![]() ![]() But Viper Racing really came to life with the force effects enabled. The car handled well with a wheel - much more naturally than with a joystick. I played Viper Racing with an ACT Labs Force RS Wheel, with force feedback on and off. Handbrake slides, J-turns, donuts, steering with my throttle and slipping are all modeled with wonderful accuracy. Once I learned to control the car it became friendlier. Well, not quite as expected, but in a good way: the car has much more power than I anticipated and I found myself spinning the rear tires all too often. I took the car through a variety of maneuvers and found the car to perform exactly as expected. The physics are quite realistic, especially compared with an arcade racer. Want to drive your father's Oldsmobile? Reduce the stiffness of the ride and watch the car roll with the curves. Spinning the tires from a standstill is easy once you change the gearing for maximum acceleration. Adjusting the height of the car from the normal 6" to 20" creates a Suzuki Samurai ride, where rolling the car at 35 mph is no difficult feat. The best measurement of performance tweaks, however, is to take the Viper on the road and feel the difference. If you don't know what each of these does for the Viper, the manual explains each in moderate detail. Finally, players can modify the gearing and final drive. The alignment can be modified for toe-in, camber and height, along with braking bias and wheel lock. The chassis adjusts the bump and rebound of the shocks, as well as the stiffness of the springs and anti-roll bar. Players can modify the Viper's aerodynamics for increased or decreased downforce in the front and the back. Damage effects are optional in each mode.Īdvanced settings allow players with more knowledge of mechanics to tweak the car to squeeze out every bit of performance. These driving aids help a less experienced driver but reduce performance somewhat. Each setting allows "driving aids" such as ABS braking, traction control and yaw control. As you would expect, the car is more difficult to drive in the Simulation setting and easier in the Arcade setting. Viper Racing comes with three realism settings: Arcade, Intermediate, and Simulation. The step-cars (as they're not part of the immediate family) provide a break from the Viper monotony but can only participate in Single Races, not the Career. ![]() Other cars include a no-name "Supercar", "Sports Car" and "Sedan". Viper Racing offers three other cars and one, ahem, airplane, but these are merely afterthoughts to the design, not an integral part of the game. Viper Racing does one thing and does it very well: focus on the Viper. I had expected a more realistic version of Need for Speed with several cars to choose from. The most surprising aspect of the game is the lack of cars. Drivers can do more than tweak, however - they can configure the car in ways the Dodge brothers would never dream of. By modeling each performance element, such as tires, suspension, engine and braking, the game enables players to modify or tweak the car for maximum performance. Viper Racing offers a simulation based primarily on the physics of the car in what amounts to a technology display as much as a game. ![]() But Viper Racing is not limited to the hard-core simulation driver arcade drivers get a piece of the action too. As Sierra claims in the Reviewer's Guide , Viper Racing aims to please the more demanding racing fan. Viper Racing, from Monster Games Incorporated (MGI) and published by Sierra Sports, brings the thrill of one of America's premier sports cars to the more serious racing gamer. We feel that it should be reviewed as a simulation and not as an acrade driving game.the underlying technology is that of a simulation Viper Racing is a highly realistic racing simulation designed to appeal to fans of Papyrus' other racing products. ![]()
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