
Arcade Mode is about having fun without all the simulated driving physics of Sim VS! Here the car will handle a bit easier and there is steering and braking help to aid you in learning the cars. Ghost Mode is always on in this mode to keep players from crashing into others.
Objective
The game area is a closed circuit route. Players race against each other until a certain number of laps have been completed. Routes can be chosen from different locales. Some maps include more than one route. The goal is to beat the opponents by being the first to finish.
Details:
Gameplay:
The game begins by creating a room. Any player can create a room and he/she can set up the following:
- the map
- the time of day
- the route
- the number of laps
- max number of players
Other players can join the room. When every participant is ready a signal appears and the map begins to load. Once it has loaded, a 3-2-1 countdown starts and then the race begins.
There are checkpoints on the track where points are given to the player depending on the distance to the previous checkpoint and the cleanliness of the sector (see Clean sector). Furthermore, sector time is calculated and displayed on the HUD (see OSD of Versus mode). The winner will be the first player that passes through the finish line at the end of the last lap.
Terms:
- Route: Particular course of the map.
- Checkpoint: Special points of the route when split time is calculated. At checkpoints players are given base points. Note that the start line is also a checkpoint.
- Sector: Section of the route between two checkpoints.
- Control line (START): The start and finish line of the route. A race begins and ends here. Lap time is counted at this point.
- Lap: Distance completed on the route from the start line to the finish line.
- Lap time: The time it takes to complete a lap.
- Clean sector: A sector completed without any collisions.
- Split time: Split time is your time relative to the first player’s time according to your current lap and checkpoint.
Damage: When a player hits any obstacles, terrain objects, or collides with other cars, and if the room is not in ghost mode, they will sustain damage. The car can be deformed and its painting can be scratched. As the damage is getting harder on the car, the car gets more difficult to drive. This is indicated on the OSD (see OSD of Versus mode).
- Repairing: Players can repair the cars in-game with the repair button. When using the repair button the car stops and is fully repaired. If the player has a quick-repair item in his/her backpack, the car will not stop while repairing. If the player’s car is on its top while repairing, the car is rolled back onto its four wheels.
- Rescuing: When the player’s car rolls over and can’t get back onto its four wheels, the rescue button should be pressed. Thus, the car stops and gets back onto the road.
- Auto-rescue: when the player’s car gets off from the predestined route, the car stops and is automatically put back on the road as if she/he would have pressed the rescue button. This auto-rescue is introduced to avoid shortcuts on certain maps. If a player begins going in the wrong way, (see later) auto-rescue can also be used.
- Auto-ghost: After rescuing, the car will turn into a semi-transparent mode. In this mode, the car will not collide with other cars. Thus following to rescuing when the player appears in front of an opponent, they will not collide. Following to some seconds the car starts blinking indicating that the car will return in normal mode soon.
In auto-ghost mode, when the players’ car is in the opponent car, the player’s car remains in auto-ghost mode till the cars get far enough.
- Wrong way: Driving backward on the track is not allowed. If a player does, he gets a blinking message on the OSD: "Wrong Way!" and after a few ten meters if the player doesn’t turn around, he is forced to perform an auto-rescue. To avoid that the player do this too many times, a penalty time must be elapsed before the player can continue after each forced rescue (except the first occasion). Every penalty time is 1 second longer than the previous one on that race, starting from 1 second.
- Fairness: This gauge shows how much collision occurred during a race. The more the collision the players do the lower the fairness of the race. Above 75% there is a chance to win the mini-game after the race.
- Minigame: Currently the champagne shaking. A podium appears with the top three players holding champagne bottles. At the bottom of the screen is two gauges. The top gauge shows the pressure in the bottle. The best three payer of the race will play this mini-game by moving the mouse pointer as fast as they can. If the gauge is full before the time is up (lower gauge), bonus PPs are coming from the player’s bottle.
Scoring:
The final amount of PP points depends on various aspects of the race:
- The fairness of the game (depends on the number of collisions during the race)
- The number of clean sectors that the player performs (sector without any collision)
- The ranking
Points come from:
- Distance
- Clean sector bonus
- Odds (the smaller the odds the larger bonus the player gets)
- Ranking (the first gets more points), depends on the number of the player of the room also
- Route difficulty
Modes:
In Ghost mode: Cars will not impact with opponent cars, but the terrain objects (players get 80% points of normal mode!)
Normal mode: No limitation on car-car collision.
Number of Laps: 3, 5, 7 laps.
Numbers of player: 2-8.
Maps available: Various Maps can be chosen, like Tokyo, Mud, England, Serpentine, Circuit etc. After choosing the map, the player can select between routes, time of the day, season. For further details, see Appendix 1 - Schedule.
On Screen Display (OSD) of Versus mode
- Position / number of players
- Current lap / total laps
- Minimap
- Current lap time
- Split time
- Records of the current route ( váltakozik a world record és a personal record)
- Last lap time (best lap time???)
- Info tab: shows the previous and next opponents relative to the player (plus time???)
- Clean sector gauge
- PP points currently gained
The minimap:
Represents the silhouette of the route. The players are indicated on it where the individual players are currently driving.
The markers on the mini-map:
- Red marker: the player
- Blue marker: opponent players
- Checkered marker: control line
- 'C' marker: checkpoint
- The loading screen
The following information is displayed on the loading screen:
- The difficulty of the current route
- The best lap time
- A picture typical for the route
- Name of the map, route and daytime
- The final result screen
After the race, the final result screen appears, where the points gained during the race are displayed. Here the player can have a look on how the final score is calculated.