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Description

Rollcage is a fast, furious 3D racing game from Psygnosis, combining elements from Death Rally with elements from Bullfrog's classic Hi Octane: Race five other drivers in an immersive 3D environment while shooting at your peers and avoiding their retaliation.

You have a wide selection of tracks and cars, along with options for multiplayer gaming and a vast array of configuration options. Cars can drive up walls, flip over, and continue driving. This makes for a very quick and fluid gameplay unlike any other at the time of this game's release.

Screenshots

Rollcage PlayStation High Score name entry
Rollcage Windows Shielded
Rollcage PlayStation Select Driver/Car
Rollcage Windows racing upside down

Promo Images

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Part of the Following Groups

User Reviews

An excellent and fun game! Windows Tomer Gabel (4643)

Critic Reviews

IGN PlayStation May 24, 1999 9 out of 10 90
Svenska PC Gamer Windows Mar, 1999 90 out of 100 90
Game Over Online Windows Feb 25, 1999 87 out of 100 87
Absolute Games (AG.ru) Windows Feb 05, 1999 80 out of 100 80
Power Play Windows Feb, 1999 79 out of 100 79
PC Games (Germany) Windows Mar, 1999 74 out of 100 74
GameStar (Germany) Windows Mar, 1999 72 out of 100 72
GameSpot PlayStation Apr 06, 1999 6.2 out of 10 62
IGN Windows Apr 12, 1999 5.2 out of 10 52
Cincinnati Enquirer PlayStation 2000 2 Stars2 Stars2 Stars2 Stars 50

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Trivia

Making Of

According to David Perryman, then a level designer at the Attention To Detail studio, the game's origins come from one of the studio's regular game pitching evenings. Steve Bennett had invented a new method of pushing polygons through the PlayStation at a ludicrously fast speed. Together with Stuart Tilley they pitched that technology as a racing game with destruction in it. They called it "Wrecked on Speed" and at that point it consisted only fast cars with a ton of downforce able to drive on walls and blow stuff up. After a period of pitching the game to publishers under the name "G-FX" (G-Force Extreme), the team was signed up by Psygnosis and the game was renamed "Rollcage" - a suggestion from Alan Bunker, head producer at Psygnosis Stroud.

During the development process, programmers encountered the problem with some cumbersome and clunky behaviour of the cars' objects when they exited a tunnel while driving on the wall. The solution was to rotate the object and, together with the toy of the Ricochet remote control car that flips over when colliding with wall which was brought to studio by John Meegan (external producer at Psygnosis), the idea of the shape of the cars was born. It was a compromise between the solution to the technical problem, and the lack of any real idea as to how the cars should look like.

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Contributed to by Grant McLellan (622) and Tomer Gabel (4643)