pressing the appropriate button.
    To do a double launch, simply launch both of your powerups at the same time.
    This gives you the added benefit that both of them will hit the target.  For
    best results, hit your powerup 2 button a split second before hitting your
    powerup 1 button, since pressing your powerup 1 button will move the powerup in
    the 2nd slot to slot 1.
    You can also do a double drop, just hold your Rear View button while you use the
    You get mixed results combining anything other than the Landslide with the
    Landslide.  This technique works best with the Bad Gas, Oil Slick, and Freeze
    When your opponents are getting angered by suddenly being dual-oil slicked,
    dual-bad gassed, or the worst, dual-frozen, you know you've got it.  If you
    somehow manage a dual Tornado, well...  good for you.  Tornadoes are best
    launched with some time between them if you have more than one, though.  That
    way the opponents have just enough time to recover from the first one and get
    going again when the second one smacks them around again.
    4.2. Human-derived Techniques     [hude]
    Human-derived techniques aren't really part of the game engine, but still
    permitted by it.  It takes human imagination to come up with these techniques.
    4.2.1. Sliding                    [slid]
    Integral to making some corners, and entering and exiting some shortcuts.
    Simply put on the brakes, turn, and hit the accelerator again to start your car
    sliding.  Careful use of the directional buttons will control the slide.
    4.2.2. Powerup loading            [polo]
    The computer tries to do this, but doesn't get it right.  The objective is to
    drop a powerup onto the respawn spot for another powerup such that the powerup
    you dropped is unavoidable to anyone who dares go for a powerup.  Works best
    when you're over 5 seconds ahead, that way the powerup you just loaded will
    respawn before the next person comes through.
    4.2.3. Stunt loading              [stlo]
    After pulling off a successful stunt, drop a Bad Gas immediately after getting
    your Nitro.  The Bad Gas will be in such a place that the next person to land a
    stunt there will hit it immediately after getting their Nitro, setting them
    back, unless they have an Invincible or Nitro to use to counteract it.  Be wary
    of that spot the next lap, though.
    4.2.4. Being annoying             [argh]
    Just because you have two powerups in your inventory doesn't mean the person
    behind you should have a chance to get any...  Drive through a powerup
    opportunity with a full inventory.  It will turn orange and disappear, you won't
    get the powerup, but then again neither will they.  Powerups take 5 seconds to
    respawn, so keep that in mind.
    4.2.5. Hangin' on for dear life   [bitc]
    Right at the end of the race, if whoever is in the position behind you is right
    near you, they will most certainly pull alongside and try to steal your
    position.  Once you see which side they're on, steer into them before they get
    the chance to get the front end of their car ahead of yours.  You will slow them
    down, and they will push you across the finish line in the position you just
    fought so hard to earn.  Might be cheap in player vs. player, but vs. the
    computer, anything's fair game.
    4.2.6. No-Stunt Lap               [zoom]
    For further reference, see Infinite Nitro.
    The idea behind the No-Stunt lap is simple.  Build up Nitro while doing an
    Infinite Nitro, and then once you've got enough for an entire lap, do a lap
    without any stunts whatsoever.  Stunts generally slow you down a slight bit, so
    combining Infinite Nitro with the No-Stunt lap is a great way to shave some
    seconds off of your lap times.
    In fact, to even beat a few of the Rumble1 times, you need to run either
    constant Infinite Nitro laps, or a No-Stunt lap.
    I've included the number of nitros required to do a No-Stunt lap in the section
    for each track, even the ones where an Infinite Nitro techinique isn't
    possible/hasn't been discovered yet.  This was calculated off of the Rumble1
    time for each track, so if you're slower/faster, you'll need more/less Nitros
    4.2.7. Double No-Stunt Lap        [uber]
    With refinement of your Infinite Nitro strategy and stunt sequence, on some
    tracks, you can actually do two no-stunt laps off of one single lap of stunting.
    This is known to work on the three stunt tracks, and may work on other tracks as
    well, especially the shorter ones.
    It's difficult, but it can be done, and the results are very rewarding.  For 
    example, a one no-stunt lap run on Flip Out might result in these lap times:
    (these are made-up lap times, but definitely possible to obtain)
    Lap 1 - 1:10.58
    Lap 2 - 1:07.43
    Lap 3 - 1:05.67
    A double no stunt lap run would look something like the following:
    (once again, made-up lap times, but still very possible)
    Lap 1 - 1:10.89
    Lap 2 - 1:05.73
    Lap 3 - 1:05.30
    It's a technique mainly for those who are truly dedicated to shaving seconds off
    of their overall times.  It can backfire in the worst possible way, though.  
    Make extra special careful sure that you have enough nitros for at least two 
    laps.  This is what requires the extra refinement.  One small change in the 
    stunt sequence can really affect how many nitros you have at any given point.
    4.2.8. Double Grab                [dogr]
    Many tracks have a line of powerups going straight across the track at one point
    or another.  When they're close together, you can slide your car through the 
    line and get two powerups at once.  Great for annoying the opponent right behind
    you that was lined up for one of the two that you took.
    4.2.9. Backwards Launch           [back]
    This technique allows you to affect the racers behind you in the middle of a 
    stunt.  It's rather simple.  During any stunt where you're facing backwards 
    (i.e. a vertical flip), launch a powerup.  It will go flying backwards and hit 
    somewhere behind you.  Works really great if somebody's right on you.  Human 
    players aren't expecting this either, and there's not a whole heck of a lot they
    can do about it unless they have a shield or the powerup that counteracts it.
    4.2.10. Constant 360 Passes       [loop]
    This technique works in Co-op play to speed up both players' lap times.  To do 
    it, both teammates must be together, and close enough to draft.  Have the 
    teammate in the back draft off of and eventually pass the teammate in front.  
    Repeat the process.  It's good for a few tenths of a second per lap, usually,
    and isn't always possible due to space restraints and dropped powerups.  Usually
    you'll find one or two sections on each track where it can be done, do it there,
    and then go back to driving normally until the next section where it can be 
    5. Powerups                       [pow!]
    Throughout each track are multitudes of powerup opportunities.  They are white
    spheres with black diamonds inside, and when you drive through one you recieve a
    powerup.  You can hold up to 2 powerups, and use either at any time by pressing
    the appropriate powerup button.  Powerups take 5 seconds to respawn.
    Some powerups will counteract the effects of others.  It's important to remember
    that the counteraction will take place before the effects of the
    more-recently-used powerup.
    Powerups can also be turned off in the main menu.  Why bother turning them off,
    you ask?  Turning them off allows you to practice your track strategy and stunt
    sequence without those powerups distracting you or messing with your lap times.
    You will still get Nitro from stunts, but that's it.  Being that your track
    strategy and stunt sequence should be completely independent of your powerup
    strategy, this gives you a good opportunity to practice that.  Just be sure to
    turn them back on before running an actual race.
    Here are some common alternative names for the various powerups:
    Nitro: Turbo, Boost
    Super Traction: Grip
    Invincible: Shield, Invuln
    Big Hit: Ram
    Landslide: Rocks
    Freeze: Snowball
    Joker: Question mark, That &$%@ question mark, etc.
    5.1. Nitro                        [sped]
    Gives you an extra 17 mph for 8 seconds.  Also gained through stunts, with
    variable duration.  Each dot around the powerup is two thirds of a second.  Best
    used immediately.
    Nitro will counteract the effects of Bad Gas.
    5.2. Bad Gas                      [fart]
    Makes opponents go 10 mph slower and eject smoke from their exhaust for 7
    seconds.  Launched in front of you, it will fly towards the closest car to you,
    bouncing off of walls.  It will slow anyone within its blast radius.  Dropped
    behind you, it will slow whoever hits the can.
    Bad Gas will counteract the effects of Nitro.
    Note: If you had a Nitro active, and you were in the draft, your Nitro will be
    cancelled and you will lose the draft.  Any time you're hit with a Bad Gas, your
    speed is dropped to 10 mph below your standard max speed.
    5.3. Super Traction               [glue]
    Gives you super grip for 14 seconds.  Your tires will light on fire while you
    have the increased grip.  Best used in tight corners.
    Super Traction will counteract the effects of Oil Slick.
    5.4. Oil Slick                    [texs]
    Makes opponents lose grip and slide around the track for 5 seconds.  Launched in
    front of you, it will fly towards the closest car to you, bouncing off of walls.
    It will affect anyone within its blast radius.  Dropped behind you, it will
    affect whoever hits the can.
    Also quite nasty when combined with the Freeze.
    Oil Slick will counteract the effects of Super Traction.
    5.5. Big Hit                      [wham]
    An orange shield-like thing will appear in front of your car, and stay there for
    14 seconds.  Now, when you come into contact with any non-coop player, they will
    be sent flying.  Jolts you forwards a bit when used, so be wary of activating it
    during a stunt.
    5.6. Shockwave                    [shck]
    Sends a sonic wave out from around your car, sending anyone caught in its radius
    flying.  Best used when the target car is approaching you from behind, or when
    you're chasing someone into a corner.  Don't use it during a stunt, if you're
    not right side up the Shockwave will cause you to fall to the ground where you
    5.7. Bomb                         [boom]
    Make your opponents fly through the air.  Launched in front of you, it flies
    towards the closest car to you, bouncing off of walls.  When it explodes, anyone
    caught in the blast radius is sent flying through the air.  Dropped behind you,
    it will affect whoever hits it, plus anyone who happens to be nearby.  Best used
    to launch your opponents off of the track in order to take their position, or to
    keep them behind you.
    5.8. Freeze                       [brrr]
    Snowball fight!  Launched in front of you, it flies towards the closest car to
    you, bouncing off of walls.  When it hits the ground, it will freeze the
    steering of any car caught in its blast radius.  Dropped behind you, it will
    affect whoever hits it.  Freeze effect lasts for 8 seconds.  A car that has been
    hit by it will turn white and trail a snow effect behind them.  Computer
    opponents seem to ignore it completely, so when racing single player or co-op 2
    player, get rid of it harmlessly ASAP by launching it in front of you.  Any
    human player hit with it will find themselves unable to turn very well for its
    duration.  They can still turn, but they get no steering response for quite a
    while, then suddenly it's steering too much.  The select button is your best
    friend if you've been hit with one of these.  It won't cancel it, but you can at
    least try to get around the corners.  The steering freeze doesn't affect stunts,
    or air turning, so drive off a ramp and turn without the stunt button before you
    Also quite nasty when combined with the Oil Slick.
