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Re-Volt

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Re-Volt
Developer(s)Acclaim Studios London
Publisher(s)Acclaim Entertainment
Designer(s)Paul Phippen, Simon Harrison
Platform(s)Microsoft Windows, Nintendo 64, PlayStation, Dreamcast
Release
Dreamcast
  • NA: 17 December 1999[3]
  • EU: 2 August 2000
Genre(s)Racing
Mode(s)Single-player, multiplayer

Re-Volt is a racing video game designed by Paul Phippen and Simon Harrison.[4][5] It was developed by Acclaim Studios London and published by Acclaim Entertainment for Microsoft Windows, Nintendo 64, PlayStation and Dreamcast.

The premise of the game involves racing radio-controlled cars around environments like museums, steamships, construction sites and supermarkets. During a race the cars can collect random weapons to use to damage or displace competitors. Cars and tracks were both unlocked through success in the game's tournament modes.

Game Modes

  • Single Race - Allows to race against computer opponents for first place. Completing races associated with a cup unlocks additional cars.

This game mode is available in multiplayer mode for up to four players to race against each other.

  • Championship - Race in a cup which consists of four races for points. The higher the rank the more points earned. However failing to finish 3rd place or above will cost a try. If all three tries are used, the championship must be restarted. Obtaining first in a cup unlocks additional levels and cars.
  • Time Trial - This game mode lets you compete for the fastest lap time in any race thats unlocked. Successfully completing the number of races associated with a cup unlocks additional cars as well as reverse, mirror and reverse mirror variations of tracks.
  • Practice - Allows to explore tracks with no time limit or other racers. In addition each track features a star to collect. Collecting each star from a track per cup unlocks additional cars.
  • Stunt Arena - A small arena features 20 stars to collect. The arena features a loop, ramps as well as a half pipe with stars that can only be obtained with higher performing cars. Collecting all 20 stars unlocks a game mode.
  • Battle Tag - A multiplayer only mode that features a star hidden in a battle level. Collecting the star counts down a timer for a player. The first person to have their timer reach 0 is the winner. The game continues until the last person fails to collect the star.
  • Clockwork Carnage - Instead of 8 RC cars racing to the finish, its a 30 wind-up car race to the finish in any of the race levels! [6]

Ports and re-releases

Car Editor

In October 1999, Acclaim Entertainment released the Re-Volt Car Editor which allowed players to export and edit, or create new cars for the PC version using 3D studio.[7] The editor was simply discovered in the Acclaim Studios London office and as such was released as an unapproved and unsupported piece of code.[8]

Xbox beta version

An Xbox version called Re-Volt Live was in development with a very limited beta version distributed to closed beta testers. This stripped-down version of Re-Volt was issued to beta testers of the Xbox Live service prior to the launch of the service on the original Xbox system, but much to the disappointment of fans - a more complete version was never released on the Microsoft console. The full game was cancelled close to being finished. Even though it was not officially released, the full development version is available and can be played on a modified Xbox that is capable of running games from a storage device.[9]

Arcade version

In September 2004, a modified version of Re-Volt was released for the arcade machines by Tsunami Visual Technologies. This port of the game featured a few changes in gameplay and graphics. It ran on Microsoft Windows 98 and came in two versions: the TsuMo Standard Non-Motion Sit Down Re-Volt and a deluxe model. Similar to the Dreamcast version's Time Trial mode and many other arcade racers, there is a global timer. This version also featured additional tracks, among those the fan-made Venice by Gabor and a new track created by Kurt Arnlund, an ex-Tsunami employee.

Mobile device ports

In July 2010, WeGo Interactive Co., Ltd., located in Seoul, South Korea, purchased all IP related with Re-Volt, RC Revenge Pro, and RC de Go (developed and owned by Taito), from Toronto-based Throwback Entertainment.[10]

In July 2012, Re-Volt was announced for iOS and Android mobile platforms.[11] In October 2012, Re-Volt was released for iOS as Re-Volt Classic.[12] An Android version of the game was released on April 24, 2013 to the Korean T-Store and later to the Play Store.[13]

