Friday, October 30, 2009

A Fashion Confession

I've come to a realization. When it comes to talking fashion among a fashion community, I've felt like I've no longer feel welcomed or belong in any fashion community. For at least four years, I've been part of an online community focused on fashion. I thought I knew everything (or as much as I could) on fashion to feel like I belong. But... I was kidding myself when I've tried to fit in. I do have an eye for fashion, but never felt truly liked.

Yes, I've had a vicious dislike on a number of looks. The least of which include:
* pepe-toe boots
* skulls (I just don't wear or like skulls)
* the '80s in general (including fashion)
* jeans tucked into boots (as a look, not as anything functional)
* leggings (don't hate them, just burned out on them)

As is the case for most things I try to prove my worth in, people have consistently disagreed with me. Any environment where I don't feel welcomed or respected are environments I want to stay away from. I feel absolutely terrible at one point to where I have to break away from this community. My likes in fashion have been much different from most others. But to be perfectly honest... I like fashion, and I'm different in my likes. However, I'm TOO different to most people to where I'm disliked and unpopular. Just because I don't like peep-toe boots or gladiator sandals while most of the rest of the world does doesn't mean I'm not qualified to talk fashion. I've had problems in which I disliked seeing Arctic boots tucked into jeans when it's not even bitterly cold. But when I complain of this, I get hated on. Like I HAVE to agree with everyone, or I'll pay the consequences. Mostly in the form of getting lynched on. I still try to do my best, but I can't keep a straight face even if my life depended on it. So I feel like I've overstayed my welcome and become demoralized to absolutely nothing... a feeling I'm so used to in my life.




So I will try to stay away from any serious fashion discussions. I am not qualified to talk fashion anymore. Don't ask me about how to wear something or what the "hottest" trend or style is. I don't want to stay away from this too long, though. What I may start doing is showing like or dislike of certain looks. I won't be doing any more (or not frequently doing) fashion-themed videos. At least when I do and say things, the only restriction I have is myself. So I'm almost doing everything with reckless abandon. But I'm not a tough guy. I don't make a living bullying on people. I certainly don't make a living trolling people.

That concludes this post. Now you know how I feel on this deal.



A Quick Disclaimer
I'm now adding links to items on Amazon that I like for items I discuss. As an Amazon Associate, I earn commission based on products I feature or mention in my blog. You are more than welcome to check out all that I have to discuss in all of my blog entries.

Gran Turismo Runoffs?

Inspired by the SCCA Runoffs, imagine if Gran Turismo 5 had something similar to the SCCA Runoffs. For the uninitiated, the SCCA Runoffs is an American competition whereas competitors race a variety of different cars in racing competition. Competition is set to take place between about 40-45 minutes. The big key to the Runoffs? Most of the competitions are GRASSROOTS series. The racing takes place on a proper racing course (meaning, no temporary courses of any kind). There are classes that allow for cars to be tuned of a certain level. You can't max out your car's power and handling characteristics, so there'd have to be a cap on certain levels of tuning. How would you define the different classes? Here is my input...



--- Building the Gran Turismo Runoffs: Events and Classes ---
Classes have to be very decent. There are no pit stops in these races, so the rate of wear of tires and fuel shouldn't compromise with the level of racing. All of these classes are solely based on production cars. It would be too sketchy to come along with proper race cars in this model. Here are some ideas:

* Front/FWD Class. This class is reserved only to front-wheel drive cars. Production cars only requiring Standard/Sports tires.

* Front/RWD Class. This class is reserved only to front-engined, rear-wheel drive cars. Production cars only requiring Standard/Sports tires.

* Mid/RWD Class. This class is reserved only to mid-engined, rear-wheel drive cars. Production cars only requiring Standard/Sports tires.

* 4WD Class. This class is reserved only to four-wheel drive cars (regardless of engine placement). Production cars only requiring Standard/Sports tires.

* American Sedan. This class is reserved to American sedans, and is inspired by the actual American Sedan class in the SCCA. Production cars only, American sedans only, and requires Standard/Sports tires.

* American Muscle Cars. This class is reserved to American muscle cars. It is reserved to mostly classic muscle cars, but also modern muscle cars like the latest Camaro, Mustang, and Challenger. American muscle cars only with Standard/Sports tires required.

* Japanese Sports Cars. This class is reserved to Japanese sports cars, such as the Skyline family (including the latest GT-R), the S2000, the NSX, the Supra, the RX-7, and the like. Japanese sports cars only with Standard/Sports tires only.

* European Sports Cars. This class is reserved mostly to economy and low-level sports cars from Europe. This includes cars from all European nations, and not just relegated to certain nations. European sports cars only with Standard/Sports tires only.

* Showroom Stock. Inspired by the actual SCCA series, the series calls for cars no older than five years. So assuming the game is released in 2010, no cars older than 2005. Unmodified ECONOMY production cars (meaning no sports cars) with only Standard or Sports tires allowed.

* Heavyweight Sedan Class. This class is relegated to heavy (3500 lbs. or heavier) coupes and sedans (no sports cars) with no weight modifications. Production cars only with Standard/Sports tires required.

* Compact/Lightweight Class. This class is relegated to compact cars. No Kei/mini cars allowed. Production cars only with Standard/Sports tires.

