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*** False, try it in Melee. Whether that means Havok was in Melee too or not remains to be seen.
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*** This happens several times in the first game, as well.
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** A deliberate YourMileageMayVary by the developers. Vehicles only control badly if the vehicle is designed badly. It's very possible to create all-terrain vehicles.

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** A deliberate YourMileageMayVary by the developers. Vehicles only control badly if the vehicle is designed badly. It's very possible to create all-terrain vehicles. Players have messed around with the vehicle creation system and physics engine to create everything from [[HumongousMecha Humongous Bipedal Mecha]], ''[[BeyondTheImpossible Transforming]]'' [[{{Transformers}} Humongous Bipedal Mecha]], all matter of flying machines, and even a car that can drive on walls and the ceiling.
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** It's also the first game in the series where you can damage opponents by [[GreiviousHarmWithABody throwing another opponent into them.]]

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** It's also the first game in the series where you can damage opponents by [[GreiviousHarmWithABody [[GrievousHarmWithABody throwing another opponent into them.]]
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** It's also the first game in the series where you can damage opponents by [[GreivousHarmWithABody throwing another opponent into them.]]

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** It's also the first game in the series where you can damage opponents by [[GreivousHarmWithABody [[GreiviousHarmWithABody throwing another opponent into them.]]
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** It's also the first game in the series where you can damage opponents by [[GreivousHarmWithABody throwing another opponent into them.]]
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* ''StairDismount'' is one of the earliest examples, developed in 2002 with the goal of using the interactive physics engine to throw a ragdoll down some stairs and causing as much damage as possible.
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* ''DeusExInvisibleWar'' is one of the earlier games to use the Havok engine to manipulate most of the game-world's object. The problem is that most objects' weight were set WAY too light, which led to many amusing (and annoying) results. This also make simple tasks like stacking up two (or more) boxes to reach higher places almost impossible, since they roll/fly away at the slightest touch. Oddly there are no balls to play with on the many pool tables found in the game, ''which exist in the first game''.

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* ''PerfectDark'' has a ''very'' primitive physics engine. It could be used to provide limited cover in some levels, but the only time the creators used this deliberately was in the last level, with the piece of rubble that had to be pushed over a switch.

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* ''PerfectDark'' has a ''very'' primitive physics engine. It could be used to provide limited cover in some levels, but the only time the creators used this deliberately was in the last level, with the piece of rubble that had to be pushed over a switch.
switch.
* ''[[FirstEncounterAssaultRecon F.E.A.R.]]'' has such a conspicuous physics system you really have to wonder which came first: its horror setting or its physics engine. To clarify, this is a game where objects moving by themselves are meant to creep the player out. Only the thing is, the player model itself is rendered in-game (despite the game being first person), and ''the player model is in itself a physical object''. What this means practically is that you'll ''constantly'' find yourself bumping into things and knocking stuff off of shelves like the clumsiest special forces operative in history. Sometimes you'll hear something you just knocked loose making a noise you can't see and whip around thinking something is trying to sneak up on you. On top of that, the physics are prone to glitching when dealing with heavy inanimate objects, like corpses, falling in piles atop each other. They'll often drop to the ground and then begin bouncing off the ground and another object that fell on top of them, starting to bounce up and down very quickly and making a ton of noise.
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*** {{YMMV}} on that one. You can pick up absolutely anything and use it to cause HUGE amounts of damage on a direct hit, even with very small objects. That and you can pick up and toss back everything that the enemies throw at you, including their own fire/iceballs. And the sequal takes it one step further with the abilty to lift up and throw [[GrievousHarmWithABody live people]]. Heck, it may even count as a {{Gamebreaker}} on higher difficulties
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Since the first release of the Havok engine in 2000, it's been the go-to software for developers looking to add a little verisimilitude to their worlds -- it allows [[CrateExpectations crates]] to stack realistically, chains to swing convincingly, and [[RagdollPhysics corpses to collapse satisfyingly]]. [[FollowTheLeader Several other physics engines followed]]. But, like nuclear power, it can also be used with reckless abandon. Sometimes the developers, giddy with the possibilities afforded them by real-time collision modeling, become drunk with power, and you'll run across an application of the physics engine that shouts "Hey! Check out these physics!" so loudly it comes dangerously close to breaking the fourth wall.

