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Galaxy World 2
Standard Track

Wednesday, 6th August 2025

The Galaxy World duology is, without exaggeration, the most amazing custom RVGL content I have ever seen. The sheer amount of detail and imagination that went into making both tracks believable - nay, immersive - spaces that could realistically exist in real life *and* functional, well-designed, evenly-paced yet highly varied racetracks simply just boggles my mind. I genuinely struggle to articulate how perfectly all of the individual pieces fit together. It just makes perfect sense that this is where the UFO water fountain goes, or that this is where the haunted mine ride goes, or that this is where the dining room goes, or that this is where the merry-go-round goes, or that this is where the jungle gym goes, or that this is where the train crossing goes, or that this is where the spaceship simulator with it's own sub-attractions like laser tag and an observation deck with alien plants goes... and they're all packed together so incredibly tightly that the transitions between them all should have been at least a little bit jarring, yet they just aren't. I mean, for expletive's sake, there's a full-size cast of original mascot characters created for each attraction inside Galaxy World itself, with names and advertisement posters and sound effects and everything, which are usually only on-screen for a couple of seconds at most because the tracks flow so well that you simply don't have the time to get a closer look at them. That is an insane level of dedication for a humble background detail! It honestly freaks me out a little bit, and makes me want to beg the authors to stop going so unbelievably hard on their future projects out of fear that they'll burn themselves out from consistently putting so much time and effort into these masterworks that will only ever be appreciated by fans of this one niche game from quarter of a century ago. The comforts of familiarity have often stopped me from saying that any piece of custom Re-Volt content meets the standards set by Probe/Acclaim back in 1999 — even tracks that utilize RVGL's features to do things that'd have been impossible in *any* racing game from 1999 — so when I turn around and outright state that Galaxy World 1 and 2 just out-and-out exceed the original 14 stock tracks in most ways that matter to me as both a casual nostalgic Re-Volt fan *and* as a die-hard racing game fanatic... well... The thing is, I'd already used the phrase "The Highest Praise I Can Give" when raving about Downtown 1 last year, and the Galaxy World duology effortlessly surpasses even that. So I guess now I need to write some crazy nonsense like "Higher Than The Highest Praise I Can Possibly Give" (registered trademark, patent pending) to convey just how completely and utterly awestruck I am by these two tracks. May the Re-Volt gods smile eternally upon G_J ☕, I_Spy, and Kipy for their outstanding contributions to this niche community.

Track Editor with new modules! (Unity Edition)
Tool

Wednesday, 26th March 2025

I really need to do a proper write-up on how amazing this Track Editor update is, but for now, please just know that the -walltex command line has fulfilled one of my childhood self's pie-in-the-sky dreams — and for that, I am immensely grateful. :^)

Daytoyna
Pro Car

Tuesday, 17th December 2024

For what it's worth, there is an even more visually faithful Hornet on GameBanana, oddly enough ( https://gamebanana.com/mods/243181 ), but at least in my personal opinion, it's parameters left a lot to be desired.

Arcade Skins Redux
Modification

Thursday, 21st November 2024

I'd love to see more cars get arcade skins, so I'm more than happy to let you use mine for Workwagon, LWG — in fact, I've just sent you a batch of them via the Re-Volt Discord server. I made sure to use Workwagon's unique wheels for them, too. (Edit: whoops.) I sure wish it was this quick and easy to throw together arcade skins for the rest of the stock vehicle roster!

Arcade Skins Redux
Modification

Thursday, 21st November 2024

Version 2.0 has been uploaded — this update contains some pretty big changes, hence the major version increment. In addition to myriad fixes and improvements for 23 cars, the biggest additions to this update are a new set of skins for the three Frontend Clockworks and a new optional folder with edited EnvRGB values for the seven cars that possess non-gray reflections. I'm contemplating a hypothetical Version 3.0 which could add cyan, orange, and magenta skins — assuming, of course, that there wouldn't be too many of these skins that look nigh-indistinguishable from their stock counterparts (orange NY54, for example).

Dying Dream
Semi-Pro Car

Saturday, 13th April 2024

This is my favorite car from the LYE. I love how much it captures Paul Phippen's penchant for fenders, wings, and abstractions of aerodynamic shapes. Heck, even it's imperfect controls are reminiscent of some of the jankier stock cars. I reckon it'll stay in my installed cars collection permanently.

Forest Mansion 2 (Redux)
Standard Track

Sunday, 17th March 2024

The glow-up on display here is nothing short of mind-blowing. This track has gone from merely just "passable" to downright exemplary. Give yourself a pat on the back, you've more than earned it.

Evil Evil Weasel
Skin

Saturday, 16th March 2024

Updated with Burner's suggestion and an added nod towards the yellow ring on stock Weasel's wheels; replaced (most of) the preview pictures with screenshots of the updated skin; truncated the skin's description. Tune in next week for Rotating Rotor and Purple PurpXL (not really).

Arcade Skins Redux
Modification

Friday, 15th March 2024

Just pushed update 1.2, featuring aliasing fixes, oversight corrections, and general polish for eleven cars. I've included a changelog.txt in the download for those curious about the specifics. RC Bandit in particular got a big overhaul! The preview screenshots will be updated to reflect these changes within 12 hours of this comment being posted.

Car
Advanced Car

Thursday, 29th February 2024

I would have expected the joke with a car named Car to be that driving it would be the most generic experience ever. Imagine my surprise when I took Car for a test run and figured out that Car actually handles a bit like a real car. No, seriously. It normally has understeer, but if Car starts oversteering, it's not going to stop. And because of how top-heavy Car is, it's very easy to roll Car over while going over basically any sufficiently uneven terrain. It's actually a lot of fun trying to wrangle Car into winning races. Basically, imagine a version of RV Loco that's actually fun to drive, and you get Car.