
Loops? The appear in the middle, scrolling into view just in time to plow through. Normally barriers can be seen coming down the line, giving you good warning to at least try to get out of the way, but too often they appear just as you crest a hill with no warning beyond the quarter-second notification that you’re screwed. They won’t break the car but they will slow it down, and it doesn’t help that the track-generating algorithm is terrible at placing them.
Neon drive song series#
Certain sections of music can generate a long series of S-curves, causing the car to pinball off the walls until you get used to the handling.Ĭurves aren’t that hard to navigate, once you’ve got the car handling down, but barriers are another issue entirely. The car auto-accelerates to its fastest speed as quickly as possible, always trying to stay in synch with the music, and if you want to avoid crashing into the walls on a curve you’ll need to anticipate and get turning a little early. There’s no handbrake to initiate a power slide, and for that matter no accelerator either. Jumps and loops are easy enough to navigate, but sliding around curves takes a bit of getting used to due to the cars’ handling being a bit less arcade-y than you’d expect. The track is going to do what it can to shake you off the beat, of course.
Neon drive song plus#
If you fall behind the second or third marker line it does bad things to both the score multiplier and your end-of-track bonus, plus it’s always more fun when the course matches the music. Turbo boosts can actually see you move ahead of the marker for an x10 multiplier, but for the track to remain in complete synch with the music you want to be right on top of the line for the whole run. The markers keep pace with the music as you drive, and good scoring involves keeping pace with the first one for a 4x score multiplier.

The race’s start is actually one of the more clever moments in the game, as the usual Beep… Beep… Beep… Beeeeee… of the starting timer also doubles as the car driving over the rhythm markers. You choose a song from your playlist, the game thinks a few seconds, and then you’re off down the procedurally-generated course, jumping and power-sliding to the music. Of course, that’s what Early Access is for.Īll the basic parts are there for Drive Any Track to be great. The gaming experience is very solid, looks great, and I haven’t seen a single bug or crash, but at the moment it still feels like a great idea working its way towards living up to its potential.

The journey from Greenlight to approval to Early Access has moved along at a brisk pace (as these things go) and now Drive Any Track is available for all.
Neon drive song generator#
Combine Audiosurf’s music course generator with a stunt racing game like Trackmania, where each song generates a unique track filled with course toys to fly over, and the result is a game that looks absolutely irresistible.

Drive Any Track popped up on Greenlight back in January and looked like one of the greatest gaming ideas ever.
