...it's like TV Tropes, but LINKED DATA!
Overdrive
- 159 statements
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- 34 referencing feature instances
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Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_1'); })A character needs to drive somewhere quickly. Maybe they're in a car race, or maybe they're just racing against time. At one point, they realize they're not going to make it in time. So they... go faster. Huh? Why didn't they just drive that fast to begin with? Odd as it may seem, this unexplained increase in speed can have some basis in reality. It can be simplified as a cost vs. benefit decision. If somebody has 'nothing to lose' and must be somewhere at a certain time then they have to speed up - BUT - if they push their machine too hard it will fail before they get there. If they had backed off slightly, then it could have broken down after they had arrived. In a race a driver will hold back simply because there's a notable difference between "the fastest they can drive" and "the fastest they can continuously drive without wear and tear completely destroying the engine halfway through the race". Smart drivers limit themselves to the latter, and use the engine-wrecking speeds in short bursts—or for those desperate final laps. Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_2'); })Fuel consumption is also a potential problem. Having to find out where to refuel in the middle of some prairie or ocean is not a way to get to destination ASAP. Running out of propellant halfway to the next planet and thus unable to decelerate is not a good idea either. The cost of fuel, oil (or Helium-3, or whatever) and repairs is also a factor. In most cases engines are supposed to work much longer than one or two rides and generally engines aren't so cheap that the cost of damaging one could be disregarded without a really good reason. Then there are Nitro Boost systems, which are of limited duration by definition, and speed limits. On normal roads, a driver may initially be unwilling to flagrantly violate the speed limit—and risk bringing the ire of the police down on them—until they get really desperate. Advertisement:propertag.cmd.push(function() { proper_display('tvtropes_mobile_ad_3'); })Finally, it might be a matter of safety. Crashing and burning is not an effective way to reach a destination, and the driver may initially only be going as fast as they feel comfortable going... until they realize it's not enough, and they just have to risk it. Of course, in spite of the risks associated with such insane speed, it almost invariably results in victory for our protagonist, rather than catastrophic engine breakdown in the penultimate lap. Ludicrous Speed laughs at your puny physics and mechanical stress limits! And of course, there are some instances—say, short drag races—where this trope makes absolutely no sense no matter how you slice it. If the villain does this, don't worry. Dick Dastardly Stops to Cheat, every time. A Sub-Trope of Holding Back the Phlebotinum and Miracle Rally when it's in a race. A Sister Trope of Tim Taylor Technology, and the mechanical equivalent of a Dangerous Forbidden Technique. If it involves the risk of a catastrophic failure, it's Explosive Overclocking. Examples: |
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Overdrive / int_1d2eacd1 | type |
Overdrive | |
Overdrive / int_1d2eacd1 | comment |
Romancing SaGa: Minstrel Song has Hasten Time and Overdrive, the ultimate Hydrology spells. Casting one of these babies lets the user instantly end the enemy's turn and either give themselves and all their allies a free turn to act — or act five times in a row themselves, without any fear of interruption. However, the spell's big drawback is that it's a major drain on your MP, especially in Overdrive... is it worth having your caster attack five times uninterrupted when it will then take them several turns to recover? | |
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Overdrive / int_1f418bf4 | type |
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Overdrive / int_1f418bf4 | comment |
Used in the pilot episode of TaleSpin. Up until then, the overdrive existed, and it was clearly stated that you could only use it for so long before the engine overheated and blew up the Sea Duck. Baloo burned it out forever and ever during the episode; it's just as well, so we couldn't complain about him not using it in future episodes. | |
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Overdrive / int_247422c7 | type |
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Overdrive / int_247422c7 | comment |
