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04-20-16 06:08 PM
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Re-Volt Master Guide

 

04-20-16 06:08 PM
EX Palen is Offline
| ID: 1263991 | 10734 Words

EX Palen
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Radio-controlled cars were an absolute craze back in the 90s, so much so that a videogame like Re-Volt, where you raced against seven other radio-controlled cars in casual environments like a supermarket, was elevated to the category of legend.

While Re-Volt launched for all the available systems of its time, this version for the Dreamcast was the most complete, as it included the full car roster and an extra track exclusive to this port. Needless to say that all of this was due to how advanced the console was compared to its competitors.

This guide will give you a glimpse as to why this game became so popular, besides offering a format never seen before. Here you will find the information you need to know to become the best racer: all the items (called pick-ups), the cars and the tracks will be carefully analyzed.

Pick-ups

While items are almost omnipresent in fantasy racing games, this time they are found scattered around the stage instead of being aligned in determined zones of the track. This means that each lap you won’t find pick-ups in the same place, adding a bit of unpredictability to the races.

Ball Bearing



This item leaves behind a big and heavy ball. It’s a tough obstacle that can be deadly in tight spaces, but heavy cars can tackle it and take it out of the way with ease.

Battery 



This item will enhance your car’s acceleration and speed for approximately ten seconds. Cars under the influence of this item glow golden and emit a characteristic sound. Better used on straights or fast sections.

Bomb



Upon getting this item, your car will become fully pitch black and its aerial will become a fuse of sorts. After approximately ten seconds, the car explodes, potentially ending upside down, though heavy cars will be less affected. The bomb can be passed onto other cars through contact.

Clone Pick-up



As the name implies, an explosive clone is left behind. There’s absolutely no difference between real and clone, so it’s nearly impossible to discern between them, even more since pick-ups can appear at almost any given place. Running into a clone will make it explode with similar effects to the Bomb mentioned above.

Electro Pulse



This item covers your car in electric energy for approximately ten seconds. Passing nearby other cars will drain their energy and slow them down almost to a halt.

Firework 



A projectile that can be aimed. Even then, they aren’t very precise, and their explosive power is below the bomb. It can, however, make other cars lose control and spin, but be careful because not even the launcher is safe from the explosion!

Fireworks Cluster



Essentially the same item as above, but this time three fireworks can be launched.

Global Pulse



The rarest item, it essentially brings the effects of the Electro Pulse to all the other cars simultaneously, no matter the distance.

The Global Pulse is also the only item that has its own pick-up somewhere in the stage. It’s only available once, and it’s always out of the ideal trajectory described below, so it’s a futile effort to get it.

Oil Slick



This item leaves a puddle of oil behind the car. Any car passing over it will lose traction and speed for a short while. Dropped before jumps or in darkened areas where it’s almost hidden to the eye produces deadly results.

Shockwave



This item is shot in a straight line. Any car it finds on its path will be sent flying, and land upside down most of the times. One of the most reliable long range weapons.

Water Balloons



Three water balloons that can be thrown. They don’t produce a big effect on any car they hit, and they are very inaccurate.

Cars

There are a total of 42 cars in this game, divided into five ratings. The higher the rating, the faster and overall better the cars are. There are also two classes available, Glow and Electric, meaning what their power source is (Glow is for gasoline-engined cars). Electric cars tend to be inferior, proven by the fact they aren’t present in the highest rating, while Glow cars aren’t present in the lowest rating and thus tend to be superior. Glow cars also have a distinctive sound when racing, far louder and deeper than that of Electric cars.

Each car is provided with four stats: speed, acceleration, weight and transmission. The handling is not specified, but it’s not hard to figure it out after a couple races. Through my experience, except for the weight and 4WD transmission, the specified stats cannot be fully trusted. You’ll see below what I mean by this.

The value for top speed was clocked in miles per hour (mph) at the track Toytanic 1.

Rookie Class



Top speed: 32 mph. Pretty average overall, just what you would expect from a starting car.



Top speed: 31 mph. Similar stats to RC Bandit, but it’s a lot smaller, meaning it can pass through tight spaces easily.



Top speed: 30 mph. It is actually RWD. Good handling, but its weight gives it poor acceleration and speed.



Top speed: 33 mph. Fast, but has very bad handling. Resembles a Caterham 7, even more with its British Racing Green color.



Top speed: 30 mph. Lacks speed, but has incredible handling, giving it an edge in twisty tracks.



Top speed: 32 mph. Above average stats, probably the best car in its class.

 

Top speed: 30 mph. It is actually FWD. Good acceleration, but its transmission gives it low handling.



Top speed: 31 mph. Very quick, but has poor handling. Slightly resembles a Mazda MX-5.



Top speed: 31 mph. Very big and heavy, but average in the rest of stats.

Amateur Class



Top speed: 33 mph. Nice acceleration, but poor handling.



Top speed: 34 mph. It is actually RWD. Average stats, but handling stands above the rest.



Top speed: 34 mph. Poor handling, and lacks acceleration due to its excessive weight.



Top speed: 34 mph. It is actually RWD. Quite similar to Candy Pebbles.

 

Top speed: 34 mph. Poor handling. Its weight greatly hampers its acceleration.



Top speed: 30 mph. It is actually FWD. Slow, but with incredible handling and acceleration.



Top speed: 32 mph. Poor handling, probably derived from its light weight.



Top speed: 34 mph. It is actually RWD. Almost equivalent to Aquasonic and Candy Pebbles.

Advanced Class



Top speed: 36 mph. Nice handling, average in the rest.



Top speed: 37 mph. It is actually RWD. Wide turning, despite being rear-wheel-drive. Slightly resembles a Porsche 928.



Top speed: 37 mph. It is actually FWD. Extremely light, which gives it good acceleration and speed, but also makes it hard to control at high speeds. Made to resemble the Renault 5 Turbo, hence the pun on its name.



Top speed: 35 mph. It is actually RWD. Quite balanced overall, so it’s a good car to practice the tracks.



Top speed: 35 mph. Extremely heavy, but still capable of a great performance.



Top speed: 34 mph. Extremely big and heavy, which makes it clumsy at turning.



Top speed: 35 mph. It is actually RWD. Almost equivalent to Panga TC.



Top speed: 33 mph. It is actually RWD. Slow for its class.



Top speed: 34 mph. It is actually RWD. Feels slow due to its weight, but excels at handling.

Semi-pro Class



Top speed: 39 mph. It is actually RWD. Nice speed, but has very slow acceleration and bad handling.



Top speed: 36 mph. Very good handling and excellent acceleration. One of the best cars overall.



Top speed: 36 mph. Very wide turning, almost exaggerated.



Top speed: 37 mph. Very good overall, a bit faster than Adeon but with a wider turning.



Top speed: 38 mph. Fast, but lacks some turning. It has the unique ability to race upside down. You can notice when Rotor is upside down by its aerial or by switching into the frontal camera.



Top speed: 36 mph. Almost equivalent to Adeon.



Top speed: 35 mph. Good handling, but slow for its class. Its shape resembles the Mclaren F1 GTR.



Top speed: 44 mph. It is actually FWD. The fastest car, but has horrible handling, so it’s barely useful without much practice.

Pro Class



Top speed: 40 mph. It is actually RWD. Very fast, but lacks a bit of handling. Its shape and front resemble a Lamborghini Miura.



Top speed: 38 mph. Lacks handling but has staggering acceleration.



Top speed: 39 mph. Very decent parameters, making it one of the best cars in the game. Its shape resembles a Porsche 911.



Top speed: 41 mph. It is actually RWD. Very fast, with enormous acceleration, but has wide turning.

 

Top speed: 42 mph. Incredibly fast and quick, but its excessive weight and size make it rough and clumsy at turning. Due to its odd structure, it lacks an aerial.

 

Top speed: 40 mph. Accelerates almost instantly, outclassing any other car.



Top speed: 41 mph. Lacks control, but above average in the rest of parameters.



Top speed: 37 mph. It is actually RWD. Slow for its class. Resembles a BMW E36 M3 GT.

Tracks

There are a total of 14 tracks in the game, each with four possible configurations: Normal, Mirror (M), Reverse (R) and Mirrored Reverse (M)(R). The mirror versions simply mean that left becomes right and viceversa, so it means little change and thus will be left out of this guide.

Normal and Reverse will be the configurations to be analyzed. The latter sometimes maintains the same layout as Normal, but in other times it can be very different, hence why I’m including it.

Toys in the Hood 1

Set in a neighborhood, like its name implies. It’s full of 90 degrees turns, which are a staple in urban areas. Also, you can often find basketballs bouncing about in certain sections of the track, which serves as a secondary Ball Bearing. Also, many turns have a shortcut via the sidewalk, but it makes the turns sharper and thus there’s only one instance where it’s actually recommended. It’s also a wide and fairly straight track, so top speed is favored. A unique quirk to this track is the long section that you must drive through twice in a single lap, each time in a different direction, meaning that after a few laps you can encounter cars going in the “wrong” direction just in front, and they can use their weapons against you to slow you down!

Right after the start, we face a 90 degrees right turn, heading to the shared section of the track. A long and smooth left turn takes us to another 90 degrees right turn, and after a short straight we enter the roundabout that will head us again to the shared section.

We enter the roundabout through a 90 degrees left turn. A series of short straights separate each turn within the roundabout. The following two turns are 90 degrees right handers. After them comes a right-left-right variant, the only occasion which taking the shortcut of the sidewalk to cut the left turn is recommended, so as to only make one turn. Be careful because you can lose control while tackling the sidewalk or when landing. A last right-left chicane ends the roundabout and brings us again to the shared section. It’s not greatly recommended you use the sidewalk shortcut here, but you can try and see if you go faster using it or not.

After a short straight, we face a 90 degrees left turn and a long and smooth right turn. After it, continue straight to enter some kind of tunnel, leading you downhill while making a smooth left hander. Upon exiting, we will have to go right so as to cross the start/finish line, facing a great uphill. To make it easier, go close to the wall in front so you don’t lose much speed in the uphill, and start a new lap.

Toys in the Hood 1 (R):

This variant follows the exact same layout as the main one. Probably the only noticeable difference is at the start, and also the entrance to the start/finish line is more complicated now.

Right after the start, we face a small jump, leading us to the tunnel. We take it uphill while describing a smooth right turn to enter the shared section. After the short straight, a long and smooth left hander, another short straight, a 90 degrees right turn and a final straight leading us to the roundabout.

Since we take the roundabout in reverse direction, we first face a left-right chicane. Like before, the sidewalk shortcut isn’t greatly recommended, but you can try it. After a short straight, the left-right-left combination. Using the sidewalk shortcut on the right corner so as to essentially take just one left turn is the preferred tactic, but since the entrance isn’t as wide this time, an alternate option is to take the starter left turn and use the shortcut on the second left hander. A short straight leads us to a 90 degrees left turn, and another straight leads us to yet another 90 degrees left turn. One last straight for a 90 degrees right turn, and we’re on the shared section again.

A straight stretch leads us to a 90 degrees left turn, and right after it comes the smooth right turn. Upon exiting it, be careful, since the start/finish line is almost blind, and you must take a sharp 90 degrees turn to enter it.

Supermarket 2:

Name is pretty self-explanatory. It’s the shortest track in the game, and also the easiest one. It’s pretty straightforward, so top speed is a major factor, although transmission and handling also play a big role.

We start just in front of three shelves, essentially creating four aisles. There are two lines of shelves, and the aisles are rather wide. After passing straight alongside the shelves, preferably through the aisle in the far right, we face a smooth right-left combination that leads us to the freezer, the most complicated section in the track and one of the most complicated in the whole game.

The freezer is just a right hairpin. However, the floor is highly slippery, so any sharp decrease of speed or direction change can prove disastrous. My recommendation is trying to pass almost without accelerating and turning smoothly, even shaping the turn as a “V” if necessary instead of a “U”.

