home *** CD-ROM | disk | FTP | other *** search
- ##############################################################################
-
-
- VIRTUAL KARTING II:
- Copyright Fabio Bizzetti 1998
- Licensed by Islona Games, distributed exclusively by Epic Marketing
- Design,Program,Graphics,SoundFX by Fabio Bizzetti
- Music by Ruben Monteiro
- Tracksdisk1 design by Fabio Bizzetti
- Tracksdisk2 design by Jonny Johansson
-
- Release date: 16th May 1998
-
-
- ##############################################################################
-
- This is the demo of Virtual Karting II, you can play it for 3 minutes and 30
- seconds max, then only the auto-driving demo will be available. You must re-run
- the game in order to play more.
- NOTE: the sales version full game *can* quit to AmigaDos/Workbench, but this
- feature has been disabled in this demo (the Quit option in the Options Menu
- just makes you return to the Main Menu). This to avoid that the "3 minutes and
- half" time limitation becomes useless (now you have to reboot in order to play
- the game again).
- Why this? Because the aim of this demo is to let you try the game and decide
- if it's worth buying or not. Please remember that if you like the game, to buy
- it means to support who spends his time to support the Amiga (the developers)
- and who invests their money (the publishers and the users that buy originals).
- The sales version full game isn't even protected, because those who bought
- the original shouldn't be bothered with copy/manual protections and such. If
- you use a pirate copy, remember you're fully responsible (as the others like
- you, but not less) of the death of the Amiga, because the Amiga developers
- and publishers have to leave the Amiga, considering the market situation that
- piracy causes. We can still develop for a small market, but we can't develop
- for pirates.
-
- Note: in the sales version full game (but only in the CD version) you find
- as extra another 3D videogame, CyberMan. It includes sources and other extras.
-
-
- ##############################################################################
-
- List of VK2 features:
-
- #Six Tracks, from easy ones to professional.
-
- #Up to 50fps on unexpanded A1200's. Exploits also faster CPU's and fastram.
-
- #Can be ran from hard disk, cdrom or floppy drives (disk swapping occurs
- only if you select another tracks disk).
-
- #Both 3D and 2D modes.
-
- #The 3D engine supports objects on the road, reflections on the water, and more.
-
- Two karts types are simulated:
- 125cc: 2 stroke engine (38 HP / 14700 r.p.m. ), 7 gears.
- It has a rotating disc valve in the intake and it doesn't have
- an exhaust valve; this gives more power but a very nervous
- erogation, expecially in the peak r.p.m. It has no real useful
- torque under 8000 r.p.m. These characteristics make it a very
- hard kart to drive with manual gears, and a difficult one even
- with automatic gears. But a very powerful kart also, ideal if
- you're a skilled driver.
- 80cc: 2 stroke engine (25HP / 13800 r.p.m. ), 6 gears.
- It has a reed valve in the intake and an exhaust valve; this
- gives less power but better torque erogation, and makes it be
- a very simple kart to drive.
-
- #Both manual and automatic gears are available, and a special "easy mode".
-
- #This game is realistic, so don't expect to pass all the karts easily.
- All the karts (including yours) have the same, identical performance.
- The difference is made uniquely by the skills of the driver (i.e. you
- or the 5 karts piloted by the computer).
- The game includes realistic wake simulation routines. Thus when you
- follow a kart and you are near to it you have better aerodynamics and
- you can more easily pass by, just like in real life. Skilled drivers
- will pass the opponents delaying as much as possible the use of the
- brake before a bend.
-
- ---
-
- VK2 main improvements over VK:
-
- # Twice as many tracks.
- # 2x1 resolution, and improved dithering (interlaced mask).
- # Objects on the road.
- # Reflections on the water.
- # Easy mode for beginner players.
- # Fire-button-to-accelerate option for who prefers it. Keyboard option.
- # Now the karts are 80cc and 125cc, more logical than 100cc and 125cc.
- # Faster (now 50fps on unexpanded A1200's using old VK detail, or 25fps 2x1).
- # Engine sound slightly deeper.
- # Bugfixes.
- # No need to enter protection's manual colour codes anymore.
-
- ---
-
- [Development history]
- The history of the development of this game starts in 1994. I was a kart
- driver, but didn't have much money, at all. I had the possibility to race
- at quite high levels, but you need much funds for it, you need to go each
- weekend in a different town, you need a way to transport your kart, you
- need a good kart. All expensive things I couldn't afford, and there was
- the school also to make it even more impossible. So, as it happens to
- many people I guess, I had to renounce to a dream, that for me was racing
- in a real championship.
- In the while I was developing some fast 3D routines for my A500, but the
- computer just wasn't fast enough to reach neither 8-12fps. I got my A1200,
- and started experimenting with the AGA registers to see if some tricks
- were possible to speed up any 3D mode. At that time my monitor was broken,
- so I had to use a TV, and the video mode I invented looked damn good there.
- Months after I got my RGB monitor back, and the video mode looked worse
- there, but the speed advantages were so huge that I decided to use this
- mode anyway [note: I gave a technical description on Usenet time ago].
