Rock N' Roll Racing

Characters
Jake Badlands or Tarquinn are the best racers for new players, and are powerhouses early in the game while control of your car is poor. Snake becomes the all-around best character once you buy the Battle Trak, which has great handling no matter who you are, but a rookie or even average player may not want to wait that long.

Each character has two skills. Here's a quick evaluation of each skill:
 * Acceleration: Gets you to top speed faster. Good for recovering from mistakes, and almost a must-have for someone without cornering.
 * Cornering: Makes it easier to navigate turns. This is far more valuable than it sounds... compare Snake and Jake (in any car other than the Battle Trak) and you'll see why.
 * Top Speed: Leave the competition in the dust!
 * Jumping: Reduces impact from landing, so bumpy roads don't give a bumpy ride. Probably the least useful attribute.

Every character has two of these skills, and there are exactly enough characters so that you can choose from every combination possible. Attributes are best when they work together in some way. Most attributes work well with the other attributes, but you may have a hard time getting jumping to work with anything.

Snake Sanders

 * Homeland: Terra
 * Skills: Acceleration, Top Speed

Snake is the game's speed demon. However, he'll have handling problems early in the game with all that speed but no cornering, so he is definitely not good for newbies.

Cyberhawk

 * Homeland: Serpentis
 * Skills: Acceleration, Jumping

Cyberhawk's attributes don't work together very much, making him one of the less useful racers. Since he lacks cornering, his handling is crap, but acceleration does make up for this somewhat.

Ivanzypher

 * Homeland: Fleagull
 * Skills: Jumping, Top Speed

Ivan's main strength is cruising over bumpy terrain at top speed. On flat terrain he doesn't have as much use. Ivan is the only character lacking both cornering and acceleration, making him the worst character in the game for turning corners.

Katarina Lyons

 * Homeland: Panteros V
 * Skills: Jumping, Cornering

Her handling is the best possible with cornering and jumping, but this makes her the only character with neither acceleration nor top speed. Perhaps still a good choice for new players, not so good a choice to take on the big boys with.

Jake Badlands

 * Homeworld: Xeno Prime
 * Skills: Acceleration, Cornering

Jake is one of the best characters for a new player. Cornering is a solid trait, because being able to turn corners quickly and reliably without losing much speed will gain much more overall speed than a higher top speed. This combined with acceleration is great, since when you do make a mistake and slow down, you can recover quickly.

Tarquinn

 * Homeland: Aurora
 * Skills: Top Speed, Cornering

Tarquinn, like Jake, is great for a new player, though perhaps better for players who make fewer mistakes. Lightning Nitros also reduce the value of acceleration, making him perhaps better than Jake for experienced players.

Olaf (secret!)

 * Homeworld: Valhalla
 * Skills: Acceleration, Top Speed, Cornering

A combination of Snake and Jake with no weaknesses. Obviously, there would be little reason not to pick Olaf if he weren't a secret character, as he has the top three abilities. Of course, because of this he is unbalanced with the other characters, so using him is sort of "cheating".

Olaf the Stout is one of the main characters in The Lost Vikings, another game developed by Silicon & Synapse (now Blizzard) and published by Interplay.

Cars
Be warned that when you buy a new car, you will lose all your upgrades for your previous car. You cannot sell your upgrades or your old car, so buying a new car is a big, but necessary, investment.

Every car has three "armaments", items that are activated using the, , and buttons. is a gun weapon that is fired forward (but Sundog Beams track their target so they can go backward, too), is a drop weapon, meaning the item gets dropped behind you on the ground, and  is an "assist", meaning it is not a weapon, but it assists you by making you jump (with Locust Jump Jets) or boosting your acceleration (with Lightning Nitros).

