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Turn-based arcade racing. Really....

9 posts by 7 people · 17 Jul 1999 - 19 Jul 1999

Terry Welch 17 Jul 1999#481093
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!! Sent via Deja.com http://www.deja.com/ Share what you know. Learn what you don't.
Ed Ba 17 Jul 1999#481096
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.. :)
Quoted text (7 lines)>>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 Beard 18 Jul 1999#481273
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 19 Jul 1999#481479
where was the ***y demo?
Quoted text (26 lines)> 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.ga-source.com/+16+1999/11:37:3.shtml > >>-- > >>* rrevved at mindspring dot com > >>* unit.26 - s.p.u.t.u.m. > >>* http://www.cabal.net > >>* [link lost in import] > -- > * rrevved at mindspring dot com > * unit.26 - s.p.u.t.u.m. > * http://www.cabal.net > * [link lost in import]
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
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
Quoted text (14 lines)>(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
Quoted text (16 lines)>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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