Scooter Racer 2 Speedway

This sequel expands and improves upon the original Scooter Racer game. Race against other ruthless scooters on a variety of tracks including the famed speedway. The opposing scooter bikes are now more
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Scooter Racer 2 Speedway Ranking & Summary

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  • Rating:
  • License:
  • Free
  • Publisher Name:
  • Play Games Instantly | more software
  • Publisher web site:
  • http://www.playgamesinstantly.com/
  • Operating Systems:
  • Windows
  • File Size:
  • 3.3 MB

Scooter Racer 2 Speedway Tags


Scooter Racer 2 Speedway Description

Series of races against other racers on scooters. This sequel expands and improves upon the original Scooter Racer game. Race against other ruthless scooters on a variety of tracks including the famed speedway. The opposing scooter bikes are now more astute than ever, able to regain their place on the raceway after major collisions. This latest game includes multiple race tracks, which are listed below. The Speedway: Enjoy racing at the highest possible speeds on this time-proven racing track. The classic Scooter Racer 1 track: Play the original track from the first game with all of the latest improvements in this sequel. This track includes a couple of straight sections and hairpin turns. The Swirl: Zoom through a narrow raceway which is shaped like a spiral. There are also plenty of sharp turns making this one of the more challenging tracks. The Figure-Eight: Who could forget the staple of race tracks, the figure-eight raceway? Enjoy hurtling through this track while watching out for other scooters. Experience a greater level of customization in this game as you can now change the looks of your scooter as you see fit. Pixel-perfect collision detection between scooters has also been introduced to improve the physics in the game. Controls -Use the arrow keys to propel your scooter bike through the assorted raceways Background This game was the first sequel to be made for the Play Games Instantly site as well as the first game released in the month of September in 2009. This sequel combined some of the original code from Scooter Racer along with the improved engine from Torpedo Submarine Battles to create an overall better experience than the original game. Additional functionality was added in the form of multiple track support, player scooter customization and other features. Preliminaries/Planning After releasing Torpedo Submarine Battles I decided to revisit one of the older games on the site. Scooter Racer was the most popular game at the time and so the decision to create a sequel came easily. There were actually a few elements such as improved AI that I had wanted to introduce after the original was made. Design Thankfully the design process was easier this time around, as I was looking to expand and improve upon the original game rather than to create a new game from scratch. The improvements/additions that I aimed for initially were multiple challenging tracks and player scooter customization. The other improvements such as improved scooter collision detection and scooter crash recovery were implemented at a later stage during the development process. Development The first step was to adapt the engine that was created in the Torpedo Submarine Battles game for this new Scooter Racer game. I had hoped that the engine would not need to be changed too heavily, however given that the engine was being used for a naval combat game some changes were needed. After ironing out the incompatibilities between the new game and the engine it was time to expand the engine to allow for multiple tracks. The player scooter object was further expanded upon to include the customization data from the menu screen while the computer-controlled scooters would be tinted in random colors. During the development of the different tracks I decided to include a couple of additional improvements. I remembered that the Torpedo Submarine Battles game used pixel-perfect collision detection, so I switched the scooter-to-scooter collision detection to the detection used by the naval game. While testing the game it became clear also that the AI of the scooters could be improved as they sometimes got stuck bumping into the terrain after a severe collision. After trying various methods I settled for a relatively simple but effective method: if the computer-controlled scooter was stuck in the terrain for too long it would take corrective action to (eventually) get itself back onto the track. I had to tweak the method somewhat to account for two different types of severe collisions, but in the end the computer controlled scooters were made more challenging for the player.


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