 To make the results of car collisions easier to predict , Reflections implemented simulated physics into Destruction Derby . Director Martin Edmondson believed that the game would otherwise be " completely unplayable " , as with " pool when the collisions are all off " . Producer Tony Parks noted that the physics were simplified to improve performance and to compensate for the PlayStation 's digital controller , and that the team sought a balance between " realism and playability " . Performance was also improved by optimising the game 's graphics , and by reducing the level of detail of objects in the distance . Destruction Derby 's game engine supports up to twenty cars on screen simultaneously , which no console racing game , other than Daytona USA , had achieved until that time . However , a single wire @-@ frame model , differentiated by texture maps , was used for every vehicle . Damage to vehicles is modelled in real @-@ time , based on the speed and angle of the cars involved . The team made the game 's tracks small to " keep the density of the cars on the track very high " , which allowed for large @-@ scale wrecks . Plans were made to support up to eight players with the PlayStation Link Cable . 