After exiting the freezer, we face a 90 degrees left turn, followed by a long right turn. It seems like a 90 degrees turn at the start, but at the exit you must evade an obstacle by going a bit more to the right. After that, a handful of cashiers, which you must pass through the aisles (not recommended to follow the belt and jump or you will lose time) and a sliding door, which is moving, so aim for it’s center. Right after the door, a 90 degrees turn leading to a ramp, first aiming down and then aiming up. When aiming up, most cars will jump, so be sure to aim the car properly through the entrance back into the supermarket to your right. A smooth right turn returns us to the shelved aisles, ready to start a new lap.

Supermarket 2 (R):

No significant changes in this variant, probably a bit more straightforward than the main one.

We start in one of the middle aisles between two shelves. A smooth left turn takes us to the outside through an open door. Once again, the ramp will make your car jump right before approaching the sliding door to the left, so aim more carefully to the center.

Crossing the door, we face the cashiers. This time, you cannot use the belt to jump, so it’s easier to pass through them. After them, a 90 degrees left hander takes us into a 90 degrees right hander, after which is the entrance to the freezer.

Once again, remember that the freezer has a slippery floor, so be cautious when attempting this left hairpin. This time, you don’t enter it at a high speed, so it’s easier to take. After exiting the freezer, a smooth right-left combination takes us again to the shelved aisles. Aim for the one on the far left, you will cover less distance that way and will be better placed to tackle the first turn on your new lap.

Museum 2:

Another self-explanatory name. This track has some sections with poor light, almost darkened, so you won’t be able to anticipate turns as easily as in other tracks. Overall, it’s quite a tight track, but the few sharp turns it has means a high top speed coupled with a good handling will be crucial.

Right after the start, we go through some kind of bridge. With the track tightening and the walls not allowing a clear anticipation of the upcoming turns, we face a long and smooth right hander. At the exit, an open hall, where you must take a route to the left, with the track tightening again. A long and smooth right hander followed by a similar left turn leads us to a short straight.

After it, a blind 90 degrees right turn takes us into two ramps, preceded by a 90 degrees left turn. The ramp on the left has a belt going upwards, while the right one’s belt goes downwards, so you’ll have to make a tight turn to take the upwards belt. You can safely go through the downwards belt, but you lose a bit of speed and thus time. At the peak, the cars will jump, facing a short and darkened straight, with a hard to anticipate 90 degrees right turn up in front.

After it, we face a two way. You can choose between a smooth and long right or left turn. There’s no difference in choosing one or the other, so pick whichever you want. After you return to the track, a right hairpin is ahead, in a darkened section that makes it a bit hard to take. Be careful at the exit, because the track tightens once again and you can easily crash against the walls.

The aisle has a steep downhill with several smooth turns, meaning you will exit it at a high speed. Straight after the exit, a steep ramp leads you uphill again. Control the jump at the peak, and in another tight section, a left-right combination awaits. After a short straight and passing through a door, another right-left combination, this time blind and very tight, takes us to the start/finish line.

Museum 2 (R):

No changes from the main layout, though this one is harder to take on without crashing at least once for the many changes in track width and some darkened areas.

Right after the start, we enter a tight section to face a blind right-left combination. The exit in the latter tightens a bit more, and since the entrance is absolutely blind, there’s no telling you’ll pass it clean. After this first complicated section, a short straight with a left-right combination up in front, leading to the ramp.

Most cars will jump, but the real trouble is the uphill in front. You will lose a bit of speed there, and since it’s a tight section, refrain of doing sharp direction changes. At the peak, we face a left hairpin in a darkened area. Be sure to stick to the inner part for the upcoming straight.

After the straight, the two way route. No real difference in using one over the other, so pick as you wish. After it, a 90 degrees left turn, again in a darkened area, which makes it hard to take properly. A short straight leads us to the ramps, the left one with a belt going downwards and the right one going upwards. Stay on the left, because at the bottom we face a tight 90 degrees right turn and you’ll be going fast at this point, whether or not your car jumps at the start of the ramp.

After the turn, we enter another tight section, with a left blind 90 degrees turn. A short straight leads us to another tight space, with two long and smooth turns, first to the right and then to the left. After them, a right turn leads us into the last long left corner, and after the upcoming bridge lays the start/finish line.

Botanical Garden:

Time to race through a garden. Overall, it’s a quite tight track, and while it’s pretty straightforward, I would put more emphasis on handling rather than top speed.

Right after the start, a blind 90 degrees right turn awaits. Try to take it with an open exit, because after it there’s a left-right combination, and with the correct trajectory you can almost cut the first left turn. After the combination, a steep uphill will slow your car down, and after jumping at the peak, a smooth right turn takes us into open environment and a rather tight track path.

The following 90 degrees right turn is oddly shaped, it seems to be uphill and at the same time banked. At the exit, a small jump and heading into a tight left turn that anticipates a bridge, may I say the classic hump-like bridge. After it, a two way route, right being a pothole with a jump at the exit and left being a hump. For starters, better use left, as the jump after the pothole can make you lose control of the car, and I think left is also slightly faster.

After the two way, a smooth right hairpin, leading into a jump. Better take it straight, because if you don’t land in the track path you’ll have to use the side route, losing a lot of time. One more jump, caused by a steep downhill, leads us into the start/finish line.

Botanical Garden (R):

No changes from the main layout. Some sections may be a bit harder to take, meaning handling is more emphasized in this layout.

Right after the start lies a very steep, almost vertical uphill. The cars will jump at its peak, but be careful as the track path tightens a bit. Following the track path, go straight through the small jump and avoid the side ways. Control the jump and don’t land outside the track path or you will lose some time. One more jump ahead and we face a long and smooth left hairpin.

After the hairpin there’s the two way. You don’t come very fast in this layout, so you can either use the left pothole or the right hump. After the track becomes one again, the hump-like bridge leads us into a tight right hander, and on to the downhill banked left turn, which is very hard to take and the exit means entering through a tight spot into the enclosed area.

Within the wider enclosed area, we face a smooth left hander, leading us into a slope. After landing, a left-right combination that lead into the last corner, a 90 degrees left turn, which is a bit tighter than it seems at the entrance.

Rooftops:

Quite a unique track, full of jumps. It’s raced during the night, so visibility can be a problem in some sections. A good combination of light weight, good handling and decent top speed are the keys for this track. This is the only track where you can fall off, meaning you will re-spawn close to the spot you fell from.

We start off in a steel platform-like bridge. At its end, we face the first of many jumps into the first flat area. A tight right 90 degrees turn is ahead, which is enclosed by walls and ends in a downhill. The next straight has several “flyovers” (I’ve been unable to identify what they are), which end in a big jump onto the next rooftop.

In here, the track tightens up a bit, and we face two 90 degrees right handers separated by a short straight. After the second turn we have another big jump, but I recommend you don’t go very fast here, since the next turn is quite tight. You’ll land in a heliport, and the next ramp is to the left a bit behind where you land. After the new jump, we face a 90 degrees left turn into another jump, landing in a more darkened area. Be sure to control this last jump to land correctly or you will lose a bit of time.

Go straight to the other side of the roof and go right into an enclosed steel ramp heading uphill. You’ll end in a very shadowed area, so much so that your car becomes pitch black, almost like if you had the Bomb active. Here you’ll face a tight right hairpin, and free from the darkness, a 90 degrees left turn, followed by a right-left chicane and on to another enclosed steel ramp leading uphill.

At the peak, and after a short straight, we face a small jump, and then a bigger one. We land into another straight, prelude of a tight 90 degrees right turn. After it, a steep uphill, meaning another jump, and a very difficult to control one, before one last jump and landing again in the steel bridge.

Rooftops (R):

No changes from the main layout. Some portions have become a bit easier to take, but others have become more complicated. Like before, combining good handling, light weight and decent top speed will mark the difference. Remember, you can fall off the track, meaning you will re-spawn close to where you fell off from.

We start on the steel bridge, heading to the first of many jumps and into the first roof. A big slope takes us into a rather tight section, with a blind left 90 degrees turn ahead. After it, a relatively long straight leading to a platform. With fast cars, you can almost land in the next platform, skipping all the flat section with the jump. The next platform isn’t very steep, and leads us to a last platform, prelude of the enclosed steel ramp.

Since the ramp is downhill, the platform forces a blind jump, so consider thoroughly reducing a bit your speed to better control your car. After landing, we have a right-left-right chicane in quick succession, one more reason to be a bit careful on the jump before the ramp. We then head into the left hairpin, which becomes darkened halfway through it and it’s not as tight as before because of the inner wall having an irregular shape. At the exit, we enter another enclosed ramp where the track path tightens, and since the area is darkened, extra caution is required.

The ramp takes us downhill into a long left turn, leading to the first of many successive jumps. This first jump must be controlled carefully, since jumping too far will make you collide with the obstacles ahead. After landing, we face a 90 degrees right turn heading to the next jump. This time it can be taken flat out, as the next platform is close to the edge in front of you. The right turn to take it is a bit tighter, which means the next jump won’t be taken at much speed, a good thing because it’s a tight section with two successive 90 degrees left handers.

After them, one last jump leads us into the “bumpy section”. If you take the last jump flat out, you may be able to pass the first “flyover”. After several of those “flyovers”, one last enclosed ramp leading uphill into a blind and tight 90 degrees left turn. There’s some kind of half pipe at the exit, so you can do a wider trajectory without losing much time or collide into anything. After the turn, a short straight and one last platform so the cars jump to the starting steel bridge to complete the lap.

Toy World 1:

Title says it all. It’s a rather short course, but it does have a few complicated sections. Aim for the best top speed, since the track doesn’t have many turns and you won’t lose much time even if taking turns roughly.

Right after the start, we face a tight and blind right-left chicane. The first one is flat, but the second starts an uphill at the exit, continuing during the following long right turn. A short straight after it and we face a complicated right turn. There’s a very tight path to the right to take the turn flat out, but it’s very easy to lose control and fall on to the main path. By tackling the turn through the main path you end up in a sloped turn, with several mini jumps that can make you lose control easily.

After that complicated turn, we face a short straight, with a very short section being extremely tight (Ball Bearings here are deadly, while Oil Slicks are impossible to avoid). This section runs over a piano, and I must say it sounds delightful. The track returns to it’s normal width and continues straight for a while before reaching a long and smooth right turn.

After it, we enter some kind of pothole with a toy dinosaur in it. Continue straight through its legs, avoiding them at all costs since they are a solid obstacle. Exiting the pothole, another long right turn facing slightly uphill, leading to the final jump, which is from a moderate altitude, and on to the start/finish line.

Toy World 1 (R):

Finally we see big changes in a layout. All the downhill only sections have been changed for other, more twisty sections. Still, a high top speed is preferred over anything else.

After the start, a slope (passing below the last jump on the main layout) leads us into a very smooth right turn, prelude of a left turn taken uphill. It’s quite complicated to take properly, but walls are rather soft in this track. After it, another slope takes us into the main track path again.

We go straight into the pothole with its dinosaur. As before, pass through its legs as fast as you can, since the next section is flat out. A smooth left turn takes us into a straight, which has a tightened section with the piano as floor. While the main layout can be seen to the left, since it’s only slopes we cannot climb we follow straight into some kind of tunnel.

Right after entering, a banked left turn taken uphill, similar to the one we find in Botanical Garden and equally hard to take. The uphill continues a bit more ahead, and at the peak we face a blind 90 degrees left turn, heading downhill (we passed over the main layout and now we must return to the normal altitude). Ahead lies probably the tightest corner in the game, an enclosed right hairpin taken downhill and slightly banked, which leads us into a slope to return to the main track path. Be careful not to go too fast or you will crash into the wall in front, since we return to the track perpendicularly from an angle, and thus you will need to turn left right after landing.

Once back on track, the last left turn taken downhill, heading into a tight right-left chicane before the start/finish line. It’s quite fast if you time it properly, but by any means don’t bump into the inner walls or you will lose quite some time.

Ghost Town 1:

The traditional abandoned village of the far west is being taken over by radio-controlled cars. It’s majorly a wide track, but tight and complicated sections do exist. A good top speed, coupled with a decent handling are the keys to master this track.