Military warships in Honor Harrington series has a version, though with acceleration rather than top speed. The inertial compensator that allows the crew to survive the hundreds of gravities their drives are capable off is normally only run to 80% of its theoretical maximum capacity to reduce wear and reduce the risk of failure. It can be run higher in emergency situations but is not recommended because if it fails you have precisely zero seconds of warning and then the entire crew is reduced to a red smear. This has happened "on screen," too— though less times than it probably should have, given the stated risk and the number of time's it's been chanced. A similar situation exists with the hyper generators that allow FTL but it is much rarer. The option to take the inertial compensator to full power is built in but to run the hyper generator requires physically disabling the safeties. The effect of trying to go into higher levels hyperspace and failing is described as "bouncing." In the end the situation is like the Space Shuttle, the actual safe speed is higher than listed. Over time Manticore finds they can push their compensators (after upgrades based on Grayson's less refined but fundamentally superior type of compensator) much higher than listed, and that 80% of that is hopelessly cautious. Solarian technology isn't so robust; a Solly Admiral is thought to be bold by Solly Standards to seek 85% in a battle. And all this is before considering that the Manticorans typically limit themselves even further in peacetime so as not to tip potential enemies off about their capabilities before they actually have to fight them. |
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Overdrive / int_2c2a56e3 | type |
Overdrive | |
Overdrive / int_2c2a56e3 | comment |
The podrace from Star Wars: Episode I - The Phantom Menace is all over this trope. Sometimes Anakin passes other racers with ease, and other times he keeps pace with Sebulba over long straightaways. It also genuinely makes zero sense that he wasn't going as fast as he could to begin with, considering how he started the race in last place due to engine failure and his freedom was on the line. Explained in the spin-off videogame: The engines can't run at full power for very long before they begin to overheat, and once their temperature passes the redline they will very quickly seize up, catch fire or otherwise fail catastrophically. | |
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Overdrive / int_2d32b27e | type |
Overdrive | |
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An armor attachment in Dogyuun allows the player to move very quickly as long as they hold down button 2, with no drawbacks whatsoever. However, moving around too quickly will make it more likely for you to crash into enemies or bullets. | |
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Overdrive / int_37270abb | type |
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Overdrive / int_37270abb | comment |
In Half Life: Full Life Consequences, John Freeman's reaction to his brother being in mortal danger is to try to reach him by going "fast" on his motorcycle. And then events happen that cause him to go "faster", three times. Even though it was established that he was in a huge hurry and didn't have time to waste. So, basically, he felt his brother wasn't in that much danger at first. But at the end of chapter 2, Gordon does berate him for getting there slow, as he is now a zombie ghost goast. And in that same chapter it's established that John Freeman has another, faster motorcycle, which was unfortunately out of gas in the first chapter. How it was refilled in-between is a mystery. |
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Overdrive / int_37b7264c | type |
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Overdrive / int_37b7264c | comment |
During the final race in Initial D, Takumi is forced to over-rev his AE86 to keep up against his opponent. This ultimately causes engine failure and spins the car out of control on the last stretch of the race. He just barely wins by depressing the culch and reversing the car with its own momentum. Notably the series points out some of the real life the limitations of this trope. AE86 doesn't go faster when it's over-reving, rather Takumi uses this to gain more flexibility when he's changing between gears. |
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Overdrive / int_3ee3ceda | type |
Overdrive | |
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In The Last Continent, when Mad is being chased by the road gang in his armoured cart, he feeds the horses a mixture of oats and lizard glands, which he calls the "supercharger". At least one reason he doesn't use it regularly is because the horses become almost impossible to stop, or indeed steer. It's probably also not healthy for the horses to take it too often. | |
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Overdrive / int_50cb8af5 | type |
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In The Vision of Escaflowne, when Van, Allen and Hitomi are escaping Zaibach's capital on Escaflowne (which transforms into a dragon for flying) they are pursued by Zaibach's mechas which are much faster. As they're closing in and a panicked Van is urging Escaflowne to fly faster, it suddenly transforms to reveal a jet engine and shoots forward at Ludicrous Speed. | |
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Overdrive / int_5586ce95 | type |
Overdrive | |
Overdrive / int_5586ce95 | comment |