    5.9. Landslide                    [rock]
    Chuck a few rocks at 'em.  Launched in front of you, they actually start in the
    air and will go over most cars if they are right in front of you.  If they hit,
    the target car is spun around and flipped over.  Dropped behind you, it will
    remove those pesky tailgaters.  They stay around, so don't fall victim to your
    own rocks.  Best launched in front of you when the target is at a fair distance
    in front of you.  Drop behind anytime.
    Note: This powerup is unlike the Bad Gas, Oil Slick, Freeze, and Bomb in that
    it travels straight from your front bumper, regardless of where you're pointed
    at or where the person in front of you is.  Make sure to properly lead opponents
    so that the rocks will hit.
    Also, when dropping the rocks behind you, they will roll a bit before coming to
    a complete stop.  So drop them just before where you want them to be.
    5.10. Tornado                     [whrl]
    Fear the wrath of the Tornado!  You will only receive this powerup if you are in
    5th, 6th, 7th, or 8th place.  It is very rare even then.  When used, a tornado
    touches down and follows the track, occasionally taking a shortcut or two.
    Anyone caught in its high speed winds will be flung about.  The closer you stay
    to it, the longer it stays around.  Get close enough to it and get some free
    speed.  Also will detonate any track-side preplaced explosive barrels.  Best
    used when you need a few positions and the people ahead of you are bunched up.
    5.11. Invincible                  [mage]
    Grants you invulnerability for 10 seconds.  When used, all bad effects on you
    disappear, and are prevented for its duration.  You will have a little aura
    thing flying around you when it's active.  Also makes you more resistant to
    hits.  Use this after getting hit by a powerup, or to make sure you don't get
    hit by one.  Also, use it to win shoving matches.  A nice quirk is that while
    it's active, you gain an extra 2 mph.  So, with an Elite car, drafting with 
    Nitro and Invincible active, you get a max of 209 mph.  Man, they pedal slow.
    Counteracts all bad effects, including the Freeze and Tornado.
    Notable effect: It also prevents the Joker from giving you bad effects.  Take 
    advantage of this!
    5.12. Joker                       [rndm]
    Random powerup.  Press the appropriate powerup button to see what it is.  Can be
    either good or bad.  If it's bad, it affects you immediately.  If it's good, it
    stays in your inventory so you can use it to your advantage.  Never gives the
    Freeze as a bad effect.  Best to let these run out, or only use them in these
    1. You're so far ahead it wouldn't cost you a position
    2. Just after landing a stunt, but before receiving the Nitro
    3. When you've got a Nitro, Super Traction or Invincible in your inventory
       already (It's best to use that Invincible before using the Joker)
    In addition, don't use them (unless of course you're Invincible) on the stunt 
    tracks (Flip Out, The Gauntlet, and Wild Kingdom).  You don't want the 
    possibility of an easily avoidable Bad Gas taking away all the Nitros you've 
    built up.
    Like the Tornado, there appears to be a point at which the Joker is no longer
    given out, except that this time if you're lower down in the field, you have a 
    lower possibility of getting them.  Thus, I don't believe it's possible to 
    receive a Tornado from a Joker.
    The Joker also times out much faster than any other powerup, in 10 seconds.
    This makes it worthwhile to let them just run out if you don't want to risk
    jeopardizing your race, as there are usually more than 10 seconds between
    powerup opportunities.
    6. Cars                           [cars]
    There are many cars available in Rumble Racing.  Most have to be unlocked, but
    it's as simple as winning a championship that they're in for most of them.
    There are three official tiers of cars, which of course are Rookie, Pro, and
    Elite.  The unofficial fourth tier is Easter Egg, because these cars are hidden
    around each track as an easter egg that you have to find and hit.
    Note: Take each car's stats very lightly.  Some of the later cars you unlock
    will expose just how flawed these stats are.  The best way to see if a car is
    good or not is to take it for a few test drives.
    6.1. Rookie                       [newb]
    These cars are available right off the bat.  Featuring an unimpressive top speed
    of 140 mph, they are really only good for those newest to Rumble Racing.  Using
    a nitro gets you up to 157 mph, and then drafting while that nitro is active
    gets you 167 mph.  Getting hit by a Bad Gas drops your speed to 130 mph.
    Available from the start:
    The Banger
     Acceleration: -----
         Handling: -----
    Stunt Ability: -------
    Silver Streak
     Acceleration: ------
         Handling: -------
    Stunt Ability: ------
    Widow Maker
     Acceleration: ----
         Handling: ------
    Stunt Ability: -----
     Acceleration: ----
         Handling: ------
    Stunt Ability: -----
     Acceleration: -----
         Handling: ---
    Stunt Ability: ----
    Muscle Car
     Acceleration: ------
         Handling: ---
    Stunt Ability: ---
     Acceleration: ------
         Handling: -------
    Stunt Ability: ------
     Acceleration: ---
         Handling: ----
    Stunt Ability: ---
    Van Go
     Acceleration: ----
         Handling: ----
    Stunt Ability: ----
     Acceleration: ----
         Handling: --
    Stunt Ability: ------
    Purple Haze
     Acceleration: ----
         Handling: -----
    Stunt Ability: -----
     Acceleration: ----
         Handling: ------
    Stunt Ability: -----
     Acceleration: ------
         Handling: ---
    Stunt Ability: ---
     Acceleration: ------
         Handling: -------
    Stunt Ability: ------
    6.2. Pro                          [prof]
    These cars start being unlocked after you beat the EA Rookie Cup.  They feature
    a top speed of 160 mph.  Using a nitro gets you up to 177 mph, and then drafting
    while that nitro is active gets you 187 mph.  Getting hit by a Bad Gas drops
    your speed to 150 mph.  Once you unlock the Pro class at the end of the EA
    Rookie Cup, all of the Rookie cars now have Pro versions available for
     Acceleration: ------
         Handling: -------
    Stunt Ability: ------
     Acceleration: -----
         Handling: -----
    Stunt Ability: -------
    El Diablo
     Acceleration: ---
         Handling: ----
    Stunt Ability: ---
    Road Kill
     Acceleration: ---
         Handling: ----
    Stunt Ability: ---
    6.3. Elite                        [1337]
    These are the cars used by the best of the best.  You start unlocking them after
    the EA Pro Cup.  They feature an impressive top speed of 180 mph.  Using a nitro
    gets you 197 mph, and then drafting while that nitro is active gets you 207 mph.
    Getting hit by a Bad Gas drops your speed to 170 mph.  Once again, once you
    unlock the Elite class at the end of the EA Pro Cup, all Rookie and Pro cars
    now have Elite versions available for use.
    Jolly Roger
     Acceleration: ------
         Handling: -------
    Stunt Ability: ------
     Acceleration: -----
         Handling: ---
    Stunt Ability: ----
     Acceleration: ------
         Handling: ---
    Stunt Ability: ---
    Blue Devil
     Acceleration: ------
         Handling: -------
    Stunt Ability: ------
    6.4. Easter Egg                   [eegg]
    Easter Egg cars are the fun ones.  They have all sorts of interesting designs,
    including an RV, a three-wheeled plane, and a rocket-propelled car.  These cars
    are hidden throughout the game.  Unlocking them is covered in-depth in section
    11.1 (eggs).
     Acceleration: ----
         Handling: ------
    Stunt Ability: -----
    High Roller
     Acceleration: ----
         Handling: ------
    Stunt Ability: -----
     Acceleration: ----
         Handling: --
    Stunt Ability: ------
    Van Itty
     Acceleration: ----
         Handling: ----
    Stunt Ability: ----
    Buck Shot
     Acceleration: ---
         Handling: ----
    Stunt Ability: ---
     Acceleration: ----
         Handling: -----
    Stunt Ability: -----
    Road Trip
     Acceleration: -
         Handling: -
    Stunt Ability: ----
     Acceleration: -----
         Handling: -------
    Stunt Ability: -------
    Redneck Rocket
     Acceleration: ----
         Handling: ------
    Stunt Ability: -----
     Acceleration: ----
         Handling: ------
    Stunt Ability: -----
     Acceleration: ------
         Handling: ---
    Stunt Ability: ---
     Acceleration: --------
         Handling: ------
    Stunt Ability: --------
     Acceleration: --------
         Handling: --------
    Stunt Ability: -------
     Acceleration: --------
         Handling: ------
    Stunt Ability: --------
    6.5. Car Clone List               [ccli]
    Some of the cars in the list above have the same stats.  This means that if
    you're good with one of the cars, you'll have a similar driving experience with
    any of its clones.  This doesn't mean all clones of a car will handle exactly
    alike, however.  For example, Maelstrom and Blue Devil handle a bit differently
    from the rest of their clones, and Redneck Rocket for the most part just doesn't
    Car            Clone(s)
    The Banger     Escargot
    Silver Streak  Tiberius, Maelstrom, Cataclysm, Jolly Roger, Blue Devil
    Widow Maker    Serpent
    Mantee         Malice
    Muscle Car     Mandrake, Direwolf, Stinger
    Maniac         El Diablo, Road Kill, Buck Shot
    Van Go         Van Itty
    Hog-en-ator    Sporticus
    Purple Haze    Gamecus
    Dragon         Revolution, High Roller, Redneck Rocket, Cobalt
    Road Trip      None.
    Vortex         None.
    XXS-TOMCAT     Thor
    Interceptor    None.
    6.6. Notable Cars                 [noca]
    Naturally, in any racing game, there are going to be cars that stand out above
    the rest.  This section is here to note interesting things about various cars.
