Destruction Derby is a vehicular combat racing video game developed by Reflections Interactive and published by Psygnosis. Based on the sport of demolition derby, the game tasks the player with racing and destroying cars to score points. The developers implemented simulated physics to make the results of collisions easier to predict, and they kept the game's tracks small to increase the number of wrecks. Versions of Destruction Derby were released for MS-DOS, PlayStation and Sega Saturn. A Nintendo 64 version, Destruction Derby 64, was released in 1999 by Looking Glass Studios and THQ. Critics found Destruction Derby enjoyable and they praised its graphics and car damage system, but the Nintendo 64 and Sega Saturn releases received mixed reviews. To make the results of car collisions easier to predict, Reflections implemented simulated physics into Destruction Derby. Director Martin Edmondson believed that the game would otherwise be "completely unplayable", as with "pool when the collisions are all off". Producer Tony Parks noted that the physics were simplified to improve performance and to compensate for the PlayStation's digital controller, and that the team sought a balance between "realism and playability". Performance was also improved by optimising the game's graphics, and by reducing the level of detail of objects in the distance. Destruction Derby's game engine supports up to twenty cars on screen simultaneously, which no console racing game, other than Daytona USA, had achieved until that time. However, a single wire-frame model, differentiated by texture maps, was used for every vehicle. Damage to vehicles is modelled in real-time, based on the speed and angle of the cars involved. The team made the game's tracks small to "keep the density of the cars on the track very high", which allowed for large-scale wrecks
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