The road to releasing Amazing Curves Racing is a long and winding story. Here are some of the cars, RC aircraft, RC cars, model rockets, and video games I created or worked on which lead to the development of Amazing Curves Racing.
No pictures: 2007 Lexus IS350 (gray). Excellent daily driver, decent handling, this particular IS350 was very quick: folks report ~4.8s 0-60. I never timed, but that seems possible. Very comfortable and reliable car. 2004 Nissan Maxima (burgundy), V6 6-speed manual. Surprisingly low torque-steer for a 265HP front-wheel drive car, also impressive was the flat handling on corners, for a 4-door sedan. 2001 Bullitt Mustang (black)- simple design, cool history, fun to drive, great exhaust note!
No picture: 1995 Accord V6. Lowered via performance springs, Koni shocks, SSR Integral Semi-solid forged wheels (14 lbs). Not quick, but was a nice daily driver which handled and drove well. Very comfortable and reliable car.
Games and Simulators
In 2002 I wrote the network code for Presto Studio’s “Whacked!” for Xbox. Early in development, I found the built in Xbox TCP code was broken: it would stop working with no errors. So I wrote a low-complexity, low-latency, reliable+unreliable UDP based system, which used bandwidth adaption to keep the network stable. Whacked! was the first Xbox Live game to be completed, and shipped with the Xbox Live Starter kit. https://www.mobygames.com/game/7692/whacked/
H3D Quake: Brightland converted Quake to stereoscopic 3D for H3D Entertainment. Victor Vedovato did most of the conversion work; I traveled to Mesquite Texas to show John Carmack how it all worked. We were also working with Rendition, an early hardware graphics vendor, which led to work with Raycer Graphics.
You can run VR Slingshot in Chrome here (Select Practice / Pro, then press ‘a’ to start autopilot: joystick not supported. You can also select game type, Energy Duel or Cyberball. Later versions added Disk Eliminator, where you can launch a spinning disk which tracks your opponent like a guided missile): https://archive.org/details/msdos_VR_Slingshot_1994
In 1988 I worked with Haitex’s 3D shutter glasses (originally made by Nintendo, modified to work with the Amiga) and created Space Spuds. It’s an absurd game where you fly through space shooting food, including potatoes, burgers, fries, cakes, etc. If the food hits your ship, your player gains weight. While the stereoscopic 3D is excellent, all the textured art is 2D (limitations of the Amiga hardware). You can also pick up weight loss items as well, such as “fat burner” pills, a liposuction vacuum cleaner, and a chin and tummy tuck chainsaw. You can play a man or woman, where the on-screen character gets fatter or slimmer as the game progresses. If your player gets too fat, they explode with a cool effect. If too skinny, they wither away. My older sister pops and glitches on the player screen area from time to time, saying “Buyyyy Space Spuds!”, which is an homage to Max Headroom, which was very popular at the time.
Amiga (2000 or 3000) development environment, 1987 or later.Amiga 1000 development environment, circa 1985.For the European market, due to potential political issues, Libyans in Space was rebranded as Alien Strike, and all references to Libya were removed from this version of the game.Libyans in Space, for the AmigaLibyans in Space review from: https://www.lemonamiga.com/games/details.php?id=3319
In 1987 I created Libyans In Space for the Amiga, my first game. I sensed something amiss with the political narrative and created a game where countries can settle their differences without harming living beings (with the help of aliens, similar to an old Star Trek episode). It was written in Modula 2. Part of the reason these early games are “unusual” was limited means to capture or create sound effects and to create content. Art tools were limited to things like EA’s Deluxe Paint. Image capture was via a black and white camera with a color wheel on a stand (NewTek DigiView).
RC Aircraft, Cars, and Rockets
Getting an Estes Space Shuttle ready for launch at Granite Hills High School field in El Cajon CA, circa ’70’s.Launching a model Space Shuttle with attached glider. Even with an Estes C6-3 rocket motor, it was pretty heavy and didn’t go very high. The good news is there was never a problem finding it after launch. My very first model rocket, an Estes Alpha III, was launched in Tucson Arizona when I was ~8: as I reached up to grab the rocket coming down via parachute, a hot air thermal picked up the rocket and carried it away. My cousin and I chased it a bit, then gave up as it floated over Oracle road. Even though the rocket was lost, it was a fun experience.In my right hand is my first RC plane, a 6′ wingspan Mark’s Models Wanderer. At age 11, I taught myself how to fly by throwing this plane off a gentle hill with thick brush below. I had built and flown free-flight balsa+tissue rubber-band planes before, so learning RC was about keeping from crashing and landing smoothly. During the learning process, the soft balsa wood nose got smashed, so I replaced it with much harder (and heavier) pine wood. After rearranging RC gear and battery, it balanced correctly and I sold this glider years later, never crashed or damaged.
Not pictured: foam Cox Cessna Centurions (.049 engines). Had a few of these. 2-channel rudder elevator, they were pretty fast and fun to fly. I also used a .049 Black Widow engine on a plastic motor pod on the Wanderer, so I could launch from a large flat field and then look for thermals when the engine stopped. When visiting a cousin in AZ, I launched the Wanderer using a High-Start: a long string and surgical tubing used to catapult the glider into the air, after which the string+tubing would drop off and then you’d hunt for thermals.
In the left hand is an Airtronics S-Tee, built with minimal dihedral to improve aerobatic performance. The engine is a Cox Tee Dee .049 2-stroke engine which ran on nitromethane (e.g. 30%) and methanol. At 22,000 RPMs it screamed, and the S-Tee did pretty cool aerobatics for a 2-channel rudder-elevator plane. My father filmed some aerobatics on 8mm film; wish I still had that footage!Circa 1980, 1/2a SST with Cox Tee Dee .049 engine. Built with no dihedral, this 2-channel aileron elevator plane was a blast to fly. Very fast for what it was and very aerobatic. https://outerzone.co.uk/plan_details.asp?ID=10442A 4-channel Smoothie (purchased built with no engine or radio). Engine is an OS .40 FSR, later a tuned pipe was added to increase vertical performance. Very fast, stable and smooth (per the name). Since the radio had more channels, I added a bomb drop (plastic filled with fireplace dust or flour). In the background there are more rockets, including multistage, as well as an electric foam Chipmunk. Electric model aviation engines back then weren’t very powerful, so it wasn’t much fun to fly. So I replaced the electric system with a 2-stroke gas engine (OS .15 IIRC). It was originally 3 channel rudder-elevator-throttle. I cut the wing in half, removed a lot of dihedral, added balsa ailerons, and added spruce stiffeners into the foam wing, with a fiberglass wrap around the center. Now with sufficient power and 4-channels, it was a blast to fly- did insane snap rolls. The foam wasn’t very strong, and one time flying in heavy wind a stabilizer broke and flapped in the wind as I did passes (did not add reinforcement there). It still flew fine with the other stabilizer still working and landed OK.Circa 80’s, when I purchased the first Capri, I had not heard of the Zakspeed or Cosworth racing Capris. Here’s an RC Zakspeed Capri. My experience with RC planes and cars significantly influenced my desire to learn to create realistic, physically accurate simulations, where you could realistically do things not possible in real life, either due to cost or safety etc. Zakspeed Capri: https://www.speedhunters.com/2013/02/fire-breathing-neck-snapping-the-ultimate-capri/ Cosworth Capri: https://www.roadandtrack.com/news/a34847878/9000-rpm-cosworth-ford-capri-v-6-sound/