rec.autos.simulators

Turn-based arcade racing. Really....

Ed Ba

Turn-based arcade racing. Really....

by Ed Ba » Sun, 18 Jul 1999 04:00:00

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/
Terry Welc

Turn-based arcade racing. Really....

by Terry Welc » Sun, 18 Jul 1999 04:00:00

Can you believe: "We are planning to implement advanced multiplayer
modes including play by email."  If it is "turn-based" a race could
take a long, long time to finish, assuming each player gets more than
one turn!!



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David Bohnenberge

Turn-based arcade racing. Really....

by David Bohnenberge » Sun, 18 Jul 1999 04:00:00

This looks really bizarre. I will try the demo, though!

>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

Christoph Na

Turn-based arcade racing. Really....

by Christoph Na » Sun, 18 Jul 1999 04:00:00



>Turn-based arcade racing:
>http://www.ga-source.com/all/news/bits/06+16+1999/11:37:3.shtml

Thanks, but I'll wait for the simul-turn fly-catching simulation.
--

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Please reply either on Usenet or by e-mail but not both!
Ed Ba

Turn-based arcade racing. Really....

by Ed Ba » Sun, 18 Jul 1999 04:00:00

On Sat, 17 Jul 1999 07:19:38 -0400,


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.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

--
* rrevved at mindspring dot com
* unit.26 - s.p.u.t.u.m.
* http://www.cabal.net
* http://www.sputum.com
Ken Bear

Turn-based arcade racing. Really....

by Ken Bear » Mon, 19 Jul 1999 04:00:00

Before we could sim-race, I played some turn-based board games.  The two I
remember the most were Speed Circuit, and Indy 500, both by Avalon Hill.
Speed Circuit was based on Formula 1, and you could "setup" the car - you
had a certain number of points and you could purchase better braking, grip,
or acceleration.  The tracks were divided into blocks, each having "speed
limits".  It took a certain amount of blocks to slow down or speed up to the
speed which varied according to your "setup", and there were sometimes
different speeds or number of blocks through say the inside and outside line
through a corner.  I think you did have to roll dice for breakdowns, but the
driving was pure strategy and quite interesting.  Tracks were easy to make -
I think it had Monza, Monaco and another one in the game - but anything
could be made with some construction paper and some imagination.

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

Quasa

Turn-based arcade racing. Really....

by Quasa » Tue, 20 Jul 1999 04:00:00

where was the ***y demo?


> On Sat, 17 Jul 1999 07:19:38 -0400,


> >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/

Andrew R. Gille

Turn-based arcade racing. Really....

by Andrew R. Gille » Tue, 20 Jul 1999 04:00:00


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

David Bohnenberge

Turn-based arcade racing. Really....

by David Bohnenberge » Tue, 20 Jul 1999 04:00:00

Boardgames still exist, believe it or not. Some of the best involve racing,
including Formula De and Mississippi Queen. Needless to say, both are "Turn
Based".


>Before we could sim-race, I played some turn-based board games.  The two I
>remember the most were Speed Circuit, and Indy 500, both by Avalon Hill.
>Speed Circuit was based on Formula 1, and you could "setup" the car - you
>had a certain number of points and you could purchase better braking, grip,
>or acceleration.  The tracks were divided into blocks, each having "speed
>limits".  It took a certain amount of blocks to slow down or speed up to
the
>speed which varied according to your "setup", and there were sometimes
>different speeds or number of blocks through say the inside and outside
line
>through a corner.  I think you did have to roll dice for breakdowns, but
the
>driving was pure strategy and quite interesting.  Tracks were easy to
make -
>I think it had Monza, Monaco and another one in the game - but anything
>could be made with some construction paper and some imagination.

>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


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