    6.6.1. Thor                       [thor]
    Thor has a huge advantage over the rest of the field.  What's that advantage,
    you ask?  Take a look at it on the car select screen.  Now look at another car.
    See anything interesting?  No?
    I'll tell you then.  Notice that with any car except Thor, when they gun their
    engines on the select screen, they have wheelspin and you see tiresmoke.  Thor
    has no such wheelspin or tiresmoke.  All it has is a big f***in' rocket.  Its
    lack of drive wheels is its advantage, albeit in disguise.
    Without further delay, here are Thor's advantages:
    Thor has instant acceleration.  Without a doubt, it is the fastest car off the
    line at the start of a race.  You can usually blast your way up to 3rd with very
    little problem.  With a bit of refinement you'll be able to nab 1st off the bat.
    Thor has constant thrust.  This means that it has a much better tendency than
    any other car to move in the direction it's pointing during a turn.  It will
    bounce along the roughest of terrain at its max speed.  All the other cars will
    lose speed while bouncing.
    Thor has air mobility.  Find a large ramp somewhere, go off it, and then steer
    normally, without using the stunt button.  Notice you'll actually move in that
    direction.  This is Thor's air advantage: the ability to adjust its course while
    in the air.
    Thor will take some getting used to, due to its instant acceleration, but once
    you learn how to throw it around the track, you'll find that no other car can
    quite hold a candle to it.
    6.6.2. XXS-TOMCAT                 [xxst]
    After reading about Thor, you may be wondering: Is there any other car that can
    compete with Thor?
    The answer is, technically, that they all can when used properly.  You make up
    for your lack of acceleration with copious use of the draft and plenty of
    powerups.  But lo and behold, there is another car with the same type of
    advantage that Thor has.
    And it is, of course, XXS-TOMCAT.
    It has drive wheels, but oddly enough, no tiresmoke on the selection screen.  It
    loses no speed as it bounces along rough terrain.  Its boosters will allow it to
    perform aerial movement similar to that of Thor.  It isn't quite as agile as
    Thor is in the air, but it makes for a suitable replacement when people start
    complaining that they can't compete with Thor ;)
    XXS-TOMCAT also has its own oddity.  It only has three wheels.  This, when
    combined with the shape of its body, allows you to do a few fun things.
    You can easily spin people around by ramming one side of their rear bumper.
    It is barely affected by the Oil Slick powerup's initial line change, due to the
    fact that the initial line change of the Oil Slick powerup affects the front end
    of the car.
    Its shape allows you to 'wrap' it around curved walls, to get a better line
    through the corner.  This is useful on Flip Out when you're trying to stay up on
    the inside edge of the track so you can get a fast laptime.
    It also has the exact same stats as Thor.  This isn't useful for much, but it
    does show that EA at least had the intention of making XXS-TOMCAT able to
    compete with Thor.
    6.6.3. Interceptor                [cops]
    What about Interceptor?  Its stats are nearly perfect!
    Too bad it has drive wheels and therefore suffers from lack of handling once you
    lose grip.  If you can keep the tires glued to the road, you'll do well.  Its
    front end is also light enough that it will pop a wheelie at the beginning of
    the race.
    It appears that EA failed to take Thor and XXS-TOMCAT's rockets into account
    when they made the handling ratings, and brings the validity of all of their
    ratings into question.
    6.6.4. Vortex                     [suck]
    Now you're thinking...  Hey, all vehicles have crap for handling except for Thor
    and XXS-TOMCAT!  That's not right!
    You're wrong.  And I was too, up until a few days ago.  What happened?  Through
    a freak chance, I decided to drive some other cars besides Thor.  One of them
    happened to be Vortex.
    Vortex has great steering response and slides very little in the corners.  This
    makes it a prime choice for those of you who are fed up with the lack of
    handling with pretty much all the other cars.  Take it for a spin, even if
    you've already tamed Thor, and compare it to the other vehicles to see for
    yourself just how well it handles.
    This is coming from someone who uses Thor pretty much exclusively, so when I'm
    impressed about a car's handling, it's got to be good.
    7. Gameplay Modes                 [mode]
    Rumble Racing offers a variety of ways to compete.  In addition, once you get
    that high-and-mighty feeling that comes with thoroughly crushing the computers
    on any track at any time, you can turn up the difficulty.  This makes the AI
    slightly more agressive and affects how many computer cars take the shortcuts.
    Forgiving - Computer cars rarely drop or use items.  If at all, up to two cars
    will take the shortcuts, however, if another car is bumped into a shortcut, it
    will start taking them.  Very few stunts performed, if at all.
    Intense - Computer cars drop and use items most of the time.  Up to 5 cars will
    take the shortcuts.  Same spiel about cars being bumped into shortcuts.
    Moderate stunt ability.
    No Mercy - Computer cars drop and use items every time they receive one.  All of
    them will take the shortcuts.  Expect them to stunt at every feasible
    opportunity, and have Nitros most of the time, if not all the time.  This
    behavior is what prompted me to start looking beyond the stunt tracks for
    Infinite Nitro possibilities.
    Championship mode also affects how many of the computers take the shortcuts.
    Very few take the shortcuts on Rookie, Pro bumps it up, and Elite goes all-out.
    Note that computer cars will never launch powerups forwards.  I consider this to
    be the AI's main weakness.  It would definitely be harder if they could fight
    you with powerups when they're behind you.  The only thing they'll do is
    activate a Shockwave or Big Hit.  That's it.  Both of those can be stunted out
    of as well.
    I begin to wonder what exactly happened with this game.  It got great reviews
    from pretty much all of the major game reviewers and magazines, yet it has
    virtually no fan following and pretty much tanked right after release.  I hope
    EA still has the motivation to make another one when the PS3 comes out.
    7.1. Single Race                  [sira]
    Single Race is your practice mode.  You can race any track you have unlocked.
    Single Race mode is great for finding shortcuts for the first time and figuring
    out the best line to take between them.  You can customize Single Race mode by
    setting the number of cars (1-8), the number of laps (1-8), and whether or not
    you can choose your opponents.  In 2 Player mode, you can choose how many teams
    there are.  Also, in 2 player mode, you can choose Standard mode, which is
    everyone for themselves, or Co-op mode, where you are teamed with your fellow
    human versus 1 to 3 teams of computers.  Powerups launched ahead of yourself
    will not affect your teammate, but powerups you drop behind you will, so
    communicate with your teammate and tell them what you're dropping and where so
    they can be on the lookout for it.
    7.2. Championship                 [chmp]
    Championship mode is where you fight the computers in order to assert your reign
    over them and unlock everything.  As with Single Race mode, you can go it alone
    or bring another human player along for the ride, either in a free for all, or
    teamed up.
    7.3. Stunt Challenge              [stch]
    Stunt Challenge mode is here mainly for fun.  Running laps on your selected
    track is completely optional.  You do get extra time for completing a lap, and
    there are stopwatches placed strategically around each track that add to your
    time as well, but in order to get the best scores, you have to find the correct
    spot on each track and stay there, churning out as many high-point stunts as you
    can.  You can also compete against another human player.  Show off your mad
    stunt skills!
    Note: The preset high scores are very competitive, almost to the point of being
    too competitive.  Fortunately, they're all possible to beat.  For more
    information on Stunt Challenge mode, check out section 10 (stcm).
    7.4. Showdown                     [duel]
    Got a friend that's bragging about how they own a specific track?  Does it seem
    like they will never shut up, even if you beat them in single race?  There ain't
    enough room in town for the two of ye, I reckon.  Have a showdown.  Whoever can
    put together the best lap on the track of your choosing wins.  This mode isn't
    really good for much else, you'll crush the computer if you select it in single
    8. Track Guides                   [trak]
    Most aspects of a track you can figure out simply by driving it a few times.
    This section explains where each and every shortcut is on each track, and even
    which ones you'll want to take to get the best lap times.  If the Infinite Nitro
    technique is possible on a track, I will note that it is possible for you.  To
    see how exactly the Infinite Nitro is done, head on down to section 9 (inte).
    Also, for guidance, I will list lap times for each track in a tiered system:
    Each track will have a No Shortcuts time, the preset Rumble times, and a Godlike
    time, with the player name of the person that posted it.  The No Shortcut times
    assume the best class of cars that is available when that track is first
    unlocked in Championship mode.  All No Shortcuts times made with Tiberius.
    Explanation of Godlike times: Godlike times are simply times that beat the
    Rumble1 on a specific track.  However, a Godlike time you've just gotten isn't
    truly Godlike unless it also beats the current Godlike time listed for the
    I have also listed No-Stunt lap Nitro amounts for each track.  This is the
    number of Nitros you must have active in order to complete a No-Stunt lap
    without losing all of your Nitros during the lap.  I calculated them simply by
    taking the Rumble1 time for each track and dividing it by the length of the
    Nitro powerup, which is 8 seconds.  I rounded each one up to the next whole
    amount of Nitro.
    8.1. True Grits                   [trgr]
    A fairly simple track, a few tight turns but generally very wide.  6 shortcuts,
    optimal line uses 5 of them.
    Shortcut 1:
    On the starting straight, get all the way over to the right before the bridge,
    crash through the Rumble Racing barriers, and go up the hill.
    Shortcut 2:
    Directly after Shortcut 1, continue through the gas station.  Avoid hitting the
    pumps, they will explode on contact.
    Shortcut 3:
    A couple turns after Shortcut 2, turn left and run along the railroad tracks.
    Get over to the left to avoid the train, and make a sharp left turn to get back
    onto the track.  You can turn early to get all the benefits of hitting the
    brakes (bouncing back and forth between the train and fence will slow you down)
    with instant full speed and correct line once you're out of the shortcut.
    Shorctut 4 (not optimal):
    Go past the entrance to Shortcut 3.  As you approach the railroad tracks, you
    will see a John Deere tractor on the right side of the track.  Turn right and
    follow the railroad tracks.
    Shortcut 5:
    One turn after Shortcut 3, turn slightly left, crash through the Rumble Racing
    barriers, and go through the barn.  Jump over the trains using the ramp.