Dirt Devil

 * Cost: $18,000
 * Armaments:
 * Gun weapon : VK Plasma Rifles
 * Drop weapon : BF's Slipsauce
 * Assist : Locust Jump Jets

Slower than Marauder, better handling. Waste of time, though. :)

Marauder

 * Cost: $18,000
 * Armaments:
 * Gun weapon : VK Plasma Rifles
 * Drop weapon : BF's Slipsauce
 * Assist : Locust Jump Jets

Faster than Dirt Devil, looser handling.

Generally prefer the Marauder to the Dirt Devil, especially if your character has the cornering skill.

Air Blade

 * Cost: $70,000
 * Armaments:
 * Gun weapon : Rogue Missiles
 * Drop weapon : Bear Claw Mines
 * Assist : Lightning Nitros

Far superior to the Dirt Devil and Marauder: a Marauder with hundreds of thousands of dollars in upgrades still performs somewhat weakly against an unadorned Air Blade. For this reason you will not want to upgrade your Marauder or Dirt Devil much, if at all, until you get the Air Blade. The armaments are also a lot better: nitros are far more useful than jump jets, mines are more useful than slipsauce, although still not very good, and the rogue missiles are the most powerful weapons in the game, easily able to destroy an enemy vehicle with a couple hits (especially with the weak armor early in the game). Characters without cornering skill, such as Snake, will still have a rough time controlling the vehicle and may want to buy at least one tire upgrade.

Battle Trak

 * Cost: $110,000
 * Armaments:
 * Gun weapon : Rogue Missiles
 * Drop weapon : KO Scatterpack
 * Assist : Lightning Nitros

You'll want this on Bogmire, since the planet is very muddy and this car uses treads. For this reason, you also don't need to spend money on tires, so getting the Battle Trak is where characters with loose handling like Snake start to shine -- you really need to buy this as soon as possible if you have a character with no cornering skill. The Scatterpacks are an improvement upon the Bear Claw Mines and are the best drop weapon in the game. You'll have your Battle Trak for a while, so you can afford to upgrade it pretty heavily, but you'll need to start saving up for a Havac when you're on New Mojave.

Havac

 * Cost: $130,000
 * Armaments:
 * Gun weapon : Sundog Beams
 * Drop weapon : KO Scatterpack
 * Assist : Lightning Nitros

By the time you get to Nho, where you'll need it, you should have enough money to buy this, which you should. On top of not needing tires, now you won't need shock absorbers. The Sundog Beams are a mixed bag compared to the Rogue Missiles you've surely grown to love. The Sundog Beams track enemy cars (like heat-seeking missiles), but they're somewhat slow and don't do much damage. If you're going to bother with them, you should upgrade to maximum capacity, seven beams, which will often prove not enough to blow up just one car by this point in the game. However, if your enemy has already sustained heavy damage, or you can pop in front with some Scatterpacks afterwards, they are still useful.

Equipment
You'll need to upgrade throughout the game, but don't go overboard. As a general rule, it's a waste to upgrade anything all the way to level 4 until you have the Havac, since the cost is too high when you still have to buy another vehicle later. You also might not want to upgrade your Dirt Devil or Marauder at all.

Remember that you only need to upgrade when you need it for the points to win the races. Buying an upgrade in the hopes that you will recoup your costs through your victories is not very economical. For example, if you buy two missile upgrades, those two upgrades will need to win you four races that you would have otherwise lost entirely to break even. That's not going to work. What this means is, if you are reasonably confident you can complete the current division without upgrades, and you will need to but a new car on the next planet, don't upgrade your car. Save your money for the next car you have to buy, and use the surplus to upgrade that! You can often even start saving up early in Division B, because if you can crush Division B you can probably win Division A.

Of course, once you have the Havac, there is no longer any need to conserve money. You can, and will need to, buy all the upgrades you can.

Body
When you race, you will see under the lap number a meter using small colored spheres. This meter is your car's structural health: when it gets red and near empty, your car starts smoking and one or two hits may well do you in. When you buy a new car, you only get three spheres in your meter; each body upgrade gives you one more sphere, so that you can take more damage before exploding.

