TT Racer: ZX Spectrum


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The ZX Spectrum is an 8-bit personal home computer released in the UK in 1982 by Sinclair Research Ltd, which sold in excess of 5 million units worldwide. More than 10,000 games were released for the ZX Spectrum.

TT Racer for the ZX Spectrum (one of fewer than 200 ZX Spectrum games being re-released as a Windows 8 app) is one of THE defining games of the 1980s.

The TT Racer: ZX Spectrum app is the near-100% original ZX Spectrum game, as developed by Rod J Swift and published by Digital Integration in 1986 and is brought to you - as an officially licenced product - utilizing our ZX Spectrum: Elite Collection HD technology.

About TT Racer: Your Computer Simulation of The Year 1986 – “TT Racer is a spectacular Motor Cycle Racing simulation that puts you on the hot seat of a Grand Prix bike. Experience the unique thrill of racing with its stunning over-the-handlebars 3D view and state of the art solid graphics. Set up your bike and practice hard on the 12 famous tracks, until you're ready for the challenge... to face against the other cool professional riders for the winning flag and the World Championship. Remember, only the fastest win in TT Race...”

TT Racer is a spectacular motorcycle racing simulation which gives you the exhilarating experience of riding a Grad Prix bike. The challenge is not easy as you are racing against 15 other determined riders on the 12 famous circuits. Riding Grand Prix bikes is a very skilful and demanding business with only about ten top riders in any class being capable of winning the world championship. So... helmets and leathers at the ready, with practice you could be the first to the winning flag and the World Championship. Read what Suzuki's top riders Paul Lewis and Kevin Schwantz have to say about this spectacular simulation! "I didn't think there was anything to compare with the real thing but TT Racer comes mighty close. Even with my considerable experience and knowledge of the tracks I still had to work hard to win. TT Racer gets my vote for thrills - I still can't believe how realistic it is!" - Paul Lewis "The graphics amazed me, not to mention the uncanny 'feel' of the bike. I really had to use my wits to stay with it. Overtaking other riders and then watching them fall behind in my wing mirror was quite an experience. Very impressive - almost as thrilling as the real thing." - Kevin Schwantz


* Spectacular over-the-handlebars 3D display.
* All 12 Grand Prix tracks.
* All 4 solo Grand Prix classes.
* 4 different levels of competition.
* Race against 15 other bikes including up to 7 of your friends (with networking).
* Full Grand Prix season points scoring.
* Practice time decides start position.
* Adjustable bike characteristics.
* Different race distances.
* Pit area for tyre changes and re-fuelling.
* Solid filled track side graphics.
* Saves race position table and bike characteristics.