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Since the first release of the Havok engine in 2000, it's been the go-to software for developers looking to add a little verisimilitude to their worlds -- it allows [[CrateExpectations crates]] to stack realistically, chains to swing convincingly, and [[RagdollPhysics corpses to collapse satisfyingly]]. Its success inspired the creation of [[FollowTheLeader Several several other physics engines followed]]. engines.]] But, like nuclear power, it can also be used with reckless abandon. Sometimes the developers, giddy with the possibilities afforded them by real-time collision modeling, become drunk with power, and you'll run across an application of the physics engine that shouts "Hey! Check out these physics!" so loudly it comes dangerously close to breaking the fourth wall.
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* ''RocketRobotOnWheels'' had a dedicated universal physics engine, before Havok. Notably, because its main character's primary means of attack is picking things up with a TractorBeam. (However, it also makes for nice platforming.)
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* ''PerfectDark'' has a ''very'' primitive physics engine. It could be used to provide limited cover in some levels, but the only time the creators used this deliberately was in the last level, with the piece of rubble that had to be pushed over a switch.
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* ''{{Vindictus}}'' may be the first MMO to have a fully functioning physics engine (Valve's Source engine, in fact) and is quite proud of the fact. Many of the higher-tier weapons and armor are covered in chains and baubles that swing about as the player moves, and one of the highlights of the combat system is the ability to pick up random objects and use them as [[ImprovisedWeapon ImprovisedWeapons]], such as pots or chunks of stone or mid-sized ''trees''. HilarityEnsues.

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* ''{{Vindictus}}'' may be the first MMO to have a fully functioning physics engine (Valve's Source engine, in fact) and is quite proud of the fact. Many of the higher-tier weapons and armor are covered in chains and baubles that swing about as the player moves, and one of the highlights of the combat system is the ability to pick up random objects and use them as [[ImprovisedWeapon ImprovisedWeapons]], Improvised Weapons]], such as pots or chunks of stone or mid-sized ''trees''. HilarityEnsues.
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* ''{{Vindictus}}'' may be the first MMO to have a fully functioning physics engine (Valve's Source engine, in fact) and is quite proud of the fact. Many of the higher-tier weapons and armor are covered in chains and baubles that swing about as the player moves, and one of the highlights of the combat system is the ability to pick up random objects and use them as ImprovisedWeapons, such as pots or chunks of stone or mid-sized ''trees''. HilarityEnsues.

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* ''{{Vindictus}}'' may be the first MMO to have a fully functioning physics engine (Valve's Source engine, in fact) and is quite proud of the fact. Many of the higher-tier weapons and armor are covered in chains and baubles that swing about as the player moves, and one of the highlights of the combat system is the ability to pick up random objects and use them as ImprovisedWeapons, [[ImprovisedWeapon ImprovisedWeapons]], such as pots or chunks of stone or mid-sized ''trees''. HilarityEnsues.
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''{{Vindictus}}'' may be the first MMO to have a fully functioning physics engine (Valve's Source engine, in fact) and is quite proud of the fact. Many of the higher-tier weapons and armor are covered in chains and baubles that swing about as the player moves, and one of the highlights of the combat system is the ability to pick up random objects and use them as ImprovisedWeapons, such as pots or chunks of stone or mid-sized ''trees''. HilarityEnsues.

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''{{Vindictus}}'' *''{{Vindictus}}'' may be the first MMO to have a fully functioning physics engine (Valve's Source engine, in fact) and is quite proud of the fact. Many of the higher-tier weapons and armor are covered in chains and baubles that swing about as the player moves, and one of the highlights of the combat system is the ability to pick up random objects and use them as ImprovisedWeapons, such as pots or chunks of stone or mid-sized ''trees''. HilarityEnsues.
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''{{Vindictus}}'' is one of the first MMOs to have a fully functioning physics engine (Valve's Source engine, in fact) and is quite proud of the fact. Many of the higher-tier weapons and armor are covered in chains and baubles that swing about as the player moves, and one of the highlights of the combat system is the ability to pick up random objects and use them as ImprovisedWeapons, such as pots or chunks of stone or mid-sized ''trees''. HilarityEnsues.

