Control options(in menu where MUSIC SOUND LARRY):
SNESA - smooth turns (Snes), double B doesn't trigger jump/nitro(only X/Y).
SNESB - smooth turns (Snes), double B triggers jump/nitro(also X/Y).
SMDA - fast turns (Sega),double B doesn't trigger jump/nitro(only X/Y).
SMDB - fast turns (Sega), double B triggers jump/nitro(also X/Y).

Control options also has effect on AI-allies:
SNES - more accurate shooting(very carefully).  SMD - ruder shooting(but aggressive).
As a rough example - with SNES option AI fires 3 shots and 3 hits, with SMD option AI fires 7 shots and 5 hits.
A - AI-ally will turn around to shoot enemies.  B - will not(just go forward).

Switch Fullscreen/splitcreen during network play or coop with allied bot: Z button (in race).
(during network play - only for roms with _fs in the name).

UP+START works same as Z on 3-button controllers.
UP button works same as MODE during the race.

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Additional features:
Disable splitscreen in 2p duel mode: hold X button and confirm 2p duel.
Heroes with no stats: hold MODE button and confirm selected mode.
FFA-mode in vs.mode with any players: hold Y button and select mode with appropriate amount of players.

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Switching AI/PLAYER on current player: 
 Player that needs to change controller: goes to menu(larry, sound, music). Then FIRST player or team leader presses Z(it will be sounded).
 If player switched to AI - his control in menu goes to previous player (for example 5th player controls 6th).
 First player and team leaders(4th player in 3x3 and 3rd and 5th players in 2x2x2) cannot be switched to AI.
 
 Thereby you can get extra game modes:
  1p+1ai vs 1p+1ai (2x2)  
  1p+2ai vs 1p+2ai (3x3) 
  2p+1ai vs 1p+2ai (3x3)  
  2 vs   2 vs 1+1 (2x2x2)
  2 vs 1+1 vs 1+1 (2x2x2)
  and their variations:  1p+2ai vs 2p+1ai (3x3)  
 
 Also you can switch player(2nd) to AI in DUEL mode (both for walkthrough and VS MODE)
  
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Gameplay with Audio-CD/mp3:
On a console:
Just insert disk into sega-cd.

Emulator - Kega Fusion 3.64:
In fusion.ini set CartBootEnabled=1.
After that - open rom(load genesis rom) and open image/playlist (load segacd image).
(disk image cue+bin , or cue+mp3 - just .cue playlist and listed tracks)
Make sure you have appropriate bios (us_bios.bin)

Emulator - RetroArch(genplus-GX):  (r_847 or newer):
Place *cue playlists into rom's folder and name it same as rom.
Make sure you have appropriate bios (bios_CD_U.bin)
Supported formats: CUE+BIN, CUE+WAV, CUE+OGG.

Emulator Mednafen_Doomday_Edition.
Create folder with name BGM in rom's folder and place 1.mp3, 2.mp3, 3.mp3 etc into it.


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Network 2-6 players:

4 or more players are PvP modes.
If started from new.game(not vs mode) - number of tracks per division is reduced and team with best score after div - gets 2 'winning points'. (1 point 2nd place in 2x2x2)
When new division is started - players get extra money(More points in previous div - less bounty - in a purpose of compensation)

3 players mode - coop walkthrough 3 players vs 3 AI.

Recommended emulator for netplay is Mednafen.
In mednafen-09x.cfg add md.input.multitap tpd. 
In mednaffe: in 'control' tab select 'tpd' (in combobox).
For all 8 ports set '6-button gamepad' ctrl+shift+1/2/3/4/5/6/7/8.

Different roms. Network play requires different roms. Roms are differ by what players will be seen on camera(for example 1_2).
Rock_n'_Roll_Racing_Hack_v16_players_3_4_fs.bin means upper player is 3rd and 4th is below.
NOTE: you cannot use rom if it displays players from different teams.
For example - you cannot use roms 3_4 and 4_3 in 3x3 game, they are used in 2x2(x2).

What needs to enter the game with different roms:
1 way: use hacked mednafen-server.
2 way: use Mednafen_Doomday_Edition. Can use any server. 
It is recommended to use personal "key for md5-sum game hash" (so you won't accidently enter into someone else's game).

Do not save/load network game during the race and do not connect to the game. Or graphics may crush.

You can backtrack the race by holding MODE on reward screen and pressing START (if someone enters the race in process and graphics crashed).
You will be sent to the passwords(LARRY, MUSIC, SOUND) menu with 1 tracj back.(kills/deaths statistics won't backtrack)


Network play - KEGA FUSION 3.64.
If you don't like mednafen - you can try fusion.
Set teamplayer to port1 and port2 in options.
After that - first player create a game, sets ping, rest of players joim him.
Players must enter in numerical order - 2nd, 3rd etc 
For example - if 4th player enters before 3rd - due to emulator's bug game will drop players.
Set latency to worst of players' latencies +17. If worst ping is 66 - set 83, or everyone will have lags.
SEGACD does not work in fusion during networkplay.

GENS emulator (kaillera) - network play is possible but 4 players max.
Note: emulators' versions, roms' names and all settings must be same.

Retroarch - haven't tested.

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Enlargened resolution(more Y field of view) for emulator:  Mednafen_Doomday_Edition.
Search for md.screen_y 240 in mednafen.cfg  instead of 240 - set any(multiple of 16) number up to 480.
!!! During network play all players should use same setting or might be desyncs.

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Hidden bonuses:

Chaos powerplate: also empowers ramming's damage and car's weight(tosses other cars further).
Havac - sundogs' damage doubled if not in homing phase.

Pantera and Scorpion - when you upgrade wheels - car won't be turned when hit by weapon - 33/66/100% depending on level of upgrade.
Ravager and Volker also have 50% fixed resistance to turns when hit.
Pantera's antiweapon destroyes rogue missile and mines-projectiles(scatterpacks, wards, magnet mines) and reduces Scorpion's shield duration.
Chaos Power Claws give 100% turn resistance to Volker(but not Ravager).

+ jumping stat and high levels of amortization give resistance to tosses when hit by a weapon. Starting from 0% (DD/Marauder with no hydrosprings upgrades and no jumping hero) and up to 75% (Pantera with Atlas Twinpacks and Jumping Hero)
 
Extra jump from air is possible now for cars with solid level of jumping(max height when possible to use extra jump depends on level of car's jumping, starting from 5, for example DD/Mara with jumping hero and  hydro twinpacks). Only one extra jump per usual jump is allowed.

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Replays:
After completing the game player may see his own races' replays.
They are written to save-ram (sram).  Enable it in emulator's settings. SRAM is cleared when new game is started, 
so don't start several walkthroughs at same time or you can lose some of replays.


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Other:
All AI stats are fixed and don't depend on player's bought upgrades (unlike in original game when if you buy armor - AI instantly gets it).

How does AI goes through mines?
Place mine/oil before mine on the road. During 1 second you will be immune to all mines/oil.


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