
World Tour: If racetracks take place in numerous Real Life locations from around the world.It's a simple premise: Race on 9 different courses and try to get first place against three other racers.Wacky Racing: Again, depending on player skill, even a race in a more realistic game can end up in a chaotic mess.Racing Ghost: The ability to challenge a visualization of a previous record, represented as a transparent apparition of the record's keeper.Time Trial: A mode that allows the player to compete against the clock instead of other racers.Shows Damage: Games with destructible vehicles often show the gradual, escalating damage it receives until the point they're outright destroyed.Rubber-Band A.I.: If the CPU falls too behind the player or vice-versa, it will sneakily speed up or slow down just enough to keep things as competitive as possible.Nitro Boost: A Power-Up that consists of a temporary boost of speed.This can be compensated by having shorter tracks require more laps to complete, but it's not a guarantee. Marathon Level: A specific racetrack is likely to be way longer than the others.Level-Map Display: During a race, the corner of the screen will often feature a mini-map of the course, if only to facilitate navigation for the player.
Tv tropes cro mag rally driver#
In-Vehicle Invulnerability: Unless their vehicle outright explodes, the driver character will never really take any damage from crashes or impacts.Every Car Is a Pinto: Good luck finding any racing game where the vehicles don't end up exploding when damaged enough.Drives Like Crazy: Less-skilled players are prone to this.Competitive Balance: Vehicles are usually divided in three general archetypes: light and slow, but with good acceleration and handling (the equivalent of a Fragile Speedster), heavy and fast, but nearly unsteerable (the equivalent of a Mighty Glacier), and, finally, the balanced one.If the car is using weapons instead, then that's already getting into Vehicular Combat and Weaponized Car territory. Car Fu: There's nothing stopping a player from just ramming their vehicle into the competition.The Big Race: Inevitable for any racing game with a plot.This is why when drive-anywhere racing games like Midtown Madness came out in the 1990's it was such a surprise to players.Īn inordinate number of racing games feature a Cheating Bastard. Even games where you are not driving cars can still fall neatly into arcade or simulation, though the further they go towards simulation in this case, the less they will play like a driving game.Įxpect No Sidepaths, No Exploration, No Freedom, as you're supposed to race the other vehicles, not explore - this makes it much easier for the programmers.
Tv tropes cro mag rally drivers#
Of course, the car drivers themselves are even less vulnerable and you rarely see them die in a car crash. Of course, it's inevitable when it happens. This just happens to promote the idea that dangerous driving has no consequences, but hey, at least our car looks good.Ī single racing game could become a Massive Multiplayer Crossover involving real-life car manufacturers if their cars are licensed by them.
Tv tropes cro mag rally license#
Generally, the terms of the license require that the cars be invulnerable unless the developer is willing to pay a much higher price for the license, as auto manufacturers don't want people to think their cars get damaged easily. If the game has real cars in it, the names and likenesses are licensed from the manufacturer(s). Most arcade racers are "full contact" racing, where you are encouraged to shove your opponents into barriers or blast them out of the way with power ups. Most games based on real-life motorsport, such as the Formula One series, involve driving around a track with set rules of noninterference with your competitors. Simulation-style racing games are generally "no contact" affairs, just as in real life. Toward the arcade end, brakes are nearly unnecessary toward the simulation end, brakes are the only thing saving you from skidding head-on into the wall and cars are as close as can be made to their Real Life analogues. Most racing games are Driving Games and when it comes to driving they sit on a line between "arcade" and "simulation". Sometimes you're just the car, and you never even see the driver, sometimes you drive nothing at all. You are on a course or given a course to take and your goal is to get from point A to point B as fast as you can, usually before your opponents do. –- Race start countdown, various racing gamesĪ subcategory of Sports Games.
