Is there an issue? Send a MessageReason:
Since Nintendo Hard is in TRS, I decided to relook the examples I wrote for it. One of them has been converted into a proper example for Perfect Play AI; the other is commented out with NH until I/someone figure(s) out what it falls under. The Spell My Name With An S example is also touched up as an example of Inconsistent Naming.
Changed line(s) 25,27 (click to see context) from:
* NintendoHard:
** Even at the lowest difficulty setting, the AI can and will speed past you when they get the slightest chance to do so, ''especially'' if steer and brake assists are set to auto. With the difficulty slider set to 100%, the AI will take corners at speeds that are borderline impossible to do with any default car setup, making it akin to a PerfectPlayAI.
** Setting the game's realism mode to "Realistic" enables the full physics model in all its ball-busting glory. Weather and wind conditions will affect how your car steers, full steering lock will cause your car to spin, even at low speeds, fuel consumption becomes a factor to consider when deciding what sort of engine and fuel you want to use, and you can take enough damage from collisions to retire from races.
** Even at the lowest difficulty setting, the AI can and will speed past you when they get the slightest chance to do so, ''especially'' if steer and brake assists are set to auto. With the difficulty slider set to 100%, the AI will take corners at speeds that are borderline impossible to do with any default car setup, making it akin to a PerfectPlayAI.
** Setting the game's realism mode to "Realistic" enables the full physics model in all its ball-busting glory. Weather and wind conditions will affect how your car steers, full steering lock will cause your car to spin, even at low speeds, fuel consumption becomes a factor to consider when deciding what sort of engine and fuel you want to use, and you can take enough damage from collisions to retire from races.
to:
* NintendoHard:
** Even at the lowest difficulty setting, the AI canInconsistentSpelling: The game is sometimes spelled as ''X Car'' and will speed past you when they get the slightest chance to do so, ''especially'' if steer and brake assists are set to auto. With the difficulty slider set to 100%, the AI will take corners at speeds that are borderline impossible to do with any default car setup, making it akin to a PerfectPlayAI.
**''[=X-Car=]'', even on official media.
%% * NintendoHard: Setting the game's realism mode to "Realistic" enables the full physics model in all its ball-busting glory. Weather and wind conditions will affect how your car steers, full steering lock will cause your car to spin, even at low speeds, fuel consumption becomes a factor to consider when deciding what sort of engine and fuel you want to use, and you can take enough damage from collisions to retire fromraces.races.
* PerfectPlayAI: Even at the lowest difficulty setting, the AI can and will speed past you when they get the slightest chance to do so, ''especially'' if steer and brake assists are set to auto. With the difficulty slider set to 100%, the AI will take corners at speeds that push the legitimate steering capabilities of any default car configuration.
** Even at the lowest difficulty setting, the AI can
**
%% * NintendoHard: Setting the game's realism mode to "Realistic" enables the full physics model in all its ball-busting glory. Weather and wind conditions will affect how your car steers, full steering lock will cause your car to spin, even at low speeds, fuel consumption becomes a factor to consider when deciding what sort of engine and fuel you want to use, and you can take enough damage from collisions to retire from
* PerfectPlayAI: Even at the lowest difficulty setting, the AI can and will speed past you when they get the slightest chance to do so, ''especially'' if steer and brake assists are set to auto. With the difficulty slider set to 100%, the AI will take corners at speeds that push the legitimate steering capabilities of any default car configuration.
Deleted line(s) 32 (click to see context) :
* SpellMyNameWithAnS: The game is sometimes known as ''X Car'' and ''[=X-Car=]''.
Is there an issue? Send a MessageReason:
Corrected word error and added a pothole.
Changed line(s) 29 (click to see context) from:
** With the exception of the titular [=XCar=], the remaining cars the named after the company that is featured prominently in their default paint scheme. Most of these companies are involved in the automobile business in some way.
to:
** With the exception of the titular [=XCar=], the remaining cars the are named after the company that is featured prominently in their default paint scheme. [[ShownTheirWork Most of these companies are involved in the automobile business in some way.]]
