![]() In April 1996, a Destruction Derby version optimised for the Diamond Stealth 3D 2000 graphics card (using S3 ViRGE chipset) was released for Microsoft Windows as an exclusive OEM bundle. Gameplay of hardware accelerated Windows version The early Destruction Derby logo as shown in the playable demo on the first Demo One disc, SCES-00048 PlayStation The MS-DOS version also lacks many objects in the tracks. ![]() More notably, the MS-DOS version has four competitors cut out, and has four divisions rather than five, with some competitors having been shifted around. In the Sega Saturn version, there is a black background when the game is loading a new event, rather than the usual background. In the MS-DOS version of the game, the 'QUIT' option after a Championship event is called 'EXIT' instead. There are a few differences between the different versions. Unlike the Japanese Saturn port of Wipeout, the Psygnosis banners in-game were not replaced. The Japanese version was published by Soft Bank. The Saturn port suffers from a slower framerate, lower draw distance, and lack of transparencies compared to the original PlayStation release. It was ported by Perfect Entertainment like most Psygnosis ports to the Saturn. The Sega Saturn port arrived pretty late, in August 1996, and despite also being advertised in North America it was never released there. The popularity resulted in a 1996 sequel, Destruction Derby 2.Ĭomparison between PlayStation (left) and MS-DOS (right) of the "Toon Army" graffiti bridge in City Heat The game achieved high popularity and was later added to PlayStation's Platinum Range/ Greatest Hits collection, also being one of the first games to achieve platinum sales. Shortly afterwards the PC (MS-DOS) version was also released. ĭestruction Derby was finally released on 20 October 1995 for the PlayStation a few weeks after its European launch. As late as August, it was still called Demolish 'em Derby by some outlets, including by Edge Magazine in its 23rd issue. Interestingly this build also shows the race being 20 laps, which does not occur at any time in the final version. Next Generation's August 1995 issue stated after playing a preview build: " Derby's most oustanding feature is the realtime deformation of the vehicles - unlike Ridge Racer, smashes and pile-ups really do affect the cars' bodywork". Plans were made to support up to eight players with the PlayStation Link Cable, but it was implemented with only up to two players. The team made the game's tracks small to "keep the density of the cars on the track very high", which allowed for large-scale wrecks. Damage to vehicles is modelled in real-time, based on the speed and angle of the cars involved. However, a single wire-frame model, differentiated by texture maps, was used for every vehicle. Destruction Derby's game engine supports up to twenty cars on screen simultaneously, which no console racing game, other than Daytona USA, had achieved until that time. Performance was also improved by optimising the game's graphics, and by reducing the level of detail of objects in the distance. Producer Tony Parks noted that the physics were simplified to improve performance and to compensate for the PlayStation's digital controller, and that the team sought a balance between "realism and playability". Director Martin Edmondson believed that the game would otherwise be "completely unplayable", as with " pool when the collisions are all off". To make the results of car collisions easier to predict, Reflections implemented simulated physics into Destruction Derby. Īn early logo of the game as presented by Psygnosis at E3 1995 Writers for Edge and Next Generation commented that the game could "trounce" Ridge Racer upon the PlayStation's release. The game debuted at the May 1995 Electronic Entertainment Expo, and its initial title was variously reported as Demolition Derby and Demolish 'em Derby. Kutaragi was "very enthusiastic", though commented that it was a shame that debris from the cars didn't stay on the track. Edmondson demonstrated the game to SCE CEO Ken Kutaragi who flew over with a team of engineers. It was published by Sony Computer Entertainment (SCE)'s Psygnosis branch, which allowed Reflections to receive PlayStation development kits (SDKs) long before that console's release. The British development studio Reflections Interactive began had been working on Destruction Derby for the PlayStation starting around December 1994, having been concepted by its co-founder Martin Edmondson and by Michael Troughton - both fans of the real-life demolition derby sport.
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