* Touring Car Class. This is a class reserved to coupes and sedans tuned for racing. You are allowed more tuning options including weight reduction and some racing modiciation (mostly adding wings). No sports cars allowed, and only Standard/Sports tires are allowed.

* Grand Touring Class. This class is reserved to sports cars tuned for racing. Production cars only with no tire regulations (meaning you can use racing tires). No supercars allowed.

* Tuner Class. This class is an exciting style of racing where anyone can bring any production car with unlimited levels of tuning. Only requirement- it must be a production car.



Can you think of any more fun classes to comprise a Gran Turismo Runoffs series?

Wednesday, October 28, 2009

GT Academy... Rather Than License Tests?

NOTE: This blog post is vastly outdated and will be replaced with a new post on my Gran Turismo-exclusive blog, John's Gran Turismo Space. This topic will be further updated and enhanced there.





two Nissan GT-R's in GT Academy livery

GT Academy Nissan 350Z

GT Academy Nissan 350Z

GT Academy GT-R and 350Z

Sources: playstationlifestyle.net (first picture), gtplanet.net (second, third, and fourth pictures), and digiads.com.au (third picture)



Gran Turismo games do a good job of getting you active in the racing process. But in the act of considering alternatives to current GT practices, one such thing has to change. To me, you have to practice your skills before considering the license tests. Think about it. When you were in grade school (or if you are in grade school), do you take a test BEFORE getting the lesson? Taking a test before being taught the lesson doesn't result in learning anything. Gran Turismo Academy was something I thought of as expanding the greater scope of the License Test facilities to include practicing certain aspects rather than just taking the license test cold turkey.



--- How Would This Work? ---
For each license test and all the different tests, going to this GT Academy will allow you to practice certain tests. Once you have a license test unlocked, you can have a chance to practice certain elements. The issue at hand here is how to integrate this feature to make it useful in addition to taking license tests. With a good system in play, you will be given advice based on racing line, acceleration, braking, and things like that. The Analyzer allows you to analyze your runs in GT games since GT3. What has to happen is that this feature has to be expanded upon to make for better practice and to allow tips on improving your driving skills in Gran Turismo 5.



--- Gran Turismo... University? ---
Yeah, GTU! A plan I thought of was having certain racing schools in Gran Turismo to help out with enhacing driving skills. Each racing school encompasses a different element of racing. There are racing schools on topics like these:

* General Skills (basic skills like acceleration, braking, handling, etc.)
* Advanced Skills (application of basic skills in racing situations)
* Extreme Skills (advanced techniques)
* Oval Racing (oval racing technique (yes, there is actual skill in oval racing!))
* Road Racing (applying skills to road racing)
* Rally Racing (rally racing on various surfaces, including rally techniques)
* Drag Racing (skill in acceleration and in timing shifts)
* Drifting (application of car control in extreme driving, and also practice in Drift Trials)

Imagine if you could enroll in these schools. If you enroll, you can get some formal training in certain elements of Gran Turismo. The cars featured are specially-tailored to the given racing school. These even include certain cars you will be unable to own. Imagine racing go-karts, low-level formula cars, and things of that nature. You will have a variety of school-supplemented cars tuned specifically for each school.

There are even some racing series you can enroll in to give yourself experience racing and even make some money early. Think of the Skip Barber Racing School, in which you pilot these Dodge-powered Formula cars in amateur-level competition. A great aspect of this is that you can actually feel like you're establishing yourself as an actual racer in the Gran Turismo series rather than be just a no-name racer who somehow has all kinds of cars in GT. It points things more towards a career while not really being a career-oriented game. By the way, no racing license needed for any of these.

When you feel you're ready to really take on racing, you can then take your racing school experience to try to pass the license tests. It prolongs the game sure enough, but at least you feel like you can grow confidence towards passing GT license tests.





Would you be open to the idea of introducing Gran Turismo Academy in GT5 to represent a practice field for GT license test subjects? Comment away!

Friday, October 23, 2009

Looking Ahead: Logitech QuickCam Pro 9000

NOTE: This blog post may soon be deleted and replaced with a new one. So enjoy what you read here, because it may be gone in the near future.

Logitech QuickCam Pro 9000

Here's how my YouTube career began. In September of last year days after getting power back to my house after Hurricane Ike, wireless broadband was set up in my house. With broadband, it was my chance to try to visit YouTube more often. On November 8, 2008; I joined YouTube. A week later, I made my first video. The webcam I used was a Creative Live! webcam, making 320 x 200 size videos. The quality was so-so, because I was not confident in making better-quality videos.

Then a few days before my birthday in January, with a lot of money, I was looking to make the next step by purchasing a new webcam. Until I got to become more confident making and releasing 640 x 480 videos, I stayed with 320 x 200. Afterwards, I tried mounting my webcam in a different position. I even sampled different things and different settings. I later became a bit more confident making High Quality videos without sacrificing too much space on my computer. I was able to find a setting with Windows Movie Maker which allows me to compress the raw video from a recording session I have with Logitech's webcam software, and compress the file by at least 29% of the raw video's size. For example, a 98 MB video can be compressed down to about 30-something or even 40 MB. All without sacrificing too much space on my PC. I've made as many as 20+ different videos on YouTube, maybe three or more High Quality-enabled videos on Facebook, and perhaps one on Myspace.

Now that you know my story on YouTube, let me get to the main point of this blog entry.