The Mario Party mini-game "Slot Car Derby" punishes players who maintain the maximum speed for too long on tight turns by making the car spin around for a second and have to accelerate from zero again. A common strategy is to ease off on the analog stick just before this happens, watching for the puffs of smoke that serve as a warning, then pump it back to maximum the very next second. "Slot Car Derby" returns in the second game, which also has "Filet Relay", where players dressed as penguins can mash the A button to move faster, but will wobble and fall over if they go too fast. | |
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Overdrive / int_5dfb8aa2 | type |
Overdrive | |
Overdrive / int_5dfb8aa2 | comment |
The battle with Metal Sonic in the console version of Sonic Generations is a prime example of the overclocking putting a strain on Metal's systems; after using the Overdrive to either attempt to ram Sonic or call down lightning, Metal will be seen smoking and trying to recover, giving Sonic the opportunity to attack. On his last hit, Metal charges up a much longer Overdrive that Sonic has to slow down by making Metal ram through a floating platform, and then deliver the final blow with one well-timed spin jump as Metal's energy field flickers out. | |
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Overdrive / int_6f2d1072 | type |
Overdrive | |
Overdrive / int_6f2d1072 | comment |
MechWarrior Living Legends's various Nitro Boost systems - MASC on battlemechs, afterburners on aerospace fighters, and turbo on treaded/wheeled tanks - all generate excess heat when used. Aerospace fighters have the most extreme heat generation, to the point where it's easy for them to melt their own fusion reactor while trying to flee danger, whereas most tanks can boost almost indefinitely. On community-made race maps, players have to handle both their heat (doubly so if it's weapons-live racing) and stay on the track; not too difficult on most tanks, very difficult on the Hover Tanks which have heat-free boost, but are highly unstable and prone to flipping and sliding off the track. | |
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Overdrive | |
Overdrive / int_7fd403f8 | comment |
In Galaxy Quest, the overdrive blows-out after being held down too long, leaving the ship nearly crippled. | |
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Overdrive / int_81692f99 | type |
Overdrive | |
Overdrive / int_81692f99 | comment |
Star Trek was a frequent offender. The Original Series played this completely straight. The Next Generation explained that speeds beyond Warp 5 damage the fabric of space-time. ...Then a new warp engine was invented that didn't damage space-time, completely erasing the prior justification. At least in TNG and later the energy requirement grew exponentially with the speed, thus if the matter wasn't urgent, they went slower to conserve fuel. In The Wounded, the matter is very urgent, yet they decide to go Warp 4 so that the writers can have them step on the gas later when things go really bad. |
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Boost in the Motorstorm series works this way. You have an unlimited supply of Boost, but using it heats up your engine. if you don't lay off the boost, or drive through water to cool your engine down, it will blow out your engine, respawning you near last place. | |
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Overdrive / int_8705a383 | type |
Overdrive | |
Overdrive / int_8705a383 | comment |
Star Wars Episode I: Racer makes the engines overheat and burst into flames if Boost Mode is not turned off before too long, which can result in your engines deteriorating (which nicely explains why Anakin wasn't boosting the whole time in the film). And unless you pay for the rather expensive repairs, you'll start the next race with a half-broken engine. In the sequel, Revenge, your engines won't catch fire anymore, but boosting while overheated will constantly damage your engines, leaving you vulnerable to being knocked out if you hit a wall or get attacked by another racer until you take time to repair the damage, which often will cost you more speed than the prolonged boost gave you in the first place. | |
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Super Pursuit Mode in Knight Rider. This is explained by a simple application of physics: aerodynamic downforce reduces the vehicle's speed, since the air resistance of the vehicle is increased (there's more surface area for the wind to hit). What Super Pursuit Mode accomplishes is increasing K.I.T.T.'s maneuverability at high speeds, thus preventing Michael from wrapping K.I.T.T. around a power polenote or rather, wrapping a power pole around K.I.T.T.. The game makes this point, too. Your maximum speed is decreased a bit, but it's much easier to steer. | |
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Overdrive | |
Overdrive / int_90e2f673 | comment |
