Hard Drivin' (cockpit, rev 7)

Arcade 1988 Atari Games Driving 1st Person
Slide into the contoured seat and adjust it to fit the length of your arms and legs. Put your feet on gas and clutch pedals and try the stick shift. Select manual or automatic transmission, turn the ignition key and you're off!

It’s the ride of your life. You feel the tires grip the road when you take a wide turn at high speed. You're alerted to the smallest change in the road by the feedback steering. You catch air as you fly the draw bridge and land on the down ramp. You control the car as it holds the road on the dizzying vertical loop.

Hard Drivin' might look like an arcade game but it drives like a real car. For the best lap times, drive Hard Drivin' as if it were a real car. The main difference between Hard Drivin' and a real car is that Hard Drivin' is much safer to drive. A player can test the limits of the car and his skill with no risk of personal injury, and follow a course that does not exist anywhere in the real world.

After inserting the proper number of coins to start the simulator, the player can select either an automatic or manual transmission. Turning the ignition key starts the simulator.

Drivers can choose between the stunt track or the speed track by following the posted signs on the road. Each player has a certain (operator-selectable) amount of time to reach a checkpoint or the finish line. Crossing checkpoints and the finish line rewards the player with (operator-selectable) bonus driving time.

With Hard Drivin' a player can test drive a high-powered sports car on a real stunt course. He can jump a draw bridge, negotiate a high-speed banked turn and drive a 360-degree vertical loop. These thrilling stunts, among others, provide the ultimate realistic driving experience.

Or maybe high-speed driving is a particular player's type of excitement. He can 'put the pedal to the metal' and try to keep control around the corners, weaving in and out of traffic while avoiding oncoming cars. All this, and more, await the player behind the wheel of Hard Drivin'.

Players especially enjoy the unique instant replay feature on Hard Drivin'. Every time a player crashes, the simulator records and replays the crash sequence. Not only will the player find this entertaining, but it is also informative. The instant replay shows the player exactly what he did wrong and why he crashed (If a player wants to skip the instant replay, he can press the abort switch or turn the key when the replay starts).

A skilled player finds the ultimate competition in the 'challenge' lap (or 'grudge match' as Atari Games likes to call it). The simulator remembers the path of the car driven by the best driver on record. When a player beats the qualifying lap time, he challenges the car of the past winner in a head-to-head race.
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Hard Drivin' (cockpit, rev 7)

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Technique

CPU
  • maincpu 68010 (@ 8 Mhz)
  • gsp TMS34010 (@ 48 Mhz)
  • msp TMS34010 (@ 50 Mhz)
  • adsp ADSP-2100 (@ 8 Mhz)
  • soundcpu 68000 (@ 8 Mhz)
  • sounddsp TMS32010 (@ 20 Mhz)
Chipset
  • DAC
Affichage
  • Orientation Yoko
  • Résolution 255 x 255
  • Fréquence 59.952038 Hz
Contrôles
  • Nombre de joueurs 1
  • Nombre de boutons 0
  • Type de contrôle
    1. paddle
    2. paddle
    3. paddle

Screenshots de Hard Drivin' (cockpit, rev 7)

Hard Drivin' (cockpit, rev 7) - Screen 1
Hard Drivin' (cockpit, rev 7) - Screen 2
Hard Drivin' (cockpit, rev 7) - Screen 3
Hard Drivin' (cockpit, rev 7) - Screen 4
Hard Drivin' (cockpit, rev 7) - Screen 5

Tips sur Hard Drivin' (cockpit, rev 7)

If the driver made a hard left turn at the start of the game, a 'secret' track was available. The track was a long straight road leading to a very short circular track (a skid pad test track) around a tower.

Hard Drivin' (cockpit, rev 7) et M.A.M.E.

0.76u1 [Aaron Giles]
0.37b9 [Aaron Giles, Ernesto Corvi]
0.37b8 [Aaron Giles]

NOTE:
- Hard Drivin' was the first polygon based driving game, and it's graphics were rendered in software mode. The player was immersed in a 3D world with a very realistic physics model. To achieve a high framerate level, even with the powerfull hardware used, graphics had to be sacrificed, the roadside was just a flat surface and the cars were simple polygons with no textures (one could not have the best of both worlds at this time).

