Sector 8 is a fictional race track in the Asphalt series.

Overview Edit

Asphalt 8: Airborne Edit

Race in an exciting new location arriving from another dimension. The most difficult and challenging Asphalt level ever created launches this update.
In-game description

3.305 mi (5.321 km) long, Sector 8 is designed as a futuristic race track set above the Atlantic Ocean, similar to many tracks from the WipEout futuristic racing series. Sector 8 features a largely blue/cyan/orange hexagonal motif combined with square and octagonal motifs. Futuristic structures decorate the track.

The race starts at a futuristic grandstands-like structure, with the track weaving up and down for a brief period of time. After that, the track splits into three parts:

  1. On the left path, racers drive through a series of platform ramp jumps in a slightly similar fashion to Khara Descent from Wipeout Pure.
  2. The middle path is a tall quarter-pipe-like structure that is heavily tilted and is built out of electrified, futuristic material. Nitro power-ups can be found here.
  3. The right path goes behind the quarter-pipe , starting off with a 15° diagonal right turn and a 15° diagonal left turn, after which it goes up and back down, with a sharp barrel roll ramp located at the end. It is highly recommended not to take that ramp, as more often than not, the player's car fails to stop barrel rolling, resulting in a wreck. Nitro power-ups can also be found here. At the end of this path, the track takes another 15° diagonal left turn to merge with the other paths.

The three paths eventually merge into one and the track enters a 225° banked upwards curve to the right. Once its banking angle changes to 0°, the track enters a bottleneck, with a blue nitro power-up on the right and an orange nitro power-up on the left. At the end of this section of track, there are two barrel roll ramps that lead into futuristic pipe tunnels in another futuristic structure on both sides.

In a similar fashion to some tracks from Wipeout series, such as Sinucit, the two pipe tunnels in Sector 8 are identical in layout, albeit with different nitro power-up placements for each. The left path takes a diagonal turn to the left and a sharp turn to the right before following it up with another turn to the left. Both tunnels end and racers exit the structure. On the left side, a waterfall can be seen dropping water into the ocean.

Either side of the track has a barrel roll ramp that leads to a vortex, either of which teleports racers to an exit vortex ahead and onto a small rectangular platform, allowing racers to get ahead more quickly. Otherwise, racers can choose to stay on the large platform, flanked by "SECTOR 8" small walls and pillars, as well as a series of ramps on the end of the platform. After these ramps, the track diverges into two paths again: on the left is a half-loop, which is the shortcut; and on the right is a upwards spiral curve to the left, although racers are normally not allowed to access all of it as after one second of driving on it, there is a ramp that is as wide as the path traversing this curve which leads to another vortex, teleporting racers to the other side of the curve (up where the half-loop ends). Both paths merge back into one here.

The track takes a 45° turn to the right and runs through a series of dips, with one side having a gentle downwards slope and the other being a flat section of track that flies above said downwards slopes and from where racers can perform Flat Spins. On the third dip, though, the right side is basically a lone, flat platform that is narrow and sometimes dangerous to fly off from due to the risk of crashing into a wall ahead. After the dips, the track takes another 45° turn to the right before entering Sector 8's most infamous section: its 495° ending downwards spiral helix. At the start of this helix, a quarter-pipe-like section can be seen. Clearing this curve requires drifting, and careless racers may plow into either the half-pipe section and lose a lot of speed or crash into the orange hexagonal guardrails and wreck. After clearing the 495° ending curve, racers sprint down and onto the finish line for either another lap or the end of the race.

Sector 8 appears to have been inspired by Airship Fortress from Mario Kart DS and Mario Kart 7. Sector 8 also takes inspiration from Hot Wheels tracks due to having sharply-banked curves.

