circa: 2000
genre: driving simulation (arcade)
publisher: Xicat Interactive (UK), Sales Curve Interactive (SCi; US)
developer: Torus Games
engine: proprietary
- atmospheric/environmental effects
- other: dust, fire, smoke, steam (engine, manholes), underwater bubbles
- collision detection: move car (cars, container mover, train)
- lighting: dynamic, colored
- particle effects: dust, fire, mail, tire kickup, smoke, sparks, steam, trash, underwater bubbles
- physics: gravity, friction, inertia
- reflection: environmental bumpmapping
- texture: bilinear filtering, mipmapping
- other: underwater distortion (wavy)
player character
- character: car (driver)
- moves: forward, back, left, right
- view: 1st-/3rd (multiple)-person (+ mouse)
level/world design
- locations: urban
- environmental interaction
- breakable objects: cars (incremental damage), fences (chainlink, wood), fuel tanks, windows (+ crack first)
- movable objects: benches, bus stops, cacti, cardboard boxes, cars, chairs, computer consoles, cones, containers, couches, crates, desks, drinkstands, dumpsters, file cabinets, fuel tanks, gas pumps, hay bales, mailboxes, monitors, oil drums, parking meters, phone booths, potted plants, rocks, sawhorses, shark, signs, streetlights, stoplights, tables, metal shards, totem poles, trashcans, trees (palm), tumbleweed, wagons, wood: (boards, trellises)
- rideable objects: anything hit, bridge, elevator
- other: streetlights (flicker, tilt when hit lightly, go out when knocked over), bubbles from cars pushed in water, trees tilt when hit lightly
other: map (2D, real-time)