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Game » consists of 14 releases. Released Nov 15, 2004
An Arcade-style racer is a game which shoots for a fun and fast-paced experience over trying to simulate real life physics and racing protocol.
Boost takes a game to a new level giving players a greater level of speed. This speed opens up new doors to sports games, driving games, and any game that can benefit from the reward of speed.
Forced Wheel spin where the brake is applied and the gas pedal is floored, therefore spinning the tires, then releasing the brake for a small boost. Not meant to be done, but a popular showboating technique.
A menu or other interface that is presented as a cell phone operating system.
A concept used in many racing and action games in which your vehicle or character is airborne and shot at an awesome angle, often in slow-mo.
The cutscenes are nothing but the pages of a comic book. Audio is usually dubbed over to give them a little more life.
The art of taking corners is an essential element for any good racing driver, and it is a technique that must be mastered in order to produce the fastest times on track.
A non-interactive sequence within a game most often used for plot advancement.
Over time, it's common for publishers to stop supporting the online components of old or unpopular games. In addition to saving money, this also serves to boost sales of newer games in the same series or genre.
DNAS was Sony's solution to all of the online cheating on PS2 games. It was also introduced as a means to discourage and prevent illegal copies of games to be played online.
Dolby Digital is an audio compression technology codec first used in movie theaters. It's now commonly used in many modern day audio/video media formats, including video games.
Drafting is the term in motorsports for following a car closely. The result of drafting makes for less air resistance, faster speeds, and better fuel mileage.
Drifting is a technique used in motorsports that involves intentionally over-steering the car to create a slide. This is done both as a competitive and exhibitive technique.
Electronic music is one of the broadest classifications of music, and has been a staple of video game soundtracks since the 90s. The genre's main trait is the use of electronic instruments.
A line that signals the start or the end of the race. Even though it is used for racing, it could mean any type of racing game.
Greatest hits is a general term for re-releases of games which have sold a certain number of copies, as part of a program managed by the console manufacturer.
Humans are bipedal, sapient primates capable of abstract reasoning, language, and emotions.
In-Game Advertising is the placement of advertisements for real-world products within the game, sponsored by companies external to the developer.
Games with language selection allow the player to choose which language is displayed or spoken in the game.
A lap is one circuit around a race track. This is featured in many, but not all racing games.
Games that obtained permission to feature real-life licensed car brands.
Games that incorporate licensed music from popular bands and musicians for their soundtracks.
Livery Editors allow you to fully customize your car's livery with all sorts of shapes that can be bent and resized to form all kinds of cool paintjobs.
A post processing effect that blurs and streaks the entire frame. Loosely based on the behavior of real-world optics.
Characters controlled by the game for players to interact with, as opposed to player characters which are controlled by whomever is playing the game.
Games which allow players to interact with others over the internet.
A Common mode in a lot of driving game's where players race from point A to Point B against a either a clock or other drivers
Who needs 2D when we've got 3D? 3D, or 3 dimensions, is what we're used to seeing in almost every game these days, letting us do all sorts of awesome stuff like run in circles!
Product placement is the act of using branded products in high visibility settings inside movies and games in exchange for special consideration, financial purchases or otherwise. In recent years, it has become more apparent.
Games usually have numbered sequels, like Final Fantasy I through XIII, but some series like to stop numbering their sequels, then number them over again. This is the concept of games that had a numbered series, then stopped, then got numbered again.
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