Suggested Readings

October 29th, 2018

General Racing

Arcade Vs. Simcade Vs. Sim – Virtual Racing School

Grid 2: Live Routes (Track Design that changes according to player performance)

Brian Beckman: The Physics in Games – Real Time Simulation Explained

Game Audio Podcast #18 – Racing Games

Video Games and the Mind: Essays on Cognition Affect and Emotion (edited book) – Flying on the Ground: Driving for Pleasure in Digital Racing Simulation Games, Simon Niedenthal

Effects of View, Input Device, and Track Width on Video Game Driving – Scott Bateman, Andre Doucette, Robert Xiao, Carl Gutwin, Regan L. Mandryk, Andy Cockburn (Research Paper)

Mario Kart

Nintendo Classic Mini: SNES developer interview – Volume 4: Super Mario Kart

The best Mario Kart character according to data science

Choco Mountain: The History of Mario Kart 64’s Most Infamous Track

Mario Kart 64 – 1996 Developer Interview – Shmuplations

Wipeout

The Making of Wipeout – Kotaku

WipEout: The rise and fall of Sony Studio Liverpool – Eurogamer

Extended Play: The inside story of how iconic PlayStation series WipEout was born – Playstation Blog

WipEout Omega Collection | How the Anti-Grav Racer Changed Gaming

HellFireWZ Wipeout Tutorial Videos

F-Zero

Racing Course Design (F-Zero X) – VG Commune

Vehicle Dynamics (F-Zero X) – VG Commune

Nintendo Classic Mini: SNES developer interview – Volume 2: F-ZERO

F-Zero X Tutorial – Driving Mechanics and Moves

Wave Race

Dynamic Challenge (Wave Race 64) – VG Commune

Optional Challenges (Wave Race 64) – VG Commune

Nintendo Magazine System – Wave Race 64 Maps

Wave Race 64 Tips – VG Commune

Water Technology in Wave Race 64 / Bluestorm – Digital Foundry

Water Technology in Wave Race 64 / Bluestorm – Digital Foundry (Part #2)

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