MAGAZINE

The Making Of: Colin McRae Rally

Edge Staff's picture

By Edge Staff

February 5, 2010

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“It was important that people could pick the game up, play it and enjoy it immediately, but at the same time we wanted to provide growth for the more experienced player to be able to find special nuances in the behaviour of the car. We wanted the player to feel that they were driving a real rally car but at the same time we were very much aware that we wanted an enjoyable game and not a hardcore driving simulation.” Guy Wilday

Format: PlayStation
Release: 1998
Publisher: Codemasters
Developer: In-house


Sure, a new rally game today is more likely to raise the shoulders of a gamer than a follicle on their eyebrow, but it wasn’t always like that. Many people forget that there was a time when this subgenre was as empty as the countryside WRC drivers typically roar through at around 100mph. Sega Rally Championship, back in 1995, had wowed the gaming crowds in arcades (and subsequently in the living rooms) with one of the most accessible, rewarding-handling models our pastime has seen.

It’s little surprise to find it played an instrumental part in Colin McRae Rally’s creation. “The basic premise for the game was based around the car handling in Sega Rally,” confirms Guy Wilday, producer of the first four CMR games. “Everyone who played it loved the way the cars behaved on the different surfaces, especially the fact that you could slide the car realistically on the loose gravel. The car handling remains excellent to this day and it’s still an arcade machine I enjoy playing, given the chance.”



Still, as fine and enduring as it is, AM3’s creation wasn’t the only inspiration. “On reflection, the key games which have influenced the design of CMR all share a common theme – in each case the physics and control system are fundamental to their enjoyment,” says Wilday, before quoting Screamer Rally on PC as another exponent of excellent yet controllable car dynamics. And, wisely, the team cast its influence beyond the four-wheeled realm: “WaveRace for the N64 is a fine example of a game with realistic physics and an incredibly well balanced control system. The game is easy to pick up and play but it is only after playing it for some time that you start to understand the additional nuances of the controls. Initially it's just about going left or right, but later you start to use the weight of the rider to fine-tune the movement of the jetski in the corners and over the waves. I loved the fact that this game was easily accessible but had that greater depth for more hardcore players – this was a key design goal for CMR.”

Back on land, and with the basic high-level concept for the game in place, the next few weeks were spent designing the game around this essential premise. Wilday remembers those days with legitimate fondness: “When I started [at Codemasters] it was a much smaller company with probably 50 or 60 people in total, so it still had very much the feel of a family business. For most of the people at the company – including myself – it was their first job in the videogame industry so there was an enormous amount of excitement, enthusiasm and energy. It was a really creative environment and there was a real drive to experiment and to push
the boundaries.”

This is evident in the team’s first creation. Realising there would be little point in emulating Sega’s achievement, the Codemasters crew had another clear objective in addition to an accessible yet advanced driving model, as Wilday explains: “[Sega Rally] had obviously chosen to adopt an arcade approach. The real sport was very different and it was felt there was an opportunity to create a game based more closely around the real rally formulae.”

Time would eventually reveal just how vital a principle this would turn out to be. While the handful of other rally games of the period (such as Infogrames’ V-Rally) bastardised the fundamentals of the sport, forcing them into a generic videogame racing blueprint (notably by introducing CPU competition into the stages), CMR bravely refused to deviate from its primary inspiration. This was going to be about one car, one track, one clock.



The first part of the game to be implemented was its essential core, which in this particular case meant getting a car running down a single stage. This gave the team the opportunity to test all the key areas of the game, including the vehicle mechanics and the new format – for a console rally title – of a single car racing against the clock. “I remember there being some nervousness within the team and the company about whether this idea was going to work. The real sport was competitive and challenging so I felt sure that it could be incorporated into a game,” reveals Wilday.

There was, he admits, a gradual process of ‘buy-in’ to the idea. But then, impromptu competitions started up in some of the team rooms. “Someone would set a time on one of the development stages and then everyone else would try to beat it. The hook was there. Everyone gradually bought into the concept and from that point on we knew we had the heart of the game and so moved into full development.”

Aionic_Kid's picture

hey it was a great game. V-Rally from Eden Studios was also a very decent racer. It's a pity we don't have a proper rally game these days, Dirt is too flashy for my tastes.

GeeLW's picture

I was working in an indie game shop when the Japanese PS1 version of Colin McRae: The Rally showed up. Being a big Rally Cross nut, my boss ordered two copies just to see if the game was any good and after cracking one open and discovering the menus were still in English, he set up a profile and jumped into the main game.

We were floored by the speed, the inside the car views and the great, slippy handling and sold off the other copy about five minutes later when one of our regulars walked in and snapped up the game after seeing one track played. We ordered about a dozen more and in about two weeks, went through that stack. By the time the US version shipped, we had a small but loyal fan base the not only bought the game, they turned friends on to it as well/ Both CMR 1 and 2 were so hard to keep in stock, especially the second game. I don't know what the US production run was, but it seemed that even the chain shops never had it in stock or it was on back order when I looked around.

At the time, I was also writing reviews for the store website and magazine we published and I was fortunate enough to get an invite to see an in-progress version of CMR3 up at Codemasters NYC offices. They also had Project IGI 2 on display, but I spent the majority of my time putting my eyeballs back into their sockets after seeing the Xbox build of CMR3. Those rain effects and the damage modeling on the sample track were amazing and when I got to zip around behind the wheel, I could practically hear the rep behind me smile when I made it around a particularly tight turn and not mash the car into the wall. "you've done this a few times before, I take it?" he asked, which made me laugh (and crash into a wall on the next turn).

Even when other racers came and went, the CMR games became a staple in the shop play stack for a while. Part 2 was even more fun and while 3 gained some great visuals, the all CMR all the time format was a bit too restricting. Still, you had to respect the dedication the team put into the series, making each game better than the last...

zakrocz's picture

I remember when me and my mate first put on CMR3, we were totally blown away by the visuals and the car handling. It was like we were playing with remote control cars, regardless of whether fans liked the handling, as with all CMRs inc the DIRT editions, once you learn the new handling model it responds perfectly to your inputs. The only console driving game to come close for me was the original PGR aka Metropolis Street Racer on the Dreamcast.

zakrocz's picture

CMR2 was the first one I got in to and the only reason I bought that Sony fashion accessory and IMO each release has just got better and better apart from the offline multiplayer which has disappeared altogether now :(

Bilstar's picture

Yeah, that was a helluva game. Driving heaven at the time. I remember it being very difficult too but maybe that was just me! I got really stuck on the first snow stage. The handling was really drifty. Fun. But sooo drifty.