driving simulator prototype
I found another video of the AMOS simulator prototype. This one obviously used a modified Race Drivin Panorama cabinet with custom software to train police car chase, and there was a precision driving course where the driver had to avoid traffic cones (hit count shown in the lower left display). Unlike the normal arcade game most music (except crash replay) and menu thumbnail pictures got removed. You could select a cop car with manual and automatic shifter variant, and in car chase it sounded the siren known from Hard Drivin Airborn. Unfortunately the video resolution is too pixelish to read screen texts (likely by wrong camera vs. CRT framerate), but seeing actual cops testing the machine is still interesting.
Atari Car Chase/Driving Simulator B-Roll - 1992
https://www.youtube.com/watch?v=g1C8OUp3ucs&list=PLCMrVbN84CCaUZOEUPiO362OtCB04EqDg&index=20
San Francisco Rush
The last successor of the Hard Drivin series was San Francisco Rush made in 1996. It ran on newer hardware built by Midway. The texture mapped graphics was using 3Dfx chips (later known from Voodoo PC graphics cards) - apparently also because Atari was about to cancel the whole project after their own chips were too slow. I rate this a legit successor because it still has the realistic driving physics engine (improved version from "Race Drivin"). E.g. cars gradually start to tumble in mid air or rotate by skidding on a too steep hill, which barely exists in other arcade-like driving games. The several selectable cars really steer different, and visually deform by collisions. But unlike HD/RD (which is difficult to learn) in SFR cars survive much rougher drop heights and bumps than in real life and jump absurdly wide like on the Moon (kind of reduced gravity). Never the less SFR is a fun game and nicely made, although the musics are almost as annoying as Daytona, but here have fortunately an OFF (music select) button to quickly quit ear torment even during race. SFR contains plenty of hidden stunt and detour obstacles like hidden ramps and tunnels to explore (those not necessarily improve lap time), which looks like a result of how players of HD/RD used to experiment with the playfield objects instead of doing the race.
Compared to HD/RD the controls were streamlined to make it easier to handle for full throttle fools. E.g. at start it expects to hold down gas in 1st gear before start light to overtake the opponents. I consider gas pedal before start a "false start" that a racing game should give penalty (at least by loosing some seconds/starting slower). The game also places you forward on the track after collision instead of stop or enforcing a repeat, which feels a bit like a dark pattern (encouraging bad driving - I do not like this!) to reduce frustration. The steering (at least with analogue gamepad) is also strangely "springy", i.e. it rotates back into previous direction after minor corrections. At least it does no fake drift physic like Ridge pipsqueak (where it is required to briefly kick brake before curves to skid at unreduced speed and use throttle to exit).
Atari's famous 1996 San Francisco RUSH Arcade Game - Does it hold up after 25 years?
https://www.youtube.com/watch?v=cA6tJXOS6M4&list=PLCMrVbN84CCaUZOEUPiO362OtCB04EqDg&index=31
My Favorite Arcade Racing Game NOT Made By SEGA! San Francisco Rush: The Rock! Alcatraz Edition!
https://www.youtube.com/watch?v=Dye5vFSc98E&list=PLCMrVbN84CCaUZOEUPiO362OtCB04EqDg&index=32
Also SFR had a couple of successors (SFR The Rock! Alcatraz Edition, SFR 2049 etc.), of those some arcade variants supported online race contests (until Midway closed the cloud). Unfortunately home versions came with a different physics engine that is reported to spoil gameplay. It is unknown if their makers didn't know how to port the code, or if Atari Games was still in the simulator business and bound to an NDA preventing to integrate the real thing. Fortunately the classic arcade version runs well on MAME.
I found another video of the AMOS simulator prototype. This one obviously used a modified Race Drivin Panorama cabinet with custom software to train police car chase, and there was a precision driving course where the driver had to avoid traffic cones (hit count shown in the lower left display). Unlike the normal arcade game most music (except crash replay) and menu thumbnail pictures got removed. You could select a cop car with manual and automatic shifter variant, and in car chase it sounded the siren known from Hard Drivin Airborn. Unfortunately the video resolution is too pixelish to read screen texts (likely by wrong camera vs. CRT framerate), but seeing actual cops testing the machine is still interesting.
Atari Car Chase/Driving Simulator B-Roll - 1992
https://www.youtube.com/watch?v=g1C8OUp3ucs&list=PLCMrVbN84CCaUZOEUPiO362OtCB04EqDg&index=20
San Francisco Rush
The last successor of the Hard Drivin series was San Francisco Rush made in 1996. It ran on newer hardware built by Midway. The texture mapped graphics was using 3Dfx chips (later known from Voodoo PC graphics cards) - apparently also because Atari was about to cancel the whole project after their own chips were too slow. I rate this a legit successor because it still has the realistic driving physics engine (improved version from "Race Drivin"). E.g. cars gradually start to tumble in mid air or rotate by skidding on a too steep hill, which barely exists in other arcade-like driving games. The several selectable cars really steer different, and visually deform by collisions. But unlike HD/RD (which is difficult to learn) in SFR cars survive much rougher drop heights and bumps than in real life and jump absurdly wide like on the Moon (kind of reduced gravity). Never the less SFR is a fun game and nicely made, although the musics are almost as annoying as Daytona, but here have fortunately an OFF (music select) button to quickly quit ear torment even during race. SFR contains plenty of hidden stunt and detour obstacles like hidden ramps and tunnels to explore (those not necessarily improve lap time), which looks like a result of how players of HD/RD used to experiment with the playfield objects instead of doing the race.
Compared to HD/RD the controls were streamlined to make it easier to handle for full throttle fools. E.g. at start it expects to hold down gas in 1st gear before start light to overtake the opponents. I consider gas pedal before start a "false start" that a racing game should give penalty (at least by loosing some seconds/starting slower). The game also places you forward on the track after collision instead of stop or enforcing a repeat, which feels a bit like a dark pattern (encouraging bad driving - I do not like this!) to reduce frustration. The steering (at least with analogue gamepad) is also strangely "springy", i.e. it rotates back into previous direction after minor corrections. At least it does no fake drift physic like Ridge pipsqueak (where it is required to briefly kick brake before curves to skid at unreduced speed and use throttle to exit).
Atari's famous 1996 San Francisco RUSH Arcade Game - Does it hold up after 25 years?
https://www.youtube.com/watch?v=cA6tJXOS6M4&list=PLCMrVbN84CCaUZOEUPiO362OtCB04EqDg&index=31
My Favorite Arcade Racing Game NOT Made By SEGA! San Francisco Rush: The Rock! Alcatraz Edition!
https://www.youtube.com/watch?v=Dye5vFSc98E&list=PLCMrVbN84CCaUZOEUPiO362OtCB04EqDg&index=32
Also SFR had a couple of successors (SFR The Rock! Alcatraz Edition, SFR 2049 etc.), of those some arcade variants supported online race contests (until Midway closed the cloud). Unfortunately home versions came with a different physics engine that is reported to spoil gameplay. It is unknown if their makers didn't know how to port the code, or if Atari Games was still in the simulator business and bound to an NDA preventing to integrate the real thing. Fortunately the classic arcade version runs well on MAME.