YMMV / Gran Turismo

  • Base Breaker / Broken Base:
    • "Standard" cars, which are cars from the PS2 iterations of the series that appeared in the PS3 games in order to boost their car count. While they were given a hi-res polish, the low polygon counts on them make it obvious that they were ported over from the last-gen systems, especially given how they lack proper interiors. Some of the standard cars were updated in 6 to have PS3-like exteriors (such as the RUFs and the Nissan R390 GT1), but many more remained. Many fans hate the standard cars for sticking out like a sore thumb amidst the fresher, newer cars, while many others like them for giving them the opportunity to drive certain particular vehicles that may not have otherwise been included. And now there's the fact that 7, the series' PS4 debut, will still have some of them...
    • Also related to the vehicle roster: the large number of different variations on cars like the Mazda MX-5 Miata, the Nissan Skyline, and the Honda S2000. The fact that most of the cars subjected to this are Japanese also ties into Creator Provincialism.
    • The Vision GT project has became a base breaker: while some thought the idea was cool and all, many others claimed that it wasted modeling time that could be used for demanded cars that are not yet in the game, such as the LaFerrari or the BMW M3 E30, or premium upgrades for popular standard cars such as the JZA80 generation Supra.
    • Tourist Trophy. Some fans loved the game for being somewhat more realistic than GT4, while others criticize for too many removed elements such as Le Mans track, raining, and pit stops.
  • Car Tiers: Cars can be roughly ranked as sluggish subcompacts, slow sedans, medium sport cars, fast supercars, very fast Super GT racers, lightning-fast Le Mans racers, and one Formula 1-like car to rule 'em all.
    • GT5 Prologue had an actual Formula One car, the Ferrari F2007, which was the top tier car. Later GT5 also throws in the Ferrari F2010 as well as a fictional car, the Formula Gran Turismo, which is an even faster car, included since GT4. GT6 replaces the two Ferraris with Senna's Lotus 97T due to licensing issues pertaining to the Ferraris and the Ayrton Senna content deal.
      • And if you reach a certain level in either the A-Spec or B-Spec games in GT5, you'll unlock the ultimate badass race car of all: the X1.
  • Contested Sequel: Gran Turismo 5. Some of the fanbase has criticized this iteration for tedious grinding, the fact that you can't sell highly expensive cars or farm for them anymore, endurance races giving you low sums of money, a poorly implemented paint system, segregated A-Spec and B-Spec modes, no fast forward for B-Spec, a weak track generator, a 20 million credit limit, among other things.
    • 6 has also ran into same problem, such as some features (course maker, quick match, community features, B-spec, and more) being added on a (slow) timely basis.
  • Complacent Gaming Syndrome / Tier-Induced Scrappy :
    • Every time there is a 500 PP production car race in the Open Lobby, always expect a 2002 Ford Focus RS. Even for a front wheel drive car (with rallying background, mind you) when properly tuned the car would be in a David vs Goliath situation. The same also happens with Mazda RX500 concept car (albeit without the David vs Goliath part).
    • Some maximum speed races in the Open Lobby (always held in Special Stage Route X) often ban the Pagani Huayra and the Alfa Romeo TZ3 Stradale from racing in the lobbies. Whether this happens or not, always expect Nissan R35 GT-Rs, Toyota Supra RZs, and Tommy Kaira ZZ-IIs, unless the hosts bans any of those.
    • Racing car seasonal time trials are dominated by Chaparral 2Js, because, even if the car have to be installed with heavy power and weight penalties, the car has an acceleration advantage. (Then there's the Toyota TS030 LMP, which only need few nerfs to be eligible for most time trials, as well as the car's hybrid system). On most road car seasonals, the Suzuki GSX-R/4 Concept also dominates by virtue of light weight (comparable to Caterham-class vehicles such as the new for GT6 LCC Rocket).
      • The GSX-R/4 itself is now a common sight on Quick Match events that allow the players to bring their own vehicles.
    • Futhermore, on most Open Lobby races without tire restriction, expect everyone to pick the super grippy (but costly and wears out fast) Racing Soft tires, moreso if tire/fuel wear are disabled (which is the default). Many drift lobbies also use, and even require, the tire with worst grip in the game, Comfort Hards.
    • Speaking of drifting, good luck finding a semi-full lobby that isn't on the Suzuka Circuit East course or Tsukuba Circuit.
  • Critical Dissonance: 6 had reviews scoring around the 7-8 ranges, not incredibly high for GT standards. It is however held in very high regard by fans, who notice it as a true step up to 5.
  • Crowning Music of Awesome: The main theme of the Gran Turismo series, "Moon Over the Castle", composed by guitarist Masahiro Andoh of the famous Japanese jazz fusion band T-Square, is perhaps one of the most certifiably epic intro themes for any game, and has only gotten better with each incarnation of the series. A shame that Sony seems to enjoy ripping the amazing original soundtracks out of the Gran Turismo games in the American and European releases, and replacing them with licensed garbage. The aforementioned T-Square performs this song under the title Knight's Song.
