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In Dirt Track Racing, players start with $1,000 in their
pocket. With the money, players need to purchase their vehicle.
They start in the lowest class of competition and will need to
buy a hobby stock car for $500. Then by winning prize money and
attracting sponsorships the player can purchase faster vehicles,
racing parts to upgrade their vehicles and enter new classes of
competition. Resource management and decision making are just as
critical as driving skills if players want to escalate their
careers, from amateur to professional.
Dirt Track Racing also features 8 separate series of competitions
(local, regional and national) of varying difficulty. Each
competition has a full simulation of practice, qualifying, heats
and main.
Dirt Track Racing features 3 different play modes (in arcade or
full simulation), including single-player racing only,
career-mode and multiplayer (up to 10 players) over LAN and
Internet. Other game features include:
30 Tracks in 12 different race series:
* Length (1/8th to full mile)
* Banking (flat to 33 degrees)
* Clay or dirt
* Oval, D-oval, tri-oval, egg-shaped, figure 8 (with collisions)
Three Classes:
* Hobby or Pure Stock (cheap, no modifications)
* Production Stock (more advanced, stock body, some
modifications to mechanics allowed)
* Late Model Class (professional, highly modified, fiberglass
bodies)
18 Vehicles across 3 classes:
* Each vehicle has 5 paint schemes (a total of 90 paint schemes)
* Players can choose the number they want on the car
* When player's attract sponsorships the sponsor's logo will
appear on
* the vehicle
Resource Management (player's can spend their money for):
* Purchasing new vehicles
* Upgrades
* Repairs
* Entry fees
* Tires and practice time on the track
Review
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Australian developer Ratbag is best known for its work
on Powerslide. Released in the final weeks of 1998, the game
featured fun-to-drive cars and inventive tracks riddled with
sharp banks, tall drops, and long jumps. Powerslide was defined
by its tracks, as they served to set it apart from the glut of
racing games that clogged the genre during the early part of
1999. However, there was one track in the game that was simply
dull and uninspired by comparison: the oval. While this
straightforward track was meant to familiarize you with the feel
of the car and the general play mechanics of the game, it lacked
any depth or substance. With Dirt Track Racing, Ratbag has
focused an entire game around the simple concept of racing around
this same small, oval track.
The tracks in Dirt Track Racing can be characterized in three
words: oval, dirt, and small. They range in variety from regular
ovals, to D-ovals, to the occasional figure eight. All said, the
game has approximately 30 of these unimaginative racetracks
scattered across a number of states throughout the US. And while
the nature of dirt-track racing (this motorsport actually exists)
calls for these sorts of uneventful tracks, translating them into
a computer game makes them lose whatever real-life appeal they
might have.
However, once you get past this glaring shortcoming, Dirt Track
Racing actually becomes a robust racing game, complete with a
functional money system, accurate car-handling characteristics,
varying traction, and a variety of customizable cars. The game's
career mode is split up into stock, pro-stock, and late-model car
classes. You start out in the stock class with $1,000 in your
account to buy your first car and pay entry fees for your first
series, which is a set of racing events ed at one of the three
car classes. The events in each series are in turn made up of
practice, qualifying, heat, and main races. To gain prize money
and corporate sponsors for necessary car upgrades, repairs, and
event entry fees, you must successfully work your way through
these series, ultimately earning enough money to buy a car in a
higher class and making you eligible to compete in successively
tougher series.
The cars' physics are overexaggerated to maximize the effects of
powersliding, oversteering, and countersteering that define Dirt
Track Racing's gameplay. The basic premise is to "slide" through
turns in order to keep the speed of your car and engine
revolutions as high as possible when coming out of that turn. As
stock cars gain horsepower through engine modifications, this
powersliding technique becomes even more exaggerated, leaving
little room for error. With power topping over 800hp, pro stock
and late model cars require an even steadier hand during
cornering. Thankfully, the game lets you tweak and upgrade your
suspension setup to your liking, making the cars a bit more
forgiving. Just like Powerslide before it, Dirt Track Racing
takes some getting used to, but you'll be able to take the cars
to their limits once you get acquainted with the game's handling
dynamics.
Dirt Track Racing is also the first game to mimic the
development of the "groove" effect associated with the sport.
Before the start of each event, the track is watered down to give
the dirt better traction. As the cars start to run laps around
the track, a groove forms along the best driving line, causing
that part of the track to become drier than the parts not worn
down by the cars. Driving along the groove becomes progressively
more difficult after each lap, as the dry dirt lacks the traction
that it had at the start of the race. This forces you to either
drive high along the outside of the groove or low on the inside
of the track. It's certainly an effect that hasn't been attempted
in previous racing games, and it adds a new facet to an
established genre.
The game is powered by the same engine used by Powerslide. Long,
streaking textures on the track and along the walls give a great
sense of speed to Dirt Track Racing. The cars themselves are
fairly detailed, and the sun-worn paintjobs and chipped sponsor
logos lend more realism to the cars' appearance. Improvements in
the engine include the ability it gives you to play the game from
a 3D cockpit view, and the incorporation of a damage model that
affects your car's aesthetics. However, unlike in Powerslide,
Dirt Track Racing has no soundtrack whatsoever, leaving you to
contend with nothing but the droning of the cars' big block
engines.
A robust multiplayer component lets you and nine others compete
over a LAN or through an Internet connection. The game even comes
with a lite version of Game for easy sorting of active
servers. But even with all of Dirt Track Racing's finer points,
it's hard to overlook its repetitive tracks and racing events.
Despite the fact that the game accurately captures the nature of
the sport it portrays, Dirt Track Racing ends up being a robust
racing-management system broken up by boring races.
--Amer Ajami
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