The follow-up to the PlayStation launch classic
Ridge Raver Revolution builds upon the original Ridge Racer game, set with a new course being added with a few variations. All three tracks are similar in how they start, but branch out into different directions and are named by the difficulty of the track itself (Novice, Advanced, Expert).
As with the first game, there is support for the NeGcon controller, so make sure to enable it in your emulator if you wish to take advantage of analogue steering.
Race: Normal racing mode, race 3 laps around the track and finish in 1st place for each one.
Time Trial: Same as Race mode but you have no opponents, the objective is to get the fastest lap time for each track. I’ve always found these modes boarding and don’t really play these much. Completing these modes will unlock a new car.
Free: You can run as many courses as you like. When you reach 99 laps, the lap counter display will stay fixed at 99 laps.
In terms of gameplay, it’s very similar to the original game, with the same graphics style and mostly the same drifting mechanics. Therefore you could consider this as a standalone expansion pack of sorts.
The soundtrack is the exact same as Ridge Racer 2 was released for the arcade, however, Ridge Racer 2 featured only the original arcade tracks, not the ones featured in Revolution.
Spinning Point: When selecting time trial, hold down the X and Square buttons and select Start (Note: Not the Start button on the controller, the option on the screen), then when playing the track, Spinning Point will appear where you can spin and the game will score you based on how well you spun the car. This only functions in time trial mode and the scores are not saved.
Pocket Racer: A hidden mode that is enabled when you beat the Galaga mini game without wasting a shot. This mode would later spawn into an arcade spinoff that was released in Japan arcades only as Pocket Racer.
Mirror Tracks: to play in mirror mode for every track, at the start of the game accelerate forward slightly but turn around 180 degrees, then drive into the barrier at over 66MPH and the track will be in mirror mode, along with all the road signs.
Zoom In/Out: When in third-person view, pause the game and then press either the L1 or R1 buttons to zoom in or out respectively. You can then resume the game with the new viewpoint.
Title Screen: The spotlight can be manipulated by holding both the L1 & R1 buttons, then using the d-pad to move the spotlight.
Two Player Link
Revolution included a new two-player link that allows for two players to race each other through the use of two consoles, two copies of the game and two displays. This is not the same as the split-screen modes in the later installments of Ridge Racers, with only one player per console.
A link cable is required to connect both consoles together using the serial port located on the original PlayStation models. The smaller Psone branded consoles lack this port and cannot make use of the two-player modes, but can still play the single-player modes.
You can replicate the two-player mode using the NO$PSX emulator, or PCSX. PCSX was troublesome to work within Windows as starting the emulator as a client would just cause it to crash. Under Linux we have some luck but when we are able to re-establish a link, the performance is horrendous with both games running at around 2FPS. Possibly due to both emulators trying to run in sync with each other. I tried running both in a VM, running in a LAN segment but the performance was still the same.
The original Ridge Racer tracks can be played in this mode, as this functionality was missing from the first game.
The game feels like what Ridge Racer should have been when it was ported to the PlayStation. Presumably a lot of content was shifted to Revolution in order to meet the launch deadline since the original Ridge Racer only featured one track with two variations.
One of the main criticism of the original Ridge Race port was its lack of content featuring only 1.5 tracks (the second being an expansion to the original) and around 12 cars, which limited replay value. Here Namco has tried to add as much content whilst still making the game accessible, however I question why certain modes are hidden behind key combinations instead of being directly accessible.