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Start your engines: the Racer’s here!


We’re excited to announce that today we’ve released the first major update to The Endless Mission and it’s one you’ve been asking for: The Racer! And to celebrate, we’re offering 33% discount on The Endless Mission for a limited time.

If you’ve played The Endless Mission at shows like EGX, Rezzed, or PAX you’ve likely encountered an early version of the Racer. We’ve since made improvements to the game and made it fully ready for you to make your very own race tracks in the Editor as well!

Here’s a video to give you a peek at what’s waiting for you in Dawn City:
https://www.youtube.com/watch?v=x6sBjgdMlwk

We’ll also be live on Twitch and Steam today at 2-3:30pm PST building a racer together with viewers, so don’t miss it!

We've also included a number of fixes and other new features:

[h2]Patch Notes[/h2]
[h3]Global[/h3]
  • Added: The Racer Academy Game, available now for playing, hacking, and editing
  • Fixed: Disabled Avatar during Platformer intro cutscene
  • Fixed: Implemented a unit cap per faction in the RTS
  • Fixed: Optimized Blue Mage particle effects
  • Fixed: Updated LOD range in the Platformer and RTS games to be more appropriate to the LOD Bias setting
  • Fixed: Low framerate when many archers attack at once in the RTS

[h3]Editor[/h3]
  • Added: Top Down Adventure and Racer Templates
  • Added: New assets from our partners at Terminal Two
  • Added: Updated Health Controller tech -- important note: there are updates needed if you have custom scripts using HealthController (click here for details)
  • Added: New scripts to help you deal and modify damage/healing (DamageVolume will continuously damage things that enter it, while HealthChangeModifier will allow for damage immunities or resistances)
  • Added: New Megastructure buildings and their individual pieces to the Library.
  • Fixed: Updated the Distance which props change LODs and cull out.
  • Fixed: Dropboxes now collapse properly in the Hierarchy

The Endless Mission and the History of Racing Games, Part 2


Welcome back, racers! When we last left off in our overview of racing games, Nintendo had just released Super Mario Kart, changing the landscape of racing games forever.

And seascape. And skyscape. And…

Racing games had been finding ways to vary themselves to stand out from the crowd long before Mario Kart came onto the scene, whether it was via unique vehicles (spaceships, snowboarding, roller skating) or gameplay elements (vehicle combat, non-linear tracks, platformer mechanics), but they were all generally content to just share the label of “racing game”. After Super Mario Kart, however, it became abundantly clear that the racing genre was splitting up into several distinct sub-genres, each starting to be championed by franchises rather than single games. For this article, we’ll be looking at each sub-genre independently, explaining what makes them unique and what games best exemplify their playstyles. Let’s ride!

Racing Simulators: Everything Except the Traffic Jams and Gas Prices

By the early 90s, video game technology had gotten advanced enough that developers could focus on not just making racing games, but realistic racing games. These games will take factors like friction, aerodynamics, and weather into consideration to make sure the vehicles behave as realistically as possible. They can even require you to keep track of things such as fuel levels or tire condition, with dire consequences if you don’t pull over to the pit stop to tend to these in time. As a general rule of thumb: In most other racing games, it’s usually assumed that you’ll keep your foot on the gas at all times and rarely, if ever, use the brakes. Try that in a racing sim, and expect to see your car flip over five seconds in and slam into a barrier in lovingly-rendered detail.

Which, to be fair, probably IS the appeal to some people.

These games, far more than the other racing sub-genres, also take pride in how how realistic they look as well, taking great pains to create photorealistic recreations of real world racetracks and working with automotive manufacturers directly to make sure that their cars are portrayed accurately in game. Because the focus on realism usually results in a notoriously high difficulty curve (and you often need quite a beefy PC to even run these kinds of games to begin with), racing sims tend to have a pretty niche audience compared to the other two major sub-genres, with one notable exception that we’ll get to in a moment.

