Hover Racing

Save and share your best times here!

Hover Racing

Postby Ghegs » Wed Oct 08, 2014 2:01 pm

Read more and download the game here.

Juster is blue, Luster is white, Excel is red, and Alpha and Beta are the ones you must use sideboosts to control.

Please use this format when posting times, that makes editing them in easier:
Track name
Name & Time & Craft


(The "&" is the column splitting character for the tables, so please use it.)

















Speed is the magic that gives us direction
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Re: Hover Racing

Postby Ruldra » Wed Oct 22, 2014 4:24 pm

Alright, here's all my records for every track:

Image

Gulf City
Ruldra - 1:15:70 - Beta

Penta Rock
Ruldra - 1:11:00 - Beta

Ice Gate
Ruldra - 1:21:88 - Beta

Knight Town
Ruldra - 0:56:86 - Beta

Rollin Stone
Ruldra - 1:34:15 - Beta

Misty Arc
Ruldra - 2:01:88 - Beta

White Cutter
Ruldra - 2:00:41 - Beta

Highway Star
Ruldra - 1:40:10 - Beta

Desert Gora
Ruldra - 1:32:51 - Beta
Understeer is when you hit the wall with the front of the car
Oversteer is when you hit the wall with the back of the car
Horsepower is how fast you hit the wall
Torque is how far you take the wall with you
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Re: Hover Racing

Postby Skirmisher » Mon Feb 16, 2015 4:44 am

Everything I got so far:
Image

Gulf City
Skirmisher - 1:16.06 - Alpha

Penta Rock
Skirmisher - 1:09.08 - Beta

Ice Gate
Skirmisher - 1:21.63 - Beta

Knight Town
Skirmisher - 0:56.38 - Beta

Rollin' Stone
Skirmisher - 1:33.31 - Alpha

Misty Arc
Skirmisher - 2:01.15 - Beta

White Cutter
Skirmisher - 2:01.56 - Beta

Highway Star
Skirmisher - 1:48.38 - Alpha

Desert Gora
Skirmisher - 1:36.60 - Beta
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Re: Hover Racing

Postby Ruldra » Mon Feb 16, 2015 4:05 pm

Good times there. Are you using my ghosts as reference?
Understeer is when you hit the wall with the front of the car
Oversteer is when you hit the wall with the back of the car
Horsepower is how fast you hit the wall
Torque is how far you take the wall with you
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Re: Hover Racing

Postby Skirmisher » Tue Feb 17, 2015 12:57 am

Ruldra wrote:Good times there. Are you using my ghosts as reference?

Nope! Just doin' it on my own so far. Maybe I'll post my own replays at some point--I've already got a couple saved.

Speaking of replays, I have a video for you all! (You all?) My new time on 2-2 Rollin' Stone. I uploaded it to YouTube, but it's prejudiced against low-res videos and processes them to hell, so no 60 FPS on there :( So I uploaded the (mostly) 60 FPS original MP4 here (your browser may play it slowly), and here's the YouTube video if you so desire it:

youtu.be/DjssNFcp6NM
I do wish I could've recorded with the proper ePSXe OpenGL plugin, but the way it takes lag is somewhat uncomfortable (and my laptop is only decent on the graphics side of things), and as you can see, even the soft renderer couldn't coexist with the recording that well. It went alright, though, all things considered.

I was gonna post a screenshot of my times, but Steam was acting up, and I think I'm fixing to break some of these imminently anyway. Maybe even do another video...
Last edited by Skirmisher on Tue Feb 17, 2015 3:36 am, edited 1 time in total.
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Re: Hover Racing

Postby Skirmisher » Tue Feb 17, 2015 2:53 am

Bam, another video. And I beat the dev ghost! (Barely. I can do a lot better, but I was sick of restarting. :P) Original 60 FPS version here.

youtu.be/umK5L3WYFJA
Oh yeah, and I saved the replay this time, in ePSXe memory card format: http://totalconcat.org/stuff/hover_racing/1/skirm_white_cutter.mcr

Think I'll do a video on Highway Star, then post all my times.
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Re: Hover Racing

Postby Skirmisher » Tue Feb 17, 2015 4:03 am

I'm still recording these in 60 FPS, for some reason. What a nerd.

youtu.be/eRqw3OYyl_4
http://totalconcat.org/stuff/hover_racing/1/skirm_highway_star.mcr

And finally, the summation of my improvements since last time (including but not limited to the recorded ones):
Image

1-1 Gulf City
Skirmisher - 1:13.03 - Alpha

2-2 Rollin' Stone
Skirmisher - 1:30.60 - Alpha

3-1 White Cutter
Skirmisher - 1:58.71 - Beta

3-2 Highway Star
Skirmisher - 1:31.70 - Beta
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Re: Hover Racing

Postby Ghegs » Tue Feb 17, 2015 6:42 am

Nice, everything's updated now.