--- Looking Ahead: The Logitech QuickCam Pro 9000 ---
The Logitech QuickCam Pro 9000 is THIS:

Logitech QuickCam Pro 9000

Logitech QuickCam Pro 9000 - 2

Since becoming a bit more serious about making YouTube videos, I've had one item I think would help me to making better-quality videos. That item is the Logitech QuickCam Pro 9000. Why this webcam? The reason is because I want to look my best. I want great-looking video quality. I feel that even though my videos are high quality content-wise, I want to look my best visually. I can only do so much with the QuickCam Communicate MP that I currently own and use. If I am to go to the next level, it's with making high-quality webcam images. I don't need all the avatars and other visual effects. I just want to make myself look great. I even want to make better-quality photos for when I'm not making videos. This webcam has Carl Zeiss optics, auto-focus, and more. This can help myself look better while speaking my mind. I may be able to debut in real HD and even with Widescreen.

It's something I'm looking forward to for when I truly get to go to the next level. If/When I get this webcam, I feel my appeal will be improved. I will still make videos with the amount of skill that I can provide. Just that I feel I'll be at my best at home with this new webcam.



--- In Case You Ask... ---
The next level after that would be better video editing software, but more importantly, get a digital camcorder and do some out-the-house videos. I feel that if I can do a lot more interesting videos, whether by effects or by doing more home and out-of-home videos, I can step myself up to a better level. I'm taking my time in all of this. I'm not ready to go to the next level until I'm READY to go to the next level. I am not rushing anything.





Thank you for reading! Now you know what I'm up to recently. Comment away! Thank you for reading!

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Thursday, October 22, 2009

Event/Championship Generator Idea

Fans of Gran Turismo 2 may recall the Event Generator. The Event Generator allowed you the opportunity to race in a random event against a bunch of cars. This is a great way to just go out and race. Gran Turismo 4 allowed you the ability to go to a race and compete in Family Cup races. What if this was re-introduced for Gran Turismo 5 and made better? A key inspiration for this topic has to do with what I've learned with Gran Turismo PSP.



--- Event Generator in Retrospective ---
When unlocked in Gran Turismo 2, the Event Generator allowed you the opportunity to just go race anything. You can choose between Easy, Medium, Hard, and Professional Levels. The Easy-Hard Modes just let you enter one race, and the Professional races are a championship series of five races. The randomness of everything makes the racing action so interesting. Unfortunately, all races in every generated event lasts only two laps. The random aspect also pertains to whether you're racing in the normal configuration or the reverse direction.



--- Gran Turismo 4 and Gran Turismo PSP's Respective Influences ---
The Family Cup races in GT4 are more like an Event Generator where you can control where you want to race at and choose cars based on difficulty. Really, I think the difficulty is based on the performance of your car rather than against more aggressive opposition.

Gran Turismo PSP gave you control in the Single Race mode with how many laps to run and if the race should be limited to a certain manufacturer. Longer races (I think up to 99 laps) yield more money than most shorter races.



--- Reviving This Idea for GT5 ---
When it comes to reviving this idea for GT5 and improving on it, I've put out a few different ideas. I also want to implement something different for this.

Implementing the Feature. The first thing to note is that you have a few options. You could go completely random with everything, or you can specify certain things. You can make everything completely random- cars and tracks. Or, you can specify a certain track or a certain manufacturer.

Customizing the Event Generator. A number of different fields can be customized. These are areas among many others that would make customization fun for this feature:

--- Tracks and Races ---
* Single Race, Championship, Drift Trial - determine what kind of action will transpire. A SINGLE RACE applies to just a single event with a set number of laps or a time distance. A CHAMPIONSHIP SERIES can be anywhere between three races and 15 races. A Championship Series requires at least three races. DRIFT TRIALS relate to either a single race or for a makeshift drift championship. The key here is on drifting.

* Championship Format - choose a format of different races, multiple races at one course (like in the British Touring Car Championship or the Australian V8 Supercar Series), or a format of sprint and feature races (like in the A1GP), or a double-race weekend. The double-race weekend can involve inverting the order for the next race or inverting certain drivers.

* Weekend - select whether or not to implement a proper race weekend. A basic weekend consists of a practice session (or two), qualifying, warm-up, and the race itself.

* Qualifying format (if Qualifying is allowed) - pick a qualifying format for each race or for certain races. Your options range between the following:
1.) hotlap - after taking to the track, you have only one lap to determine grid position. Make it your best!
2.) solo limited - a solo run limited to either laps or time.
3.) solo unlimited - a solo run where you have unlimited time and laps to get the best possible time.
4.) mixed unlimited - all cars are on the track at once for an unlimited amount of time.
5.) mixed knockout - qualifying with multiple rounds. Lowest qualifiers will have their position locked while the fastest drivers will continue to compete for the pole.
6.) mixed shootout - after mixed qualifying, the fastest qualifiers will have a single hot lap to determine pole.
7.) heat racing - specify a number of heat races to determine the qualifying order for the main race. Those who don't do well have one last chance in the Last Chance Qualifier (LCQ). A bonus option would be to pay a cash bonus to whomever (among qualified racers) wins a quick exhibition race among qualifiers.

* Pits - longer races likely mean pit stops. However, mandantory pit stops can be specified on certain laps or requiring you to make any number of pit stops (usually anywhere between one to maybe 3-5). This is ONLY for long races and longer tracks.

