PolyTrack is a Trackmania tribute – almost identical gameplay mechanics, but with digital controls, simplified driving model, and a very stripped-back graphical style. It’s even simpler than Virtua Racing in many ways, with the car having a polygon count almost in the single digits. This simplicity means that it runs incredibly smoothly, even in-browser at https://kodub.itch.io/polytrack.
Much like Trackmania, the courses are short but deceptively tricky to complete. There are (usually) a few checkpoints throughout the course, and you can restart from those if you want – but the time does not reset, meaning that if you want to log a decent score you’ll need to restart from the beginning, again and again and again.
The physics seem very internally consistent, although it can be hard to judge when you’re racing on the wall or the ceiling, with only the downforce (upforce?) on your car keeping you aloft. As you work through the courses, there are some that are a bit overly complicated in terms of finding the route – especially the tower at the end of the Summer series, where you climb up high through various ramps and half-pipes, and then have to drive done the wall outside (made more complicated by the fact the camera doesn’t snap to the back of your car, so it’s effectively reversed on the way down). I have completed all the default courses, but some of the “community courses” are just a bit too obscure or long-winded.









Again like Trackmania, there’s a course designer. There’s a way to import and export designs (as well as game progress) through text. Here’s a fun, easy course from me.
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