View Full Version : Velox Nation

10-07-2011, 09:34 PM
Welcome, Velox Pilot! You're just in time for your briefing!

Velox is a top-down racer crossed with a twin-stick shooter. It takes elements that are instantly recognisable to fans of both F-Zero and WipEout and adds it's own mix of ideas and features.
Velox Nations primary features that make it memorable, are it's pacing, it's 360-degree combat, it's wide choice of drive-able vehicles, and most importantly, it's challenging AI that will knock you on your butt and steal your girlfriend.

Although there is plenty of information in this thread regarding what you can find in Velox Nation, and how it operates, you can find all this and more in the Overworld. Which acts as the Level Hub for all Velox-related levels. For the sake of not overwhelming anyone with just one thread, I have left Power-up and Projectile information out of this thread.
You can see LittleBigDes in this photo.
Up to no good, no doubt. No loitering!

This large screen here is the Overworlds Info Computer. You can find all sorts of information here. Again, here's Des posing after having her ego stroked.

Velox has two game modes which each play a little differently, but the fundamentals usually remain the same.
There is no respawn for destroyed vehicles. All vehicles have a significant amount of health, and there are numerous places and ways to regain any health you lose through crashes or by taking fire from enemy weapons. Every vehicle has lights on it, which blink increasingly quickly, as you take damage. When they stop blinking altogether or you hear a warning siren, pull back and get some repairs!
If you find yourself eliminated, your camera will begin following the nearest human-controlled vehicle. Or, if there aren't any, the nearest AI vehicle.
There are 20 selectable vehicles, but only 8 ever race at a time. In the event the thermo max's out during play, the grid will not be able to spawn all 8 vehicles. The race will, however, try to resume as normal.

Airshark73 and Illume Labs get within range of one another and prepare to open fire!

The first game mode is Casual Race. Which most people will instantly recognise as the most standard race idea ever. In Velox, the standard number of laps is 6. The rules are fairly simple in that whoever completes 6 laps first wins, and then gets to spectate other drivers finishing. You earn points based on the position you finish in. There are no points for failing to complete all 6 laps.

The second is Death Race. Again, fairly easy to understand. Vehicles drive for a maximum of 20 laps. The last vehicle remaining wins. Once the race leader completes a lap, all other vehicles have 15 seconds to do the same, otherwise they are timed out and removed from the competition.
If one vehicle completes 20 laps, all vehicles are automaticly removed, and the race is considered a draw.

Pew! Pew! Pew! Pew! Pew! Pew! Pew!

If you're going to be the world champion one day, you need to know how to drive a Velix. (Velox vehicles were first coined 'Velix' by RoneRanger like... ages ago. Velix is both plural and singular.)
As mentioned before, Velox Nation is much like a Twin-Stick-Shooter. The Left Stick controls both your direction and speed - Pushing the stick further will increase your top speed, and increase your turning speed.
While the right stick rotates your 360 degree turret.
The R1 and R2 buttons fire your primary and secondary weapons respectively, and L1 will allow your vehicle to reverse, if held.
Exactly what your primary and secondary weapons happen to be, will vary on your Racing Teams vehicle, but we'll cover that later.

The controls themselves are fairly straightforward, but actually driving a Velix takes a few practice runs. Because Velix machines hover above the road instead of riding on wheels, they are often prone to having little to no traction.
These vehicles will slide, whether you like it or not. Do not try to fight their sliding, learn to control it! To maintain speed and navigate turns well, you must try to powerslide in and out of turns. If you're doing it well, you should find your vehicle has turned to face the inside wall of a corner, while the vehicle itself slides sideways in an arc.
It's not hard to do, Velix vehicles almost turn on the spot, their turning circles are so sharp.

So, now you know the rules and how vehicles work, let's see which Racing Team you'll be signing a racing contract with!
Check the stats and pick the vehicle that fits your play style the best! Remember, you can find all this information and more in the Overworld from in-game, aswell as here.





















I told you the choice of vehicles was extensive!

Velox Nation is set to recieve updates in the form of brand new tracks, over time. For the meantime, Jetropolis should provide plenty of entertainment.
The Velox Grand Prix should be coming to the following venues over the course of the season;
Lost Cavern - A cavern, converted into a huge indoor race track! May not pass health and safety conditions.
Acid Coast - Everyones least favourite holiday resort, not too far away from Jetroplis Circuit.
Magma Slalom - Who needs snowy slaloms when you can drift around lava pits?
Ambitus Jungle - A green environment in more ways than one! Jetropolis' primary power plants are located in the thick of this jungle.
And who knows where else!