Is there an issue? Send a MessageReason:
Added links to, and an example about, Super Prototype.
Changed line(s) 8 (click to see context) from:
''[=XCar=]: Experimental Racing'' is a semi-simulation RacingGame developed by Bad Dog and released by [[Creator/{{Bethesda}} Bethesda Softworks]] in 1997. It is described by its developers as a racing game that features close-wheel, closed-cockpit racecars, as well as its own blend of motor-racing rules. Central to the game is its heavy emphasis on DesignItYourselfEquipment—the performance of the car you use to race can be adjusted in many ways, ranging from engine to aerodynamics. There is no progression system—you can switch between all the available cars in the game and modify them as you wish. The only thing that matters is how your car performs on the track.
to:
''[=XCar=]: Experimental Racing'' is a semi-simulation RacingGame developed by Bad Dog and released by [[Creator/{{Bethesda}} Bethesda Softworks]] in 1997. It is described by its developers as a racing game that features close-wheel, closed-cockpit SuperPrototype racecars, as well as its own blend of motor-racing rules. Central to the game is its heavy emphasis on DesignItYourselfEquipment—the performance of the car you use to race can be adjusted in many ways, ranging from engine to aerodynamics. There is no progression system—you can switch between all the available cars in the game and modify them as you wish. The only thing that matters is how your car performs on the track.
Changed line(s) 23 (click to see context) from:
* HelloInsertNameHere: The game will prompt you for a name once you choose a car, although it automatically inputs the default driver's name.
to:
* HelloInsertNameHere: The game will prompt you for a name once you choose a car, although it automatically inputs the default driver's name.name for that car.
Changed line(s) 31 (click to see context) from:
* ShowsDamage: Regardless of the damage setting, collisions will ''always'' cause particle spew (in the form of little jagged plates carrying the company featured on the car) as well as model deformation, with the latter being more drastic if the collision is car-to-car. Disabled cars also emit smoke from their bonnet.
to:
* ShowsDamage: Regardless of the damage setting, collisions will ''always'' cause particle spew (in the form of little jagged plates carrying showing the company car's featured on the car) sponsor) as well as model deformation, with the latter being more drastic if the collision is car-to-car. Disabled cars also emit smoke from their bonnet.
Added DiffLines:
* SuperPrototype: The cars in the game are known as "sports prototypes", drawing huge inspiration from the TruthInTelevision principles of concept vehicles and demonstrator units. This ties in with the game's heavy emphasis on DesignItYourselfEquipment, as each car's internal systems can be modified to essentially unlimited configurations.
Is there an issue? Send a MessageReason:
Elaborated further on the Heads Up Display example.
Changed line(s) 24 (click to see context) from:
* HeadsUpDisplay: A little green meter to the left of the screen (by default), which shows the speed of your car and can be toggled to display supplementary information, such as your grid position, lap time, or telemetry readouts. Additional HUD elements include a yellow arrow indicator that displays the direction and curvature of the next turn and pit lane entry, as well as a resizeable track layout display that shows the position of every car in the race.
to:
* HeadsUpDisplay: A The main HUD element is a little green meter to the left of the screen (by default), which shows the speed of your car and can be toggled to display supplementary information, such as your grid position, lap time, or telemetry readouts. Additional HUD elements include a yellow arrow indicator that displays indicates the direction and curvature of the next turn and or pit lane entry, as well as a resizeable track layout display that shows the position of every car in the race.race. All HUD elements can also be switched off if you find them too distracting or want a SelfImposedChallenge[[invoked]].
Changed line(s) 26,27 (click to see context) from:
** Even at the lowest difficulty setting, the AI can and will speed past you when they get the slightest chance to do so, ''especially'' if steer and brake assist are set to auto. With the difficulty slider set to 100%, the AI will take corners at speeds that are borderline impossible to do with any default car setup, making it akin to a PerfectPlayAI.