Right after the start, we face a 90 degrees left turn. After it, there’s a small and tight passage to the right (Ball Bearing and Oil Slick are deadly here) leading to the gallows. Try to drive through the sand and avoid the wooden sidewalks. Go straight to the gallows, staying by the left side, and do a right hairpin to pass behind it and retake the straight in opposite direction. You must pass behind the gallows so you can complete a lap, but it’s enough with passing behind its front pillars, cutting a bit of distance.

Leaving the gallows behind, we take a 90 degrees left turn into the saloon. While the game recommends you to go left and do the roundabout through the streets, you can safely cross the saloon by the open entrance just in front, gaining a lot of time. Exiting the saloon, you face a right 90 degrees turn. You can take it smoothly and make it like an elongated hairpin, with an added 90 degrees turn to the left, or you can take it tightly and stay by the sideway so you can go straight into the next section. I recommend the second option, the elongated hairpin doesn’t evade a tight turn so it’s better to leave a good straight in front of you to make up the lost speed.

In the sideway, we face a relatively long straight, going uphill in its second half. This section is tight, so be careful to control your speed while uphill or you will crash into the wall in front after you jump. After the jump, a 90 degrees right turn takes us into one last double way. You can go straight through the downhill and do a 90 degrees right turn to tackle the start/finish straight from below or you can do the 90 degrees turn before the downhill starts and go through the start/finish line from the balcony up above. I recommend the second option again to cut distance and time.

Ghost Town 1 (R):

While the layout remains mostly the same, two of the three double ways of the main layout aren’t double anymore, which means that a couple shortcuts don’t exist anymore. This makes this layout a bit harder, and for this reason you should put a bit more emphasis on handling.

The very first double way eliminated is at the start. Since it’s impossible to access the balcony, we must go the other way around. Stay close to the left sideway and you should see a mound in front. Tackle it and take the 90 degrees left turn to go through the very tight uphill, and stay close to the right wall in order to not fall off or you would have to almost restart the lap. After jumping at the peak, a 90 degrees left turn takes us downhill, and the following straight leads to the other eliminated double way.

Be extremely careful with your speed, since you won’t be able to go straight after the slope. You will have to take a tight doorway through a 90 degrees right turn and then do an elongated left hairpin, although it’s more like a double 90 degrees left hander this time. The second left hander must be aimed at the ramp, or else you won’t access the saloon. The double way around the saloon still exists, but even if taking the short way can be hard to aim at, you win a lot of time attempting it. After exiting the saloon, a 90 degrees right turn takes us into the gallows.

Just like in the main layout, you will have to go around the gallows from behind, tracing a left hairpin to return to the track in opposite direction and in the opposite side. Again, you can simply pass between the front and back pair of pillars of the gallows instead of behind the back pair. After the gallows, you must aim carefully for the small and tight passage between the two houses. After the passage, a left 90 degrees turn followed by another 90 degrees right turn takes us to the start/finish line.

Toy World 2:

 This is by far the twistiest track in the game, so better pick a car that excels at handling. It doesn’t have many straight sections, so top speed isn’t a priority. It’s kind of a difficult track to do without bumping into the walls due to the many tight turns it has. It’s also full of ups and downs, you can see transparent floor in certain areas letting you see the track path passing right beneath you.

Right after the start, we have a railway crossing the track. From time to time, the train will appear and cross the track. It’s just a solid obstacle, but you can safely pass between its wheels, even if it’s very hard to actually aim for. After the railway crossing, we face two long and smooth right handers that essentially make a hairpin, because the railway is crossing the track just ahead again!

After crossing it for the second time, the fun begins for real. A smooth left hander takes us into a tighter right turn, and then onto a very tight left hairpin. Just started the race, and handling is already being challenged to its fullest. After the hairpin, we head into a double way. To the left there’s a flat way, consisting of a smooth right hander and a very long and smooth left hander, with a last 90 degrees right hander to join the track path again. To the right, we face two smooth left handers to tackle a jump, so we cross above the left path, and a smooth left turn after landing takes us to the track path again.

Back in the track path, we face a tight 90 degrees left hander, heading into an uphill, but before tackling the next turn we go downhill again. The mentioned next turn is a tight right hairpin in downhill, with a big elevation change that can make some cars jump in the middle of it. Ahead lies another tight 90 degrees left hander, again with a bump in the middle, with a smoother left hander following suit. After it, one last tight hairpin, this time to the right and uphill, takes us into the start/finish straight.

Toy World 2 (R):

No changes from the main layout this time, even the double way can still be taken by both sides. Like in the main layout, handling must be as good as possible to go fast through the many turns and ups and downs this race has.

Right after the start, we face the first tight hairpin, to the left and in downhill. After it comes a smooth left hander, and then another one slightly in uphill and a bit smoother than the previous one. We then head into the next tight hairpin, to the left and in steep uphill. After a short stretch, we head into yet another tight hairpin, this time to the right and flat, which leads us into the double way.

Taking the left way means a long and smooth right hander, followed by a left-right chicane to return to the track path. Taking the right way means a smooth left turn to tackle the jump, and two smooth and successive right handers before a last left turn that takes us to the track path again. Whichever you choose, joining the track path in this layout is a bit more complicated, since the exit is a bit tighter and the walls aren’t easily identifiable.

Back on the track path, we face the last tight hairpin, to the right and flat, leading us to a tight and blind 90 degrees left turn. Ahead of it is the railway crossing the path, preceding the two long and smooth left handers that take us into the start/finish line after crossing again the railway.

Toys in the Hood 2:

Interesting layout we have here. Open environments with wide sections, the track crossing itself perpendicularly, trespassing private properties like a house or a couple gardens… It has almost everything we could ask for, so it’s better to have a pretty balanced car in all aspects.

Right after the start we face a long and smooth right turn slightly downhill. Up ahead we can see the perpendicular road that we will cross later on right before we enter the house through its tight door. A 90 degrees left turn takes us into the kitchen, and a 90 degrees right turn after that takes us outside into the garden walkway. It’s a very tight section which describes a long and smooth left turn. At the exit, we face an obstacle in the garden, and while the game suggests we avoid it by either side, I say go through it straight. You will face a small jump, so be ready to control your car upon landing.

We then tackle the wooden fence and with a 90 degrees right turn we return to the road. After a short straight, a tight right hairpin lies ahead, which has a very elongated exit into a smoother right turn. We approach the end of the road, so we tackle a left-right chicane through an opening. It’s a very difficult turn to take flat out, but since the exit is wide you can almost take only the left turn slightly and prepare the next right turn better. After said right turn, we head to the left side of the house, and after the jump we take a 90 degrees left turn, again with a very elongated exit into a smoother left turn.

We go straight through the opening in the fence and tackle a left turn through the garden to head into the doorway up in front. Be careful, since the entrance is slightly uphill and can make your car jump and lose control. Right after the doorway, a 90 degrees right turn takes us again to the open road, with a right-left chicane taking us to the road we crossed at the beginning and heading to the last fence. Go straight through the opening, enter the garden and turn right. It almost doesn’t matter where you attempt to cross the garden by, either with the bridges or simply with sheer speed, as long as you don’t lose momentum you’re fine to go. Again, stay to the left, and drive through the small passage doing a left-right chicane to return to the main road. One last right turn leads us to the start/finish line.

Toys in the Hood 2 (R):

Layout remains untouched. It gets a bit harder than the main one, simply because some turns are harder to anticipate and thus to take properly without bumping into anything. Search for a pretty balanced car but pay special attention to the handling.

We start slightly uphill, and after a short straight we must “climb” onto the sidewalk to our left. There are two points to do it, my suggestion is using the second for being closer to the tight passage we must pass through immediately after. Inside said passage, a tight 90 degrees left hander leads us into the first garden. Again, no matter how you cross it, just get to the other side as fast as you can without crashing.

We exit the garden through an opening in the fence, and go straight crossing the road we will drive through later on. Up in front, a right-left chicane to enter another passage. Again, we must “climb” the sidewalk, one point is just following straight and the other one is after taking the right turn, close to the wall. Inside the passage, head to the doorway to the left, cross the garden and aim to the opening through the fence on the right. A smooth and long right hander comes after, and when you see the house in front of you, the turn gets suddenly tighter. Aim for the garden, and then follow the fence, there’s an opening between it and the wall to the left. It’s a quite tight turn, so aim carefully.

Take the road to the right, which becomes a smooth right turn ahead, and be ready for the upcoming tight right hairpin, because it’s very hard to anticipate. After a short straight, you will see an opening through the fence to your left, which is also very hard to anticipate, and go straight across the garden instead of using the side ways. A tight passage that is a long right turn takes us inside the kitchen.

Be sure to control the jump, and after landing, we face a 90 degrees left turn, followed by a 90 degrees right turn heading us to the road again through the main door. It’s a tight spot, but you shouldn’t have much trouble at aiming since it’s straight. Back in the road, we cross the track and do the final left turn in uphill leading to the start/finish line.

Toytanic 1:

Set in a massive boat with three levels, it’s the longest track in the game, but at the same time one of the easiest. It has several straights and almost no complicated turns, so cars excelling at top speed will have a great edge here.

We start at the beginning of a massive straight, in the lower level. Up ahead lie two successive left turns, which are smooth and wide enough to take flat out even after such a long straight. We face another long straight, which starts in t a ramp leading uphill and continues up through the middle level, slightly tighter than the lower one. Up ahead, a tight 90 degrees right turn, followed by another one just after a short straight, and a new short straight leads us into the next ramp.

The ramp goes uphill to the higher level, and immediately after it we face a blind right turn. Be careful with your speed, since you can jump at the peak of the ramp and bump into the wall in front. Aim the car between the chimneys, and up ahead lie two successive right handers, the last one directly connected to a left turn. After a short stretch, a blind, tight and hard to anticipate 90 degrees left turn takes us inside the wheelhouse, which we cross straight and exit through the door at the other side.

Right after the door, a tight 90 degrees left hander takes us into another long straight. After it, a tight right hander initiates a ramp heading downhill to the middle level, and right after it a very tight right hairpin taking us to another downhill ramp into the lower level. This last ramp describes a smooth and long right turn.

After the ramp, we face the back straight, as long as the main one. It has what could be called a separate lane, but it’s better to use the left part for anticipation purposes. A small change of direction to the right to tackle correctly the following jump, and after landing a tight right hairpin. After exiting, a slope gets us back to the start/finish straight, which also has a separate lane but is recommended to use the left one, where the race starts.

Toytanic 1 (R):

No changes in the layout, but some turns become harder to anticipate. Once again, focus on a high top speed to get advantage of the many straights.

Right after starting, we face a ramp that forces a big jump. Upon landing, stay close to the right border and prepare the following turn, a very tight left hairpin. Due to the anchor’s chains before this turn, you won’t be able to take it flat out like in the main layout. After the turn, a slope takes us to the back straight. This time, it’s recommended you use the left lane, to anticipate the upcoming section.

At the end of the straight, stay to the right to take a ramp uphill while describing a smooth right hander. At its peak, prepare the upcoming left hairpin, and aim for the following ramp taking us uphill to the higher level. Beware of the jump at the peak, because we tackle a 90 degrees right turn right after it. Speed up through the following straight, and prepare a very hard to anticipate right turn nearing its end.

Such turn takes us into the wheelhouse, so the entrance is tight. Go across the wheelhouse and exit through the other door. Once outside again, a 90 degrees right turn takes us into a right-left chicane around the main chimneys, with a last left turn heading us into a ramp. Aim closely or you will bump into the solid walls. The ramp must be taken through a tight left turn, but beware of the possible jump at the entrance.

The ramp goes downhill to the middle level. Continuing straight ahead, we face two consecutive 90 degrees left handers, somewhat tight and separated by a short stretch. After the second turn, a long straight with no apparent end in sight. We eventually reach a ramp going downhill to the lower level, again beware of jumps due to speed, and we tackle the final turn, a long and smooth left hander bordering the pool. After it, we tackle the main straight, through the right lane preferably, with still a long way until we cross the start/finish line.