Should've mentioned this earlier, but I lifted the no-Alpha restriction. This was originally put in place because I assumed the craft is overpowered to the point of making the other ones pointless, but it looks like the initial vehicles (or Beta at least) can still hold their own in the later tracks.
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Re: Hover Racing

Postby Skirmisher » Thu Feb 19, 2015 6:38 pm

So the other day, I was reading the manuals on Google Translate (they're available in text files in the PSXDev Network disc image), and I noticed that the circle button is actually a brake. Really should've caught that earlier, but hey, those tight corners sure are a lot easier to take now!

Also ran the emulator on a better computer, so I could get these crisp OpenGL graphics for the Internet to see. Still not flawless enough to avoid hiccups, but hey, I'll take what I can get. Plus, it's at a higher resolution, so no need for the raw MP4 this time! (unless you really really want it, in which case just nag me) (also it's not raw I recorded with Fraps first)

youtu.be/MejS8-syzfw
I got a better time earlier, but the recording was all tinted thanks to Fraps also grabbing f.lux. Oh well, close enough, and you can see just as well that I'd better get practicing with the Luster ASAP :lol:
Unfortunately, I couldn't save the replay...seems like the in-memory replay data only gets overwritten if you actually beat its time! I guess. Oops. that's what I get for challenging the almighty Sato on a first run >_>;

Oh, and of course the screenshot and Official Time Record:
Image

2-1 Knight Town
Skirmisher - 0:53.28 - Beta
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Re: Hover Racing

Postby Ghegs » Fri Feb 20, 2015 6:16 pm

Alright, gonna put some of my times up.

1-1 Gulf City
Ghegs & 1:14:68 & Alpha

1-2 Penta Rock
Ghegs & 1:07:86 & Luster

Luster ftw. :mrgreen:

Also, a discovery! Well, sort of. I happened to notice that I already have the three dev ghosts unlocked, though I haven't beaten all the Training Missions yet. So beating all those must only unlock Suzuki. I have beaten all the Level 1 training with all five craft, so maybe that unlocked the ghosts?
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Re: Hover Racing

Postby Skirmisher » Fri Feb 20, 2015 9:52 pm

Ghegs wrote:Also, a discovery! Well, sort of. I happened to notice that I already have the three dev ghosts unlocked, though I haven't beaten all the Training Missions yet. So beating all those must only unlock Suzuki. I have beaten all the Level 1 training with all five craft, so maybe that unlocked the ghosts?

Oh yeah, about that... I noticed this when reading the translated README.TXT that presumably came with the original Net Yaroze build:
Google Translate wrote:6. For files of replay data

After the end of the game, it is possible to run the GET_PLAY.BAT, you can file of the replay data. File name will be REPLAY.DAT.
Conversely, a file of data to look at PS, after you have run the PUT_PLAY.BAT, it will start the game with siocons auto.

To see the downloaded replay, it appears after clearing the YELLOW Grand Prix, to load the data from LOAD SPECIAL REPLAY.

So I guess there was a method of exchanging replay data in the Net Yaroze version, and the dev ghosts were just the default ones that came with the download. Anyhow, as it says, the Load Special Replay function is unlocked when you beat the Yellow GP.
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Re: Hover Racing

Postby Ghegs » Sat Feb 21, 2015 7:39 pm

Oh, cool. Any other interesting information hidden there?

Also, new time!

1-3 Ice Gate
Ghegs & 1:21:33 & Luster
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Re: Hover Racing

Postby Ghegs » Sun Feb 22, 2015 9:22 am

1-3 Ice Gate
Ghegs & 1:19:41 & Juster

2-1 Knight Town
Ghegs & 00:53:05 & Juster

Man, Juster has some great acceleration. Comes out of the corners like a beast.

EDIT: My Knight Town run:


youtu.be/upKkMGGm8yU
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Re: Hover Racing

Postby Ghegs » Sun Feb 22, 2015 6:00 pm

2-2 Rollin Stone
Ghegs & 1:33:35 & Alpha

2-3 Misty Arc
Ghegs & 2:04:41 & Beta

Getting tough. Misty Arc especially, you have to turn so tightly in some of the corners you're almost going at 90-degree angle in relation to the road. And then you can't see the road ahead, so you just have to learn the timing on when to straighten out.