** Setting the game's realism mode to "Realistic" enables the full physics model in all its ball-busting glory. Weather and wind conditions will affect how your car steers, full steering lock will cause your car to spin, even at low speeds, fuel consumption becomes a factor to consider when deciding what sort of engine and fuel you want to use, and you can take enough damage from collisions to drop out of races.
** Setting the game's realism mode to "Realistic" enables the full physics model in all its ball-busting glory. Weather and wind conditions will affect how your car steers, full steering lock will cause your car to spin, even at low speeds, fuel consumption becomes a factor to consider when deciding what sort of engine and fuel you want to use, and you can take enough damage from collisions to drop out of races.
to:
** Even at the lowest difficulty setting, the AI can and will speed past you when they get the slightest chance to do so, ''especially'' if steer and brake assist assists are set to auto. With the difficulty slider set to 100%, the AI will take corners at speeds that are borderline impossible to do with any default car setup, making it akin to a PerfectPlayAI.
** Setting the game's realism mode to "Realistic" enables the full physics model in all its ball-busting glory. Weather and wind conditions will affect how your car steers, full steering lock will cause your car to spin, even at low speeds, fuel consumption becomes a factor to consider when deciding what sort of engine and fuel you want to use, and you can take enough damage from collisions todrop out of retire from races.
** Setting the game's realism mode to "Realistic" enables the full physics model in all its ball-busting glory. Weather and wind conditions will affect how your car steers, full steering lock will cause your car to spin, even at low speeds, fuel consumption becomes a factor to consider when deciding what sort of engine and fuel you want to use, and you can take enough damage from collisions to
Is there an issue? Send a MessageReason:
Two back-to-back examples starting with "while" does not make for good reading; corrected.
Changed line(s) 17 (click to see context) from:
* CoolCar: While each of the cars are essentially cool-looking {{Super Prototype}}s right from the get-go, this trope is {{exaggerated|trope}} when the game's realism mode is set to "Action", which disables fuel consumption and tire wear, as well as making all cars immune to being disabled by collisions.
to:
* CoolCar: While each Each of the cars are essentially cool-looking {{Super Prototype}}s right from the get-go, but this trope is gets {{exaggerated|trope}} when the game's realism mode is set to "Action", which disables fuel consumption and tire wear, as well as making all cars immune to being disabled by collisions.
Is there an issue? Send a MessageReason:
Grammar fix
Changed line(s) 12 (click to see context) from:
* AntiFrustrationFeatures: ''[=XCar=]'' has a handful of these. Besides being able to set the game's realism to "Action", there is a setting, as well as a keypress, to point your car in the correct direction of the track if you come to a complete stop after spinning out. Wet weather races, which reduces speeds and makes cars more prone to skidding out, can also be disabled with a toggle.
to:
* AntiFrustrationFeatures: ''[=XCar=]'' has a handful of these. Besides being able to set the game's realism to "Action", there is a setting, as well as a keypress, to point your car in the correct direction of the track if you come to a complete stop after spinning out. Wet weather races, which reduces reduce speeds and makes make cars more prone to skidding out, can also be disabled with a toggle.
Is there an issue? Send a MessageReason:
Elaborated Timed Mission further and added another example for it.
Changed line(s) 34 (click to see context) from:
* TimedMission: If your car is disabled during a race, you can still resume the race if you are able to make it back to the pits using whatever speed you have left. However, if your car comes to a complete stop, you retire from the race.
to:
* TimedMission: TimedMission:
** If your car isdisabled during a race, disabled, you can still resume the race if you are able to make it back to the pits your pit stop using whatever speed you have left. However, if your car comes has left. This can be harder than it sounds depending on which part of the track you are at and since your car will eventually bleed off all the speed it has and come to a complete stop, resulting in a retirement if you retire from cannot reach the race.pit stop.
