Lotus II: RECS
From Sega Retro
Lotus II: RECS is a racing game developed by Gremlin Graphics Software for the Sega Mega Drive. It is a sequel to Lotus Turbo Challenge. It is a port of the Amiga game Lotus III: The Ultimate Challenge.
Contents
Gameplay
The game is a racing game similar to the preceding two entries in the series. There are two modes, Timed and Championship. In either mode, there are three difficulty levels, which affect the length of the game (7, 10, or 15 races), and the game can be played by one player or by two players simultaneously in a split-screen view. All tracks are procedurally generated; an alphanumeric code is displayed before every race that allows the player to revisit the track. Tracks can be point-to-point courses divided into multiple segments or circuits where the race takes multiple laps. Tracks contain numerous obstacles that slow the car down.
Timed mode plays like Lotus Turbo Challenge. The player races against the clock; other racers only act as obstacles. The player has a limited amount of time in which to make it to the next checkpoint and receive a time extension. The game ends if the player fails to reach a checkpoint or the finish line before running out of time. In this mode, the player has a score, and more points are awarded for finishing the race with more time remaining.
Championship mode plays like the original Lotus Esprit Turbo Challenge. The player vies for the best position against 19 other competitors. Points are awarded for finishing races (with more points awarded for finishing in higher positions). The game ends if the player fails to finish a race in the top ten. In this mode, the car has limited fuel (shown by a bar in the top-right corner of the screen). The player can refuel when the screen flashes "Pit" by pulling to the side of the road and stopping.
Cars accelerate with and brake with . When equipped with a manual transmission, they upshift with and downshift with .
RECS
Tracks can be generated using the "RECS" (Race Environment Construction System) system. RECS is not a direct track editor (as seen in Jaguar XJ220). Rather, RECS allows players to generate a race track by choosing the type of track (a point-to-point course or a circuit) and the landscape, then specifying various parameters (from 0 to 100, using to decrease the value, to increase the value, or to set the value to 50):
- Curves: The number of curves in the track.
- Sharpness: The sharpness (and thus difficulty) of the the curves in the track.
- Length: The length of the track.
- Hills: The number of hills in the track.
- Steepness: The steepness of the hills in the track.
- Difficulty: The aggressiveness of the other drivers.
- Scenery: The amount of scenery objects (such as trees) on the track.
- Scatter: The distribution of scenery objects on the track (higher for more scattered).
- Obstacles: The amount of obstacles placed on the track.
The generated track is saved as an alphanumeric code. A track can be raced on its own by inputting its code into the "Code" slot on the main screen and selecting the fourth icon under "Course," or up to nine codes can be entered in the "Define" menu and played in sequence by selecting the fifth icon under "Course." A random track can be generated by pressing whenever prompted for a code.
Cars
As before, all of the cars in the game are Lotus models. Players can now choose which car to drive at the start of the game.
Esprit Turbo SE | |
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The fourth-generation Lotus Esprit Turbo SE. | |
Elan SE | |
The 1989 Lotus Elan SE. | |
M200 | |
The Elan-derived Lotus M200 concept car never made it into full production (in fact, only one M200 exists in the world, though it is fully operational and road legal). |
Landscapes
All of the tracks in the game are procedurally generated and set in one of the following landscapes. Each landscape has different obstacles that appear and sometimes environmental effects that modify gameplay.
Hills | |
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Future | |
Night | |
Marsh | |
Coast | |
Snow | |
Construction | |
Storm | |
Desert | |
Fog | |
Interstate | |
Windy | |
Forest | |
Production credits
- Developed by: Gremlin Graphics Software Ltd.
- Programming: Damian Hibbard, Phil Rankin
- Graphics: Damon Godley
- Producer: Kevin Buckner
- Producer for Gremlin: Tony Casson
- Associate Producer: Diarmid Clarke
- Product Manager: UK: Al King, US: Frank Gibeau
- Documentation: Clive Downie
- Documentation Layout: Emily Favors
- Quality Assurance: UK: Alex Camilleri, US: Ted Fitzgerald
- Original Game: Magnetic Fields Software Designs
Magazine articles
- Main article: Lotus II: RECS/Magazine articles.
Physical scans
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70 | |
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Based on 34 reviews |
Mega Drive, EU (EA Console Classics) |
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Mega Drive, PT |
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Mega Drive, PT (EA Console Classics) |
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Technical information
- Main article: Lotus II: RECS/Technical information.
References
- ↑ 1.0 1.1 1.2 GamePro, "January 1994" (US; 199x-xx-xx), page 180
- ↑ 2.0 2.1 Sega Magazine, "January 1994" (UK; 1993-12-10), page 96
- ↑ 3.0 3.1 Sega Power, "January 1994" (UK; 1993-12-02), page 74
- ↑ 4.0 4.1 Megazone, "December 1993" (AU; 1993-12-01), page 46
- ↑ File:Lotus II MD US Manual.pdf, page 16
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 167
- ↑ 1700 igr dlya Sega, "" (RU; 2001-xx-xx), page 119
- ↑ Aktueller Software Markt, "Avril 1994" (DE; 1994-03-07), page 111
- ↑ Console Mania, "Marzo 1994" (IT; 1994-0x-xx), page 75
- ↑ Consoles +, "Décembre 1993" (FR; 1993-1x-xx), page 182
- ↑ Cool Gamer, "9" (RU; 2002-10-13), page 120
- ↑ Computer & Video Games, "February 1994" (UK; 1994-01-15), page 76
- ↑ Electronic Games (1992-1995), "February 1994" (US; 1994-01-20), page 88
- ↑ Electronic Gaming Monthly, "March 1994" (US; 1994-xx-xx), page 36
- ↑ Freak, "2/94" (IL; 1994-xx-xx), page 42
- ↑ Gamers, "März/April 1994" (DE; 1994-03-04), page 33
- ↑ Hyper, "January 1994" (AU; 199x-xx-xx), page 66
- ↑ Joypad, "Janvier 1994" (FR; 199x-xx-xx), page 78
- ↑ Sega Mega Drive Advanced Gaming, "January 1994" (UK; 1993-1x-xx), page 20
- ↑ Mega, "December 1993" (UK; 1993-11-18), page 52
- ↑ Mega Action, "Christmas 1993" (UK; 1993-12-02), page 14
- ↑ Mega Force, "Décembre 1993" (FR; 1993-12-10), page 92
- ↑ Mega Fun, "12/93" (DE; 1993-11-24), page 47
- ↑ Mega Machines, "January 1994" (UK; 1993-12-09), page 52
- ↑ MegaTech, "December 1993" (UK; 1993-11-20), page 60
- ↑ Mean Machines Sega, "January 1994" (UK; 1993-11-30), page 64
- ↑ Player One, "Décembre 1993" (FR; 1993-1x-xx), page 150
- ↑ Power Unlimited, "Jaargang 2, Nummer 5, Mei 1994" (NL; 1994-04-27), page 38
- ↑ Sega Magazin, "März 1994" (DE; 1994-02-16), page 84
- ↑ Sega Pro, "Xmas Special 1993" (UK; 1993-12-02), page 46
- ↑ Sega Zone, "December 1993" (UK; 1993-11-25), page 44
- ↑ Todo Sega, "Enero 1994" (ES; 199x-xx-xx), page 86
- ↑ Tricks 16 bit, "Tricks Sega Gold 800 igr" (RU; 1998-03-20), page 108
- ↑ Video Games, "3/94" (DE; 1994-02-23), page 85
- ↑ VideoGames, "February 1994" (US; 1994-0x-xx), page 88
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