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History VideoGame / HotWheelsStuntTrackDriver

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* MouseWorld: The tracks are on the same scale as actual Hot Wheels toys. The attic level in the PC game even has mice that are larger than the cars and has a section where the track runs through a mouse hole.

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* LevelEditor: Both PC games allow the player to design custom tracks. In both cases, the times needed for medals
** The first game's track builder uses track pieces from the existing tracks, with generic pieces limited to a orange-and-blue color scheme. It's also set in the garage and renders the created track in real time when played.
** ''Get'n Dirty'' also has a track builder, though this one has its own 3D engine and uses entirely unique setpieces, making for slower but more open gameplay set in the backyard.
* TheLostWoods: One of the unlockable tracks in ''Get'n Dirty'' is on a river in the middle of the forest. The track runs past various wildlife and through a fallen log, culminating in your car getting eaten by a fish. There's also a fisherman's boat that's much too large for the river.
* MouseWorld: The tracks are on the same scale as actual Hot Wheels toys. Depending on the game, there might be mice, squirrels, or even spiders the same size as your car while housepets absolutely tower over the track.
* NitroBoost:
The attic level in the first PC game even has mice and the Game Boy Color game both make heavy use of the Dash Pads variant of this trope, having sections of each track that are larger than speed up your car. In the cars and has PC game, they take the form of a section where of track with wheels on either side that fling the car forward. In the GBC game, there are arrow pads that boost the car's speed. All three games also give a speed boost upon landing after performing mid-air stunts.
* PalatialSandcastle: The first game's sandbox
track runs all around a gigantic sandcastle, including some arches and tunnels through the castle itself. The castle even has a mouse hole.moat.



* ProductPlacement: As one might expect from MerchandiseDriven games, the cars in all games are all from existing toylines. The first game doubles down on this by using track pieces from track sets sold during 90s. The tracks in the sandbox level are also propped up by boxes from the Wild Wave and G-Force toylines while the game room has a poster for the Speed Blaster toyline, all of which predate the game by multiple years.



* SecretLevel: There's a secret seventh track in the first PC game, which can only be accessed by [[spoiler:right-clicking the Mattel logo on the track selection screen]]. It consists of a track floating in empty space over a wireframe landscape.

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* TreehouseOfFun: The final track in ''Get'n Dirty'' goes through the unnamed child's treehouse during its first half. The track is surrounded by comic books, posters, and toys and while it's solidly built, it does nothing to keep the squirrels out. Naturally, the kid built a Hot Wheels track through it.
* SecretLevel: There's a secret seventh track in the first PC game, which can only be accessed by [[spoiler:right-clicking the Mattel logo on the track selection screen]]. It consists of a track floating in empty space over a wireframe landscape.landscape.
* UndergroundLevel: ''Get'n Dirty'' has an underground track that includes lava, dinosaur bones, a CrystalLandscape and as-yet unburied treasure, all somehow accessed on a single track that runs through different animal burrows.
* WalkOnWater: Downplayed in ''Get'n Dirty''. Whenever a track goes through water, your car never quite touches the bottom despite kicking up water all around it.
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''Hot Wheels Stunt Track Driver'' is a racing game developed by Mattel Media and published by Creator/{{THQ}} for PC in October of 1998. The game takes place in the home of an unnamed child who spent an entire day building Hot Wheels tracks throughout their house. Gameplay focused heavily on performing stunts on pre-rendered levels while avoiding crashing into obstacles, with a final score based on the time it took to complete a track while performing stunts in midair would give the player's car a speed boost beyond what the controls would allow for.

There were three game modes. The first was a championship mode that required players to complete all six tracks within a time limit, starting over from the first track if the player failed to do so. The second mode allowed players to run through the individual tracks, though two had to be unlocked in the championship mode first. Finally, there was a custom track builder that would render in real time with medal times based on the track's length.

A sequel titled ''Hot Wheels Stunt Track Driver 2: Get'n Dirty'' would be released for PC in January 2000. The core gameplay was unchanged and the levels were still pre-rendered, but the game took place on off-road tracks that ran through a variety of outdoor locations. ''Get'n Dirty'' had the same three game modes as its predecessor, but included secret paths along most tracks for players to find. The custom track builder also had its own 3D engine, allowing for much more open gameplay on the custom tracks.

Finally, another game also titled ''Hot Wheels Stunt Track Driver'' was developed by Lucky Chicken Games for the Platform/GameBoyColor and released in June 2000. A true racing game, this game had players either race against a pair of AI-controlled cars on 2D tracks or race against another player using a game link cable. As in the first game, the tracks were all built in and around a house.
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* CompetitiveBalance: All of the cars in each game have different speed, acceleration, and stunt speed.
* LethalLavaLand: The underground track in ''Get'n Dirty'' almost immediately sends the player into a cave full of lava and dinosaur bones that comprises the most of track's first half. This area also contains the level's secret path, which veers off near another lava pit instead of the CrystalLandscape that the main track passes through.
* MouseWorld: The tracks are on the same scale as actual Hot Wheels toys. The attic level in the PC game even has mice that are larger than the cars and has a section where the track runs through a mouse hole.
* PreRenderedGraphics: Each level in the PC games is a fully-rendered video whose playback speed changes as the player's car speeds up or slows down. Obstacles are timed to objects and track segments in the videos with varying degrees of precision. The first game's custom track builder instead attempts to render player-created tracks and the surrounding garage in real time.
* ToyTime: Both the original and Game Boy Color games have tracks in the unnamed child's bedroom. Both tracks are surrounded by the child's other toys and in the PC game, one of the jumps is over the kid's train set.
* SecretLevel: There's a secret seventh track in the first PC game, which can only be accessed by [[spoiler:right-clicking the Mattel logo on the track selection screen]]. It consists of a track floating in empty space over a wireframe landscape.

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