Fine Scale Hobbies
Large Selection of current
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Slot Racer
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Speed Racer Stadium Tracks for slot cars By Pete Shreeves
Who doesn’t love loops and roller coasters?
Watching the Speed Racer
(SR) Movie or playing the video game may
remind us of being a kid and thrilling at the idea of a matchbox
or slot car zooming through a wild layout. Maybe there is
something to this idea that can be used to make slot racing more
popular with youngsters.
The SR world of the future envisions a form
of public spectacle racing maximized for viewing in public
stadiums and with a global fan base fed by video coverage. The
tracks seem to be inspired by Hot Wheels sets with steep slopes,
high speed runs, loops and jumps. Given that Hot Wheels are
gravity systems there is a natural cross-pollination between the
early sets and roller coasters. Unpowered cars need the vertical
element to translate altitude into speed. SR ‘stadium’ tracks
retain a vertical element with almost exclusively elevated
sections to impart gravity energy. The loops, turns and jumps are
arranged to facilitate viewing from the massive banks of stadium
seats. The combination of SR’s powered vehicles and vertical
freedom results in stadium tracks that are a mixture of NASCAR
high banks, roller coasters and motor-cross courses.
The SR movie/game applies this viewer-based
motif to tracks that are pure stadiums (Thunderhead, Grand Prix,
Fuji Helexicon), transcontinental road circuits (Casa Cristo 5000,
Maltese Ice Caves) and local street-race-style (Pyramids, Skorost)
venues. The tracks in the movie pay more attention to spectator
viewing while those scripted for the play station game center a
bit more on the view from the cockpit.
Either way, the concept of all-out speed is
enhanced with exotic locations and splashes of color for visual
excitement. (Note: The Skorost track is a 13 mile run which twists
through an abandoned Soviet rocket base. Skorost a recent addition
to the PS2 game.)
The first large slot car tracks in the early
’60 were largely an expression of real road courses. The cars
themselves were scaled down replicas of real race cars and the
tracks were tailored around the physical limitations of the cars.
Drivers were challenged by courses with turns of changing radius,
different length straight-aways and modest elevation changes. Zig
Zags and bumps were added to challenge the driver and keep the
speeds down. As the cars got faster (and less scale) the tracks
began to include non-sale banked turns and phased out the
speed-limiting contours. While many of the SR track features are
visually interesting, (loops, jumps, spins, combative stunts) they
generally make the racing slower which may not appeal to slot
racers seeking the absolute minimum lap time.
Current slot car tracks are compressed road
courses that strive to test driver’s ability while allowing the
highest speeds in a limited space.
They are tailored for driver viewing rather
than spectators and try to avoid any vertical transitions which
slow the cars down. Unless the nature of slot racing changes to
incorporate some other element of the Speed Racer vision (a return
to scale modeling, large spectatorship, enhanced virtual driving
experience, or partial flight features) there may be little
motivation to change slot track designs.
In effect, the pursuit of pure speed
rendered slot racing less real
(scale) and less imaginative. The current
popularity of 1/32 true scale slot racing demonstrates that
unlimited speed is not required to make the hobby-sport
attractive. Maybe the plethora of spinning, looping and rolling
tracks we find in the toy stores are an indication that Speed
Racer style stadium tracks can be a path for promoting slot racing
today as well.