    • Gran Turismo 4 at least had the original replaced by "Panama" by Van Halen in the US. The EU release got shafted by comparison, with a remix of "U-Boat" by Kasabian.
    • The American version of Gran Turismo 3 had a few metal gems from the Eighties, with "Turbo Lover" by Judas Priest and "Kickstart My Heart" by Mötley Crüe as examples. The European version, instead, had a more Electronic Music soundtrack... Which still kicked ass, with artists like Overseer, BT and Apollo 440.
    • Gran Turismo 2 did have a great intro with "My Favourite Game" by The Cardigans (From their album oddly also named Gran Turismo). Both American and European versions had different soundtracks: the highlights of the American soundtrack are "Bodyrock (B & H Bodyrob Remix)" by Moby, "Now Is The Time" by The Crystal Method, "Push Eject" by the Boom Boom Satellites, "Cars" by Fear Factory and Gary Numan, and, the absolute fan-favorite, "Dragula" by Rob Zombie. The European soundtrack, while being much smaller, still managed to deliver some great tunes, with artists like Ash, Propellerheads and Fatboy Slim.
      • A bit of a cool fact: one of the thematics of "My Favourite Game" is Gran Turismo 2 itself: the band played it while touring!
    • The rest of the original soundtracks created for the series are excellent as well. Gran Turismo 4 at least had a few songs from its original Japanese soundtrack intact when it made the jump to Europe and North America.
    • Also notable is the Crowning Music Of Funny license test fail tune from the fourth game. The second game, whenever you failed, played the same upbeat music as when you passed, quickly leading to controller-throwing anger. The third game played a slightly sympathetic slower tune, but which eventually it felt as though it was mocking you. Realising they couldn't prevent feelings of anger from the player, in the fourth game they went with "Oh Yeah" by Yello.
    • Another recurring musical theme from game to game is guitarist Daiki Kasho - a few choice tracks from GT4.
    • Gran Turismo 6 continues the trend with masterpieces like Daiki Kasho's Looking For You.
      • 6's licensed soundtrack got unfortunately thrashed by fans, but it's impossible to see why, with artists such as Depeche Mode, Amon Tobin, Miike Snow, CHVRCHES, Camo & Krooked, Boys Noize, Nine Inch Nails, Wolfmother and Nero.
      • 6 got an awful lot of recycled soundtrack. So your mileage may vary here.
      • 6 is also notable for the absence of Moon Over The Castle in its intros even for the Japanese version. Predictably a lot of fans were not amused. Thankfully the remixes for 5 and its prologue are available to listen as a special unlockable for finishing the GT World Championship.
  • Disc One Nuke: All you need is an IA licence - and, in 4, the Driving Missions will give you some incredible cars. While it's balanced by the sheer difficulty of some of the missions (23 and 34), any driver competent enough can walk out with three endgame cars - the Pagani Zonda Race Car, the Toyota 7 and the Nissan R89C - without having even entered an actual race.
    • In 2, you can get the TS020 GT-ONE Race Car by beating gold on S License, which again, is also balanced by the sheer difficulty. The developers even thought that the reward is too much that in the later games, the most that you can get by getting all gold on S License is a supercar.
    • An unique case: If you beat Gran Turismo Concept, creating a save file of Gran Turismo 3 with a 100% completed GTC save will result in starting the game with 10 million credits. This, however, cannot be done with a NTSC-U version since ''Gran Turismo Concept'' was only released in Europe and Japan.
      • There are lesser versions of this case and they are all available on all regions. Making Data Transfer from 1 to 2 will give you the B and A license for free, while making one from 3 to 4 will also give you 100 thousand credits, if your Gran Turismo 3 save file does have that cash.
    • Really, though, all Seasonal Events of Gran Turismo 5 and 6 are this. Well, in 5's case, it was.
  • 8.8: The full release of Gran Turismo 5 was met with positive professional reviews... that fall just short of perfect. Much Forza vs. GT fanboyism did commence across the internet.
  • Fandom Rivalry: With Forza for obvious reasons and Need for Speed for others.
    • A big reason for the rivalry with Need for Speed is because it is to blame for Ferrari, Lamborghini, Porsche and McLaren vehicles not appearing in the first four Gran Turismo games; Polyphony was unable to secure licensing rights for them because at the time all four manufacturers had the licensing rights for their vehicles exclusively signed over to Electronic Arts. Today, EA still has the Porsche license and they've only shared that license with Forza.
