
During the last month, when Shelby Robbiani and I were shopping for Costa Rica Sim’s Halloween Ball, we stopped by Rustica to browse. As it happens, Maxwell Graf is on her friend’s list, and halfway through our spree, she asked if I wanted to meet him. Of course, I wasn’t going to miss such an opportunity, and within a few moments we were whisked away to a sim called Rune … and what appeared to be a mountain raceway. Graf was more than happy to rezz a vehicle and give is a personal tour, and since I wasn’t so rude to take pictures that evening … I went back today to snap a few pics of what promises to be the next step in gaming within virtual worlds.

When it comes to vehicle-based gaming in SL, we think of slow-moving vehicles ambling jerkily along predestined tracks, with visible rezz-balls, etc. Or … “bring-your-own-vehicle” race tracks where one comes to try out the max speed on that thousand prim single-server-powered vehicle you have to wear. Alpine Deathrace 2000 isn’t about a fancy vehicle, or Coney Island-style amusements … it’s about the game, and the obvious influence on the vehicle and landscape is … well, what it should be … video games.

A simple set of instructions and a rezzing pad get you started (his low prim/low lag vehicles … not yours). Hopping on, you immediately notice the ease of vehicle maneuvering … this thing was built to turn on a dime, something that’s an immediate obvious need around the corner.

Leaving the starting area, you cross a bridge … and at the smallest suggestion of an incline, you realize this isn’t going to be as easy as you might have imagined. This vehicle has “physical” elements, which means it isn’t going to sit where you stop … it will obey our virtual world’s physics, and rest only at the lowest possible point.









































