![]() Features 600 rivals to chase down and then read about their life story. Introduced engine swaps to the series and hidden parts, but only in this title. Also has a Mario painting thing going on as a "vinyl" editor of sorts, which also allowed for custom logos. It features tire wear and engine temperatures having an effect on performance. Has more foreign cars then previous iterations. It is also the first North American console game in the series to actually have the names of the cars instead of just chassis codes. Instead of just Tokyo, you can Race in Nagoya, and Osaka as well. The game conceptually was the same but 3 was a huge jump from previous titles. The last Highway racer on the PS2, later games were done on Mountain Passes. If you're looking for Sanic speeds on the Wangan, then this should help that fix. The physics can be described as arcady at best, the cars either drift through corners like in Ridge Racer, or they understeer into a wall. The game features a rather robust car list with many cars returning from TXR2, one of the more notable features of TXR0 was how much the speed and general horsepower increased. This was also the last title to make use of chassis codes, so some familiarity with the cars may be needed. This does show in the quality of the models. Originally developed for the Dreamcast as a sequel to TXR2, they ended up canning development for the Dreamcast version and moved it to the PS2 instead. Game features an M3, two Porsche, and first gen Viper. Was apparently used as the physic basis for Daytona USA on the Dreamcast. The game put a fresh coat of paint and installed new speakers to Tokyo Xtreme Racer but not much else. The popularity of Tokyo Xtreme Racer garnered a sequel, unsurprisingly. It has a decent selection of cars, all designated by chassis codes(it did this till 3) rather then licensed names. Later games had the idea of "wanders", racers that can only be challenged in certain conditions but that idea is only in prototype here and it was used to unlock secret cars. It has 101 challengers each with a bio to read when you beat them. It set the ground work for series in that you drive around the highway and can challenge folk in a sprint race determined in a weird fighting game way, where the first bar empty loses. ![]() This was the first (as it would come to be) in the series and sold Xtremely well on the Dreamcast. Tokyo Xtreme racer hit North American soil on September 9th, 1999. 2.5 Tokyo Xtreme Racer: Drift 2/Kaidō Battle: Tōge no Densetsuĭreamcast Tokyo Xtreme Racer. ![]()
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