* Race Purse - select a suitable race purse. This all depends on the length of the race and championship, plus the level of the cars being raced against. So a race against supercars means a greater sum of money than a race against sport compacts. However, a series of factory-spec street cars will pay out less money than a series featuring highly-tuned or unlimited cars.

* Prize car and others - Bonuses after races (especially championships and endurances) can range between extra money, prize cars, free parts/services for a car, or whatever. This can also be for any online races.


--- Cars ---
* manufacturer(s) - imagine staying with one manufacturer or a rivalry series against other manufacturers.
For example: limiting a generated race to only Nissan, or making a generated race between Nissan and Toyota.

* car(s) - limit a generated race between variations of one car (including/excluding racing variants) or of certain variations of different cars. For example: a race limited to Chevrolet Camaros and all Ford Mustangs.

* car specifications - limit competition to types of cars based on certain specifications. For example- drivetrain, engine aspiration, displacement levels, nationality, car type (muscle car, kei, supercar, rally cars, etc.), cars from a certain decade(s) or cars up to a certain decade, and the like.

* distance - limit a race to a certain number of laps, time distance, or laps and time.
Examples: five laps around Grand Valley Speedway, a ten-minute race around Special Stage Route 5, or 60-lap or 2:45:00 race around Tokyo R246 (whichever comes first).

* tuning - decide how well the cars are tuned, whether to match your level



Specify a race, track(s), cars, and more. It's the best way to go do your own racing when you get bored racing the championships and races supplemented by Gran Turismo 5.





Comments are welcome (but not hate/racism)!

Thursday, October 8, 2009

Social Networking: Things I Don't Understand

I am compelled that I'm dropped by people. Now it's natural that friends get dropped from friend lists, but I really wonder how exactly this all works. My social networking escapades began with Hi5 followed by a brief time on Friendster. Since late July 2005, I've been on Myspace. Then came Facebook. Despite my lengthy experience, there are still a number of things that scare me, concern me, upset me, anger me, and confound me about social networking from all of the experiences I've endured. Using these experiences, I'll create this blog entry to express my points the best way I can.

NOTE: Composing all of this was not easy as I had fears that I'd lose more friends of mine online, only adding to my depression and loneliness. None of what I state in this blog entry was mentioned with an extreme degree of confidence or any extreme degree of consequence. So please be fair in assessing this blog entry.





--- Beliefs and Opinions ---
This section pertains to things I've kind of learned being online and how I would respond to items in question.

BELIEF: "Not keeping constant contact means we're not friends anymore."
This is kind of a pop culture thing I don't really understand. It sometimes seems like depending upon the person, I become a bit unsure as to what qualifies as constant contact. And I don't want to lose a friend online just because I'm not in constant contact with someone. I think some people feel that not consistently chatting with others results in losing a friend online. I don't constantly text people, so it's not like I keep up with others via cellular phone.

I try to make every possible effort to chat every now and then. Trouble is, I don't know what qualifies as constant contact. And I don't want to say, "I just came along to say hello" between weeks and months. The thing I hate most about this? It's that somehow not making constant contact and such means we're no longer friends. I'm still glad we're friends. I don't try to make friends just to be popular. I do this because I cared so much to even send out a Friend Request in hopes that we can chat and be online friends.


BELIEF: "Just because we're friends away from the computer doesn't mean we're friends on the computer."
The thing I've believed in is that such networks exist to try to bring friends together. I feel my reputation with others get damaged as I try to find as many old friends and people I've once known. Then, when I try to re-connect with past people, it only makes a bond worse. It comes down to a "I thought we were friends" deal. Having experienced depression and loneliness, the last thing I want to feel is to feel like I have nobody in my life besides God and my family.

Many times, I feel like it's hard to make friends... but too easy to lose friends. I don't have to do too much to ruin or jeaprodize a friendly bond. Especially with people whom I thought I had a good bond with, I've easily lost respect among people I've once known. I do a lot of dumb things at times. And just giving me the silent treatment or failing to acknowledge me only makes things worse. I sometimes say kind things, with no kind of underlining that just saying something kind and respectful ends up working AGAINST me. When I feel I've ruined a bond shared with someone else, it always seems my fault because I am always a magnet for failure and shortcomings, and hardly ever is it that someone else's feelings and actions have ruined a friendly bond I thought I had with someone. When losing someone online, if I know him/her in person, the trickle-down effect is simple- I treat someone a friend, I get the cold shoulder in return, and I go back to feeling like I have nothing positive to live for. NOBODY wins. There are still times where I feel I could have established a better bond with people so that I never feel so alone and disliked. I've already experienced what it's like when people who you love like family end up leaving you. There are still a number of old friends who have dropped me as a friend and want nothing to do with me anymore. Even when I've been disregarded as a friend, I still honor people who don't like me anymore because something inside tells me that they are still great people even if I am seen more as a nuisance than a friend.


BELIEF: "Because you're not on this service often, why should I bother keeping you as a friend?"
I admit that I've been more active on Facebook and having some better days on Facebook. However, I still call Myspace home. Just because I'm away from *home* doens't mean that I no longer care about anyone on Myspace. It just means that I'm not as online often. I still love and care about people on both Myspace and Facebook (and even YouTube) even if I'm not on all the time. Some people just really think that I have to make constant contact with ALL of my friends (which is harder on Myspace since I have so many friends). Worse than this, I have friends that I know only on Myspace or Facebook. So if I lose them on either service, I may never connect with them again.