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''{{Vindictus}}'' is one of may be the first MMOs MMO to have a fully functioning physics engine (Valve's Source engine, in fact) and is quite proud of the fact. Many of the higher-tier weapons and armor are covered in chains and baubles that swing about as the player moves, and one of the highlights of the combat system is the ability to pick up random objects and use them as ImprovisedWeapons, such as pots or chunks of stone or mid-sized ''trees''. HilarityEnsues.
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[[AC:Massively Multiplayer]]
''{{Vindictus}}'' is one of the first MMOs to have a fully functioning physics engine (Valve's Source engine, in fact) and is quite proud of the fact. Many of the higher-tier weapons and armor are covered in chains and baubles that swing about as the player moves, and one of the highlights of the combat system is the ability to pick up random objects and use them as ImprovisedWeapons, such as pots or chunks of stone or mid-sized ''trees''. HilarityEnsues.
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** Telekenesis is also one of the three plasmids you have to get to beat the game, despite it being [[AwesomeButImpractical near]] [[UselessUsefulSpell useless]] for everything other than the BrokenBridge you need it to cross. Coincidence?

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deserves a higher place, IMO.


* ''{{Half-Life}} 2'', which might be the TropeCodifier, contains heaps of physics puzzles, from piling cinder blocks on see-saws to placing buoyant barrels under an aquatic ramp to removing cinder blocks from a pulley system (not to mention the carelessly dropped can from the quote above). And these all occur ''before'' you get the Gravity Gun. One wonders whether every member of the Resistance fleeing from City 17 had to pass the same series of puzzles, or whether this was an elaborate obstacle course set up to determine whether Gordon Freeman was truly the Chosen One...
** Justified in the Ravenholm level, in which some of the puzzles are clearly traps set up by the [[AxCrazy Ax]] CrazyAwesome Father Grigori. The scarcity of ammo pickups in Ravenholm also require you to lean heavily on your shiny new Gravity Gun, which was also totally an excuse to [[strike:exploit the physics]] [[VideoGameCrueltyPotential chop zombies in half with buzzsaws]].



* ''{{Half-Life}} 2'' contains heaps of physics puzzles, from piling cinder blocks on see-saws to placing buoyant barrels under an aquatic ramp to removing cinder blocks from a pulley system (not to mention the carelessly dropped can from the quote above). And these all occur ''before'' you get the Gravity Gun. One wonders whether every member of the Resistance fleeing from City 17 had to pass the same series of puzzles, or whether this was an elaborate obstacle course set up to determine whether Gordon Freeman was truly the Chosen One...
** Justified in the Ravenholm level, in which some of the puzzles are clearly traps set up by the [[AxCrazy Ax]] CrazyAwesome Father Grigori. The scarcity of ammo pickups in Ravenholm also require you to lean heavily on your shiny new Gravity Gun, which was also totally an excuse to [[strike:exploit the physics]] [[VideoGameCrueltyPotential chop zombies in half with buzzsaws]].
*** There's even an achievement for just using the gravity gun in Ravenholm.
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* Look everybody look at our water effects! What not impressed by the most realistic game representation of water, how about a [[{{Hydrophobia}} five hour game based around water to change your mind.]]

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* Look, everybody! Look everybody look at our water effects! What not What? Not impressed by the most realistic game representation of water, how water EVAR? How about a [[{{Hydrophobia}} five hour game based around water to change your mind.]]
mind?]] Oh, and we designed a mechanic so you can [[KillItWithWater kill people with it]], but didn't have enough plot to work it into the game - it'll be in the sequel. In the meantime, please try out the "challenge rooms"!
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* Look everybody look at our water effects! What not impressed by the most realistic game representation of water, how about a [[{{Hydrophobia}} five hour game based around water to change your mind.]]
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** At a certain point in the game you come across several baddies who haven't noticed you. They are in a room with several gas cylinders nearby. Outside the room there is another gas cylinder, this one lying on the ground, with the gas nozzle pointing away from the doorway. You can just go in guns blazing and kill the mooks the good ol' way, but the ''awesome'' way to do it is to shoot at the cylinder's gas nozzle. The cylinder will then ignite, rocket inside the room and blow up. What enemies aren't killed by that will be killed by the explosion of the other canisters, ignited by the first one.

