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Senile Team Big Cheese
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04 Jul 2009 05:50
Since this forum contained a lot of outdated information, I've removed most of the old threads and re-answered the most prominent questions here.




Iorgy77 wrote:
Is there any possibility of this being released for the gp2x?

Sorry, but that seems highly unlikely at this time.



Ash Kaiser wrote:
Will there be a colour editor for the cars?

Sorry, but there won't be.



Clessy wrote:
High resolution title screen and menus. I dont care if the gameplay still uses low resolution because that is the style of the game however, it would really be nice for high resolution menus.

High resolution screens and menus are present.



Clessy wrote:
Widescreen support is always a must have for future proofing too.

Sadly, the widescreen option was dropped on account of technical problems. As it turned out, some of the Dreamcast's resolutions didn't work as documented. The alternative, real-time scaling, was too slow.



Shinto wrote:
Are you going to use RedSpotGames to Publish your game? 

At the time of this writing, we are talking to several publishers. As soon as we've reached a decision, you'll know.



Al<^..^>ross wrote:
I know i'm probably being a bit premature here but has any decision been made on how R4 will be packaged ? i.e. cd or dvd case.

Most likely a jewelcase (cd case).



DcSteve wrote:
This game looks incredible and I think about it more every day. Are all user controlled players going to have the ability to pad their own name in for their selected race car, or is everything already preset.

There are no user profiles or preset managers or anything like that. You just turn it on and start playing.



Xant wrote:
will there possibly be a port for the comming pandora handheld?
http://www.openpandora.org/index_en.php

(excuse my bad english )

Sorry, but that seems highly unlikely at this time.



Forbes wrote:
Will the packaging have the Jap Dreamcast logo in the corner?

It's not an officially licenced game, so no.



mixx5000 wrote:
Can't wait to have this little gem in my hands. Really looking forward to its release on DC. But I have a important (for me;) question: Is R4 VGA compatible?

It should be, yes - although I do not have a VGA box myself, so I haven't been able to test it. But this will no doubt be confirmed before the game is published.



dihnekis wrote:
Now that the DC modem has been figured out and can be used in homebrew games, can multiplayer be incorporated into this game?

It looks great by the way.

Playing a game over a network requires more than just a working modem. Multiple instances of the game must constantly synchronise whilst sending and receiving only a minimal amount of data. Unfortunately, this is not something that can be implemented easily, especially when the code wasn't originally set up with network gaming in mind.

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Zombie
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06 Jul 2009 18:51 / last edited 06 Jul 2009 18:53
Let's make new questions:

The current page mentions "# Additional multi-player race tracks". Are these multiplayer-only because they make no sense in a normal single player race (like a battle mode or something like that), or to keep the Grand Prix mode shorter? Also, how many are they?

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Senile Team Big Cheese
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06 Jul 2009 20:31
derb wrote:
Let's make new questions:

Oh yeah! Yes!


derb wrote:
Are these multiplayer-only because they make no sense in a normal single player race (like a battle mode or something like that), or to keep the Grand Prix mode shorter?

Both!


derb wrote:
Also, how many are they?

There are nine of them. I guess I'll add that bit of info to the info page then.

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DCbrotha
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07 Jul 2009 00:49 / last edited 07 Jul 2009 06:13
THIS GAME LOOKS CRAZY FUN! WHEN ARE YOU TAKIN PRE-ORDERS? OR ARE YA?

~The screenshots look fantastic and cleverly brilliant!
~The smooshed people is hilarious and adds a big plus to the game! LOL love it!
~ Making this game play VGA is hands down one of the bigest pluses! I love VGA and millions of others do too.

Question on the  topic of VGA: 

How does the sprites look on VGA?
Does it play smoother using VGA or TV?
What would you recomend visually playing RRRR in ( VGA / LCD TV /or Analog TV? ) 

I assume the developed and creations of the game was set up to use VGA signal -true?

CANT WAIT ROEL! CANT WAIT TO BE PAYING THIS ON MY DC! GREAT WORK!

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Senile Team Big Cheese
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07 Jul 2009 06:42 / last edited 07 Jul 2009 06:42
DCbrotha, thank you for your kind words.

DCbrotha wrote:
WHEN ARE YOU TAKIN PRE-ORDERS? OR ARE YA?

I'm guessing/hoping that pre-orders will start this month.

DCbrotha wrote:
How does the sprites look on VGA?

I don't have a VGA box myself, but I can't imagine the sprites to look any different than they do in the screenshots.

DCbrotha wrote:
Does it play smoother using VGA or TV?

VGA doesn't affect the frame rate as far as I know, so whatever effect a VGA box has on the smoothness of the gameplay must be purely psychological.

DCbrotha wrote:
What would you recomend visually playing RRRR in ( VGA / LCD TV /or Analog TV? )

My personal preference: analog TV sets (faster signal processing and less noticeable interlacing artefacts than LCD).

DCbrotha wrote:
I assume the developed and creations of the game was set up to use VGA signal -true?