** If you get black-flagged for speeding in the pit lane, speeding while the course is under a yellow flag, or overtaking another racer while the course is under a yellow flag, you must pit within 5 laps, otherwise you will be disqualified.
** If your car is
** If you get black-flagged for speeding in the pit lane, speeding while the course is under a yellow flag, or overtaking another racer while the course is under a yellow flag, you must pit within 5 laps, otherwise you will be disqualified.
Is there an issue? Send a MessageReason:
Added more tropes.
Changed line(s) 12 (click to see context) from:
* AntiFrustrationFeatures: ''[=XCar=]'' has a handful of these. Besides being able to set the game's realism to "Action", which disables fuel consumption and makes all cars immune to being disabled by collisions, there is a setting, as well as a keypress, to point your car in the correct direction of the track if you come to a complete stop after spinning out. Wet weather races can also be disabled with a toggle.
to:
* AntiFrustrationFeatures: ''[=XCar=]'' has a handful of these. Besides being able to set the game's realism to "Action", which disables fuel consumption and makes all cars immune to being disabled by collisions, there is a setting, as well as a keypress, to point your car in the correct direction of the track if you come to a complete stop after spinning out. Wet weather races races, which reduces speeds and makes cars more prone to skidding out, can also be disabled with a toggle.
* CoolCar: While each of the cars are essentially cool-looking {{Super Prototype}}s right from the get-go, this trope is {{exaggerated|trope}} when the game's realism mode is set to "Action", which disables fuel consumption and tire wear, as well as making all cars immune to being disabled by collisions.
Changed line(s) 18 (click to see context) from:
* DesignItYourselfEquipment: You can modify almost everything about a car, such as its engine, gear ratios, tire pressure, fuel, aerodynamics, and even its paintjob. In fact, the only things you cannot alter are the car's in-game name and shape.
to:
* DesignItYourselfEquipment: You can modify almost everything about every aspect of a car, such as its engine, gear ratios, tire pressure, fuel, aerodynamics, and even its paintjob. In fact, the only things you cannot alter are the car's in-game name and shape.shape.
* DiegeticInterface: In addition to the HUD, playing the game from cockpit view lets you see the in-car speedometer and tachometer update in real-time.
* DiegeticInterface: In addition to the HUD, playing the game from cockpit view lets you see the in-car speedometer and tachometer update in real-time.
* HeadsUpDisplay: A little green meter to the left of the screen (by default), which shows the speed of your car and can be toggled to display supplementary information, such as your grid position, lap time, or telemetry readouts. Additional HUD elements include a yellow arrow indicator that displays the direction and curvature of the next turn and pit lane entry, as well as a resizeable track layout display that shows the position of every car in the race.
Changed line(s) 26 (click to see context) from:
** With the exception of the titular [=XCar=], the remaining cars the named after the company that is featured in their default paint scheme. Most of these companies are involved in the automobile business in some way.
to:
** With the exception of the titular [=XCar=], the remaining cars the named after the company that is featured prominently in their default paint scheme. Most of these companies are involved in the automobile business in some way.
Changed line(s) 28 (click to see context) from:
* ShowsDamage: Regardless of the damage setting, collisions will ''always'' cause particle spew (in the form of little jagged plates carrying the company featured on the car) as well as model deformation, with the latter being more drastic if the collision is car-to-car. If the game's realism mode is set to "realistic" and the damage setting is set to either "realistic" or "minimize", sufficient hits can also disable the car, causing smoke to emit from the bonnet and resulting in an early retirement if the car is unable to make it back to the pits.
to:
* ShowsDamage: Regardless of the damage setting, collisions will ''always'' cause particle spew (in the form of little jagged plates carrying the company featured on the car) as well as model deformation, with the latter being more drastic if the collision is car-to-car. Disabled cars also emit smoke from their bonnet.