We already discussed the first true racing simulation game last week with Geoff Crammond’s REVS, released in 1984. The first game to popularize it, however, was 1989’s Indianapolis 500: The Simulation, created by Papyrus Design Group. This game strived to be as accurate a recreation of the 1989 Indianapolis 500 race as possible at the time (right down to the same qualifying order as the real race), and any changes the player made to their car would noticeably alter its performance. This was the first game to really establish racing sims as being wholly unique from other kinds of racing games before Mario Kart would necessitate the need for sub-genres.

In 1991, the first racing sim on a console would appear in the form of Human Entertainment’s Fastest 1 for the Sega Genesis, while 1992 (the same year as good ol’ Super Mario Kart) saw Geoff Crammond back in the driver’s seat to create Formula One Grand Prix, which became popular enough that entire racing leagues emerged where people would compare their race times to other drivers. Meanwhile, Papyrus Design Group showed no signs of slowing down, releasing several additional racing sims during this time. Their biggest contribution would undoubtedly be NASCAR Racing in 1994, the first online racing game (of any sub-genre). The ability to actually race others across the globe ushered racing sims into a whole new era.

Any rumors regarding the true owner of Papyrus Design Group are, of course, completely unfounded.

In 1997, the Racing Sim world would be taken completely by storm with the arrival of Gran Turismo. Designed by Kazunori Yamauchi exclusively for the PlayStation console, it went on to become the best-selling game on the console and is still the highest-rated racing game of all time. Gran Turismo didn’t just prove that racing simulations could succeed on consoles, it proved that they could become mainstream, household names despite their notorious difficulty. Gran Turismo would go on to become a flagship franchise for the PlayStation, having a major release on almost every console they’ve made since and becoming PlayStation’s highest-selling exclusive franchise. It even managed to secure a Guinness World Record for the largest number of cars in a single racing game with 2013’s Gran Turismo 6 (1,237 total, for those curious).

No, that’s not a photograph. I was NOT joking when I said these games take pride in their realism.

There have been many other racing sims created since Gran Turismo, of course - the franchise is a PlayStation exclusive, after all, so folks on other platforms need to get their fix elsewhere. Notable examples include Papyrus’ (yes, them again) Grand Prix Legends in 1998, ISI’s rFactor in 2005, Kunos Simulazioni’s Assetto Corsa in 2010, and Slightly Mad Studios’ Project CARS in 2015.

Kart Racing: Where Road Rage is Encouraged

When Super Mario Kart launched, it inspired countless other games that sought to copy its unique formula. Most of these games were written off as “Mario Kart Clones” at first, but much in the same way that “Doom Clone” eventually gave way to the creation of the First-Person Shooter genre, these games too eventually inspired the less-dismissive label of the Kart Racer.

Now to be fair, even the new label of Kart Racer was a bit of a misnomer. These games don’t always have go-karts as their primary vehicles - even Mario Kart itself has since started including other options such as motorbikes and ATVs! The real key distinction for this sub-genre is the gameplay and presentation: Tracks are more akin to roller coasters than race courses, with obstacles far beyond the barriers on the sides of the track peppered throughout. Physics take a back seat to spectacle, and players get over-the-top items or weapons that they can use to actively hinder opponents rather than just trying to outrace them. Controls are usually simplified to gas/brakes, steering, using items, and some form of drifting for tight corners. In this genre, the in-game drivers are typically highlighted far more than the cars - you’re not racing in a Ferrari or a Porsche, you’re racing as Mario or Crash Bandicoot or Spongebob Squarepants (it probably goes without saying that this is a very popular genre for licensed properties). In short, kart racing focuses on chaotic fun, not realism or pure skill. This makes them very popular among both younger and casual gamers, as even the worst player is just one power-up away from pulling off a come-from-behind victory.