PC re-release

On October 3, 2013, the PC version of Re-Volt was re-released through digital distribution on GOG.com.[14] The release was based on the community developed 1.2 Beta patch, with additional support for the original CD tracks as MP3 files. On January 14, 2014, the game was pulled on request from the developers of the 1.2 Beta patch due to a misunderstanding with publishers WeGo Interactive, in which the company used parts of the code written by the community without due consent.[15][16][17]

Legacy

Although Acclaim Entertainment has been defunct since 2004, fans continued to support and extend the game by producing fan-made vehicles and courses, and by operating multiplayer servers. Fans have created an open-source, cross-platform chat/lobby client called "RV House" that allows players to connect and play online.[18] This platform is directly interconnected to the website "Revolt Race", in which, among other features, a monthly set of tracks is chosen to serve as the base for time trialing. Additionally, more recently the community has set up a Discord channel that serves as the major hub to talk about the game, host, advertise and join races, share content/mods or even help develop new tools and updates for the game - which the latest iteration consists of RVGL, a cross-platform rewrite/port of Re-Volt's source code that runs natively on both Windows and Linux.

While new players may experience a significant learning curve, the community remains active with records of fastest laps and new courses and cars still being added. The fan-base have gone on to maintain the PC version with alpha and beta updates.[19][20] The game was also ported by the fan community to multiple platforms such as Linux, macOS, ODROID,[21] and OpenPandora based on the available source code.[22][20]

Reception

In the United States alone, Re-Volt's computer version sold 16,528 copies during 1999.[23]

Upon its initial release, the Dreamcast and PC versions of Re-Volt received critical acclaim. Mark Clarkson of Computer Gaming World gave the game 4/5 stars praising the game's graphics and environments, and realistic RC-like handling, although noted that the in-game map editor was poor.[24] Vincent Lopez of IGN gave the PC version an 8.8, praising the game's graphics, the gameplay and interface, but criticised the game's techno music and track editor.

Rick Sanchez reviewed the PC version of the game for Next Generation, rating it three stars out of five, and stated that "It's a fun romp, but if it had taken its toy inspiration over the top, this could have been excellent. Maybe in Re-Volt 2..."[25] Jeremy Williams also reviewed the PC version of the game for Next Generation, rating it four stars out of five, and stated that "Rumors to the contrary have been greatly exaggerated. Really, this is quite a good game. So there."[26]

The editors of PC Gamer US awarded Re-Volt their 1999 "Best Racing Game" prize, and praised the game as "an exceptional balance of realism and arcade thrills".[27] It received a special achievement prize for "Sleeper Hit of the Year" from Computer Gaming World, whose editors wrote that it "surprised the hell out of us when it was released this past Fall". Re-Volt was also nominated for Computer Gaming World's "Racing Game of the Year" award, but lost in this category to Need for Speed: High Stakes.[28] It was also nominated for CNET Gamecenter's "Best Arcade Game" award, which went to Rayman 2: The Great Escape.[29]

Greg Orlando reviewed the Dreamcast version of the game for Next Generation, rating it four stars out of five, and stated that "An excellent, albeit light-hearted, racing game, Re-Volt is best experienced with a group".[30]

Unlike the Dreamcast and PC versions, the PlayStation and N64 versions of Re-Volt were less positively received.[citation needed] Official PlayStation Magazine US gave the game a 40%, criticising the framerate and glitches.[citation needed] All Game Guide reviewed the Nintendo 64 version and gave it a 40%, criticising the poor frame rate and the large environments.[citation needed]

