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Indianapolis 500 Logo

Es gibt wieder einen Grund mehr, sich einen Amiga zu kaufen: Electronic Arts’ Rennspektakel ist eine PC-Umsetzung der Formel I-Klasse geworden!

Indianapolis 500 Wie unschwer zu erraten, geht e shier um die berühmten 500 Meilen von Indianapolis. Auf der amerikanischen Renommierstrecke kann man mit drei verschiedenen Flitzern (die sich auch wirklich unterscheiden) üben, sich qualifizieren und natürlich Rennen fahren, bis die Auspuffrohre glühen. Bei den Rennen stehen vier Alternativen zur Wahl, angefangen von der Einsteigervariante mit zehn Runden (= 25 Meilen) und vereinfachten Bedingungen (z.B. keine Kollisionsschäden) bis hin zur vollen Distanz über 500 Meilen. Man muß sich um Dingen wie Reifendruck, Turbolader und mitgeführte Spritmenge kümmern, bei längeren Rennen ist ab und zu auch ein Boxenstop zum Nachtanken und Reifenwechseln fällig. Dank einer Kamerafunktion kann man sich das Geschehen der letzten 20 Sekunden noch einmal in Ruhe aus sechs verschiedenen Betrachtungswinkeln ansehen – besonders bei spektakulären Unfällen eine Wucht!

Die Vektorgrafik ist detailreich und ultraschnell, auf der Stufe mit den wenigsten Details fliegt die Strecke richtig an einem vorbei, Soundtechnisch sind eine brauchbare Musik und Effekte vom Feinsten geboten. Am meisten hat sich die Steuerung verbessert, außer Joystich und Tastatur darf jetzt auch die Maus gequält werden. Ein wahres Superspiel also! Einzige Einschränkung: Es gibt nur eine (unkomplizierte) Strecke, die Freude dürfte also nicht ewig währen – aber was währt schon ewig? (mm)

Amiga Joker, December 1990, p.?

Der Amiga Joker meint:
"Mit Indianapolis 500 macht das Rasen so richtig Laune!"

Amiga Joker
Indianapolis 500
Grafik: 88%
Sound: 79%
Handhabung: 91%
Spielidee: 72%
Dauerspaß: 74%
Preis/Leistung: 75%

Red. Urteil: 82%
Preis: ca 89,- dm
Hersteller: Electronic Arts
Bezug: Frank Heidak

Spezialität: Gute deutsche Anleitung, Handbuchabfrage statt Kopierschutz. Die Kamerafunktion arbeitet erst ab 1MB Speicher.

Indianapolis 500 Logo  Zero Hero

THOUGHT PROCESS: Driving game + 'witty' writer = awful puns. Cor, Indianapolis 500 has been on the tracks for a while. On the PC we lapped it up, playing it 400 times per hour. We wondering if we could really get tyred and exhausted of it? Now it's pulled into the pits and changed formats. Nigel Mansell is still crap at driving and David McCandless is still crap at intros.

Amiga Review Indianapolis 500 At last, everyone's favourite game finally made it on everyone's favourite computer. Yes, it's Nude Yoga Simulator on the Spectrum. No, I lied, it's actually Indy 500 on the Amiga. It definitely was a big hit on the office PC. By the time everyone got bored of it, the joystick was a smoldering tendril of plastic, the keyboard was a molten pool of letters, and the screen had gone bright red from being sweared so often.

"So how does it compare to the PC version?" you ask, "which was," you recline on the sofa and take a long, sexy drag on your cigarette, "the bee's knees when it came to race 'em ups. "Well", I reply, gliding slowly over the settee to the slide into the seat next to you, "It compares" – I lick my lips – "favourably. It's very, very... nice. It's not quite as smooth, it's a little jerky here and there. But on the whole", - I lick my lips again – "performs just as well."

All the features of the original – the instant replay angles (1 Meg only), the indestructibility mode, ability to go backwards and destroy all your fellow racers – are here, and all on one disk to boot (geddit), so there's far less hassly disk swopping. One added extra the PC lacked is sound. Instead of the usual IBM sound chip labouring to spit out a car sound, Indy Amiga has sampled vrooms, sampled squeals and sampled tinkling wreckage sounds when you collide with the spectators at Mach 3. It makes a surprising amount of difference. For instance, you can now actually hear cars approaching from behind. The high-pitched schrieks and climb-downs of gear changes enable you to be more 'in tune' and 'as one' with your engine. And as for the exhilaration factor as well...

The way of measuring the exhilaration of a race game is by observing the following factors:
a) the amount of head tilting and dodging in front of the monitor;
b) the collective number of swear words ejaculated during play;
c) the number of times the phrase "Son of a @*!it. The git went into the back of me, Just look at this replay!" is exclaimed;
d) the number of hours after playing the game that the subject is still shaking and making "neeeeowwww" and "vroom vroooooom" noises.

If we were to measure the game by these factors, Indianapolis 500 would score:
a) 90; b) 4567.5; c) 1 and d) 36.
But as it is we have to rely on the good old fashioned ZERO panel, which reads as follows:






Zero, November 1990, p.62

No probs, plane sailing, er, car driving.

Indianapolis 500
Electronic Arts
Out now

Indianapolis 500 Logo

Electronic Arts, Amiga £24.99
indianapolis 500 The official sim of one of motor racing's greatest races allows you to race around that famous banked oval in one of three types of car (March Cosworth, Penske Chevrolet or Lola Buick), steering via mouse, joystick or keyboard. Colliding with other cars or the track wall can result in a spectacular pile-up - which can be replayed (only on 1Mb machines) from six different camera views.

In the full 200-lap race (you can also compete in shorter sprint races) you'll need to visit the pits several times to refuel and change tyres. Here, you can also make subtle adjustments to your car configuration by altering the settings of wings, gears, shocks etc. The longer races also feature yellow flags which forbid overtaking while wreckage is cleared from the track.

Options allow you to alter mouse sensitivity and choose from three levels of graphic detail - the less detail, the faster the game speed.

Zzap! Issue 70, February 1991, p.88

Robin Hogg Well, it's better than Days of Thunder, but other than the fast screen update and the much vaunted Instant Replay feature there's not much else to hold your attention. One track just isn't enough, especially when it involves 200 rather repetitive laps. I couldn't even manage 20 laps in the top-of-the-range Penske/Chevy with its ultra-fragile tyres! It's a challenge, I'll give it that, and it proved quite entertaining inching past rival drivers on the straights and dodging wrecked cars but it's very frustrating to make a simple mistake or shunted from behind and get knocked out of the race. Effects like the debris coming off cars with realistic sonic accompaniment just do not add enough.

Phil King Apart from making minor adjustments to the car, this is a pretty straightforward driving game. Once you have learnt how to corner efficiently on the banked bends there is little else to do other than avoid contact with the numerous computer cars. Hence, with the uniform oval track, the action is on the dull side. Doing this for 200 laps seems unthinkable - although this is where some tactics do come in, using yellow flags to your advantage and making pit stops.

Extensive options including replay facility.
Okay 3-D with variable graphic detail.
Intro tune and engine FX.
Shorter, no-damage races are a good introduction...
...but the full, 200-lap race is only for the brave!
A surprisingly simple driving game.