As said, I don't even have a VGA box. So unless I'm misinterpreting your question, not true.

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DCbrotha
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07 Jul 2009 16:49
Thanks for your reply Rene,

I have a few more of questions to lay on the table about this game RRRR!

~ When the game is available, where will RRRR be shipping from?

~ How many levels does RRRR have?

~ What does the soundtrack have?( Music & Lyrics or does it have a retro music type feel to it?

~ Does the game have difficulty settings?

~ Is RRRR more of a Party game or 1st Player game ---or Both?

~ Does each of the 5 cars have a character(driver) asigned to each car or does RRRR have cars only?

~ Does the game allow you to choose what VMU (2 blocks) Save slot to select, or does it save in slot A1?

~ Roel, I know you have talked about a LE version of RRRR awhile ago, are you planning the possibility of a LE RRRR with Soundtrack, spinecard and any other goodies still?

~ Has Senile decided on what the spine and back inlay will look like for the packaging to fit in to the Dreamcast library? (The Cover looks great!)

Well, thats all I can think of at this time, Thanks Roel and I will be pre-ordering ASAP!






 

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Zombie
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07 Jul 2009 16:58 / last edited 07 Jul 2009 16:58
A visit to the RRRR game page would answer a lot of those questions...

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Senile Team Big Cheese
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07 Jul 2009 17:50 / last edited 07 Jul 2009 17:51
DCbrotha wrote:
Thanks for your reply Rene,

You're welcome, but my name is Roel. I guess you were thinking of Rene Hellwig, creator of DUX.

DCbrotha wrote:
~ When the game is available, where will RRRR be shipping from?

That depends on the publisher.

DCbrotha wrote:
~ How many levels does RRRR have?

The Rush Rush Rally Racing info page mentions 10 single-player levels and 9 multi-player levels, so that's at least 19.

DCbrotha wrote:
~ What does the soundtrack have?( Music & Lyrics or does it have a retro music type feel to it?

No lyrics. It has kind of a retro feel, but with more modern synthesizer sounds rather than beeps and boops.

DCbrotha wrote:
~ Does the game have difficulty settings?

As many as four!

DCbrotha wrote:
~ Is RRRR more of a Party game or 1st Player game ---or Both?

I have strong reservations against calling it a party game, but maybe that's just because I've come to associate the term "party game" with "utter rubbish". That being said, I believe Rush Rush Rally Racing is worthwhile both as a single-player and as a multi-player experience.

DCbrotha wrote:
~ Does each of the 5 cars have a character(driver) asigned to each car or does RRRR have cars only?

Cars only.

DCbrotha wrote:
~ Does the game allow you to choose what VMU (2 blocks) Save slot to select, or does it save in slot A1?

No, it's even better! It automatically selects an appropriate slot. You can even plug all your VMUs into different slots between saves and the game will still know which one to save to.

DCbrotha wrote:
~ Roel, I know you have talked about a LE version of RRRR awhile ago, are you planning the possibility of a LE RRRR with Soundtrack, spinecard and any other goodies still?

Yes! The exact nature of the goodies is still to be determined, though.

DCbrotha wrote:
~ Has Senile decided on what the spine and back inlay will look like for the packaging to fit in to the Dreamcast library? (The Cover looks great!)

Thanks! I was just working on the back inlay today. I think it's starting to shape up quite nicely, but I won't be able to finalise it until we've finished negotiations with the publishers. I may have to redo a thing or two to match printing restrictions/guidelines as well. Anyway, I'll post some pictures when I do have the final version.

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DCbrotha
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08 Jul 2009 19:30
Thanks for your replies! 

More questions---------- 

~With 1 Player mode, will RRRR have much of a story? ( Yes or No )

~ When your card runs through any grass and off terain does the car slow down quite a bit or just a little?

~ Does RRRR have 360 spinouts?

~ Does RRRR have 2 different kind of braking? (average slow-down breaking and power breaking drifts?)

~ Are ALL cars automatic transmission?

~ When you bump into other players cars is thier much slowdown?

~ Can your car blow up after getting beat up and crashing too much?

~ Can the cars be damaged, lose any tires and drive in reverse?

~ Does RRRR allow a starting BOOST?


Just a few more questions for ya Roel,

Thanks again
~DCbrotha

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Senile Team Big Cheese
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08 Jul 2009 20:17
DCbrotha wrote:
Thanks for your replies! 

No problem.

DCbrotha wrote:
~With 1 Player mode, will RRRR have much of a story? ( Yes or No )

Short answer: No.
Long answer: This is not a story-driven game - it's just not the genre for it. However, it does have more story than most racing games.

DCbrotha wrote:
~ When your card runs through any grass and off terain does the car slow down quite a bit or just a little?

A little. Just enough to make you want to stay on the road most of the time. Games where your car practically stops every time you hit an inch of grass or mud are annoying, aren't they?

DCbrotha wrote:
~ Does RRRR have 360 spinouts?

Only when you drive through an oil slick.

