This is what race 5 looks like when you manipulate a few letters to be exactly what you need. All those times where that yellow car frustrated you in the first game, watching this yellow car speed ahead is probably making you remember those times.
Four Score used because I needed player 4. Player 4 needed because of luck manipulation. Said luck was looking at player 4's letters collected for two of race 4's packs. By the arrangement I had for race 4, my script claimed there was only 2 possible timers out of 256 that could have worked. It's possible selecting a different player could work, but being player 4 maximizes chance of things working out in race 4.
Race 6 might be next to impossible to manipulate. There are six letter packs, two of them linked to each other on the same manipulation. Since these two are the same, they must be
I
, as that's the only one I can collect two of. The other four must be R O A M
, as none of the remaining letters can pick player 4, and the other cars all have cheated their letter P
by now.
Next to impossible doesn't actually mean impossible, there's some theoretical code path that will make it work. It's just a matter of finding a practical code path.