Burnout Crash is divided into 18 intersections, and each intersection offers three challenges: Road Trip, Rush Hour, and Pile Up. Regardless of which game type you're playing, you start each one the same way: by steering a car into traffic. (Don't worry, these cartoony cars are free of occupants; this is bloodless, casualty-free crashing.) Once you've impacted another vehicle, the crashbreaker meter appears. It fills up slowly on its own but fills much more quickly when cars are crashing, and each time it's full, you can push a button to explode. This explosion launches you into the air, at which point you can control the direction in which the flaming husk of what was once your car travels.
What you want to do with that flying piece of metal changes depending on the game type you've chosen. When you play an intersection for the first time, you're limited to Road Trip. In Road Trip, you get a strike each time a vehicle escapes from the intersection unscathed, and if you get five strikes, the game ends, so one of your concerns is trying to make sure that cars that enter the intersection do not leave it. To that end, you can use your crashbreaker explosion, which knocks any cars within a certain range out of commission. You can also use the force of your explosion to try to position wreckage in such a way that it blocks lanes of traffic (buses are especially handy for this). The cars that enter the intersection might make a modest attempt to swerve around obstructions, but they're incapable of stopping or turning around, and it's amusing to watch them plow right into a massive pileup, which they should have seen from miles away.
So Road Trip has a bit of a puzzle element to it. How can you use your crashbreakers in such a way as to prevent cars from escaping? In addition to worrying about that, you also want to cause as much destruction as possible because everything you destroy adds to your score. The streets are lined with houses, shops, boats, airplanes, and other destructible objects, and you want to raze as many of these things as you can. Of course, straying from the streets to destroy these tempting big-ticket items is a risk; if you haven't completely blocked the intersection, cars might slip through while you're trying to take down city hall. This element of risk adds some excitement to your destructive efforts, and the more effectively you've blocked an intersection, the less you need to worry. Some intersections make effectively blocking traffic trickier by adding more roads or having a traffic circle, which keeps things from feeling too predictable as you advance.
Multiple roads can make blocking traffic trickier.
You also increase your score by doing things like triggering explosion chains and by making skill shots in which your explosion sends cars into pools of water or down holes in the ground. These occurrences are celebrated with flashing numbers and slot-machine sound effects, making the entire experience whimsical and your explosive triumphs rewarding. Contributing to the chaos are special events that occur periodically. These include cops who form a roadblock at one exit and an ambulance that removes a strike if it gets through the intersection safely, which gives you incentive to clear the road rather than obstruct it. And if you manage to wreck the intersection's entire allotment of cars without earning five strikes, you trigger that intersection's super feature. This is a tornado, a tidal wave, or some other destructive force that lays waste to anything left in the area, giving you points in the process. It's a cool reward for your success and a satisfying way to cap off the chaos.
Showing posts with label Automobile. Show all posts
Showing posts with label Automobile. Show all posts
Saturday, September 24, 2011
TrackMania 2 Canyon
Getting into TrackMania 2 is a simple affair. Solo play consists of 65 tracks, the majority of which are unlocked by obtaining medals. You load up a track, start your engine, and then keep playing until you set a time you're happy with. It's great if you're interested only in score chasing, although it's far from a shallow game. Each track has been expertly designed with the leaderboards in mind. Nailing the perfect racing line to achieve the best time takes practice and experimentation as you figure out how to cut corners and start drifts earlier.
Learning the best routes around stages is never a chore. The majority of tracks last anywhere from 18 to 40 seconds; they're short A-to-B sprints that take you around hairpin bends and over dizzying jumps. Frequently you find yourself driving up walls or drifting vertically around a quarter pipe. These stages are short, but the desire to stay on a given track, chasing the best time you can, is encouraged at every point. Each track offers up a bronze, silver, and gold medal to obtain, as well as an official time to set. These times can be challenged every five minutes, with a timer in the bottom right corner counting down until your next attempt. Setting an official time awards you with skill points based on how well you performed overall and contributes to your online leaderboard ranking.
Racing around the tracks is fun and breezy, thanks in part to the superb handling and easy learning curve when it comes to drifting. There's only one car type, so the focus is on learning the tracks rather than worrying about which vehicle to use. This gives TrackMania 2 Canyon the feel of a puzzle game as much as a racer, and it's great that when a friend beats your time you know that he's driving the same car that you do. Keyboard controls are tight, with subtle manoeuvring and wide drifts being easy to pull off with the arrow keys. Using a gamepad is even better, because the full analogue controls lend themselves well to the game. You frequently make twitch adjustments to your racing line, and either control method is conducive to this.
It takes real skill to crash this well.