Thanks to all those who played a part in making Velox Nation what it has become!
LittleBigDes, Damaz10, Lordwarblade, Speedynutty68, RoneRanger, Shadowbeam, Deaths choice & Tacodelamuerte,
each for test plays and written inputs as the project advanced!

AntiKris, Doopz479, Sehven & Comphermc,
each of whom answered some of my queries when I was working on the original Velox Nation. It was god-awful, but the lessons learned there made a huge difference to the new Velox Nation!

And Pime_Taradox234 for his great work with the Music Sequencer which I can't use to save myself!

See you on the race grid!
I look forward to any and all posts in here! Do let me know how you get on.

10-07-2011, 10:11 PM
Osty my boy, you have outdone yourself! I loved this series even before it was hatched! :p Seeing and watching you throughout the process of creating this beauty, I knew you had great ambitions to create a unique and fun racing level. The entire setup and presentation of this is very spot on and very well made. The over world is stunning and very immersive with a great tutorial and stats area to get your bearings if you are a first timer. The vehicles themselves are impressive to say the least, the unique drifting you implemented was a really neat change from the norm of racing levels, and the A.I? Beautifully done dude, while most people might end up playing this level alone, you don't quite feel that way on this track... almost had me fooled into thinking I was competing against another player! Overall this is a great start to what I hope will be a popular racing series, this should be a well deserved spotlight pick and I gotta say it... possible a MM pick??!?!?!?!?!? This level rocks hard, anyone reading this, prepare yourselves....

10-07-2011, 10:17 PM
Haha. Now, an MM Pick, that'd be awesomes.

Thanks again for all your support and advice along the way, man. Some parts of this project were dull as hell dragging my way through. So... many... Labelled Tags. :G

Also, I forgot to mention, the original Velox Nation level, my first LBP2 project is also uploaded. Compare this (http://lbp.me/v/6vkn0d) rubbish to todays Velox, and see what half a year of practice with LBP2s tools has done. Haha.

10-07-2011, 10:22 PM
O yeah... what do you think I have lined up for an exciting Friday night? :p

10-07-2011, 10:32 PM
Oh, yeah, Damaz gonna get himself some hot labelled Tag action!
...I think.
At least that's what I'd spend my Saturday doing.
Who needs alcohol when you can just spent all night labelling Tags and not remember any of it the next morning, either.

Just found Damaz tweeted my level. Thanks man, greatly appreciated.

Force Ten
10-07-2011, 11:04 PM

You went all out with the showcase topic. :D That's a great thing, though. I've played nearly every update of this level since maybe after the first 2 or so updates, and boy has it evolved into a beautifully controlled and just plain awesome racing level. I really hope more and more people play this. It's just so good, and as I stated in my review in-game, I can't wait for the new tracks!

10-07-2011, 11:14 PM
Aw, man, I'm a sucker for a pretty thread.
Wish I'd used Photoshop'd titles for some of my other threads now, actually, haha.

And thanks again for your work with the Music Sequencer. The games official soundtrack simply wouldn't have done this justice, and I've always felt music/audio was absolutely critical to a memorable gaming experience. I hope the Overworld Level Link steers a little traffic your way and gets you a couple of requests, man. Cause you did a wonderful job here.

To anyone else reading this, there are a few other currently un-used audio tracks that'll be used on the other courses. So there's still more of Force Ten's/Pime_Taradox's work to hear.


10-08-2011, 12:20 AM
Finally it's up in the Showcase forums. This must be you biggest and most ambitious project you've done so far. I'm looking forward to to seeing this expand with more tracks. Damaz has said most of what I was going to say in his post. Your logic amazes me, as I don't think there's any other racing levels that have an A.I set up the way you have. I really hope this gets the attention is deserves from the community.

10-08-2011, 12:35 AM
Its finally done :o queueing for later.

10-08-2011, 12:45 AM
Rock on. I've never been any higher than 6th or 5th. This is awesome.

I appreciate the queue, Turtlelink.

And, Des, I sure hope it takes off, too.
Would be pretty disappointing for 2 months work of alterations and progress to go to waste realising the level simply didn't appeal to a large audience.
I never expect thousands of plays, but a little recognisation makes the time spent all worthwhile.

