circa: 2002
genre: action driving simulation
developer:
Davilex Games
engine: NDL NetImmerse
- atmospheric/environmental effects
- smoke: car (tire skids), chimneys
- sparks: electricity, vehicle impacts/scrapes
- other
- birds circle around in flocks
- blow up: bridges, cliffs, rocks
- electricity arcs on self-destruct computer
- tire: skid marks on road, dirt, grass; dig/kick up dirt & grass
- water: fountain spray
- environment mapping: cars, Knight Industries logo
- lighting: coronas, screen brightens when facing sun
- particle effects: explosions, smoke, sparks, tire kickups
- physics: most pushable objects knockoverable; boulders/rocks roll down cliffs
- shadows: vehicles; dynamically adjust angle/length relative to sun
- texture: bilinear filtering, mipmapping
- other: camera field-of-view changes during turbo boosts and super pursuit mode (SPM); SPM causes screen to redden
player character: KITT (Pontiac Grand Am car) & Michael Long/Knight
actions: pursuit mode, scan, ski left/right (tilt KITT on 2 wheels), turbo boost (jump)
level/world (track) design
- locations: desert roads, towns
- environmental interaction
break: wall
- knockover/push: barrels, boulders/rocks, cardboard boxes, chairs, crates, fire hydrants, hazard pylons & sawhorses, mailbox posts, newspaper stacks, pallets, signs (street, building--1?), streetlights, vehicles, wood fences (some)
- puzzles: beat the clock, chase vehicles, scan things (buildings, structures, vehicles)
- traps/hazards: impacts, mines, obstructions, vehicles
NPCs: vehicles (cars, trucks, helicopter)
other
- sound: stereo, doppler effect; A3D, EAX