Toytanic 2:

This track is exactly like Toytanic 1. The only differences are that the start/finish line is now located at the higher level after the two successive right handers, and that the weather is stormy during the night, meaning the boat moves up and down and visibility is hampered a bit. The first change means nothing to the layout, and the second change isn’t that heavily noticeable so as to require any changes in the way we drive through the track, so I’ll skip this one.

Toytanic 2 (R):

Same as above, this track is exactly like Toytanic 1 (R), but with the start/finish line relocated, the weather being stormy and driven at night. Like happened above, I’m skipping this one as well, since there aren’t any changes in the way we drive through it.

Museum 1:

We return to the museum to tackle what I consider the hardest track in the game. It has almost everything: ups, downs, straights, hairpins, tight sections, a double way drive… You should pick a car balanced in all aspects to lap this track safe.

Right after the exit, we face some stairs leading uphill, so we must take the ramps at either side, preferably the right side for saving distance. Control your speed, because you will jump at the peak of the ramp, and right after it there’s a blind 90 degrees right turn. A long and smooth right hander takes us into a tight left hairpin. Its exit is downhill, and through it we gain speed before approaching the next hairpin, also to the left and very complicated.

After it, we face a 90 degrees right turn, and immediately after a blind 90 degrees left turn. It takes us to a straight, which goes through a passage leading uphill, with a small jump at its peak. After the jump, the track goes even more uphill, and starting a smooth left turn we go downhill through a “tunnel”. Be careful, it’s very easy to lose control of the car in this section and spin out.

After the tunnel, we face a right hander through a high slope, entering a tight passage that starts the double way drive section. After entering the passage, a tight left turn takes us into a straight, where the track widens for a short stretch, and it also has a platform showcasing an animal skeleton. You will jump when facing the platform, so control your car. Entering another passage, a tight 90 degrees left turn takes us into a wide room, and we continue straight while close to the left wall.

Up in front, a very tight right hairpin awaits, and we tackle the double way drive in reverse. The first passage with the tight 90 degrees right turn, the straight with the platform, and one more right hander to finish the double way drive. This last right turn is tighter this time, because we now enter a passage to the right. It has a jump, but you won’t go very fast through here. The passage ends with a tight 90 degrees left hander, leading to another set of uphill stairs.

This time there are three ramps, two on each side and one in the center. Aim for the center one to not lose momentum, but be careful, you will jump at the peak if you go too fast and there’s some kind of statue close to the ramp. After the jump, we must take a tight 90 degrees left turn, and right after it, a 90 degrees right turn into a short straight. That straight goes under a couple tables, so avoid their pillars, usually by going straight through the center of the straight.

A tight right-left chicane takes us into a tight passage. Nearing its end, a very tight and hard to anticipate left turn awaits. It takes us through a tight ramp downhill. No problem if you fall off the ramp, after all we need to return to the floor to tackle one last right turn into the start/finish line.

Museum 1 (R):

This variant has a few changes. One of them can be omitted by taking the original path, but it’s way harder to follow and slower than the alternate route. Again, a very difficult track with almost everything, so pick a car balanced in all aspects.

Right after the start, a left turn takes us into the first route change. You can either take the original route, which means going up through the tight ramp and after that a set of complicated and tight turns, or take the recommended path only accessible by this layout, which takes you straight to a super-safe area with valuable items, and through a right turn goes uphill to jump over the set of downhill stairs.

Whichever you take, after the stairs comes a tight 90 degrees right turn inside a passage. A tight left turn after that takes us into another passage, and on to the double way drive, which is shorter than in the main layout. It starts on the straight with the display platform, where your car will jump. After it, a tight passage with a 90 degrees left hander takes us into a wide room, with a very tight right hairpin ahead. We then go back through the passage, this time taking a right turn, and after the display platform we go left, through a small passage leading uphill while describing a smooth right turn.

After exiting the passage, a left turn takes us into a right turn with a very steep but short uphill, and at the peak it turns into a downhill straight, where you can get very high speeds. After the downhill, a short flat straight to adapt our speed leads us into a tight 90 degrees right turn, and a 90 degrees left turn to follow, which is a bit hard to anticipate. Right after it, a tight right hairpin, with its exit leading uphill into a blind and tight right hairpin. After it, a smooth left turn takes us into a set of downhill stairs through a tight 90 degrees turn. It’s recommended you use a ramp for higher speed, but if you cannot aim for the left one for being a very tight and hard to anticipate turn, use the right one. It’s not recommended you use the stairs, since you will lose a lot of speed. The start/finish line is just ahead of you after them.

Supermarket 1:

This time, we go further into the supermarket, even beyond the public view through the warehouse. It’s a complicated track, full of tight spaces and hairpins, but also has space for long straights. Cars with a great handling without being handicapped at top speed will reign supreme in this track.

After the start, we face a 90 degrees right turn, and then another 90 degrees turn, this time to the left, to enter the warehouse. Once inside, we head right, to the ramp going uphill, and then left to continue uphill. Be careful, as you will jump at the peak of the ramps. After we’re at the top level, we face a set of consecutive turns: a left-right chicane to start, a 90 degrees right hander, a right-left chicane and a final 90 degrees right turn to take a slope to the ground level again. During the right hander between the chicanes, in the inner part, you can fall off to a lower level, but the layout you must follow is still the same.

After the slope, we head through the exit and enter again the supermarket. Heading right, we take a tight left hairpin to pass behind the first shelve, and head on to a tight right hairpin to pass behind the second one. This process is repeated once more, and after the second right hairpin, we exit the set of shelves to face yet another left hairpin, this time wider and smoother. After it, a short straight leading to a 90 degrees left turn, and yet another right hairpin, although technically we face two 90 degrees right turn in immediate succession.

After such hairpin, or double right hander, we face three small shelves, leaving two aisles to drive through. While you can climb and drive over the shelves at each side, go through the aisles for higher speed, and preferably through the left one. This is just to take better the upcoming 90 degrees right turn, because after the exit we face a long straight. At the end, we encounter again the cashiers, so drive between two of them, preferably closer to the right side of the wall, and a last 90 degrees right turn takes us again into the start/finish line.

Supermarket 1 (R):

No changes from the main layout, except that we cross the warehouse through the lower level instead of the higher level. Just like before, pick a car with a great handling that doesn’t lack much top speed, you’ll need it more than in the previous layout.

Right after the start, a 90 degrees left turn leads us into the cashiers. Drive through them and face the long straight as fast as you can. At its end, we face a 90 degrees left turn, but be careful not to anticipate it much or you will hit the inner shelf and spin out. Drive through the aisles between the shelves, preferably through the right one, and face the upcoming tight left hairpin, which can be taken as two 90 degrees left handers in quick succession. Be careful at the exit, there are some obstacles before the next turn.

After dodging them, a 90 degrees right turn, which is hard to anticipate since the path is not clear. A short straight takes us to a long and smooth right hairpin, and then we head into the snake road created by four shelves. We start with a left hairpin, then a right hairpin, one more left hairpin and a final right hairpin to exit this section. All four hairpins are very tight, so this section is very slow. One last left turn after the fourth hairpin takes us into the warehouse. You can perfectly see the access to the lower level in this layout and how the higher level is inaccessible.

Go to the blue ramp and control your speed so as to not jump at the peak. After the ramp, a 90 degrees left turn, immediately followed by a right-left combination which is very fast and almost straight with the correct trajectory. After them, one last 90 degrees left hander takes us into a slope and straight into the exit of the warehouse. Once in the supermarket again, a 90 degrees right turn followed by a short straight leads us to a left turn, with a bit of caution to not hit the obstacles, and straight into the start/finish line.

Ghost Town 2:

Back in the abandoned town of the far west, we now go deeper into it. We pass through what appears to be a gold mine, enter a few houses and relive portions of our previous visit. Small cars are specially recommended, and due to its straightforward layout, aim for a high top speed.

 We start slightly downhill, and we face a 90 degrees right turn aiming to a house. We enter through its doorway via a makeshift jump. Aim carefully because the doorway is very tight. We cross the hall straight and exit through the other doorway, jumping back to ground level. We then head through a passage in the wooden fence to our left, and then after a long and smooth left turn we get to the mine.

We go right through the mine’s entrance and face a long left turn in downhill. Be careful to not be too close to the walls, or you will bump into the wooden pillars that hold the few light bulbs that illuminate slightly the mine. After the turn, we head into a long straight, preferably avoiding the jump in the right so as to not lose time and speed, and prepare for a hard to anticipate left turn, taking us into a small and tight passage.

Through this passage, we take a long right turn, seemingly uphill, and we exit at the saloon. Avoid the bottles and go outside through the doorway, starting the section shared with the other layout. Two successive 90 degrees left turns and a 90 degrees right turn after them take us into the very tight passage between two houses heading to the gallows. Aim for it while staying close to the left side of the track path and round it with a hairpin (between its pillars, if you want). The start/finish line is just ahead.

Ghost Town 2 (R):

No big changes from the main layout, but some turns become way harder to anticipate. The jump inside the mine isn’t present in this variant, so you can use all the track’s width this time. Again, a small car with a high top speed is the perfect choice.

We start slightly uphill, heading to the gallows from the right side. We then perform a hairpin to round it, remember the shortcut between the pillars, and go downhill through the tight passage between the houses. After exiting it, a 90 degrees left turn, followed by a 90 degrees right turn lead us to a small straight. Instead of continuing up like in the other variant, we go right through a makeshift jump into the saloon. This right turn is very hard to anticipate, and there’s a possible jump right before the entrance to the house.

Once inside the saloon, continue straight aiming for the small opening in the wall, leading to the small passage. It describes a long and smooth left turn while slightly downhill, and right after exiting it we take a 90 degrees right turn. This turn is also very hard to anticipate, and since you will come out of the passage fast, be careful to control your car. This turn takes us into the long straight inside the mine. At its end, we start heading uphill while attempting a long and smooth right hander. When you see the exit of the mine, be sure to stay close to the left side, or you will be caught within the railway of the mine cart.

After exiting the mine, a left turn takes us into a passage within the wooden fence. The passage is a long and smooth right turn, and upon exiting, you must climb up the wooden terrace to continue. You can do it from either side of the terrace, I haven’t noticed one side being faster than the other, even when it seems the right side makes you travel a longer distance. Once up, aim to the doorway, which means a tight 90 degrees turn, and cross the hall straight through the other doorway to exit. After jumping at the slope on the exit, one last left turn takes us again to the gallows. Remember to cross the start/finish line by the right side to start the new lap!

Radio-controlled cars were an absolute craze back in the 90s, so much so that a videogame like Re-Volt, where you raced against seven other radio-controlled cars in casual environments like a supermarket, was elevated to the category of legend.

While Re-Volt launched for all the available systems of its time, this version for the Dreamcast was the most complete, as it included the full car roster and an extra track exclusive to this port. Needless to say that all of this was due to how advanced the console was compared to its competitors.

This guide will give you a glimpse as to why this game became so popular, besides offering a format never seen before. Here you will find the information you need to know to become the best racer: all the items (called pick-ups), the cars and the tracks will be carefully analyzed.

Pick-ups

While items are almost omnipresent in fantasy racing games, this time they are found scattered around the stage instead of being aligned in determined zones of the track. This means that each lap you won’t find pick-ups in the same place, adding a bit of unpredictability to the races.

Ball Bearing



This item leaves behind a big and heavy ball. It’s a tough obstacle that can be deadly in tight spaces, but heavy cars can tackle it and take it out of the way with ease.

Battery 



This item will enhance your car’s acceleration and speed for approximately ten seconds. Cars under the influence of this item glow golden and emit a characteristic sound. Better used on straights or fast sections.

Bomb



Upon getting this item, your car will become fully pitch black and its aerial will become a fuse of sorts. After approximately ten seconds, the car explodes, potentially ending upside down, though heavy cars will be less affected. The bomb can be passed onto other cars through contact.

Clone Pick-up



As the name implies, an explosive clone is left behind. There’s absolutely no difference between real and clone, so it’s nearly impossible to discern between them, even more since pick-ups can appear at almost any given place. Running into a clone will make it explode with similar effects to the Bomb mentioned above.