Good stuff.
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Re: Hover Racing

Postby Ghegs » Mon Feb 23, 2015 6:08 pm

3-1 White Cutter
Ghegs & 1:59:85 & Beta

So far my favorite tracks are Ice Gate, Knight Town and White Cutter.
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Re: Hover Racing

Postby Ghegs » Tue Feb 24, 2015 6:16 pm

Highway Star
Ghegs & 1:45:43 & Beta

Desert Gora
Ghegs & 1:32:11 & Juster

There we go, I've got a time for every track. I don't really care for Highway Star, the shortcut just isn't fun for me. Desert Gora is both awesome and annoying. When I was doing the Time Attack runs just now I went back and forth between Juster and Beta, trying to decide which one is better for the course.

The Hell Box, as I came to call it, is where the run is made. Whether with Juster or Beta, you need to brake if you want to take the 90-degree turns without hitting the wall. But Juster's slower turning means you have to brake a bit more and this makes the angle totally different compared to Beta's. Juster's superior acceleration is great here, but Beta is faster elsewhere. Tough to say.

Image

I think this is a good starting point for me.
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Re: Hover Racing

Postby Ruldra » Wed Feb 25, 2015 1:12 am

Glad to see you posting competitive times Ghegs :) Too bad there was no competition back then.

I'd need to re-learn how to play this game, as using only the front boosters to turn clearly isn't enough to keep up with you guys anymore.

As for the 'Hell Box', my strategy was to simply hit the wall at full speed and bounce away. Feels like it's faster than braking and turning.
Understeer is when you hit the wall with the front of the car
Oversteer is when you hit the wall with the back of the car
Horsepower is how fast you hit the wall
Torque is how far you take the wall with you
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Re: Hover Racing

Postby Ghegs » Wed Feb 25, 2015 8:35 am

I hope you'll come back to the game Ruldra, I'd love to see just far we can push the times.

Bouncing the walls of Hell Box might indeed be the fastest way. Which is a bit of a bummer really, since it takes some skills to clear it without hitting the walls.
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Re: Hover Racing

Postby Ghegs » Wed Feb 25, 2015 5:29 pm

2-3 Misty Arc
Ghegs & 2:00:15 & Beta

Think I got the few tricky corners down now. Very cool track.
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Re: Hover Racing

Postby Ghegs » Thu Feb 26, 2015 6:00 pm

3-3 Desert Gora
Ghegs & 1:30:98 & Beta

Bouncing the walls of Hell Box and then using the boost to help regain speed after each hit seems to be way to go. Maybe it'd be possible to brake just a bit to barely make the corner and then immediately shift to boosting...
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Re: Hover Racing

Postby djhaigh » Fri Feb 27, 2015 2:03 am

1-2 Penta Rock
djhaigh & 1:08.00 & Juster

First un-suck time, though if I'm beating the Beta guys I think it's just by virtue of a better craft for the track.
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Re: Hover Racing

Postby djhaigh » Sat Feb 28, 2015 2:03 am

1-3 Ice Gate
djhaigh & 1:21.05 & Juster

Totally cocked up the last lap on that run, too.
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Re: Hover Racing

Postby Ghegs » Sun Mar 01, 2015 7:14 pm

2-2 Rollin Stone
Ghegs & 1:32:21 & Alpha

3-1 White Cutter
Ghegs & 1:59:08 & Beta

Improvements, but not enough to dethrone anyone.
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Re: Hover Racing

Postby djhaigh » Tue Mar 03, 2015 2:05 am

2-1 Knight Town
djhaigh & 0:55.25 & Juster

Not sure where I'm missing 2s off Ghegs' time, especially since I'm using the same machine. Apparently just running clean is not enough.
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Re: Hover Racing

Postby FIL » Sun Aug 02, 2015 9:44 pm

I've been playing this game recently, it's a lot of fun and I'm amazed at how everyone seems to have got to grips with controlling the Alpha and Beta. I just can't get around some of the later tracks without bouncing around like a pinball even with the slower cars.

I've been working on the Blue GP courses for now.

1-1 Gulf City

FIL & 1:16:46 & Beta

1-2 Penta Rock

FIL & 1:07:26 & Juster

1-3 Ice Gate

FIL & 1:20:66 & Juster
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