Sector 8 has two variants:

  • Sector 8, the regular track.
  • Sector 8 Reverse, the reverse version of the regular track.
    • On the Reverse version, the half-loop is blocked off by a vortex that teleports players onto the downwards spiral curve that goes behind the half-loop. At the end of this spiral curve is a ramp that can take players onto the small floating platform that players land on after taking the first vortex in Sector 8.
    • Where the tunnels start in Sector 8 is also where the tunnels end in Sector 8 Reverse. At the end of each of these tunnels is a wide ramp; either one leads back to the main path.
    • The ramp at the path behind the main quarter-pipe-like structure is relocated closer towards the starting/finish line.
  • Cars with superb handling and excellent top speed, especially in drifts, are highly recommended here. In this case, cars like the McLaren P1™ GTR, Mosler GT3, McLaren MP4/8, Renault Alpine Celebration, and Donkervoort D8 GTO (just to name a few) are at home here with their superb handling and performance capabilities.
  • It is highly recommended to steer clear of using cars with wide drifting radii (e.g. Devel Sixteen Prototype, nanoFlowcell QUANT FE, Audi RS 4 Avant, Chevrolet Corvette Grand Sport, etc.), as depending on the user, these cars are very unlikely to clear Sector 8's 495° ending helix without hitting the guardrails or the quarter pipe-like structure at the beginning of the helix. Certain cars with poor top speed (e.g. ED Design Torq, Renault DeZir, etc.) aren't recommended here either as despite their seemingly decent drifting (in some cases), their poor top speeds can bar them from clearing the final spiral curve as quickly as similar cars that have better top speeds.
  • Take the platform ramp-jump path near where the track normally starts. Air time here is vital to gaining speed and nitro.
  • At the end of the 225° banked curve (on Sector 8 only), try to fly off on the left side to gain speed, air time, and nitro. Make sure to land back on the track, though, as hitting the arches at the bottleneck counts as a wreck. This trick only works with fast cars, though.
  • In the tunnels, it is possible to take advantage of possible air time opportunities to gain speed in them.

Sector 8 was infamous for a glitch where if the player made a 180° turn on the quarterpipe ramp and flew off of it, (s)he would immediately finish the race in first place. This was another homage to the now-fixed teleportation glitches in the San Diego Harbor tracks. Some players have been banned for using this glitch, though. These glitches have been fixed as of the Decals Update.

Sector 8, in Tag Racing, has a version without portals. The AI has not changed, though, leading to some AI racers jumping off the track into the ocean.

Gallery Edit

Trivia Edit

Asphalt 8: Airborne
  • Sector 8 is the only Time-Released Track to have only two derivatives and the least number of derivatives than any other Time-Released Track in the game (Along with San Diego Harbor).
  • The "8" in Sector 8's name may allude to Asphalt 8: Airborne being the eighth title in the Asphalt series.
  • Regardless of the number of racers, Sector 8 never has traffic, like with French Guiana. This is because Sector 8 is a futuristic race track set over an ocean, presumably the Atlantic Ocean, as shown in below trivia point.
  • Sector 8 is named "bermuda" in the game data files, which further indicates that Sector 8 may be set above the Bermuda Triangle (which is a loosely defined region in the western part of the North Atlantic Ocean, where a number of aircraft and ships are said to have disappeared under mysterious circumstances), where the real-life island of Bermuda is located in.
  • Sector 8 is the only track with track portions that have the player go vertical and upside down on the main path. Tokyo has a pipeline on which the player can optionally go upside down.
  • Sector 8 has obstacles like poles on the tunnels, lasers in the pipes, and walls that move in and out but only appear in Time-Limited Events and in some cases, the Research & Development events.
  • Sector 8 is the only track that isn't used by any car for its banner background.
    • It is also so far the only track, alongside Area 51, that isn't featured in any of the collections' banners.
  • Until the Research & Development Update, Sector 8 wasn't selectable in Quick Solo Race.
  • In the Rio de Janeiro Update, the lightning graphic effects on the track were erroneously removed, then returned during the Multiplayer League Update.
  • Certain decals in the game feature hexagonal/honeycomb designs, perhaps as a reference to Sector 8 itself.
  • Sector 8 and Area 51 are the only tracks that have yet to be used for a Championship.
Race Tracks in Asphalt 8: Airborne
Original Tracks NevadaIcelandTokyoFrench GuianaLondonBarcelonaAlpsVeniceAzure Coast
Time-Released Tracks The Great WallgDubaidSan Diego HarborsSector 8wTenerifetArea 51sgRio de JaneirorPatagonialnyMunich Subwaymn
g - The Great Wall Update, d - Dubai Update, s - San Diego Harbor Update, w - Winter Update, t - Tenerife Update, sg - Santa's Gift Update, r - Rio de Janeiro Update, lny - Lunar New Year 2017 Update, mn - Munich Update

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