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YMMV / Re-Volt

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  • Awesome Music: Many, many examples.
  • Come for the Game, Stay for the Mods: Thanks to its dedicated modding community, Re-Volt is fully playable on modern machines with multiplayer content packs that far exceed the contents of the standard game in both quality and quantity; and this is to say nothing of the thousands of modded tracks and cars that exist outside of that.
  • Complacent Gaming Syndrome: The Toyeca car is this trope in RC-form. This car has a combination of good speed, excellent acceleration (which is one of the most important stats in the game to dedicated players), and incredible control thanks to being 4WD. With it being potent in those stats and being very easy to use for a car in its class, it is no wonder the community has dubbed it the "official standard for online racing", though not necessarily a competitive-breaking one, as many players still opt for the Humma or Cougar for more favorable stats in certain tracks.
  • Disappointing Last Level: Toytanic 2, the final level of the game. It's literally just Toytanic 1... but in a thunderstorm!note 
  • High-Tier Scrappy:
    • The Purp XL car is the biggest example for Re-Volt's community. Only available on the PS1, Dreamcast, and through PC download, this vehicle was jeered by the community thanks to it being a direct upgrade from its counterpart, the gold standard Toyeca. Having access to the 3rd best acceleration and a majorly upgraded top speed (from 40 mph to 42 mph) with only a wider turning radius as its statistical sacrifice, Purp XL made numerous vehicles obsolete and outclassed by its presence alone. As a result, the car was optional for PC download in RVGL, and the I/O community put it in the Super-Pro category, the new top category above Pro for itself and other modded cars added by the I/O team. Simply put, this car single-handedly caused console-only cars to be optional instead of included.
    • The SNW 35 car was a car exclusive to PS1 and Dreamcast, and was made only available by willing download to PC due to how broken it was along with the Purp XL. It is another car that is a direct upgrade from a Pro-class car, in this case the Humma. While it gives up some weight and turns a little wider, the SNW 35 makes up for this with the best acceleration in the game, and it is not even close. note  This acceleration is so noteworthy that the car can literally go up the steepest inclines without losing much, if not any, speed. To top it off, its handling and control are much better than the Humma, to the point where it ranks amongst the best in the entire game. As a result, in fear of this vehicle overwriting the Toyeca and obsoleting numerous cars along with the Purp XL, the SNW 35 was made optional by download as well. In I/O, it is in the same class as Toyeca: Pro, thanks to it losing a bit of ground on turns (with custom tracks having plenty of them) and having competition with custom cars introduced through I/O.
  • Polished Port:
    • The Dreamcast port of the game is the best of the three console versions. It runs on the same game engine as the PC version which at turn allows for polished graphics and gameplay on par with the PC version. It also includes the 12 extra vehicles seen in the PS1 version alongside two all-new vehicles (BigVolt and BossVolt) as well as an all-new track - Rooftops. It also features the best audio quality out of any version of the game.
    • The Arcade version of the game added four new levels and the ability to change your vehicle's color scheme.
      • This extra content has been ported to the PC version of the game. See the Trivia page for details.
  • Porting Disaster: The N64 and PS1 versions are basically unplayable. To wit:
    • Only four cars could appear in the race at once. The Dreamcast version could handle 8 cars, and the PC version had up to 12 cars.
    • The framerate, which was already a slideshow, completely tanked whenever certain effects appeared on screen. For example, the game slowed to 1/3 speed during the post-championship fireworks display.
    • Most levels were missing many of their key obstacles, such as the sliding doors in Supermarket 2, or the trains in Toy World 1.
    • Several graphics were flat-out missing, and the draw distance was too short to see what was immediately ahead of you.
    • The N64 version also lacks Clockwork Carnage, meaning your award for completing the Stunt Arena is... nothing.
  • That One Level: The museum level is nasty in general but the second version is especially troublesome. It features a large number of unforgiving tight turns, many of which come immediately after a jump — expect to fly right into the walls a lot. It also boasts a few hazards in the middle of the path that are placed in just the wrong spot, and some areas can become too dark to see in, depending on your monitor setup. There's also the fact that in one part of it, you have to go in front of a path where opponents drive into you, to take a turn around and keep avoiding cars driving in to you.
    • The Arcade-exclusive Venice level, which not only is extremely long, but has many open places where you can fall into the canals. It also has many places where you have to hesitate with your speed (not helping that most, if not all, of the cars have a fast speed based on their class) to also not fall into the canals. It should be telling that the original version, released as a Game Mod long before the Arcade port, was harder.

  • Vindicated by History: The game got slammed by critics pretty hard on release, and the game didn't sell very well at all (the Porting Disasters mentioned above probably have something to do with it). However, the game has gotten quite a bit of fans over the years thanks to the highly mod-friendly PC version. Its Creator-Driven Successor, RC Revenge, which was only on PS1 and PS2, isn't nearly as popular.


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