Comment on this videoWatch this video in High Def
Trying to set the best time can be frustrating, but usually in a "just one more go" way. A few of the tracks are just plain annoying, though, as some of the longer ones end with a jump or a turn that can easily blindside you. But the immediacy of restarting (hit a button and you're instantly back on the starting grid) makes even the most irritating tracks seem reasonable. Less fun are the lap races, which occur every fifth track. These five-lap affairs are decent enough, but if you're going for gold, then they can feel like a bit of a slog when you mess up towards the end of the fifth lap. The variety and length of the A-to-B tracks make them far more entertaining.
There are no physical opponents on the track. You can choose a ghost to race against from either the preset AI ghosts, your own favourite replay, or the replay of someone on your buddies list who has set a better official time than you. Usually there are three vehicles on the track: you, the ghost you chose to race against, and the ghost of your last attempt. Multiplayer is similar, in that while you can see other cars, they take the form of ghosts. The main mode is Time Attack, in which you and various opponents race on a series of tracks, with five minutes to set the best time you can. It serves as a fun competition as well as a learning tool, being able to see the racing line that a car ahead of you is taking without having to worry about overtaking it yourself. There are other modes, like Laps and Cup, which see you racing directly against opponents, but finding a server doing anything other than Time Attack is currently nigh on impossible. Luckily there's the option to create your own and invite friends. These multiplayer options are also available to play locally, either in turns or in split-screen
Learning the best routes around stages is never a chore. The majority of tracks last anywhere from 18 to 40 seconds; they're short A-to-B sprints that take you around hairpin bends and over dizzying jumps. Frequently you find yourself driving up walls or drifting vertically around a quarter pipe. These stages are short, but the desire to stay on a given track, chasing the best time you can, is encouraged at every point. Each track offers up a bronze, silver, and gold medal to obtain, as well as an official time to set. These times can be challenged every five minutes, with a timer in the bottom right corner counting down until your next attempt. Setting an official time awards you with skill points based on how well you performed overall and contributes to your online leaderboard ranking.
Racing around the tracks is fun and breezy, thanks in part to the superb handling and easy learning curve when it comes to drifting. There's only one car type, so the focus is on learning the tracks rather than worrying about which vehicle to use. This gives TrackMania 2 Canyon the feel of a puzzle game as much as a racer, and it's great that when a friend beats your time you know that he's driving the same car that you do. Keyboard controls are tight, with subtle manoeuvring and wide drifts being easy to pull off with the arrow keys. Using a gamepad is even better, because the full analogue controls lend themselves well to the game. You frequently make twitch adjustments to your racing line, and either control method is conducive to this.
It takes real skill to crash this well.
Comment on this videoWatch this video in High Def
Trying to set the best time can be frustrating, but usually in a "just one more go" way. A few of the tracks are just plain annoying, though, as some of the longer ones end with a jump or a turn that can easily blindside you. But the immediacy of restarting (hit a button and you're instantly back on the starting grid) makes even the most irritating tracks seem reasonable. Less fun are the lap races, which occur every fifth track. These five-lap affairs are decent enough, but if you're going for gold, then they can feel like a bit of a slog when you mess up towards the end of the fifth lap. The variety and length of the A-to-B tracks make them far more entertaining.
There are no physical opponents on the track. You can choose a ghost to race against from either the preset AI ghosts, your own favourite replay, or the replay of someone on your buddies list who has set a better official time than you. Usually there are three vehicles on the track: you, the ghost you chose to race against, and the ghost of your last attempt. Multiplayer is similar, in that while you can see other cars, they take the form of ghosts. The main mode is Time Attack, in which you and various opponents race on a series of tracks, with five minutes to set the best time you can. It serves as a fun competition as well as a learning tool, being able to see the racing line that a car ahead of you is taking without having to worry about overtaking it yourself. There are other modes, like Laps and Cup, which see you racing directly against opponents, but finding a server doing anything other than Time Attack is currently nigh on impossible. Luckily there's the option to create your own and invite friends. These multiplayer options are also available to play locally, either in turns or in split-screen
Labels:
Automobile,
Game,
Ghost,
Time Attack,
Tom Clancy's Ghost Recon,
TrackMania,
TrackMania 2 Canyon,
Ubisoft
Sunday, May 22, 2011
Bugatti 16.4 Veyron Super Sport
Wolfsburg/Molsheim, July 4, 2010 – on a beautiful sunny day at 25 degrees the Bugatti Veyron 16.4 Super Sport achieved a new landspeed world record for production cars, on the proving grounds of the Volkswagen Group at Ehra-Lessien (nearby its headquarters at Wolfsburg). In the presence of the German Technical Inspection Agency (TÜV) and a representative of Guinness Book of Records the Super Sport achieved an average top speed of 431 km/h.