DCbrotha wrote:
~ Does RRRR have 2 different kind of braking? (average slow-down breaking and power breaking drifts?)

Nope. This game is way too fast for that kind of stuff.

DCbrotha wrote:
~ Are ALL cars automatic transmission?

Yes, for the same reason as above.

DCbrotha wrote:
~ When you bump into other players cars is thier much slowdown?

Again, just a little. But you can give the other car a boost that way, so it's a much wiser decision not to bump into them.

DCbrotha wrote:
~ Can your car blow up after getting beat up and crashing too much?

No. The cars are made of the same indestructible material as side pods in shmups.

DCbrotha wrote:
~ Can the cars be damaged, lose any tires and drive in reverse?

No, no and yes.

DCbrotha wrote:
~ Does RRRR allow a starting BOOST?

It does not. We thought about it, but it doesn't make sense in this game. You always start in last place, behind the CPU-controlled cars. With a starting boost you'd just drive straight into your rivals and give them a head start (even more so than they already had) instead of yourself.

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Novice
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10 Jul 2009 15:36
Thanks for the replies.......

Okay, here are a few more questions:

~ There are 19 tracks total, within those 19 tracks are any of them duplicated or are they all different in track organization and design?

~ In completing each race does it save your best time and file them in a records option?

~ Does RRRR allow each user to use thier initials or is it Player 1 to Player 4?

~ When cars get farther apart with RRRR multi player (4 players) does the screen pan out using one screen or do you start the race with the screen split?

~ Are the animated cut scenes animated in movement like a cartoon or are they animated in Image/Dialogue to Image/Dialogue?

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Senile Team Big Cheese
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10 Jul 2009 16:30
DCbrotha wrote:
~ There are 19 tracks total, within those 19 tracks are any of them duplicated or are they all different in track organization and design?

Of course there are no duplicates! Some do share the same theme/tileset, but each track is unique.

DCbrotha wrote:
~ In completing each race does it save your best time and file them in a records option?

The 5 best times in the GP mode are saved. There are no per-track statistics.

DCbrotha wrote:
~ Does RRRR allow each user to use thier initials or is it Player 1 to Player 4?

You may enter your initials (or name, up to 8 characters) in the records in the GP mode.
In multiplayer mode, the players are simply named Player 1 to Player 4.

DCbrotha wrote:
~ When cars get farther apart with RRRR multi player (4 players) does the screen pan out using one screen or do you start the race with the screen split?

In a race with four players, the screen is always split. But there is also a two-player mode where the screen is never split.

DCbrotha wrote:
~ Are the animated cut scenes animated in movement like a cartoon or are they animated in Image/Dialogue to Image/Dialogue?

They are animated with actual movement, almost like a cartoon.

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BoR opener
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11 Jul 2009 09:25
Has the game been tested on any sort of Dreamcast emulator?

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Senile Team Big Cheese
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11 Jul 2009 11:50
No, only on a real Dreamcast.

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Novice
11 Jul 2009 18:06
Roel wrote:
DCbrotha wrote:
~ Does the game allow you to choose what VMU (2 blocks) Save slot to select, or does it save in slot A1?

No, it's even better! It automatically selects an appropriate slot. You can even plug all your VMUs into different slots between saves and the game will still know which one to save to.

Guess I will not have to ask after all.

To build on the saving/memory card aspect, will best laps/lap times be available to save for records? I don't mean ghosts, which is quite a bit of extensive work, but simply saving or keeping record of top times for a given track/course.

Also, good to hear VGA will be supported. I'll continue looking forward. Thanks.

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Senile Team Big Cheese
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12 Jul 2009 06:08
fahlim003 wrote:
To build on the saving/memory card aspect, will best laps/lap times be available to save for records? I don't mean ghosts, which is quite a bit of extensive work, but simply saving or keeping record of top times for a given track/course.

Records are not saved on a per-track basis. Detailed statistics can be interesting, but a small data file is nice, too. We chose the latter.

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Novice
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13 Jul 2009 16:34
Hello,

I have noticed a bull-cow in a screenshot a while ago on your screenshots. 

~Are the cows smoosh-able too, just like the people? lol!This feature is hilarious and rasies the fun factor of RRRR!

~When and if your car does hit a cow or by-standard, does it slow ya down (speed) at all?

~ I know in general you are working with publisher's but for a Limited Edition---- are you looking for a 300 to 500 print count?

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Senile Team Big Cheese
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13 Jul 2009 17:03 / last edited 13 Jul 2009 17:04
Well, obviously you can't expect to drive through a 700-kg land mammal like it's thin air.

As for the limited edition, I can't say anything about that yet.

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Zombie
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06 Aug 2009 23:09
What happens if you press Y and A at the same time?

What happens if you press Y at full speed?

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Senile Team Big Cheese
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07 Aug 2009 06:58 / last edited 07 Aug 2009 06:59
Original questions!

Y+A: A will take precedence over Y, so the car will accelerate.

Y at full speed: your car will brake until it has come to a halt, and then begin to drive backwards.

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