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DethKarz

 
Games: Dethkarz
  • Platform: IBM PC Compatible
  • Release Date: 1998
  • Genre: Racing
  • Style: Demolition/Combat
  • Similar Games: Wipeout (Sega Saturn), Wipeout (PlayStation), P.O.D. (Commodore 64/128), Pod (IBM PC Compatible), Wipeout (IBM PC Compatible), Wipeout XL (IBM PC Compatible), S.C.A.R.S (PlayStation), S.C.A.R.S (Nintendo 64), S.C.A.R.S (IBM PC Compatible)

Game Description

Combat racing -- it's the wave of the future and the future is now! The year is 2408 and the most popular sport in the world takes place on four purpose-built racetracks around the globe and on Mars. The only people who don't like combat racers are combat racers -- up to 19 rivals in any given race. Using power-ups, stealth technology, turbo boosters, intelligent missiles and more, these futuristic Dethkarz go bumper-to-bumper at breakneck speed with malevolent arsenals.

A dozen racetracks, three each at four locations, set the scene for pulse-pounding, fusion-powered intense combat racing. Located at Metro City, The Pole, Grand Keys and The Red Planet, each venue has short, medium and long track circuits. Races in Metro City take place among towering skyscrapers, The Pole features cliffs of ice among the frozen wasteland of Antartica and the super-rich vacation spot of the Grand Keys boasts undersea tunnels, islands and bridges. Racing gets out-of-this-world, literally, at the far reaches of outer space on the Mars track, a lethal combination of alien landscapes, volcanoes and deadly atmospheres.

In Dethkarz, you select any of 12 vehicles to race, each with unique combat, speed and handling capabilities. Cars are governed by six characteristics (difficulty, speed, acceleration, handling, weapon and armor) and all have either automatic or manual transmissions. There are four types of cars (Astor, Blitzwagon, Hyperon and Anassi) with three classes in each: starting Platinum, intermediate Iridium and ultimate Titanium.

Dethkarz is designed to expand as you advance. At the start of championship mode, the key to unlocking new cars and tracks, you have access only to Platinum Class cars and can only participate in the first of eight Race Corps championship seasons, the Pep Cup. Through qualifying and earning points by finishing in the top five positions in each race, advancement to tougher, longer seasons and better cars is achieved. Other modes of play include arcade, time trial and multiplayer.

In addition to four racing teams (Speedar Group, RKA-1 Collective, New Empire Racers and Team Kibachi) consisting of five drivers and cars that compete in each race, Dethkarz features nine power-ups ranging from heat seeking missiles and shields to nitro-boosts and bombs. Complementing the power-up weaponry are the two major types of firepower found on the cars, plasma cannons and pulse lasers, both of which can be recharged.

Dethkarz supports multiplayer action for up to eight combatants over a LAN or the Internet and two over modem or serial connection. The game also offers the option of 3D acceleration and force feedback controllers along with steering wheel, joystick, keyboard or gamepad input. Other options include easy, normal or hard difficulty settings, ghost car setups in time trial mode and choice of combat or non-combat racing.

Step into the future of auto racing -- buckle in and hold on tight as you take it to the limit in Dethkarz!
~ Michael L. House, All Game Guide

Roots & Influences

Demolition/combat simulations date back to the early 1980s with such titles as New Rally X for the arcade platform. The genre has seen a proliferation of titles encompassing nearly all types of racing (including futuristic) ranging from off world tracks and development prototypes to "climb-the-ladder" competitions.

The evolution of demolition/combat games for the PC occurred mainly in the latter half of the 1990s and includes such titles as Death Rally (1996), Carmageddon (1997), Demolition Racer, (1999) and Dukes of Hazzard: Racing for Home (2000).

