
                          *** Maximum  Overdrive ***
                             (a work in progress)
                                      by
                                Michael Davies

                           a1studmuffin@hotmail.com

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 * WHAT'S NEW - v0.891 *                                        * 04/02/99 *
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    * Minor bug-fix: The graphics driver VESA2L was not compatible with all
      video cards. The problem has been remedied, with your graphics card
      capabilties being autodetected. Sorry for the inconvenience folks! :)

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 * WHAT'S NEW - v0.890 *                                        * 01/02/99 *
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    * MAJOR speed increase! The graphics mode was changed from VESA1 to
      VESA2L, making it possible to obtain 30fps stable at any screen
      resolution (at least on my Celeron 400mhz w/128mb Ram :)...)
    * Improved car handling. Now turning is based on a "steering wheel"
      principle rather than just using a black/white turning left/right
      approach. Subtle, but more realistic :)
    * Power-ups! Including:
        - Weapon ammunition
        - Engine/chassis repair
        - Invincibility (30 sec)
        - Rapid fire (30 sec)
        - Tank mode (30 sec)
        - Nitro booster (30 sec)
        - Mega-grip (30 sec)
    * Checkpoints & laps! Now you can actually finish the race! Although it
      still doesn't DO anything when you do :-)
    * Eye-Candy!
        - Skid-marks are now one smooth line, and have smoke trails.
        - Explosions have "fireballs" shooting out from them.
        - Dead cars emit a realistic black smoke.
        - Collision sparks.
        - Shadows.
    * Selectable terrain/scenery for each level. Unfortunately this isn't
      really noticable since there's only one map. (To see it, run EDITOR4,
      press F12 to load the map, and press F1 to change the scenery. :-)...)
    * Projectiles do not travel "backwards" if you're reversing fast.

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 * WHAT'S NEW - v0.882 *                                        * 30/11/99 *
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    * Better AI: CPU cars now ATTACK you, and follow the road/dodge other
      cars better.

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 * WHAT'S NEW - v0.880 *                                        * 29/11/99 *
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    * Proper race tracks and starting positions! Unfortunately, laps aren't
      yet recorded, and you'll just keep driving around and around and around
      until all the cars blow up :)
    * (Incredibly poorly programmed) Artificial Intelligence! Now you can
      race up to four other computer opponents. Bear in mind that I've never
      undertaken ANY training or education in the field of AI, so its more
      like AS (Artificial Stupidity).
    * All new map design/graphics set.
    * Tile-based map now uses masking collision detection rather than square
      collision detection [this means things like roundabouts, obstacles and
      curved corners can exist!]

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 * WHAT'S NEW - v0.875 *                                          * 5/6/99 *
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    * Collision Detection: Enhanced collisions between cars and scenery.
    * New weapons: Automatic Rifle, Rockets, Smart Rockets, Oil Slicks.
      [ALL weapons now implemented.]
    * Car physics model slightly changed. Each car has a different top speed,
      and cars skid around corners if they're turning too fast. This doesn't
      disturb your driving at all, but just makes the game sound a little
      more extreme :-)
    * New cars: Now 10 models, 9 colours.
    * Windshield reflections.
    * Player Indicators: In multiplayer games, small coloured spheres indicate
      the direction of the other human opponents.
    * Options: Screen resolution [320x240*, 640x480, 800x600, 1024x768]
    * Interface. The game is starting to look less and less like an alpha
      version. :-)

      * 320x240 resolution will not be included in the final version, but is
        currently implemented for development reasons. [don't ask :)] Don't
        expect to be able to see more than 3m ahead of your car :)

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 * WHAT'S NEW - v0.857 *                                          * 4/6/99 *
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    * Inter-car collision detection (Now I just have to work on collision
      "reaction" :) (Also, map collision detection coming soon!)
    * Split-screen support (Up to 4 players at one screen.)
    * Mines and grenades now detonate upon proximity.
    * Cars now obtain damage to their body and engine. The damage level is
      visible in the bottom left corner of each player's window, while
      scorch marks across the car's body give an "at a glance" feel.
    * Coloured cars. No more manditory letterbox red!
    * Weapon icons.
    * Frag count for each player.
    * Radar. (Dodgy, and always in the bottom right corner of the screen)
    * Transparent sprites. This means explosions look a lot sexier and the
      heads up display for each player doesn't hinder your view.
    * Command-line option "-debug" added (Enables development mode.)
    * Command-line option "-lores" removed.

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 * WHAT'S NEW - v0.80 *                                          * 25/5/99 *
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    * Grenades.
    * Explosions. Now stuff actually BLOWS UP! :-)
    * Debris particles. [yet to be used to its full potential] At the
      moment, debris particles fly out from the explosions, but will also
      appear during car collisions etc.
    * Tile-based map.
    * Map editor. [Not intended to be user friendly!]
    * Frame-rate limiter. This means that even on Pentium III 500s, the
      frame rate will glide at a constant 23fps. Unfortunately slow computers
      won't notice any benefit of this feature :)
    * Command-line options: -lores, -nosound, -?.
    * Optimised code, things that you don't know or care about, etc.

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 * WHAT'S NEW - v0.7 *                                            * 2/2/99 *
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    * Four player support.
    * Scorch marks.
    * Optimised code, things that you don't know or care about, etc.

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