Probably not, even if you could start with every upgrade. Just the fact that one player is always going to be ahead at the start means that another is going to be behind. And even though your position placement is dependent on how well you did, the only way you could exploit that would be to wait for CPUs to pass you up. You can't bump CPUs to move ahead of you, as getting bumped by CPUs tanks your maximum top speed, which in turn ruins any nitro routing you're attempting to do. The only way 2-player could be just as fast as 1-player is if both players cross the finish line when the game graphically updates positions, which is dependent on how much lag there is when it happens. As far as I know from TASing the game, it's like frame rules in SMB, but more volatile.
From my experience, racing lines aren't a thing in this game. Any noticable difference between turning, I think, might be due in part by how much lag you might have received when the game visually updates. This games feels just like Outrun or Slipstream, in that it's 2D made to look 3D.
...I couldn't have said it better myself. Nitro management in this game is tricky business, especially when you're trying to figure out how to stay above that mark where you barely decelerate for as long as you can.
Washed up Top Gear 2 player, here. Message me on Discord if you have any questions related to speedrunning or TASing the game.
Discord: Rally#0001.
While I don't speedrun the first Top Gear game, the second game has a very big emphasis on staying in lower gears to gain most of your acceleration (namely, 1st gear). You don't accelerate as quickly in higher gears to get to your top speed as you would in the lower gears.
In this game, unless you're on a snow stage that incorporates some sort of hydroplaning mechanic, turning while using a nitro doesn't really hinder your handling, especially if you've accounted for it beforehand.
It wasn't.
A lot. I mention the entertainment value of this glitch in my last post, along with what might be the most entertaining way to perform it - while we don't know the true limitations of this glitch (e.g. where we can perform it, how fast or slow we need to go to perform it, how to clear an entire track with only one wall glitch, etc.), we know that it can be done, and that it can finish a track very quickly.
I'm not sure if this is a car paint question, or if it is a AI question. Regarding the former, paint doesn't matter, and it's changed as a meme. Regarding the latter, AI is a very peculiar thing; from what makes sense in my mind, each AI will initially go as fast as a permitted, programmed constant top speed will allow it to go. If it is bumped from behind, and the AI increases it speed as a cause of it, it will stay at this new constant speed, without dropping any speed (unless it is stopped by getting bumped in front from either another AI or the player). I'd like to make a note here that this is speculation from the 15 years I've been casually playing this game, and not actual information found from reading code from the game itself. As much as I'd love to say I currently know the most about how this game operates, I have no knowledge of exploring the game's code.
You get money from the Continue Country menu (at the sum of $10,000 per Country being skipped from Australasia). Using the password glitch is a method we use to force the game to give us a password, instead of having to put in a pre-made password with extra stuff. What's great about this is that we don't have to worry about people adding extra money to get better upgrades - we can just use arbitrary limitations set by the game itself to complete the game as fast as we can (and the limitations are good enough to where we can abuse some of the games flaws, more so than Dooty's TAS does).
...nah, you good fam.
Seriously, though, I really only made the TAS as a proof of concept for speedrunning this game - while I wanted the quality of it to be as good as something that could be submitted to TASvideos, I didn't want to submit it here, because I knew there was still some room of improvement after finishing it.
But more than this, the file is on a different computer, and on an outdated version of Bizhawk. If I were to recreate this TAS (which I barely have any interest in doing at the moment, never mind not having the time to do it at a reasonable pace), it'd already be a submission here. Shoot, maybe I've should - it'd be a waste not to, anyways.
If you still want it in its current form, I could happily provide it for you, but I wouldn't want it to be an actual submission. Let me know if you'd like it.
Washed up Top Gear 2 player, here. Message me on Discord if you have any questions related to speedrunning or TASing the game.
Discord: Rally#0001.
Hello, washed up Top Gear 2 speedrunner here. I have a lot of quoting to do, so let's see if I can't destroy the character limit in one post.
This isn't wrong. On the topic of soft-resetting, you can also soft-reset after you've inputted the first password, and then just Continue Country to the United States once you're back into the main menu - instead of having to load the track and quit to the main menu from there.
From what I've been told, rimsky82 on GameHacking.org built a password generator for this game years ago. I asked him what he knew about this game, and he told me that he also found that Fuel Tank upgrades were checked in the password generator. His guess was that Fuel Tanks were originally coded to be in this game as something else to upgrade, but due to a constraint somewhere, the feature was turned off before release. While fuel is important to take note of in the first Top Gear, it doesn't matter in the second one. This explains some of the lengthier tracks in this game (London and Sheffield quickly come to mind based on the sheer brutality of those maps at the start of the game).
This point has already been discussed, but I'm going to use this quote to mention that the AI is very shifty. In New York and San Francisco, you can't pass the car in front of you (the 16th place car) on the right and expect to instantly nitro. With San Francisco (the last track), we can bypass this by going off the left side of the road. As far as speed differences go, they're negligible when using a nitro with low speeds. New York, on the other hand, doesn't have this luxury. Moreover, that car will sometimes not let you pass on the left either, causing a reset. If there's a way to consistently pass that car by tricking the AI at the start, I haven't found it.
My money is on his last nitro. He can get over that last hill with 228 MPH+ speed if the last nitro is placed properly. This should have been fixed in the TAS. I don't think this was actually discussed in the submission - there's a weird speed property that happens at 228 MPH/276 KmH where the rate of deceleration decreases dramatically at that speed. Nitro placement is kept with this in mind. For reference, check the 3:34 mark in the YouTube encode - after his nitro ends, he keeps above 228MPH for just over 10 seconds.
To my understanding of what makes an acceptable run on TASVideos (at least for a Vault acceptance), I don't think this TAS is optimized enough for it to be placed there. That's not to say a new Top Gear 2 TAS won't ever be approved - there are a lot of interesting mechanics that aren't explored in Dooty's TAS, simply because he doesn't reach a speed where they can be shown. There's also my TAS, which Technickle does improve on during the actual racing. There's a wall glitch that can occur in Los Angeles - it'd be hilarious to see a runner drive backwards for 20 seconds, just to see him clip the left wall with enough speed and instantly finish the stage. This would definitely take a lot of testing to get right, since this wall glitch is extremely inconsistent to get.
If you guys have any questions, feel free to ask - I'll be paying attention to this post over the coming hours.
Washed up Top Gear 2 player, here. Message me on Discord if you have any questions related to speedrunning or TASing the game.
Discord: Rally#0001.