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1[[quoteright:220:]]께''[=TrackMania=]'' is a series of racing games developed for the PC, UsefulNotes/NintendoDS and the UsefulNotes/NintendoWii by French developers Nadeo.께The series is mostly based around arcade-style gameplay, with very short, "bite-sized" courses and [[CoolCar very fast cars]]. The courses themselves are filled with jumps, loops and all sorts of stunt opportunities.께The main single-player campaign is a series of time attacks on many different tracks. Players can reset at any time if they crash ([[NintendoHard which you will do]]), either from checkpoints or from the start of the track. If you complete it, you're given medals based on your time (Bronze, Silver, Gold, and [[NintendoHard Author's time]]) and you can compare your times to players all across the world.께Online play places you in a single race where resetting makes you forfeit, makes you race a certain amount of laps in a circular track, or gives you [[TimedMission a time limit in which to make as many runs as you want/can]] and aim for the best time. There are no collisions between cars; the track itself is your enemy.께But the real star of the show here is probably the LevelEditor provided in game. The editor is strikingly similar to playing with Franchise/{{Lego}} bricks the editor gives you a series of tiles with bits of road, and you can arrange them to your liking. The only real requirements are a start, a finish and a way to get from one to the other. As such, there are tons and tons of user-created tracks, most of them on the community Web site, [[ TMX]].께The first two titles, ''[=TrackMania=]'' and ''[[OddlyNamedSequel2ElectricBoogaloo TrackMania Sunrise]]'', each with three environments to build in, were not particularly successful on the market. The game did not catch on among a wider audience until the free ''[=TrackMania=] Nations'' was released, a popular game that spawned a large community and many fansites. It had a single environment with many more freeform tiles, enabling a much larger variety of tracks compared to the older titles. To please fans of the original environments, ''Trackmania United'' was a paid version that also included the environments of the first games. A free ''"Forever"'' upgrade was available that enabled cross-server play between ''Nations'' and ''United'' players. The fifth title in the series, released in September 2011, is [[CapcomSequelStagnation naturally]] called ''[=TrackMania=] 2'' and features a new graphics engine and a single "Canyon" environment with far more track tiles and options than any of the older environments. The "Valley" environment has been released, as well as the fan favorite previous environment, "Stadium". All can be played without the others.께The title made after those is ''Trackmania Turbo'', somewhat of an upgraded successor to Trackmania 2, but different still. Turbo is a complete package of Trackmania 2's environments all rebranded and with different vehicles, plus one more, named "Lagoon". Turbo fully transitioned into Ubisoft's uPlay platform and has an impressive aesthetic upgrade with lots of attractive style and HUD flair, as well as various changes to accommodate console play of the game and make it feel more accessible.께On 2017, Lagoon got added to Trackmania 2 as a playable title and an upgrade to the client, Mania Planet, was made, changing the UI and various other graphics to match Trackmania Turbo more and adding numerous blocks to previous environments.께In 2020, the seventh title in the series, simply named ''[=TrackMania=]'', which serves as a remake of ''Nations'', was released.께----!!This series includes examples of:께* {{Acrofatic}}: The Alpine/Snow and Bay cars are both surprisingly nimble - Alpine/Snow's 4x4 is a bit slow but has amazing grip on roads, and the Bay SUV has ridiculous acceleration and very bouncy suspension.** The SUV can take hairpin turns at 500 [[superscript:km]]∕[[subscript:h]] and the Island sportscar can go from 0 to 950 [[superscript:km]]∕[[subscript:h]] in about 1 second given a red booster block.* AllegedlyFreeGame: Pretty much averted. Nations gives you the Level Editor, the reason to shell out the money is for the other environments and the ability to make your own cars.** Averted. Nations Forever has one environment, but it is considered the best and most versatile environment by many players, while the ''six'' additional environments in the full game United Forever tend to be highly specific and cater mostly to one style of track. As a result, most of the community plays on Nations Forever servers regardless of which version they have, which may have reduced sales of United Forever. Eventually Nadeo limited the server selection available to Nations Forever players.** Servers with 100 players on them. As of ''2'', that's been upgraded to 200.** In the 2020 remake, this is more or less played straight, as while the Free Access gives you access to the basic campaign and track editors, you need to buy the Standard or Club Access in order to unlock the advanced track editor, along with other features.* AntiRageQuitting: If you leave an online match before the round is up, you won't get any ladder points, even if your best time qualified you for them (i.e. if you did better than at least one other driver higher than you in the ladder).* AutomaticLevel: So-called "press forward" and "press back" tracks are these. All you have to do is... press the appropriate direction button. None exist in the game itself, though, so [[LevelEditor you'll have to make them yourself]].* BootstrappedTheme: [[ This song]] for Sunrise. Seemed to stick out the most in related media.