“Now I am become Death, the destroyer of worlds.” - Your Little Brother in 8th Place

As has been repeatedly established at this point, this specific sub-genre was officially kicked off by the release of Super Mario Kart in 1992, and the Mario Kart franchise has remained the reigning king of this kind of racing game ever since. Consistency and polish are their keys to success in this department: While each Mario Kart game brings something new to the table - 1996’s Mario Kart 64 was in full 3D, 2003’s Mario Kart: Double Dash!! put two characters in a single kart, 2008’s Mario Kart Wii introduced bikes and motion controls, etc. - at the end of the day, it’s still the same Mario Kart experience people come to expect, just with new characters, karts, and tracks. However, by keeping each release tied to a specific console (you’ll never see two new Mario Kart games on the same Nintendo system) as well as being… well… just that good, people are always more than happy to welcome the franchise like an old friend when it returns. This has resulted in every new entry in the franchise becoming one of, if not the, top-selling games on that system.

Many companies were quick to jump on the bandwagon after Nintendo’s success, and while none of them have ever matched Mario Kart in critical or commercial success, there’s nonetheless plenty of notable examples among them. Perhaps unsurprisingly, the first franchise to follow Mario’s footsteps was his old rival, Sonic the Hedgehog. Sonic Drift was released on the Game Gear in 1994, less than two years after Super Mario Kart. Sonic would go on to have probably the most varied kart racing history, dabbling with all sorts of different vehicles in a racing career almost as long as Mario’s: He’d race on foot in 1997’s Sonic R, use a hoverboard in 2006’s Sonic Riders, and swap between land, sea, and air vehicles on the fly in 2012’s Sonic & All-Stars Racing Transformed.

And to answer the question asked by every. Single. Reviewer: He races in a car as a handicap. If he raced on foot, it’d be unfair to everyone else.

Other fondly remembered games in this sub-genre include Diddy Kong Racing in 1997, and Crash Team Racing in 1999. Both of these games included a single-player adventure mode where, in between races, you could drive around an open world, interacting with other characters, partaking in side missions, and collecting various doo-dads to unlock new content. 1999 also saw the release of Lego Racers, while 2010 gave us ModNation Racers. Both of these games combined kart racing with something very near and dear to our hearts: User Generated Content. We’ll be coming back to these games in more detail next week, but they’re definitely worth noting now.

Arcade Racing: Don’t Call it a Comeback, We’ve Been Here the Whole Time

With racing sims focusing on realism at the expense of simplicity, and Mario Kart and its ilk fully embracing chaos and randomness, the racing games that had been here all along suddenly found themselves in a strange middle ground. They wanted to replicate the thrill of racing, but not worry about the minute details. They wanted to award skill over luck, but not have a high barrier of entry. These games opted to simply continue doing what they’ve always been doing and, thanks to their origins in the arcade, were given the moniker Arcade Racers.

Arcade Racers combine the pick-up-and-play nature of Kart Racers with the overall presentation of Racing Sims. The driving controls are usually a bit more involved than in Kart Racers (manual transmissions will almost always be an option, for instance), but the physics are far more forgiving than they would be in a Racing Sim - you’ll rarely ever spin out of control from taking a turn too hard, and concerns like tire wear or weather conditions are a non-issue. Courses tend to be set in more exotic locations than real-world racetracks, but never as wild as the ones seen in Kart Racers. The vehicles can be cars, both licensed or fictional, or something more fantastical such as motorboats (Midway’s Hydro Thunder) or spacecraft (Nintendo’s F-Zero). Power-ups that can assist you or hinder opponents can exist, but are almost never randomized, allowing for far more strategy and skill when using them.

As you might have gathered by now, there can be a lot of overlap between Arcade Racers and Kart Racers, meaning it can sometimes be hard to tell if a racing game qualifies for one sub-genre or another (Racing Sims adhering to reality so hard makes them far more self-contained). A good question to ask when trying to figure this out: How much luck is involved? In Arcade Racers, skill is highly favored, with the best overall driver usually being the winner, and randomness is rarely a factor. If weapons or power-ups are involved at all, they are accessible by the same players at the same time, meaning they can be planned ahead for and their threat minimized. Thus, if the answer to that question of randomness is “there’s very little”, then you’re probably looking at an Arcade Racer, regardless of presentation or platform.

