There’s also a strange set of semi-hidden modes based around the input of three-button codes. The weirdness all seems to have migrated to local co-op modes, where you can now play a two-player ‘Double Driver’ mode in which Trackmania takes the average input from both players to direct the lone, on-screen vehicle. In a stripped down kind of way this is just as good as it has always been, though being unable to toggle off the rival ghost cars can make focusing on the race a touch tricky. As many as 100 players on a single track get five minutes in which to repeat the course and attempt to set the best possible time (at which point the playlist moves on to the next course). Like the solo campaign, online play is pretty much about time attack. Other odd design decisions like the lack of horns (it seems like a small detail, but this is emblematic of the game being made just a little bit more mundane), and the apparent inability to switch off player ghosts, also stand out.
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