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Having completed the game Buggy, I decided to redo it from scratch, but try to make it look a lot more professional for its time. As a novice, self taught programmer, it was a major undertaking that took over 6 months but as a hobby, time was unimportant. When close to completion, it was time to send it to the publishers of the day and await a response. The publisher Ocean (big in its day and got even bigger) sent me a Royal Mail Special Delivery letter asking me to contact them urgently! Sounded promising, but they told me that they just needed to see a new car game from a new publisher before making a decision. The new software house was Ultimate and the game, TransAM. Needless to say, they declined the option and I eventually sold the game to Hewson Consultants. I must admit that this game has not passed the test of time very well. The graphics are weak, as is the gameplay, but I did learn a great deal whilst creating it, that hopefully led to better things to come. However, back in 1982, the game was par for the course - just about. |
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The pressing of a rotation key is only tested once each time the frame is printed to the screen. The frame rate is dependant on the speed of the car, hence the apparent sensitivity of the keys, becomes greater as the car moves faster. This does make the car awkward to control. When driving in Learner mode, keep your finger on the space bar to accelerate as quickly as possible, after you lose speed when colliding with an edge. Always follow the correct route. There are invisible markers on the road which are checked as you progress, which stop adding to your score if you cheat!
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