The one on the left is an arcade game, but is actually a Kart Racer. The one on the right is a console game, but it’s really an Arcade Racer. Got it?

After the release of Super Mario Kart 1992, one of the first major Arcade Racers to come out was Sega’s Virtua Racing, released later in the same year. It wasn’t the first racing game to use 3D graphics (in addition to Plazmaline mentioned last week, there was also Namco’s Winning Run in 1998 and Atari’s Hard Drivin’ in 1989), but Virtua Racing was the first to really show what they could do for the racing genre, laying the foundations for future 3D racers.

In 1993, Namco would release Ridge Racer as a direct competitor to Virtua Racing, and 1994 would see the start of two more major Arcade Racer franchises: EA’s The Need for Speed and Midway’s Crusin’ USA. The former would even go on to become one of the top ten most successful video game series of all time, spawning over 20 games and even getting a film adaptation, of all things.

Which was also the source of this reaction image. Yes, really.

The late 90s and early 2000s saw many games of this sub-genre move to consoles. In the process, they also began experimenting with “free form” gameplay, where players weren’t confined to a single track but instead tasked with navigating an open world and hitting waypoints in a specific order faster than anyone else. Angel Studios’ Midtown Madness was the first game to introduce this concept on PCs in 1999, while they would eventually bring the same kind of gameplay to consoles in 2000 with Midnight Club: Street Racing. Microsoft would throw their hat in the ring with the Forza series starting in 2005. Forza is unique in that the franchise regularly alternates between both kinds of Arcade Racing styles: Forza Motorsport for track racing, and Forza Horizon for open-world racing.

Conclusion

And with that, our overview of the history of racing games is complete! From its origins as a surprisingly unsuccessful Atari game to the creation of three major sub-genres all with massive franchises, it’s certainly come a long way. However, we’re not quite done yet! There are a number of racing games that have experimented with user-generated content, a topic quite relevant to The Endless Mission. Next week, we’ll be looking at those specific games in far more detail to see how they directly inspired us when incorporating racing into our editor! Keep those engines revving - we’ll see you next week!

https://store.steampowered.com/app/827880/The_Endless_Mission/

Image Sources: knowyourmeme, mpamusement, gamespew, denofgeek, gran-turismo.com, weheartit, wallpaperflare, telegraph

The Endless Mission and the History of Racing Games, Part 1



Hello, everyone! Guess who’s back! Did you all miss me?

… Eh, I’m used to it. I get the same response when I go home for the holidays.

With the Early Access release of The Endless Mission out in the wild, we’ve been hard at work getting ready for the first major content update we’re bringing to the game later this month: The Racer! To that end, your favorite video game historian, responsible for the award-winning (citation needed) series on the history of UGC, has returned to provide another blog series, this time focused on the history of racing games! When did they start? What kinds of racing games exist? Have any racing games taken advantage of UGC in the past? Well, get in, buckle up, and plug in the AUX cord so you can start blasting the soundtrack from your favorite Mario Kart course at full volume, ‘cuz we’re about to rev up and find out!

https://www.youtube.com/watch?v=vMyFkraDzyY
Hot Take: This is the best Mario Kart song. Miss me with that Coconut Mall nonsense.

Space Race: The First Racing Game
This advertising flyer for the game is so 70s, my cargo pants turned into bellbottoms just looking at it.

So, just how much of a cornerstone are racing games to gaming as a whole? Try this fact on for size: Racing games are almost as old as the Video Game Industry itself. The very first racing game was Atari’s Space Race, released in 1973. This was only one year after their first release - and the first commercial video game, period - Pong. The gameplay was very simple: Two players raced to get from the bottom of the screen to the top first, all while avoiding asteroids along the way. Still, all the elements needed to constitute a racing game were there. Now, what with this being a brand new genre from the company that basically invented commercial video games, it was totally a smash hit, right?

Well… Er… No, actually. It bombed. It bombed hard.

