Race Drivin' (cockpit, rev 5)

Arcade 1990 Atari Games Driving 1st Person
Race Drivin' includes all of the innovative game features that made "Hard Drivin'" the industry's first true driving simulation game, plus many more new features :

Improved Handling - Faster microprocessor and more efficient software code provides a now imperceptible lag time between control input and screen graphic response. Race Drivin' feels even more like a real car!

New Tracks - The Super Stunt track will challenge even the best "Hard Drivin'" stunt racers. New tests of skill include a corkscrew loop, a jump loop, and a full pipe.

The autocross track with a built-in pace car provides feedback to hone competitive driving skills. The vector-drawn pace car is actually a recorded view of the player's best lap.

Buddy Race - 2-player sequential race in which the computer records the performance of Player 1, and Player 2 races head-to-head against the first player and the clock.

Linked Race - Install a simple cable between two simulator cabinets, adjust game options, and the buddy race becomes a true head-to-head competition.

Select a Car - Players can select from several different sports cars to suit the race track chosen. The Race Drivin' cars are modeled after the performance features of several well-known sports cars. Each car has its own handling characteristics of off-the-line quickness, top speed, and cornering.
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Race Drivin' (cockpit, rev 5)

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Technique

CPU
  • maincpu 68010 (@ 8 Mhz)
  • gsp TMS34010 (@ 48 Mhz)
  • adsp ADSP-2100 (@ 8 Mhz)
  • dsp32 DSP32C (@ 40 Mhz)
  • asic65 TMS32010 (@ 20 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 Race Drivin' (cockpit, rev 5)

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

Tips sur Race Drivin' (cockpit, rev 5)

1) Whenever possible use the outside-in strategy. Start on the outside of a turn then cut inside, making sure that you keep giving the vehicle gas. If you don't you may spin out and loose control (depending on the car type). This strategy is hard to use in the qualifying laps because of the oncoming traffic, but if timed correctly you can pass the oncoming traffic on their right side. When coming out of the turn take care in how you straighten the wheels (slowly) or you can spin out as well.

2) It helps to take into consideration where a car is in-countered because after running a track several times, and you get closer to the 'maximum' speed for a stretch of road the car scenarios stay the same. For example : the first turn after the start on the original speed track (the one with a house on it and the very long right turn) should not have a car coming in the way of an outside-in tactic but a truck should be on the way. And if the speed of the car stays around 120 all the way around the track there should be a car at the turn.

3) Most turns from the original speed track can be taken (while using the previous hint) at about 120 mph.

4) On the super stunt track on the road up the hill and then a left turn, a driver may drive off the road to the left (cutting the turn) and to an exaggerated outside-in maneuver.

5) The differences in the cars are as follows...
Speedster : Excellent acceleration, and top speed is around 140mph, but handling is very loose and it tends to spin out on turns if pushed too far.
Roadster : Slightly faster acceleration than the Speedster, top speed is only around 120mph, but handling is tight and takes turns much easier.
Original : Same as Speedster.
Original Automatic : Same as Speedster but with slightly slower acceleration.
Note : Handling manifests itself in the sensitivity of the steering wheel to move.

Race Drivin' (cockpit, rev 5) et M.A.M.E.

0.62 [Aaron Giles]
0.37b8 [Aaron Giles]

Bugs:
- racedriv1: MAME crash after starting game. haynor (ID 05057)

WIP:
- 0.147u3: hap fixed clone Race Drivin' (cockpit, rev 1) crash.
- 0.139u3: Aaron Giles moved the old hard-coded EEPROM data out into a file in Race Drivin'.
- 0.139u2: Phil Bennett fixed Race Drivin' and clones resets itself before game start.
- 0.137u4: Luigi30 fixed incorrect DSK ROM size, shuffled around some ROM mapping, added new ROMs that were incorrectly assumed to be identical to than Race Drivin' to clone Race Drivin' Panorama (prototype, rev 2.1). The previously bad ROM checksums are now correct. Now the watchdog resets it instead of getting an address error.
- 0.136u1: David Haywood fixed the gfx rom loading for clone Race Drivin' Panorama.
- 0.136: David Haywood added clone Race Drivin' Panorama (prototype, rev 2.1).
- 0.135u4: Guru updated PCB layout README for Race Drivin' Compact.
- 0.133u1: Renamed (racedrvb) to (racedrivb), (racedrvg) to (racedrivg), (racedrv4) to (racedriv4), (racedrb4) to (racedrivb4), (racedrg4) to (racedrivg4), (racedrv3) to (racedriv3), (racedrv2) to (racedriv2), (racedrv1) to (racedriv1), (racedrb1) to (racedrivb1), (racedrg1) to (racedrivg1), (racedrvc) to (racedrivc), (racedrcb) to (racedrivcb), (racedrcg) to (racedrivcg), (racedrc4) to (racedrivc4), (racedcb4) to (racedrivcb4), (racedcg4) to (racedrivcg4), (racedrc2) to (racedrivc2) and (racedrc1) to (racedrivc1).
- 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.
- 0.129u6: Phil Bennett fixed Race Drivin' loop after "downloading DSP" screen.
- 0.126u5: Guru added README for Race Drivin'.
- 0.114u4: Added 2nd TMS32010 (5MHz) CPU5. Changed region cpu5 to cpu6.
- 0.114u1: Changed visible area to 508x384 and VSync to 59.952038 Hz in Race Drivin' and clones and VSync to 60.311206 Hz in the (compact) versions.
- 0.105u4: Fixed rom names.
- 0.104u7: Removed 3rd Player.
- 0.80: Changed TMS32010 clock speed to 5MHz.
- 0.76u1: Aaron Giles added clones (cockpit, rev 1), (cockpit, rev 2), (cockpit, rev 4), (cockpit, British, rev 1), (cockpit, British, rev 4), (cockpit, British, rev 5), (cockpit, German, rev 2), (cockpit, German, rev 4), (cockpit, German, rev 5), (compact, rev 1), (compact, rev 2), (compact, rev 4), (compact, rev 5), (compact, British, rev 4), (compact, British, rev 5), (compact, German, rev 4) and (compact, German, rev 5). Changed parent description to 'Race Drivin' (cockpit, rev 5)'. Removed 'Race Drivin' (compact)'. Added 3rd Player.
- 0.74u2: Added 3rd Player.
- 0.62: Aaron Giles added Race Drivin' (cockpit) (Atari 1990) and clones (cockpit, rev 3) and (compact). DSP32 CPU emulation [Aaron Giles].
- 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.
- 0.37b8: Aaron Giles added (Testdrivers) Race Drivin' (Upgrade) and clone (Compact).
- 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.

Romset: 1796 kb / 30 files / 761.1 zip
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