Quick Race

**Quick Race** is a game mode featured in Split/Second. It is automatically unlocked upon starting the game fresh. It is also included in Multiplayer.

## Description

> *"Drift. Jump & Draft behind opponents to fill your power bar. When you see the icons over other cars, a power play is ready. Use power plays to wreck opponents and win the race!"*
> - Quick Race description.
>
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Quick Race involves the player or other players to race on a track of their choice (or picked at random in regular multiplayer) and compete with each other to cross the line. Every type of powerplay are live and can be used to incapacitate or wreck their rivals. Players have a power meter that is curved and positioned behind the player's rear bumper, along with the lap counter on the right hand side of their vehicle. If the first or second power meter is filled up, a blue icon will appear over the opponent's car, gaining access to trigger a powerplay.
If all three sections of the power meter is filled, players will access stronger powerplays in the form of a Level 2 rating. Whether said powerplays can wreck the opponent depends on the opponent's current position relative to how far the player is from the opponent, alongside the zone in which the powerplay could be triggered from. Some powerplays won't guarantee a wreck and would often be affected by the shockwaves. At times said shockwaves will make the opponent lose control and hit a wall or some form of static structure. The trigger icon will fade away when the player or opponent is past the trigger zone.

Route Changers are also live as being triggered could change the flow of a race by altering the track layout to make the track shorter most of the time. This can also grant access to more powerplays set along the route. At a certain distance, a large red icon will appear on the structure or vehicle. Players can *theoretically* outsmart other players if they leave certain route changers alone for the next player to trigger and change the layout of the track. It depends on how far the players are in relative to the next person.

Depending on how aggressive the player(s) are, they can telegraph a powerplay ahead of them and shift their position on the track by means of a counter drift or slowing down to take less stress on their vehicle, or to avoid being crushed or crashing into structures that block the track momentarily. With all platforms combined, lap counts can vary between 2 to 5 laps.

As the player progresses through Season Mode, each track the player first encounters and completes will be added to the Quick Race roster in Quick Play. And due to the replay ability of said tracks, every track, including tracks exclusive to PSP are all available with a total of **16** tracks:

* Downtown Central
* Airport Terminal
* Storm Drain
* Power Plant
* Construction Site
* Expressway
* Downtown Circuit
* Desert Run
* Storm Drain Speedway
* Airplane Graveyard
* Canyon
* Dry Docks
* Docks
* Ferry Wharf
* Port Bridge
* Quarry

## Gallery

Quick Race in Quick Play Menu.Quick Race, beta.Quick Race Icon.
## Trivia

* In the beta, the 11 original tracks all had a standard 3-lap count.
	+ In addition to that, players would have to progress through the beta's Season Mode to gain access to "upgraded versions" of the tracks. (In other words, full access to Route Changers.)
* The PSP description of Quick Play is the same as the Beta.
* Quick Race, along with other modes in Quick Play, will allow the player to use cars accessed by entering cheat codes or promotional codes from store brands.
* Quick Race's tracks are all fixed to a certain weather setting, however there is a way to change the weather by completing races that share the same weather selections, and then going to said track after completion of the first.
* Completing Quarry, playing another track, and then going back to Quarry will change the music to the regular soundtrack.