Racetrack (game)

Last updated
An example racetrack game with first few moves by two players Racetrackgame.PNG
An example racetrack game with first few moves by two players

Racetrack is a paper and pencil game that simulates a car race, played by two or more players. The game is played on a squared sheet of paper, with a pencil line tracking each car's movement. The rules for moving represent a car with a certain inertia and physical limits on traction, and the resulting line is reminiscent of how real racing cars move. The game requires players to slow down before bends in the track, and requires some foresight and planning for successful play. The game is popular as an educational tool teaching vectors.

Contents

The game is also known under names such as Vector Formula, Vector Rally, Vector Race, Graph Racers, PolyRace, Paper and pencil racing, or the Graph paper race game.

The basic game

The rules are here explained in simple terms. As will follow from a later section, if the mathematical concept of vectors is known, some of the rules may be stated more briefly. The rules may also be stated in terms of the physical concepts velocity and acceleration.

The track

On a sheet of quadrille paper ("quad pad", e.g. Letter preprinted with a 1/4" square grid, or A4 with a 5 mm square grid), a freehand loop is drawn as the outer boundary of the racetrack. A large ellipse will do for a first game, but some irregularities are needed to make the game interesting. Another freehand loop is drawn inside the first. It can be more or less parallel with the outer loop, or the track can have wider and narrower spots (pinch spots), with usually at least two squares between the loops. A straight starting and finishing line is drawn across the two loops, and a direction for the race is chosen (e.g., counter clockwise).

Preparing to play

The order of players is agreed upon. Each player chooses a color or mark (such as x and o) to represent the player's car. Each player marks a starting point for their car - a grid intersection at or behind the starting line.

The moves

One move in the graph paper game Racetrack. The player's previous move is shown in blue; their next move may be to the principal point marked in red, or to any of its surrounding squares, shown in green. Racetrack game move.png
One move in the graph paper game Racetrack. The player's previous move is shown in blue; their next move may be to the principal point marked in red, or to any of its surrounding squares, shown in green.

All moves will be from one grid point to another grid point. Each grid point has eight neighbouring grid points: Up, down, left, right, and the four diagonal directions. Players take turns to move their cars according to some simple rules. Each move is marked by drawing a line from the starting point of this move to a new point.

Finding a winner

The winner is the first player to complete a lap (cross the finish line).

Additional and alternative rules

Combining the following rules in various ways, there are many variants of the game.

The track

The track need not be a closed curve; the starting and finishing lines could be different.

Before starting to play, the players may go over the track, agreeing in advance about each grid point near the boundaries as to whether that point is inside or outside the track.

Alternatively, the track may be drawn with straight lines only, with corners at grid points only. This removes the need to decide dubious points. Players may or may not be allowed to touch the walls, but not to cross them.

The moves

Instead of allowing moves to any of eight neighbours of the principal point, one may use the four neighbours rule, limiting moves to the principal point or any of its four nearest neighbours.

When drawing the track, slippery regions with oil spill may be marked, wherein the cars cannot change velocity at all, or only according to the four neighbours rule. The rule may e.g. apply to all moves beginning in the slippery region.

On the track there may be also some turbo areas marked with an arrow with a specific length and direction. When a vehicle goes through this area, the principal point is moved as indicated by the arrow.

Collisions and crashes

A crash. The player here is unable to avoid leaving the track on their next turn, whichever of the nine squares they choose to move to. Escape.png
A crash. The player here is unable to avoid leaving the track on their next turn, whichever of the nine squares they choose to move to.

Usually, cars are required to stay on the track for the entire length of the move, not just the start and end. On heavily convoluted racetracks, allowing the line segment representing a move to cross the boundary twice (with start and end points inside the track), some unreasonable shortcuts may be allowed.

Several cars may be allowed to occupy the same point simultaneously. However, the most common and entertaining rule is that while the line segments are allowed to intersect, a car cannot move to or through a grid point that is occupied by another car, as they would collide.

If a player is unable to move according to these rules, the player has crashed. A crashed car may leave the game, or various systems for penalizing crashes can be devised.

A player running off the track may be allowed to continue, but is required to brake and turn around, and re-enter the track again crossing the boundary at a point behind the point where it left. At high speeds, this will take a considerable number of moves.

Another possibility is to penalize a car with "damage points" for each crash. E.g., if it runs off the track or collides, it receives 1 damage point for each square of the last movement, and comes to an immediate stand-still. A car with 5 damage points, say, cannot run anymore.

Finding a winner

At the end of the game, one may complete a round. E.g., with three players A, B and C (starting on that order), if B is the first to cross the finish line, C is allowed one more move to complete the A-B-C cycle. The winner is the player whose car is the greatest distance beyond the finish line.

If the collision rule mentioned above is used, there is still a considerable advantage in moving first. This may be partially counterbalanced by having the players choose their individual starting points in reverse order. E.g., first C chooses a start point, then B, then A. Then, A makes the first move, followed by B, then C.

Another possible rule is to let the loser move first in the next game.

Mathematics and physics

Each move may be represented by a vector. E.g., a move four squares to the right and two up may be represented by the vector (4,2).