Game-play TT Racer: STARTING - The start light sequence is red when there is less than 10 seconds to the start and green to start. When the light changes to green the engines can be started by pushing forward the joystick which opens the throttle. When the engine has started, high engine revs can be quickly built up by holding down the fire button which pulls in the clutch. If the engine revs stay at zero the engine has not started, which means the fire button must be released and the start procedure repeated. When the engine revs are about 10,000 RPM let out the clutch by releasing the fire button and the bike will accelerate forwards rapidly. When the rev counter reaches the red line change gear by
momentarily pressing the fire button. Over revving the engine will make the engines temperature rise. If the engine overheats, there is a danger it will seize and make you crash the bike. Most of a racing engines power is developed over quite a narrow rev band (9000 - 125000 RPM on 500cc), which means that if the revs drop below this level in a high gear, even opening the throttle to the maximum, will not stop the revs from dropping as there is not enough power to accelerate. To speed up, you will need to change down one or more gears. CORNERING - When approaching a corner pull back on the joystick to apply the brakes and change down the gears by momentarily pressing the fire button. The bike is then leaned over left or right to take the corner by pushing the joystick left or right. Corners of more than 90 degrees have been highlighted with a trackside arrow at their start, showing the corners direction. The
screen's border flashing red and cyan indiates that you are on the edge of the track and grass. This is bumpy as you can see from the horizon pitching and the edge friction is greater than the track's which means you will tend to slow down. Persistantly sitting on the track edge may also result in you crashing the bike. CRASHING - Failure to negotiate a corner may result in you crashing. Your bike will go on its side, engine revs will go up to maximum where the back wheel is off the ground and dirt will fly past. If there are no lines across the screen your bike is not too badly damaged which means you can continue the race. To restart, close the throttle so the engine revs die. After the engine has stopped, pick up your bike with the joystick, so the horizon becomes flat, change into first gear, lean away from the track edge and start the bike. If there are lines across the screen, your bike is too badly damaged for you to carry on, and this is the end of your race. OPPOSITION BIKES - There are 15 opposition bikes, which can all be computer controlled, or up to 7 of them can be your friends by networking Spectrums together. The computer controlled opposition bikes are determined top riders who rarely crash and will take evasive action to stop you crashing into them whenever possible as they are keen to finish the race. When several computers are networked together a game cannot be started until the network has been correctly configured with regard to the number of terminals and each one having a unique number. If there is an error the computers will give an error message on the bottom line of the menu page. "NO TERMINAL(S) n" means that the terminal number "n" is missing from the network. "MULTIPLE TERMINALS n" means that more than one terminal has the number "n". When the set up is correct the message "MASTER TERMINAL GAME SELECTION" appears on a green background. Terminal 1 is the master terminal that controls the game. It sets all the other terminal's menus so that you are all racing on the same track under the same conditions. It also controls the Hold, Continue and Reset commands during racing. Each rider has a view of the track and the other riders. When you are overtaking your friend, his bike will pass from in front to behind you and will appear in front of his display. At the end of the race the master terminal compiles all of the bike positions, the fastest lap time and transmits this to all terminals. WINNING - The first rider to cross the finishing line on the last lap is the winner of the race. All rider positions are displayed in the race positions table at the end of the race and if you have achieved a new lap record this is displayed on the lap table. Your position on the pit board may differ slightly at the end of the race from your finishing position if any other bike has finished at the same time as you. This is because the computer will double check a close finish to determine who crossed the finish line first. When a season of racing has been selected world championship points are awarded as follows: 1st = 15 pts, 2nd = 12 pts, 3rd = 10 pts, 4 = 8 pts, 5th = 6 pts, 7th = 4pts, 8th = 3 pts, 9th = 2 pts, 10th = 1 pt and 11th to 16th = 0 pts. As the season progresses, a running total of world championship points are built up in the race positions table. The rider with the most points at the end of the season is the World Champion. PIT STOPS - When you are in a long race it may be necessary to call into the pits to refuel or fit new tyres to the bike. A call into the pits is made by pulling up alongside them, less than 4 feet from the right hand side of the track. When your speed is zero the pit menu page will be displayed. If you pull into the pits during practice, the bike performance setup page will be displayed instead of the refuelling and tyre change page. PRACTICE AND BIKE SET UP - This is used to obtain a good practice lap time and set up your bikes performance. The better your practice lap record the nearer you will be placed to the front of the starting grid. To achieve pole position your practice time will need to be better than the current lap record. Each racing track places different demands on a racing bike. In order to get the best from it, it has to be set up for that track. On the tracks with many slow curves the emphasis will be on fast acceleration, hence low gearing, and tracks with a few fast curves and long straits the reverse is true as top speed is more important for fast lap times. Fast steering is not as stable or controllable as slow steering but it enables changes of direction to be made more quickly which is important on twisty circuits, particularly on "S" bends. The choice of tyres will be largely decided by the length of your race and how many pit stops for tyre changes you make. RACING TECHNIQUES - The way to win raced is to consistently achieve the fastest lap time. The most important way to achieve this is by taking corners correctly. Cornering consists of the co-ordination of several different actions.
i) Position yourself at the entrance of the corner for the fastest line through.
ii) Braking to a suitable cornering speed and selecting the appropriate gear.
iii) Leaning to take that line.
iv) Accelerating as you exit from the corner.

The correct points for carrying out each of these operations have to be found by trial and error. The track side objects and the centre line are
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TT Racer: ZX Spectrum

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