    Shortcut 6:
    After Shortcut 5, you will go downhill and through a tunnel.  At the end of the
    tunnel, the road branches, and the signs tell you to turn right.  Crash through
    the Rumble Racing barriers on the left instead.  Get ready for a hard left turn
    to get back on the track.  A slide or a grip powerup makes this turn easier.
    Note: A properly placed bomb after the last corner can actually blast you back
    up onto the bridge, so watch out.
    Infinite Nitro possible.
    No-Stunt Nitros: 8
    Lap times:
    No Shortcuts: 1:21.58
    Rumble3: 1:05.58
    Rumble2: 1:01.58
    Rumble1: 0:56.08
    Godlike: 0:50.95 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 3:22.25
    Rumble2: 3:08.88
    Rumble1: 2:57.11
    Godlike: 2:43.71 - Bull (Elite Thor)
    8.2. Flip Out                     [flou]
    The first stunt track.  No shortcuts.  The result is a track that's nothing
    other than straightforward: the person who laps the fastest will win unless they
    screw up.  When the track splits into three pipes, the center pipe is my
    preferred line, though if you're lined up for either of the others and there 
    isn't much time to make adjustments, just go with the flow, it won't affect lap 
    time much.
    Infinite Nitro possible.
    No-Stunt Nitros: 9
    Lap times:
    Rumble3: 1:21.21
    Rumble2: 1:15.70
    Rumble1: 1:07.80
    Godlike: 1:05.03 - Bull (Elite Thor)
    Overall times:
    Rumble3: 4:11.31
    Rumble2: 3:50.11
    Rumble1: 3:33.18
    Godlike: 3:22.45 - Bull (Elite Thor)
    8.3. Car Go                       [cago]
    An aggrivating track until you figure it out.  Drafting is paramount here.
    After Shortcut 3, you will have to slide around the corner to make the middle
    line or the line closest to the edge of the dock.
    Shortcut 1:
    After the 2nd ramp, go straight through the building where you see the Rumble
    Racing barriers.
    Shortcut 2:
    Go straight forwards after Shortcut 1.  It's a no-brainer.  If you missed
    Shortcut 1, turn left where the signs tell you to turn right.  You will crash
    through (or at least drive by) a Rumble Racing barrier.
    Shortcut 3:
    Instead of taking the quick left-right to stay on the dock, continue forwards
    and crash through the Rumble Racing barriers.
    Alternate routes on the second dock (the one after shortcut 3):
    Closest to edge: brake hard and slide.
    Middle: brake quickly and slide.
    Farthest: Just turn.
    Infinite Nitro possible.
    No-Stunt Nitros: 10
    Lap times:
    No Shortcuts: 1:43.43
    Rumble3: 1:29.40
    Rumble2: 1:19.88
    Rumble1: 1:14.20
    Godlike: 1:13.40 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 4:38.55
    Rumble2: 4:09.80
    Rumble1: 3:49.25
    Godlike: 3:44.55 - XT8147 (Elite Thor)
    8.4. So Refined                   [sore]
    A fun track.  Next to last shortcut can be next to impossible to use for gain
    unless you enter it correctly.
    Shortcut 1:
    After the start, you'll make a right, then a left, then after a straightaway
    you'll make a quicker right-left.  The shortcut is to your right after that,
    just turn into it.  Slide as necessary.  If you miss this entrance, there's
    another one just around the bend.  It's harder to hit, but it'll still save you
    some time.
    Shortcut 2:
    After Shortcut 1, get to the outside of the track and go up the ramp onto the
    railroad tracks.  There are trains parked in the tunnel, and one exploding
    train.  With proper discipline, you can sideswipe the exploding train to set it
    off without messing yourself up.  The shortcut goes like this:
    [-----] = train
    {---} = exploding train
    ###### = tracks
    @@@ = randomly firing explosion
    () = powerup
    ' = area it's possible to glitch yourself into by riding the very edge of the
    ramp and nearly falling off of it in the process
      /------------------|           |-----------|          |---------\         \---
    |  |-----------------|    ()     |-----------|          |------------\         \
    Watch out for the randomly firing explosion, it can mess up your fall back down
    to the track.
    Directly after Shortcut 2 is a hard to hit alternate route that doesn't count as
    a shortcut but is marginally faster than going on the road.  General rule of 
    thumb here is to aim for it, but if you hit the wall on either side of it, skip 
    Shortcut 3:
    After the alternate route, regardless of whether you use it or not, you will go
    down a hill and start to turn left.  Turn sharply left to head towards Shortcut
    3.  You'll go into a small canyon.  In single player, this area is riddled with
    explosive barrels, but it's quite tame in 2 player.  Brake hard and make the 90
    degree right hander under the bridge.  Go up the hill (you could go for a stunt,
    but I don't recommend it unless you get serious height), and turn slightly to
    the right.  Aim yourself down the center of the refinery and floor the
    accelerator if you haven't already.  For a quick stunt, turn left immediately
    after leaving the refinery and use the hill to get a barrel roll, or if your car
    has the stunt ability, a vertical flip.  Angle it right and you can make
    Shortcut 4 from here.  Otherwise, continue up the hill on the right, through the
    Rumble Racing barrier, and into Shortcut 4.
    Shortcut 4:
    Directly after Shortcut 3.  Either stunt into it or drive up the hill.  Use the
    stunt hill to get into it after missing Shortcut 3.  Get all the way over to the
    left and turn right at the last moment.  Do your best stunt here, it's not
    uncommon to finish the lap in the air.  Be wary of the air wall on the right of
    the exit though, it's messed up plenty of my stunts and it will do the same for
    you if you're not careful.
    Shortcut 5 (not optimal):
    Either directly from Shortcut 3, or from missing shortcut 3 or 4 altogether,
    continue to just before the track turns right onto the front straight.  Make a
    hard right here.  There are two ramps, the one on the left gives you a higher
    Infinite Nitro possible.
    No-Stunt Nitros: 10
    Lap times:
    No Shortcuts: 1:44.20
    Rumble3: 1:23.00
    Rumble2: 1:16.58
    Rumble1: 1:12.26
    Godlike: 1:01.86 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 4:17.40
    Rumble2: 3:58.88
    Rumble1: 3:42.51
    Godlike: 3:19.93 - XT8147 (Elite Thor)
    Easter egg (no, not the hidden car): before the start/finish line, there is an
    RV camp.  Among the items is a grill shaped like a UFO.  Hit it.  It will
    explode and the announcer will say "Was that a UFO?"  Now there will be a UFO
    flying around the track.
    8.5. Passing Through              [path]
    This is a shortcut heavy track, but don't let that overwhelm you.  The first 3
    shortcuts link directly into one another.  The 4th and 5th are just common
    Shortcut 1:
    After the start, get over to the left and then turn slightly left to begin your
    shortcutting fun!  Watch out for the air wall that extends needlessly into the
    track right at the left corner of the entrance.  You will jump across the track
    onto a small dirt covered hill.  Watch out for the tree.  You will now fly back
    across the track.  Watch out for that tree!
    Shortcut 2:
    After flying across the track from Shortcut 1, you land in it.  Be careful to
    not hit the trees on the left side.  You will fly across the track and into a
    narrow path between two rocks.  If you aren't centered going into the narrow
    path, the air walls will be the death of your stunt.
    Shortcut 3:
    After bouncing across the track from shortcut 2, go through the waterfall.
    Shortcut 4:
    After landing from Shortcut 4, cut across the infield area.  Depending on your
    speed exiting Shortcut 4, you'll land in it.  As long as you've got it floored,
    you're fine.
    Shortcut 5:
    After the beach, you make a hard right hander and go into switchbacks.  Jump
    over the switchbacks altogether.  Note: You can actually land a stunt on the
    vertical surface to the right of the track after the switchbacks.
    Note: On the beach, stick to the left side.  If you have Nitros already, you can
    land a stunt down off of the rock, otherwise stunt right/left.
    Infinite Nitro possible.
    No-Stunt Nitros: 9
    Lap Times:
    No Shortcuts: 1:50.48
    Rumble3: 1:27.55
    Rumble2: 1:15.10
    Rumble1: 1:09.35
    Godlike: 1:07.51 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 4:29.05
    Rumble2: 3:52.73
    Rumble1: 3:36.53
    Godlike: 3:30.13 - Bull (Elite Thor)
    8.6. Sun Burn                     [subu]
    A short track that is very competitive.  It's got a decent mix of on- and
    off-road action, with curves all over the place, so you'd better have a car with
    decent handling.
    Shortcut 1:
    Just before the bush marking the inside of turn 1, there is a Rumble Racing
    barrier.  Crash through it.
    Shortcut 2:
    Almost directly from Shortcut 1, continue through the building, scattering the
    couches across the track.
    Shortcut 3:
    After Shortcut 2, make a hard left and go between the building on the left and
    the bush.  Continue across the street and over the pool.
    Shortcut 4:
    After a slightly turning straightaway, the road turns to the right and then back
    to the left.  Only do the right turn.  Alternative is to get on the outside wall
    and use its banking to angle yourself into the shortcut.
    Shortcut 5:
    Directly after Shortcut 4, most likely you will fly over it without touching the
    ground inside it.
    Shortcut 6:
    In the city area, after the right turn, the road meets up with another road
    coming from outside of the course.  Ahead are some palm trees with a Rumble
    Racing barrier between them.  Crash through it and go between the buildings.
    Shortcut 7 (not optimal):
    Bypass Shortcut 6, and you will see another Rumble Racing barrier between a bush
    and the building.  Crash through it.
    No-Stunt Nitros: 7
    Lap Times:
    No Shortcuts: 1:03.21
    Rumble3: 0:55.96
    Rumble2: 0:52.25
    Rumble1: 0:50.00
    Godlike: 0:44.06 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 2:52.88
    Rumble2: 2:41.55
    Rumble1: 2:38.35
    Godlike: 2:22.10 - XT8147 (Elite Thor)
    8.7. Falls Down                   [fado]
    Another fairly short and very competitive track.  Has two possible shortcut
    lines, they produce almost identical lap times.  Which one you take is up to
    you.  From my experience, Shortcut line 1 is a fraction of a second faster.