  • Game Breaker: The Pikes Peak Escudo in 2. They nerfed it in 3 by making it nearly uncontrollable, and worse, they removed the course it was designed for. However, a skilled enough player with a good setup could still use it efficiently, and it could be tuned to 1843 freaking horsepower, enough to get it to 430 km/h while still outdragging all other cars. They had to nerf it again in 4 to get it stay as a curiosity rather than a Game Breaker. Thankfully, in 5, while it's not the game-breaking racing machine that it was in 2, it finally became controllable again to the mild delight of fans.
    • A properly tuned Escudo could literally break the game in GT3 by popping a wheelie and then suddenly going FTL.
    • In 2, JGTC (GT 500 class) cars. For some unknown reason they have 200 more horsepower than their real life counterpart, resulting in them being faster than a Group C car. Even more when you can win one by simply tuning a Skyline R34 up to 580 horsepower and race the Grand Touring Races.
    • In 2, winning the race at Red Rock Raceway in GT All Stars; you get a TVR speed 12 every time, which sells for half a million a go. Get the Unisia Jecs Skyline from the Grand Touring race at Midfield Raceway mentioned above, and you'll win quite easily and soon be able to afford the Escudo Pikes Peak mentioned top.
    • Toyota GT-One road car in 3. Sure, it's hard to get one, and is not available in showroom. But once you have one, it has 600+hp and 900kg, plus insanely good handling, making it a Jack-of-All-Stats among road cars. You can beat the events where only unmodified cars are allowed (except Roadster endurance). Also, Formula GT cars too, for most events.
      • The GT-One was pretty broken on its debut in 2 too; once tuned, sans the Drag 180 SX it had the highest top speed in the game while still being plenty maneuverable. Still not as good as the Escudo all round, but not far off, and for half the price.
    • The fourth game has the Plymouth Superbird and the '65 Pontiac GTO for historic car events — often resulting in five 40 hp alleged cars put against a 400 hp V8 monster — and once you unlock it, the Polyphony Formula Gran Turismo.
    • The Chaparral 2J in 4, with its vacuum downforce system which gave it a massive acceleration advantage (it was banned from real-life competition due to this). As an opponent, it often made the All-American Championship unwinnable. It costs a third of the price of a Group C car, and is so easy to win with that even B-Spec Bob can win the Gran Turismo World Championship. And it is small enough to take part in World Compact Car Races, which is designed for nimble, small but painfully slow Joke Cars.
      • Thankfully it was nerfed in 5. Or, rather, it was put in the used car dealership lottery, and became twelve times more expensive.
    • For early- to mid-game, the stock Dodge Viper. It's essentially the same car as the racing-class Team ORECA model, but it costs one-tenth as much (to the point where, with an Old Save Bonus, you can buy it as your first car in GT4) and, unlike the latter, it is fully upgradeable, letting you reach up to 1000HP+ in some games.
      • In the first game however, he is the best production car of the game. 440HP, 100 more than most of the others, cheap and it turns quite well thanks to game's weird physhics. On the Normal Car Cup, where only stock production cars are allowed, he demolishes the competition.
    • In GT4:
      • Step one: Win first rally, get Cien.
      • Step two: Win 2nd rally with Cien, get Toyota Rally car.
      • Step three: Sell Toyota Rally car for a quarter million.
      • Step four: Repeat steps 2 and 3 for tons of cash.
      • GT4's "rules" are easily bendable in a lot of cases. If you're into earning A-spec points for a Self-Imposed Challenge, you'll find that installing a racing suspension to improve cornering does not at all affect your points earns. Want to use a car as a rolling wall to make a turn at higher speed? The game usually will not object. This also extends into cases where driving across grass to avoid a chicane does not cause a penalty at all.
      • GT4 also had another freakishly speedy car, the Toyota Minolta 88C-V, obtainable by winning the El Capitan 200 Miles race (which you should definitely win by using the Cadillac Cien or the Toyota RSC Rally car shown above) Don't be fooled by its deceptively cute looks - this car easily gives the Formula GT a run for its money with its ludicrous speed and handling and to this day - yes, even in GT5 and GT6 - is unquestionably the fastest LM Prototype in the game. Ironically, it never won a race in real life.
      • Even the most incompetent B-Spec Bob can then win the Nurburgring 24 Hours in the Minolta - and thus win the Formula Gran Turismo F1 car, itself a ludicrously overpowered Game Breaker.
    • GT5's Stealth Model "Gift Cars", which consist of black versions of: a Nissan GT-R GT500, a Honda NSX GT500, a Mazda 787B, a McLaren F1, an Audi R10 TDI, and a Mercedes-Benz SLS AMG. Made especially moreso by the fact that repairs on those cars from racing damage are dirt cheap.
    • And now in GT5, the X1 (renamed X2010 after an update) - insanely fast with ungodly grip (basically, combine the best features of the Formula Gran Turismo and the Chaparral 2J, then put that on steroids), if you can master it.
      • It does the 20km Nurburgring in a lot less than half the Real Life record, doing most of the corners well over 300km/h. Did I mention that the Nur is one of the most difficult tracks of the world?
