Series
Ridge Racer
17 games, 1993–2012.
Games
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The series by yearMechanics
A marked cell changed from the game before. “Uses” means the game has the mechanic, with no variant recorded yet.
Every claim, by mechanic and game
| Concept | Ridge Racer 1993 |
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| Drift boost | - In Ridge Racer's Japanese release (SLPS-00001),
car_simulate (func_80019CF4) runs one of four handlers each update by the car's state at offset 0xB4: 0 func_80026E7C, 1 func_80027734, 2 func_80027F60, 3 func_80028294, which the atlas reads as grip, slide, slide recovery, and the start. In state 0 the heading turns a fifth of the way to the steering's target each update, and the car moves only along its heading: the code keeps the forward part of its velocity and drops the sideways part. Code - In Ridge Racer's Japanese release (SLPS-00001), a car in grip (state 0, func_80026E7C) enters a slide (state 1) in two ways. Pressing the accelerator again after lifting off: the code counts the updates the accelerator stays below half (0x80) without a fresh brake press, and on the update the accelerator is pressed again it multiplies the count by the car's speed; a speed above 960 and a product above the car's threshold start the slide. Or a fresh brake press with the accelerator off: the car's sideways velocity times its speed over 64, above the threshold at a speed above 320. The threshold is 14 times a value from the car model's spec table. The product that started the slide becomes the slide's budget (
D_801732F0), and the car's yaw rate (D_8012CFE0) is set against its sideways velocity: at least twice it on the accelerator, once on the brake. Code - In Ridge Racer's Japanese release (SLPS-00001), a car in a slide (state 1, func_80027734) turns its heading by its yaw rate over 256 each update, with the yaw rate held within ±0x3600, so at most 54 of the 4,096 units of a full turn (computed: about 4.7°). While the slide's budget is above 0, a term from Phys 0x54 (
w54), which the atlas reads as the steering target, adds to the yaw rate and the budget drains each update by 0x40, by the square of the slip angle (heading against direction of travel) over 65,536, by (0x3600 − |yaw rate|)/64, and by 4 times the brake value, with more drained below a speed of 400, below half the car's spec speed, or at a slip under 0x80 with a slow yaw. Once the budget is spent, the yaw rate falls to 15/16 each update, and the slide ends on the first update it starts below 0x1000. Code - In Ridge Racer's Japanese release (SLPS-00001), when a slide ends (func_80027734) the car's direction of travel snaps to its heading and its speed is multiplied by 1 − w²/2²⁰, where w is the slip angle between them folded to at most a quarter turn: a slide that ends at 45° keeps 75% of its speed and one at 90° keeps none (computed). The part taken off keeps moving the car along its old direction in state 2 (func_80027F60), shrinking to 31/32 each update with the leftover angle, and the car returns to grip (state 0) when both reach 0. Code
- In Ridge Racer's Japanese release (SLPS-00001),
car_simulate gives a car in a slide (state 1) an eighth of the engine drive it gets in the other states, and lets its speed fall by 0.4% an update instead of 6%. The slide handler (func_80027734) then scales that drive by (0x200 − w)/0x200 for a slip angle w up to a quarter turn: full drive with no slip, none at 45°, and a pull against the motion beyond (computed). func_80026CA8 adds the drive along the heading, but the slide handler saves the direction of travel before the call and restores it after, so in a slide the drive changes only the speed. Code
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| Rocket start | |
| Rubber-band AI | |