10-08-2011, 12:54 AM
I remember playing the demo or beta of this and since then going by the pics it is looking really awesome i will be sure to check this out again :)

10-08-2011, 01:34 AM
Just an idea, I have a tendency to forget which vehicle does what by the time I get to the selection area. So it may be a good idea to arrange them by speed & boost, handling & balance, heavy armour & weapons with a sign or sticker above that group. So people can make a more informed choice whether they've been through the Overworld or not.


10-08-2011, 02:39 AM
Sheesh, just this showcase deserves an MM Pick. :p

Looks like you put in a lot of work into. Will give it a look. :)

10-08-2011, 02:43 AM
Am I reading that right? You first published this in Apr? You can't get on Cool Pages with an old publish date.

Oh, sorry, read that wrong, it was the 4th of this month.

Anyway, in the future, I'd recommend posting your showcase within hours of posting your level, not 3 days later.

I've got it queued.

10-08-2011, 09:13 AM
Wow, these screens really made me curious! :D
Gonna queue it and give it a try later on! ;)

10-08-2011, 11:13 AM
Pahaha. Couldn't care less about Cool Pages.
I had thought of deleting the first publish and having another go, but it didn't seem worth deleting the reviews written by other people.
Other peoples effort > Getting on Cool Pages

And Des, I'm not going to re-arrange vehicles, but I will perhaps add a few extra Plaques above each Team Name, perhaps with some sort of logo/icon on it. An icon for combat-orientated vehicles, speed-orientated, etc.
I'll do that later today.

And thanks to all who add this to their queue.
Warlordblade, I dunno how clearly you remember it last time you played, but you should probably notice quite a few alterations, if I remember correctly. You played really early on in the project.

10-08-2011, 01:12 PM
That's great, a plaque icon or logo would definitely help.

10-08-2011, 01:21 PM
So I played your level and it's great! :)
I really loved the scenery and level design!
And the race is cool too but hard too handle. Ok, I don't know if this is just me but I had my problems handling the ship! :D
But still a cool level! :>

10-08-2011, 01:33 PM
So I played your level and it's great! :)
I really loved the scenery and level design!
And the race is cool too but hard too handle. Ok, I don't know if this is just me but I had my problems handling the ship! :D
But still a cool level! :>

There's 20 different ships/vehicles to choose from all with different handling and stats. From what I've played the one's that handle better for me anyway is the G.U.I.D.E and Rocket Moth. The ablea is balanced in all stats. I'd recommend trying them all out until you find one that works for you. Plus it's fun doing so as you get used to the track and A.I. which can be challenging.

10-08-2011, 01:58 PM
I was sort of braced for this -
Many people will only play once, and will probably pick a vehicle at random, regardless of all my warnings, notifications and easily-accessable information.

Although I'm fully aware these controls are... Difficult to master. (I still say they're easy to learn. A Joystick Rotator is not complex.)
I don't think they need any tweaking. A few practice goes, and a suitable vehicle choice and I'm confident any player could come at least 4th or 3rd.
Hmmm, maybe, in addition to the combat/speed/all-rounder/handling plaques, I'll also make difficulty icon plaques aswell. Again, most will scart right over them, but I'll do what I can.

Also, I lol'd at recent activity. One dude played the Overworld and then just left. Never played the race level or Pime's music level. Just quit the game.

10-08-2011, 01:58 PM
If you don't want to re-arrange the vehicles into handling classes, how about colour coding the selection boxes somehow, just into three basic light/med/heavy handling groups. Most people just ain't gonna play though 10/20 times to find the one they like, but I expect they'll happily play through three classes, see which one they feel good with, and then get picky at that point.

It's an awesome menu system, so slick.

10-08-2011, 02:04 PM
Hmmm. Colour coded Team Name plaques?

What do you reckon - smaller, seperate plaques with icons for vehicle type and difficulty, or a border around each team name colour-coded based on type. Either works, it's just a case of which looks better.
I lean towards the icons, but colour-coded borders may be simpler to understand.

EDIT- Huzzah! First time in the Cool Levels Sub-Board.

10-08-2011, 02:24 PM
Yeh, it's down to you and what you think is gonna look the coolest. You could just frame each logo on the selection screen with subtle coloured holo like you said, or just a small coloured icon representing one of the three classes on the back wall or bottom of each selection box. I wouldn't touch the actual the logo's, they look great.

