|Play old-school now!|
|Best on 8bit consoles!|
|Developer / Publisher||Titus|
|Media||1 x |
|In Crazy Cars, following in the style of Out Run, you don't actually race, instead the aim is to go through several places from Florida to Malibu driving some of the best sports cars back in the 80's in a certain amount of time. The game was released on several home-computers such as Amstrad CPC, Commodore 64, ZX Spectrum, MSX 1/2, PC (MS-DOS) and the Apple Macintosh Classic to name a few.|
Following in the style of Out Run, Crazy Cars gives you the chance to take to the wheel of one of four high performance sports cars: a Mercedes a Porsche Carrera, a Lamborghini Countach, and a Ferrari GTO. In the best tradition of race games, you have to get from Florida to Malibu through six stages, each within a time limit. You start with the Mercedes, racing against all those other cars you would rather be driving in. Not only are there bends and other cars to contend with, but the road also has dips and bumps of varying heights. When you get onto those bumps, your car jumps into the air, losing traction of the speed. Completing each track is not really difficult, and it doesn't take much practice to complete the lot. After you completing the sixth course, you get to drive the next car over the same courses, but each car has its own (decreased) time limit to complete the courses! Well, Crazy Cars didn't really offered anything new to the genre, rather than the feature to drive different cars when all stages complete, and I don't think this makes it unique or better than any other racers back then.
Graphics are quite nice for an early 1987 racer. The car models are great and some of the prettiest car models in a pseudo-3D racing game back then! The Atari ST version runs in 16 colors (in contrast to the Amiga version which uses more than 40 colors on screen) plays quite good but frame-rate suffers a bit when compared to the Amiga version. As in all other versions, the pseudo-3D movement of the road is obtained by horizontal bands which work well at low speeds, but at top speed simply flash from one shade to another. In contrast to the jerky movement, the road twists into bends very smoothly. Unfortunately the only noticeable differences between the stages are a different color scheme and a different scrolling horizon. Sound is OK, offering car engine throttle here and a nice digitized Hard-rock style introductory tune.
|CPU: Motorola 68000 16/32bit at 8mhz. 16 bit data bus/32 bit internal/24-bit address bus.|
MEMORY: RAM 512KB (1MB for the 1040ST models) / ROM 192KB
GRAPHICS: Digital-to-Analog Converter of 3-bits, eight levels per RGB channel, featuring a 9-bit RGB palette (512 colors), 320x200 (16 color), 640x200 (4 color), 640x400 (monochrome). With special programming techniques could display 512 colors on screen in static images.
SOUND: Yamaha YM2149F PSG "Programmable Sound Generator" chip provided 3-voice sound synthesis, plus 1-voice white noise mono PSG. It also has two MIDI ports, and support mixed YM2149 sfx and MIDI music in gaming (there are several games supported this).
|9-bit RGB 512-color palette |
(16 on-screen and up to 512 in static image)
|No comments added yet|
| ||Login to leave your message!||
|Play ZX on-line!!|
|Is this my palette?|
|The logo evolution!|
|Beat them All!|
|Random Old Ads!|