[comp.sys.amiga] HardDrivn' : Indy 500

watters@poppy.cis.ohio-state.edu (david r watters) (01/20/90)

>From tut.cis.ohio-state.edu!zaphod.mps.ohio-state.edu!uwm.edu!bionet!ames!uhccux!munnari.oz.au!cluster!metro!natmlab.dap.csiro.au!ditsyda!macuni!mqccsunc!ifarqhar Fri Jan 19 13:47:54 EST 1990

>There was a comment recently about the Hard Drivin' game on the Amiga,
>and how slow it was.  I have seen the game on the Amiga, and was quite
>impressed.  However, I also have the actual specs of the arcade machine,
>which makes the Amiga implimentation even more impressive.

Not in the slightest!!! You obviously only saw it.

(specs omitted)

>When you consider the computing power Atari put in this game, I think
>that the Amiga implimentation is quite well done.  A little mnmore
>attention to detail was required perhaps, but otherwise very playable.
                                                              ^^^^^^^^
HA!!!!

>And remember, the Amiga is doing the whole game on the same chip that
>Atari uses to coordinate the sound!

wrong, the amiga has it's share of custom chips too.

[with my teeth grinding...]
There is nobody who dove into HardDrivn' more than I.  I will try to avoid
starting a my highscore is better than yours fued, but MY HIGH SCORE WAS
BETTER THAN YOURS.
 
When I heard HardDrivn' was comming out for the Ami, I was overjoyed. I thought
to myself, finaly the perfect game to be ported to the Ami, samples, 3D data
files supplying endless blitter fills and complemented with analog control.
Well, HardDrivn is a flop, no it's worse than a flop, it's a disaster!  Sure
the graphics look good, but they could be better. The important part of this
issue is the game play... it has none.  The author of the program used the
idea that two different shaded road rectangles that meet at an angle must 
mean that the car is going up a jump or landing from a jump, 1 big problem.
The hairpin turn on the stunt track is also comprised of sections meeting at
angles. What does this do you ask? Well, when you hit the turn you bounce. Then
when you hit the next colored section, you bounce higher, ect. Then the only
way you exit the turn, aside from crawling through it, is totaly airborn, off
into the grass.
(more of a grimmis look)
You CANNOT go more the 2mph through a turn without the car skidding and
screaching as if [ speed > Q and track='turn' then goto skid routine ]
no matter what the radius of the turn, your speed, on or off the road, it's
stupid!
I realize begger's cannot be choosers but I own a game that proves it is 
possible to write something like harddrivn' well, STUNT TRACK RACER.
This game doesn't even have analog control and yet it is without argument,
(I said without argument) the best driving game around.

P.S.
Please join with me in a strong effort to get EA to release Indianapolis 500
for the Amiga(not just a port either) and also from them or someone else; an
anolog steering wheel, yoke, or joystick.  I have a gravis on mine, no support
for it; a steering wheel made from an atari trackball board and parts from two
coleco driving controllers (it needs a profesional touch).

Think about it: Indy 500 $40, driving controller for it and future games $50.
		I would buy it, the would have another hit like F18.

Okay, so I am a bit touchy about driving games.

David Watters

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owen@euclid.enet.dec.com (Steve Owen) (01/22/90)

I'm not going to comment on anything this person said, other than to say
that HARD DRIVIN' STINKS!  You'd have more fun playing the arcade game
35 times than spending $35 (or what ever it is) on this game.  

Don't waste your money!

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Steve Owen \ "Respond, Vibrate, Feeback,  / owen@euclid.enet.dec.com  (Jan-Mar)
DEC         \   Resonate."-Neil Peart    /          or
Maynard, MA  \                          / sowen@lynx.northeastern.edu (May-Jul)
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