The eight neighbour rule allows changing each coordinate of the vector by ±1. E.g., if the previous move was (4,2), the next one may be any of the following nine:

(3,3) (4,3) (5,3)
(3,2) (4,2) (5,2)
(3,1) (4,1) (5,1)

If each round represents 1 second and each square represents 1 metre, the vector representing each move is a velocity vector in metres per second. The four neighbour rule allows accelerations up to 1 metre per second squared, and the eight neighbours rule allows accelerations up to 2 metres per second squared. A more realistic maximum acceleration for car racing would be 10 metres per second squared, e.g. corresponding to assuming each round to represent a reaction time of 0.5 seconds, and each square to represent 2.5 metres (using 4 neighbour rule).

The speed built up by acceleration can only be reduced at the same rate. This restriction reflects the inertia or momentum of the car. Note that in physics, speeding, braking, and turning right or left all are forms of acceleration, represented by one vector. For a sports car, having the same maximum acceleration without loss of traction in all directions is not unrealistic; see Circle of forces. Note, however, that the circle of forces strictly applies to an individual tyre rather than an entire vehicle, that a slightly elongated ellipse would be more realistic than a circle, and that the theory of traction involving this circle or ellipse is quite simplified.

History and contemporary use

The origins of the game are unknown, but it certainly existed as early as the 1960s. The rules for the game, and a sample track game was published by Martin Gardner in January 1973 in his "Mathematical Games" column in Scientific American ; [1] and it was again described in Car and Driver magazine, in August 1973, page 65. Today, the game is used by math and physics teachers around the world when teaching vectors and kinematics. However, the game has a certain charm of its own, and may be played as a pure recreation.

Martin Gardner noted that the game was "virtually unknown" in the United States, and called it "a truly remarkable simulation of automobile racing". He mentions having learned the game from Jürg Nievergelt, "a computer scientist at the University of Illinois who picked it up on a recent trip to Switzerland". Car and Driver described it as having an "almost supernatural" resemblance to actual racing, commenting that "If you enter a turn too rapidly, you will spin. If you "brake" too early, it will take you longer to accelerate out of the turn."

Triplanetary was a science fiction rocket ship racing game [2] that was sold commercially between 1973 and 1981. It used similar rules to Racetrack but on a hexagonal grid and with the spaceships being placed in the center of the grid cells rather than at the vertices. The game used a laminated board which could be written on with a grease pencil.

Related Research Articles

<span class="mw-page-title-main">Conway's Game of Life</span> Two-dimensional cellular automaton

The Game of Life, also known simply as Life, is a cellular automaton devised by the British mathematician John Horton Conway in 1970. It is a zero-player game, meaning that its evolution is determined by its initial state, requiring no further input. One interacts with the Game of Life by creating an initial configuration and observing how it evolves. It is Turing complete and can simulate a universal constructor or any other Turing machine.

<i>Chocobo Racing</i> 1999 racing video game

Chocobo Racing is a racing game developed and published by Square for the PlayStation, A spin-off of the Final Fantasy series and part of the Chocobo spin-off series. It was released in Japan in March 1999, followed by North America and Europe in August and October, respectively. The game's star and namesake is the Chocobo, with other figures from the Final Fantasy series, such as Mog the Moogle, the Black Mage, and Cid being part of the cast. Most of the game's soundtrack is composed using songs from previous Final Fantasy titles. As a formulaic kart racer, Chocobo Racing is often compared to Mario Kart and Crash Team Racing.

<i>Battleship</i> (game) Strategy type guessing game for two players

Battleship is a strategy type guessing game for two players. It is played on ruled grids on which each player's fleet of warships are marked. The locations of the fleets are concealed from the other player. Players alternate turns calling "shots" at the other player's ships, and the objective of the game is to destroy the opposing player's fleet.

<span class="mw-page-title-main">Dragstrip</span> Car racing facility

A dragstrip is a facility for conducting automobile and motorcycle acceleration events such as drag racing. Although a quarter mile is the best known measure for a drag track, many tracks are eighth mile (201 m) tracks, and the premiere classes will run 1,000 foot (304.8 m) races. The race is begun from a standing start which allows three factors to affect the outcome of the race: reaction time, power/weight ratio, and traction.

<span class="mw-page-title-main">Race track</span> Facility built for racing of animals, vehicles, or athletes

A race track is a facility built for racing of vehicles, athletes, or animals. A race track also may feature grandstands or concourses. Race tracks are also used in the study of animal locomotion.

In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it.

<span class="mw-page-title-main">Paper soccer</span> Strategy game played on a paper grid representing a soccer or hockey field

Paper soccer is an abstract strategy game played on a square grid representing a soccer or hockey field. Two players take turns extending a line representing the position of a ball until it reaches one of the grid's two-goal spaces. A traditional paper-and-pencil game, it is commonly played in schools and can be found in some magazines. Many computer implementations of the game also exist. Despite the game's simple rules, paper soccer has various expanded strategies and tactics.