References

  1. ^ "Re-Volt". Nintendo Official Magazine. No. 84. EMAP. September 1999. pp. 30–32.
  2. ^ "Acclaim's Award-Winning R/C Racer Re-Volt Ships August 18th". Acclaim Entertainment. 10 August 1999. Archived from the original on 25 August 2004.
  3. ^ "Acclaim's R/C Racer Re-Volt Burns Rubber On The Sega Dreamcast". Acclaim Entertainment. 17 December 1999. Archived from the original on 26 August 2004.
  4. ^ "Re-Volt's full history". Re-Volt Live. 5 August 2011. Retrieved 26 January 2021.
  5. ^ "Behind the Scenes: Rooftops". Re-Volt I/O. 10 August 2014. Retrieved 26 January 2021.
  6. ^ "Re-Volt". Sega Retro. 2020-12-17. Retrieved 2021-01-26.
  7. ^ Fudge, James (1 October 1999). "Re-Volt Car Editor Released". Computer Games Strategy Plus. Strategy Plus, Inc. Archived from the original on 8 February 2005. Retrieved 28 June 2019.
  8. ^ "Re-Volt News". Acclaim Entertainment. Archived from the original on 3 December 2000. Retrieved 28 June 2019.
  9. ^ "[Xbox] Revolt (Alpha) Download for Xbox (Full Unreleased Game)". 11 May 2011. Retrieved 16 May 2021.
  10. ^ "Throwback sells Re-Volt". Throwback. 23 February 2011. Archived from the original on 29 October 2013. Retrieved 16 May 2021.
  11. ^ Yin-Poole, Wesley (16 July 2012). "Re-Volt revived by ex-Split/Second, Pure dev". Eurogamer. Gamer Network. Archived from the original on 29 October 2013. Retrieved 21 July 2013.
  12. ^ Nesvadba, Andrew (10 October 2012). "Re-Volt Classic Review". AppSpy. Steel Media Ltd. Archived from the original on 25 July 2013. Retrieved 21 July 2013.
  13. ^ Craig F. (23 April 2013). "Old School Racer Re-Volt Classic Reborn On Android". Super Game Droid. Archived from the original on 24 May 2013. Retrieved 21 July 2013.
  14. ^ "Release: Re-Volt". GOG.com. CD Projekt. 2013. Archived from the original on 13 October 2013.
  15. ^ Marv (13 January 2014). "Do not buy Re-Volt on GOG". Re-Volt Frontend. Archived from the original on 23 February 2014.
  16. ^ Marv (14 January 2014). "Re-Volt Has Been Pulled from GOG". Re-Volt Frontend. Archived from the original on 31 January 2014.
  17. ^ "Re-Volt temporarily de-listed on GOG.com". GOG.com. CD Projekt. 14 January 2014. Archived from the original on 18 March 2017.
  18. ^ "Downloads". RV House. Archived from the original on 29 October 2013. Retrieved 21 July 2013.
  19. ^ "Re-Volt". WineHQ. Retrieved 21 July 2013.
  20. ^ a b Walker, Alex (27 October 2015). "Of All Things, Re-Volt Is Still Being Patched". Kotaku Australia. Pedestrian Group. Archived from the original on 3 December 2016.
  21. ^ {{Cite magazine|url=https://magazine.odroid.com/wp-content/uploads/ODROID-Magazine-201604.pdf#page=24%7Ctitle=Linux Gaming: RVGL – Re-Volt on OpenGL|last=Schaaf|first=Tobias|magazine=ODROID Magazine|issue=28|date=April 2016|pages=24-26|archive-url=https://web.archive.org/web/20170202002417/http://magazine.odroid.com/wp-content/uploads/ODROID-Magazine-201604.pdf%7Carchive-date=2 February 2017|url-status=live
  22. ^ "Downloads". Re-Volt I/O. Archived from the original on 5 March 2017.
  23. ^ Staff (April 2000). "PC Gamer Editors' Choice Winners: Does Quality Matter?". PC Gamer US. 7 (4): 33.
  24. ^ Clarkson, Mark (November 1999). "Drive Me Faster, Tiny Racer". Computer Gaming World. 184. Ziff Davis: 175.
  25. ^ Sanchez, Rick (September 1999). "Finals". Next Generation. Vol. 2, no. 1. Imagine Media. pp. 92–93.
  26. ^ Williams, Jeremy (October 1999). "Finals". Next Generation. Vol. 2, no. 2. Imagine Media. p. 118.
  27. ^ Staff (March 2000). "The Sixth Annual PC Gamer Awards". PC Gamer US. 7 (3): 46, 47, 49, 50, 54–56, 60, 62.
  28. ^ Staff (March 2000). "The 2000 Premier Awards; The Very Best of a Great Year in Gaming". Computer Gaming World (188): 69–75, 78–81, 84–90.
  29. ^ The Gamecenter Staff (January 21, 2000). "The Gamecenter Awards for 1999!". CNET Gamecenter. Archived from the original on June 6, 2000.
  30. ^ Orlando, Greg (March 2000). "Finals". Next Generation. Vol. 3, no. 3. Imagine Media. p. 87.