    Shortcut 1 (Shortcut line 1):
    Just after the first tunnel, drive between the edge of the rock and the sign
    telling you to turn left.  You will fall off the waterfall.  This would be a
    good time to stunt.  They really should have put a tunnel through the rock about
    a quarter of the way up, I tend to have too much speed and fly into it.
    Shortcut 2 (Shortcut line 2):
    Just after the first tunnel, you will see a large rock formation.  In front of a
    cave is a Rumble Racing barrier.  Drive through it.
    Shortcut 3 (Shortcut line 2):
    Shortcut 2 leads almost directly into this.  Drive over the switchbacks and
    between the two rocks.
    Shortcut 4 (Shortcut line 2):
    After Shortcut 3, there will be a bridge with a guard rail along the left side.
    There is a gap between the guard rail and the rock before the bridge, however.
    Go through this gap and bounce around the river.
    Alternate routes:
    Tunnel 1: After the start/finish.  The road goes through a split tunnel.  Choose
    a side, it doesn't really matter.
    Tunnel 2: After the shortcut lines combine at their ends.  Once again, it is
    split.  The left side allows a more natural line, however, the computers (and
    humans, too) love to litter this side with powerups.  The first time you take
    the right side, the announcer will say "Honk your horn!"  Honk your horn (Up on
    the d-pad) and receive that nice warm fuzzy feeling inside that tells you you're
    being an idiot and you're proud of it.
    The ramp just after Tunnel 2 can give you a great number of different launch
    trajectories.  Sometimes it will dump you back down to the ground faster than
    you can do a barrel roll.  Sometimes it will launch you so high you'll hit the
    bridge that goes over the track (and yes, it's solid at that height).  Most of
    the time it'll launch you somewhere in between those two extremes.  Be ready to
    start up the correct stunt for the trajectory you get.  On some occasions I've
    launched myself so high that it reset me at a lower altitude, thus preventing me
    from doing a double vertical flip =\.
    Infinite Nitro possible.
    No-Stunt Nitros: 7
    Lap Times:
    No Shortcuts: 1:14.68
    Rumble3: 0:54.61
    Rumble2: 0:50.35
    Rumble1: 0:48.10
    Godlike: 0:45.60 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 2:51.15
    Rumble2: 2:41.60
    Rumble1: 2:29.91
    Godlike: 2:27.46 - XT8147 (Elite Thor)
    8.8. The Gauntlet                 [thga]
    The second stunt track.  No shortcuts.  You have stunt options all over the
    place, and line makes a big difference in lap time.  Find a fast ramp/stunt
    sequence and stick to that until you find something faster.
    Infinite Nitro possible.
    No-Stunt Nitros: 8
    Lap Times:
    Rumble3: 1:11.28
    Rumble2: 1:03.85
    Rumble1: 0:58.83
    Godlike: 0:56.11 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 3:38.21
    Rumble2: 3:16.33
    Rumble1: 3:04.10
    Godlike: 2:55.70 - Bull (Elite Thor)
    8.9. Touch and Go                 [togo]
    A fairly long track, with an alternate route right at the beginning.  Which way
    you take can and will make the difference between winning and losing.  Unless
    you're really really really really good at turning and losing as little speed as
    possible while doing so, I suggest taking the right path, which is significantly
    straighter (and has a shortcut).
    Shortcut 1:
    After taking the right path, you'll drive in front of the airport.  The normal
    line continues straight and makes a hard right to go down a ramp.  Slide right
    and break the glass.  Be careful not to fall out, but be ready to barrel roll if
    you do.
    Shortcut 2:
    After going into the first tunnel and coming back out, there is a cargo plane on
    your left.  Drive up the conveniently placed ramp, through the plane, and then
    through the lobby of the airport.
    Shortcut 3 (not optimal):
    Instead of driving through the cargo plane, go around the left side of it and up
    into the left side of the airport.  You will end up high up in the air.
    Shortcut 4 (not optimal):
    After going into the second tunnel and coming back out, there is a parking
    garage and a bunch of Rumble Racing barriers to your left.  There are two
    entrances to the parking garage, take the closest one.  Get ready to make a
    quick left-right-left.
    Shortcut 5:
    After going into the second tunnel and coming back out, there is a parking
    garage and a bunch of Rumble Racing barriers to your left.  There are two
    entrances to the parking garage, take the farthest one.  Crash through the gate
    and up into the parking garage.
    Shortcut 6:
    Directly from Shortcut 5, or with a quick hard right-left after Shortcut 4's
    left-right-left.  You will crash through a huge sign with the Rumble Racing logo
    on it.  There is a ramp at the end of the tunnel, but be wary of the air wall on
    the right side of the track just after it.
    No-Stunt Nitros: 10
    Lap Times:
    No Shortcuts: 1:34.80
    Rumble3: 1:29.00
    Rumble2: 1:20.96
    Rumble1: 1:12.86
    Godlike: 1:11.81 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 4:33.05
    Rumble2: 4:10.26
    Rumble1: 3:48.38
    Godlike: 3:42.85 - XT8147 (Elite Thor)
    8.9.1. Touch and Go Glitch        [tagg]
    There exists a glitch on Touch and Go where you can put yourself through a wall.
    It doesn't really affect lap time all that much, at least from my experience.  I
    watched my dot on the track map during a replay of me hitting it and the dot 
    didn't move after hitting it.
    Right where Shortcut 5 launches you across into Shortcut 6, you can go through
    the wall on the left side.  From the multiple times I've done it, I've found
    that you have to hit the wall in midair to trigger the glitch.  You get ejected
    out onto the track near the end of Shortcut 6, facing the wall.  Turn left and
    complete your lap.
    If you don't do it just right, or you're on the ground, you'll get bounced
    backwards from the wall.  Try again next lap.
    8.10. Surf and Turf               [sutu]
    A very narrow inner-city track.  Start/finish is on a beach, so be careful not
    to slide into the water coming out of the last turn.  Due to the lack of room to
    dodge, powerups are generally much more effective here than on any other track.
    Shortcut 1:
    Count the turns: from the start/finish, a quick right/left, then a right, then a
    left, then a right, then another quick right/left followed by a left.  On the
    right side of the track, you'll see a building, with a column supporting the
    corner of it.  Drive under the building to the right of the column.
    Shortcut 2:
    Shortly after Shortcut 1, the other corner of this building is supported in a
    similar manner to Shortcut 1.  Cut to the right of the column.
    Shortcut 3:
    Directly after Shortcut 2, drive under the building across the street.
    Shortcut 4:
    After Shortcut 3, you'll go through a nasty hairpin, a left, and a right.  There
    is a blue fountain on your right.  Drive over it.
    Alternate route:
    Directly from Shortcut 4, launch yourself over the track and into the mall.
    Shortcut 5 (not optimal):
    Skip the alternate route, and cut across the orange fountain on your left.
    Shortcut 6:
    After the alternate route rejoins the track, you will make a hard left and go
    down the street.  At the end there is a right hander with a fruit stand in the
    middle of it.  Plow on through the fruit stand.
    No-Stunt Nitros: 8
    Lap Times:
    No Shortcuts: 1:17.05
    Rumble3: 1:10.93
    Rumble2: 1:06.33
    Rumble1: 1:03.35
    Godlike: 0:59.78 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 3:37.15
    Rumble2: 3:22.51
    Rumble1: 3:19.75
    Godlike: 3:09.65 - Bull (Elite Thor)
    8.11. Coal Cuts                   [cocu]
    Longest track in the game.  Period.  Also the most annoying.  Shortcuts are hard
    to get into, due to the fact that you have to be spot-on, or you'll hit the side
    and bounce away.  The optimal line actually only makes use of three of the
    shortcuts.  Shares a portion of its track with So Refined.
    Shortcut 1 (not optimal):
    After the start, you will see a huge pile of coal leading up to a mine shaft.
    Drive up the pile and into the shaft.  Note that while the bridge over the track
    appears to have edges, they are apparently only for show.  You will have to
    brake and brake hard to make the corner and stay on the bridge.  This shortcut
    intersects with Shortcut 2 while in the mine shaft.  The easiest line to take
    actually crosses you over onto the other set of tracks.
    Shortcut 2 (not optimal):
    Skip Shortcut 1.  Head around the right-hander, and under the bridge from
    Shortcut 1.  Partway around this next corner is a mine shaft, drive into it.
    This shortcut intersects with Shortcut 1 in the mine shaft.  The easiest line to
    take actually crosses you over onto the other set of tracks.
    Shortcut 3:
    Skip Shortcuts 1 and 2 and hang a right.  This one has almost a straight entry,
    and is therefore the easiest one to get into.
    Shortcut 4 (not optimal):
    Skip Shortcut 3.  You'll go through a right, a left, a right, and a tighter
    right.  There will be a mine tunnel on your left.  Steer into it.
    Shortcut 5:
    Either from Shortcut 4, or from having missed it/taken Shortcut 3, there will be
    a mine shaft on the right side of the track.  Drive through it.
    Alternate route:
    This is actually the alternate route from So Refined, only in reverse.
    Unfortunately, there is an air wall that prevents you from turning around and
    entering So Refined's railroad shortcut.
    Shortcut 6:
    After a while of driving on the curvy section of So Refined, there is a concrete
    wall to your left.  So Refined makes its exit here.  Continue on.  After a few
    corners, you will encounter a part of the track that has two small piles of coal
    on either side of it.  Continue down this straightaway.  The track will veer off
    to the left, go straight and you'll find that there is a gap between the rocks.
    Shortcut 7 (not optimal):
    Skip Shortcut 6, but go between the rock field and the rock wall that marks the
    left edge of Shortcut 6.
