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What makes a good race track?
Anyone can draw a few straights and corners and call it a track
But how do you even know you made a good one?
And what games have the best/worst tracks?
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A good track must have a good flow and rythm to it. That's a mistake late game tracks often make in racing games, they pile up the harsh turns and force too much slow down.
I loved this track in Ridge Racer 64 because it really demanded to learn all the mechanics while maintaining a great flow. At the start of the video you have to maneveur through these small S which demand precision on the analog stick if you want to maintain your speed (you couldn't do it with a d-pad at the speed I'm going), and then the tracks lets you build up just enough speed for two high speed drifts, one in each direction, at the end of the track, before a final straight line which puts you at an advantage if you managed to perform the drifts well and keep your speed high. It's hard, but it demands mastering different mechanics while having a good flow.
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Crash team racing has the best track design of arcade racer

Polar pass and papu's pyramid especially are the 2 best tracks ever made
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>>12259616
Any track can be "good" as long as it works with the cars in the game.
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>>12259746
Platitudes will get you nowhere. Make an actual point of discussion
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the 3 receway tracks (Mario, Luigi and Royal) which are the ones that feel the most like actual go-karting instead of intricate adventure-like paths.
go-karting circuits don't need anything too long or adventurous, it just needs to have good balance between curves and straight lines to abuse the mini-turbo as much as you can.
I'll take MK64 and the 3 raceway circuits over any other "adventure" racing game like DKR, CTR, etc.
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>>12259765
What discussion? I don't view "tracks" I view the entire game as one package. Is a track layout inherently bad if the vehicles or mechanics in the game don't work well with it? Maybe the game is just bad? There's very little objective here.



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