Electro Pulse



This item covers your car in electric energy for approximately ten seconds. Passing nearby other cars will drain their energy and slow them down almost to a halt.

Firework 



A projectile that can be aimed. Even then, they aren’t very precise, and their explosive power is below the bomb. It can, however, make other cars lose control and spin, but be careful because not even the launcher is safe from the explosion!

Fireworks Cluster



Essentially the same item as above, but this time three fireworks can be launched.

Global Pulse



The rarest item, it essentially brings the effects of the Electro Pulse to all the other cars simultaneously, no matter the distance.

The Global Pulse is also the only item that has its own pick-up somewhere in the stage. It’s only available once, and it’s always out of the ideal trajectory described below, so it’s a futile effort to get it.

Oil Slick



This item leaves a puddle of oil behind the car. Any car passing over it will lose traction and speed for a short while. Dropped before jumps or in darkened areas where it’s almost hidden to the eye produces deadly results.

Shockwave



This item is shot in a straight line. Any car it finds on its path will be sent flying, and land upside down most of the times. One of the most reliable long range weapons.

Water Balloons



Three water balloons that can be thrown. They don’t produce a big effect on any car they hit, and they are very inaccurate.

Cars

There are a total of 42 cars in this game, divided into five ratings. The higher the rating, the faster and overall better the cars are. There are also two classes available, Glow and Electric, meaning what their power source is (Glow is for gasoline-engined cars). Electric cars tend to be inferior, proven by the fact they aren’t present in the highest rating, while Glow cars aren’t present in the lowest rating and thus tend to be superior. Glow cars also have a distinctive sound when racing, far louder and deeper than that of Electric cars.

Each car is provided with four stats: speed, acceleration, weight and transmission. The handling is not specified, but it’s not hard to figure it out after a couple races. Through my experience, except for the weight and 4WD transmission, the specified stats cannot be fully trusted. You’ll see below what I mean by this.

The value for top speed was clocked in miles per hour (mph) at the track Toytanic 1.

Rookie Class



Top speed: 32 mph. Pretty average overall, just what you would expect from a starting car.



Top speed: 31 mph. Similar stats to RC Bandit, but it’s a lot smaller, meaning it can pass through tight spaces easily.



Top speed: 30 mph. It is actually RWD. Good handling, but its weight gives it poor acceleration and speed.



Top speed: 33 mph. Fast, but has very bad handling. Resembles a Caterham 7, even more with its British Racing Green color.



Top speed: 30 mph. Lacks speed, but has incredible handling, giving it an edge in twisty tracks.



Top speed: 32 mph. Above average stats, probably the best car in its class.

 

Top speed: 30 mph. It is actually FWD. Good acceleration, but its transmission gives it low handling.



Top speed: 31 mph. Very quick, but has poor handling. Slightly resembles a Mazda MX-5.



Top speed: 31 mph. Very big and heavy, but average in the rest of stats.

Amateur Class



Top speed: 33 mph. Nice acceleration, but poor handling.



Top speed: 34 mph. It is actually RWD. Average stats, but handling stands above the rest.



Top speed: 34 mph. Poor handling, and lacks acceleration due to its excessive weight.



Top speed: 34 mph. It is actually RWD. Quite similar to Candy Pebbles.

 

Top speed: 34 mph. Poor handling. Its weight greatly hampers its acceleration.



Top speed: 30 mph. It is actually FWD. Slow, but with incredible handling and acceleration.



Top speed: 32 mph. Poor handling, probably derived from its light weight.



Top speed: 34 mph. It is actually RWD. Almost equivalent to Aquasonic and Candy Pebbles.

Advanced Class



Top speed: 36 mph. Nice handling, average in the rest.



Top speed: 37 mph. It is actually RWD. Wide turning, despite being rear-wheel-drive. Slightly resembles a Porsche 928.



Top speed: 37 mph. It is actually FWD. Extremely light, which gives it good acceleration and speed, but also makes it hard to control at high speeds. Made to resemble the Renault 5 Turbo, hence the pun on its name.



Top speed: 35 mph. It is actually RWD. Quite balanced overall, so it’s a good car to practice the tracks.



Top speed: 35 mph. Extremely heavy, but still capable of a great performance.



Top speed: 34 mph. Extremely big and heavy, which makes it clumsy at turning.



Top speed: 35 mph. It is actually RWD. Almost equivalent to Panga TC.



Top speed: 33 mph. It is actually RWD. Slow for its class.



Top speed: 34 mph. It is actually RWD. Feels slow due to its weight, but excels at handling.

Semi-pro Class



Top speed: 39 mph. It is actually RWD. Nice speed, but has very slow acceleration and bad handling.



Top speed: 36 mph. Very good handling and excellent acceleration. One of the best cars overall.



Top speed: 36 mph. Very wide turning, almost exaggerated.



Top speed: 37 mph. Very good overall, a bit faster than Adeon but with a wider turning.



Top speed: 38 mph. Fast, but lacks some turning. It has the unique ability to race upside down. You can notice when Rotor is upside down by its aerial or by switching into the frontal camera.



Top speed: 36 mph. Almost equivalent to Adeon.



Top speed: 35 mph. Good handling, but slow for its class. Its shape resembles the Mclaren F1 GTR.



Top speed: 44 mph. It is actually FWD. The fastest car, but has horrible handling, so it’s barely useful without much practice.

Pro Class



Top speed: 40 mph. It is actually RWD. Very fast, but lacks a bit of handling. Its shape and front resemble a Lamborghini Miura.



Top speed: 38 mph. Lacks handling but has staggering acceleration.



Top speed: 39 mph. Very decent parameters, making it one of the best cars in the game. Its shape resembles a Porsche 911.



Top speed: 41 mph. It is actually RWD. Very fast, with enormous acceleration, but has wide turning.

 

Top speed: 42 mph. Incredibly fast and quick, but its excessive weight and size make it rough and clumsy at turning. Due to its odd structure, it lacks an aerial.

 

Top speed: 40 mph. Accelerates almost instantly, outclassing any other car.



Top speed: 41 mph. Lacks control, but above average in the rest of parameters.



Top speed: 37 mph. It is actually RWD. Slow for its class. Resembles a BMW E36 M3 GT.

Tracks

There are a total of 14 tracks in the game, each with four possible configurations: Normal, Mirror (M), Reverse (R) and Mirrored Reverse (M)(R). The mirror versions simply mean that left becomes right and viceversa, so it means little change and thus will be left out of this guide.

Normal and Reverse will be the configurations to be analyzed. The latter sometimes maintains the same layout as Normal, but in other times it can be very different, hence why I’m including it.

Toys in the Hood 1

Set in a neighborhood, like its name implies. It’s full of 90 degrees turns, which are a staple in urban areas. Also, you can often find basketballs bouncing about in certain sections of the track, which serves as a secondary Ball Bearing. Also, many turns have a shortcut via the sidewalk, but it makes the turns sharper and thus there’s only one instance where it’s actually recommended. It’s also a wide and fairly straight track, so top speed is favored. A unique quirk to this track is the long section that you must drive through twice in a single lap, each time in a different direction, meaning that after a few laps you can encounter cars going in the “wrong” direction just in front, and they can use their weapons against you to slow you down!

Right after the start, we face a 90 degrees right turn, heading to the shared section of the track. A long and smooth left turn takes us to another 90 degrees right turn, and after a short straight we enter the roundabout that will head us again to the shared section.

We enter the roundabout through a 90 degrees left turn. A series of short straights separate each turn within the roundabout. The following two turns are 90 degrees right handers. After them comes a right-left-right variant, the only occasion which taking the shortcut of the sidewalk to cut the left turn is recommended, so as to only make one turn. Be careful because you can lose control while tackling the sidewalk or when landing. A last right-left chicane ends the roundabout and brings us again to the shared section. It’s not greatly recommended you use the sidewalk shortcut here, but you can try and see if you go faster using it or not.

After a short straight, we face a 90 degrees left turn and a long and smooth right turn. After it, continue straight to enter some kind of tunnel, leading you downhill while making a smooth left hander. Upon exiting, we will have to go right so as to cross the start/finish line, facing a great uphill. To make it easier, go close to the wall in front so you don’t lose much speed in the uphill, and start a new lap.

Toys in the Hood 1 (R):

This variant follows the exact same layout as the main one. Probably the only noticeable difference is at the start, and also the entrance to the start/finish line is more complicated now.

Right after the start, we face a small jump, leading us to the tunnel. We take it uphill while describing a smooth right turn to enter the shared section. After the short straight, a long and smooth left hander, another short straight, a 90 degrees right turn and a final straight leading us to the roundabout.

Since we take the roundabout in reverse direction, we first face a left-right chicane. Like before, the sidewalk shortcut isn’t greatly recommended, but you can try it. After a short straight, the left-right-left combination. Using the sidewalk shortcut on the right corner so as to essentially take just one left turn is the preferred tactic, but since the entrance isn’t as wide this time, an alternate option is to take the starter left turn and use the shortcut on the second left hander. A short straight leads us to a 90 degrees left turn, and another straight leads us to yet another 90 degrees left turn. One last straight for a 90 degrees right turn, and we’re on the shared section again.

A straight stretch leads us to a 90 degrees left turn, and right after it comes the smooth right turn. Upon exiting it, be careful, since the start/finish line is almost blind, and you must take a sharp 90 degrees turn to enter it.

Supermarket 2:

Name is pretty self-explanatory. It’s the shortest track in the game, and also the easiest one. It’s pretty straightforward, so top speed is a major factor, although transmission and handling also play a big role.

We start just in front of three shelves, essentially creating four aisles. There are two lines of shelves, and the aisles are rather wide. After passing straight alongside the shelves, preferably through the aisle in the far right, we face a smooth right-left combination that leads us to the freezer, the most complicated section in the track and one of the most complicated in the whole game.

The freezer is just a right hairpin. However, the floor is highly slippery, so any sharp decrease of speed or direction change can prove disastrous. My recommendation is trying to pass almost without accelerating and turning smoothly, even shaping the turn as a “V” if necessary instead of a “U”.

After exiting the freezer, we face a 90 degrees left turn, followed by a long right turn. It seems like a 90 degrees turn at the start, but at the exit you must evade an obstacle by going a bit more to the right. After that, a handful of cashiers, which you must pass through the aisles (not recommended to follow the belt and jump or you will lose time) and a sliding door, which is moving, so aim for it’s center. Right after the door, a 90 degrees turn leading to a ramp, first aiming down and then aiming up. When aiming up, most cars will jump, so be sure to aim the car properly through the entrance back into the supermarket to your right. A smooth right turn returns us to the shelved aisles, ready to start a new lap.

Supermarket 2 (R):

No significant changes in this variant, probably a bit more straightforward than the main one.

We start in one of the middle aisles between two shelves. A smooth left turn takes us to the outside through an open door. Once again, the ramp will make your car jump right before approaching the sliding door to the left, so aim more carefully to the center.

Crossing the door, we face the cashiers. This time, you cannot use the belt to jump, so it’s easier to pass through them. After them, a 90 degrees left hander takes us into a 90 degrees right hander, after which is the entrance to the freezer.

Once again, remember that the freezer has a slippery floor, so be cautious when attempting this left hairpin. This time, you don’t enter it at a high speed, so it’s easier to take. After exiting the freezer, a smooth right-left combination takes us again to the shelved aisles. Aim for the one on the far left, you will cover less distance that way and will be better placed to tackle the first turn on your new lap.

Museum 2:

Another self-explanatory name. This track has some sections with poor light, almost darkened, so you won’t be able to anticipate turns as easily as in other tracks. Overall, it’s quite a tight track, but the few sharp turns it has means a high top speed coupled with a good handling will be crucial.

Right after the start, we go through some kind of bridge. With the track tightening and the walls not allowing a clear anticipation of the upcoming turns, we face a long and smooth right hander. At the exit, an open hall, where you must take a route to the left, with the track tightening again. A long and smooth right hander followed by a similar left turn leads us to a short straight.