* SpellMyNameWithAnS: The game is sometimes known as ''X Car'' and ''[=X-Car=]''.
* SubsystemDamage: If the game's realism mode is set to"realistic" "Realistic" and the damage setting is set to either "realistic" "Realistic" or "minimize", "Minimize", sufficient hits can also collisions will disable the car, causing smoke to emit from the bonnet and resulting in an early retirement if the car is unable to make it back to the pits.pits. If tire wear is enabled, your car's tires will also lose traction over time.
* SpellMyNameWithAnS: The game is sometimes known as ''X Car'' and ''[=X-Car=]''.
* SubsystemDamage: If the game's realism mode is set to
Changed line(s) 31 (click to see context) from:
* WideOpenSandbox: In a different vein from other, more popular, sandbox games of the time, such as ''VideoGame/{{Carmageddon}}'' and ''VideoGame/GrandTheftAuto'', ''[=XCar=]'''s sandbox comes from its gameplay. There is nothing to buy or unlock—every single car and track is available right at the start for you to tinker with and race on respectively.
to:
* WideOpenSandbox: In a different vein from other, more popular, sandbox games of the time, such as ''VideoGame/{{Carmageddon}}'' and ''VideoGame/GrandTheftAuto'', which feature open world design, ''[=XCar=]'''s sandbox comes from its gameplay. There is nothing to buy or unlock—every single car and track is available right at the start for you to tinker with and race on respectively.respectively.
* VoiceWithAnInternetConnection: Your pit technician, who alerts you to any cars coming up behind you during a race, informs you of your race position whenever you complete a lap, and warns you to slow down if there is a yellow flag.
* XMakesAnythingCool: The title, which may be {{justified|trope}} since "[=ExCar=]" could be interpreted as [[TheAllegedCar something else]].
* VoiceWithAnInternetConnection: Your pit technician, who alerts you to any cars coming up behind you during a race, informs you of your race position whenever you complete a lap, and warns you to slow down if there is a yellow flag.
* XMakesAnythingCool: The title, which may be {{justified|trope}} since "[=ExCar=]" could be interpreted as [[TheAllegedCar something else]].
Is there an issue? Send a MessageReason:
The Roland Corporation isn't involved in automobiles, so a correction was made.
Changed line(s) 26 (click to see context) from:
** With the exception of the titular [=XCar=], the remaining cars the named after the company that is featured in their default paint scheme. All of these companies are involved in the automobile business in some way.
to:
** With the exception of the titular [=XCar=], the remaining cars the named after the company that is featured in their default paint scheme. All Most of these companies are involved in the automobile business in some way.
Is there an issue? Send a MessageReason:
Got rid of the car count since it's 16 in some versions and 17 in others.
Changed line(s) 8 (click to see context) from:
''[=XCar=]: Experimental Racing'' is a semi-simulation RacingGame developed by Bad Dog and released by [[Creator/{{Bethesda}} Bethesda Softworks]] in 1997. It is described by its developers as a racing game that features close-wheel, closed-cockpit racecars, as well as its own blend of motor-racing rules. Central to the game is its heavy emphasis on DesignItYourselfEquipment—the performance of the car you use to race can be adjusted in many ways, ranging from engine to aerodynamics. There is no progression system—you can switch between all 17 cars in the game and modify them as you wish. The only thing that matters is how your car performs on the track.
to:
''[=XCar=]: Experimental Racing'' is a semi-simulation RacingGame developed by Bad Dog and released by [[Creator/{{Bethesda}} Bethesda Softworks]] in 1997. It is described by its developers as a racing game that features close-wheel, closed-cockpit racecars, as well as its own blend of motor-racing rules. Central to the game is its heavy emphasis on DesignItYourselfEquipment—the performance of the car you use to race can be adjusted in many ways, ranging from engine to aerodynamics. There is no progression system—you can switch between all 17 the available cars in the game and modify them as you wish. The only thing that matters is how your car performs on the track.