BELIEF: "Just because you won't play (this game) with me online or respond to chain letters, we can't be friends anymore.
I don't play FarmVille or Mafia Wars or anything online. Not because I haven't tried it, but because I just don't do that sort of thing. I don't do chain letters at all. I don't know/care what happens if I don't send a message to others. I CERTAINLY don't take part in anything that's full of spam. I am NOT going to complete some misleading task just to help somebody get an XBOX 360 Elite. I just think and do things a bit differently.


BELIEF: "You hate what I love! I thought we were friends..."
I am not a rock music fanatic. I'm sick of and hate the '80s while most others gladly brown nose this overrated decade. I don't wear anything with skulls or mean messages. I hate open-toe boots while most fashionable types love these. While friends, we all have things that make us different. It's almost as if to some people, people look beyond me being a good person and only hate me for what I like or (especially) dislike. I sometimes feel this is why I can never get along with people sometimes. I'm different, but too different to be worth anyone's time. Almost as if I far overstep my boundaries on a number of things.





--- Other Things I'm Unsure/Scared/Upset Of in Social Networking ---

Missing Friends. When you have a lot of friends, as I do on Myspace, it becomes to realize who all are gone. I think the only acceptable reason as to why a friend is gone is because he/she/they cancelled an account or started a new one. Believe me when I tell you this... I become scared when I don't chat with someone in a long while. For most people, this can range from a few days to weeks and months and even years. I don't want to keep saying something along the lines of "I just came along to say hello" all the time regularly.

And as far as making friends is concerned, I don't try to make friends to become popular. It's to show respect to people. I want to be friends because I want to meet new people and communicate with people. Sometimes, I think I'm friends and still friends with someone... only to find out that he/she/they is/are missing from my friends list. Some friends even add me again. The feeling I dislike is trying to re-add people as friends, only to be dropped again from that person, then never be able to be added by that person again. That's when I start feeling like I could have done more and done better things to maintain a friendship online.

Sometimes, even... people whom have dropped me request me again to be friends. I gladly accept past friends who want to re-connect with me online. But if I try to re-connect with friends, it becomes a harder task.


Disconnect in Communication. As much as I get dropped for not making constant contact to others, I begin to feel terrible when I don't get any sort of communication in return. It is almost as if I become concerned if people don't chat with me. With certain friends, I try to check to see if certain online friends of mine are still friends with me because there are people whom I hate to lose. Most of which are people whom I really respect and honor as friends and as amazing people. When you give and don't get much back in return, these are the making of sad circumstances. I look at if I'm unable to post comments online about a profile or photos and videos. When I'm disabled from making comments, it can really mean that I have been disregarded.

The thing I keep in mind is that not everyone checks their profiles online all the time. Having dealt with making and losing friends and knowing WHY I've lost them can make a great difference. I've committed too many sins with friends, even if by accident. All I ask if I'm a guilty party is to be vindicated of my guilt.





--- What Scares Me About Social Networking ---
The thing that scares me most is that I tend to make a parallel between being friends with someone in person, then try to connect with them over the Internet and all the while, trying to maintain a friendship both in an online medium and in the medium of real life. Wherever there's a disconnect, I feel like I've lost someone's trust. I hate losing someone's trust when I feel I haven't done anything seriously wrong. Maybe I say something that's meant to be a compliment, and I get dropped. It's why I (for example) avoid using the word "sexy" to describe a female's looks. And if I don't use that word when someone is very visually appealing, I still feel I'm liable for dislike. It's just the feeling that I'm liable to be dropped from friend lists for my actions, be intentional or unintentional.

But for almost everything in my life, I've been a liability. Very few people believe in me or have patience in me to where I actually feel humbled and welcomed.





All of these things I've expressed are true. Would I ever lie about something I've passionately spoken of? These are just a number of things I don't understand about people and social networking. I may never understand things fully, but I don't want to ruin any kind of trusts or bonds. Especially not countless bonds and trusts from people the world over.

On this personal bombshell, I bid you farewell.

Monday, October 5, 2009

Elements of Racing Games: The Temporary Street Course at Night

To continue with elements of racing games, I decided to focus my energy for this post on nighttime street courses. Formula One fans had the chance to see the second running of the Grand Prix of Singapore. This is where lots of lights were set up to illuminate the course to be as bright as a regular daytime race. In the background is the lively downtown sector of Singapore. It is a racing paradise for the Formula One circus. This gives me a chance to talk about some of these courses in racing games.



--- The Nighttime Street Course Explained ---
It's as simple as it gets- a street course at night. This concept is really nothing new in gaming. Racing on city streets at night in a suburban or downtown setting has been in racing games for a while. What makes this kind of course fun is just the simple fact that you can race on city streets and highways at night. The realist would scoff at these kinds of courses because the courses are too bright for a nighttime setting. If one relied on street lamps alone in a racing environment, the course would actually be very dark. Sufficient lighting would be needed for a proper street course race on city streets because basic street lamps lack the lighting power to illuminate a course properly.

The appeal to street courses at night is unmistakeable- city streets at night. You get to be enveloped in the lighting provided by city buildings, flood lights, street lamps, and any other artificial lighting. Night can range from twilight to deep into the night.