    No-Stunt Nitros: 12
    Lap Times:
    No Shortcuts: 1:50.41
    Rumble3: 1:45.90
    Rumble2: 1:37.30
    Rumble1: 1:28.48
    Godlike: 1:26.48 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 5:21.13
    Rumble2: 4:54.66
    Rumble1: 4:33.61
    Godlike: 4:26.16 - XT8147 (Elite Thor)
    8.12. Wild Kingdom                [wiki]
    The third stunt track.  Ramps are all over the place here.  In addition, there
    are some huge ramps at the beginning of the track.  Don't go too crazy.
    Infinite Nitro possible.
    No-Stunt Nitros: 9
    Lap Times:
    Rumble3: 1:25.06
    Rumble2: 1:17.05
    Rumble1: 1:08.98
    Godlike: 1:08.53 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 4:20.21
    Rumble2: 3:55.96
    Rumble1: 3:31.61
    Godlike: 3:31.55 - XT8147 (Elite Thor)
    8.13. Over Easy                   [ovea]
    A scenic track.  Plenty of long, sweeping curves.  There is a city section to
    worry about, though, so don't get too cocky.  Shares a portion of its track with
    True Grits.
    Shortcut 1:
    After quite a while, the track splits and you see a broken out bridge on the
    left.  Go over it.
    Shortcut 2:
    In the city section (True Grits), you will make a hard left turn followed by a
    hard right.  After this, turn left and crash through the Rumble Racing barrier.
    Shortcut 3:
    After going through the tunnel and past the barn, there is a left-hander with a
    house, a tree, and a doghouse.  Cut between the edge of the house and the wall,
    making sure to avoid the tree and the doghouse.  If you can't make this shortcut
    consistently, don't attempt it.  It doesn't have a huge impact on laptime.
    No-Stunt Nitros: 9
    Lap Times:
    No Shortcuts: 1:19.11 (haha, it beats Rumble3)
    Rumble3: 1:22.55
    Rumble2: 1:13.80
    Rumble1: 1:09.96
    Godlike: 1:06.90 - Bull (Elite Thor)
    Overall times:
    Rumble3: 4:11.55
    Rumble2: 3:47.10
    Rumble1: 3:36.80
    Godlike: 3:25.90 - XT8147 (Elite Thor)
    8.14. Outer Limits                [ouli]
    Second longest track in the game.  It is, however, the most technical track.
    You will almost always be steering in one direction or another.  If you take the
    shortcuts, you get stiffed on powerups.  There are only two powerup
    opportunities per lap if you take the shortcuts.  The tradeoff is that the
    shortcut line is much faster than the no shortcut line.
    Shortcut 1:
    After bouncing down the front straight, you will hang a right and then a left.
    It's right there, on the right side of the track.  It launches you across the
    track, at which point you have three choices: 1) Go straight, and take the
    outermost line and nab the powerup, 2) turn slightly to the right, nab that
    powerup, and bounce off the wall, or 3) turn hard right, stunt right, and land
    on the track with a small Nitro boost.
    Shortcut 2:
    Just after the corkscrew, get all the way over to the left.  When the track
    starts to turn right, turn hard right (braking/sliding may be necessary).  You
    will then make a left turn and jump over the track into the second part of the
    shortcut.  Around a corner and through the air you go.
    Shortcut 3:
    Directly from Shortcut 2.  You land in it.
    Shortcut 4:
    After Shortcut 3, you will go uphill, through a tunnel, and turn left.  Slide
    early and get to the inside to go up a hill and skip the switchbacks.  There
    are rocks in this shortcut that will slow you down.
    Shortcut 5 (not optimal):
    Drive past Shortcut 4, and then up the hill on the outside of the first
    Shortcut 6:
    Just around the corner after the Welcome to Kirk Rock sign, there is a bush on
    the outside of the track.  Drive through it.
    Shortcut 7:
    After landing from Shortcut 6, drive between the two large rocks.  It's right in
    front of you.  Turn right at the end to jump to the ledge across the track and
    nab a powerup.
    Alternate routes:
    Tunnels: After Shortcut 3, as you're going uphill, you can either stay on the
    road, or go up a ramp and through a much smaller tunnel.  This tunnel does most
    of your turning for you, and should leave you right on track for Shortcut 4 with
    minimal adjustment.
    If you drop a powerup such as Bad Gas, Oil Slick, Bomb, or Snowball in the
    middle of the road going into the corkscrew, the computer opponents will make no
    effort to dodge it.  Exploit this to your fullest ability.
    Infinite Nitro possible.
    No-Stunt Nitros: 9
    Lap Times:
    No Shortcuts: 1:19.00
    Rumble3: 1:18.58
    Rumble2: 1:10.73
    Rumble1: 1:06.55
    Godlike: 1:02.23 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 3:59.70
    Rumble2: 3:38.93
    Rumble1: 3:28.13
    Godlike: 3:22.50 - Bull (Elite Thor)
    8.15. Circus Minimus              [cimi]
    The shortest track in the game.  No shortcuts.  Lap times are really fast here.
    Infinite Nitro possible.
    No-Stunt Nitros: 2
    Lap Times:
    Rumble3: 0:16.16
    Rumble2: 0:15.10
    Rumble1: 0:13.05
    Godlike: 0:12.88 - XT8147 (Elite Thor)
    Overall times:
    Rumble3: 0:53.15
    Rumble2: 0:49.08
    Rumble1: 0:46.40
    Godlike: 0:45.85 - XT8147 (Elite Thor)
    9. Infinite Nitro Techniques      [inte]
    I've included all of the tracks here, even though Infinite Nitros haven't been 
    found on all of them and some of them just aren't possible.  This way, if one is
    found, it's easier for me to add it to the guide.
    You may notice that I never tell you to stunt up by itself.  This is because 
    stunting down gives you more nitro than stunting up.
    All Infinite Nitros are possible with Thor/XXS-TOMCAT, and may be possible with
    other cars as well.  For best results, use Thor/XXS-TOMCAT.
    9.1. True Grits                   [intg]
    This one can't really be started until the end of the first lap.  It's one of
    the more difficult ones, having only three stunts per lap.
    Large hill on the right side of the track before the start/finish line: Stunt
    any diagonal
    Ramp at end of Shortcut 1: Hug the right side of the shortcut and then stunt
    Ramp after the barn: Stunt any diagonal if you're brave enough, otherwise stunt
    9.2. Flip Out                     [info]
    This is fairly straightforward, however, the racing line mentioned here will
    help you get those 1:06 and 1:05 lap times you want so much.
    First ramp: Stunt up+right
    Second ramp: Stunt up+right
    Third ramp (yellow side): Stunt up+right (possible only with nitros)
    Go around the building and up the ramp to the ledge on the inside of the corner,
    stay on this ledge until the yellow ramp is in sight.  (No-Stunt lap: Stay on
    this ledge until just after the blue ramp before the pipes)
    Yellow ramp: Stunt up+right
    Blue ramp just before pipes: Stunt up+right
    Head into the center pipe.
    Coming out of the center pipe: Depending on where you're pointed coming out of 
    the pipe, you can stunt up+right.  If you're not sure, stunt down.
    Go up this ramp to the ledge and stay on this one until just before the next set
    of ramps is in sight.  (No-Stunt lap: Stay on this ledge until just after
    driving past the last of the ramps, then drop down and cut slightly across the
    ramp on the inside of the corner)
    First ramp in set of ramps (preferably the one on the right): Stunt up+right
    Third ramp in set of ramps (either one): Stunt down+left (turns you left upon 
    landing, very handy)
    Weave your way through the buildings, trying to stay as close to the buildings
    as possible without running into them.
    In the half-pipe, drive on the right-hand side of the channel of sludge in the
    center.  It's not necessary to get to this ledge, and in fact, doing so will
    hurt your laptime.  (No-Stunt lap: don't take either of the ramps at the end of 
    the half-pipe)
    Ramp at the end of the half-pipe (either one): Stunt up+right (don't do this 
    just before starting your no-stunt lap, drive between the ramps instead)
    This alone won't get you the fast laptimes you're looking for.  It simply builds
    up nitros for you so your third lap in a championship race can be a No-Stunt
    9.3. Car Go                       [incg]
    This one took me a bit to figure out, but it's fairly simple once you get the
    hang of it.
    Ramp just after start/finish: Stunt down
    Ramp after going around the building: Stunt down
    Ramp at the end of Shortcut 1: Stunt down (only possible with nitros)
    Ramps in Shortcut 3: Stunt down
    Coming out of the building at the end of Shortcut 3: Hit the ramp below you and
    then stunt down.  It's tricky, you have to be pointing exactly forwards for it
    to work.  Otherwise, your stunt stands a great chance of being denied.
    Slide around the corner and go down the middle path through the cargo boxes.
    Ramps in the middle path: Stunt down
    9.4. So Refined                   [insr]
    This one is like the True Grits one in that it can't really be set up until the
    end of the first lap.
    End of Shortcut 4: Turn right just before the end, but be wary of the air wall
    that messes up so many of your stunts.  Stunt any diagonal.  Done correctly,
    you'll have between 6 and 8 Nitros, counting any you had before the stunt.
    Ramp at end of Shortcut 1: Stunt down
    End of Shortcut 2: turn right and stunt left/right.  Aim for the alternate
    route, but if you hit the wall on either side of it, you'd be wasting time to
    continue trying to get in it.  Just go around it if/when this happens.
    Take Shortcut 3.  Brake and turn hard to avoid the explosive barrels in single
    player.  Drive up the hill and into the shortcut.  You can get air here, so
    stunt left/right if you feel like it.
    End of Shortcut 3: There is a ramp to your left.  Drive up it and aim towards
    shortcut 4.  If the last number of your license plate is even, today is a
    Tuesday, or you've recently gotten a fortune cookie telling you to eat more
    Chinese food, you can land a stunt down.  Heh.  Otherwise stunt left/right.
    9.5. Passing Through              [inpt]
    You have a lot of different options for stunts to do here, what I've listed is
    close to the bare minimum.  Don't go too wild.
