BattleWheels

[1] The first project to be created by Beyond Games, the game takes place in a dystopian future where civilization has been reduced to a Mad Max-inspired landscape and players take the wheel of heavily armed and armored cars called Hi-Tech in order to compete against either computer-controlled opponents or other human players using the Lynx's ComLynx system in matches set across multiple post-apocalyptic locations.

BattleWheels was released to positive reception from critics, who praised the pseudo-3D visuals, sound design, gameplay and multiplayer for up to six people, although the lack of in-game music during matches was noted as a negative point.

BattleWheels is a first-person vehicular combat game similar to Interstate '76 and Twisted Metal where players assume the role of warriors taking the wheel of heavily-armored automobiles in an attempt to kill other opponents at the titular sport to emerge as a winning victor of the match.

This arena-based combat sport pits up to six warriors dueling each other and driving heavily-armored vehicles named Hi-Tech in order to kill the other opponents to emerge victorious.

It also served as a mean of recruiting staff for his company, among them being future WildWorks CEO Clark Stacey and designer Tim Huntsman, both of which would later play a role during the creation of BattleWheels.

[4] He and his friends played various games on the platform such as Epyx's Todd's Adventures in Slime World and Atari's Warbirds, with the latter serving as a source of ideas for him due to its showcase of the console's multiplayer capabilities that would lead to the conception of BattleWheels as a result.

[4] Kris intended the title to be easy to play but hard to master for both casual and hardcore players, in addition to pushing the hardware as much as he could from the beginning of its development in terms of graphics and multiplayer.

[4] The programming and sound effects of BattleWheels were handled solely by Kris, while the hand-drawn graphics were created by artist Lorin Nelson and the cover art for packaging was drawn by Curt Hatch.

[4][2] The game spent half a year being tested by Kris and his colleagues, along with a group of volunteers who were recruited via online forum posts in order to refine its gameplay before release.

[18] Chris Bieniek wrote in VideoGames & Computer Entertainment that BattleWheels effectively combines elements from Warbirds, BattleTech Centers, and the Mad Max film series.

Gameplay screenshot.
Warbirds served as a source of inspiration for BattleWheels and made heavy use of the Atari Lynx hardware.