These games (like micro machines) always have the same problem: Car located in the center of the screen without leaving vision space for the road, constant crashes due to high speed and poor forward vision. On the other hand, the effect is very good.
Car in the center of the screen is not smart. I know it makes it easier to calculate the rotation angle, but try to keep the car near the bottom of the screen => better gameplay since we can see farther ahead. About screen rotation: it could be smoother, for ex using that formula: newAngleScreen = oldAngleScreen * 0.95f + angleCar * 0.05f. Adjust the values as needed.
Según vi la miniatura del vídeo, me vino a la mente el diseño artístico de los personajes en Red Zone y al entrar veo que es un prototipo de un juego cancelado de Zyrinx...! Que fenómenos eran llevando al máximo el hardware de los sistemas. Parece que usa el motor gráfico de la fase de helicóptero del propio Red Zone no?
Todo parece indicar que sí, es muy similar incluso el panel de los corredores. No conozco la historia de este prototipo, pero apunta a que fue el gérmen del Red Zone.
@@WhatsOnMyShelf I don't think I had until yesterday when UA-cam suggested it to me, probably because I liked this video. Amazing looking game. Perhaps I have seen it before and just didn't acknowledge it. I loved Super Monaco GP II as a kid, Domark's F1 is a nice improvement. Need a comparison video if one doesn't exist.
Looks awesome but plays quite poorly. Poor mf can't even keep the car on the road - the car controls seems to be too sensitive and having the car on the center gives barely any time to react to turns and obstacles.
@@ZX3000GT1 true, I wonder if making the car even smaller could help, it would make the track larger in comparison. Also perhaps some driving code refinement. You're right though. I also remember struggling with Micro Machines back then.
I was recently thinking about how the SNES might handle game like this: Mode 7 for the entire background, but with a lot more texture detail and variety in everything, along with the shadows for all the trees and the bases for any other 3D objects like the arches and such drawn directly onto the background to save a bunch of sprites there; then basically the same method of using sprites for the rest as seen here on Genesis. There can also be some animated tiles to add some waves in the water and such too. And it would be possible to tilt the view just a little on SNES as well, so it's not 100% top down, just for a tiny bit nicer a shot of the action imo. Lastly, with the way that Mode 7 works on SNES, I think they'd need to put the HUD along the top or bottom of the screen rather than on the side. Should be pretty decent.
zyrinx are genius... this tech have massive potential still
These games (like micro machines) always have the same problem:
Car located in the center of the screen without leaving vision space for the road, constant crashes due to high speed and poor forward vision.
On the other hand, the effect is very good.
verdade. Quem sabe posicionando o carrinho na terça ou quarta parte de baixo da tela?
一部ポリゴンがこの時代のゲームらしいですよね
Forget the rotation. Check out the trees (stacked sprites?) and gates (flat shaded polys).
Car in the center of the screen is not smart. I know it makes it easier to calculate the rotation angle, but try to keep the car near the bottom of the screen => better gameplay since we can see farther ahead. About screen rotation: it could be smoother, for ex using that formula: newAngleScreen = oldAngleScreen * 0.95f + angleCar * 0.05f. Adjust the values as needed.
Según vi la miniatura del vídeo, me vino a la mente el diseño artístico de los personajes en Red Zone y al entrar veo que es un prototipo de un juego cancelado de Zyrinx...! Que fenómenos eran llevando al máximo el hardware de los sistemas. Parece que usa el motor gráfico de la fase de helicóptero del propio Red Zone no?
Todo parece indicar que sí, es muy similar incluso el panel de los corredores. No conozco la historia de este prototipo, pero apunta a que fue el gérmen del Red Zone.
Agreed! Red Zone!
This probably would have sold poorly, but it looks awesome to me.
If you haven't seen Domark's Formula One on Sega Genesis / MD, it has some interesting tech.
@@WhatsOnMyShelf I don't think I had until yesterday when UA-cam suggested it to me, probably because I liked this video. Amazing looking game. Perhaps I have seen it before and just didn't acknowledge it.
I loved Super Monaco GP II as a kid, Domark's F1 is a nice improvement. Need a comparison video if one doesn't exist.
Looks awesome but plays quite poorly. Poor mf can't even keep the car on the road - the car controls seems to be too sensitive and having the car on the center gives barely any time to react to turns and obstacles.
@@ZX3000GT1 true, I wonder if making the car even smaller could help, it would make the track larger in comparison. Also perhaps some driving code refinement. You're right though. I also remember struggling with Micro Machines back then.
I was recently thinking about how the SNES might handle game like this: Mode 7 for the entire background, but with a lot more texture detail and variety in everything, along with the shadows for all the trees and the bases for any other 3D objects like the arches and such drawn directly onto the background to save a bunch of sprites there; then basically the same method of using sprites for the rest as seen here on Genesis. There can also be some animated tiles to add some waves in the water and such too. And it would be possible to tilt the view just a little on SNES as well, so it's not 100% top down, just for a tiny bit nicer a shot of the action imo. Lastly, with the way that Mode 7 works on SNES, I think they'd need to put the HUD along the top or bottom of the screen rather than on the side. Should be pretty decent.
Except the gameplay would probably slow to a crawl on a SNES.
@@AlisCave Grow up.
@@inceptional ua-cam.com/video/zPjUsu2-QMQ/v-deo.htmlfeature=shared&t=10
Awesome music