The first part of the game was released in 1994, even before the appearance of the first 3D accelerators and even Windows OS (version 3.11 does not count, it was still an add-on over MS-DOS).
Games in the series were different – both serious, with believable physics and tuning that influenced the behavior of the car, and exclusively arcade, with tuning in the form of neon lights and graffiti, and entertaining fantastic physics.
Mobile Need for Speed No Limits combines arcade features, meaningful tuning and still resembles an MMORPG. It resembles mainly farming for pumping a whole garage of cars, and ultimately the pinnacle of the game is P2P. The description resembles an ordinary mobile game, but the mobile NFS has attractive and rarely seen features: an excellent game (in fact, racing) process, a large number of game modes and is not limited by any “tokens” and “energies”. If you want and have time, you can stay in the game for days.
Game process
Actually, about the races. The player controls the car using four gestures: turns left and right, nitro acceleration (move your finger up the screen) and drift (down + turn). There are no brakes – the coward came up with the brakes! – but drift allows you to slow down a bit. Alas, it is difficult to get out of the drift, and when the car is still carried sideways, it blocks one and a half or two road lanes, the chances of crashing into someone become greater. Not very comfortable. But drifting allows you to get nitro!
Yes, nitro in the game is credited for drifting (in proportion to the loss in speed from the duration and steepness of the maneuver), slip-stream (hanging on the tail of a computer opponent in front, does not work in P2P), collecting special nitro strips on certain tracks, jumping, a close run next to a normal, non-racing car, and just over time. Optimizing nitro acceleration, drift and cornering angles, the player quickly zips along the tracks – the duration of the trips is less than a minute, most often 30 seconds.
Civil and police vehicles meet on NFS roads. Civilians have literally flying physics – from a good blow, they tumble merrily and fly away into the distance. The player receives little damage from them, but the loss of speed and time translates into a loss in the race, so civilians should be treated like moving obstacles. Police cars are heavy, fast and harsh. They, without any hesitation, strive to ram or pinch the player, and if civilian cars come across on their way, the cops take them down without hesitation :). The damage from colliding with cops is serious and best avoided.
The interest of the game lies in finding the optimal trajectory and strategy on the track. They are different for each car, since cars differ in behavior due to the weight and shape of the body, and have different characteristics. The best trajectory is not necessarily the shortest, you also need to take into account the loss of speed during drifting and a simple turn, calculate where it is better to turn on nitro acceleration, at what angle to collect nitro strips and jumps, etc. The answers for each car will be different.
Pumping
There is a lot of farming in the game. To open a new car and pump its overall level (number of stars), you need blueprints. You also need parts that improve the six main subsystems – engine, turbo, gearbox, wheels, processor and nitro acceleration. Although ultimately fully pumped cars are exactly the same, in the process it is possible to download certain parts of the machine first. This can come in handy in P2P – it seems that the enemy is selected according to a certain general class of car, and by pumping nitro first, you can bypass a more cool car on a track teeming with turns.
Each car takes a lot of time, and if you had to collect bit by bit for each top-end part, it would be sad. Fortunately, for all cars of the same class, the nodes are interchangeable, they can be rearranged every week to make the top-end car relevant for P2P (provided that all the blueprints are collected). There are 6 classes in total: street cars, classic sports cars, muscle cars, sports cars, supercars and hyperarcs. In total, not counting the drawings, you need 6 sets of parts and money for replacement. Each week it is relatively easy to farm $ 450,000 in tuning races, and with a little more difficulty another 50,000-700,000 in P2P. Usually enough for rearranging parts.
Farming takes place in all game modes, in all races. The only way to avoid it is to buy blueprint kits or gold from the store. The prices in the horse store: perhaps for Europe and the United States, such a price level is normal, but by our standards, donate requires crazy money. It’s for the better: it’s more interesting to play without donation.
Pave modes
Every beginner starts the game by going through the campaign. Here he gets his first cars, makes the first upgrades, gets used to it and gets a taste. At first, the story develops quickly, but then it slows down, and finally turns into the main, static source of farming of parts and blueprints, due to replaying levels. Also, side branches periodically appear in the campaign, where they offer to win blueprints for rare cars.
Tuning races take place on strictly defined cars and become available after the player opens them. The first suitable machines become available soon enough. As prizes in a mono series, you can win money and certain details; Since parts are randomly dropped in the campaign, certainty makes tuning races attractive.
Miniseries – a series of races for cars of strictly defined models, become available after the player opens the necessary cars. The prizes are generally more valuable here than in the regular campaign. The catch is that in order to win the last races and win all the prizes of the mono series, the car must be pumped almost to the maximum.