After it, a blind 90 degrees right turn takes us into two ramps, preceded by a 90 degrees left turn. The ramp on the left has a belt going upwards, while the right one’s belt goes downwards, so you’ll have to make a tight turn to take the upwards belt. You can safely go through the downwards belt, but you lose a bit of speed and thus time. At the peak, the cars will jump, facing a short and darkened straight, with a hard to anticipate 90 degrees right turn up in front.

After it, we face a two way. You can choose between a smooth and long right or left turn. There’s no difference in choosing one or the other, so pick whichever you want. After you return to the track, a right hairpin is ahead, in a darkened section that makes it a bit hard to take. Be careful at the exit, because the track tightens once again and you can easily crash against the walls.

The aisle has a steep downhill with several smooth turns, meaning you will exit it at a high speed. Straight after the exit, a steep ramp leads you uphill again. Control the jump at the peak, and in another tight section, a left-right combination awaits. After a short straight and passing through a door, another right-left combination, this time blind and very tight, takes us to the start/finish line.

Museum 2 (R):

No changes from the main layout, though this one is harder to take on without crashing at least once for the many changes in track width and some darkened areas.

Right after the start, we enter a tight section to face a blind right-left combination. The exit in the latter tightens a bit more, and since the entrance is absolutely blind, there’s no telling you’ll pass it clean. After this first complicated section, a short straight with a left-right combination up in front, leading to the ramp.

Most cars will jump, but the real trouble is the uphill in front. You will lose a bit of speed there, and since it’s a tight section, refrain of doing sharp direction changes. At the peak, we face a left hairpin in a darkened area. Be sure to stick to the inner part for the upcoming straight.

After the straight, the two way route. No real difference in using one over the other, so pick as you wish. After it, a 90 degrees left turn, again in a darkened area, which makes it hard to take properly. A short straight leads us to the ramps, the left one with a belt going downwards and the right one going upwards. Stay on the left, because at the bottom we face a tight 90 degrees right turn and you’ll be going fast at this point, whether or not your car jumps at the start of the ramp.

After the turn, we enter another tight section, with a left blind 90 degrees turn. A short straight leads us to another tight space, with two long and smooth turns, first to the right and then to the left. After them, a right turn leads us into the last long left corner, and after the upcoming bridge lays the start/finish line.

Botanical Garden:

Time to race through a garden. Overall, it’s a quite tight track, and while it’s pretty straightforward, I would put more emphasis on handling rather than top speed.

Right after the start, a blind 90 degrees right turn awaits. Try to take it with an open exit, because after it there’s a left-right combination, and with the correct trajectory you can almost cut the first left turn. After the combination, a steep uphill will slow your car down, and after jumping at the peak, a smooth right turn takes us into open environment and a rather tight track path.

The following 90 degrees right turn is oddly shaped, it seems to be uphill and at the same time banked. At the exit, a small jump and heading into a tight left turn that anticipates a bridge, may I say the classic hump-like bridge. After it, a two way route, right being a pothole with a jump at the exit and left being a hump. For starters, better use left, as the jump after the pothole can make you lose control of the car, and I think left is also slightly faster.

After the two way, a smooth right hairpin, leading into a jump. Better take it straight, because if you don’t land in the track path you’ll have to use the side route, losing a lot of time. One more jump, caused by a steep downhill, leads us into the start/finish line.

Botanical Garden (R):

No changes from the main layout. Some sections may be a bit harder to take, meaning handling is more emphasized in this layout.

Right after the start lies a very steep, almost vertical uphill. The cars will jump at its peak, but be careful as the track path tightens a bit. Following the track path, go straight through the small jump and avoid the side ways. Control the jump and don’t land outside the track path or you will lose some time. One more jump ahead and we face a long and smooth left hairpin.

After the hairpin there’s the two way. You don’t come very fast in this layout, so you can either use the left pothole or the right hump. After the track becomes one again, the hump-like bridge leads us into a tight right hander, and on to the downhill banked left turn, which is very hard to take and the exit means entering through a tight spot into the enclosed area.

Within the wider enclosed area, we face a smooth left hander, leading us into a slope. After landing, a left-right combination that lead into the last corner, a 90 degrees left turn, which is a bit tighter than it seems at the entrance.

Rooftops:

Quite a unique track, full of jumps. It’s raced during the night, so visibility can be a problem in some sections. A good combination of light weight, good handling and decent top speed are the keys for this track. This is the only track where you can fall off, meaning you will re-spawn close to the spot you fell from.

We start off in a steel platform-like bridge. At its end, we face the first of many jumps into the first flat area. A tight right 90 degrees turn is ahead, which is enclosed by walls and ends in a downhill. The next straight has several “flyovers” (I’ve been unable to identify what they are), which end in a big jump onto the next rooftop.

In here, the track tightens up a bit, and we face two 90 degrees right handers separated by a short straight. After the second turn we have another big jump, but I recommend you don’t go very fast here, since the next turn is quite tight. You’ll land in a heliport, and the next ramp is to the left a bit behind where you land. After the new jump, we face a 90 degrees left turn into another jump, landing in a more darkened area. Be sure to control this last jump to land correctly or you will lose a bit of time.

Go straight to the other side of the roof and go right into an enclosed steel ramp heading uphill. You’ll end in a very shadowed area, so much so that your car becomes pitch black, almost like if you had the Bomb active. Here you’ll face a tight right hairpin, and free from the darkness, a 90 degrees left turn, followed by a right-left chicane and on to another enclosed steel ramp leading uphill.

At the peak, and after a short straight, we face a small jump, and then a bigger one. We land into another straight, prelude of a tight 90 degrees right turn. After it, a steep uphill, meaning another jump, and a very difficult to control one, before one last jump and landing again in the steel bridge.

Rooftops (R):

No changes from the main layout. Some portions have become a bit easier to take, but others have become more complicated. Like before, combining good handling, light weight and decent top speed will mark the difference. Remember, you can fall off the track, meaning you will re-spawn close to where you fell off from.

We start on the steel bridge, heading to the first of many jumps and into the first roof. A big slope takes us into a rather tight section, with a blind left 90 degrees turn ahead. After it, a relatively long straight leading to a platform. With fast cars, you can almost land in the next platform, skipping all the flat section with the jump. The next platform isn’t very steep, and leads us to a last platform, prelude of the enclosed steel ramp.

Since the ramp is downhill, the platform forces a blind jump, so consider thoroughly reducing a bit your speed to better control your car. After landing, we have a right-left-right chicane in quick succession, one more reason to be a bit careful on the jump before the ramp. We then head into the left hairpin, which becomes darkened halfway through it and it’s not as tight as before because of the inner wall having an irregular shape. At the exit, we enter another enclosed ramp where the track path tightens, and since the area is darkened, extra caution is required.

The ramp takes us downhill into a long left turn, leading to the first of many successive jumps. This first jump must be controlled carefully, since jumping too far will make you collide with the obstacles ahead. After landing, we face a 90 degrees right turn heading to the next jump. This time it can be taken flat out, as the next platform is close to the edge in front of you. The right turn to take it is a bit tighter, which means the next jump won’t be taken at much speed, a good thing because it’s a tight section with two successive 90 degrees left handers.

After them, one last jump leads us into the “bumpy section”. If you take the last jump flat out, you may be able to pass the first “flyover”. After several of those “flyovers”, one last enclosed ramp leading uphill into a blind and tight 90 degrees left turn. There’s some kind of half pipe at the exit, so you can do a wider trajectory without losing much time or collide into anything. After the turn, a short straight and one last platform so the cars jump to the starting steel bridge to complete the lap.

Toy World 1:

Title says it all. It’s a rather short course, but it does have a few complicated sections. Aim for the best top speed, since the track doesn’t have many turns and you won’t lose much time even if taking turns roughly.

Right after the start, we face a tight and blind right-left chicane. The first one is flat, but the second starts an uphill at the exit, continuing during the following long right turn. A short straight after it and we face a complicated right turn. There’s a very tight path to the right to take the turn flat out, but it’s very easy to lose control and fall on to the main path. By tackling the turn through the main path you end up in a sloped turn, with several mini jumps that can make you lose control easily.

After that complicated turn, we face a short straight, with a very short section being extremely tight (Ball Bearings here are deadly, while Oil Slicks are impossible to avoid). This section runs over a piano, and I must say it sounds delightful. The track returns to it’s normal width and continues straight for a while before reaching a long and smooth right turn.

After it, we enter some kind of pothole with a toy dinosaur in it. Continue straight through its legs, avoiding them at all costs since they are a solid obstacle. Exiting the pothole, another long right turn facing slightly uphill, leading to the final jump, which is from a moderate altitude, and on to the start/finish line.

Toy World 1 (R):

Finally we see big changes in a layout. All the downhill only sections have been changed for other, more twisty sections. Still, a high top speed is preferred over anything else.

After the start, a slope (passing below the last jump on the main layout) leads us into a very smooth right turn, prelude of a left turn taken uphill. It’s quite complicated to take properly, but walls are rather soft in this track. After it, another slope takes us into the main track path again.

We go straight into the pothole with its dinosaur. As before, pass through its legs as fast as you can, since the next section is flat out. A smooth left turn takes us into a straight, which has a tightened section with the piano as floor. While the main layout can be seen to the left, since it’s only slopes we cannot climb we follow straight into some kind of tunnel.

Right after entering, a banked left turn taken uphill, similar to the one we find in Botanical Garden and equally hard to take. The uphill continues a bit more ahead, and at the peak we face a blind 90 degrees left turn, heading downhill (we passed over the main layout and now we must return to the normal altitude). Ahead lies probably the tightest corner in the game, an enclosed right hairpin taken downhill and slightly banked, which leads us into a slope to return to the main track path. Be careful not to go too fast or you will crash into the wall in front, since we return to the track perpendicularly from an angle, and thus you will need to turn left right after landing.

Once back on track, the last left turn taken downhill, heading into a tight right-left chicane before the start/finish line. It’s quite fast if you time it properly, but by any means don’t bump into the inner walls or you will lose quite some time.

Ghost Town 1:

The traditional abandoned village of the far west is being taken over by radio-controlled cars. It’s majorly a wide track, but tight and complicated sections do exist. A good top speed, coupled with a decent handling are the keys to master this track.

Right after the start, we face a 90 degrees left turn. After it, there’s a small and tight passage to the right (Ball Bearing and Oil Slick are deadly here) leading to the gallows. Try to drive through the sand and avoid the wooden sidewalks. Go straight to the gallows, staying by the left side, and do a right hairpin to pass behind it and retake the straight in opposite direction. You must pass behind the gallows so you can complete a lap, but it’s enough with passing behind its front pillars, cutting a bit of distance.

Leaving the gallows behind, we take a 90 degrees left turn into the saloon. While the game recommends you to go left and do the roundabout through the streets, you can safely cross the saloon by the open entrance just in front, gaining a lot of time. Exiting the saloon, you face a right 90 degrees turn. You can take it smoothly and make it like an elongated hairpin, with an added 90 degrees turn to the left, or you can take it tightly and stay by the sideway so you can go straight into the next section. I recommend the second option, the elongated hairpin doesn’t evade a tight turn so it’s better to leave a good straight in front of you to make up the lost speed.

In the sideway, we face a relatively long straight, going uphill in its second half. This section is tight, so be careful to control your speed while uphill or you will crash into the wall in front after you jump. After the jump, a 90 degrees right turn takes us into one last double way. You can go straight through the downhill and do a 90 degrees right turn to tackle the start/finish straight from below or you can do the 90 degrees turn before the downhill starts and go through the start/finish line from the balcony up above. I recommend the second option again to cut distance and time.

Ghost Town 1 (R):

While the layout remains mostly the same, two of the three double ways of the main layout aren’t double anymore, which means that a couple shortcuts don’t exist anymore. This makes this layout a bit harder, and for this reason you should put a bit more emphasis on handling.

The very first double way eliminated is at the start. Since it’s impossible to access the balcony, we must go the other way around. Stay close to the left sideway and you should see a mound in front. Tackle it and take the 90 degrees left turn to go through the very tight uphill, and stay close to the right wall in order to not fall off or you would have to almost restart the lap. After jumping at the peak, a 90 degrees left turn takes us downhill, and the following straight leads to the other eliminated double way.

