Speed Demon (Brendan A.) Mac OS
We just released a Feb. 5 '89 prototype of DuckTales for the NES!
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The Mobile Pro SSD’s official transfer rate of up to 2,800 MB/s (or 2.8 GB/s) will keep up with your latest MacBook Pro and puts it in a class of its own (almost). If you upgrade to SSD on a computer with a Linux OS, you will create a computer speed demon, but still be mindful of the browser issue if you have limited RAM. There is a lot of free Windows software on the Internet to clone an old hard drive onto a SSD. We would like to show you a description here but the site won’t allow us. This “traces” disk I/O execution live. Each time a disk I/O completes, a line of output is. It’s no speed demon by today’s standards. Even the earliest Core Duo Macs introduced in 2006 have more power. But they can’t run Classic Mode, and this is one of the fastest Macs than can (the dual 2.5 GHz, dual 2.7 GHz, dual-core 2.3 GHz, and quad-core 2.5 GHz G5 Power Macs are the only faster PowerPC Macs).

Speed Demon

Developer: Cerberus Development
Platform: Mac OS Classic
Released internationally: June 5, 1997

This game has a hidden developer message.
This game has hidden development-related text.

This 3D action game simulates a cross-country race and a demolition derby.

Speed Demon (Brendan A.) Mac OS

Expiration Date

ALRTs 136 and 137 pertain to beta test releases.

Speed Demon (brendan A.) Mac Os Catalina

Hey You

Speed Demon (brendan A.) Mac Os 7

The TEXT/styl resources are a message from the programmer, Frank Kane.

Speed Demon (brendan A.) Mac Os X

Hey you, what are you looking for in my resource fork? If they can put little messages to people in the resource fork of Marathon, then hey, so can I.
If you're being nosy because you're thinking about writing some sort of a level editor for Speed Demon, good luck! Most of the stuff is set up in resources, and I even left the templates in for you. I also was nice and left the graphics in unadulterated PICT resources, although I do compress them within the game.
However, some of the earlier game data, such as the materials and 3D objects that aren't set up as 3DMF objects, are in very twisted places and formats. Look in the data forks of the state files for clues. When you give up because you don't realize that most y values are multiplied by two in the game, just send me an email begging for help at fkane@sierranet.net. I'll be glad to help. I might even give you some source code. Hey, I'd like to have a nice gui-based level editor myself!
-Frank
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