* BrutalBonusLevel: The black flag "E"-series tracks in ''Forever'', which are unlocked by winning gold medals on every track in its environment. The original game had the "G"-series tracks, and ''Nations'' had the Pro tracks.* CameraScrew: Sometimes done intentionally by track builders to show off cool jumps.* TheComputerIsACheatingBastard: The gold medal cars in ''Track Mania DS'' are noticeably faster than the player's.* CoolCar: All eight of the default cars in the series could qualify. You can even import your own CoolCar into the game, and you can head to the [[ CarPark]] if you want to find new ones.** More recent cars tend to be "cooler" than old ones, and also easier to drive. The cars in the original environments all have some sort of hilarious flaw, like tipping over when you take a corner too fast or tilting backwards and crashing on long jumps. Latter games feature a much more serious driving model, especially after ''Nations'' became a popular e-sport.* CopyProtection: The series used to use the infamous [=StarForce=] DRM system, until they started removing it.** Similarly subverted when Nadeo released a press statement announcing that ''Trackmania 2'' would ''not'' use Ubisoft's copy protection system.* DamnYouMuscleMemory: Example within the game: each of the 7 environments has a car with completely unique handling. Most online servers have a playlist of tracks on all environments in random order. Going from Desert to Stadium or from Snow to Bay will cause you to overshoot the first turn. Going from Coast (100 km/h average speed) to Island (many tracks are pegged at 999 km/h all the way) is worse.** Today there exist hex edited tracks that have the cars from one environment in another environment, and even if you get the speed intuitively right, the ''gravity'' is different between car types. Cue repeatedly faceplanting the landing ramp of 'easy' jumps with a Snow car in Stadium because it dropped like a brick - before the server switches over to another Stadium track, this time featuring the Coast car and its moon gravity. * GreenHillZone: The Rally, Coast, and Valley environments. However, these environments are a bit trickier to learn than the others.* GravityBarrier: [[AvertedTrope Averted]] in ''Canyon''. However, anyone trying to reach the end of the map will have to wait, as the map itself is ''ridiculously'' big, to the point where you will have to wait a long time before you actually hit the point where the terrain actually ''ends''.* LeapOfFaith: Very often, especially on user-created online tracks, you will find yourself making blind jumps, wildly hoping that you exited the track at just the right angle and speed to land somewhere flat without tumbling right off the map.* LevelEditor: As stated above, a highly comprehensive track editor is included in the games. There are limits to what and where you can build, but they aren't terribly intrusive. You can make any track in the solo campaign with it, if you really want.** You can actually circumvent some of these limits, if you know how to manipulate the file the track is stored in.*** And nowadays you don't even need to do that: a modified exe exists that removes any and all editor limits, including the size of the map, letting you build outside the [[SkyBox world bubble]].* MissionPackSequel: Nadeo is aiming to avert this with ''[=TrackMania=] 2'', stating they want to make a "true sequel" rather than an "upgrade". For starters, none of the previous environments will appear in ''[=TM2=]''[[note]]However, Stadium has returned[[/note]]. Then they announced that [[DownloadableContent additional environments will be sold separately.]]** The DLC situation is a bit more complicated. For your $20 you get ''Trackmania 2'' and one environment of your choice - at first the only available one is Canyon. When a new environment comes out, you can add it to your copy of ''Trackmania 2'' for $20 again. This means once you have purchased one environment, every new environment you buy is a MissionPackSequel.*** However, the Stadium environment, the only returning one, is at a cheaper $10 compared to the other two.** Also adverted with [=TrackMania=] 2020 - every 3 months, a new campaign of 25 maps made by Nadeo will be open for people to race on, regardless of what Access level they have. Only those with Standard or Club access when the campaigns rotate can keep the prior season's maps, though.* MohsScaleOfViolenceHardness: A comfortable 0.* NintendoHard: The more advanced tracks (especially the user-made content) will have you restart the same race over and over again, because there is often very little margin for error if you want to have enough speed to make that one jump to the finish line.** This usually involves "transitions", clever combinations of blocks that rely on trick jumps and very narrow margins of error. A lot of fun to build, not so much to drive, because a single mistake means game over.** Among advanced builders, "flow" is an important property of a track. It basically means no severe braking, no hard landings and an overall smooth driving experience. If you're going at the intended speed, that is. If you lose speed anywhere for any reason you are guaranteed to fail a jump and crash a few seconds later.** Exaggerated to hell and back with ''Turbo''[='=]s hidden Super Trackmaster medals. These bonus medals are unlocked upon getting a Trackmaster Medal on all 200 tracks (which is already no easy task), but the kicker is that the times for these medals are done by some of the fastest ''Trackmania'' players in the world, such as Spam. Good luck winning all 200 of them, you'll '''really''' need it.* PalmtreePanic: Island and Lagoon.