![]() ![]() Grand Prix 2 spawned a modding community that is still active to this day and laid the groundwork for its wildly popular successors Grand Prix 3 & Grand Prix 4, never mind much of the sim racing genre as we know it today. ![]() Once stopped, a 2D marshal would appear and push the car to the closest barrier, where it would be lifted off the track by an invisible crane. Plowing through a gravel trap too fast could also lead to losing a front wing, and lost parts had a noticeable effect on the behavior of the car.įire! Fire!Random failures were also part of Grand Prix 2: A number of mechanical gremlins could be enabled, so electrical failures, blown engines that started with white smoke before transitioning to grey one and a full-blown fire later, suspension failures and more could put a car out of the race, no matter if it was the player's or an AI opponent. The realistic driving physics meant that small mistakes or a kerb hit at a wrong angle and speed could have dramatic consequences in the form of rather big shunts, highlighted by the extensive damage model: Cars could shed their wheels and bodywork, even to the point of just the monocoque remaining. Overall, they were believable and featured key trackside buildings and objects.īig crashes carried big consequences - almost every part of a car could break off. The circuits are fairly accurate for the time, with some elevation changes not quite being represented as they were. Revolutionary Graphics & PhysicsWhat really set Grand Prix 2 apart from the competition was the on-track action, though: The game featured realistic physics for the time, as well as 3D texture mapping and SVGA graphics, making it a challenge for many home computers to run it well at the time. Local multiplayer was possible either via LAN connection or in hotseat mode, where players would take a pre-defined amount of turns with their own car on the same PC. Apart from single race weekends (called Non-Championship Race), players could drive in Quickrace mode (with a previously set length and grid position), Free Practice, a full season and online multiplayer via dial-up connection. Grand Prix 2's game modes ranged from quick races to full-distance championships including authentic weekend structures.Īccurate weekend structures let players experience full F1 weekends if they so chose, but sessions could also be skipped. However, it is possible to rename each team and driver in the menu, so even though the drivers' helmets would not change, different drivers could take their seat in name. The game's driver lineup is that of the 1994 British Grand Prix, which is where the cars' liveries are based off of as well. ![]() ![]() Same Helmet, Different NameWhile driver lineups changed frequently in 1994 due to the tragic Imola weekend, drivers being injured in testing, sponsorship or other reasons, they stay the same in Grand Prix 2. Usually, positions 27 and 28 were reserved for the Pacific team, which only qualified for five races in the hands of Bertrand Gachot, and two in those of Paul Belmondo in 1994. All 28 cars would compete in the two qualifying sessions - one on Friday and Saturday each - to make the grid, the two slowest drivers did not make the race. Of course, 14 teams meant 28 cars - but as F1 had a 26-car limit in place, this ruled out two drivers per race weekend, just like it did in real life. All 16 circuits of the 1994 Formula One season are present, but not all of them feature the safety changes made that year - Jerez, Estoril and Silverstone do, Spa-Francorchamps, Catalunya and Montreal do not. ![]()
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