My dream setting would involve a lively suburban or downtown city as the sun disappeared over the horizon, but still a good amount of blue and orange colors from where the sun set (obviously, a clear or mostly clear night). The skies immediately above are either black or a very dark blue. And all the while, the city lights up the night with many office buildings and high-rise apartments with lights turned on. Maybe for the city itself, I imagine some locale that includes city streets and maybe even an illuminated bridge over water. I want the city to be engaging in design. I want to race around in a game in a city that is beautiful to race as it is to gaze at all the surroundings.



--- Examples of the Street Course at Night ---
Among the Gran Turismo realm, look no further than Special Stage Route 5 and Special Stage Route 11. SSR11 is more like the street course version of Grand Valley in respects to a signature-type race course with its own unique flair and flavor. Almost the dream race track for most people is racing at full speed while weaving in around around towers and businesses. Gran Turismo has a handful of other nighttime street courses, including:

* Seattle Circuit in GT3 and GT4 (GT3 and GT4 are what I will consider night races)
* Hong Kong
* George V Paris
* Las Vegas Drag Strip



--- Other Games with Street Course Races at Night ---

Night Section A and Night Section B (Sega GT). All other tracks in Sega GT are mundane and boring... except these two. Even still, both Night Section tracks are lacking in the personality department, though they are the two toughest courses in the game.

Marco Strada- Night/Rainy (Enthusia Professional Racing). Marco Strada may not be an urban jungle, and it may not be a stroll through downtown. However, the night race (which is run in the rain) is one of the most beautiful courses in Enthusia. The beauty of this course lies in the fact that rain is falling and that everything is lit up beautifully. As the rain falls and as light sparkles off of the metallic objects, it provides a beautiful and unforgettable experience.

Tokyo Circuit and Pacific Shipyards (Forza Motorsport). Tokyo Circuit is somewhat a twisty nightmare on narrow streets in Tokyo. Pacific Shipyards is a point-to-point race at night on city streets. It is a combination of racing in the city along with racing along the industrial sector of the city.

Edge of the Earth, Brightest Nite, and Shooting Hoops (Ridge Racer Type 4). Edge of the Earth is my personal favorite course in RRT4. This game doesn't consist of actual roads in the cities represented. However, it doesn't mean they still can't be fun. Edge of the Earth is one of the two New York City courses in the game. The setting is lovely and perfect- the sun's gone down, but not COMPLETELY down. This gives off a nice orange hue in the sky to mix in with the darker blue and green colors in the sky. It's a real pleasure to the eyes. "Naked Glow" is the song I jam to in racing that track. Brightest Nite (as it's spelled) is the other New York City-based course that has the best jump of any of the eight courses in RRT4. I also play "Naked Glow" as the music for this course. Shooting Hoops is the only Los Angeles-based course in the game. Forget the other songs and go with "Movin' in Circles." It's THE song to play for this course to me. This is a fantastic high-speed course. It is also the finale of Real Racing Roots '99, set on New Year's Eve.

Tokyo's Highways (Tokyo Xtreme Racer Series), and the Highways of Nagoya and Osaka (Tokyo Xtreme Racer 3). The highway battles in the classic Tokyo Xtreme Racer games allow you the opportunity to race on the highways against rivals deep into the early morning. This is all in an attempt to be the king (or queen) of highway battle. TXR3 allowed you the opportunity to race on the highways of Nagoya and Osaka. I personally thought the Nagoya stages were boring. Osaka had a much lovelier set of highways.

New York (EA Sports' NASCAR games). The streets of New York get introduced to some beatin' and bangin' and all the drama NASCAR has to offer. This is always a fun course to get your fix of racing.

(any course in Juiced 2). All of the courses in "Juiced 2: Hot Import Nights" take place on city streets at night. The cities include London, Rome, Bavaria, San Francisco, , and Tokyo

Toad's Turnpike (Mario Kart 64). This is an urban-style course that takes place on a busy highway. Contact with ANY of the passing automobiles results in you getting owned. In the Extra class, the oncoming track drives AT you.

Mushroom City (Mario Kart Double Dash!!). Mushroom City is like Toad's Turnpike from the previous Mario Kart title, but with many new twists. There are multiple roads to choose from on each lap. Be wary of the bomb car, which blows up in your face if you run into it. The blast radius can also affect other racers on the track.

Lisbon, Kyoto, and Las Vegas (World Driver Championship). For the Nintendo 64, the game that is arguably the best-looking racing game for the N64. Lisbon seems more like an early morning race while the other two are true night races. The pro-style racing is a great draw as you're racing around mostly city streets in this game.

Ridge Racer Extreme course (Ridge Racer 64). This course is only raced at night and takes place on a very fast, yet very short race course with no checkpoints (except the finish line).

Neo-Yokohama (Cyber Cycles). Cyber Cycles was a motorcycle racing game by Namco back in 1995. It featured two courses. One is a proper racing track while the other is a futuristic street course at night. Neo-Yokohama is a tough course, so make sure you know how to take on all of the corners and laying down consistent lap times.


There are MANY to name. I only named as many as I can.





--- [Some Of] Street Courses at Night in Action! ---

Check out these YouTube videos I've found to see these courses in action!


^ Night Section B-Normal, in Sega GT (Dreamcast)


^ Tokyo Circuit, in Forza Motorsport 1


^ Pacific Shipyards, Forza Motorsport 1


^ Special Stage Route 5, Gran Turismo 1


^ Special Stage Route 11, Gran Turismo 3 A-Spec version


^ Special Stage Route 11, Gran Turismo 1 version (laggy video)


^ Minato City, Total Immersion Racing.