Saturday, 2 pm – Bugatti's Pilote Officiel Pierre Henri Raphanel puts his helmet and gloves on, pulls the safety belts tight whilst the engineers check the car a very last time: tyre pressure, temperature, all systems go. Then the orange black Super Sport crosses the light barrier, from now on the time will be taken, within one hour the car has to drive from South to North and then in the opposite direction. No one but the driver is allowed to touch the car during this time. The tension rises. A few minutes later we can hear from the left side the sound of a starting jumbo jet coming closer towards us. First we perceive the headlights of the Veyron, then we can recognize the shape of the car, a loud wooosh.... and Raphanel dashes in top speed past us. The GPS-tachometer stops at 427, 933 km/h. Now the same procedure from the opposite direction. This time the car reaches 434, 211 km/h. As average top speed the representatives of the "TÜV"and Guinness generate a value of 431, 072 km/h (268 mph). This even hit Bugatti's engineering team by surprise.
"We took it that we would reach an average value of 425 km/h," explains Bugatti's chief engineer Dr. Wolfgang Schreiber, "but the conditions today were perfect and allowed even more."
The climax of the Veyron series: the Bugatti Veyron 16.4 Super Sport
Had a model been especially popular or highly successful in races, Ettore Bugatti's customers often pushed the master to tease out of the engine a few horsepower more for their future car. Bugatti Automobiles S.A.S. had been in a similar situation when their existing customers asked the company to not only design their second model optically differently but to also create a version with a sportier and more extreme driving experience. The result is a car with a uniquely high performance of 1,200-hp (882 kW) offering experienced drivers a whole new dimension of excitement, with a maximum torque of 1,500 Newton metres and a limited top speed of 415 km/h (to protect the tyres) but, the technique of the Super Sport is identical to the record car. The first five Super Sports to come off the production line will constitute a special series of their own, with the same configuration as the landspeed record car.
The Super Sport is a consequent of the further development of the classic exclusive 1,001-hp Bugatti Veyron 16.4, launched in 2005. This model offers a stunning set of specifications, such as the twin clutch gearbox with seven speeds, the extraordinarily precise driving performance in bends and excellent stability when braking and accelerating.
Continuous work in extreme performance ranges lead to constantly new conclusions, which enabled the engineers at Bugatti to develop the Veyron into a direction in which the driver can reach new dimensions. Every modification is designed to produce an even more powerful car for an agile ride. Four enlarged turbochargers and bigger intercoolers have been used to boost the power of the 16-cylinder engine, and the chassis has been extensively redesigned to maintain safety at extreme speed – thanks to slightly raised main-spring travel, stronger stabilisers, and new shock absorbers with a complex architecture originally developed for racing cars. This gives noticeably more precise control of the wheels and the car as a whole. With lateral acceleration of up to 1.4 G and improved interaction between the tyres and the intelligent all-wheel drive system, the Super Sport offers perfect handling and even more powerful acceleration of 1,500 Newton metres on corner exits.
The body has been fine-tuned to improve aerodynamic efficiency and maintain perfect balance in every situation, while the new fibre structure of the all-carbon monocoque ensures maximum torsion rigidity and passive safety – at reduced weight. The skin is made entirely of carbon-fibre composites, and the new Bugatti Veyron 16.4 Super Sport is available in 100 per-cent clear- lacquered exposed carbon on request.
Dynamic exterior
Every detail of this car, and not just its use of advanced motorsport technology, harks back to the pioneering spirit of company founder Ettore Bugatti. This brilliant designer came from a family of artists, and his philosophy was always to combine mechanical perfection and exterior beauty. This ethos remains alive and well at the company, and the Bugatti Veyron 16.4 Super Sport is wholly unmistakeable, with every external modification serving to coax greater performance from the car.The Super Sport's flat, elongated silhouette is immediately recognisable. The 16-cylinder engine gets its air from two NACA ducts integrated into the roof, rather than from scoops above the engine. The front air intakes have been expanded and reshaped, with the lower one extending elegantly around the sides to the wheel arch. The revised back looks sportier due to the double diffuser and a centrally arranged exhaust system.
Bugatti has a tradition of making super-sport versions of successful models, usually with racing chassis and supercharged engines. These cars were considered as true racing machines for diehard Bugatti devotees. The most successful were the type 55 and type 57S; only around forty of each were built.
Bugatti Automobiles S.A.S. has sold 260 Veyrons and 35 Grand Sports by now, of which 249 Veyrons and 22 Grand Sports had been delivered. The Super Sport will begin production this autumn at Molsheim along with the Veyron and the Grand Sport. The first five cars – known as the World Record Edition – are in a special black exposed carbon and orange finish and have already been sold.
The Bugatti Veyron 16.4 Super Sport will appear for the first time in public in California at the Pebble Beach Concours weekend in mid-August and will be featured at The Quail, Monterey Historic Races at Laguna Seca and on the concept lawn of the Pebble Beach Concours d'Elegance.
Story by Richard Owen, edited by Janine Reitsma
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