Dirt track racing is a form of motorsport held on clay or dirt surfaced banked oval race tracks. Dirt track racing started in the United States before World War I and became widespread during the 1920s and 1930s using both automobiles and motorcycles, often running on horse racing tracks. There are a myriad of types of race cars used, from open wheel Sprint cars and Modifieds to stock cars. While open wheel race cars are purpose-built racing vehicles, stock cars can be either purpose-built race cars or street vehicles that have been modified to varying degrees. There are hundreds of local and regional racetracks throughout the United States. The sport is also popular in Australia, New Zealand, Canada, South Africa and the United Kingdom.

<span class="mw-page-title-main">Formula D (board game)</span> Board game

Formula D is a board game that recreates formula racing. It was designed by Eric Randall and Laurent Lavaur and was originally published by Ludodélire. The rights to the game passed to EuroGames with the collapse of Ludodélire, and were in turn acquired by Asmodée Éditions. When Asmodée released their new edition, the game's name was shortened to Formula D and its rules updated to include street and import racing.

<i>Top Gear Overdrive</i> 1998 video game

Top Gear Overdrive is a racing game released in 1998 for the Nintendo 64 and the sequel to Top Gear Rally. The game has support for high-resolution graphics if used with the Expansion Pak and features music from the band Grindstone.

<i>IndyCar Racing</i> 1993 video game

IndyCar Racing is a racing video game by Papyrus Design Group released in 1993. Papyrus, consisting of David Kaemmer and Omar Khudari, previously developed Indianapolis 500: The Simulation, released in 1989.

<span class="mw-page-title-main">Go variants</span>

There are many variations of the simple rules of Go. Some are ancient digressions, while other are modern deviations. They are often side events at tournaments, for example, the U.S. Go Congress holds a "Crazy Go" event every year.

Satoru Nakajima F-1 Hero is a video game developed by Human Entertainment released for the Nintendo Entertainment System in 1990. It starred American Indy car driver Michael Andretti, and featured the full sixteen-race schedule of the FIA Formula One World Championship circuit.

<i>Nakajima Satoru Kanshuu F1 Grand Prix</i> 1991 video game

Nakajima Satoru Kanshuu F1 Grand Prix is a 1991 Sega Mega Drive Formula One video game based on the career of Satoru Nakajima, who was the first full-time Japanese racer in the history of Formula One. In fact, this was the first game that Nakajima endorsed for a Japanese video gaming system. The entire 1991 Formula One season can be re-enacted with any of the notable contenders from the prestigious Formula One racing organization.

<i>Alfa Romeo Racing Italiano</i> 2006 video game

Alfa Romeo Racing Italiano, known in Europe as SCAR - Squadra Corse Alfa Romeo, is a racing video game for the PlayStation 2, Windows and Xbox. It was developed by Milestone srl and released in 2005.

The following is a glossary of terminology used in motorsport, along with explanations of their meanings.

<i>Speed Circuit</i>

Speed Circuit is a Formula I racing game published by 3M in 1971, and then republished by Avalon Hill in 1977.

<span class="mw-page-title-main">Formula 1 (board game)</span>

Formula 1 is a motor racing themed board game designed by John Howarth and Trevor Jones and originally published by Waddingtons of Leeds, United Kingdom in 1962.

Acceleration 2014 was a multi-day festival combining top class car and bike racing with live music and other entertainment. The festival was organised by the International Sport Racing Association (ISRA), based in the Netherlands, and was held six times in 2014, starting 25–27 April in Portimao, Portugal and ending 17–19 October in Assen, Netherlands. The various racing competitions were Formula Acceleration 1 (FA1), the MW-V6 Pickup Series, the Legend SuperCup (LSC), the European Stock 1000 Series and the European Stock 600 Series. Competing drivers in one or more classes each drove a vehicle representing his or her country of origin.

<span class="mw-page-title-main">2014 Legend SuperCup</span>

The 2014 Legend SuperCup season was a legends car racing series that started over 25–27 April in Portimão, Portugal and ended over 17–19 October at the TT Circuit Assen, Netherlands. Legend SuperCup (LSC) was a part of Acceleration 2014, a series of festivals combining top class car and bike racing with music and entertainment. Next to LSC, there was the Formula Acceleration 1, based on the former A1 Grand Prix, the MW-V6 Pickup Series, based on the former Dutch racing series BRL V6, and the European Stock 600 and 1000 Series, which featured motorcycle racing for 15- and 16-year-olds. To attract young, yet serious, racing drivers, the 2014 LSC drivers' champion was promised half the budget for the 2015 MW-V6 Pickup Series season plus a test day in the MW-V6 car. As for the music, on Friday evenings, David Hasselhoff hosted "Celebrate the 80's and the 90's with The Hoff", a dance party featuring 2 Unlimited, Haddaway, Kim Wilde, and others. Saturday evenings saw performances of international DJs.

References

  1. Gardner, Martin (January 1973). "Scientific American Magazine Archives, January 1973, Mathematical Games". Scientific American. Retrieved 27 October 2014.
  2. "Triplanetary". Sjgames.com. Retrieved 2010-02-09.

See also