* {{Retraux}}[=/=]YouDontLookLikeYou: ''Turbo'' has a vastly different art style compared to the other games in the series, which is influenced by old-school arcade racers such as ''VideoGame/DaytonaUSA''.* RealityIsUnrealistic: If you're going fast enough when you hit water, you bounce off, like skipping a stone. It sounds ridiculous, but the Series/MythBusters [[ once proved]] that this is possible.** Averted in ''Trackmania 2'' where you just disappear under the surface with a loud PLUMP sound.** Returned in ''Trackmania Turbo''. In fact, the solo campaign has a handful of tracks that will use the bounce as part of the track.** Returns again for the Summer Update for [=TrackMania=] 2020, with some of the Royal maps requiring you to bounce on the water.* RecycledTitle: Interestingly enough, there are two games in the series that are named ''Trackmania Turbo'': one is a ''United'' port for the Nintendo DS, and the other is the more recent and much better-known release on [=PS4=] and Xbox One. We'll refer to the latter game in this page for the most part.** There are even two games known as [=TrackMania=] - the original one, and the 2020 remake of [=TrackMania=] Nations, which fans call [=TrackMania=] 2020 to tell it apart from the original.* RuleOfFun: Pretty much the basis of the game. Cars that go unrealistic speeds? Rollercoaster-style loops? Thousand-foot high jumps? It's all here.* SerialEscalation: Tracks can rapidly escalate to crazy levels.* ShoutOut: The skyscrapers in Island look an awful lot like [[Film/DieHard Nakatomi Plaza]].** The Island environment is pretty much one big shout out to ''VideoGame/OutRun'', down to the bright colours at sunset, the lane markings and the eighties supercar and even the arcade style ''"START!!!!"'' flag with period lettering. Even the drifts feel the same.** The corkscrew obstacle in the Alpine environment is exactly the same as the one found in the '93 spiritual prequel ''Stunts'', despite the existence of the new tube blocks that make said corkscrew obsolete.* ShowsDamage: As of ''Trackmania 2,'' the vehicle models can finally get damaged when they crash into walls or obstacles, but still drive normally as if nothing happened.** [=TrackMania=] 2020 includes the Fragile block, which [[ExactlyWhatItSaysOnTheTin makes your car fragile]], causing it to shave violently and have both acceleration and top speed reduced if you make a hard impact.* SlippySlideyIceWorld: Alpine/Snow, as expected. Perfect grip on the asphalt and wood, no grip at all on the frozen rivers. Interestingly, the Rally environment is also very slippery, although that's more in order to emulate the drifting physics usually seen on IRL rallies.** In [=TrackMania=] 2020, one of the road types is ice, which, just like Alpine/Snow, gives your car little to no grip at all.* SpiritualSuccessor: Seen by most as the successor to ''4D Sports: Driving'', better known as ''Stunts''.** Also, within the games, the Trackmania 2 environments 'Canyon' and 'Valley' could be seen as highly improved spiritual successors to the Desert and Rally environments from the Original era. 'Lagoon', the latest-introduced environment, can be seen instead as a spiritual successor to Island.* UnexpectedGenreChange: Thanks to user-created content.** There is a small community dedicated to "[[RolePlayingGame RPG]]" tracks, created by using the editor's camera features and the game's mod functionality that enables builders to reskin the textures of a track. RPG tracks are usually story-driven and contain precise balancing acts, trick jumps and puzzle-solving interspersed with cutscenes. Actually winning the race is secondary, if there is even a race to begin with.** Trial tracks are similar to RPG tracks but eschew the story and realistic scenery in favour of being even harder than RPG tracks, often gravitating into PlatformHell territory where you have to respawn 10 times to reach the first checkpoint (out of 30).** "PX" tracks include PF (Press Forward) tracks, PB (Press Backwards) and various other combinations of driving controls. The idea is to press the correct key and keep it down throughout the track, causing the car to flip and jump and twirl through a complicated series of stunts and loops and [[RobinsonGoldbergContraption eventually arriving at the finish line]]. There is no player interaction, but these tracks represent dozens of hours of build time and look impressive.** Loltracks are very short "tracks" where the winner is often determined by luck or by mastering one particular aspect of the game's handling model. There is little actual driving involved and loltrack servers are usually aimed at casual players.** Royal tracks, which appear in [=TrackMania=] 2020, are tracks that have five starts instead of the usual one, no checkpoints at all, and are focused on short platforming challenges, often with rotating or moving obstacles. These maps also changes the game mode to a pseudo-Battle Royale kind of mode, where teams of up to three drivers work together to complete the stages as fast and as many times as possible before time runs out to avoid elimination over up to five rounds.* WackyRacing: In spades - at least, in the tracks. Loops, jumps, and physics-defying roads are the game's bread and butter, but there's zero car interaction -- they literally just clip through each other. The developers say that the lack of interaction is so that races are determined by skill alone. It allows dozens of cars on the track at once while keeping the race drivable.** And prevents players from joining a server with 100 players on it, parking their car in front of a looping and going AFK, thereby preventing anyone else from finishing the race.----


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