    • Arguably the borrowing system and having friends that have a X2010 to put online. Step one, Borrow X2010, Step two, race with it, Step three, Profit.
    • They've managed to top even the X2010 with this, the X2011. Yes, it looks pretty similar to the X2010, but notice some differences? The revised aerodynamics give this car even more speed, acceleration and handling. Yes, take all the gamebreaking awesomeness of the X2010 and crank it Up To Eleven. You get the X2011.
    • And then, as of GT6, they've topped THAT with the X2014, but for some reason it has 10 less PP than the X2011, but the PP system is often considered unreliable. The description of the X2014 do explicitly mention that the car's engine power had been reduced from the X2011.
    • Fridge Awesome: Most of these cars exist in Real Life, and since reality doesn't care about Competitive Balance and can't be nerfed as easily as a game can, some of the real cars (like the nerfed cars in the later games) are even more game-breaking than their in-game counterparts.
    • The Seasonal Events in 5. To make up for the pitifully slim payouts in the regular A-Spec mode, they really increased the prize money (to compare, the first 90-minute long endurance race gives you about 120,000 credits, while a 10 minute Seasonal Event usually gives you thrice that). They also don't require any licenses, and some of them only require easily obtainable cars (like a Honda Civic). Even coming in second or third gives you more than the said endurance race. Much easier than grinding the Like the Wind event.
    • Every time you put your GT5 game disc in your PS3, as long as you don't pass a day without playing the game as well as having a PSN account, your monetary awards will increase from 100% to a maximum of 200% if you manage to keep playing the game after 5 days or so have passed. This means that every time you win a race, you'll get absurdly high payouts, especially if you manage to get first place and even more so if you do the Seasonal Events. If you plan to do this, keep that in mind if you're going to play your favorite racing game, because once you're away from playing it, the opposite effect will happen, and after 5 days have passed, you're back to 100%. This feature returns yet again in 6 to much fanfare.
    • Any higher tiered car you can enter into the A- or B- Spec races where "No Restrictions" is specified for the car type in terms of performance. You can throw in anything from the Skyline GT-R to the Bugatti Veyron to the X2011 into the Sunday Racers event (which is supposed to be for low powered sedans) for instance. Or the McLaren F1 into the British Hot Hatch event (a race for UK made hatchbacks). No wonder Polyphony Digital added PP limits for career races in 6...
    • Rain. That's right, a weather condition is a Game Breaker in 5. The 1000km of Suzuka, the La Sarthe 24 Hours and the Nurburgring 24 Hours (being on the only tracks to have variable weather) become incredibly easy, as the other cars are absolutely awful in wet weather. The Nissan R35 Touring Car makes it even easier, being a four-wheel-drive car (and thus very controllable in the wet) that is tuned to compete with the Group C legends.
    • Mazda 787B stands out in 3, being the fastest car of the game and also the only Group C car on it. And unlike the Escudo from the example above, he does drives really fast on any track.
    • The race version of the Dodge Copperhead Concept Car in the first game is completely unfair. It is as fast as the cars like the Impreza Rally Edition and Supra GT, but weighs as much as a Formula 1 car. The result is a killing machine that smokes everyone while turning on a dime.
    • The Impreza Rally Edition in the same game has a massive handling and acceleration, but lacks top speed. In fact, it's not really a true game breaker because of the 141 mile top speed, until you mess with it's gearbox. Almost to no acceleration power was lost and you have a rally car outspeeding true tarmac racing cars on high speed tracks like High Speed Ring.
    • In 1, once fully tuned, the Nissan R33 Skyline, Mitsubishi GTO Twinturbo and Toyota Supra RZ all churned out over 900 horsepower. You could just outspeed everyone to victory with an advantage that big. All were nerfed in subsequent games to the 6-700 HP mark.
  • Genre Turning Point: *The huge critical and commercial success of Gran Turismo in 1998 proved that sim racing could be deep and realistic, yet if made accessible and fun enough, could be as mass-market as Mario Kart and Daytona USA, and opened the doors for the sub-genre to co-exist and succeed next to its arcade racing breathren.
  • Good Bad Bugs: Due to a power calculation mishap, the 1997 Daihatsu Mira, a little Japanese kei car, could have up to 500 horsepower when fully tuned in the day one version of 6. This has since been patched though, so now it can't make much more than 160.
    • Another good-bad bug in the day one version of the game, which doubles as a money-making Game Breaker, involves selling a car added by the day one patch (usually Mercedes-Benz Vision GT, although the BMW M4 Concept, the DeltaWings, the NSX Concepts, etc, also work), moving to any other car, disconnecting the PS3 from the internet, deleting the game data, then selling the now-useless cars for maximum amount of money allowed by the game before installing again the patch. Again it got patched.