Changed line(s) 16 (click to see context) from:
* CompetitiveBalance: While all of the 16 cars have their own quirks and traits, their default setup gives them similar levels of performance and competitiveness during a race. Part of the game in ''[=XCar=]'' revolves around modifying the car you choose so that it fits your own driving style while having the edge over other cars.
to:
* CompetitiveBalance: While all of the 16 cars have their own quirks and traits, their default setup gives them similar levels of performance and competitiveness during a race. Part of the game in ''[=XCar=]'' revolves around modifying the car you choose so that it fits your own driving style while having the edge over other cars.
Is there an issue? Send a MessageReason:
Added title screen image.
Added DiffLines:
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/xcar.png]]
Is there an issue? Send a MessageReason:
Added opening quote and deleted redundant line at the bottom.
-->''Initiating Telemetry Link...''\\
''Experimental Vehicle Testbed...''\\
''Desert Test Facility...''\\
''Data Acquisition Confirmed...''\\
''...........''
''Experimental Vehicle Testbed...''\\
''Desert Test Facility...''\\
''Data Acquisition Confirmed...''\\
''...........''
Changed line(s) 24,25 (click to see context) from:
* WideOpenSandbox: In a different vein from other, more popular, sandbox games of the time, such as ''VideoGame/{{Carmageddon}}'' and ''VideoGame/GrandTheftAuto'', ''[=XCar=]'''s sandbox comes from its gameplay. There is nothing to buy or unlock—every single car and track is available right at the start for you to tinker with and race on respectively.
----
----
to:
* WideOpenSandbox: In a different vein from other, more popular, sandbox games of the time, such as ''VideoGame/{{Carmageddon}}'' and ''VideoGame/GrandTheftAuto'', ''[=XCar=]'''s sandbox comes from its gameplay. There is nothing to buy or unlock—every single car and track is available right at the start for you to tinker with and race on respectively.
----respectively.
----
Is there an issue? Send a MessageReason:
Bearhugged the article, re-writing it almost entirely.
Changed line(s) 1,7 (click to see context) from:
''[=XCar=]: Experimental Racing'' AKA ''X-Car: Experimental Racing'' is a racing/driving game released in 1997. It was published by Bethesda Softworks LLC and developed by Bad Dog.
As the name suggests, in ''[=XCar=]: Experimental Racing'' the player drives and races experimental cars. There are sixteen cars to race on ten tracks. Tracks range from 'Mid-Ohio' to a Mayan temple and downtown Seattle. Cars can (and, at times, need to) be tweaked, tuned, and sometimes completely over-hauled to improve the various components that make up the car.
The graphics can be rendered in software or accelerated in 3Dfx. While there is no track or car editor for the game, the player can edit car textures (only in software mode), to create a completely customized car.
NeedsWikiMagicLove.
As the name suggests, in ''[=XCar=]: Experimental Racing'' the player drives and races experimental cars. There are sixteen cars to race on ten tracks. Tracks range from 'Mid-Ohio' to a Mayan temple and downtown Seattle. Cars can (and, at times, need to) be tweaked, tuned, and sometimes completely over-hauled to improve the various components that make up the car.
The graphics can be rendered in software or accelerated in 3Dfx. While there is no track or car editor for the game, the player can edit car textures (only in software mode), to create a completely customized car.
NeedsWikiMagicLove.
to:
''[=XCar=]: Experimental Racing'' AKA ''X-Car: Experimental Racing'' is a racing/driving game released in 1997. It was published by Bethesda Softworks LLC and semi-simulation RacingGame developed by Bad Dog.