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** At a certain point in the game you come across several baddies who haven't noticed you. They are in a room with several gas cylinders nearby. Outside the room there is another gas cylinder, this one lying on the ground, with the gas nozzle pointing away from the doorway. You can just go in guns blazing and kill the mooks the good ol' way, but the ''awesome'' way to do it is to shoot at the cylinder's gas nozzle. The cylinder will then ignite, rocket inside the room and blow up. What enemies aren't killed by that will be killed by the explosion of the other canisters, cylinders, ignited by the first one.

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* ''[[http://en.wikipedia.org/wiki/Exile_(arcade_adventure) Exile]]'' ([[IThoughtItMeant not that]] [[{{Exile}} one]]) has a sophisticated physics engine for a 1988 BBCMicro game. It's still impressive for the age on its {{Commodore 64}}/{{Amiga}}/AtariST ports.



** To elaborate on the game's physics: The way their system was set up, each interactive physics object was encased in an invisible box that would approximate the item's collision detection data, and when two items' respective boxes collided with one-another, they would start pushing each other away at the collision point until they were no longer colliding. Unfortunately, this made it extremely difficult to properly simulate any object that wasn't a box the size of one cubic metre, and stacking objects on top of one another was almost impossible, so the developers' ideas for item stacking puzzles went straight out of the window. A similar system was also used to procedurally animate the game's dinosaurs, with each of the dinosaurs' limbs acting as a separate physics object.
*** ...which sometimes resulted in velociraptors ending up with spring-loaded heads trapped inside their torsos, and the physics processing for the dinosaurs took so much resources that they couldn't have more than seven dinosaurs per level. Man, was that game an ObviousBeta.

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** To elaborate on the game's physics: The way their system was set up, each interactive physics object was encased in an invisible box that would approximate the item's collision detection data, and when two items' respective boxes collided with one-another, they would start pushing each other away at the collision point until they were no longer colliding. Unfortunately, this made it extremely difficult to properly simulate any object that wasn't a box the size of one cubic metre, and stacking objects on top of one another was almost impossible, so the developers' ideas for item stacking puzzles went straight out of the window. A similar system was also used to procedurally animate the game's dinosaurs, with each of the dinosaurs' limbs acting as a separate physics object.
object, avoiding a very canned/artificial look to the animation common to other games of the time...
*** ...which sometimes resulted in velociraptors ending up with spring-loaded heads trapped inside their torsos, torsos in addition to walking like they had 200-proof alcohol for blood, and the physics processing for the dinosaurs took so much resources that they couldn't have more than seven dinosaurs per level. Man, was that game an ObviousBeta.
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* Silver the Hedgehog's psychokinetic gameplay in ''[[SonicTheHedgehog2006 Sonic '06]]'' is enabled by the Havok Engine and [[BlatantLies is treated with as much reverence and respect as the rest of]] [[ObviousBeta the game.]]

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* Silver the Hedgehog's psychokinetic gameplay in ''[[SonicTheHedgehog2006 Sonic '06]]'' is enabled by the Havok Engine and [[BlatantLies is treated with as much reverence and respect as the rest of]] [[ObviousBeta the game.]]]] Silver, at first was indeed planned to showcase the Havok physics engine.



* ''Gish'' is a 2D platformer with extensive use of physics. Titular main character especially.

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* ''Gish'' ''{{Gish}}'' is a 2D platformer with extensive use of physics. Titular main character especially.
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** However, these were simple, flat sprites rather than actual 3D objects. Especially the pool balls, which moved only in two dimensions. In fact, you could say that the very first video game - ''Tennis For Two'' (1958) - already incorporated physics to model the behavior of a tennis ball.



* ''{{Portal}}'' is made entirely of WreakingHavok segments, although this is partially justified by the fact that the first 19 levels were designed by Aperture Science to test out the Portal Gun and the subject's spatial reasoning skills. This reasoning wears a little thin, however, when [[spoiler:[[BenevolentArchitecture you escape into the maintenance areas and find that they, too, were apparently designed to be navigated by someone with a Portal Gun and a good grasp of inertia]]]].
** OrIsIt?
** To be fair, it remains justified even after [[spoiler:leaving the 'proper' testing, since the portal device is used to find a route through the 'backstage' that would normally be impossible. People who were supposed to be there would have just used the doors (which are mostly locked to the player) or several of the catwalks which have now collapsed.]]

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** Looking at the videos, this troper suspects that kinetic friction exists, but static friction doesn't.