--- Overall...
This is about the most basic kinds of courses that show up in a racing game. These courses mostly show off nighttime racing with a wide variety of cars with lovely chrome mapping and lots of lights. Then too, just racing in settings like these are a loved experience for many gamers. Most just wish to be able to race full speed ahead on city streets without the police asking you to pull over. These courses are also a testament of the level of challenge and appeal each course provides. Putting in all the buildings and the various urban structures usually puts a premium on a racing game's engine. It's one of the most basic kinds of fantasy courses.

Sometimes, I wonder if Gran Turismo or some other racing game can have a street course built in the style of the F1 Grand Prix of Singapore. Imagine a street course all aglow with lights illuminating the way to where it feels more like a daytime race than a night race. I mostly envisioned this for GT courses like Hong Kong or something. There just aren't really any real lively locales in the Gran Turismo realm to sample this. I even imagined Special Stage Route 11 having something like this all the way around.





Thanks for reading! You're awesome! ^_^ Oh... and don't forget to comment.

Elements of Racing Games: The Grand Prix Course

I'm going to try to focus on a few elements of racing games this week. I never try to devote any one week to a certain thing, but I'll try for this one.



--- The Grand Prix Circuit Explained ---
In a proper circuit-racing game, I would describe the Grand Prix course as an intimidating and imposing race course. I would consider the requirements for such tracks as follows:

* a signature, game-defining, closed-circuit race track
* permanent race course (some exceptions if the best one is a street course)
* for some games, a FICTIONAL race course
* long or even very long (x > 2 miles, or x > 3.22 km for most games)
* great layout and rewarding to race on
* at least be moderately difficult
* makes a great test track
* utilized fully by various racing series in a game or in various championships
* a track that just looks like it could host a Grand Prix event. This can consist of massive grandstands, a nicely-appointed race course with great facilities, etc.

Since I do a lot of Gran Turismo videos and posts, the true Grand Prix course in GT is Grand Valley Speedway. Why this course? It's a no-brainer. Grand Valley Speedway is Gran Turismo. Grand Valley has been in every major GT game including Tourist Trophy. While a fictional course, if it were a real track, it could easily be a candidate for a Formula One Grand Prix event for its complexity and challenge. The track is long with some very interesting corners. It's courses like these that make for great racing.

I also think that Apricot Hill is a great Grand Prix-style course, though it's much shorter than Grand Valley. The layout of this course suggests a Grand Prix-style racing facility. Grand Valley is king, but Apricot Hill is just as intense to race.



--- What Are Some Other Examples in Other Games? ---

Löwenseering (Enthusia Professional Racing). Löwenseering is a great example of a Grand Prix-style race course. The course seems to be a mixture of various other circuits. Its layout is amazing, and the challenge it provides is unlike any other- including the Nürburgring Nordschleife. It's the most formidable and rewarding circuit in Enthusia.

Alpine Ring Raceway (Forza Motorsport). I like to think of Alpine Ring as a course that defines Forza just for the amount of challenge it provides.

Solid Circuit (Sega GT). Sega GT's track lack any character or personality. However, if you had to nominate any one track to be a great Grand Prix-style racing course, it's Solid Circuit. Solid Circuit is neither long nor imposing. However, it provides a great challenge for a PERMANENT race course.

Peach Circuit (Mario Kart 64). Weird of me to include a track from an ARCADE racing game. Even for a childish and fun game like Mario Kart 64, the track itself is laid out like a very good Grand Prix course. It's long with plenty of challenging corners.

Essington Park and Orchard Park - Road Course (rFactor). Essington Park has a layout that really has a Grand Prix feel to it. I included Orchard Park's road course because the track flows nicely and isn't too difficult. To be honest, I use Orchard Park's road course as my test track in rFactor.

Training (MotoGP 4). Every other track in this game are real except Training. It is a track that you could probably play on an arcade machine because of its look and feel.



Can you name some from games you've played?




--- [Some Of] Grand Prix Courses in Action! ---

Check out these YouTube videos I've found to see these courses in action!


^ Grand Valley Speedway, Gran Turismo 4


^ Löwenseering, Enthusia Professional Racing (forgive the music)


^ Alpine Ring Raceway, Forza Motorsport 1


^ Solid Circuit, Sega GT (HD Available)


^ Essington Park, rFactor (may need to turn the volume up)


^ Royal Raceway, Mario Kart 64





--- Overall... ---
These courses are among some of the most rewarding to race and most rewarding to win on. Every proper circuit-racing game needs that one or two+ circuits that really defines racing in a given game. These are the courses that have a character all their own and are imposing in their own ways. Whether they are graphically-impressive, rewarding to race, too good to be real, or whatever... these comprise a wonderful kind of race course for racing games.





This concludes this blog entry. Thank you for reading.

Thursday, October 1, 2009

Should Tourist Trophy Have a Sequel?

Depending upon who you ask, Tourist Trophy is either the best modern motorcycle racing game, or a glorified GT4 mod featuring motorcycles. Tourist Trophy is a game that combines racing street bikes and competition bikes in one game. Execution may vary, but this is still a very good game from the makers of the Gran Turismo series. Some people think Tourist Trophy was a failed experiment. I beg to differ, as you're about to see in this blog entry.





