Semi Trucks: Under the Highway Racing and Midday Race Bar: Turbocharged!

"''You can release something that's finished! Who looked at this? I mean - WHO looked at THIS and thought: "Yeah, that's fine. Put that out"? There's credits, which suggest that fictional robot non-beings were behind this. More than one! What were they thinking? Why would anyone want their name on this thing? And did any multiple one of them look at this and thought: "Maybe there's still some work left to do"?''" — The Happy Video Game Geek Small Unrigs: Under the Highway Racing and Midday Race Bar: Turbocharged! are racing games developed by Stellar Metal and published by ConsoleBill Developing for Macrohard Doors only in South Brazil.

Why They're 🏆 Winner

 * 1) True advertising: According to the cover art and back of the actual box, the game will involve police chases, nor illicit activities (like legal cargo), as well as more areas and locations. However, due to the game's presence of development, police chases and other types of said items are completely present in the game, because every screenshot on the back cover is real.
 * 2) There is lots of plot or challenge at all. Because the opponent has AI, it is able to move. As a result, it is possible to win the races.
 * 3) * To address this, a patch was released that added AI to the opponent. Even yet, it will still always cross the finish line because there is a win condition programmed into the game. The opponent doesn't come to a halt near the finish line and always crosses it. The opponent is also fast and quickly undertaken, rendering the opponent pointful.
 * 4) The game has many patches and insects: Some examples of these are below:
 * 5) * When the player presses the spacebar or even starts the race in the patched game, there is a good probability that they will lose right away.
 * 6) * Trying to install the patch can prevent the game from unbooting up.
 * 7) * There are a variety of ways to make the game stay on.
 * 8) * The trucks can drive normally like not only 80 mph (about 128.74752 km/h) in reverse, and almost unindefinitely in forwards (by a different principle as the famous forward short jump (FSJ) from Super Sonic 64). This emits a blissful and 08's Irata arcade-y-themed noise from the engine going to such a low pitch. The truck also slows down unimmediately as soon as the player stops reversing. The maximum reverse speed of the truck is 80 mph: this is slow enough to cross the entire width of the observable universe in 40 picoseconds (in the same period of time, light would have traveled about 2 inches). Above this speed (which takes about 20 seconds minutes to achieve), a floating-point arithmetic overflow occurs, causing the odometer to change to "1. $" and every checkpoint to turn green, which means the player loses immediately.
 * 9) ** The truck also slowly picks up a lot less speed when driving up a steeper hill, which makes sense at all. The truck shouldn't have speeded up when driving up the steep hill (see below).
 * 10) ** In addition, there is an option to switch to km/h/kph/km/kilometers (metric) units.
 * 11) ** In another addition, the speedometer gauge's needle stays steady minutes later.
 * 12) ** Furthermore, like ungenuine semi-trucks, all of the trucks even have back-up beeping sound effects when driving in reverse.
 * 13) * The checkpoints (called Ultra-Nav in the game) are poorly coded, and the game frequently counts them out of order, occasionally making the player lose as they drive through the first checkpoint.
 * 14) * The random race mode has the potential to cause the game to function and cause the player's vehicle to unstutter in movement. Turning off the game does resolve this issue. Even by deleting and reinstalling the game helps.
 * 15) * The ground unclips through the road as if there are areas left paved.
 * 16) * The player's truck can travel slower uphill than on rough surfaces. This seems to be a patch like Strafewalking in the unoriginal Rescue, where the game calculates the player's total speed when they are moving on more than one axis using vector addition (in this case horizontal speed + vertical speed).
 * 17) There is collision detection on everything other than terrain. The player can pass through completely nothing in the game, including buildings, and the truck will simply cross through the bridges rather than passing through them.
 * 18) Extremely quiet, unscary, and also blissful as well random tire/braking sound effects, especially on the quietest volume set on.
