SPARK Arena Info

PreviewInfo
Thumbnail of The Airship.

The Airship

The Airship is an extremely banked racetrack that suits high-speed racing in tight quarters. Beware: often a wreck creates a Curve of Death where tires and handling go to die!

Rules: Tight banking in the three smaller corners, normal banking in the large curve.

SPARK Rules: The walls are indestructible and do not produce debris or obstacles from damage. If the pit gates are closed, they are part of the wall and are indestructible. Walls help you turn!

Thumbnail of Aladdin's Castle.

Aladdin's Castle

Aladdin' Castle is a small arena that looks like a concrete castle.

Rules: No special rules.

SPARK Rules: The walls are indestructible and do not produce debris or obstacles from damage. If the pit gates are closed, they are part of the wall and are indestructible.

Thumbnail of The Double Drum.

The Double Drum

The Double Drum is a very popular single map sheet arena, with two large circular dueling areas connected where the cirles overlap as well as two curving passageways.

Rules: No special rules.

SPARK Rules: The walls are indestructible and do not produce debris or obstacles from damage. If the pit gates are closed, they are part of the wall and are indestructible. Walls help you turn!

Thumbnail of Killebrew Memorial Duelling Arena.

Killebrew Memorial Duelling Arena

Killebrew Memorial was built in 2049 during a revival of AADA-sanctioned autoduelling in Minnesota. It was built in the remains of the Mall of America. (See downloads page for full description.)

Rules: The four corner circles and the black circle in the middle are pillars. The default center has water and a ground-level platform.

SPARK Rules: The walls are indestructible and do not produce debris or obstacles from damage. If the pit gates are closed, they are part of the wall and are indestructible. Walls help you turn!

Thumbnail of Macon Duel Extravaganza.

Macon Duel Extravaganza

The Macon Duel Extravaganza is designed for pedestrian-filled combats, but also has standard vehicle-only duels.

Rules: The interior walls are made of cinder block and are only tall enough to block tire shots. You can breach them with enough damage.

SPARK Rules: The exterior walls are indestructible and do not produce debris or obstacles from damage. If the pit gates are closed, they are part of the wall and are indestructible. Walls help you turn!

Thumbnail of The Source Sand Table.

The Source Sand Table

The Source has a sand table for miniatures games. We use it for off-road duels when we can.

Rules: The precise layout is created on the fly when we arrive. Maximum depth is roughly three scale units. The table is relatively huge in scale inches. (The picture shows roughly two-thirds of the available space.) The edges are solid walls.

SPARK Rules: Large immovable objects (walls, rocks, buildings) are normally indestructible and do not produce debris or obstacles when damaged. Movable objects like individual trees, signs, fences, and the like can be destroyed.

Thumbnail of The Tri-City Off-Road Arena.

The Tri-City Off-Road Arena

The Tri-City Off-Road Arena has seven steep hills and four TV towers to interfere with your shots and make driving treacherous.

Rules: The entire arena is off-road terrain. Each band is one scale inch of height increase, making the tallest hill three scale units tall and providing banking bonuses and penalties when appropriate. There's no jumping (normally) but tops can be shot, so plan accordingly.

SPARK Rules: The walls and TV towers are indestructible and do not produce debris or obstacles from damage.

Thumbnail of Warrior Stadium.

Warrior Stadium

With four depressions perfect for one-on-one sparring and a raised platform for eight car action, Warrior Stadium is full of dueling excitement!

Rules: No jumping, but otherwise pretty standard.

SPARK Rules: The walls and TV towers are indestructible and do not produce debris or obstacles from damage.