WIP:
- 0.146u4: hap added Hard Drivin' (cockpit, rev 1) note.
- 0.139u3: Aaron Giles moved the old hard-coded EEPROM data out into a file in Hard Drivin'.
- 0.133u1: Renamed (harddrvb) to (harddrivb), (harddrvg) to (harddrivg), (harddrvj) to (harddrivj), (harddrb6) to (harddrivb6), (harddrj6) to (harddrivj6), (harddrb5) to (harddrivb5), (harddrg4) to (harddrivg4), (harddrv3) to (harddriv3), (harddrv2) to (harddriv2), (harddrv1) to (harddriv1), (harddrvc) to (harddrivc), (harddrcg) to (harddrivcg), (harddrcb) to (harddrivcb) and (harddrc1) to (harddrivc1).
- 0.130u4: Fabio Priuli partial fixed Hard Drivin' and Race Drivin' do not show anymore P2 inputs for analog controls. Still thinking about Steel Talons. Removed 2nd Player.
- 0.114u1: Changed VSync to 59.952038 Hz in Hard Drivin' and 60.311206 Hz in the (compact) versions.
- 0.105u4: Fixed rom names.
- 0.104u7: Removed 3rd Player.
- 0.88: Fixed undersized array causing memory trashing in Hard Drivin' (thanks to Mame32Plus).
- 0.86u3: Aaron Giles fixed the Input Port and reversed pedals now work correctly (e.g., brake in Hard Drivin').
- 0.80: Quench add adjustments for TMS32010 internal data map in Hard Drivin'. Changed TMS32010 clock speed to 5MHz.
- 0.76u1: Aaron Giles added 'Hard Drivin' (cockpit, rev 7)' and clones (cockpit, rev 1), (cockpit, rev 2), (cockpit, Japan, rev 6), (cockpit, Japan, rev 7), (cockpit, British, rev 5), (cockpit, British, rev 6), (cockpit, British, rev 7), (cockpit, German, rev 4), (cockpit, German, rev 7), (compact, rev 1), (compact, British, rev 2) and (compact, German, rev 2). Changed 'Hard Drivin' (cockpit)' to clone '(cockpit, rev 3)' and clone '(compact)' to '(compact, rev 2)'. Renamed (harddriv) to (harddrv3). Added 3rd Player.
- 0.74u2: Added 3rd Player.
- 3rd January 2003: Aaron Giles sent in another update that gets the 34010-based games working again after yesterday's changes, and he fixed BattleToads and Hard Drivin' to compute the VBLANK duration appropriately.
- 0.62: Added clone Hard Drivin' (compact). Aaron Giles added sound to Hard Drivin'. Changed parent description to 'Hard Drivin' (cockpit)'. Added 68000 (8MHz) CPU5, TMS32010 (20MHz) CPU6 and DAC sound, changed visible area to 508x384 and fixed sound1 rom loading.
- 4th October 2002: Aaron Giles updated the TMS34010, TMS32010, ADSP2100 CPU cores with bugfixes and added emulation for ADSP2101 and DSP32C, added sound to Hard Drivin' and got Race Drivin', Steel Talons and Hard Drivin's Airborne mostly working.
- 0.57: Aaron Giles fixed a few TMS34010 bugs, fixing Hard Drivin' crashes.
- 24th October 2001: Aaron Giles fixed a bug in scanline rendering which affected Turbo, and he fixed Hard Drivin' from crashing randomly.
- 0.37b12: Added Hard Drivin' (compact) (Testdriver).
- 27th January 2001: Aaron Giles added another ROM set to the Hard Drivin' driver but it still suffers from a few small quirks.
- 2nd January 2001: Jarek Burczynski optimized the ADSP2100 core a bit, resulting in a 7 % speed gain on some platforms.
- 0.37b9: Aaron Giles and Ernesto Corvi added Hard Drivin' (Atari Games 1988).
- 0.37b8: Aaron Giles added Hard Drivin' (Atari 1988).
- 8th September 2000: Aaron Giles sent in a new TMS34010 core with a few bugfixes, and finally officially sent the Hard Drivin' / S.T.U.N. Runner driver. The latter is perfect, while the former suffers from no sound and a nasty bug causing the car physics go out of control after a crash. Also included was a preliminary Race Drivin' driver, which unfortunately goes weird as soon as the simulation begins.
- 10th August 2000: Aaron Giles did some brilliant work and finally got the polygon graphics working in the preliminary Hard Drivin' / S.T.U.N. Runner driver, which requires about 2 GHz to run properly.

Romset: 1092 kb / 19 files / 497.5 zip
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