These are what we call the 'YMMV items.' Things that some people find in this work. We call them 'your mileage might vary' because not everyone sees these things in the same way. This starts discussions in the trope lists, a thing we don't want. Please use the discussion page if you'd like to discuss any of these items.
"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.
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.
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.
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. 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).
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.
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 onlygottenbetter 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 this.
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.
8.8: The full release of Gran Turismo 5 was met with positive professional reviews... that fall just short of perfect. Much Forzavs.GT fanboyism did commence across the internet.
A big reason for the rivalry with Need For Speed is because it is to blame for Ferrari, Lamborghini, Porsche and Mc Laren 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
A glitch in 4 allows you to access the special color cars and black LM Ps (And presumably, the black Formula GT and no stripe Ford GT) in Arcade Mode, as well as rally cars that could otherwise not be rallied. This glitch also allows you to race the Jay Leno Tank Car, which is otherwise confined to time trials.
Killer App: Was this for the original Playstation.
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.
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, 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.
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 Mc Laren F1.
In fairness to Polyphony, the reason why Ferrari, Lamborghini, Mc Laren 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 Mc Laren vehicles. It is unclear why they are still unable reach a licensing deal with Porsche.
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.
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 (Motegi, Indianapolis, Daytona) require some effort.
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.
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.
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.
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 WWIIVW 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.
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 Hyaura) 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.
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.
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.