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This game was never completed and/or given a public release. |
Tamiya Racing 64 is a tech demo for a racing game (presumably the similarly unreleased Mini Racers) with licensed remote-controlled cars, featuring very sensitive controls and vacuum cleaner engine sounds. It was developed by Intermetrics, associated with Looking Glass Studios.
The cartridge containing this prototype surfaced as an eBay auction in early 2012 and was sold for $1,358. It was dumped and released by Team CARROT on April 5 of that year.
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File: Tamiya Racing 64 (Unreleased Prototype).7z (1.68 MB) (info) |
Debug Mode#
Pressing L + R displays the following screen. Two options are selectable; pressing Start will confirm the action.
- Options: Opens a complex debug menu.
- Restart: Restarts the current race.
Accel Control#
Defines whether the acceleration is controlled by the A and B buttons (Right) or the analog stick (Mid).
Steer Control#
Defines whether steering is controlled by the Analog Stick (Mid) or the D-Pad (Left).
Control Type#
Defines whether the controls are "Normal" or "Cardinal"-based. The latter relies on the cars' X- and Y-axes and is very messy.
Track#
Allows you to pick between six similar paths, all taking place on the same course. Five of these go unused.
Number of Players#
Self-explanatory.
Number of AIs#
Tweaks the amount of CPU controlled players. Setting all of them to zero will start the game in Track 3, oddly enough.
Singleplayer Camera#
Changes the way the camera is placed over the player. It has three options: Platform, Plat Zoom, and Chase.
Multiplayer Camera#
Apparently doesn't work. The following settings can be selected:
- ZoomULR.
- ZoomU.
- FocusSwitch.
- Focus.
- Plain.
- Fixed.
Car Select#
Defines which car corresponds to each player.
Car Physics#
Permits editing any of the vehicles' stats. You can make them extremely heavy or just launch them at ludicrous speeds away and off the map, among other hijinks.
Debug Text#
Overlays some values on screen used by various resources in the game.
Unused Stages#
The core game is permanently restricted to a single stage, both in the demo and gameplay. Courses 0-5 (excluding the first one), selectable in the debug menu, are not used. All of these have invisible boundaries, while the NPC racers use the first level's configuration.
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Track 1 (Used) |
Track 3 (Unused) |
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Track 3, however, does load with the missing structures if the number of players is set to four in the pause/main menu. It's also the only scrapped route which the AI recognizes.