Yeah, it is fun making them run into you

The collision detection is still a little if-fy in that they still manage to drive over you eventually. Have to work on that. And it has the assumption that you will never have a head on collision as if you do the "bouncing" is incorrect. Also, you and the car colliding with you are faceing almost identical directions then the bouncing is almost non-existant, which probably causes them to be able to drive over you, This will need to be fixed
They drive flat out on the straight, but slow down to half speed on the long turns and quarter speed on the sharp turns, These figures are purely place holders, once i finalize the AI I will test to see what are the best values.
Also when the pseudo physics is added the type of road surface will effect their top speeds.
Thanks for the compliment, it has been a real challenge to save bytes! I am almost able to say that i will be able to fit all the functionaliy into the 4096 quota... i was not certian for a while there. I just hope i have room for multiple tracks as well!
The map is really only a maximum of 100x100 ( but the current track is nowhere near that size) if you go out of the map bounds there is nothing but grass. It is cheaper to do it that way than to have a boundry!
Yes i also notice the non-drawing of the tiles on the left edge if out side the map, the same occurs on the top edge, but I think i will leave that "feature" in as it does not detract from the game as you really should not be that far off the track
