On March 17, 2006, the pony tale kart produced by South Korea's NEXON company and represented by World Tiancheng was officially launched in the domestic beta, leading the wave of national drift for a time.

2025/07/0519:08:35 hotcomm

On March 17, 2006, Kart produced by South Korea NEXON and represented by World Tiancheng was officially in public beta in China, leading the wave of drift for a time. How popular was it at that time? Just like League of Legends in 2014, at least half of the people in an Internet cafe are drifting on the keyboard. I was in junior high school at that time. When the get out of class was over, the topic that everyone discussed the most was the topic. If I had strong skills, I would be envious of everyone. Then why is the popular games that were now unattended? In fact, there are mainly the following points:

On March 17, 2006, the pony tale kart produced by South Korea's NEXON company and represented by World Tiancheng was officially launched in the domestic beta, leading the wave of national drift for a time. - DayDayNews

1, too high technical requirements

continuous spray, link spray, optimized drift, positioning, etc. The learning cost is very high. I was in junior high school and had been practicing boringly for a long time to continue spraying. Not many people would practice so boringly for a long time. After all, playing games is just to relax. Just imagine how many League of Legends players can practice finishing and moving every day? Few people can stand playing games using professional players training. And unlike League of Legends, even if the league has a low rank, it has a good matching mechanism. There is a low rank gameplay, but what about Paopu? The matching mechanism is random, and the racing competition is almost impossible to complete without practicing. Everyone has the desire to win. Who can persist if you haven’t completed this all day?

On March 17, 2006, the pony tale kart produced by South Korea's NEXON company and represented by World Tiancheng was officially launched in the domestic beta, leading the wave of national drift for a time. - DayDayNews

2. The props are too affected in the balance later in the game

In the early stage, the props are not bad. The difference between recharging money and not recharging money is the difference between recharging balloons and headdresses. The advantages of recharging money are not too obvious. However, in the later stage, various props that affect balance appear, and players who don’t charge money will almost no longer be able to play. You should know that free players are also part of the free game, but you have to give free players a way out. If you don’t charge money, you will not complete it. Who can bear it in the long run?

On March 17, 2006, the pony tale kart produced by South Korea's NEXON company and represented by World Tiancheng was officially launched in the domestic beta, leading the wave of national drift for a time. - DayDayNews

3. The driver's license test settings are unreasonable

. Some players only play props, but they have to take the racing test to pass the driver's license test. The l2 driver's license's racing levels are still a bit difficult. At that time, there were many props players who could not pass the exam and retreated to the pit

On March 17, 2006, the pony tale kart produced by South Korea's NEXON company and represented by World Tiancheng was officially launched in the domestic beta, leading the wave of national drift for a time. - DayDayNews

4. The plug-in is too rampant

st century Tiancheng For plug-in The handling is very bad. It is good for racing players in the early stage. After all, playing with some high-difficulty map plug-ins such as mines and deserts usually cannot run through normal players. However, the balance of teleportation was disrupted. The town highway reached the end at 30s. The official is not doing anything. How should ordinary players play

On March 17, 2006, the pony tale kart produced by South Korea's NEXON company and represented by World Tiancheng was officially launched in the domestic beta, leading the wave of national drift for a time. - DayDayNews

5. The cost of learning map is too high

I remember that the new space winding runway map was released in 2007. At that time, the author practiced for this map for an afternoon, so that he could barely pvp with the players. But you can't practice every map like this. If you don't practice a new racing map, it will be unfinished, and everyone will spend time practicing. In today's terms, it's inclined. Look at the current Paopao. Almost no one plays the new map because no one wants to roll it like this.

6. The competition is not professionalized.

. The k1 league and Zhangjiang Cup China-Korea confrontation were quite popular. However, there has been no system for commercial leagues. League of Legends can last forever, and mature commercial leagues have made an indelible contribution. EDG, WE, RNG and other clubs can last forever. What about Paopao? Which one is not a flash in the pan, play, newlife, ADO, and 4T? Professional players may be in this team today and go to another team tomorrow. Of course, we can't blame Qi Tiancheng for this matter, after all, the e-sports environment in China back then was just like that.

On March 17, 2006, the pony tale kart produced by South Korea's NEXON company and represented by World Tiancheng was officially launched in the domestic beta, leading the wave of national drift for a time. - DayDayNews

7. Competitiveness from peers

QQ Speed ​​ first came out, I didn’t like it anyway, so the drifting feel was not comparable to Paopuo. But it is simple, it solves the above problem of karting, so the popularity of driving is still much higher than that of driving

No matter what, driving till driving has led an era of the drift of the whole online game. Looking back now when I was practicing squirting, although it was boring, it still represents my youth

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