Setting the stage for this type of racing simulation are such PC entries as MegaRace (1993), Hi-Octane (1995), Wipeout (1996), Jeff Gordon XS Racing (1998) and Star Wars: Episode I: Racer (1999). While not demolition/combat games per se, many similar elements of these futuristic racing games (structure, control, environments) are evident in the Dethkarz style of gameplay.
~ Aidan Doyle, All Game Guide

Review: Overall

As futuristic combat racing simulations go, Dethkarz is one of the better I've seen. It's challenging enough to make sure you keep it on your hard drive a while but not so impossibly hard that it reeks of futility. Dethkarz definitely delivers the goods for combat racing fans.

Graphically, Dethkarz is slightly above average compared to contemporary games of its genre. The racing machines are polygon-based but didn't notice any cutouts or disappearing modules that tend to plague similar games. The scenery is very good although there are only four raceways, each divided into three increasingly difficult tracks and featuring its own "look" and character.

The effects that power-ups had were very enjoyable, especially the mushroom cloud that filled the screen whenever one of the Dethkarz was destroyed -- except, of course, when it was mine!

Dethkarz features a good techno soundtrack and a number of good sound effects. The music is definitely a big part of the game as it is with other successful combat racers. Each power-up has its own associated sound and most of them are typically cartoon-like effects.

Dethkarz offers multiplayer support but there is no server set up to allow Internet play. Therefore, unless you know other players that own copies of the game, your multiplayer options are reduced quite a bit.

The only real drawback is the game's repetitiveness. When you take away the weapons, the game is really about racing cars in a poorly formed circle. No matter how you dress that up, when it gets old, it gets old fast. So, while Dethkarz is one of the better combat racers available (c. 1998), it can still get boring.

If you like racing and you like watching things explode, give Dethkarz a spin -- you'll want it in your collection.
~ Anthony Baize, All Game Guide

Review: Enjoyment

The game is challenging but not impossibly difficult.
~ Anthony Baize, All Game Guide

Review: Graphics

The car graphics are polygon-based and while not amazingly smooth, they do get the job done. The scenery is good though limited.
~ Anthony Baize, All Game Guide

Review: Sound

The game combines good techno music with good cartoon-like sound effects.
~ Anthony Baize, All Game Guide

Review: Replay Value

There are enough courses and cars to keep it on your hard drive for a good amount of time.
~ Anthony Baize, All Game Guide

Review: Documentation

The manual is fairly extensive although the game is fairly self-explanatory -- gas, brake, turn, shoot.
~ Anthony Baize, All Game Guide

Production Credits

BEAM INTERNATIONAL Original Concept: Andrew Carter, Adam Lancman; MANAGEMENT Producer: Andrew Carter; Executive Producer: David Giles; Art Directors: Holger Liebnitz, Russel Comte; Associate Producer: Andrew Buttery; Assistant Producer: Steve Mann; DESIGN Design: Mark Morrison, Andrew Carter, Holger Liebnitz; Lead Programmer: Iain Cartwright; System Physics and Special Effects: Duncan Murray; Graphics Systems: Matthew Jones; User Interface: Steve Scott; Multiplayer Game: Myles Abbott; Database, Install and Demos: Aidan Doyle; Sound System and Devices: Brian Post; Additional Programming: Shane Lontis, Gerard Van Der Linden, Richard Crane; Ver2go Programming: Philip Mitchell, Iain Cartwright, Kevin "Zaph" Burfitt, Duncan Murray, Matthew Jones, Adam Boyle; Lead Artist: Holger Liebnitz; The Pole and Red Planet Track: Eve Penford, Kieran Tobin; Metro City Track: Holger Liebnitz; Grand Keys Track: Simon Hart, Heston Barber; Car Design: Brendan Bottomley, Pol Sigerson; Special Effects: Stephen Oakley; Intro Sequence: Adam Ryan; Team/Sponsor Logos: Damian Borg; Additional Art: Russell Murchie, Mark Houareau; Music and Sound Director: Marshall Parker; Music: Gavin Parker; Additional Music: Tarmac ({&Event Horizon} and {&Here Be Dragons}), Mumifi ({&The Wuni}), One ({&Rising High}); Voice: Matthew King; Test Lead: Jared Quinert; Testers: Shane Collier, Asher Doig, Nick Evans, Jason Foo, Alex McNeilly, Luc Quiniat, Rhys Quinert, John Robinson, Glenn Shanley, Paul Tacey; Gameplay Tuning: Justin Walsh; Special Thanks: All Beam Staff, Great Car Rental (Melbourne), Eric Young; MELBOURNE HOUSE Publisher: Alfred Milgrom; Licensing and Marketing Manager: Kirsten Beamish; Manual Layout: Clive Hambly; Internet Promotions: Adrian Giles, Matt Michalowski, Judy Routt, Dan Sullivan; Website Art: Damian Borg, Sam Crook
~ Aidan Doyle, All Game Guide
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Wikipedia: DethKarz
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DethKarz is a futuristic 3D racing game by game publisher Melbourne House. It was released for Microsoft Windows in 1998. A Nintendo 64 port was planned but never released.