Be extremely careful with your speed, since you won’t be able to go straight after the slope. You will have to take a tight doorway through a 90 degrees right turn and then do an elongated left hairpin, although it’s more like a double 90 degrees left hander this time. The second left hander must be aimed at the ramp, or else you won’t access the saloon. The double way around the saloon still exists, but even if taking the short way can be hard to aim at, you win a lot of time attempting it. After exiting the saloon, a 90 degrees right turn takes us into the gallows.

Just like in the main layout, you will have to go around the gallows from behind, tracing a left hairpin to return to the track in opposite direction and in the opposite side. Again, you can simply pass between the front and back pair of pillars of the gallows instead of behind the back pair. After the gallows, you must aim carefully for the small and tight passage between the two houses. After the passage, a left 90 degrees turn followed by another 90 degrees right turn takes us to the start/finish line.

Toy World 2:

 This is by far the twistiest track in the game, so better pick a car that excels at handling. It doesn’t have many straight sections, so top speed isn’t a priority. It’s kind of a difficult track to do without bumping into the walls due to the many tight turns it has. It’s also full of ups and downs, you can see transparent floor in certain areas letting you see the track path passing right beneath you.

Right after the start, we have a railway crossing the track. From time to time, the train will appear and cross the track. It’s just a solid obstacle, but you can safely pass between its wheels, even if it’s very hard to actually aim for. After the railway crossing, we face two long and smooth right handers that essentially make a hairpin, because the railway is crossing the track just ahead again!

After crossing it for the second time, the fun begins for real. A smooth left hander takes us into a tighter right turn, and then onto a very tight left hairpin. Just started the race, and handling is already being challenged to its fullest. After the hairpin, we head into a double way. To the left there’s a flat way, consisting of a smooth right hander and a very long and smooth left hander, with a last 90 degrees right hander to join the track path again. To the right, we face two smooth left handers to tackle a jump, so we cross above the left path, and a smooth left turn after landing takes us to the track path again.

Back in the track path, we face a tight 90 degrees left hander, heading into an uphill, but before tackling the next turn we go downhill again. The mentioned next turn is a tight right hairpin in downhill, with a big elevation change that can make some cars jump in the middle of it. Ahead lies another tight 90 degrees left hander, again with a bump in the middle, with a smoother left hander following suit. After it, one last tight hairpin, this time to the right and uphill, takes us into the start/finish straight.

Toy World 2 (R):

No changes from the main layout this time, even the double way can still be taken by both sides. Like in the main layout, handling must be as good as possible to go fast through the many turns and ups and downs this race has.

Right after the start, we face the first tight hairpin, to the left and in downhill. After it comes a smooth left hander, and then another one slightly in uphill and a bit smoother than the previous one. We then head into the next tight hairpin, to the left and in steep uphill. After a short stretch, we head into yet another tight hairpin, this time to the right and flat, which leads us into the double way.

Taking the left way means a long and smooth right hander, followed by a left-right chicane to return to the track path. Taking the right way means a smooth left turn to tackle the jump, and two smooth and successive right handers before a last left turn that takes us to the track path again. Whichever you choose, joining the track path in this layout is a bit more complicated, since the exit is a bit tighter and the walls aren’t easily identifiable.

Back on the track path, we face the last tight hairpin, to the right and flat, leading us to a tight and blind 90 degrees left turn. Ahead of it is the railway crossing the path, preceding the two long and smooth left handers that take us into the start/finish line after crossing again the railway.

Toys in the Hood 2:

Interesting layout we have here. Open environments with wide sections, the track crossing itself perpendicularly, trespassing private properties like a house or a couple gardens… It has almost everything we could ask for, so it’s better to have a pretty balanced car in all aspects.

Right after the start we face a long and smooth right turn slightly downhill. Up ahead we can see the perpendicular road that we will cross later on right before we enter the house through its tight door. A 90 degrees left turn takes us into the kitchen, and a 90 degrees right turn after that takes us outside into the garden walkway. It’s a very tight section which describes a long and smooth left turn. At the exit, we face an obstacle in the garden, and while the game suggests we avoid it by either side, I say go through it straight. You will face a small jump, so be ready to control your car upon landing.

We then tackle the wooden fence and with a 90 degrees right turn we return to the road. After a short straight, a tight right hairpin lies ahead, which has a very elongated exit into a smoother right turn. We approach the end of the road, so we tackle a left-right chicane through an opening. It’s a very difficult turn to take flat out, but since the exit is wide you can almost take only the left turn slightly and prepare the next right turn better. After said right turn, we head to the left side of the house, and after the jump we take a 90 degrees left turn, again with a very elongated exit into a smoother left turn.

We go straight through the opening in the fence and tackle a left turn through the garden to head into the doorway up in front. Be careful, since the entrance is slightly uphill and can make your car jump and lose control. Right after the doorway, a 90 degrees right turn takes us again to the open road, with a right-left chicane taking us to the road we crossed at the beginning and heading to the last fence. Go straight through the opening, enter the garden and turn right. It almost doesn’t matter where you attempt to cross the garden by, either with the bridges or simply with sheer speed, as long as you don’t lose momentum you’re fine to go. Again, stay to the left, and drive through the small passage doing a left-right chicane to return to the main road. One last right turn leads us to the start/finish line.

Toys in the Hood 2 (R):

Layout remains untouched. It gets a bit harder than the main one, simply because some turns are harder to anticipate and thus to take properly without bumping into anything. Search for a pretty balanced car but pay special attention to the handling.

We start slightly uphill, and after a short straight we must “climb” onto the sidewalk to our left. There are two points to do it, my suggestion is using the second for being closer to the tight passage we must pass through immediately after. Inside said passage, a tight 90 degrees left hander leads us into the first garden. Again, no matter how you cross it, just get to the other side as fast as you can without crashing.

We exit the garden through an opening in the fence, and go straight crossing the road we will drive through later on. Up in front, a right-left chicane to enter another passage. Again, we must “climb” the sidewalk, one point is just following straight and the other one is after taking the right turn, close to the wall. Inside the passage, head to the doorway to the left, cross the garden and aim to the opening through the fence on the right. A smooth and long right hander comes after, and when you see the house in front of you, the turn gets suddenly tighter. Aim for the garden, and then follow the fence, there’s an opening between it and the wall to the left. It’s a quite tight turn, so aim carefully.

Take the road to the right, which becomes a smooth right turn ahead, and be ready for the upcoming tight right hairpin, because it’s very hard to anticipate. After a short straight, you will see an opening through the fence to your left, which is also very hard to anticipate, and go straight across the garden instead of using the side ways. A tight passage that is a long right turn takes us inside the kitchen.

Be sure to control the jump, and after landing, we face a 90 degrees left turn, followed by a 90 degrees right turn heading us to the road again through the main door. It’s a tight spot, but you shouldn’t have much trouble at aiming since it’s straight. Back in the road, we cross the track and do the final left turn in uphill leading to the start/finish line.

Toytanic 1:

Set in a massive boat with three levels, it’s the longest track in the game, but at the same time one of the easiest. It has several straights and almost no complicated turns, so cars excelling at top speed will have a great edge here.

We start at the beginning of a massive straight, in the lower level. Up ahead lie two successive left turns, which are smooth and wide enough to take flat out even after such a long straight. We face another long straight, which starts in t a ramp leading uphill and continues up through the middle level, slightly tighter than the lower one. Up ahead, a tight 90 degrees right turn, followed by another one just after a short straight, and a new short straight leads us into the next ramp.

The ramp goes uphill to the higher level, and immediately after it we face a blind right turn. Be careful with your speed, since you can jump at the peak of the ramp and bump into the wall in front. Aim the car between the chimneys, and up ahead lie two successive right handers, the last one directly connected to a left turn. After a short stretch, a blind, tight and hard to anticipate 90 degrees left turn takes us inside the wheelhouse, which we cross straight and exit through the door at the other side.

Right after the door, a tight 90 degrees left hander takes us into another long straight. After it, a tight right hander initiates a ramp heading downhill to the middle level, and right after it a very tight right hairpin taking us to another downhill ramp into the lower level. This last ramp describes a smooth and long right turn.

After the ramp, we face the back straight, as long as the main one. It has what could be called a separate lane, but it’s better to use the left part for anticipation purposes. A small change of direction to the right to tackle correctly the following jump, and after landing a tight right hairpin. After exiting, a slope gets us back to the start/finish straight, which also has a separate lane but is recommended to use the left one, where the race starts.

Toytanic 1 (R):

No changes in the layout, but some turns become harder to anticipate. Once again, focus on a high top speed to get advantage of the many straights.

Right after starting, we face a ramp that forces a big jump. Upon landing, stay close to the right border and prepare the following turn, a very tight left hairpin. Due to the anchor’s chains before this turn, you won’t be able to take it flat out like in the main layout. After the turn, a slope takes us to the back straight. This time, it’s recommended you use the left lane, to anticipate the upcoming section.

At the end of the straight, stay to the right to take a ramp uphill while describing a smooth right hander. At its peak, prepare the upcoming left hairpin, and aim for the following ramp taking us uphill to the higher level. Beware of the jump at the peak, because we tackle a 90 degrees right turn right after it. Speed up through the following straight, and prepare a very hard to anticipate right turn nearing its end.

Such turn takes us into the wheelhouse, so the entrance is tight. Go across the wheelhouse and exit through the other door. Once outside again, a 90 degrees right turn takes us into a right-left chicane around the main chimneys, with a last left turn heading us into a ramp. Aim closely or you will bump into the solid walls. The ramp must be taken through a tight left turn, but beware of the possible jump at the entrance.

The ramp goes downhill to the middle level. Continuing straight ahead, we face two consecutive 90 degrees left handers, somewhat tight and separated by a short stretch. After the second turn, a long straight with no apparent end in sight. We eventually reach a ramp going downhill to the lower level, again beware of jumps due to speed, and we tackle the final turn, a long and smooth left hander bordering the pool. After it, we tackle the main straight, through the right lane preferably, with still a long way until we cross the start/finish line.

Toytanic 2:

This track is exactly like Toytanic 1. The only differences are that the start/finish line is now located at the higher level after the two successive right handers, and that the weather is stormy during the night, meaning the boat moves up and down and visibility is hampered a bit. The first change means nothing to the layout, and the second change isn’t that heavily noticeable so as to require any changes in the way we drive through the track, so I’ll skip this one.

Toytanic 2 (R):

Same as above, this track is exactly like Toytanic 1 (R), but with the start/finish line relocated, the weather being stormy and driven at night. Like happened above, I’m skipping this one as well, since there aren’t any changes in the way we drive through it.

Museum 1:

We return to the museum to tackle what I consider the hardest track in the game. It has almost everything: ups, downs, straights, hairpins, tight sections, a double way drive… You should pick a car balanced in all aspects to lap this track safe.

Right after the exit, we face some stairs leading uphill, so we must take the ramps at either side, preferably the right side for saving distance. Control your speed, because you will jump at the peak of the ramp, and right after it there’s a blind 90 degrees right turn. A long and smooth right hander takes us into a tight left hairpin. Its exit is downhill, and through it we gain speed before approaching the next hairpin, also to the left and very complicated.

After it, we face a 90 degrees right turn, and immediately after a blind 90 degrees left turn. It takes us to a straight, which goes through a passage leading uphill, with a small jump at its peak. After the jump, the track goes even more uphill, and starting a smooth left turn we go downhill through a “tunnel”. Be careful, it’s very easy to lose control of the car in this section and spin out.

After the tunnel, we face a right hander through a high slope, entering a tight passage that starts the double way drive section. After entering the passage, a tight left turn takes us into a straight, where the track widens for a short stretch, and it also has a platform showcasing an animal skeleton. You will jump when facing the platform, so control your car. Entering another passage, a tight 90 degrees left turn takes us into a wide room, and we continue straight while close to the left wall.

