Will we be able to use the keyboard as well for those of us who don't have 
mice?>

Hi gang,
>   I have been away from the list for a while working on the Rail
> Racer multi player code, but I am back now with some good news for
> all you adrenaline junkies out there.
>   A whole lot of features have been added to the game since my last
> update here, and I am going to give a full listing of features in
> about a week after the active beta testers and I polish off some of
> the code. Additionally, I will be offering a pre purchase with a
> discount for those that are interested.  The full release will be 38
> dollars U.S., and the pre purchase will be 33, more details to come
>  next week. In the meantime, here are some of the major features:
> Force fields and loops and hurdles, oh my:  This isn't your typical
> racing game, as your racer is equipped with jump jets so you can jump
> over hurdles in the track.  This has to be timed just right so you
> don't waste time in the air by jumping too high, but you have to make
> sure your altitude is high enough to get you over the jump.
>   Loops will test your ability to make quick and accurate shifts, as
> you will first have to climb the first half of the loop and then
> quickly shift up as you come out of the loop.
>   Force fields can be placed on a track, forcing you to slow down
> before the field.  Try and take the field too fast, and you are gonna
> come to a screeching halt, but again, you don't want to slow down too
> much, or you waste valuable time and speed.  Delicate driving baby,
> delicate driving.
>
>   Mouse control:  Besides the standard keyboard and joystick support,
> you can drive your racer with the good old mouse, pushing up to
> accelerate, pulling down to slow, and leaning left and right.  Mouse
> buttons will shift you through the gears.  The mouse is a great way
> to control accessible games, and along with Liam's new shooter, I
> hope to see more and more games take advantage of it.
>
>   Damage management:  Your racer will take damage in the higher skill
> levels if you take a curve badly or crash into a hurdle or force
> field.  If this happens, do you burn the time fixing it in the pits,
> or try to finish the race with your damanged and therefore slower
> racer?  It is all up to you little buddy.  Along with fuel
> management, deciding when or if to pit can be the difference between
> entering the winners circle or crying in your beer.
>
>   Web posting: All Tracks have their own web page on the Blind
> Adrenaline web site, so you can post your times and see how you stack
> up to the competition.
>
>   Career play: You will earn money as you win races, as well as
> accumulate points for bragging rights.  The money can be used to
> upgrade your racer as you become more successful.  These upgrades
> include a superCharger to boost acceleration, nitros and extra nitro
> ports for a sudden burst of speed, and a gravity puller to get your
> racer back on the track quickly after a successful jump.
>   Also, as you accumulate more points, you will open up more and more
> tracks that get progressively harder and more complex to race.
>
>   Track editor: I know, you are thinking, wow, those loops and force
> fields sound pretty cool, wish I could make my own tracks with that
> stuff.  Well you are in luck my racing friend, because Rail Racer
> comes with a track creator that will allow you to create and race
> your very own tracks, setting section lengths, curve placement and
> peppering your tracks with force fields, loops, hurdles and cheering
> crowds to your hearts content.  If you build a true masterpiece, send
> it to me and if it is worthy, I will include it online so others can
> race it both in single player mode and online against other players.
>
>   Tweak your ride: Like fiddling with your racer to get the best
> speeds possible? Once again you have come to the right place.  In the
> garage, you have the ability to adjust your gear ratios and wing
> angle to achieve the perfect balance of control, speed and
> acceleration.  Some tracks will require quick acceleration for tight
> turns and lots of loops and jumps. Others will go hand in hand with a
> high gear ratio and low wing angle to get to your highest speed.
> Fiddle around a bit and see what settings work the best for your
> favorite tracks.
>
>   Multi player code running on a dedicated server:  What this means
> is you can jump right into a online race with your friends and
> enemies right from the game, no swapping of IP addresses to find a
> server.  The dedicated server is blazingly fast as well, so no lag
>   issues to worry about. You will be able to place bets before an
> online race on yourself against any of the other racers in the game.
> If you beat them, you will receive that amount of money, and they
> will lose that amount, that is of course if they agree to the bet.
> This money can be used to upgrade your racer as mentioned before.
>   Currently I am projecting that up to 20 players will be able to
> race each track at one time, but so far we have only tested with a
> max of seven.  I'll let ya know later on how it works with more
> players.  This isn't to say only 20 can race at once, merely 20 per
> track, the server should be able to handle a couple hundred over
> several tracks with no worries overall.
>
>   Aditionally, audio tutorials will be included that go over every
> aspect of the game, so for those of you that hate reading manuals,
> rest your tired fingers.
>
>   I will be updating the blind adrenaline website with more details
> about the game as well as a brand new audio trailer of game play next
> week, and I will let the list know when the trailer is ready to
>   download. Once I near completion of the game, hopefully in Q1 next
> year, I will release a playable demo of the game, so you can take it
> for a little test drive to see how you like it.
>   In the meantime, feel free to ask any questions you may have, and
> though we are pretty close to the final release, I am still willing
> to listen to suggestions that would make the game better and more fun.
>   My objective with this game is to set a new standard of both the
> accessible racing genre, as well as a new and very convenient way of
> playing against your friends online.  I think we're getting pretty
> close to those goals, but in the end the players will have the final
>   word. I look forward to hearing from all you adrenaline junkies out
>   there. Take care.
>   Che Martin
> email and msn:
> [EMAIL PROTECTED]
> Blind Adrenaline Simulations
> Games by one of us, for all of us.
> http://www.blindAdrenaline.com
>
>
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