- It allowed an unexpanded A1200's to handle 3D graphics at 25fps or even
- 50fps, while the same performances using chunky to planar routines would
- have made it from 5 to 10 times slower. I didn't care much about graphics
- quality on RGB monitors considering the speed advantages of this invention.
- So the first thing that came into my mind has been "I wanna make a kart
- game with it!", because I was still dreaming karts almost each night (and
- those girls with an umbrella to make shadow on you at the starting line :) ).
- I already had material for the kart game. I used to elaborate the engines
- of my kart and of my motorbike, and already had written programs to help
- me making choices about what to change, etc.. expecially an AmigaBasic
- program that, given in input the torque (or power) curve of the engine,
- the mass of the vehicle, the cx and section, the gear ratios, etc.. simulated
- accurately the behaviour of the engine on a flat road, as acceleration,
- speed, etc.. So I could know for example if I needed more torque or peak
- power, or if I needed to change the transmission ratio, and how.
- I was also working on a programming language and compiler, called HLA
- (High Level Assembly), and it took very little time to port that code to
- HLA. Some time after I added the 3D engine, and a first demo of the game
- was ready. I sent it to many big Amiga publishers of that time.. Virgin,
- Psygnosis and many others. Got very positive replyes, and was going to
- sign with one of them, but the situation of Commodore was getting worse
- and worse, and my game was at the begin of its development. All the big
- publishers quickly abandoned the Amiga, and one year after I got a finished
- game but no publisher (note: some months after Virgin published a PC game
- called "Virtual Karts", and many other karts game have appeared on PC since
- then). Only small companies were still interested in publishing Amiga games,
- and of the ones that were interested, I chose OTM, because they were making
- the best offers, they were the most ambitious, the most fond of the Amiga,
- and many other business-men lyes that at that time had a big value to my
- eyes and to my passion for the Amiga.
- Virtual Karting got published, but due to deadlines (OTM wanted it to be
- released before Christmas'95) it didn't have many features I wanted it to
- have (the objects feature was ready, but I had time to "physically" place
- objects only on one track.. and not even all of it, so this and other features
- had to be disabled). After handing over to OTM the "final" version of the game
- I anyway kept on working on it, to add all those features I felt it needed.
- I loved this game as much as I loved karts. Many problems began when OTM had
- to start paying, until the delays became "just won't pay anything anymore".
- I had a bad time, and fortunately having an Internet account I managed to
- denounce publicly the problem, till OTM has been forced to pay. They didn't
- even pay all, and they got bust by other people or other companies. For
- personal reasons I stopped the new development, all my enthusiasm for the
- Amiga remained as much as my belief that I could get a job out of it instead
- diminished more and more, till becoming almost null. In the while I was
- developing a new concept of 3D engine, revolutionary, but I thought it was
- too precious to even think about making an Amiga game with it and then meet
- another OTM. It would have meant to give it for free, and all my professional
- hopes were in that 3D technique, I didn't want to distribute an executable
- and then get hackers disassemble it and understand all about this technique,
- that was totally original and extremely different than the polygon-based
- 3D engines that were being developed and studied by almost everybody at that
- time. Some months after I signed another contract, this one with Guildhall
- Leisure, for the distribution of the budget version of Virtual Karting.
- There was some money guaranteed, and although the dates were clearly specified
- in the contract, I got this money after many months of delay, and only after
- a lot of unanswered faxes, phone calls, and the treat to make public damain
- of this problem. Still they owe me money for the copies they sold in excess
- to those guaranteed. It's clear that the last thing I wanted to make was
- any other Amiga game in the future. I just couldn't stand all the stress and
- troubles coming from dealing with such kind of publishers. However, I was
- getting emails from some publishers interested in the publication of the
- new version of Virtual Karting, and I replyed to all them but I couldn't
- trust any of them (I heard the usual phrases like "dont worry, it'll sell
- 10000+ copies", or "we'll pay regularly", etc.. but when I asked for some
- concrete guarantees (as money in advance) some didn't even reply anymore..
- Anyway, I trusted one of these interested publishers, Islona/Epic, because
- it sounded really serious, and I heard only positive things about them
- anyway from other developers. So I restarted working on the game, to finish
- all the unfinished parts (I got much help from friends, they designed the
- new tracks, like Jonny Johansson that designed the 3 new tracks, and other
- fellows that designed 2 other tracks I haven't been able to include). I'm
- happy about finishing this game, I just hope it has been worth anyway.
- I may even restart making completely new games for the Amiga if it pays
- back (not only in terms of job, but equally importantly in terms of non
- getting into troubles and in getting personal satisfactions from it).
- Now a small hint that really few know about this game, and that may interest
- some players that really like the game: the "27" on the kart is in honour of
- Jean Alesi, when he was racing for the Ferrari.
- Anyway, the spirit of this game is speed, speed and speed. The more you
- drive by pure instinct, the more you see your lap times improve and improve.
- You've to get that fully adrenalinic instinctive feeling that you can get
- on a real, professional kart. And, who knows, after becoming a skilled VK2
- player you'll want someday to go to a real karts' track, get a good kart and
- finally fully understand why I made this game.
-
-
- Fabio Bizzetti, 7th April 1998
-
- ##############################################################################
-