![]() ![]() In addition to the main CPU, Hard Drivin' uses two TMS34010 32-bit graphics-oriented processors and a digital signal processor. After weeks of research, it was decided that $10,000 was an acceptable price point. ![]() However, according to one of Atari's engineers and designers, it was delayed due to the dispute from its Vice President claiming that no one would buy an arcade cabinet for $10,000 after The Last Starfighter arcade game was cancelled for that same reason a few years earlier. Atari also originally intended to release the game in 1988. The development of Hard Drivin ' began in 1988. Atari used an earlier version of the hardware for Hard Drivin', while Namco developed a more advanced version of the hardware called the Namco System 21, which they used for Winning Run (1988). After Atari and Namco went separate ways, each company developed their own arcade system in the late 1980s, based on the same prototype. At the time, Atari Games was owned by Namco, and the two companies began working on a 3D arcade system. The 3D computer graphics arcade hardware that was eventually used for Hard Drivin ' began development in the mid-1980s, several years before the game was released. Hard Drivin' was one of the first arcade games to allow for more than three initials on the high-score board, which players could use to construct sentences on the score board. If the player's car goes off-road, they have ten seconds to return to the track, or else they will be stopped and returned, at a standstill, to the last waypoint passed. Following the replay, the player's car is placed back on the track at the last waypoint passed, which may be a significant distance from the point of collision. Passing the waypoint half-way through the track grants the player extra time.Īfter crashing (either into another vehicle or missing an airborne landing), a ten second " Instant Replay" animation plays showing a wide aerial view of the player's movement and surrounding vehicles leading up to the crash. While driving, the player's progress is tracked by invisible waypoints, denoted by flags on the course map showing the player's progress when the game ends due to time running out. There is also a manual transmission mode which includes a clutch pedal and the possibility of stalling the car, along with a force feedback steering wheel, in which the driver would have to operate the car as they would in real life. ![]() If the player scores in the top 10 during certain modes, the player races against a computer-controlled car known as Phantom Photon. This is done while avoiding obstacles and stage hazards such as other vehicles. Players drive a sports car in a first-person perspective, navigating one to two laps around a stunt track to acquire their best time. ( October 2018) ( Learn how and when to remove this template message) See Wikipedia's guide to writing better articles for suggestions. This section's tone or style may not reflect the encyclopedic tone used on Wikipedia. ![]()
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