|This article is an orphan, as no other articles link to it. Please introduce links to this page from ; try the Find link tool for suggestions. (February 2009)|
|Designer(s)||Antti Mannisto (Code & Design, Sound & Music), Shaun Tsai (Art), Jani Penttinen (Producer)|
|Release||November 30, 2004 (v1.0.0.) / August 1, 2016 (v2.6.0.)|
|Mode(s)||Local Play (1-4, or even 1-20 players - by using parameter -p <n>) / Online Multiplayer (1-20 players)|
Turbo Sliders is a racing game with a top-down perspective that allows up to 20 network drivers compete against each other over the internet. It was developed by Antti Mannisto and published by Jollygood Games (later Xiha Life) for the Windows and Linux platforms in 2003 (v2.0.0.). Latest version is v2.6.0. released in 2016.
Players compete against opponents racing around a track in a varying number of laps. There are no special weapons, but there are various special techniques a racer can perform in order to gain a better lap time. There are, however, some shortcuts on various tracks. At the end of each race, players are awarded points based on how they ranked in the race. Bonus points can also be given to a player who makes the fastest lap of the race.
After a player installs the Turbo Sliders software, there are 5 cars to choose from. EasySlider, AntiSlider, Slider, Speeder and Spinner. Each car has their own advantages and disadvantages. Importance is sometimes places on choosing the correct car for a specific race or map.
- EasySlider: An all-around car. Good handling and good speed. Its main function is the "slide", which is a turn marked with smoke coming from the wheels.
- AntiSlider: The "cornering" car. Very good handling, but poor speed. It picks up speed dramatically while turning.
- Slider: Decent speed and very good handling. This car can "slide" the best.
- Speeder: As its name suggests, it is very fast, although has poor handling.
- Spinner: More or less, it is a better version of the EasySlider. Its top speed is just slower than the EasySlider but has an acceleration almost as fast as the Speeder. It turns quick but it also slides.
Players can create their own cars. They can be given colors and a name, which will also show up as a player's user name in races. Creating a new car involves making a .CAR file, a .PNG image of the car and (optional) a .WAV file of the car's motor. A .CAR can be created by opening a text editor, and designating the specifications of the car. After creating a new car, players can share it with other users by hosting a server and using the car in races, which causes connecting players to automatically download the cars.
All default tracks (23 of them) are available to be played since the game has become free (v2.0.0. and later). Players can also create and play on their own tracks by making them in the Track Editor that comes with the game. A more complex and visual impressive tracks can be created by using various image editors (PhotoShop, Gimp etc.) in combination with the mentioned Track Editor. Players can also create their own unique track objects. Track files are mostly very light, so an average player always have hundreds or even thousands of them on his PC. Most of them he downloads automatically by joining a server that provides custom tracks, which is a common case.
Races can be recorded by pressing the 'F4' key anytime during a game for later viewing offline. Races can also be automatically recorded. The files are recordings of input data and the game itself is used to play the recording.
Custom File Sharing
Players can share their custom cars or tracks with other players by hosting them on a server. Cars and Tracks are the only things that can be shared with other users in this way, however.
This is one of the most popular game modes. It doesn't require any separated installation. PunaBall is simply the soccer mode played with Turbo Sliders cars. The most commonly used car for PunaBall is AntiSlider. Players split up into teams and attempt to knock a ball into the opposing team's goal. Players can intercept the ball from an opponent (or teammate), ram his or her car into an opponent to push them away, or slam the ball into a wall which will usually send it shooting to another part of the field.
Computer-Controlled (AI) Opponents
Released with version 1.0.6. The AI have 5 levels of difficulty. The number of AI players and their difficulty level can be edited in the Menu.
Fuel and Damage
Released with version 1.0.8. These additions can be used in different game modes, but are mostly used in races. Fuel is drained based on how long the acceleration key is held down. Driving into a pit stop will fill the car's fuel tank. Damage will slow the car down, hitting objects and other cars will inflict damage. These settings can be customized.
Also released with version 1.0.8. There are two different battle modes which can be played as free-for-all or team matches. The first is called "X-Bumpz" in which the object of the battle is to push the other cars out of the arena. This mode was played before the 1.0.8 release, but the game now supports it (player cars are disabled when they land out of the arena). The other battle mode is "Missile Battle". Players can shoot missiles from their car to disable the other players. There is also a "Missile Infiltration" mode, which is a form of team Missile Battle, in which any member of the team may drive into the other team's base to win the round.
Supported by 2.5.3. version. When tyre wear is enabled, cars slowly lose their grip, steering, braking etc. properties until tyres are changed. That is done by stopping in the pit for long enough. If the stop is too short, the original tyre status remains. Tyre wear does not affect AI players.
Supported by 2.5.3. version. When drafting is enabled, cars can lose viscosity, grip and steering properties when driving behind another car. The benefit of this is added speed which could make overtaking easier. Optimal drafting effect is achieved when the car in front is going to the same direction as the car behind and it is close enough. Also, speed should be close to the maximum speed and car in front should weight as much and go as fast. Drafting affects AI players but they usually don't want to take advantage of the extra speed and just slow down.