--- WHY Should Tourist Trophy Have a Sequel? ---
While others just don't want to try anything new and don't want to envision a better game, Tourist Trophy (to me) is a game of good execution, but can be much better. A number of things gives this game the level of challenge that it has. The least of which includes:

* rolling starts rather than standing starts
* Challenge Mode to access certain bikes
* tough races

Why should there be a sequel? The main reason why is because there isn't really any other good current motorcycle racing game with street and racing bikes. If any company is willing to enhance the experience, it's Polyphony Digital. I hate for PD to think this is a failed experiment to try to make a good motorcycle racing game in addition to the storied Gran Turismo series. It's like something I tell myself- don't always focus on the negatives people give you. Instead, try to focus on the positives. So let's look at some positives with a speculative view.


--- What Would Tourist Trophy Have for the PS3? ---
There would be a number of elements, including...

* Possibly well over 4 bikes to a track. I am not sure what is considered a decent number of bikes to a track, but anywhere in the range of 16 to 24 is acceptable.

* Standing starts. Imagine being lined up on the grid and getting up to speed while making a mad wheelie preparing for the madness a superbike race can provide. Imagine trying to take on other riders in an epic clash. Will we ever see those three-wide and four-wide starts?

* Online possibilities. Imagine going up against a virtual pack that can be its own MotoGP or World Superbike grand prix race. There isn't a great motorcycle racing game right now, so why not PD take the motorcycle gaming realm, twist the throttle, and run at hi revs to provide an online gaming experience?

Those are just possibilities. Now let's talk about continuing what the first game started.



--- Expansion and Enhancement ---

Tourist Trophy left lots to wonder about if there's ever a Tourist Trophy 2. I will look at a few key areas for you. Feel free to add your own input.

More Manufacturers?
These are the companies that comprised Tourist Trophy:
* Honda
* Kawasaki
* Suzuki
* Yamaha
* BMW Motorrad
* MV Agusta
* Aprilia
* Triumph
* Ducati
* Buell
* Yoshimura
* Moriwaki

There are a bunch of other motorcycle makers out there. Here are many as I use this link:
http://www.sportbikez.net/models

Would you like to see bikes in a Tourist Trophy sequel from companies like these:
* Benelli
* Bimota
* KTM
* Hyosung
* Caviga
* Gilera
* Derbi
* Vespa
* Moto Guzzi
* Peugeot
* Proton (only made the Proton KR)

And how about these to add some diversity:
* Piaggio
* Monotracer
* Arctic Cat
* Can-Am
* Harley-Davidson <<< once had an entry in AMA Superbike * Victory * Campagna ...and more of these kinds of bikes: * motards * touring bikes * cruisers (to an extent) * streetfighters * cafe racers * sidecar race bikes (would be cool, also different!) Let's not forget a few teams, also, like Harris WCM. Let's also not forget some special racing bikes. The only one I can name without delay is the Castrol Honda RVF-RC45.  



--- More Kinds of Racing? ---
Doing circuit racing can be fun. But among other kinds of motorcyclists, there are a variety of other ways to enjoy two-wheeled fun. Here are a few examples:

* Flat Track Racing. The most famous flat track race in America is the Springfield Mile. Think of taking some dirt bikes or some cruisers, and make the most of going sideways.

* Drag Racing. The basics would be seeing street bikes blast down the 1/4 mile or in 1/8 mile drag racing. The extremes would include NHRA Pro Stock Motorcycles or even some of the FIA Drag Racing Bikes.

* Motocross and Supermoto. Motocross is about the most exciting form of motorcycle racing. Imagine taking the green flag against a field of about 16 or so riders. Imagine taking on the whoops of most traditional motocross courses. Imagine flying higher and further than you ever could dream. Imagine doing being your own James "Bubba" Stewart, Chad Reed, Tony Dungey, Jeremy McGrath, Ricky Carmichael, or whatever. Motocross is great fun! Supermoto is a combination of tarmac racing and motocross all as part as one event. Those motard bikes would be best left to take on races other than circuit racing. Come on! Let's make the most of that motard deal including the motard riding position!

* "Real" Road Racing. I'm talking about racing on country roads. Think of Irish Road Racing taking place on public country roads while riding some sportbikes or superbikes. The creme de la creme would be featuring all of the Isle of Man TT.





--- Customization of Motorcycles? ---
Tourist Trophy gave you barely anything to customize motorcycles. I can think of maybe purchasing parts like sprockets, brakes, custom bike stands, swingarms, tires, exterior modifications, and more. Even think of simply taking off or taping up lights to go racing. Either that, or even giving you the power to customize your motorcycle to be the best speed demon or the coolest-looking bike there is.





--- Will a Sequel EVER Happen for Tourist Trophy? ---
Maybe or maybe not. I don't think there will ever be another Tourist Trophy for the same reason there may not be another Enthusia- not as well-liked of a game to even warrant a sequel. I have to believe that by harnessing the power of the PlayStation 3 and the ingenuity of Polyphony Digital, that if they were to make another Tourist Trophy, they could make the sequel even better than the first. My opinions won't force anything, but I think a sequel to this game can give motorcycle lovers the chance to digitally enjoy motorcycle racing all the further.

If you want a video answer to how I feel about this, check out my video here:


Link: Should Tourist Trophy Have a Sequel?





Comment away! =)