Races consist of a series of checkpoints, represented by columns of light. In some races, the order in which checkpoints must be cleared is prescribed. In this case, a clear, glowing arrow points to the next checkpoint. In other races, checkpoints can be cleared in any order. In this case, the arrow points to the nearest checkpoint. It is up to the player which route to take from one checkpoint to the next. There are no artificial barriers in the game’s open-world environment that force the player to stay on a specific course. Any area that is drivable or jumpable in free-roam cruise mode between races can be used to get to the next checkpoint.
Some areas can be boosted that are not intended for such use outside of a computer game. Examples are escalators, roofs, railways and riverbeds and many ramps. However, many areas that would be addressed in reality, for example entrances and some staircases are surrounded with invisible barriers. In some areas, the player may jump or fall. Using this to the player’s advantage may be necessary to win a race. If the car falls into deep water, the damage meter will go to the maximum stage and the car will start to overheat and the race will be immediately lost.
The game features a damage model. The amount of damage inflicted on a car is indicated by a HUD indicator and visual damage to the car. A car’s performance does not degrade with damage. When a car’s damage limit is exceeded, the car explodes or crashes. After a delay of a few seconds, the player can continue with a new car.