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Club Drive at SGDQ


Stage_1_Boss

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The first 3 tracks it doesnt look that bad for a game that came out when it did - he is pretty good at keeping the car under control. The Hot Wheels track exposes all the problems with the physics of this game. That should be the best track to play, but it isnt as you have to drive slower to keep from bouncing all over the place. Todd's world looks like a test area which was decided to not include as core due to no ability to control the car and see what the heck is going on.

 

Fix the gravity aspects of CD and its not a bad game/idea.

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The first 3 tracks it doesnt look that bad for a game that came out when it did - he is pretty good at keeping the car under control. The Hot Wheels track exposes all the problems with the physics of this game. That should be the best track to play, but it isnt as you have to drive slower to keep from bouncing all over the place. Todd's world looks like a test area which was decided to not include as core due to no ability to control the car and see what the heck is going on.

 

Fix the gravity aspects of CD and its not a bad game/idea.

I hate to tell you this Goochman but this came out before Club Drive:

 

https://youtu.be/_RPQvim5vuA

 

The Jag had no chance

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I had high hopes for Club Drive. I wanted an accessible (console) version of Vette! combined with the fun and physics of Hard Drivin'. I mistakenly thought that Atari of Atari Games (good arcade games) was affiliated with Atari of Atari Corp (maker of not-good Jaguar), because of all the licensed games on Lynx.

 

 

 

Fortunately, we eventually got San Francisco Rush, by Atari Games but not on an Atari Corp machine.

 

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