RACE 'N RUMBLE
BLS_Playa & OGX_TwoStroke are the fathers of the Race-Rumble format, so if you see these guys, be sure to thank them for their contribution to MTM 2. It’s relatively easy to learn, and it's tons of fun. Best of all, it combines both facets of MTM 2, bringing racers and rumblers together in a team setting. Here’s how the game is played:
GOAL: Have the racer from your team cross the finish line first.
Basic Strategy: Blockers assist racers to accomplish the goal by hampering racers/blockers on opposing teams.
paired off in teams of two - 1 racer, 1 blocker. The rumbler
typically does the blocking since racing skills don't come into play
in that role. There are, however, lots of racers who can
block, and very effectively, so pairing two racers together isn't
uncommon. Up to four teams can play (obviously), however 2 vs 2 or
2 vs 2 vs 2 formats
are more common. For the racer it's pretty straightforward; try
to finish the race first, minimizing the number of times you get
hit/flipped/stopped by the blockers. Speaking of blockers,
they have free-roam, and are able to go to any point on the track to
give them an edge in an attempt to impede a racer’s path to the
finish. Their mission is to either block another team's blocker
to free up their teammate and enable him/her to proceed on, or block
another racer to prevent him/her from making progress in the race.
the first racer finishes the race and the "All trucks on final
lap" message appears" the blockers have to complete a single lap,
going thru all the checkpoints to allow the game to end. In a
friendly (non-tourney) contest, if all agree on the winner, the host
can end the game immediately. A
few quick notes:
The host can use
“Ctrl-Alt-T” to activate teams, however, it’s not a necessity.
Teams should pair up using
the same trucks.
following are a few points to remember and focus on as you learn the
game. It’s a team
format, hence a coordinated effort generally yields great fun, and you
might even win a few games to boot! J
• If you have a
microphone/speaker setup, you can arrange a voice chat.
Hands-down it’s the best way to communicate, and let me add
that microphones are ok, but headsets are ideal.
Periodically you’ll need to direct your blocker to a specific
point or request that they take out a specific person, and such a task
is easily accomplished via voice chat.
lap times mean nothing in RnRs.
What you’re striving for is perpetual motion.
If you don’t learn how to maneuver, the word, “humiliation”
will take on a new meaning. It’s
impossible to teach someone how to employ evasive techniques on paper,
however, I will say I’ve found dropping your speed a tad when
approaching a blocker makes it easier to use evasive actions.
That’s not in every case, however.
You’ll have to figure out when and when not to adjust your
One of the biggest no-no’s is trying to slam into a racer
head-on at full speed. Ideally
what you want is to catch him or her trying to out-maneuver you, then
impede their progression by getting your truck perpendicular to
theirs. Sometimes you get
dead stops, but more often than not you effectively achieve a stop by
forcing them into a situation where they crash…and it’s a great
feeling lol. The latter
technique is great for racer’s who have “power lag”, making it
all but impossible to affect a good stop.
If you can time it right, place your truck in their line, and
hit “H” just before the point of impact.
It’s like hitting a wall from the racer’s perspective. J
the very last lap, if the race is close, communication becomes
critical. Racers will
want to direct their blocker to a certain point or have them attempt
to take out another closely competitive racer or even a blocker to
further their team’s chances of winning it all!!
just a quick rundown of a few points of strategy to consider.
Odds are if you play enough, you’ll discover different
approaches and techniques to add to what you’ve read here.
It takes time and cooperation on both sides, but I promise you
this – once you start to get the hang of it, you’ll love it.
Every game is different than the last, and that’s half the
fun. If you have any
questions about the RnR format, please feel free to contact Team
and we'll do our best to answer your question(s) or direct you to
someone who can. ________________________________________________________________
Garage sets for blockers vary between 800 - 1400 m/s for quickness and power, however that's not carved in stone because it's possible to be an effective blocker with racing sets as well. Automatic shifting is recommended for both racers and blockers. Standard shift gives the racers more horsepower, but in RnR the emphasis is on perpetual motion, not speed per se. And if you do get stopped, it's a lot easier to get into reverse using automatic as opposed to manual shifting.
Finally, we've compiled a zip (plus a pod.ini) file, which includes 18 add-on tracks, some of which were made specifically for RnR. We think it's a pretty decent collection of tracks for this format, and hopefully you will too!