    • Before those, in early days of 5, glitches were found in Special Stage Route 7 and all layouts of Nurburgring that has the GP course in it (therefore excluding Nordschleife). A certain part of those two tracks were not solid, allowing anyone who knows the trick to shortcut the tracks in question and make money. It got patched swiftly.
    • Prior to Spec II, it was actually possible to enter the Intermediate Gran Turismo Rally (tarmac stage only) in the Ferrari F1s as long one sets the power limiter correctly. This is also fixed.
    • In the earliest version of GT5, it is also possible to get a easy gold in license test National B-5 by turning right and banging to the wall where Tsukuba Short route would go. Video.
    • There's also a Peugeot 206 WRC, one of the opponents of the Tahiti Maze Rally in 2, which will simply hit the right wall and do nothing else. This was fixed in later revisions of the game, however.
    • The Japanese version of the first game has a glitch where it is possible to gain speed by banging your car's front bumper to the wall. Naturally, people exploited it. A demo of the game for the Western market kept the bug for a while before being patched for retail version.
    • A glitch in 4 allows you to access the special colors in several cars (this includes the four black Le Mans cars, as well the secret black color option in both the Formula Gran Turismo and Mazda RX-7 LM Race Car) in Arcade Mode, as well as using cars in rally courses on cars where dirt/snow tires are otherwise not supported. This glitch also allows you to race the Jay Leno Tank Car, which is otherwise confined to time trials, as well as using "special cars" (such as the Tank Car and Toyota Motor Triathlon Race Car) in 2-player races.
    • Sometimes, an AI car would fall into the ground on the start of the race and vanishes in 3. It's also a Game-Breaking Bug too: The AI seems to reach the maximum speed the game can handle and thus causing it to crash.
    • After GT6's long awaited custom course creator came in October 2015 (Update 1.21), players discovered how to use the tracks in career races by starting a free run on a custom course, then entering and suspending a championship race. This was fixed in the next patch, much to the ire of the players.
  • Killer App: Was this for the original PlayStation.
  • Memetic Mutation: Zombie Jeff Gordon.
    • "Don't hit the cooooones!"
    • The pink Toyota Vitz from 3, at least within the fan community.
      • You can also change the color of a Toyota Vitz to pink in GT 5. Well, many versions of pink.
    • Kazunori Yamauchi and the Skylines thanks to the Creator Provincialism issue the game has. Miatas also apply here.
  • Most Wonderful Sound: The sound of the turbocharger(s) spooling as well and the blow-off valves in 2. Just listen to this, for example.
    • The engine sound for the new Red Bull X2014 Junior was also highly praised by the Gran Turismo community.
  • The Red Stapler: The Mitsubishi Lancer Evolution and Subaru Impreza WRX STi series of high performance rally cars were brought over by their respective makers to the United States, thanks largely to their exposure in these games.
    • One could also say Gran Turismo helped with the huge popularity of the Nissan Skyline GT-R in America, which went on to be featured in The Fast and the Furious and in countless racing games. While the non-[GT-R] Skyline was exported to North America as the Infiniti G35 (replacing the Nissan Primera-based G20) beginning in 2001 (and later becoming the G37 when the VQ37 engine debuted), by the time the GT-R nameplate made it over in 2007, it had evolved into a more exotic, Ferrari-fighter brand, dropping the "Skyline" name entirely and just going with GT-R. While many design aspects are still prevalent, it's clearly not the same car anymore.
  • Padding: In early games (until the fourth one), certain cars sold with different names in different locations were given their regional names dpending on where you were (i.e. Mazda Miata for America, Mazda MX-5 for Europe and so on). In the PSP installment, as well as Gran Turismo 5, Polyphony added every regional model of the various cars. Take the aforementioned Miata/MX-5/Roadster; 33 cars out of the 1,000+ in GT5 are Miatas, but with different badging.
    • The same thing applies to Vauxhall/Opel, where the only difference is the badge and the country.
  • Replacement Scrappy: RUF to Porsche in every GT game after 2.
    • Venturi to Ferrari and Vector to Lamborghini, both in 2.
    • Pagani to both Ferrari and Lambo from 3 onwards. Few see this as a bad thing though.
    • Averted with 5, as it finally features Ferraris, Lamborghinis and the McLaren F1.
    • In fairness to Polyphony, the reason why Ferrari, Lamborghini, McLaren and Porsche vehicles didn't appear in any of the first four Gran Turismo games is because Electronic Arts had exclusive licensing deals with all of them to put their cars in its Need for Speed games; this is the same reason why no NFL video games currently exist outside of EA's Madden franchise. Come The New Tens, with Gran Turismo's status as a cornerstone of the video game market cemented, Polyphony was finally able to secure licenses for Ferrari, Lamborghini and McLaren vehicles. It is unclear why they are still unable reach a licensing deal with Porsche, although not even anyone else (save for Forza) can have Porsche license either.