AsDog and released by [[Creator/{{Bethesda}} Bethesda Softworks]] in 1997. It is described by its developers as a racing game that features close-wheel, closed-cockpit racecars, as well as its own blend of motor-racing rules. Central to the name suggests, in ''[=XCar=]: Experimental Racing'' game is its heavy emphasis on DesignItYourselfEquipment—the performance of the player drives and races experimental cars. There are sixteen cars car you use to race on ten tracks. Tracks range from 'Mid-Ohio' to a Mayan temple and downtown Seattle. Cars can (and, at times, need to) be tweaked, tuned, and sometimes completely over-hauled to improve the various components that make up the car.
The graphicscan be rendered adjusted in software or accelerated in 3Dfx. While there many ways, ranging from engine to aerodynamics. There is no track or progression system—you can switch between all 17 cars in the game and modify them as you wish. The only thing that matters is how your car editor for performs on the game, the player can edit car textures (only in software mode), to create a completely customized car.
NeedsWikiMagicLove.track.
As
The graphics
NeedsWikiMagicLove.
Changed line(s) 9,12 (click to see context) from:
!!This VideoGame contains examples of:
* NintendoHard: You will find yourself in last place quite often.
* NoPlotNoProblem: This game doesn't have a plot. This game doesn't need one.
* SoOkayItsAverage: This seems to be the general reaction to the game.
* NintendoHard: You will find yourself in last place quite often.
* NoPlotNoProblem: This game doesn't have a plot. This game doesn't need one.
* SoOkayItsAverage: This seems to be the general reaction to the game.
to:
*
* AntiFrustrationFeatures: ''[=XCar=]'' has a handful of these. Besides being able to set the game's realism to "Action", which disables fuel consumption and makes all cars immune to being disabled by collisions, there is a setting, as well as a keypress, to point your car in the correct direction of the track if you come to a complete stop after spinning out. Wet weather races can also be disabled with a toggle.
* AuthorAvatar:
** A few of the drivers' names are references to members of the development team, such as B.Rydalch (Bart Rydalch, a 3D modeller and level/scenario designer), G.Craver (Guy Carver, a programmer), K.Reigns (Kelly Rains, a 3D modeller), and D.Chris (Chris Doll, a playtester).
** The game manual shows B.Erickson (Brent Erickson, the producer) being entered as the name for the Monroe.
* CompetitiveBalance: While all of the 16 cars have their own quirks and traits, their default setup gives them similar levels of performance and competitiveness during a race. Part of the game in ''[=XCar=]'' revolves around modifying the car you choose so that it fits your own driving style while having the edge over other cars.
* CoversAlwaysLie: {{Subverted|trope}}; the silver-blue racecar depicted on the cover does not appear in final releases of the game. However, it does appear in [[https://www.youtube.com/watch?v=ousOXrD9Ij0 some preview versions of the game]], and the Yokohama gets a racecar-ish shape in the final release of the game.
* DesignItYourselfEquipment: You can modify almost everything about a car, such as its engine, gear ratios, tire pressure, fuel, aerodynamics, and even its paintjob. In fact, the only things you cannot alter are the car's in-game name and shape.
* DiscardAndDraw: A meta-example in the form of the software and 3dfx versions of the game. The software version allows resolution scaling and editing of the cars' paintjobs, while the 3dfx version disables these features in exchange for the cars being rendered in full 3D with realistic lighting. For comparison, here are screenshots of the Motor Trend in [[http://igcd.net/vehicle.php?id=119242 software]] and [[https://www.mobygames.com/game/dos/xcar-experimental-racing/promo/promoImageId,314331/ 3dfx]] rendering.
* {{Fauxrrari}}: Most of the cars borrow design elements from real-world cars, but often with some elements moved around or resized to make them difficult to identify. For example, the Mac Tools is a Bugatti [=EB110=] with its headlamps moved forwards.
* HelloInsertNameHere: The game will
* NoPlotNoProblem: This game doesn't have
* SoOkayItsAverage: This seems to be
* NintendoHard:
** Even at the lowest difficulty setting, the AI can and will speed past you when they get the slightest chance to do so, ''especially'' if steer and brake assist are set to auto. With the difficulty slider set to 100%, the AI will take corners at speeds that are borderline impossible to do with any default car setup, making it akin to a PerfectPlayAI.
