ATR: All Terrain Racing
ATR: All Terrain Racing | |
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Artwork for the Amiga release of ATR: All Terrain Racing.
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Developer(s) | Team17 |
Publisher(s) | Team17 |
Programmer(s) | Jamie Woodhouse[1] |
Artist(s) | Daniel J. Burke[1] |
Composer(s) | Allister Brimble[1] |
Platforms | Amiga[2] Amiga CD32[1] |
Release date(s) | 1995[1] |
Genre(s) | Racing Side-scrolling |
Mode(s) | Single-player Multiplayer |
ATR: All Terrain Racing is an isometric racing video game that Team17 developed and published for the Amiga and Amiga CD32 in 1995.[3] During a protracted dispute between Team17 and Amiga Power, the magazine's reviewer, Jonathan Nash, awarded ATR: All Terrain Racing an abysmal rating of 38%, thereby prompting the developer to pursue a lawsuit for defamation.[4]
Gameplay
Like many Amiga racers from the era, ATR was a top down racer. This meant that the game's only viewpoint was from high in the sky looking down on the track. Handling was based on drifting around corners and slamming into opponents.
The vehicles in ATR are all "buggyish" in their nature, with a futuristic slant on the stylings. This futuristic styling was carried over into some of the assets in the level design, leading players to think that the whole game was set in the near future.
Unlike many of the top down racers of the time, tracks had short cuts which added an element of strategy. As well as short cuts tracks also had environmental hazards the player had to avoid, such as oil slicks and small jumps. Tracks also had turns that were not just 90 degrees in nature (a shortcoming of ATR's precursor Overdrive). Pickups such as turbos were littered about the track.
See also
Notes
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References
External links
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