If anyone remembers the games Skidmarks and Super Skidmarks for the Amiga and Megadrive released in 1993 and 1995, the developer, Acid Software, started working on a sequel for the 3 platforms I mentioned in the title. There was a released development version from November 1996 that you can still find and try for yourself, with a small caveat, or rather, a large one, as you'll need a computer capable of running an early version of BeOS, DR8 to be precise, for which you can check the compatibility list at https://web.archive.org/web/19970218184118/http://www.be.com:80/products/beosreadylist.html Some screenshots I took a week ago: And here's the readme with all the details about the game Code: The Biz: (all you need to know) "WASD" and the arrow-keys, Alt-P to start The Brief: (all you need to know if you know nothing) From the makers of Skidmarks and Super-Skidmarks for the Amiga, Ultra-Skidmarks is a third-person car-racing game featuring: Height-Field Contours Quadratic B-Spline walls 4-wheel independant suspension This version is free to all owners of BeOS DR8. The Details: Hello setfile Skid either double click or $ Skid blah to capture skidlog.txt (no cookies yet - don't bother looking) the file track.mbc must be in ./ or ./SkidData/ the file colspace.dat is re-generated if missing. Alt-P to race Player one is arrow keys Player two is "WASD" Esc/Alt-S to quit race Alt-G to Gauss (edit track contours) try holding shift/ctrl etc while you drag the blue things round on the screen Alt-R for my sad ray-tracing demo. The Rest: Skidmarks is an iso-metric car-racing game for ECS amigas, it sported 4 players on quadratic B-Spline tracks Super-Skidmarks extended Skidmarks by adding another 12 tracks and AGA support for 8 players with (slightly) better graphics including the infamous 'Panoramic-Mode' - you could link two A1200's and drive off one monitor and onto the other. Super-Skidmarks was also released for the Sega Megdrive with 6-players and slightly inferior graphics. these three versions used the same codebase, largely written in native BlitzBasic with some 68K assembler. (for the curious, Skidmarks seems to run under UAE, but the sprites are missing..) Ultra-Skidmarks (working title) has been completely re-written in C (and some C++) and will be available on the Sony Playstation, IBM PC, and likely the Sega Saturn. There is *NO* possibility of a release on a 68K processor. BeOS is cool I'm developing my half of Ultra-Skidmarks on the BeOS, and this is my development version. I don't care if this version is quirky, hard to use and crashes - because.. well.. I don't.. and if you care that much, well, buy a PlayStation :-P however, you'll see in this version parts of the track editor, and a small ray-tracer that might make it into the eventual 2D version. feedback is welcome.. mailto:falling@geocities.com The archive is called skid82.tgz and is easy to find on google.
Having to upgrade (yes I was running DR7 on it) my BeBox took longer than I thought it would, I think the CD drive is on its way out, the install froze and crashed a dozen times...