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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