10-08-2011, 02:44 PM
I reckon the simpler the better to try to cater to all. But it's up to you and how it looks because of course it has to go with your design and theme. You could try both icons and colour coding then decide which is best.

10-08-2011, 06:50 PM
OK! Extra Plaques are a go!
Each Team has 2 Plaques located above their team name.
The one on the left has an icon indicating the type of vehicle, there are 4 types; 'Allrounder', Speed type', 'Combat Type' and 'Handling Type'.
The one on the right has numbered icons indicating the difficulty of the vehicle. 1 for easy, 2 for medium and 3 for hard.

In addition there is now a second Controllinator, that, instead of allowing you to change the game mode, allows you to see the legend for the info icons.

And, in other, far more important news, I fixed a typo. I accidentally put a K instead of a C in one of my subtitles. Oh noes!!

10-08-2011, 06:58 PM
Fancy pic of a plaque please :)

10-08-2011, 07:03 PM

10-08-2011, 07:11 PM
Hey Osty,

Just wanted to give you a heads up:

I think you mentioned that it's armour stat was low. Just wanted to know why it has a pretty long stat bar. Looks like it's armour is better than some of the all rounders.

10-08-2011, 07:28 PM
I meant low for a combat-orientated vehicle. All other combat vehicles have at least around 7 to 10 points. While Airshark only has 4.

10-08-2011, 07:36 PM
Oh nevermind. Thats the whole point of the question mark. It was a guess.

10-10-2011, 05:00 PM
I like the new plaque and icons:


Very handy when choosing which vehicle to get into.

10-10-2011, 06:59 PM
Update tiem!!

In the Overworld, I've completely re-done the weapon info screens/stickers. Nobody said anything, but I trust some people noticed the half hearted job I did on some of them. The 'Special -' was too big and too centred to allow some of the info to fit comfortably. I've fixed this. All text is now firmly within the boundaries of the sticker.

And in the race level, I have added a 'Style Points' option.
Inspired while playing with Damaz last night, I figured it would be cool to award players points for powerslides and drafting.
Now, because I'm not sure if people will like this idea or not, it's option, and can be switched off from the vehicle selection lobby before you start the race.

10-10-2011, 07:40 PM
Cool, sounds amazing. Next spotlight better look out for this one!

10-11-2011, 12:39 AM
This is one of the best racing levels I have ever played.

The Overworld level and the race looks very cool. The animation of the V logo, the description and details of the ship, and the top view of the racetrack is well made.

The custom musics are excellent.

The racing controls sometimes get out of control, but I got use to it. The turret shots is a great addition to the level.

This racing game is a blast. A yay and heart.

10-11-2011, 11:07 AM
Hey. thanks, man. I appreciate your time.

10-13-2011, 05:04 PM
So, first I got to say the actual game play is very fun even though I have lost every race I have ever been in and crashed into every wall possible...BUT the overworld is slightly confusing, not sure why but it took me and my buddy like 5 minutes to find the actual game entry point. When we finally did find it it was like "wow how did we not see that" later on, at the part where you choose your car, it also took as a little while to figure that part out also. Maybe we are just dumb or somthing but it took us forever to figure out the stuff that shouldnt even have to be explained. >.>

10-13-2011, 07:34 PM
I read your post an hour ago and all I could think was 'What the hell am I supposed to do about that?'
But, perhaps adding some camera zones for the Level Links would help.

Dunno about the cokcpits, though. Those couldn't be any more straightforward. Jump in, wait, start race.

10-13-2011, 10:43 PM
I didnt mean it as anything you need to fix, mostly my fault, the cockpit part got my confused with the controlinator on the wall mostly, after running around a bit I jumped in one and thought " wow... That was so obvious" lol:p

10-18-2011, 05:18 PM
well done on the spotlight, i have been waiting to play this since i first saw your thread, queued :)

10-18-2011, 05:49 PM
YOU GOT SPOTLIGHTED! I truly believe you must thank me for this. Oh wait you have! :)

EDIT: [LBP2] Tighten those seatbelts because you're going for the ride of your life in this brilliant top down racer. Try to eliminate your opponents before they get you and be first to cross the finish line in Velox Nation by Ostler5000.

