Computer Gamer


Revs

Publisher: Firebird
Machine: Commodore 64/128

 
Published in Computer Gamer #10

Revs

After the rave review of Revs in a previous issue of Gamer, the game went on to be a terrific success on the BBC Micro. Since then, the Firebird/Acornsoft unofficial partnership has proved fruitful yet again with the Commodore version of an enhanced version of Revs.

Revs is the ultimate Formula three racing game, more of a simulator than a game. It was written by Geoffrey Crammond - who wrote one of the finest aircraft simulators available for machines of this type in Aviator. Since then, after consultation with the (now no longer with us) Acorn F3 racing team, he went on to use his expertise in 3D graphics and simulations to produce Revs.

Revs is different from most racing games, in that it is as near perfect as it is possible to be. The tracks (Brands Hatch and Silverstone) are perfectly proportioned on the bends and even the hills. It is difficult to appreciate just how real it actually is until you have raced the circuit for real. I went through the Brands Hatch racing school up to Intermediate grade on Formula Ford 1600s, which is the next formula down from the cars being simulated in this game. So when I went around the Revs version of Brands there was an incredible feeling of deja vu.

Revs

As anyone who has raced Brands Hatch for real will tell you, the best part is when you have zapped down the straight, cleared Paddock Hill Bend, and look right down the hill and into the valley that curves up towards Druids. It was really at this point that the realism of it began to get a bit un-nerving.

After clearing Druids (dead easy if you know about the late clipping point - for real, that is), then down towards the left hander at Graham Hill Bend, it was here that I had problems, normally in a car, especially if it's a bit wet and there are other cars on the circuit, there is so much muck thrown up in front of you and covering your helmet that you have to look out of the sides of your car to judge where you are from the landmarks.

And all timings for curves are taken from landmarks, bits of overlapping tarmac, tufts of grass, signs, and trees, etc, specially trees. So when I come down the hill after Druids, careful not to complete the turn to be ready for the left hander, I look forward to the tree that I expect to be there - and it isn't!

Revs

Thus, I embarrasingly fly off the track - luckily the only time I have at Brands. At least this way, it's a bit cheaper! This time it is a case of too much realism combined with not quite enough.

The Acorn documentation is very good, though I think that the changes for the C64 could have been a bit better, especially the screenshots that are obviously from the BBC version. The Brands Hatch section has a bit of a 'tacked on' look as the BBC version only had Silverstone due to memory limitations.

In all, the package is brilliant and a must for any computer racing fan. My only complaint is about the control methods - which stick - but I'm sure that people will manage.