This would allow the player to jot down a PIN assigned to them that stored their data. The arcade cabinet also featured a built-in numeric keypad to utilize a PIN system. If the player used a boost, it would cause the car to perform Dominic Toretto’s signature wheeling, which would allow the player to then perform a massive jump by hitting other cars or various ramps strewn about the tracks. It was modeled after Eugene Jarvis’s Cruis’n, so it featured a basic racing format: multiple tracks and cars with a straightforward design. This one came out in July of 2004, developed and published by Raw Thrills, with Taito handling the Japanese arcade release. It’s the arcade version that we all care about, though. The object was to finish each race under a preset amount of time in order to win cash to unlock car mods. This was basically a first- or third-person (you could toggle between viewpoints) runner-style game, in that the acceleration was automatic with the player solely in control of hitting nitro boosts to gain momentary speed bursts. It was developed and published by I-Play, and it came out in March of 2004. The first released on mobile devices (and is known as the 2D mobile version, not to be confused with the 3D mobile version that would release in 2005). The first entry on our list is The Fast and the Furious (known as Wild Speed in Japan), and there were two vastly different versions of the game.
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