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It is by the same Russian developers that produced Vangers,
if you remember that game. It looks, from the screenshots,
that they are using the same graphics engine, which was
incredible, BTW.. :)
Indy 500 you rolled dice for each car, and referred to a card for each car /
driver and that told you how many squares to move that car, and was weighted
to the performance of each car for whichever year Indy 500 it was based on.
You could drive easy, normal, and all-out - with easy being slower but less
chance of breakdown, and all-out vice versa. I also remember you could
draft. It was easily adaptable to NASCAR, so of course I did that too. Not
quite as much fun as Speed Circuit, but if nothing else it gave me a GREAT
appreciation for the difficulties in scoring a race - you had to mark off
each lap for all 33 cars on a pad and figure out who had been lapped and all
(by sorting the car cards or something).
We did sim race before PC's, so turn-based racing is possible :-) Gonna
have to check on this thing here though...
Just found a site on some folks using a modified Speed Circuit for a racing
league - Check out:
http://www.geocities.com/MotorCity/3941/
--
Ken's Sig 3.0
"Who is the more foolish? The fool, or the fool who follows him?" - Obi-Wan
Kenobi
Go #43 and #44!
volksy (at) geocities (dot) com
volksy (at) yahoo (dot) com
> >This looks really bizarre. I will try the demo, though!
> It is by the same Russian developers that produced Vangers,
> if you remember that game. It looks, from the screenshots,
> that they are using the same graphics engine, which was
> incredible, BTW.. :)
> >>Turn-based arcade racing:
> >>http://www.racesimcentral.net/+16+1999/11:37:3.shtml
> >>--
> >>* rrevved at mindspring dot com
> >>* unit.26 - s.p.u.t.u.m.
> >>* http://www.racesimcentral.net/
> >>* http://www.racesimcentral.net/
> --
> * rrevved at mindspring dot com
> * unit.26 - s.p.u.t.u.m.
> * http://www.racesimcentral.net/
> * http://www.racesimcentral.net/
I see this is by KD-Lab. They are a Russian developer who created an
incredible shareware game called Biprolex+, which can only be described
as "Tetris vs Arkanoid".
Two years ago they made a game called Vangers, which was totally surreal,
but not very playable. This was also a racing game. I hope their latest
concept is better.
--
Andrew Gillett http://argnet.fatal-design.com/ ICQ: See homepage
"When you see the looks on their tiny faces, Stew, it's almost as if they
understand." - Richard Herring
>Indy 500 you rolled dice for each car, and referred to a card for each car
/
>driver and that told you how many squares to move that car, and was
weighted
>to the performance of each car for whichever year Indy 500 it was based on.
>You could drive easy, normal, and all-out - with easy being slower but less
>chance of breakdown, and all-out vice versa. I also remember you could
>draft. It was easily adaptable to NASCAR, so of course I did that too.
Not
>quite as much fun as Speed Circuit, but if nothing else it gave me a GREAT
>appreciation for the difficulties in scoring a race - you had to mark off
>each lap for all 33 cars on a pad and figure out who had been lapped and
all
>(by sorting the car cards or something).
>We did sim race before PC's, so turn-based racing is possible :-) Gonna
>have to check on this thing here though...
>Just found a site on some folks using a modified Speed Circuit for a racing
>league - Check out:
>http://www.geocities.com/MotorCity/3941/
>--
>Ken's Sig 3.0
>"Who is the more foolish? The fool, or the fool who follows him?" -
Obi-Wan
>Kenobi
>Go #43 and #44!
>volksy (at) geocities (dot) com
>volksy (at) yahoo (dot) com
>>Turn-based arcade racing:
>>http://www.ga-source.com/all/news/bits/06+16+1999/11:37:3.shtml
>>--
>>* rrevved at mindspring dot com
>>* unit.26 - s.p.u.t.u.m.
>>* http://www.cabal.net
>>* http://www.sputum.com