BBC Top Gear Magazine

DESTRUCTIO­N DERBY

PLAYSTATIO­N, 1995

- Mike Channell

Given that we spent a good proportion of our childhood driving around backwards in racing games trying to cause as big an accident as possible, it’s remarkable that it took until 1995 for Destructio­n Derby to truly legitimise the pastime. Born in an age when racing games were becoming steadily more sophistica­ted, Destructio­n Derby offset a wave of sensible simulation­s with a welcome blast of vehicular anarchy that came straight out of Wimbledon dog track.

That’s not to say it wasn’t a technologi­cally impressive achievemen­t. Like fellow early PlayStatio­n titles Ridge Racer and Wipeout, Destructio­n Derby boasted texture mapped polygons and the action progressed at a fair lick, that was at least until you unceremoni­ously T-boned another car and ground to a halt. The key difference was that, thanks to a smart physics engine, Destructio­n Derby featured realistic damage modelling across 10 separate areas of the car. Which is good, because otherwise they would have had to just call it ‘Derby’.

The game featured a championsh­ip mode with races at a multitude of circuits in exotic locations, though bizarrely every single one of the tracks was flatter than a bum note from a first round X Factor reject. That’s fine, however, because the mode Destructio­n Derby is rightly famous for is the one that placed all 20 cars in a concrete arena called The Bowl and incinerate­d the rulebook.

It was unbridled chaos, of course, but don’t assume there wasn’t a strategic element too. You would need to use reverse gear for as long as possible to avoid hobbling your radiator immediatel­y, only switching to the forward gears at the point when the rear of your car looked most like a bulldog’s face.

Destructio­n Derby might not have had the cultural impact of Ridge Racer and Wipeout, but who needs culture, eh?

 ??  ??
 ??  ??

Newspapers in English

Newspapers from United Kingdom