Moto Racer, mislabeled as Moto Racer Gold,[5] is an arcade style[6] motorcycle racing game developed by Delphine Software International and published by Electronic Arts for Microsoft Windows and PlayStation. The game was originally to be published by BMG Interactive, but after BMG closed down its U.S. operations[7] it sold the publication rights to Electronic Arts.[8] Critics hailed the game as the first outstanding arcade-style racer to appear on PC, and the PlayStation version in turn was called a strong conversion in reviews.

Players race on either a motocross bike or street bike, depending on the track.[9] The PC version features a total of eight tracks, four of which are unlockable, while the PlayStation version adds two tracks for a total of ten.[10] A multiplayer option is also available, allowing two players to compete over a LAN or Internet on the PC[9] or split screen on the PlayStation version.[10] The single player modes include "Time Attack" and "Championship". The most laps a player can do is eight on the Practice Race.


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Next Generation said in an early review of the PC version that it "fills the vacant niche of the PC motorcycle racing genre admirably. With luck, more titles will use Direct3D as this one does."[25] PC Gamer similarly said that the game does an exceptional job of satisfying PC gamers' previously unfulfilled desire for an arcade racer, summarizing that it "blends together all the great aspects of the genre into an experience that redefines fun. From ultra-fast graphics to heavenly control, this game delivers on all counts." He added that the game's visuals are impressive even without the use of a 3D accelerator card, and the multiplayer options and unlockables give it a higher replay value than most of the competition.[28]

I believe not all versions of moto racer support D3D, I could be wrong or confused by another game, but maybe there was a v1.2 patch enabling that renderer. 

Later I'll check on my files and tell you for sure.

More I know your app, more I like it. This software is what is missed to WIne: a way to play Windows 95 games. During the last week I tried differents WIndows 95 games with DxWnd on Linux with WIne and the results are very encouraging. I hope you preseerve the Linux/WIne compatibility in the future release, we absolutely need your software.

I finally find a way with DxWnd to obtain direct3d accelleration with Moto Racer 1 on Linux with Wine:

in the DirectX tab, I obtain direct3d acceleration only with "none, primary buffer, locked surface" renderer.

If I import your "motoracer 1 demo" config file, I just have to change the default renderer "primary surface" by one of this other renderer to obtain D3D acceleration.

Another test: If I change your config render as primary buffer or locked surface or none, Motoracer Direct3D is active and I can start a race with hardware acceleration. When I loose the race and select "continue" "No", the game sometimes crashed. I joined you the screen and log when the game crashed.

This post is not directly related to Linux (I have Win7), but I have not found another thread about Moto Racer. In my case, the game worked in D3D mode with DxWnd (I have Nvidia), but the race screen was basically not visible (see picture). On one page I found this patched file.

I have added parameters to the line "Launch: yourpath\moto.exe -D3D -TextureVideoMem268435456 -ZBuffer -frameratemax = 60 -CorrectRatioTextures

It worked for me (also but it only worked "-TextureVideoMem268435456 -frameratemax = 60 -CorrectRatioTextures").

Enjoy :-)

If I enter the parameters I mentioned in my previous post with my old moto.exe no change will happen (except that Settings is in French).

If I do not specify parameters with patched moto.exe the game complains (see image.)

Unfortunately, in old moto.exe there is no mention of the TextureVideoMem parameter which fixes the d3d error detection in patched exe.

So the graphics error in the race screen may be other error than in patched exe.

But if I ever find enough time, I'll try with other parameters.

That is possible. But since, that parameter -TextureVideoMem doesn't exist in old moto.exe,

gog version is probably patched version (3.20p or 3.21 or 3.22 - I don't know if there is an older patch than 3.20p - I didn't find it). I think the bug in the old version of moto.exe (blue screen in race) cannot be corrected via the parameters simply because more than half of them there is missing. Fortunately the patched version works in D3D (with parameters), at least for me (nvidia graphic).

The Moto Racer Chronograph sports an all-new squared case and has underlying design traits commonly seen in vintage motorcycles. Inspired by classic racing imagery, the thoughtfully designed details of this watch will make your heart beat faster.

