The Sports Game Shop


Main Menu Motor Racing Menu

  THE WORLD OF MOTOR RACING   by Lambourne Games    ( Dice and Chart )

This is a series of games covering many aspects of motor sport and using a common basic system with special modular rules to reflect the particular 'feel' of the subject covered.


Important:   Parts 1, 2, 5, 6, and 7 are now produced by Owzat Games.

But we supply Parts 3, 4, and a few copies of the previous edition of Part 5
as detailed below as well as Extension Sets for the game.


PART 3:   BRITISH TOURING CAR CHAMPIONSHIP


Sorry, Part 3 is currently out of print

Same basic system as in Part 1.
Recreates all the excitement of this spectacular series.
Frequent contacts, spins, etc.
Special Circuit Cards used to 'construct' the circuits used.
Cars have different Ratings for Braking, Acceleration, Speed, and Handling.
Cars perform differently on the various circuits.
Drivers have seasonal Rating plus an Aggression Rating.
Very exciting - just like the real thing!

Game comes complete with the 1993 season Ratings. Requires Part 1 for the basic game engine.


  PART 3:   BRITISH TOURING CAR CHAMPIONSHIP   -   £0.00 GBP


PART 4:   NASCAR

An exciting addition to the series and a stand-alone module which does NOT require Part 1 to play.

NASCAR in its ultimate form is about a 32-race series held in the USA - mainly on Ovals varying in length from just under 0.5 mile to 2.5 miles, but with 3 regular circuits thrown in for good measure. Distances range from 300 to 600 miles, and races go by weird and wonderful names such as the Jiffy Lube 300 and The Bud at the Glen.

But imagine the closeness of the British Touring Car Championships (see Part 3) expanded from the 30 or 40 laps of that championship to the 160 laps of the Brickyard at Indianapolis, or the 500 laps of the smaller Ovals, with wheel-to-wheel racing most of the way! Small wonder that we have had pressure from fans to produce a simulation of the sport. Well now you can get your hands on it!

The close racing is achieved mainly by technical regulations which ensure very closely matched machinery. Only three 'marques' contest the Winston Cup - Ford, Pontiac, and Chevrolet. And the Yellow Light 'caution' system stops the actual racing whenever there is oil or debris on the track, so enabling the field to form up in an echelon behind the pace car and at a stroke reducing the leader's advantage from anything up to almost a lap - and likewise back through the field.

This in itself means that for most of the race the leading cars are not only on the same lap but are probably well within sight of each other - and often a lot closer than that!

With fuel tanks large enough only for 90-100 miles of racing refuelling and tyre changes occur four or five times in a race, further complicated by the ability to pit 'under the Yellow' if you get lucky, probably getting back out on the track at the back of the echelon without losing a lap.

And with points awarded to every driver who leads at least one lap - with double points for the driver who leads most laps - the scene is set for exciting motor sport!

The simulation does not use the original Track Display published with Part 1 of World of Motor Racing so in that sense it is a stand-alone module. Instead you 'build' the track by a series of Race Cards - not in the shape of the circuit, but more to reflect the nature of the racing at a particular venue.

For example, at small Ovals of 800+ yards in length there isn't a lot of spare space - and drafting (slip-streaming) is the name of the game. The Race Cards reflect this and the game design, whilst still based on the Incident Car principle used in the other parts, reflects the frantic overtaking along the straightaways (and even around the curves!) by one, two, or even more 'express trains' of drafting cars. By contrast the twists and turns of Watkins Glen give little scope for drafting and the Race Set for that track hopefully recreates that situation also.

NASCAR comes complete with the 1997 season and 36 plastic moulded cars in six colours with stick-on numbers - and capable of considerable enhancement and personalisation via your paint pot! So visually the game is quite spectacular.

You have the option of a full race distance simulation in terms of laps with Turns comprising 1 to 15 laps, or a quicker version for those of you not too bothered about such matters.

In both cases you are promised exciting and accurate racing.


  PART 4:   NASCAR   -   £14.95 GBP

~ Please click on the correct button below to apply your proper shipping rate ~
~ Then use your own credit / debit card, or your PayPal account ~

UK
       
Europe
      

Americas/Africa
       
Australasia
                   

~ Our PayPal account is in the name of our parent company 'Harman and Eady' ~



PART 5:   24 HOURS AT LE MANS

A stand-alone module which does NOT require Part 1 to play.

The game plays smoothly, produces realistic results and, just as importantly in a simulation of a race of this length, it is full of interest with each race being a mini campaign in itself - and you get 27 of them!

The original intention was to provide four or five Le Mans races, plus one full season of Endurance Sports Car racing, taking in a variety of races of differing lengths. In the end it was decided that the system used was ideal for a full 24 hour race but would need tinkering with for shorter distances with the result that the overall package would be messy.

That is not to say a system for the shorter races won't be grafted onto this Part at a later date, but this system lets you follow through some of the great battles that have taken place at Le Mans in the last thirty years or so. Thus you now get twenty-seven different Le Mans 24 Hours covering the fascinating Ford (of America) challenge in the late sixties, and then all the years from 1982 to 2002 inclusive.

The game uses the basic Incident Car system, with just one car from each Incident Group. But in addition a dice roll cross-referenced with the hour of the race, and modified for Light Rain or Heavy Rain, can produce up to six more Incident Cars each Turn, these being identified by a further two dice roll that pinpoint the Incident Group and the car within that Group. There are four separate Incident Charts - with one having a further split for two of the results - to help simulate the pattern of this type of race.

Machinery tends to break more often during the hours of darkness because by then the cars have been driven virtually flat out for eight or more hours, and those that survive until dawn are likely to last the full distance. By contrast the drivers are apt to make more mistakes late in the night or early next day, when the strain of night-driving begins to tell, so more crashes occur in that part of the race etc, etc.

There are no Driving Modes to consider so this is very much a solo game. However, each car/drivers combination has three Split Ratings that control Movement, the one to be used being determined by the position of a marker that is moved around a special track, in much the same way as the marker used in Full Time to identify the soccer player in possession.

Movement can also be subject to a Movement Modifier which can range from +1 to -anything, more or less. MMs are acquired from results from the Incident Charts and/or Spin and Mechanical Trouble Charts.

The Reliability Rating can also be downgraded during a race, reflecting that many mechanical problems in a race of this nature can be patched up but not entirely cured, making the car that much less reliable for the rest of the race. The attrition rate at Le Mans is usually around 50-60% and much of the drama in real life as well as in this simulation is watching the cars begin to falter as minor faults develop and it becomes a battle just to complete the twenty-four hours.

Most races have thirty car/drivers combinations, none has fewer than twenty-six, and these are the only ones that in reality had a chance of winning the race overall. Usually there are around 55 starters at Le Mans, but many are much slower than the fastest cars and are competing only for Class honours. For playability sake only those with a chance, however slim, of overall victory are included.

A very satisfying production indeed!


  PART 5:   24 HOURS AT LE MANS   -   £22.95 GBP

~ Please click on the correct button below to apply your proper shipping rate ~
~ Then use your own credit / debit card, or your PayPal account ~

UK
       
Europe
      

Americas/Africa
       
Australasia
                   

~ Our PayPal account is in the name of our parent company 'Harman and Eady' ~



Extension Sets


Main Menu Motor Racing Menu