10-19-2011, 10:59 AM
Yeah, I was sitting waiting all weekend for the Spotlight. I'd have been surprised moreso, if I hadn't made it in.
Few people actually queue Honourable Mentions, though. So I'm not anticipating a large increase in plays.

Also, I just wanted to say, I'm likely taking a little break from this. I'll build new tracks over time, but after 2 months, I'm a bit bored watching these shopping trolleys on ice navigate 90 degree turns.
I'll still alter the existing track and vehicles if something comes to light that's broken or whatever, but I fancy working on something else for now.
A platformer. With a storyline, to be precise.

10-19-2011, 11:11 AM
Osty I'm actually really surprised at the amount of plays you've got so far or lack of. I just don't get it, the Overworld was published at a decent time and was on top of the trending pages for some time. Theer was loads of interest on the forums. I've even taken friends to it. Yet I don't think it's got what it deserves in play counts. Hopefully it will pick up. But a nice platformer from you would definitely be nice at a later date.

10-19-2011, 01:14 PM
I was actually planning on building a Life Simulator. I've been at it for the past few days, and I feel like I made some decent progress, But I quickly realised that the ridiculous amount of effort required, the alarmingly quickly increasing Thermo, and the knowledge that my level would only appeal to a very small minority of players, quickly turned me off the idea.

So, instead, I'm going to make something I wanted to make a long time ago. An open-world, side-scrolling adventure. Like Banjo Kazooie or DK64. An Overworld, links to numerous smaller, themed worlds, with various goals to complete within each. But that's for another thread.

As for Velox' play count, it doesn't surprise me that much. LBPs community, generally speaking, shows considerably less interest in levels that aren't platformers. While I'm not saying non-platform levels can't be popular, I would argue that the effort required to become popular is considerably more. I think it's largely down to the fact that players simply can't be assed learning new controls.

I've always said, though, that I'm content with around 300 plays. Once I hit that number, I'm quite happy.

10-19-2011, 01:27 PM
What exactly are all these life simulatiors and rpg just for role playing levels I keep seeing then? Or this is my house for role playing or cool pages etc? Role playing what.

10-19-2011, 01:33 PM
A Life Simulator refers to a simulation of life. As in, Aritificial intelligence creatures, trying to survive in some sort of environment controlled by the player.
(Or not, but a non-controlled game is a little boring)
Any other level claiming to be a 'Life Sim' is a poor understanding of what a Life Sim is, on the creators part.
As for those random objective-less, free-roam levels, I don't get the point either. And they aren't 'RPGs' either, as, again, that's a poor understanding of the term.

10-19-2011, 01:40 PM
A Life Simulator refers to a simulation of life. As in, Aritificial intelligence creatures, trying to survive in some sort of environment controlled by the player.
(Or not, but a non-controlled game is a little boring)
Any other level claiming to be a 'Life Sim' is a poor understanding of what a Life Sim is, on the creators part.
As for those random objective-less, free-roam levels, I don't get the point either. And they aren't 'RPGs' either, as, again, that's a poor understanding of the term.

Yeah, me too I don't get these random objective-less free-roam levels. I see these levels and don't see the point of them even if they're designed well for example a house with a working toilet, a bed to lie on and details like that, yet they have thousands of plays. I can appreciate the time spent making it and on the details but it's not exactly something you play, yet it's not a gallery either. Alas.

UPDATE: But with your logic skills it would be interesting to see what you do next.

10-19-2011, 06:28 PM

Don't forget, plays doesn't mean you like the level. It could have 100,000 plays but have 1 like and 99,999 dislikes. Does that mean the level is better than a level with 300 plays but 300 likes? I think not.

A platformer would be nice, but you could make it exciting. So instead of advertise the perfect idea for your story, I'll give you a logical application you can use:


Coming Soon (when SSTAGG1 returns to LBPCentral)

10-19-2011, 09:47 PM

Don't forget, plays doesn't mean you like the level. It could have 100,000 plays but have 1 like and 99,999 dislikes. Does that mean the level is better than a level with 300 plays but 300 likes? I think not.

While this is true, I'd rather have 50 people play my level and 25 like it, than have 10 people play it and only 5 like it. The ratio of people enjoying the level seems pretty good, I'd say. I just like to see that a decent number of people took the time to honour my work by loading it and playing it.

