Well, superscaler games are a bit different from the "flat" 2d ones because they add a third dimension factor and things like jumps; in this Power Drift create a different genre, not too dissimilar from Stunt Car Racer, but the latter does not have bridges and there is only one competitor.
The thread here is my attempt to see whether with properly managed resources is possible to create a decent experience in an Amiga OCS/ECS and by extention on AGA; in example, are flat shaded street layers faster to render than heavily dithered ones? How many we can visualize at once? Can we use copper to skew vertically view so to have a bit of curve effect? How big can the tracks be? What are the technical problems of create a superscaler circuit - visual engine, car positioning, etc. Can we add factors like serial link or split screen? And so on...
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