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Road Rash: how it looks

The visual half of road-rash-research.md, and the source for the Look section of the ledger. The screenshots it was measured from are EA's and are not redistributed here; each is named by the file it was saved as locally and by the page or video it came from, listed under Sources.

Sources

Key URL Files
YT1 https://www.youtube.com/watch?v=sJ0U2BYjDGQ ("Road Rash (1994) All Five Levels 1080p60 PC Full Gameplay") Every pc-*.jpg whose HUD reads UnbiasedPlayer. Frames extracted with ffmpeg from the 720p stream and cropped to 4:3.
YT2 https://www.youtube.com/watch?v=O0F7q3j33Zc ("Road Rash for Windows 95 (Papyrus Design Group, 1996)") Every pc-*.jpg whose HUD reads Player1: city-07, city-cop-02, sierra-03/04/05, sierra-town-01, peninsula-pedestrian-01, peninsula-03, napa-03/04, pacific-04, pacific-tunnel-02, pacific-tunnel-mouth-01, pacific-town-02, the fmv-* stills, end-winner-02, end-winner-logo-01, end-winner-three-bikers-02, menu-bulletin-city-03. 360p, so these are softer.
OGD https://oldgamesdownload.com/road-rash/ pc-race-city-01/02/03.png (PC captures upscaled to 1433x1080)
AFIX https://archive.org/details/road_rash_pc_fixed pc-race-city-f10-minimal-hud-01.png
A2023 https://archive.org/details/road-rash_202307 pc-race-city-cop-bike-01, pc-race-city-pedestrian-crosswalk-01, pc-race-city-start-grid-01, pc-menu-bulletin-board-city-01, pc-menu-title-screen-01 (.png, 640x480 except the title at 1280x800)
ADEMO https://archive.org/details/rashdemo pc-race-sierra-demo-01.jpg (400x300)
APOST https://archive.org/details/road_rash_1996_pc_manual (Poster_back_text.pdf) pc-poster-full-100dpi, pc-race-city-hud-annotated-poster, pc-race-sierra-chain-fight-poster, pc-menu-street-hub-poster, pc-menu-bulletin-postcards-poster, pc-menu-schmooze-poster
AMAN https://oldgamesdownload.com/wp-content/uploads/manuals/road-rash_win_manual_en_m4x.pdf pc-manual-p12-instrument-panel.png
ABOX https://archive.org/details/road-rash-us-1997-win-1.0a-unknown-release pc-box-CD.jpg (official disc art); pc-box-Jewel_Case_Front.jpg, pc-box-Instructions*.jpg (a homemade repack insert, not EA art, so do not use it as a style reference)
A3DO https://archive.org/details/road-rash-panasonic-3-do-pal-60-gameplay-full-game-longplay Every 3do-*.jpg with a "YouTube 3DOnerd" watermark top-right (640x480, the rider is Axle at Level 5)
TE https://www.timeextension.com/games/3do/road_rash 3do-race-city-02/03/04, 3do-race-rural-hills-guardrail-01, 3do-race-pacific-crash-runback-01, 3do-race-napa-town-01 (1835x1435)
WP https://en.wikipedia.org/wiki/File:3DOIM_Road_Rash.png 3do-race-city-minidash-01.png

The 3DO and PC versions share the same track art, sprites and FMV. The differences are the HUD and the resolution. The PC version is described first below.


1. Resolution and aspect

2. Camera

3. Player bike and rider

4. Opponents

5. HUD / dashboard (PC default)

Source frames: pc-race-city-06.jpg, pc-race-peninsula-hills-01.jpg (YT1), pc-race-city-hud-annotated-poster.png (APOST), and pc-manual-p12-instrument-panel.png (AMAN, the labelled diagram).

F10 variant (dash off)

pc-race-city-f10-minimal-hud-01.png (AFIX); the manual says "press F10 … see more of the road while still displaying all vital information" (pc-manual-p12-instrument-panel.png).

3DO HUD

3do-race-city-02/05, 3do-race-sierra-01, 3do-race-napa-02.

6. The road

7. Roadside, sky and mood, per track

Sky, all tracks: a flat periwinkle blue, #94aefa (identical on every PC track and #a0b0f0 on 3DO), with a paler strip at the horizon (#c5d0f2). There are sparse, flat, cartoon-like white cumulus clouds with hard edges on the blue, about 0.05 to 0.1 of the width each, scattered across the top quarter. There are no sunsets and no night races.

The City (San Francisco)

pc-race-city-04/05/06, orange-blocks-01, pack-01, police-car-01, crash-01/02; 3do-race-city-02/05.

The Peninsula

pc-race-peninsula-01/02/03, peninsula-hills-01, peninsula-traffic-01, peninsula-pedestrian-01; 3do-race-peninsula-02/skyline-01.

Pacific Highway

pc-race-pacific-01/03/04, cliff-bend-01, tunnel-interior-01, tunnel-02, tunnel-mouth-01, town-01/02; 3do-race-pacific-02/cliff-01, crash-runback-01.

Sierra Nevada

pc-race-sierra-01/02/03/04/05, canyon-01, town-01, finish-fade-01; 3do-race-sierra-01/02/rockcut-01.

Napa Valley

pc-race-napa-01/02/03/04/05, pickup-01; 3do-race-napa-02/03/04, town-01/02/03.

8. Traffic and cops

9. Menus and screens

The house style has three layers:

Screens seen:


The ten things most characteristic of how this game looks (ranked)

  1. The chase view. A low camera sits dead behind a pre-rendered rider sprite, about 9% of screen width by 22% of height, centred at x .51. The rear tyre sits just above the dashboard at y .70, and the horizon stays level at y .33 to .38 while the sprite leans.
  2. The black fairing dashboard. A glossy black cowl arch fills the bottom quarter of the screen (top at y .77). It holds two cream analogue dials (MPH and RPM), a position digit in a black box, the odometer, a red→yellow→green bar, and curved stamina wedges beside the player's and opponent's names.
  3. Purple-grey asphalt with a double solid yellow centre line (#56505e, #c0b04c), white dashed lanes and solid white edges. There are no rumble strips, and the palette is the same on every track.
  4. A flat periwinkle sky (#94aefa) with hard-edged white cartoon cumulus, identical on all five tracks.
  5. Tall condensed white type for every name and number in the HUD, and orange-red condensed titles (#f05030) on menus and results.
  6. One track, one silhouette.
    • City: canyon walls of blue-violet and brick blocks.
    • Pacific: a tan striated cliff against blue ocean and a guardrail.
    • Sierra: jagged snow peaks with pines.
    • Napa: pale hazy ranges over green vineyard hills.
    • Peninsula: bright green rolling hills after the suburbs.
  7. Low-resolution, hand-painted textures on simple box geometry. They magnify into big square texels near the camera: a car or a rider alongside turns into blocks.
  8. Only the closest opponent is identified: by name, bottom-right, with a red ↑ / green ↓ distance. No labels float over riders.
  9. Claymation caricature bikers and collage bulletin boards with pinned postcards. Menus and end screens look nothing like the race: grotesque, purple-lit and sculpted.
  10. In-engine crashes followed by running back. The bike tumbles free, then the rider appears as an upright full-body sprite walking back to it. Winning is marked by a spiked "WINNER" star and a "WINNER!" still, and busts by purple-tinted FMV.

Gaps