*** And God help you if you decide to decide to engage in a little [[AnInteriorDesignerIsYou home decorating]]. Trying to place a book on a shelf could result in everything else on that shelf ending up halfway across the room.
**** It gets even worse if you have the GameMod that makes most objects in the game use physics. If you dare to pick up a book from a bookshelf, expect it to collapse down on you within the next five seconds.
*** There is only one, ONE quest that can be solved using the physics engine. It is in the second, SECOND expansion, and can even be solved without, WITHOUT the engine, proving that yes, it is entirely pointless to the game...
*** [[DepartmentOfRedundancyDepartment Pointless? POINTLESS!]]

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*** And God help you if you decide to decide to engage in a little [[AnInteriorDesignerIsYou home decorating]]. Trying to place a book on a shelf could result in everything else on that shelf ending up halfway across the room.
****
room. It gets even worse if you have the GameMod that makes most objects in the game use physics. If you dare to pick up a book from a bookshelf, expect it to collapse down on you within the next five seconds.
*** There is only one, ONE quest that can be solved using the physics engine. It is in the second, SECOND expansion, and can even be solved without, WITHOUT the engine, proving that yes, it is entirely pointless to the game...
*** [[DepartmentOfRedundancyDepartment Pointless? POINTLESS!]]
seconds.



** The game also features an [[RubeGoldbergMachine elaborate physics-based trap]] in a grocery store that involves explosives, a baseball launcher, a series of dominoes, and a swinging battering ram. It takes forever to run its course, and you know the instant you set it off that it's not going to turn out well, but this troper had to stick around and see how it played out.
*** It ''does'' turn out well, it opens a hole in the ceiling and some missiles fall through for the player to loot.
*** ... Some of the time. The unpredictability of both Havok and the game itself means that there are [[http://fallout.wikia.com/wiki/Gold_Ribbon_Grocers#Bugs plenty of opportunities]] for this to fail, even if it doesn't kill you in the process.

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** The game also features an [[RubeGoldbergMachine elaborate physics-based trap]] in a grocery store that involves explosives, a baseball launcher, a series of dominoes, and a swinging battering ram. It takes forever to run its course, and you know the instant you set it off that it's not going to turn out well, but this troper had to stick around and see how it played out.
*** It ''does'' turn out well, it opens a hole in
the ceiling and some missiles fall through for the player to loot.
*** ... Some of the time. The
unpredictability of both Havok and the game itself means that there are [[http://fallout.wikia.com/wiki/Gold_Ribbon_Grocers#Bugs plenty of opportunities]] for this it to fail, even if it doesn't kill you in the process.
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* ''SaintsRow 2'' generally uses Havok for relatively sensible things -- [[RagdollPhysics ragdoll'd corpses]], explosions, car crashes, etc. -- but there's an "Insurance Fraud" MiniGame in which you have to fling yourself in front of traffic and attempt to bounce from car to car in the most painful way possible. It is deliriously entertaining.

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* ''SaintsRow 2'' generally uses Havok for relatively sensible things -- [[RagdollPhysics ragdoll'd ragdoll corpses]], explosions, car crashes, etc. -- but there's an "Insurance Fraud" MiniGame in which you have to fling yourself in front of traffic and attempt to bounce from car to car in the most painful way possible. It is deliriously entertaining.
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* ''SecondSight'' eventually gives you telekinesis, which is great for this sort of thing, but you don't really have to wait until then. In the first mission (after the tutorial level), there are loose crates and chairs. If you happen to run a little to close, you can wind up kicking them down the hall. And if they happen to hit some enemies, you might find your suspension of disbelief slightly strained when you wind up killing them by accident.

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* ''SecondSight'' eventually gives you telekinesis, which is great for this sort of thing, but you don't really have to wait until then. In the first mission (after the tutorial level), there are loose crates and chairs. If you happen to run a little to too close, you can wind up kicking them down the hall. And if they happen to hit some enemies, you might find your suspension of disbelief slightly strained when you wind up killing them by accident.
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*** Except maybe attempting a crash, instead [[EpicFail slamming into a lamp post a few hundred yards short of the intersection]], only to [[HilarityEnsues watch one of your tires bounce and roll down the hill into the intersection, causing a Thirty]] [[strike:[[HilarityEnsues Xanatos]]]] [[HilarityEnsues Car Pileup.]]

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