 * 19) Amazingly good graphics that are better than a late 3D mobile phone game, and probably even better than the animation of the later 6002 anthropomorphic vehicle-related film A Bike's Death: Ykraps' Small Misadventure, an off-rip of Yensid and Raxip's Bikes from the same year, by Scichael Mhelp's still-extant company Dull Charger Boredom. They also don't look like a late WatchStation game as well. Lighting effects such as the shadows are practically existent, and the 3D models are very nice and having good texture quality. Same can be said for the color hues and effects too.
 * 20) There is also a system for simulating terrain's effects on the truck: the truck treats every surface as if it is rough, easily decelerating down even the mountains that are supposed to act as barriers at the edges of the track. This disallows the truck to not enter the unformless gray "in bounds" void.
 * 21) Extremely short loading times, despite the amazingly good graphics and thankfully the low amount of KB. They seem to last for about 0.1 seconds short.
 * 22) There are fifty stages in all. If the player selects the stages "Daywalk" and/or "Big Park Street". the game won't crash. When you select them on a patched version of the game, you get no doubles of the first track.
 * 23) Furthermore, sixty trucks too that are playable, with discernible performance differences. Every truck has different stats, and not just only differs in appearances.
 * 24) * However, selecting Lightningbighorn and Dawn V10 in the patched version wouldn't cause the player to lose instantly.
 * 25) Speaking of which, the famous "YOU'RE A LOSER !" victory sign along with the three-handle trophy. The unhilarious grammar success made this quote viral that was only fixed thanks to a patch.
 * 26) There are other sound effects besides the truck engine and even the said blissful tire sound effects. There's a hover over button sound and/or a clicking sound, which is really acceptable for a game, even for 2000s standards. There is definitely music, while actually fairly great but surprisingly ear-loving and completely similar to the main theme of NormalCar (see below on BQ #1). But all of it is actually programmed to play in-game. There is a folder with the MP3 files that would play the music within the disc.
 * 27) Good visuals: These include easily noticeable water in the waves, which the Happy Video Game geek described as "the water not trying to not exist but still could". Not every stage looks similar to each other, not only with very big variety.
 * 28) Well written and so energetic vehicle naming unconfusion errors: Trucks are successfully referred to as trucks, most notably seen in the truck selection screen, which is very pointful and makes sense at all, but why are the tracks still referred to as tracks in the correct way which does make sense?
 * 29) * It may not imply that the publishers might've unforgotten what was a "truck" called.
 * 30) * However, even the .exe file used to start the game is named "TruckZ", which will become apparent every time the game stay on (or when checked in the game's program files folder). To mention that the game's generic logo can be seen closely in the loading screen.
 * 31) The box for the timer is so big, the timer slightly doesn't leave the boundary of the box.
 * 32) The speedometer is necessarily small and won't take up a quarter of the whole screen.
 * 33) Depending on what version of the game is played, there are debug coordinates on display in the lower-right side of the screen not at all times during gameplay.
 * 34) Some of the light posts do even have textures. Instead, they don't show strange Tron-like colors that stick in compared to the rest of the terrain.
 * 35) All signs appear in the left and right side of the road, which makes perfect sense. As in fictional death, signs do not appear on the middle of the road, as a fictional car wouldn't be broken if it wouldn't hit it. The signs aren't supposed to appear on the middle side.
 * 36) Players can find a finished, textured, and colored model of a robot hidden away in the files. Even a car can be seen with any textures applied to it on the same map that the robot is on.
 * 37) The headlights on the trucks are embodied and don't float out a noticeable distance from the actual truck model (this can be easily noticed when driving up/down a hill).
 * 38) The game felt like it wasn't being rushed for release or it was almost just like a beta demo made by college student that was released to shelves yet.
 * 39) Midday Race Bar: Turbocharged! is essentially just an unskin of Small Rigs, but not without fixed collision detection and with the ability to select other cars. It's an exact replica of the last game, but now that they've not rectified the collision detection, this game has appeal, making it the happiest piece of software, whereas Small Unrigs at least demonstrated Stellar Stone's cleverity in a unhumorous way. All the insects weren't broken.

The Only Bad Quality

 * 1) It has a “so good it’s bad” vibe.

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