Up in front, a very tight right hairpin awaits, and we tackle the double way drive in reverse. The first passage with the tight 90 degrees right turn, the straight with the platform, and one more right hander to finish the double way drive. This last right turn is tighter this time, because we now enter a passage to the right. It has a jump, but you won’t go very fast through here. The passage ends with a tight 90 degrees left hander, leading to another set of uphill stairs.

This time there are three ramps, two on each side and one in the center. Aim for the center one to not lose momentum, but be careful, you will jump at the peak if you go too fast and there’s some kind of statue close to the ramp. After the jump, we must take a tight 90 degrees left turn, and right after it, a 90 degrees right turn into a short straight. That straight goes under a couple tables, so avoid their pillars, usually by going straight through the center of the straight.

A tight right-left chicane takes us into a tight passage. Nearing its end, a very tight and hard to anticipate left turn awaits. It takes us through a tight ramp downhill. No problem if you fall off the ramp, after all we need to return to the floor to tackle one last right turn into the start/finish line.

Museum 1 (R):

This variant has a few changes. One of them can be omitted by taking the original path, but it’s way harder to follow and slower than the alternate route. Again, a very difficult track with almost everything, so pick a car balanced in all aspects.

Right after the start, a left turn takes us into the first route change. You can either take the original route, which means going up through the tight ramp and after that a set of complicated and tight turns, or take the recommended path only accessible by this layout, which takes you straight to a super-safe area with valuable items, and through a right turn goes uphill to jump over the set of downhill stairs.

Whichever you take, after the stairs comes a tight 90 degrees right turn inside a passage. A tight left turn after that takes us into another passage, and on to the double way drive, which is shorter than in the main layout. It starts on the straight with the display platform, where your car will jump. After it, a tight passage with a 90 degrees left hander takes us into a wide room, with a very tight right hairpin ahead. We then go back through the passage, this time taking a right turn, and after the display platform we go left, through a small passage leading uphill while describing a smooth right turn.

After exiting the passage, a left turn takes us into a right turn with a very steep but short uphill, and at the peak it turns into a downhill straight, where you can get very high speeds. After the downhill, a short flat straight to adapt our speed leads us into a tight 90 degrees right turn, and a 90 degrees left turn to follow, which is a bit hard to anticipate. Right after it, a tight right hairpin, with its exit leading uphill into a blind and tight right hairpin. After it, a smooth left turn takes us into a set of downhill stairs through a tight 90 degrees turn. It’s recommended you use a ramp for higher speed, but if you cannot aim for the left one for being a very tight and hard to anticipate turn, use the right one. It’s not recommended you use the stairs, since you will lose a lot of speed. The start/finish line is just ahead of you after them.

Supermarket 1:

This time, we go further into the supermarket, even beyond the public view through the warehouse. It’s a complicated track, full of tight spaces and hairpins, but also has space for long straights. Cars with a great handling without being handicapped at top speed will reign supreme in this track.

After the start, we face a 90 degrees right turn, and then another 90 degrees turn, this time to the left, to enter the warehouse. Once inside, we head right, to the ramp going uphill, and then left to continue uphill. Be careful, as you will jump at the peak of the ramps. After we’re at the top level, we face a set of consecutive turns: a left-right chicane to start, a 90 degrees right hander, a right-left chicane and a final 90 degrees right turn to take a slope to the ground level again. During the right hander between the chicanes, in the inner part, you can fall off to a lower level, but the layout you must follow is still the same.

After the slope, we head through the exit and enter again the supermarket. Heading right, we take a tight left hairpin to pass behind the first shelve, and head on to a tight right hairpin to pass behind the second one. This process is repeated once more, and after the second right hairpin, we exit the set of shelves to face yet another left hairpin, this time wider and smoother. After it, a short straight leading to a 90 degrees left turn, and yet another right hairpin, although technically we face two 90 degrees right turn in immediate succession.

After such hairpin, or double right hander, we face three small shelves, leaving two aisles to drive through. While you can climb and drive over the shelves at each side, go through the aisles for higher speed, and preferably through the left one. This is just to take better the upcoming 90 degrees right turn, because after the exit we face a long straight. At the end, we encounter again the cashiers, so drive between two of them, preferably closer to the right side of the wall, and a last 90 degrees right turn takes us again into the start/finish line.

Supermarket 1 (R):

No changes from the main layout, except that we cross the warehouse through the lower level instead of the higher level. Just like before, pick a car with a great handling that doesn’t lack much top speed, you’ll need it more than in the previous layout.

Right after the start, a 90 degrees left turn leads us into the cashiers. Drive through them and face the long straight as fast as you can. At its end, we face a 90 degrees left turn, but be careful not to anticipate it much or you will hit the inner shelf and spin out. Drive through the aisles between the shelves, preferably through the right one, and face the upcoming tight left hairpin, which can be taken as two 90 degrees left handers in quick succession. Be careful at the exit, there are some obstacles before the next turn.

After dodging them, a 90 degrees right turn, which is hard to anticipate since the path is not clear. A short straight takes us to a long and smooth right hairpin, and then we head into the snake road created by four shelves. We start with a left hairpin, then a right hairpin, one more left hairpin and a final right hairpin to exit this section. All four hairpins are very tight, so this section is very slow. One last left turn after the fourth hairpin takes us into the warehouse. You can perfectly see the access to the lower level in this layout and how the higher level is inaccessible.

Go to the blue ramp and control your speed so as to not jump at the peak. After the ramp, a 90 degrees left turn, immediately followed by a right-left combination which is very fast and almost straight with the correct trajectory. After them, one last 90 degrees left hander takes us into a slope and straight into the exit of the warehouse. Once in the supermarket again, a 90 degrees right turn followed by a short straight leads us to a left turn, with a bit of caution to not hit the obstacles, and straight into the start/finish line.

Ghost Town 2:

Back in the abandoned town of the far west, we now go deeper into it. We pass through what appears to be a gold mine, enter a few houses and relive portions of our previous visit. Small cars are specially recommended, and due to its straightforward layout, aim for a high top speed.

 We start slightly downhill, and we face a 90 degrees right turn aiming to a house. We enter through its doorway via a makeshift jump. Aim carefully because the doorway is very tight. We cross the hall straight and exit through the other doorway, jumping back to ground level. We then head through a passage in the wooden fence to our left, and then after a long and smooth left turn we get to the mine.

We go right through the mine’s entrance and face a long left turn in downhill. Be careful to not be too close to the walls, or you will bump into the wooden pillars that hold the few light bulbs that illuminate slightly the mine. After the turn, we head into a long straight, preferably avoiding the jump in the right so as to not lose time and speed, and prepare for a hard to anticipate left turn, taking us into a small and tight passage.

Through this passage, we take a long right turn, seemingly uphill, and we exit at the saloon. Avoid the bottles and go outside through the doorway, starting the section shared with the other layout. Two successive 90 degrees left turns and a 90 degrees right turn after them take us into the very tight passage between two houses heading to the gallows. Aim for it while staying close to the left side of the track path and round it with a hairpin (between its pillars, if you want). The start/finish line is just ahead.

Ghost Town 2 (R):

No big changes from the main layout, but some turns become way harder to anticipate. The jump inside the mine isn’t present in this variant, so you can use all the track’s width this time. Again, a small car with a high top speed is the perfect choice.

We start slightly uphill, heading to the gallows from the right side. We then perform a hairpin to round it, remember the shortcut between the pillars, and go downhill through the tight passage between the houses. After exiting it, a 90 degrees left turn, followed by a 90 degrees right turn lead us to a small straight. Instead of continuing up like in the other variant, we go right through a makeshift jump into the saloon. This right turn is very hard to anticipate, and there’s a possible jump right before the entrance to the house.

Once inside the saloon, continue straight aiming for the small opening in the wall, leading to the small passage. It describes a long and smooth left turn while slightly downhill, and right after exiting it we take a 90 degrees right turn. This turn is also very hard to anticipate, and since you will come out of the passage fast, be careful to control your car. This turn takes us into the long straight inside the mine. At its end, we start heading uphill while attempting a long and smooth right hander. When you see the exit of the mine, be sure to stay close to the left side, or you will be caught within the railway of the mine cart.

After exiting the mine, a left turn takes us into a passage within the wooden fence. The passage is a long and smooth right turn, and upon exiting, you must climb up the wooden terrace to continue. You can do it from either side of the terrace, I haven’t noticed one side being faster than the other, even when it seems the right side makes you travel a longer distance. Once up, aim to the doorway, which means a tight 90 degrees turn, and cross the hall straight through the other doorway to exit. After jumping at the slope on the exit, one last left turn takes us again to the gallows. Remember to cross the start/finish line by the right side to start the new lap!

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Wow!

This is a seriously unreal game guide. I'm very impressed. I played this game on the PC with a friend of mine and we had loads of fun with it. I can't even imagine the time you spent putting this together. Very well done. I love that you included images of the power-ups and vehicles along with the rest of the guide.

Very, very impressed by this guide.
Wow!

This is a seriously unreal game guide. I'm very impressed. I played this game on the PC with a friend of mine and we had loads of fun with it. I can't even imagine the time you spent putting this together. Very well done. I love that you included images of the power-ups and vehicles along with the rest of the guide.

Very, very impressed by this guide.
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04-20-16 06:18 PM
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geeogree : Wow, fastest reply ever! 

I myself am amazed at its length. I expected it to be towards 7k, and I nearly feel short by half

Compiling all the information wasn't that hard, but I did start to struggle to analyze the videos I recorded for the tracks starting this month. Also, I had to fight against the urges to play this game again and again, which was very hard to do

Thanks for the feedback! Stay tuned, there's more and better to come in the following months!
geeogree : Wow, fastest reply ever! 

I myself am amazed at its length. I expected it to be towards 7k, and I nearly feel short by half

Compiling all the information wasn't that hard, but I did start to struggle to analyze the videos I recorded for the tracks starting this month. Also, I had to fight against the urges to play this game again and again, which was very hard to do

Thanks for the feedback! Stay tuned, there's more and better to come in the following months!
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I won't pretend I read the entire thing. I didn't look at the track analysis or actually look at every individual picture. However, once I saw the topic of the guide I was able to skim through most of the top part fairly quickly.

Still, I write reviews more or less out of my head but it's all opinion based basically. This has to be accurate which to me is way more impressive. I don't know if I ever want to try to tackle something like this but to each their own
I won't pretend I read the entire thing. I didn't look at the track analysis or actually look at every individual picture. However, once I saw the topic of the guide I was able to skim through most of the top part fairly quickly.

Still, I write reviews more or less out of my head but it's all opinion based basically. This has to be accurate which to me is way more impressive. I don't know if I ever want to try to tackle something like this but to each their own
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This guide is epic with the literal meaning of the word. I am humbled by your effort put forth into a single project like this. Any company who writes guides would benefit greatly with you as an asset. I can only imagine how much time you invested into this x.X
This guide is epic with the literal meaning of the word. I am humbled by your effort put forth into a single project like this. Any company who writes guides would benefit greatly with you as an asset. I can only imagine how much time you invested into this x.X
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04-20-16 08:04 PM
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Mynamescox44 : Thanks for the feedback and the kind words!

I've invested in this more time than I normally should. I'm feeling less motivated towards my guides lately, and I have a couple theories for it. I'll be testing one next week, but the other one is out of my grasp to solve.

geeogree : Well, that means I managed to make the guide easy to read at first glance, which is also a positive thing for me.

I'm glad you value that much the work of game guide writers. The required effort to write a guide depends on the game, type of guide and your skills to progress through the game, so we all have at least one game we could write an accurate guide for.

Mynamescox44 : Thanks for the feedback and the kind words!

I've invested in this more time than I normally should. I'm feeling less motivated towards my guides lately, and I have a couple theories for it. I'll be testing one next week, but the other one is out of my grasp to solve.

geeogree : Well, that means I managed to make the guide easy to read at first glance, which is also a positive thing for me.

I'm glad you value that much the work of game guide writers. The required effort to write a guide depends on the game, type of guide and your skills to progress through the game, so we all have at least one game we could write an accurate guide for.

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