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Rec.Autos.Simulators Archive

Sega's coin-op F355 Challenge

2 posts by 2 people · 20 Sep 1999 - 21 Sep 1999

Kirk Lane 20 Sep 1999#493945
IIRC, Sega's Virtua Racing was the first to use a real 3d-style physics and graphics engine... Man, now it's evolved to F355 challenge, Super GT, and the 8-player Indy 500 machine at Gameworks (WOOOHOOOOOOO!!!) -- Kirk Lane ICQ: 28171652 BRT #187 "I read dead Russian authors volumes at a time I write everything down except what's on my mind 'Cause my greatest fear is the sucking sound And then I know I'll never get back out" -'Narcolepsy', Third Eye Blind > > Anyone remember Atari's "Hard Drivin" and "Race Drivin" ? > > I think these were the first two to use real-life physics and > > force-feedback. > Nice to see a post from someone with a good memory! Afaik you are right > about the physics and ff -- we (Milliken Research) sold source for one of > our industrial vehicle dynamics simulations (it did not run in realtime) to > Atari. My friend at Atari re-coded it to run realtime on one of the > processors in the game. Both of those games were multi-processor (maybe 5 > microprocessors?, I don't remember anymore), required to get (very roughly > speaking) the equivalent power of a PC from a couple of years ago. > I've still got my "Race Drivin" in the garage, I've found that it is a good > way to get myself warmed up before I go out to test-drive real cars. I > used to use a 125cc dirt bike for this purpose, but with "advancing age" > the crashes started to hurt too much. > The next generation game/simulator (developed by many of the same people) is: > <[link lost in import]> > (hopefully) coming to a city near you, in the near future. > -- Doug > Milliken Research Associates Inc. > > > I just played Sega's new Coin-op called "F355 Challenge", or something > > > like that. It was pretty darn fun for a coin-op simulator. 3
> Now you've got me curious -- do you remember when Virtua Racing was > released? The first Atari "Hard Drivin" was in arcades in early 1989, with > 3d physics (loop-the-loop, realistic cornering, etc), 3d polygon graphics > (drive anywhere in a 3d database) and force feedback (they even have a > patent on force feedback steering for video games). > -- Doug Milliken My wallet still remembers! We used to ide our /bikes mopeds for 15 mins to get to the local arcade, and queue up all day to spend our weekly allowance. I remember the car as being a bit understeered, and the physics when "taking off" were great. Liked the short course best though, but this was maybe in the sequel...chasing the computer car was great! Matt -- --------------------------------- Matthew B. Knutsen The GPL Preservation Society http://www.gpl.electra.no -- GPLEA Member -- Cheek Racing Cars; http://www.cheekracing.electra.no

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