Vanishing Point (video game)

[4] Stunt Mode is unique in that the player must complete short courses that involve a variety of jumps, barrel rolls, chicanes and collectable balloons against a time limit.

[5] Neil Casini, director of Clockwork Games, told Official Dreamcast Magazine that they had adopted the game's title as a reference to their efforts to "create a rendering engine that had no pop-up or 'fogging' as far as the eye could see, i.e. the vanishing point".

Casini told the magazine that in developing the gameplay they had sought to "emulate and combine the driving model from Sega Rally with the exaggerated reality of Scud Race".

[4] The developers had three key features in mind when making the game: realistic vehicle dynamics, dynamically adapting artificial intelligence, and solid technical performance (which meant draw distance with no pop-in and 30 frames per second (FPS) rendering on the PS1 and 60 FPS on the Dreamcast).

"[25] PlanetDreamcast gave the same console version a favorable review, over two months before the latter was released Stateside.