Contents

Cars

The game contains four different teams, each with individual characteristics. The cars shift from fast, agile, but combat weak cars through to heavier, slower cars with more shielding and more powerful weaponry. Each team has three tiers of their car. At first, only the first tier is available, but as the player progresses, he/she unlocks the other tiers. The second tier is unlocked after completing the short, medium, and long championships. Second tier cars are then used to complete championships based on each track, upon completion of these championships the third tier is unlocked.

Championship layout

The four environments of the game (Metro City, Grand Keys, The Pole, and Red Planet) each offer 3 iterations of their track; a short, medium and long version all based around the same starting grid. In most instances the tracks will utilise parts of the other versions, for example a straight on the medium track will continue past a corner from the short track, then rejoin the other end of the short track's corner further down the course of the track.

Weapons

The weaponry in the game can be enabled or disabled in the options menu, but is enabled by default. Every car is equipped with a built-in Pulse Laser or Plasma Cannon (selectable in pre-race setup). This weapon requires adequate energy in a cars energy bar to fire. The weapon can be charged up in order to release a devastating attack on another car. The Pulse Laser recharges faster allowing for more frequent shots. However, the Pulse Laser charges slower than the Plasma Cannon, but a fully charged Pulse Laser shot does more than a fully charged Plasma Cannon. Also as it fires from a twin cannon it can be easier to hit the enemy. The Plasma Cannon recharges slower, however it does more damage and charges faster.

As well as the built in energy weapon, several pickups are strewn about the tracks. The pickups are small cubes rotating on one corner with a coloured aura around them. The colour of the aura tells the player what the weapon is. They respawn five seconds after being picked up. The pickups can be separated into offensive weapons, defensive weapons, and tools.

Offensive:

Yellow: Torpedo Missile

This missile fires straight forward. You have to aim perfectly, but if a hit is landed it will deliver a strong payload.

Purple: Heatseeking Missile

This missile will aim at the next car but can miss if they are turning or jumping.

Dark Blue: Guided Missile

This light missile tracks down its prey by following the course of the track, but is the weakest of the missiles.

Strong Green: Cluster Bombs

Cluster Bombs scatter mines behind the players car, which explode if another car drives into one. They will fall off the track if not run into in time.

Orange: Antimatter Shield

The Antimatter Shield will drain opponent's shields when you get close enough. Your car will also receive less damage from enemy fire.

Defensive:

Faint Green: Stealth Mode

The players car cannot be hit by enemy fire. Energy and Rockets pass straight through. It can still collide with enemy cars and track obstacles. Firing while this mode is active will de-activate it.

Dark Blue: Shield

The Shield will protect your car from any and all damage while it is active. It differs from the Stealth Mode in effect, as explosions and Cluster Bombs can still throw you off course, and you can fire without repercussion while the shield is active.

Tools:

Red: Nitro

This special fuel will extensively increase the acceleration and top speed of the players car for 3 seconds. However at these speeds the cars are almost unable to steer.

Light Blue: Quick Fix

The Quick Fix will repair the player's car on the track, saving them the time needed for a full pitstop.

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References



 
 
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Krome Studios Melbourne
List of games supporting force feedback
GT Interactive

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