BattleTech's BattleMechs can be equipped with myomer acceleration signal circuitry (MASC for short), which when active provides about a 33% boost to maximum speed by making the 'Mech's artificial leg muscles contract that much faster. There is, however, always a chance that the added strain will result in internal leg damage, and this chance increases rapidly if the system is used over multiple turns in a row, wherefore it's useful primarily to provide short emergency bursts of speed. An alternative — and incompatible — approach involves using special extra-strong myomer fibers in the first place; unfortunately, those require the 'Mech to run hot enough for its weapons to start to incur to-hit penalties before their performance exceeds that of the normal version. (To make the most of these 'triple-strength myomers', a 'Mech's heat level should ideally stay at exactly 9 — no lower, no higher, on a scale from 0 to 30 — for extended periods.) Aerospace Fighters from the same game have Overthrust, which gives similar advantages and disadvantages to Real Life Afterburners. You can increase your speed 4-5 times over normal, but burn twice as much fuel and start rapidly heating up. |
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Overdrive | |
Overdrive / int_a33d74a4 | comment |
Deconstruction in the Sword of Truth, where it turns out that your horses do have a maximum output. You can push them past that... and you'll run them into the ground. Later in the series they start taking extra horses so that they can switch them out and avoid the negative aspects of this trope. | |
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Overdrive | |
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Darths & Droids attempts to make sense of the Star Wars podrace by completely reinterpreting what happened at the end of the race. The Rant below that strip discusses this trope (and directly inspired this very article). | |
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Overdrive | |
Overdrive / int_a81325d3 | comment |
In the Final Fantasy fan fic "Cid Wars", the characters are at one point trying to get somewhere by van, and each time someone said they needed to go faster, the driver upshifted. This happened a total of eight times, complete with one of the characters asking "Just how many gears does this van have?" | |
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Overdrive | |
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In James Blish's Cities in Flight novels, the cities of the title can fly at faster-than-light speeds, but they're all equipped with a gadget called "Situation N" which can instantly teleport them away from trouble. Only thing is, it can only ever be used once per city. | |
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Done with a horse at the end of True Grit. Rooster Cogburn rides a horse so hard and fast that it eventually dies just short of his destination. | |
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Overdrive | |
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Similarly, in F-Zero (from X onwards), you can boost whenever you want after the first lap, but doing so drains your health. Boosting in a pit area is essentially free, but cuts down on the amount of time you can spend there to repair any other damage. | |
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Pushing one's car too hard is a central point in Ford V Ferrari, and in endurance racing in general. The Ford GT40 was designed with reliability in mind so it could be pushed closer to its redline throughout the long hours of its races. This is emphasized at the 24 Hours of Le Mans (in the film) by Carrol Shelby defying the orders of the Ford executives, which were not to push the cars too hard. Shelby tells driver Ken Miles (via a sign): "7000+ GO LIKE HELL", or in other words, not to be afraid to push the car past 7000 rpm. Later during the race, Miles winds up in a speed battle with one of the Ferraris, both pushing their cars to the redline. The Ferrari eventually blows its engine, and Miles goes on to finish the race. | |
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Hyperthrust in Street Hawk allowed the bike to run at 300 mph, but since no human could safely drive through the city at such speed, it required Mission Control to program the route on a computer. Wherever traffic was too dense, there was no safe route and therefore no hyperthrust. | |
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Overdrive | |
Overdrive / int_e60954ea | comment |
The Armored Core series has Over Boost, which allows an Armored Core to move much faster than normal by consuming enormous amounts of energy. Depending on the title, it may also overheat the AC or consume Primal Armor, leaving you with paper-thin defenses once you arrive at your destination. | |
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Overdrive | |
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Spaceballs has "Ludicrous Speed", an even-faster-than-regular-Faster-Than-Light speed mode for Spaceball One that is used to try to catch up with the heroes. The problem is that it's so fast that it overshoots the heroes and anything not tied or nailed down inside of the ship is violently thrown around with the immense G-forces of the acceleration and instant stop. | |
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Cars is a rare subversion of the "more speed always works'' aspect of the trope: Lightning McQueen gains a whole lap on Chick Hicks and The King by skipping several pit stops—then both of his rear tires blow out in the final lap, and the race ends in a three-way tie. | |
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