    Ramp at the end of the first part of Shortcut 1: Stunt down
    Ramp at the end of Shortcut 1: Stunt left/right
    Ramp at the end of Shortcut 2: Stunt any diagonal
    Ramp at the end of Shortcut 3: Stunt down
    Going across the track and through the waterfall, some cars can stunt left/right
    Ramp at the end of Shortcut 4: Get all the way over to the left and stunt any
    Rock on the right side of the track a few turns after Shortcuts 4 and 5: Stunt
    Rock on the left side of the beach: Stunt down (only works with a nitro active)
    Jumping over the switchbacks:  Depends on trajectory.  Cut it close to the left
    side of the track and stunt any diagonal, otherwise stunt down.  If you don't
    get the turn right and are headed towards the ledge on the right, stunt
    9.6. Sun Burn                     [insb]
    No Infinite Nitro discovered yet.
    9.7. Falls Down                   [infd]
    I only race shortcut line 1, so the Infinite Nitro is for that line.  It's most
    likely possible on shortcut line 2 as well.
    Waterfall: Stunt any diagonal.
    Immediately after landing and shooting through the hole in the rock: Stunt
    Ramp before the bridge just before the start/finish: Stunt down (should get two 
    vertical flips+altitude reset partway through second flip)
    Rock under the bridge: Stunt down
    Note that the ramp before the bridge just before the start/finish will give you
    a different launch trajectory depending on how you hit it.  For best results,
    don't ride the left-hand wall all the way up it, steer onto it from the road.
    You can and will, from time to time, get enough height that a) it resets you at
    a lower altitude, or b) you crash into the bridge.  Either way it messes with
    your stunt, so be ready for either of these and adjust your stunt accordingly so
    you can land.
    9.8. The Gauntlet                 [inga]
    Go wild.  Literally.  It's hard not to get an Infinite Nitro on this track.  The
    line I list is my preferred line.
    Red ramp just after start/finish: Stunt down
    Go through the lower left-hand tunnel.  In 2 player coop, you may want to take 
    the tunnel that your teammate isn't taking, to avoid bumping each other into the
    crates just past the ramp.  Generally whoever gets to the tunnels first/is on 
    the inside takes the left one, last/outside takes the right one.  It doesn't 
    have much of an impact on lap time, and after the first lap, you shouldn't have 
    to do it anymore.
    Blue ramp: Stunt any diagonal
    After going around the corner, hop over to the red ramp.
    Red ramp: Stunt down
    Coming out of the trough: Stunt any diagonal.  Try to aim at the blue ramp just
    a bit down the road on the right.
    Blue ramp: Stunt any diagonal.  If you miss the blue ramp and go off of the red
    one instead, stunt down.
    Go through the lower right-hand tunnel.
    Blue ramp: Steer slightly to the left and stunt any diagonal.
    Inside corner of the track: Stunt left/right
    Red ramp (joined with the blue one): Stunt down
    Coming out of the trough: Stunt down
    The next small bump: Stunt left/right
    Red ramp: Turn slightly left and stunt any diagonal.
    Any of the yellow speed bumps: Stunt left/right
    Blue ramp: Stunt any diagonal
    Pick a tunnel.
    Yellow speed bumps just after start/finish: Stunt left/right.  This stunt isn't
    possible at the start of a race, so don't try.
    9.9. Touch and Go                 [into]
    No Infinite Nitro discovered yet.
    9.10. Surf and Turf               [inst]
    No Infinite Nitro discovered yet.
    9.11. Coal Cuts                   [incc]
    I'm pretty well sure that it's impossible to do an Infinite Nitro on Coal Cuts.
    Prove me wrong.
    9.12. Wild Kingdom                [inwk]
    Just like Flip Out and The Gauntlet, go wild.  I'll list my preferred line here
    as well.
    Ramp just after start/finish: Stunt any diagonal
    Either ramp before the big drop-off: Stunt any diagonal until right-side-up,
    then stunt left/right.
    Next big ramp: Stunt any diagonal.  You'll actually pull off two complete
    diagonal rotations, ending right-side-up with just enough time to make small
    adjustments before you land.
    Drive between the two dinky little ramps, and around the next corner.  The next
    ramps aren't for a bit.
    Red ramp with curved edges: Go up a curved edge and stunt any diagonal.
    You can try to get on the platform in the middle but it's generally not worth
    the effort.  Just drive around them.  Hop down into the right-hand side of the
    Coming out of the trough: Stunt down
    Avoid the red ramp at all costs.
    Avoid the dinky little ramps.
    Take the last red ramp before the start/finish if you like, stunt any diagonal.
    Stunt down off of any dinky little ramps you hit.
    9.13. Over Easy                   [inoe]
    No Infinite Nitro discovered yet.
    9.14. Outer Limits                [inol]
    Yes, of course the most technical track in the game has an Infinite Nitro.
    Going over the track in Shortcut 1: Aim not at the powerup in the tunnel to the
    left, but at the one sitting on the ledge.  Stunt left/right, hit the ledge, and
    then stunt back the other way, all without it recognizing the stunt until you
    land on the road.  If the powerup's a Nitro, more power to ya.  It'll be the
    only powerup you get on this or any lap when going for the Infinite Nitro.
    Going over the track in Shortcut 2: Stunt down
    Ramp at end of Shortcut 2: Stunt any diagonal
    End of Shortcut 4: Stunt left/right
    Ramp at end of Shortcut 6: Stunt left/right
    End of Shortcut 7: Stunt down (only possible with nitros)
    9.15. Circus Minimus              [incm]
    First corner: Swing out wide so you can get a straight line up the ramp.  Stunt
    Second corner: Swing out wide so you can get a straight line up the ramp.  Stunt
    It's also worth noting that sometimes you can get enough air for a diagonal 
    stunt off of these ramps.  I haven't quite pinned it down yet, and a vertical 
    flip is good enough for the Infinite Nitro anyway.
    10. Stunt Challenge Mode          [stcm]
    So far, you've had fun just racing normally.  What if you want to take a break
    from racing neck and neck and just show off?  Stunt Challenge mode is perfect
    for this.  You get three tracks to choose from: Flip Out, The Gauntlet, and Wild
    Kingdom.  Your time is initially limited to 2 and a half minutes, but
    fortunately, there are ways of increasing the time limit.  Strategically placed
    around each track are stopwatch powerups that add 20 seconds when picked up.
    Also, completing a lap will add 30 seconds to your remaining time.
    To have a chance in this mode, you should use Thor.  I used Thor to set all of
    my records.  There really is no substitute for Thor in Stunt Challenge mode,
    especially since the preset scores are as competitive as they are.
    It's beneficial to take a lap to collect stopwatches before starting your stunt
    sequence.  This will give you much more time to work with.  The scores are all
    beatable without doing so, but it greatly helps to grab as many of them as you
    10.1. Flip Out                    [stfo]
    Stopwatches: 6
    Stunt Scores:
    Rumble3: 114249
    Rumble2: 132937
    Rumble1: 243990
    Godlike: 253859 - XT8147 (Elite Thor)
    The spot we're aiming for is the third ramp (the one with the yellow and red
    sides).  It's sloped on both sides, which makes it highly preferable, and we can
    get a decent launch off of it, resulting in 7687 points per stunt.
    Target stunt: Stunt right until the tip of the wing on Thor is pointing down and
    left, then down+right.
    10.2. The Gauntlet                [sttg]
    Stopwatches: 5 (or am I missing one?)
    Stunt Scores:
    Rumble3: 106310
    Rumble2: 116248
    Rumble1: 196493
    Godlike: 222624 - XT8147 (Elite Thor)
    The spot we want here is just after the first corner.  You'll need to hit the
    blue part of the ramp to get a good launch.  There's another ramp just after
    this for launching in the other direction, which works quite well for us.
    Target stunt: stunt right exactly one turn, then down+right.
    Wow, can't believe I neglected to put that in there.  Sorry 'bout that.
    10.3. Wild Kingdom                [stwk]
    Stopwatches: 6
    Stunt Scores:
    Rumble3: 260872
    Rumble2: 285420
    Rumble1: 847528
    Godlike: 911495 - XT8147 (Elite Thor)
    The best possible spot is the huge ramp just after the first corner.  Get a
    running start up the thing and you'll get a great launch.  There's a ramp in the
    opposite direction as well, which makes this a shoe-in for the stunt spot.
    The stunt you need to do is tricky, it relies on exact timing or you won't get
    nearly as many points.
    The Stunt: Stunt right for one barrel roll, then exactly at the end of the
    barrel roll, stunt down+right.  34250 points when done properly.  Cut to the
    down+right too early, you'll get 30187.  Too late, you'll get 20500.
    When I got my 911495, I got 5 of the 6 stopwatches.  Breaking a million is 
    certainly possible, I screwed up several of my stunts in the 911495 run.
    11. Unlockables                   [lock]
    In order to get the unlockables for racing a cup, you must beat that cup with a
    gold trophy.  To get the easter egg cars, all you need to do is go onto the
    track in single race, find and break the egg, and then quit the race.  It's for
    that reason that I recommend not unlocking the easter egg cars in normal
    championships.  Unlock each easter egg car as soon as possible after unlocking
    the track that it's on.
    Race this cup...  ...to unlock...
    Rookie Cup 1      Rookie Cup 2, So Refined, Dragon
    Rookie Cup 2      EA Rookie Cup, Passing Through, Mandrake
    EA Rookie Cup     Pro Cup 1, Sun Burn, Pro Class, Maelstrom
    Pro Cup 1         Pro Cup 2, Falls Down, Cataclysm
    Pro Cup 2         Pro Cup 3, The Gauntlet, Escargot
    Pro Cup 3         EA Pro Cup, Touch and Go, El Diablo
    EA Pro Cup        Elite Cup 1, Surf and Turf, Elite Class, Road Kill
    Elite Cup 1       Elite Cup 2, Coal Cuts, Jolly Roger
    Elite Cup 2       Elite Cup 3, Wild Kingdom, Malice
    Elite Cup 3       Elite Cup 4, Over Easy, Direwolf
    Elite Cup 4       EA Elite Cup, Outer Limits, Blue Devil
    EA Elite Cup      EA Stunt Cup, Grand Champion video
    EA Stunt Cup      Circus Minimus
    On this track...  ...the easter egg unlocks...
