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Track Mania: Difference between revisions

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The first two titles, ''Trackmania'' and ''Trackmania [[Oddly-Named Sequel 2: Electric Boogaloo|Sunrise]]'', each with three environments to build in, were not particularly successful on the market. The game did not catch on among a wider audience until the free ''Trackmania Nations'' was released, a popular game that spawned a large community and many fansites. It had a single environment with many more freeform tiles, enabling a much larger variety of tracks compared to the older titles. To please fans of the original environments, ''Trackmania United'' was a paid version that also included the environments of the first games. A free ''"Forever"'' upgrade was available that enabled cross-server play between ''Nations'' and ''United'' players. The fifth title in the series, released in September 2011, is naturally called ''Trackmania 2'' and features a new graphics engine and a single "Canyon" environment with far more track tiles and options than any of the older environments. The "Valley" environment will be released later as DLC.
 
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{{tropelist}}
 
* [[Acrofatic]]: The Alpine and Bay cars are both surprisingly nimble - Alpine's 4x4 is a bit slow but has amazing grip on roads, and the Bay SUV has ridiculous acceleration and very bouncy suspension.
* [[Allegedly Free Game]]: Pretty much averted. Nations gives you the Level Editor, the reason to shell out the money is for the other environments and the ability to make your own cars.
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** There is a small community dedicated to "[[Role-Playing Game|RPG]]" tracks, created by using the editor's camera features and the game's mod functionality that enables builders to reskin the textures of a track. RPG tracks are usually story driven and contain precise balancing acts, trick jumps and puzzle solving interspersed with cutscenes. Actually winning the race is secondary, if there is even a race to begin with.
** Trial tracks are similar to RPG tracks but eschew the story and realistic scenery in favour of being even harder than RPG tracks, often gravitating into [[Platform Hell]] territory where you have to respawn 10 times to reach the first checkpoint (out of 30).
** "PX" tracks include PF (Press Forward) tracks, PB (Press Backwards) and various other combinations of driving controls. The idea is to press the correct key and keep it down throughout the track, causing the car to flip and jump and twirl through a complicated series of stunts and loops and [[RobinsonRube Goldberg ContraptionDevice|eventually arriving at the finish line]]. There is no player interaction, but these tracks represent dozens of hours of build time and look impressive.
** Loltracks are very short "tracks" where the winner is often determined by luck or by mastering one particular aspect of the game's handling model. There is little actual driving involved and loltrack servers are usually aimed at casual players.
* [[Wacky Racing]]: In spades - at least, in the tracks. Loops, jumps, and physics-defying roads are the game's bread and butter, but there's zero car interaction. The developers say that the lack of interaction is so that races are determined by skill alone. It allows dozens of cars on the track at once while keeping the race drivable.
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