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Wrecking Racing was meant to enable a broad range of strategies, such as keeping up but watching out for destruction opportunities, destroying the cars in front, and destroying everything without concern for position. Trailer of DD2 on CD 13 Demo One of the Official UK PlayStation Magazine (SCED-00365) Cars nearing destruction were designed to behave in a realistic and unpredictable fashion through effects such as losing the bonnet (hood) and catching on fire. The most realistic aspect of the race tracks was the pit stop, although Edmondson stated that he limited players to one stop because the team did not want to detract from the action and because a penalty system would have added a lot of extra work. The team were inspired by Daytona's revolving windmills, and large jumps were implemented to add drama to the tracks. In response to a common criticism of the original Destruction Derby, the tracks were designed to be larger and less narrow. The tracks were constructed in Softimage 3D and converted to PlayStation format mesh data using a custom tool. The team travelled to photograph the textures. Variety and realism were focuses for the tracks: they featured visuals such as forests, Neon Cities, and Canyons, complete with obstacles. Edmondson travelled to the United States to record Page at a studio in Indianapolis. Because soft-spoken commentary would not fit with the soundtrack, commentator Paul Page was asked to serve as the game's announcer due to his "animated and excitable" style. Thrash metal bands Jug and Tuscan were therefore chosen to compose the soundtrack, as some members of the team were involved with them. Edmondson also wanted appropriate music for American stock car races, so he attended races across the United States, where he noticed that metal music featured prominently. Therefore, the cars were designed to resemble the stock cars used in NASCAR racing, while all the tracks were situated in the United States. Įdmondson wanted to Americanise the game, as the original had a British banger racing feel. Edmondson stated that Destruction Derby 2 felt like a new game rather than merely a sequel with more tracks. The collision routines were extended so cars can handle being flipped over. The engine was rewritten to handle the larger tracks incorporating obstacles such as hills and jumps, while the car dynamics were also redesigned. According to producer Martin Edmondson, Destruction Derby 2 is a rewrite of the original, with only the 2D collision algorithms remaining intact. The original Destruction Derby was developed in seven months, resulting in a few design flaws and the cutting of several ideas that could not be implemented within that time frame.
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