    True Grits        Revolution
    Flip Out          High Roller
    Car Go            Sporticus
    So Refined        Van Itty
    Passing Through   Buck Shot
    Sun Burn          Gamecus
    Falls Down        Road Trip
    The Gauntlet      Vortex
    Touch and Go      Redneck Rocket
    Surf and Turf     Cobalt
    Coal Cuts         Stinger
    Wild Kingdom      XXS-TOMCAT
    Over Easy         Interceptor
    Outer Limits      Thor
    11.1. Easter Egg Locations        [eggs]
    Track             Location
    True Grits        Shortcut 5, turn left between the exit of the barn and the
    Flip Out          After the track splits into three pipes, and you launch
                      yourself out of whichever pipe, turn around.
    Car Go            Take the normal line as opposed to taking Shortcut 3.  Get
                      over to the left, beside the orange crates.  At the end of the
                      dock, turn to your left and go behind the last set of crates.
    So Refined        Turn around at the start.  After the last building on your
                      left, turn into the dirt, and go around behind the building.
    Passing Through   Just as you enter the beach section, turn right and go into
                      the water.  Go all the way around the large rock formation at
                      this end of the beach area.
    Sun Burn          Skip the first shortcut.  Drive around the bush, and continue
                      turning right.
    Falls Down        In Shortcut 1.  It's in a tough to reach spot on the left side
                      of the wall after you go over the waterfall.  Turn left just
                      before going over the edge to try it.  I recommend going to
                      Outer Limits and unlocking Thor before attempting to get this
                      easter egg.  Thor makes this egg much easier to reach.
    The Gauntlet      In turn 5, there are some crates towards the inside.  Go
                      around the outside of them, and steer into the alcove in the
                      last set.
    Touch and Go      As you approach Shortcut 2, brake and go around the left side
                      of the plane instead.  Go up the ramp.  Go towards the
                      unoptimal shortcut 3.  You will jump two small gaps, in
                      between is a small building with a powerup on it.  Turn right.
    Surf and Turf     After Shortcuts 1 and 2, brake before entering Shortcut 3.
                      Enter Shortcut 3 slowly, and turn left.
    Coal Cuts         Go past the entrance to Shortcut 1, and around the left-hander
                      that comes up.  Drive under the first three bridges going
                      overhead.  Brake and turn right before the fourth.
    Wild Kingdom      After turn 3, you will see three bridges going over the
                      straightaway.  Hit your brakes and turn left after the second
    Over Easy         Turn around at the start.  After you go through the tunnel to
                      the city, turn right.  Turn right at the intersection, then
                      turn left.
    Outer Limits      Turn around at the start.  After some left-right weaving you
                      will see two large rocks to your right.  Ahead is a rock
                      formation that stretches all the way across the track.  Slow
                      down under the rock formation and turn right.
    12. Passwords                     [pswd]
    Too lazy to go through the game and unlock everything the way you're supposed
    to?  Ugh, I don't know why I'm helping you.
    The passwords must be entered exactly as shown.
    I have tested all of these myself, and they are typo-free.
    If you have a Maxdrive and either the AR Max or the Maxdrive disc, I've
    uploaded a Maxdrive save to GameFAQs that has everything unlocked.  Enjoy.
    Just in case you didn't know, the password entry screen is under Game Options.
    Select Load and Save, and press right/left to change the option from Memory Card
    (PS2) to Password.  Press X and you'll get the password entry screen.
    Thanks to jslbmiller (at) bellsouth (dot) net for bringing this to my attention.
    One last note before the passwords: Each cup password unlocks everything that
    all the codes before it unlock.  So to unlock all the tracks and championships,
    you only need to enter the last cup code.  You'll still need to enter the codes
    for the easter egg cars, though.
    Enter this password...  ...to unlock...
    KOZIEC1PU               Rookie Cup 2/So Refined/Dragon
    KZOIEC2PI               EA Rookie Cup/Passing Through/Mandrake
    OORKIEPUC               Pro Cup 1/Sun Burn/Pro Class/Maelstrom
    P1PROC1PU               Pro Cup 2/Falls Down/Cataclysm
    Q2PROC2YT               Pro Cup 3/The Gauntlet/Escargot
    P3PROC3LM               EA Pro Cup/Touch and Go/El Diablo
    AEPPROPUC               Elite Cup 1/Surf and Turf/Elite Class/Road Kill
    ILETEC1MB               Elite Cup 2/Coal Cuts/Jolly Roger
    ILCTEC2VB               Elite Cup 3/Wild Kingdom/Malice
    ILQTEC3PU               Elite Cup 4/Over Easy/Direwolf
    LEAITEPUC               EA Elite Cup/Outer Limits/Blue Devil
    YEAMPLOWW               EA Stunt Cup/Grand Champion video
    ZEAGTLUKE               Circus Minimus
    (Easter Egg Cars)
    PTOATRTOI               Revolution
    HGIROLREL               High Roller
    OPSRTISUC               Sporticus
    VTYANIYTT               Van Itty
    UBTCKSTOH               Buck Shot
    BSUIGASUM               Gamecus
    ABOGOBOGA               Road Trip
    1AREXT1AR               Vortex
    KCEROCTEK               Redneck Rocket
    TLACOBTLA               Cobalt
    AMHBRAAMH               Stinger
    NALDSHHSD               XXS-TOMCAT
    CDAAPTNIA               Interceptor
    THTORHROT               Thor
    13. Version info                  [vers]
    Version number     Date     Notes
         1.6        01/01/2007  * Small updates throughout.
                                * Axed the Fast Laps section, let's face it,
                                  nobody's emailing me times :(
                                * I can't believe I neglected to mention the
                                  controls for the game.
                                * Reorganized techniques a bit, and added a few
                                  while I was at it.
                                * Fixed an error in the description of Shortcut 1 of
                                  Surf and Turf that's been there since v1.0.  D'oh!
                                * GamePlayWorld doesn't seem to exist anymore.  If
                                  they get going again I'll re-add permission for
                                  them to host the FAQ, but until then, it's gone.
                                * What HTML version?
     1.5 stealth    11/14/2005  * Gave GamePlayWorld permission to host the FAQ.
         1.5        09/25/2005  * One year anniversary!  Woohoo!
                                * Small updates throughout.
                                * Updated documentation on the Touch and Go glitch.
                                * Whoops, I forgot to mention the target stunt for
                                  The Gauntlet in Stunt Challenge mode.
                                * Extended the Fast Laps section to include top
                                  Overall times.
                                * Added Overall times for each track with that
                                  track's laptimes as well.
                                * HTML version stalled.  Will I ever finish it?
                                  Will I find decent hosting for it?
         1.4        05/04/2005  * Small updates throughout.
                                * Began work on HTML version.
                                * Resolved various organizational issues that came
                                  up while creating and editing the HTML version.
         1.3        04/02/2005  * Small updates throughout.
                                * Mentioned how exactly to get to the password entry
                                  screen for those who didn't already know.
                                * Added Rumble and Godlike scores for Stunt
                                  Challenge mode, as well as strategies for each
         1.2        12/22/2004  * Yes, I pulled the FAQ from the update queue to
                                  update a Godlike time.  Go me.
     1.2 pulled     12/22/2004  * Small updates throughout.
                                * Added the car used for each Godlike time.
                                * Instructions for doing each Infinite Nitro.
                                * No-Stunt lap nitro amounts for each track.
                                * Touch and Go glitch documentation.
     1.1 stealth    12/13/2004  * I had the wrong date in here for the 1.1 update :(
         1.1        12/11/2004  * Player names added to Godlike times.
                                * Noted that an Infinite Nitro is indeed possible on
                                  Outer Limits.
     1.0 stealth    09/28/2004  * Updated a Godlike time.
         1.0        09/25/2004  * Original version
    What's up with all the "stealth" versions?  Well, periodically I'll make an
    update to the FAQ that's upload-worthy but not version-number-increase-worthy.
    I don't generally reveal the existence of stealth updates until the next version
    number change.  You can tell if the version of the FAQ that's up is a stealth
    version or not by comparing the date on the page linking you to the FAQ to the
    date the version was released in the above list.
    13.1. What's in the future?       [futu]
    Here's a list of things I plan on adding to the FAQ at some point in the future.
    * Projected "fastest possible" lap times and overall times for each track,
      taking the rate of change of each Godlike time into account.
    * HTML version with screenshots and videos - on hiatus
    14. Contact info                  [cont]
    Email: xt8147 (at) gmail (dot) com
    If you're emailing me about something in this FAQ (why else would you be
    emailing me?), please make sure to mention it on the subject line.
    All contributions sent to me will be given proper credit.  Glitches, omissions,
    you name it.  Send it on in.  If you'd like me to credit a nickname (i.e. your
    GameFAQs username, your username on some other forums, your AIM screen name,
    etc.) just let me know in your email.  Otherwise your email address will be
    Keep in mind that English is my first language.  Be wary about sending in
    grammar complaints.  Spelling corrections, I have no problem with.
    I also have a few gmail invites handy, so if you want one, let me know.
    15. Thanks                        [thnk]
    In no particular order...
    * EA Games - for bringing us this wonderful game.  Make us a sequel already!
    * My friend Stephen Bull - Too many contributions to name them all.  Someday
      I'll get a 1:05.whatever lap on Flip Out, I swear!
    * Alexander Davidson - for Metapad, simply the best FAQ writing editor ever.
      Check it out at http://liquidninja.com/metapad/
    * Nami Tamaki - For being such a great singer and providing me with music to
      listen to while revising this FAQ.
    * Everyone who's emailed me - for their information and helping me make this FAQ
    * GamePlayWorld - for choosing this FAQ as the only RR FAQ that they would host,
      even if their site no longer exists.
    * GameFAQs.com - for hosting this FAQ.
    * You - for reading this FAQ.
    Rumble Racing FAQ
    Copyright (C) 2004-2007
    Chris Beazell
    All Rights Reserved

    FAQ Display Options: Printable Version