** Setting the game's realism mode to "Realistic" enables the full physics model in all its ball-busting glory. Weather and wind conditions will affect how your car steers, full steering lock will cause your car to spin, even at low speeds, fuel consumption becomes a factor to consider when deciding what sort of engine and fuel you want to use, and you can take enough damage from collisions to drop out of races.
* ProductPlacement:
** With the exception of the titular [=XCar=], the remaining cars the named after the company that is featured in their default paint scheme. All of these companies are involved in the automobile business in some way.
** Many of the racetracks are TruthInTelevision, such as Mid-Ohio, Grattan Raceway, Lime Rock Park, Putnam Park, and Thunderhill Park.
* ShowsDamage: Regardless of the damage setting, collisions will ''always'' cause particle spew (in the form of little jagged plates carrying the company featured on the car) as well as model deformation, with the latter being more drastic if the collision is car-to-car. If the game's realism mode is set to "realistic" and the damage setting is set to either "realistic" or "minimize", sufficient hits can also disable the car, causing smoke to emit from the bonnet and resulting in an early retirement if the car is unable to make it back to the
* TimedMission: If your car is disabled during a race, you can still resume the race if you are able to make it back to the pits using whatever speed you have left. However, if your car comes to a complete stop, you retire from the race.
* V8EngineNoises: When you consider that some preview versions of the game have different sounds for each engine, it is funny that, in the final release of the game, every engine, except the V12, has the exact same engine sound.
* WideOpenSandbox: In a different vein from other, more popular, sandbox games of the time, such as ''VideoGame/{{Carmageddon}}'' and ''VideoGame/GrandTheftAuto'', ''[=XCar=]'''s sandbox comes from its gameplay. There is nothing to buy or unlock—every single car and track is available right at the start for you to tinker with and race on respectively.
Is there an issue? Send a MessageReason:
None
Changed line(s) 8 (click to see context) from:
to:
----
Changed line(s) 10 (click to see context) from:
to:
* NintendoHard: You will find yourself in last place quite often.
* NoPlotNoProblem: This game doesn't have a plot. This game doesn't need one.
* SoOkayItsAverage: This seems to be the general reaction to the game.
----
* NoPlotNoProblem: This game doesn't have a plot. This game doesn't need one.
* SoOkayItsAverage: This seems to be the general reaction to the game.
----
Is there an issue? Send a MessageReason:
None
Added DiffLines:
''[=XCar=]: Experimental Racing'' AKA ''X-Car: Experimental Racing'' is a racing/driving game released in 1997. It was published by Bethesda Softworks LLC and developed by Bad Dog.
As the name suggests, in ''[=XCar=]: Experimental Racing'' the player drives and races experimental cars. There are sixteen cars to race on ten tracks. Tracks range from 'Mid-Ohio' to a Mayan temple and downtown Seattle. Cars can (and, at times, need to) be tweaked, tuned, and sometimes completely over-hauled to improve the various components that make up the car.
The graphics can be rendered in software or accelerated in 3Dfx. While there is no track or car editor for the game, the player can edit car textures (only in software mode), to create a completely customized car.
NeedsWikiMagicLove.
!!This VideoGame contains examples of:
As the name suggests, in ''[=XCar=]: Experimental Racing'' the player drives and races experimental cars. There are sixteen cars to race on ten tracks. Tracks range from 'Mid-Ohio' to a Mayan temple and downtown Seattle. Cars can (and, at times, need to) be tweaked, tuned, and sometimes completely over-hauled to improve the various components that make up the car.
The graphics can be rendered in software or accelerated in 3Dfx. While there is no track or car editor for the game, the player can edit car textures (only in software mode), to create a completely customized car.
NeedsWikiMagicLove.
!!This VideoGame contains examples of: