the cutting room mirror

Re-Volt (Windows)

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This page details one or more prototype versions of Re-Volt (Windows).

To do:
Document the other prototypes.

  • Try accessing the unavailable cars and tracks using these tricks here and there.

May 7, 1999 Build#

This prototype is documented on Hidden Palace.

Released by Forest of Illusion on September 29, 2022. This build, listed as v.0.01e3, was seen at E3 1999.

Footage of the game in action at E3 can be seen here, with Volken Turbo for a couple of seconds. Cougar can be seen in this video, which is the earlier version with different stats, but it's unplayable without using the tricks above.

General Differences#

  • This prototype bears with the demo versions, having the same music and some elements that are reused such as the bigger arrows and earlier track icons.
  • E3 demo text can be seen in the main menu.
  • Only a few tracks and cars can be selected.
    • All of the track data is present in the files (except for Toytanic 2), alongside the files for Mirror and Reverse modes, though aren't selectable in game without swapping the files.
  • You cannot enter any cheat code that is present in the final version, similar to the other demos.
  • Only Single Race, Time Trial, Championship and Multi-Player can be selected.
  • The music is not located in the redbook folder but instead in the core files.
  • Connecting or disconnecting a device will cause the game to crash.
  • The music for winning and losing a cup aren't implemented, so they play the main menu music instead.
  • The game is quite buggy when loading tracks: when you play a cup, then exit it and play a normal race, it will freeze.
  • In loading screens, the spru file (that controls the menus) will flash rapidly.
  • You cannot flip your car or reposition it when they roll over. This is due to the game's binding controls, which can be fixed by remapping them.
  • The cars have earlier physics, which are slower than the final game.
  • When you pause during gameplay, there is no backdrop that makes it darker.
  • The reposition effect is longer.

Mode Differences#

  • Track Editor can't be selected due to missing files (important ones such as trackunit.rtu, or the executable).
  • There is no way to change the difficulty, so the speed is capped.
  • The AI is much harder in regular races and Championship, having rubberbanding as an inclusion, where you can't get in the top 3 without the box-swap trick or modifying the car stats or trying really well.
  • In Championship, if you win the Bronze Cup, the game will not unlock the Silver Cup despite saying a message.

Track Differences#

  • Instead of SuperMarket 2, one of the playable tracks is Toy World 2 instead. This was swapped due to difficulty reasons.
  • Toytanic 2 is missing from the game's data, hence the reason why its length says "Unknown".
  • Neighborhood Arena and the Battle Tag tracks are missing from the files. Only the Neighborhood Battle exists.
  • Ghost Town 2 has an alternative name, "West World 2".

Powerup Differences#

  • The battery item lasts shorter, but gives you a much stronger speed boost.
  • Global Pulse wasn't implemented yet, as they appear as a regular pickup instead.
  • The shockwave ends instantly upon hitting a racer.

Car Differences#

  • Pole Poz is named as "Pole Pot".

All of the cars in the files are available, except Trolley and Mystery.

Object Differences#

  • The beach ball found in Toy World 2 has a shiny reflection texture, making it look white. Said beach ball was removed from the track itself in the final game.
  • Found in Frontend's files, there is a p3d model of the N64 objects, and a timer, meaning this was supposed to be for the scrapped "training" mode.

Unused Graphics#

  • Both of the Ghost Town tracks have a strange texture likely to test mapping during development, which is used for wooden objects, but in this version it has a tree bark, sidewalk, fences and dirt.
  • Ghost Town 1 uses a different level icon in this version as well. Notice the gradient sky color, which is possibly a glimpse at the level skybox that was cut from the game and replaced with blue fog.

Early

Final

  • Supermarket 1 features an early level icon of the refrigerators, rather than the cash registers of the final.

Early

Final

  • Supermarket 2's early level icon strangely features the push-cart and boxes seen in Supermarket 1.

Early

Final

  • Toytanic 1 uses an earlier render for it's track icon, however the other early renders were from the other demos. The track files are missing the instance assets unlike in the final.

Early

Final

Early Supermarket 2#

Notable differences:

  • The floors lack reflection.
  • The lighting is darker and unfinished.
  • The entry and exit doors feature shuttered doors, instead of being empty or having the sliding door obstacle.
  • Physics objects are missing. No shopping carts, bottles, or packets.
  • Additional props are missing such as the sparse shelf products and the helicopter kidride near the entry.
  • The hedge texture has not been added yet.
  • The level fog/sky color is brown, whereas in the final it is blue and the store has brown ceiling faces.
  • The outside area features a large blue dome mesh to simulate the sky, though this effect is hindered by the fog and farclip being low enough to cull out the far end of the sky.
  • The final level features clouds in the sky.
  • An untextured forklift is present in the freezer room, whereas there is no forklift in the final.

Early

Final

Sounds#

The sound effect in Toy World 1 from the arcade cabinets was changed between this build and the final.

Early

Final