Downforce (video game)

[3] The game includes "realistic crash" physics, where a player or competitor's collision against the environment will cause pieces of the car to fly off the vehicle.

[5] Development on a Game Boy Advance version of Downforce was outsourced to Dutch company Karma Studios.

[6] Downforce director David Saunders discussed that the game's design involved a departure from realistic simulation racing and licensed Formula One tracks and brands to return "excitement" to races without restrictions on "design, cars, tracks, looks [or] rules".

[7] Plans for a sequel, wider release and ports to the GameCube and Xbox were abandoned, with Titus Interactive delaying the game due to expected poor sales during the summer months.

[15][14] Jeremy Dunham of IGN commended the game's simplicity aided its appeal as an arcade racer, highlighting its "sheer speed", "feverishly competitive difficulty", and "terrific track design".

Screenshot of gameplay, depicting the user interface .