Rankings of the 8 teams’ car classes across locales.
Featuring Koop’s digital art of Sports, Indy, Buggy, Dakar and Rally cars.
Take a trip down memory lane, with these screenshots of the long-defunct OFFICIAL GTR98 website by Activision, as it appeared circa 1997.
These images were preserved in [Hyde]‘s personal backups for 20 years 😮
In GTR98, within the various car classes, cars are paired according to their physical appearance and approximate driving experience (except for the Indy class, where the differences are minimal).
DAKAR Pair #1: Ivanov & Baptiste
DAKAR Pair #2: Xu & Roberts
DAKAR Pair #3: Lumiere & Rossi
DAKAR Pair #4: Ahmed & Morgen
BUGGY Pair #1: Baptiste & Ivanov
BUGGY Pair #2: Rossi & Xu
BUGGY Pair #3: Morgen & Lumiere
BUGGY Pair #4: Roberts & Ahmed
SPORTS Pair #1: Ivanov & Xu
SPORTS Pair #2: Lumiere & Roberts
SPORTS Pair #3: Rossi & Baptiste
SPORTS Pair #4: Morgen & Ahmed
The only things these two have in common are their light weight, and their great tendency to flip over at U-Turns.
But NO other car is like Morgen Sports in terms of eccentric random flips…
The differences between the Indy cars are minimal, so the Indy Class is NOT included in the [Resemblance Chart].
Xu & Ivanov
Baptiste & Ahmed
Lumiere & Roberts
Rossi & Morgen
(Shortened URL for this page: http://is.gd/gtr98pairs )
Five different types of Out Zones exist in the world of Grand Tour Racing 98; there are overall six types of matter, with the only non-Out Zone being the drivable area of the main track.
Six Types of Matter
It is the main track that is present in all races, and the most common type of matter in the game.
2. “Get Back On Road” Zone (GBOR) Zone (Human Player Only)
The GBOR Zone is the second-safest area, since the player will be safe for about 20 seconds before the 9-second “Get Back On Road” timer appears.
If the player does not get back to Safe Zone before the timer expires, it’s “Game Over”, and the player finishes “Out”. The most common GBOR Zone is grass.
3. Undrivable Solid
An Undrivable Solid is a hard, out-of-bounds zone, which causes cars to completely lose control and sometimes bounce around helplessly for 5 seconds before falling Out.
If a car lands on Undrivable Solid while in “Turning Over” mode, the game will automatically try to transition it back onto Safe Zone. If 8 seconds have passed while Turning Over and the car has not returned to Safe Zone, it will be Out.
4. Mid-Air – Car will fall Out if in mid-air for 5 seconds. Behaves similarly to Undrivable Solid. It is possible (though unlikely) for “Turning Over” mode to be activated in mid-air, and in this case the car would simply ignore gravity.
5. Water – Car will only fall Out if about 95% of its body is submerged into the water. All water is near or above Safe Zone, so therefore a car that is not fully submerged will always be safe from falling Out. Water is present in all levels of the game.
Rocks / Logs
Occurring in sets of three in Scotland races, these boulders’ purpose is to block the road into one-car bottlenecks. A common obstacle in Scotland races, they are present in five levels starting from Scotland 2.
Ivanov completes a Full Rampage in Moscow 7.
Baptiste completes a Non-Deadly Full Rampage in HK 7.
A Rampage is an unofficial gameplay challenge where the human player seeks to knock Out as many AI opponents as possible. While Rampages can be attempted on any track, levels with readily-accessible Out Zones, particularly high levels, are those where cars can be handily sent Out.
It is a Full Rampage when Continue reading “Rampage”