| Publisher | Gremlin Graphics |
Type of Release | Retail |
| Developer | Magnetic Fields |
Country of Release | |
| Year | 1991 |
Language | English |
| Origin | Original Atari ST Game |
Packaging | (Unknown) |
| Genre | Racing - Cars |
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| Requirements |
| System | ST / STe |
Required MB | ½ mb |
| Controls | Keyboard |
Display | Colour Monitor / TV |
| Players | 1 - 2 Players Simultaneously |
Hard Drive Installable | No |
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| Technical Details |
| Number of Disks | 1 |
Protection | Manual |
| Drive Type | (Unknown) |
Software Version | |
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Preservation Status | Unknown |
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| Development Team |
| Graphics | Andrew Morris |
Music | Barry Leitch |
| Programming | Shaun Southern |
Communication Section Characters | Jeremy Smith |
| ST Course Design | Andrew Morris Jeremy Smith |
Additional Work | Peter Liggett |
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| Links |
| Prequel | |
Related To | |
| Sequel | |
Series | Super Cars |
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| Software Notes |
| Additional Notes | One of the greatest features in Super Cars II that you will notice from the beginning, is the quality of the animation. An example of the sprite complexity shows definition for every possible direction on each type of road section.
While developing the game, programmers used these minimaps from every course to specify where cars can travel, where are the jumps and tunnels. Different colors represents where computer controlled cars are allowed to turn.
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| Factoid | - There are 288 definitions of the car (32 for each of the nine different road slopes).
- Main processor time is taken by chopping shadows.
- There are maximum of 10 cars on each half of screen.
- Sprite graphics takes around 200k per sprite. 20 courses takes 190k each uncompressed.
- Object code size is 40k.
- Game was originally developed on Amiga 2000 with accelerator board, 40mb harddrive and 3mb ram.
- Hisoft Devpac II was used to program Super Cars II
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