{"id":6759,"date":"2018-10-29T21:34:47","date_gmt":"2018-10-29T11:04:47","guid":{"rendered":"https:\/\/danielprimed.com\/?page_id=6759"},"modified":"2018-10-29T22:16:15","modified_gmt":"2018-10-29T11:46:15","slug":"speed-boost-online-reference","status":"publish","type":"page","link":"https:\/\/danielprimed.com\/speed-boost-online-reference\/","title":{"rendered":"Speed Boost – Online Reference"},"content":{"rendered":"
1. Introduction<\/a><\/p>\n 2. What is \u201cArcade Racing\u201d?<\/a><\/p>\n 3. The Role of Context<\/p>\n 4. Mechanics and Input<\/a><\/p>\n 4.1. Case Study: Wipeout Series<\/a><\/p>\n 5. Tracks and the Knowledge Game<\/p>\n 5.1. Case Study: F-Zero X<\/a><\/p>\n 6. The Racing Line<\/a><\/p>\n 6.1. Case Study: Wave Race 64<\/a><\/p>\n 7. Other Racers<\/a><\/p>\n 8.1 Weapon Systems and Racing Gameplay<\/a><\/p>\n 8.1.1 Case Study: Wipeout Series<\/a><\/p>\n 8.2 Health<\/p>\n 8.2.1. Case Study: F-Zero Vs. Wipeout Series<\/p>\n 8.3 Weapon Deployment Strategies<\/p>\n 8.3.1 Case Study: Wipeout Series<\/a><\/p>\n 9. The Intersection of Racing and Combat Gameplay<\/a><\/p>\n 10. Dynamic Elements and Variation<\/p>\n 10.1 Case Study: MotorStorm: Pacific Rift<\/a><\/p>\n 11. Campaigns<\/a><\/p>\n 11.1 Case Study: Wipeout Pulse<\/a><\/p>\n 12. Conclusion<\/p>\n