Engine
Your engine controls your acceleration and top speed. However, engine upgrades are the most expensive. For the price of a level 2 engine, you can buy an Air Blade -- definitely recommended instead if you don't have it yet. But once you have at least an Air Blade, it's certainly worth it to upgrade your engine at least a little... it can mean the difference between placing first or fourth!

Shocks
Shock absorbers streamline jumping, as your landing impacts will be smoother. They're not that necessary, though you may want an upgrade for bumpy courses, and they're a complete waste on somebody who has jumping skill. The need for shocks disappears completely with the Havac.

Tires
You can only buy tires relatively early in the game, before you get the Battle Trak, which does not use tires. This will only be necessary when you have a character with no cornering skill.

Armaments
Each car has its own kind of armaments. See the cars section to see how well they work.

Chem VI
This is where you start the game. You can't race without a car, but you only have $20,000, which means you must buy the Dirt Devil or Marauder. As discussed in cars above, the Marauder is usually the better deal.

We recommend not upgrading your vehicle at all and going straight for the Air Blade. You will probably not make it through Division B on your first time through (on the higher difficulty settings), but that often will not change whether you upgrade your vehicle or not. You should be able to buy an Air Blade on your second time through Division B, or if not, your third time. Once you do, you'll have no trouble getting through the remaining races on Chem VI, even in division A, with no further upgrades. But do upgrade your Air Blade when you can afford it until Drakonis (where you'll upgrade a bit more, then save up for the Battle Trak). You'll want to buy Rhino Skin armor, some plasma rifle shots, and possibly a new engine, but you won't really need the engine upgrade until Drakonis. If your character has no cornering, upgrade your tires, too.

An alternative is to skip the Air Blade and keep upgrading the Marauder, but this is a very expensive proposition as a heavily upgraded Marauder will still underperform compared to an Air Blade. On the whole, buying an Air Blade and upgrading that instead will be both easier and cheaper.

You will probably get more than the required points before you complete all the races in Division B (if not, it's a near certainty in Division A). This gives you the option to go to Captain Braddock to go to the next planet. But don't do it! You have nothing to lose and free money to gain, which you can use to upgrade your car, and that's always useful no matter how sick you get of the tracks here.

Drakonis
Remember that the Battle Trak costs $110,000, and that's how much you will want at minimum when you finish Division A, since you'll want the Battle Trak on Bogmire, and you need it if you have no cornering. If you like, upgrade as little as possible and only buy upgrades when it's apparent you'll need to in order to win enough races to get the points you need.

Bogmire
Buy the Battle Trak immediately! It should be enough to get you through your first few races even if you can't afford to upgrade anything after buying it. Then keep upgrading it throughout Bogmire. Once you get used to the track layouts, you'll have no problem.

New Mojave
Nothing changes here, just new tracks and better enemies. Start saving up for the Havac, but don't be afraid to pump up a little more now if you think you'll need it to survive. You probably don't need to upgrade any of your equipment to level 4 to make it, but level 3 is OK.

Nho
The Havac is to Nho as the Battle Trak is to Bogmire, but it's not as important to upgrade now, since your Battle Trak is probably pumped up and it still races well on the ice. It's still not a bad idea to upgrade even with little money for upgrades, though, since the Havac won't need a super engine to get through the snow, and it'll go even faster with a super engine. :) If you're playing Snake, don't upgrade your engine too much right off. You're used to the Battle Trak now; the Havac will go too fast and you will run into corners... your lack of cornering skill becomes more problematic at high speeds. You can beat the opposition easily enough, so don't rush to upgrade the engine too soon.

Inferno
This is it! The final planet. You can't even access it in Vs. Mode, so if you've been toying around with that, this will be a whole new adventure for you...

