 Kounoe recalls the toughest part of development to be the controls due to player imbalance.The controls originally were seen as confusing and difficult to implement, leading to long discussions between staff as to how the controls could be made more simplistic and to correct the imbalance.Although 3D racing games were becoming more popular by the early half of the 1990s, Kounoe chose to stick with 2D sprites and used them to create the illusion of a 3D world.