  • Rated M for Money: Averted. The entire franchise has been rated E for Everyone throughout its conception but has been selling like hotcakes, is loved by both hardcore car enthusiasts and regular gamers, and is one of many flagship Sony exclusives. It helps that, with sales of 61 million units through the entire series, Gran Turismo has become the best selling Sony exclusive of all time. OF ALL TIME!!!
  • Scrappy Level: Tsukuba Circuit. It certainly does not count for That One Level status, as it is so short and easy, but it is The Scrappy of the courses. It is possibly the least known track in the game, especially when compared to the Nurburgring, Suzuka, even Indianapolis and Daytona. It is very overused, and has two endurance events in 5, including the incredibly pointless and boring 4-Hour Roadster event, which is four hours of driving around Tsukuba in a Mazda MX-5 of all cars. In contrast to the Nurburgring, which also has two events, Tsukuba is just mind-numbing and boring. However, it serves as a track for the most-threatening challenge in Tourist Trophy (see That One Level below).
    • 5 added a 9 hour race for tuned cars, held in Tsukuba. 6 later removes both races.
    • It is more a case of Americans Hate Tingle. Tsukuba is well-known within Japan for being the favourite track for the auto magazine Best Motoring, as well as being the sacred ground for serious time attacks in Japan. Breaking the one-minute lap time barrier in real life Tsukuba, as well as building a car capable of doing that, is considered an achievement. It is basically what the Top Gear test track and to some extent, the Nurburgring Nordschleife are to the western hemisphere.
    • The Test Course in 3, more for how it is snuck in to a large number of long championships (such as the GT World Championship) and presented as an actual race. It's a nine-kilometre length of full-throttle tarmac; so you will often spend twenty to thirty minutes doing nothing but holding the X button down and turning left. At least the other ovals (Super Speedway in 2 and 3, as well those at Motegi, Indianapolis and Daytona in later games) require some effort.
    • Top Gear test track itself. It is basically just a fucking test track. More of The Scrappy than Tsukuba Circuit. However it was removed in 6.
    • Route 11 from 1 and 3, but your mileage may vary alot here. Route 11 while being despised by alot of people due to sheer difficulty and complexity, it's also one of the most requested tracks to be added in the future GT games, due to it being a Shout-Out to Initial D and some fans consider it Best Level Ever compared to other tracks.
  • Scrappy Mechanic: The 5 second penalties in GT 4's special condition races and missions. Justified if you screw up and have to pay the price, but many, many times it's because you make a clean pass, only for the mindless AI to ram into you and reward your skill with a penalty. Can become especially bad on Marathon Level races, such as Mission 23 which can last over 7 minutes and requires dependance on the AI cars to win, who can bump you the wrong way and give you a penalty, if not just knock you out of any chance of victory.
    • You will be hard-pressed to find a single person in the entire world who enjoys the One-Lap Battles in 4, simply because of the interminable wait before each one. Mission 34 illustrates this - instead of starting the leading 300SL two minutes ahead, you instead have to wait idle on the grid for two minutes. Every single time you restart. You could quite feasibly wait two minutes, outbreak yourself into the first corner, get a five-second penalty, have to restart and wait another two minutes. This mission - and, primarily, the waiting - singlehandedly prevents many people from getting 100%.
    • Random prize cars from endurance races and championships in the first 3 installments. In the first 2 games, you have no indication or choice of what you can win. In 3, you have some influence via button pressing when the prize wheel comes up, but it's still difficult to have any influence. It's annoying to do the Roadster Endurance again and again and keep getting Miatas.
  • Serial Escalation: As the series has gone on, the best cars have gotten progressive more insanely fast and maneuverable, while the worst cars have been setting new standards in rubbishness.
  • Serial Numbers Filed Off: 3 has the Cote d'Azur (Monaco), and the Mistral 78 Laps endurance race (the Monaco Grand Prix). There's also the omnipresent Formula GT World Championship event
  • Song Association: Though not as intensely as the former trope namer.
  • Suspiciously Similar Song: The second game's race start jingle (also used in the first game in the Japanese version) sounds kind of like the opening notes of Green Hill Zone. The fourth games GT Auto music sounds like it was ripped off from The Beatles.
  • That One Level: Many of the Driving Tests and Driving Missions in 4.
    • Specifically, Mission 23 (the Nissan Skyline slipstream mission). The other slipstream missions have the cars positioned at the exact distance, but in this mission we have 4 opponent Skylines clustered in a place and the leader at 11 seconds ahead of you. Slipstreaming isn't enough because once you passed the opponents you still are 9 seconds behind the leader, so you either get behind of the second place's butt and get as many draft as possible and wait until you have the right distance to overtake the leader.
    • Mission 34, the SLR McLaren race at the Nurburgring; it is not helped by how you have to wait two minutes to simply start the mission.
