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Sharky Extreme :



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Also, the balance between adequate polygon count and textures/lighting effects is at times a bit off. The artists/designers have chosen to include many objects that would normally be rounded or curved but no doubt to optimize the polygon count, are represented by crude polygonal renderings. This is acceptable when it's a futuristic radar dish but everyone knows what a racing car tire should look like. We think that some 3000 years ago the Egyptians invented a wheel that was round correct? Well somehow in the future that ancient idea has been dispensed with and wheels look decidedly hexagonal. Then again, when the wheels show little evidence of traction (more on this later in the physics section) it probably wouldn't matter if they were square.

When played on a Pentium II 400MHz with a Voodoo2 SLI setup, the Glide version of Dethkarz is exceedingly fast paced. At a rough estimate we're talking well over 60 frames per second. But with the game undressed and the speed of the cars reduced when playing under 32-bit color (the frame rate drops by almost 50%) is when you begin so see the cracks appear. For example, on the 'Grand Keys' track, the sea in the background just suddenly stops halfway along your screen. Of course at 60fps you wouldn't necessarily notice this but if you choose to crank up the graphics to the fullest at the expense of the frame rate, you'd not be impressed by it.

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