This is where the game gets tough. You may well find it somewhat comparable to your struggle on Chem IV way back at the beginning of the game, but it won't quite be that bad. On some tracks there are reverse warp arrows which send you rocketing backward, probably costing you more victories than anything else. Your opponents will all be sporting Havacs, and they'll be powerful, so you will no longer have the technological edge. That means relatively minor mistakes become much more serious here, and this why hitting a reverse warp arrow can ruin the race for you. On top of all this, the track layouts can be somewhat confusing.

If you get more than the required points in Division A before the end, there's no reason to continue racing. Go directly to Captain Braddock, sit down, strap in, shut up, and watch the ending. :)

Tips and tricks

 * Characters with loose handling around should stay in the middle of the road when about to turn, then turn "prematurely" so that you will skid slightly and already be facing the direction you need to go once you hit the point you would normally turn. This works well with the L/R trick (see below). Be careful not to skid too far, as this produces severe deceleration.
 * If the above is too difficult, you can simply let up on the gas briefly when turning, but this will cost you more speed than the skid technique.
 * and control turning, the same way that left and right on the control pad do. However, holding both  and  (or  and ) will cause you to turn twice as fast. This allows you to make tighter turns with loose handling, but this trick is unnecessary for characters with the "cornering" ability. When doing this you should just tap  or, because the high speed of the turn will likely cause you to skid too much if you overdo it. You will likely lose some speed by doing turns this way, but not as much as you would by overshooting and banging into the wall.
 * When starting a race, don't immediately step on the gas. Hang back for a split second and let them past. Then fire your weapons! Late in the game you don't want to hang back much, just a car length, but in the very early races (especially when you only have the default armor) you might want to hang back further to avoid getting caught in the deadly crossfire that tends to occur when you zoom right into the race. You'll have plenty of opportunities to catch up.
 * Use all your Bear Claw Mines on the last lap, since you don't have to worry about running over them next lap.

Secrets

 * To access Olaf: when selecting your character, scroll to the end of the list (Tarquinn), then hold, , and . While holding these, press and you will scroll over to Olaf.
 * The same code can be used to access Inferno in Vs. Mode on the planet select screen when you are looking at planet Nho.

beta version differences
A beta of the SNES version has founds its way onto the Internet. It seems to play largely like the retail version of the game, with only minor changes and bugfixes having occurred since then. The beta version is most easily identifiable on the title screen, where it will say "Rock & Roll Racing" (note the ampersand) at the bottom, instead of "Rock N' Roll Racing" at the top.

Some notable differences:
 * The difficulty levels were "Rookie", "Advanced", and "Expert", not "Rookie", "Veteran", and "Warrior".
 * The Marauder was originally the Dirt Devil, the Dirt Devil was originally the Commando, and the Air Blade was originally the Marauder.
 * Inferno can be accessed on Vs. Mode without any code. Using the Inferno/Olaf code while at Inferno will instead allow you to select an area named "Money Powerup". It appears to be Chem VI with trippy graphics, and the graphics will be screwed up for the rest of the game. It's not clear what its purpose as there is no need for money in Vs. Mode. Possibly it is a relic from an earlier version.
 * Bear Claw Mines on Inferno don't seem to do anything.
 * Prices are different. The Dirt Devil and Commando (now Marauder and Dirt Devil) still have their usual price, but the Marauder (now Air Blade) costs only $35,000 and not $70,000.
 * Prizes were smaller. First place still gets $10,000, but second gets only $5000 and third gets a mere $2000, instead of $7000 and $4000 respectively. Points are still the same.
 * Larry "Supermouth" Huffman does not announce the winners of a race. ("Snake scores a first place knockout!...")
 * There are some other minor, nitpicky differences, such as things appearing in a different order, when buying your first car you default to blue and not red, etc.

Trivia
The songs in the game are:
 * Bad to the Bone by George Thorogood
 * Born to be Wild by Steppenwolf
 * Highway Star by Deep Purple
 * Paranoid by Black Sabbath
 * Peter Gunn Theme by Henry Mancini