      • To explain why this mission is the reason why many players can't 100% the game, here's the scenario: You are given a Mercedes SLR where like the game says, it handles like a fish out of water. Any mistake or scratch or even going to the grass one bit result in the car going out of control and crash. To make things worse, you don't just start racing, rather you must wait a long time to actually get out of the grid. Then, there is the track itself: It's Nurburgring, one of the longest track of the world, filled with difficult and twisted corners while having a narrow and very bumpy road, which fucks up entirely the car's stability. But the worst of them all is that the driving missions has the stupid 5-second penalty, which forces you to run at 50 kilometers an hour for five seconds. After you do proper practice, the first half of the 'Ring is simple, but the second half is an issue because it's the half where you must overtake and any bump into an opponent while overtaking causes you to get penalized and because the track is narrow as hell, bumping in the opponents is very easy. The only redeeming factor of the mission is that should you be crazy enough to do the 34 missions before going to the actual game, you will be awarded with nearly 200 thousand credits, one good starter car and 3 powerful racing machines, one of them being a Le Mans Prototype. You must do the Mission 34 to get the Nissan R89C Le Mans, be warned.
    • Speaking of, the Nurburgring Nordschleife and Cote d'Azur (Monaco), both of which are the That One Tracks in real life.
    • Let's not forget the Top Gear Track beginner level, which has you racing around tightly-knit track in a dinky, slow-as-heck VW Samba, then put non-contact rule over it... And there's the advanced one, which you use a WWII VW army vehicle with 16 opponents. 8 ON EACH SIDE OF THE TRACK (counting you and Those Wacky Nazis). If you're not careful, you will crash on one of Those Wacky Nazis vehicles that are on the other side of the track passing through the intersection at the same time as you.
    • Complex String in 3, of course! It is five minutes long in any normal car, as it was seemingly designed as a testing track for licenses and the such, with almost every type of turn represented. The worst part of the course is the slalom section, which is a nightmare to racing machines, even the Formula One-like cars. The time trial event on it made 100% completion very difficult indeed. Mercifully, they don't put an endurance event on it (they saved that for the Nurburgring and La Sarthe in 4).
    • Let's not forget Special Stage Route 11 in 1 and 3, which is quite tight and hard to maneuver through if you don't have a good handling car. Not to mention the original version's insane chicane on the back straight. Arguably, it's even more difficult in the reverse direction.
    • That fucking Vitz championship in 3. Doubles as a Scrappy Level to just about everyone. The Begginer one isn't bad, but still annoying while the Professional one is just stupid. 5 races with ten laps each, with of all the tracks Test Course and Route 11. On a Vitz. Now you know why everyone hate this championship.
    • The Professional All Japan Grand Touring Championship and Gran Turismo All Stars, due to a Guide Dang It. The game gives zero warning that the cars that you will race against are tuned, resulting in getting your butt kicked since your car is still stock. All Stars makes thing worse by adding the 787B in the middle of the pack of Dream Racing Cars, forcing you to get one aswell by racing...
    • ...Like The Wind. What's wrong with a race that's all about going fast? Maybe because it's about holding your finger on the acceleration button for 40 minutes because it's a 20 lap race on Test Course. Even though you can use any car here that can go super fast, it's still boring to hold down your finger on the X button for more than 40 minutes.
      • Seriously, Test Course itself is just hated by fans in this game, not due to the track itself, but how they use it. In total, Test Course was used in GT3's main race more than 10 times. How much was it used in the main races of Gran Turismo 4? Only twice, on the Extreme Hall.
    • The endurance races in 5, especially as you can't B-Spec your way through them like in 4. More for the tedium of driving for however many hours than for any actual difficulty, though.
    • In 6, the final event of the Goodwood Festival of Speed special events, 5-3, pits you in a Red Bull X2010. Just as if the original Vettel challenges in 5 was a torture (especially if you don't have a steering wheel controller), 5-3 is an ultimate torture, thanks to the circuit's small roads, even in spite of the very-easy-to-beat Gold medal time.
    • Also in 6, the Rainmasters Event in the IA license races. Your vehicle cannot handle well in the rain and to make matters worse, the game prohibits the use of 4WD vehicles in this event (which can handle rain really well and gain a major advantage to non-4WD vehicles) and forces you to drive either an FR, MR, or RR vehicle which are notorious for their tendency to oversteer (and thus making it very likely to fishtail, or spin out). The worst of this 3-race event is the Nurburgring 24HR course; the track is already extremely difficult to begin with (namely the Nordschleife section), but the problems are compounded tenfold when racing in the rain, as it is horribly easy to lose traction in the course thanks to the open sections of the track. You must have a combination of the right suspension tuning settings and really good handling skills to even make it to first place in this race. Then, to make matters worse, a high powered hypercar (such as a Pagani Huayra) almost always starts in first place.
      • You can turn on ASM (Active Stability Management), which really helps your car in the turns, especially in the rain, and makes it far easier. Though you still have to keep sharp with your handling skills.
