OpenMTM2 v0.6.3
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- Freestyle mode: one truck, any track, against the clock. Big air, wheelies, donuts, flips, hits and saves are judged live and scored out of 10.
- Video support: now the game can play intro and win/lose Smacker videos[/b].
- Voice commentary now you can hear (and read) Army's voice again.
- MP3 & Ogg Vorbis support: modern audio formats in place of the game's sounds and music, similar to PNG/TGA replacement of RAW files.
- Jukebox (Options > Sound): play all the music from your games as one playlist, in menus and races.
- Smarter computer trucks: less sliding, they also avoid obstacles, do not always call the heli when missing a checkpoint and find another route when blocked, among other things.
- Import and export your original MTM2 user profile and Hall of Fame stats.
- Improved online chat: team and private messages, mute, chat history and a gamepad quick-message wheel.
- Cockpit sideview: look left, right and behind you, plus a rear-view mirror.
- New Monster Manual, opened from the Start screen.
Captura de pantalla 2026-10-29 a la(s) 1.54.46 a.m..jpg
v0.6.3 Freestyle rules
The judge splits
10 points across seven categories. Each category fills up as you do more, and the target grows with the length of the run. Crashes and pointless reversing take points away. For a
10.0 you need every category full and no deductions. Targets below are for the default
2-minute run (for 1 minute halve them, for 4 minutes double them, and so on).
1. Time used (1 point)
- Drive until the clock runs out. Quitting from the pause menu only scores the time you used.
2. Speed and momentum (1.5 points)
- Stay at 17 mph (27 km/h) or faster, or in the air, for about 97% of the run.
- Never stall: below 3 mph (5 km/h) on the ground for 3 seconds is a stall, and each one costs.
- Do donuts and wheelies at speed. Slow tricks still score, but drain this category.
3. Aggression (1.5 points): 24 raw points
- Hit objects at 7 mph (11 km/h) or faster.
- Each hit scores about 1 point per 7 mph (11 km/h) of impact speed, up to 6 points at 41 mph (66 km/h).
- Example: four hits at 41 mph (66 km/h), or about eight at 20 mph (33 km/h).
- Hitting the same object again only counts after 1.5 seconds.
4. Air (2 points): 80 raw points
A jump counts when all four wheels are off the ground for at least half a second. Each jump scores:
- 4 points per second in the air
- 0.15 per foot (0.5 per meter) of height above the take-off point
- 0.05 per foot (0.16 per meter) of distance
- A bonus of up to 6 for pointing the nose steeply up or down (past 30 degrees)
Example: a 1.5 second jump, 15 ft (4.5 m) high and 80 ft (24 m) long, scores about 12. You need about 6 or 7 jumps like that.
5. Tricks (2 points): 80 raw points
- Wheelie: front wheels up, a rear wheel down, nose 20 degrees or more up, held 1 second or more. 3 points plus 3 per second, up to 15 (at 4 seconds).
- Sky wheelie: a wheelie with the nose at about 58 degrees or more for half a second. +6.
- Slap wheelie: a wheelie started within 0.6 seconds of landing a jump. +3.
- Moonwalk: a wheelie rolling backwards at 3.4 mph (5.5 km/h) or faster for at least half of it. Wheelie points x 1.5, and reversing during it is not penalized.
- Nose wheelie: rear wheels up, front wheels down, nose 20 degrees or more down, held 0.75 seconds. 4 points plus 4 per second, up to 15.
- Donut: spin at about 103 degrees per second or more (one full turn in 3.5 seconds or less), with two or more wheels down, at 5.5 mph (9 km/h) or faster. 4 points per full turn.
- Back flip / Front flip: about 85% of a full flip while not on all four wheels. Nose up first is a back flip, nose down first is a front flip. 25 points.
- Barrel roll: the same, rolling sideways. 20 points.
- Flip attempt: you turned enough but didn't land on 3 or more wheels, roughly upright, within 1.5 seconds. 5 points.
Bonuses stack: the best possible single wheelie (slap + sky moonwalk) is worth 31.5. An easy way to fill this category: three landed flips (75) and a couple of donut turns.
6. Saves (1 point): 3 raw points
- Save (1 point): lean past about 70 degrees on two wheels or fewer, then get back onto all four wheels, roughly upright, within 4 seconds without rolling over.
- What a save! (1.5 points): the same, but leaning past about 81 degrees. Also counts as a spectacular moment.
- You need 3 saves, or 2 big saves.
7. Spectacular moments (1 point): 2 moments
Any of these counts:
- Huge air: 40 ft (12 m) high, 150 ft (46 m) long, or 3 seconds in the air
- Any landed flip or barrel roll
- A big save ("What a save!")
- Combo: three tricks, each within 2 seconds of the last. Hits don't count toward a combo. Only the third trick scores the point, so start a fresh chain for another. Easy combo: three fast donut turns, each in under 2 seconds.
Deductions (keep these at 0.0)
- Crash: upside down for 1 second, or calling the helicopter. -0.4 each, so one crash rules out a 10. A crash also breaks your combo and cancels the trick in progress.
- Reversing: backing up at 3 mph (4 km/h) or faster in reverse gear costs 0.05 per second. It's forgiven if a jump or a hit follows within 3 seconds, or during a moonwalk. Keep unforgiven reversing under about 1 second for the whole run.
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