Artist’s Rendition

As it turns out, people were still perfectly happy with just Pong. In addition to the original Pong, the market at the time was dominated by other companies just making Pong clones. No one felt the need to move onto the next big thing quite yet.

Still, even with things not going quite according to plan, Space Race’s impact on gaming cannot be denied - any and all racing games can trace their lineage back to this game. And for Atari’s part, they didn’t let this failure deter them from the genre at all: A year later, they would release Gran Trak 10, which was the first car racing game, along with being the first game to use a steering wheel controller.

The ad was still hilariously 70s, though. Don’t worry about that.

A Marathon of Firsts

With racing games having gotten their start so early in the history of video games, many early entries in the genre introduced new concepts that would become not just mainstays in racing games, but in video games as a whole. Let’s try to cover as many of those as we can, shall we?

In the same year that Atari put out Gran Trak 10 (1974), Taito put out Speed Race (not to be confused with Space Race). It was created by one Tomohiro Nishikado, the man who would go on to create one of the most famous arcade games of all time, Space Invaders. In fact, Nishikado has said in interviews that it’s this game, not Space Invaders, that he considers his favorite work! Like Gran Trak 10, Speed Race used a steering wheel controller, but it also brought its own firsts to the table: It was the first game ever to feature a scrolling background, and it was the first Japanese video game to get brought over to North America.

In 1975, Electra Games gave us Pace Car Pro, one of the very first video games with color graphics. It also allowed up to four players to compete at the same time, a step up from the two-player multiplayer that Space Race offered. 1976, meanwhile, brought in a lot of firsts. Taito was back at it again with Crashing Race, the first “racing” game that instead focused on vehicular combat rather than straight up racing. Sega gave us two racing games this year that broke ground: First was Road Race, which introduced a three-dimensional, third-person perspective to racing games, and second was Moto-Cross, a bike racing game that was the first game to have haptic feedback - the handlebar controls vibrated whenever you crashed. When it was brought to America it was rebranded as Fonz… Yes, as in Happy Days Fonz. Go figure.

Eeeeeeey…

1976 would also see the release of Atari’s Night Driver, the first racing game that used a first-person perspective. However, all of this would pale in comparison to one of the more… infamous legacies that was established that year, courtesy of Exidy’s Death Race. Death Race had gameplay much like Crashing Race, but instead of trying to slam into other cars, you were instead tasked with running down monsters to score points. Very humanoid looking monsters that let out a painful screech when hit and left behind a tombstone. This made Death Race the first video game to spark media controversy… Which, naturally, resulted in it becoming far more popular than it would’ve probably been otherwise. D’oh.

The first controversial video game, and certainly not the last.

Racing games entered the 80s in a big way with Namco’s Rally-X, the very first game to feature background music. It also had scrolling in multiple directions (although Atari’s Super Bug did that first in 1977) and an on-screen radar for keeping track of opponents. Meanwhile, 1982 would bring us “The Big One”: Pole Position. In addition to being the first racing game to feature a real-life track (Japan’s Fuji Speedway), this Namco classic was the highest-grossing arcade game in 1983 and would go on to be a massive influence on all racing games that would come after.

If Space Race invented racing games, this vibrantly colored classic defined it.

1984 was a BIG year for racing games (and dystopian novels, but that’s neither here nor there). This year saw the release of Plazmaline by Technosoft, a space racing game that’s considered the first game to use 3D polygon graphics, as well as Nintendo’s Excitebike, the first racing game with a track editor (yes, we’ll be getting back to this one and how it ties into UGC as a whole in a later article, don’t you worry). Additionally, up until this point, most racing games were not particularly realistic due to system limitations at the time. However, this would change with the release of Geoff Crammond’s REVS, the first racing simulation game that focused on providing a racing experience similar to real life. This would be the beginning of racing games branching off and settling into specific sub-genres, something that we’ll get into more next time.

And Now, For The Most Obvious Entry In This Article
It’s-a me! The game you were all thinking of when you first started reading this!