A platformer would be nice, but you could make it exciting. So instead of advertise the perfect idea for your story, I'll give you a logical application you can use:


Coming Soon (when SSTAGG1 returns to LBPCentral)

To the bold text - Pahahaha! Really? I'd planned on just making an average cardboard platformer where people grab sponges to swing across gaps and such. Make it exciting? Such a thought never occured to me! Haha.

And I dunt get your 'logical application'.
It's just some random .jpg aluding to a project of some unknown description by SSTAGG. I know how teasers work. But those never really work in LBP.

However! I feel all of this is irrelevant to Velox Nation. If either of you want to continue this conversation, kindly either post on my Userpage, or PM me. Either or.

10-20-2011, 11:49 AM
Back to your Velox Nation, let us know when the new tracks are underway. I don't mind helping out with any set pieces you may need.

10-20-2011, 03:52 PM
And suddenly, BAM! Headshot!

Yeah so since your in no mood to continue editing this anytime soon, I'll PM you about the image. Why it became a downloadable attachement I don't know, it wasn't even the plan but ah well.

10-30-2011, 02:16 PM
You've updated your level with a brief intro movie?! I saw it pop up on my activity list.

PS I am loving your new sig, very artist, nice shading.

10-30-2011, 03:19 PM
The brief intro just shows bits of the Overworld. It's not like a trailer or anything.
"Here's the info screens, check these out! And here's the level link!"

And I'm really happy with my trendy new sig. I sort of figure I may be able to generate a tiny little bit more interest if I post around with a little ad in my signiture.
Drew my Sackperson with my underused Graphics Tablet, and a reference photo.

10-31-2011, 06:54 PM
Hope you use it more, you sig looks BEAST!

11-18-2011, 02:42 PM
I'm liking the new update you've done Osty, the intro gives a nice bit of direction to those that haven't played it before or may not understand that your Overworld acts a HUB before entering the race:

(Cymbol, Ostler500, LittleBigDes)

Your grumpy face makes me laugh though. BUT seriously for something this big with it's own AI vehicles and expanding with upcoming tracks in the future, it only has 109 plays!?

11-21-2011, 10:16 PM
... BUT seriously for something this big with it's own AI vehicles and expanding with upcoming tracks in the future, it only has 109 plays!

Well it's not a survival/platformer/trophy help level so what did you expect. The most plays you get on levels usually come from the members on LBPCentral.

11-25-2011, 02:05 PM
OMG wow Spaff from Media Molecule played your level a while back. I'm actually impressed that he left a comment. He yayed and hearted it too.

Here's Spaff's comment/review: Wow this is super detailed and in-depth game. I need to come back to this when I've got a living room full of people to play it with! Insta hearted :)

Yet I don't get why his comment/review has been booed as much as it has been yayed.

11-25-2011, 02:21 PM
Yeah, I thought the yay's to boo's was a little odd. But I think it's the same on all of his reviews, regardless of the level. Even the MM staff aren't free from idiots following them and mindlessly downrating.

I'm skeptical he will actually play again, TBH, but if he did, that would be pretty kickbutt.

I can't stand this cuss filter. 'Kickbutt'. Makes me sound like a 5 year old.

11-25-2011, 03:52 PM
@Ostler5000 (http://www.lbpcentral.com/forums/member.php?8696-Ostler5000) Time for an update me thinks! :)

03-09-2012, 12:41 PM
Just when I thought this level had died from lack of plays... It now has an Mm pick :) Finally. Well done.

03-09-2012, 12:52 PM
I'm so exstatic that this is an MM Pick.

I wonder who Pick'd it. The first name to appear in the levels recent activity prior to the constant stream of players is Chimpanzee. But I'm not sure if he has the priveledge to add Picks or not. At least I don't think he does. I'd love to thank whoever made the decision to Pickify it.

Will likely build another track over the weekend. I've wanted to create 'Magma Slalom' for a while but never found the motivation.

03-09-2012, 12:56 PM
Add the fact that Spaff played it & we have a new Community coordinator o_O Hmmmm

03-19-2012, 05:00 PM
I got a chance to play this. I came to two conclusions.

1. I suck at this.
2. OMG!!!!

Just simply fantastic. The vehicles, the depth, the unlockables. And my god, the AI. How you got the cars to both do the "race" and attack you in equal measure I will never fathom.

Well done. You have set a bar for the top down racer that I doubt will be topped any time soon, if ever.