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Retro Game Walkthroughs For
"Colin Mcrae Rally 04"
(PlayStation 2)

This game is also available on Xbox and PC.

Retro Game Walkthroughs for Colin Mcrae Rally 04 (PlayStation 2)
Submitted By: Turnipeater
//// This is all my own work (including the cool picture thing below), if you wish to put on a website etc. please e-mail me at [email protected] \\\\

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C M M M M R R 00 00 4 4
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C M M M M R R 0 0 4 4
C M MM M RRRR 0 0 444444444
C M M R R 0 0 4
C M M R R 00 00 4
CCCCCCCCC M M R R 0000000 4


Find yourself ploughing into the nearest tree all the time? Yes? Then this walkthrough is for you.

First of all if you find that keeping on the track is a problem we need to sort out a car. The best handling cars are the 2WD ones, they aren’t too powerful, so you won’t find yourself sliding around everywhere, and they go what way the wheels are pointing without much lack of grip. However a definite no-no is the Group B cars, these are way too powerful and light, in fact these were banned in real life because too many people died as a result of crashes, not just drivers either. The 4WD cars are quite easy to control but if you’re having problems it’s best to start with something tame.

So we now have a suitable car, we just need to know how to drive like a pro.

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//Co-Driver//
/////////////
Many people tend to turn off the Co-Driver because they find him annoying, however if you want a good stage time you really do need him, this is a guide to what he says, remember keep your eyes and ears peeled for the notes:

Hairpin, 2, 3, 4, 5, 6: this indicates the difficulty of a corner, however this means almost nothing as it is. I usually use these numbers as an indication of what gear to use. To change down gears you can select the manual transmission and use the [L2]+[R2] buttons, or if you would rather stick with automatic then take your foot of the accelerator or brake.

Left, Right: Indicates what direction to go.

///Special commands///

Cut: means you can cut the corner of the next turn.

Don’t cut: There will be hidden obstructions on the corner so don’t cut it.

Crest: Means that there is a hill which you can’t see over and therefore can’t see the road ahead, listen to the direction of the turn after the crest or you’ll have no chance of a speedy exit.

Water: There is a river flowing across the track or a huge puddle, this will slow you down and makes turning difficult.

Jump: Think twice about taking a jump at speed, as this will damage your car.

Rocks/tree/post outside: there is a rock, tree or post right on the edge of the track.

Be sure to use this advice, as it will help stop you damaging your car and will give you a good stage time.

/////////////
//Cornering//
/////////////
If you can corner well on CMR then you are sure to shave vital seconds off your time, it is an important aspect of the game and cannot be overlooked. This shows how to tackle certain types of turn, the number indicating what the co-driver says.

6 turns: These require almost no braking at all, just steer in the direction you want correcting your angle as you leave the turn

5 turns: These sometimes require a slight bit of braking to point you in the right direction, but no extra effort is needed.

4 turns: To make these turns you will need to get down to the right speed and get sideways, by steering more than you need to. This will mean that you are facing the inside of the turn, as a result of doing this you can take the turn at a greater pace. To exit just turn away from the skid until you are parallel with the road. Make sure that your finger is off of the (x) button for the first half of the turn as this will mean you can keep in control and exit with military precision.

3 turns: These can be taken in much the same way as 4 turns, but be careful, you can’t take these too fast, they look much safer than they are. Make sure that your finger is off of the (x) button for the first half of the turn as this will mean you can keep in control and exit with military precision.

2 turns: These can be almost hairpins, so slow down dramatically in preparation and prepare to get very sideways to do these, they also require a lot of power to get out of, try and get your foot down as soon as you can see the road ahead. Only turn parallel to the road when you are fully out of the turn.

Hairpins: If you’re a complete beginner then I suggest using the brake (not the hand-Brake) as you get better at these, move on to the hand-brake, but it isn’t necessary. To get around just spin the front of the car where you want to go and accelerate.

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//Damage//
//////////
Damage has been improved in CMR4, gone are the days of CMR when we could hit a tree and carry on without a problem. Now you feel much more attached to your car, and if you do damage it you could have to put up with it for a while.

First of all jumps, these can wreck you’re car if you take them too fast, to prevent this, brake at the crest of the jump, this should point the nose down a bit thus giving you a smooth landing.

Trees are the biggest problem, and if you have little experience it’s best to stay well away. In some levels in Australia now the road is literally the width of your car and is dangerously lined with trees in parts. For those I’d say don’t be afraid to slow down a lot, it’s better than crashing.

You should now be able to beat any of your previous best stage times.

turnipeater (c)

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