TEST DRIVE III THE DUEL: TEST DRIVE II has the distinction of being the most popular computer driving game ever published. It offered challenging gameplay, good graphics for its time, and lots of sheer fun and enjoyment. So it's only natural that Accolade, the publisher of the first two games, would want to continue the tradition by updating the program to current technological standards. (This review is based on the IBM-PC version.) The concept is simple enough: Take the basic premise of the original games (i.e., driving exotic cars at unsafe speeds on public roads), offer 256-color VGA graphics, full support for most sound boards, and a true 3-D polygon-fill game world complete with varying weather conditions. It all sounds terrific, but something got lost in the execution. The IBM-PC version of TD III requires the following: PC, XT, AT, Tandy 1000, 3000, or 4000; VGA, EGA, MCGA, or Tandy 16-color; and 640K of RAM. A clock speed of 8MHz or faster is recommended. There is sound support for AdLib, CMS, Tandy 3-Voice, Roland MT-32, LAPC-1, and Soundblaster. Copy protection uses a code wheel. For this review, I played on a 286 at 20MHz with VGA, and Roland and AdLib sound cards. It should be strongly emphasized that the EGA graphics are quite poor by today's standards. The digitized images used for the car interiors (as well as the selection screens) are stored in VGA format only. When displayed in EGA, the program calculates the images from the VGA format, and the result is much less than satisfactory. At the main menu, the player may select one of three available cars: the Lamborghini Diablo, Pininfarina Mythos, or Chevrolet CERV III. The selection process includes some nicely digitized images of the vehicles, as well as basic performance specs. Different courses can also be selected, although only one (Pacific to Yosemite) is included with the original program. Accolade plans to sell data disks of cars and courses in the same manner that they did with TD II, although it's important to note that data disks from TD II will _not_ work with TD III. Finally, nine skill levels may be chosen, each introducing more severe penalties for bad driving, as well as increasing the skill of the computer opponents. In the same step, the player is asked to choose to race against the clock, the two computer opponents, or against as many as three human opponents. Human competitors must take turns driving the course, while the computer opponents race with you, wheel to wheel. Then it's off to the open road. There are a lot of options while driving, such as three different musical tracks in the background, automatic wheel centering, sound effects and engine sounds, as well as three "visibility distance" settings that increase game speed on slower CPUs. The cockpits of all cars are digitized, though they have so little texture that the 16-color cockpits in TD II are probably superior; more retouching was in order here. The three-dimensional polygon filled graphics that make up the game world, however, are rendered quite nicely. There are bridges, tunnels, railroad crossings, dams, lighthouses, etc. It is complete and effective. The course is divided into five sections that are driven in sequence. Each section, however, has multiple routes that lead from point A to point B. As you might expect, some are shorter but more difficult to negotiate, while others are longer but allow higher speeds. One of the nicest features here is that TD III actually times and scores each route differently, and keeps records for the different routes in each section. There are still police patrols to contend with, and even inclement weather from time to time. Nighttime, rain, fog, and snow all occur, though they have little or no impact on gameplay (that I can detect). While this is disappointing, the graphical effect of each of the conditions is quite good. Most all of the preceding seems to imply an impressive, engaging driving simulation in TD III. Alas, that's not the case, for one issue is yet to be addressed: playability. TD III fails miserably because it is unplayable. All of the beautiful graphics and game structure are wasted because of two critical factors in the game design that were botched: specifically, the control method and the time base. All control, including joystick, is digital. If that weren't bad enough, and it is, it may just be the poorest digital control I've had the displeasure of using. It is frustratingly difficult to keep the cars on the tarmac at even reasonable speeds. Even worse, TD III does not run in real time; it's based on CPU clock cycles. This type of design is common in arcade-style games that don't attempt to accurately portray real world events. In simulations, however, it's of critical importance that all movement within the game world occur at consistent rates of speed, regardless of CPU cycles. The only way to accomplish this is to base all movement on real time, or at least some percentage of real time, because it is constant. Once this is done, the speed of the CPU only alters the frame rate, or the frequency of screen updates in a given time. The reason this is such a critical issue, aside from sheer realism, is that in a polygon-fill game world, the number of polygons that must be drawn at any given point can change radically. If the program is not based on real time, the entire speed of the game changes according to the world detail from moment to moment. Aside from feeling totally disjointed and unrealistic, this can render a game unplayable on high-speed CPUs, because the reaction time may become unreasonable when fewer polygons are being manipulated. Such is the case with TD III. Even on a 20MHz 286, the program runs about 1.75 to 2 times faster than real time. When played at 8MHz, it's much, much slower than real time. The end result is that the game is a great deal easier to play on slower machines. In fact, my experience resulted in course times being reduced by half when playing at 8MHz as opposed to 20Mhz. However, as you might guess, playing at 8MHz is anything _but_ the exhilarating experience this game promises. There are a number of less severe gameplay problems as well, not the least of which is the sound support. The music is the typically mediocre pap, but the sound effects are truly horrible. After having taken some heat for only offering musical support in recent releases, Accolade has countered by including sound effect support, but it still doesn't seem to care enough to do it properly. The Roland sound is particularly disappointing, considering its capabilities. There are other problems: Computer opponents can drive through objects, such as trains, and occasionally other cars; mountainous areas have sections of road that just drop out of your sight because the pitch (longitudinal rotation) of the car doesn't change to match the angle of the road surface; collisions with other cars or being stopped for speeding often result in several subsequent collisions while trying to dislodge yourself from the scene; the instant replay feature is hardly worth mentioning because of its limited features and clumsy interface; the cars spin right up to their top speed without any trouble whatsoever, in direct contrast to the realistic engine modelling in TD II. The list goes on, but why bother? These aren't the factors that destroy the game, but they are a good indicator of the overall sloppiness with which much of TD III was programmed. In short, there is very little to recommend TD III. As was stated up front, the concepts are solid. That much is even more apparent after having played it. But a simulation must meet a few basic requirements: It must be fair, it must be fun, and it must be challenging. TD III meets none of these, unless you consider challenge and frustration to be one in the same. It's just a shame that Accolade was seemingly unwilling to go the distance on this one. In closing, I wish to note that the designers of TEST DRIVE I AND II, Distinctive Software, were not responsible for this incarnation of the TEST DRIVE series. I certainly don't wish to inadvertently tarnish their reputation. For whatever reasons, Accolade chose to hand TD III over to Tom Loughry, the designer of STEEL THUNDER and GUNBOAT, both relatively undistinguished and widely criticized games. It's one of the best examples in recent memory of just how little a role most publishers play in the quality of software, and how great a role the design team plays -- this despite the fact that most consumers still purchase games based on the publisher's reputation. TEST DRIVE III is published and distributed by Accolade. *****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253