    • Historic Car Cup in 2 has one race in Rome Full Circuit that's actually almost unbeatable. The race has a limit of 300 horsepower, but a Ford GT40 appears in the race sometimes ramping the difficulty up. You can't use a GT40 yourself and the car itself is a road version of the late 60s Le Mans championship winner. Due to the low horsepower requirement, you're forced to find a car that is agile, but not powerful and if you're doing the races with the proper cars, your only option is either the Mini rally car or a Lotus Elan.
    • Speaking of historic cars, World Classic Car from 4 is either this or the most easiest championship of the game. The game's strange grid generator can make you race against a bunch of weak old cars while you're using a classic muscle, or he decides that it's fun to race against 2 Buick Specials. These 2 Buick Specials are classic cars with a top speed of 300 kilometers an hour and it does not lack acceleration. Depending on the car you're using, you can't win. Not at all. Not when 2 of the tracks you're racing have a monstrousity of a straight (Nordschleife and Fuji).
    • Yet another classic car example, the Historic Racing Car cup from both 5 and 6. Don't know what car you can get? Good luck racing against legends like 2J and the Toyota 7.
    • Tourist Trophy has Yamaha TZ250 Challenge Mode. While most other challenges in Challenge Mode are easy, this one is the most-threatening: you are pitted against ridiculously two small-but-fast Yamaha TZ250 on just two laps of Tsukuba Circuit, which is already frustratingly short. And you can only overtake one on each lap. Even if you're skilled, you may end up only overtaking one rider on entire race, thus you need to start over and over to win that bike. And you need to own that bike - as well as the smaller sibling, the TZ125 (that has the same yet easier challenge to obtain it, except you only race against one TZ125 - for progression, since there are one make events requiring those bikes.
    • Another Tourist Trophy example: Both TT World Championship and Special Machines Festival pit you each time in a fucking seven-to-ten-lap races, complete with pit stops closed down, and you are forced to use very hard tires to beat the track. Have fun!
  • The Alleged Car: A few cars throughout the series that should be great, or have real life pedigree, have major flaws that make them borderline undriveable and using them a Self-Imposed Challenge; the Honda NSX-R special model in the first game with lowrider-esque suspension that starts jumping and nearly flips over when you approach a corner, the TVR Speed 12 in the second that just spins all the time, the Suzuki Escudo in 3 as mentioned further up. Alternatively, cars can be this for just being plain uncompetitive. The Daihatsu Midget in the second game takes some beating, even the in game spiel openly mocks it.
  • The Rival: In the first game, if your competitors are driving race modified cars, one of them will always be driving a Subaru Impreza Rally Edition with a couple of exceptions; the US vs UK championship (where it's not allowed to enter) and the UK vs Japan championship (Mazda, Toyota and Honda always enter this one, while Subaru, Mitsubishi and Nissan always have the US vs Japan championship). And he is always the one who will give you the most trouble. After all, that car (based on the 1997 WRC spec Impreza) was driven by Colin McRae...
    • In 2, there will be the GT40 in the Historic Car Cup, 591HP Mid Engine Challenge and Apricot Hill 200KM; the Peugeot 306 Rally in the NA Tuned Cup and the 240SX Drag Car in the Test Course race in the Turbo Tuned Cup.
  • They Changed It, Now It Sucks: The reaction to the performance point calculation system change in Update 2.10 of Gran Turismo 5. It reverted in update 2.11, shuttering the complaining.
    • Most fans says that the original version (as appeared in the first game) of Special Stage Route 11 is better than the one appeared in GT3.
    • Some people do not like at all the lack of Used Car Dealership in 3, primarily because getting a starter car becomes much more difficult. Similar complaints exist in 6, except that the Forced Tutorial already gives you the Honda Fit as the starter car (not that people liked that either).
    • It's the Same, Now It Sucks: A common complaint of 5 and 6; the lack of penalties for riding barriers and hitting cars, weak damage modeling, and not updating the hold-the-racing-line AI — all holdovers from the early games — felt disappointing to critics and a portion of the fanbase as the series shifted to the powerful PS3, especially in light of contemporaries like Forza offering those and more like car customization. Despite the lingering issues, 6 was seen as a better step forward than 5 thanks to removing some of the latter's more annoying quirks, although critics would still prefer Polyphony spending less time getting the stars in the skies astronomically correct and more time fixing these long-standing problems.
  • Trolling Creator: One wonders what the Polyphony offices were smoking when they came up with the Vitz championship in 3. Five ten-lap races, against infuriatingly brutal AI, in one of the slowest cars in the game, with one race being on the Test Course.
  • Uncanny Valley: GT5 features the "Jeff Gordon NASCAR Driving School," starring Jeff Gordon, who voices "Zombie Jeff Gordon", a terrifying alien that looks somewhat like him.
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