By the mid-80s, most of the major conventions of the racing genre had been established, with new games simply using better technology to improve on the concepts that came before. However, in 1992, those crazy folks over at Nintendo would completely revolutionize racing games with the release of Super Mario Kart. Until this point, most racing games were either “arcade” racing that focused on fun, or “simulation” racing that focused on realism. Furthermore, very few, if any, racing games put much thought into the people actually doing the racing - it was just you the player and a bunch of generic racing dudes.

Well, Super Mario Kart would say “Phooey!” to all that. In this game, you could play as one of eight different Mario characters, each with their own unique playstyle and personality on full display. While arcade racers already put being fun over being realistic, Super Mario Kart rejected any semblance of realism and instead fully embraced an overtly cartoony style of racing, with hopping, drifting, and dodging all sorts of obstacles across many fantastical tracks. It also introduced a heavy amount of randomness and emergent gameplay unseen in racing games previously. Before in racing games, victory would almost always go to whoever was the most skilled at the game. Now, with the help of randomized power-ups, anyone could pull off an underdog victory and come out on top.

I swear to Miyamoto, if you even so much as LOOK at me with that Red Shell…

Super Mario Kart would go on to achieve massive critical and commercial success, becoming the 4th best selling Super Nintendo Entertainment System game and appearing on countless “Greatest Games of All Time” lists. Mario Kart would quickly become a flagship series for Nintendo, seeing a major release on virtually every Nintendo system that has come since. Even beyond that, however, Super Mario Kart would kickstart one of the biggest subgenres of racing games - The Kart Racer - with many, many other companies jumping on board making their own takes on the concept. Most would fade to obscurity, but a few would rise through the ranks and become equally memorable in their own right. Even so, the Mario Kart series remains one of the best examples of this kind of racing game thanks to its high-quality polish and charming personality.

And hilarious memes. Can’t forget those.

Conclusion

We’ve only made it to the early 90s in our overview of the racing genre, but with how much Super Mario Kart changed the game, this is as good a spot as any for an intermission. Now that all the groundwork and genre conventions have been laid, racing games from here on out become less about innovation and more about perfecting what’s already there. Come back next week for lap 2 of our series, where the sub-genres get solidified and major franchises start coming out in full force. See you then!

https://store.steampowered.com/app/827880/The_Endless_Mission/

Image Sources: GIPHY, Wikipedia, Fandom.com, Kotaku, Indietronews, mobygames, techcrunch, knowyourmeme

Patch Notes 12/2/19

For our first update in Early Access, we've included fixes and additions for Adventure Mode, the Editor and more.

Adventure Mode Fixed: Bug with player not dying after failing a side mission
Fixed: Bug where action/hacking toggle being present before it is unlocked
Fixed: Fearn should no longer disappear during wall destruction cutscene

Editor Fixed: Objects lose references when duplicating an object
Fixed: Window fails to scroll when using the arrow keys with Auto-Complete
Fixed: Game light fails to update until playing the game
Added: Smart UI feature upgrades, including button transition support for smart buttons, mask support for images, and improvements to the display of nested classes in the inspector
Fixed/Added: Quality of Life updates to address small issues in Editor
  • Auto-versioning incrementing and smart UI for smart conditions
  • Added simple sequence script to allow players to more easily make their own starting UI
  • Removed "Reset" function from several objects keeping legacy support)
  • Improvements to Smart UI and Simple Inventory
Global Fixed: Video Quality Menu's Confirm and Revert buttons are now outside scrollable window
Fixed: Notification of invalid email upon account creation

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Join the conversation on our official Discord: http://discord.theendlessmission.com

We're In Early Access!

Good news, everyone: The Endless Mission is available now on Steam Early Access. Now, how about a Launch Trailer?

https://www.youtube.com/watch?v=8Vq-CSXDZLg

Thank you for your continued support and we'll see you in-game!

~ Batcat and The Endless Mission Team

p.s. If you haven't already, be sure to join our official Discord: http://discord.theendlessmission.com