Bigger and better than its predecessor, Moto Racer 2 from Electronic Arts and Delphine offers more tracks, more bikes, and a custom track-editing feature that seriously enhances the game's replay value. This is still not a true motorcycle simulation, but as arcade racers go, Moto Racer 2 is one of the best.

Like the original game, Moto Racer 2 allows you to race superbikes or motocross dirt bikes on a variety of tracks. There are eight different bikes in each category, each with its own ratings for brakes, grip, top speed, and acceleration. As in the previous version, the quality of your brakes is meaningless, because you rarely use the things. Top speed and acceleration are usually the most important items to consider, though a good grip rating becomes vital in bad weather conditions.

One of the game's strengths is the sheer number of tracks available to you right at the outset - a whopping 32. True, eight of these tracks are repetitive simple loops that are intended as templates for the track editor (more on that in a second), but the other 24 tracks still represent a refreshing change from the usual "win on every track and we'll unlock one more" formula. The tracks are split evenly between superbike and motocross courses, and the environments include city streets, a rain forest, the desert, and the countryside of Brittany.

Gameplay is pretty much like the original Moto Racer. The game is not a motorcycle simulation, but it does feel sufficiently different from most car-racing games. Also, Moto Racer 2 does a great job of conveying the sheer speed of each race: When you top 150mph in Moto Racer 2, you really feel like you're going that fast. The difficulty levels are well stepped so that you can win pretty easily on the lowest setting but will be hard-pressed to place in the top three on the highest.

After playing Motocross Madness, some gamers may be disappointed by the limited - and relatively tame - tricks available in Moto Racer 2's motocross mode. Some other gameplay elements are disappointing as well, such as the fact that your speed drops almost to zero when you brush another bike - even though that bike continues to fly along at its previous pace. Also, the hard-to-spot curbs along the side of most tracks have the same deadening effect on your bike and will virtually eliminate you from contention after a single bump on the highest difficulty setting. Rarely will you ever crash in this game, unless you hit an obstacle during a wheelie (and then you might as well give up, as the game waits for an excruciatingly long time before setting you back on your bike). In fact, if you hit a jump poorly during a motocross race and start flying off the track, an invisible barrier will snap you right back in bounds, and you won't even lose control of your bike.

Obviously, the game was intended for fast-paced arcade action, and on that level it performs admirably. So long as you're not looking for a pure motorcycle sim with realistic physics and tons of motocross tricks to land, you simply can't go wrong with Moto Racer 2. With two racing modes, thrilling gameplay, a ton of tracks, and a track editor, Moto Racer 2 offers a whole lot of action for any arcade racing fan.

Moto Racer is a Direct3D motorcycle racing game for Windows 95 released in 1997 by Delphine Software International, and published by EA. It was also released on the PlayStation and had a number of sequels. This page is intended as an archive of files and other random information about this game.

Fun Fair is a long, swooping, high speed road racing track with a fun fair theme, while Sea of Sand is a long and technical motocross track with a beach theme. Both are excellent and highly recommended, IMHO.

Sadly this is one of those games where various things are gated off until you play career mode, and this includes several important racing mechanics as well as tricks, tracks, other racers and upgrades. Functionally it does act as a bit of a tutorial; if you were thrown right in there and expected to learn the turbo wheelie mechanic before regular wheelie then it would have probably put a lot of people off, and it would also see you return to earlier races to try to do better. On the other hand gated off is still gated off and it is a hard pill to swallow.

Street is far faster and lacks the tricks component, dirt is like a motorcross track really and has a tricks component, a slide component and everything save drafting/slipstream from the street side of things, even if the tracks mean some aspects are downplayed; without the fast straights you are not going to be as focused on turbo wheelies. The turbo wheelies, once you unlock them, are a vital mechanic for the rest of the game. They unlock the speed boost of a wheelie and if you get a proper timing, which sends the screen a bit blue, you are not slowed by being off the track and, somewhat paradoxically, you get even tighter handling which allows you to go full speed round corners, cut a corner, ride right over the top of a chicane or make a bigger jump and gain some precious time. Jumps are interesting too as you tend to be slower during them so you want to time them right, on top of the general timing and speeds you want to take the dirt jumps in. More speed is not always the answer. e24fc04721

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