race000: 2007/05/05
- Test version for the CezBlocks48k library, adapting the demo to the left half of the screen.

race001: 2007/05/09
- First version
- Car designed, in red color for now.
- Added control with OPQA
- It moves in a ministage of 24x24 chars made with 4 different 8x8 tiles.

race002: 2007/05/10 -> (was seen by Jos Leandro, Juan Pablo, Pedrete & Zylog in a Zaragozo meeting after Monsters of Rock '07 festival)
- Tiles start being designed in their final style, using black, white, red and green color
- The car is now magenta.
- New 32x24 chars ministage.

race003: 2007/07/07 -> thread open in CEZ GS internal forum
- All tiles designed
- Uses a stage (1) of 512x512 characters (64x64 tiles), occupying 4k

race004: 2007/07/16
- A lot of code was rewritten, to "unoptimize" it, but making it much more flexible.
- Now we can see all cars, the right half of the screen, and the enemies' random movements.

race005: 2007/07/18
- Grass slows you down
- Easyness to turn now depends on speed.
- Now it's possible to turn while being stopped (it wasn't allowed before), because otherwise it would be impossible to turn once you're stuck in the grass.
- Fixed a damn bug that caused some garbare to appear briefly sometimes in a corner.

race006: 2007/07/20
- Added minimap
race006a: 2007/07/20
- Alternative screen distribution, as suggested by Kendroock

ins007: 2007/07/25
- aPlib compressed stage
- Softened control
- Enemy cars have learned to drive

ins008: 2007/07/27
- Now when a car wins, it slows down and remains stopped, but the rest can keep on running.
- AI modified, now there's another one a bit smarter, and there's some randomness added to avoid repeating always the same race.

ins009: 2007/07/29
- 2 days, 4 tables and a lot of code later, we finally have collisions.

ins010: 2007/08/01
- Collisions have been modified a bit, but I've realized I didn't take a detail into consideration, and therefore a big part of the work I did on the tables was in vain.
- Now the car & camera data that isn't fixed, is filled automatically when the stage is generated. Thanks to that, now when all cars win there's a 4 seconds pause and then starts again. No more need to reset and load again.
- Cameras can now point to different cars. To rotate, keys T and Y are used. Both cameras can follow the same car, but any other combination is possible (though blind driving isn't convenient).

ins011: 2007/08/03
- In the end I got another idea to make collisions and I think they're not totally bad.

ins011b: 2007/08/03
- Changed stage (2)

ins012: 2007/08/08
- AI improved.

ins013: 2007/08/16
- Added speedometer needle, and a mockup of the rest of the marker, including the upper central one, that will show the total time and relative positions.
- AI parametrized. So far I've left the blue car as before, the cyan one more stupid and the yellow one much more clever.
- After completing a whole lap, the border colour is changed to the car's.

ins014: 2007/09/23
- Added warlike font, with initial message. 
- Number of laps done is shown in the marker.
- Includes both stages, and changes from one to another
- Collision code retouched a bit, to avoid perpetual crashings at low speed, specially in the grass zone.

ins015: 2007/10/01
- New stage (3), in this occasion somehow inspired in a real track (Bahrein).
- Fixed 2 bugs in initial car positioning.

ins016: 2007/10/02
- Added Kendroock's markers.

ins017: 2007/10/21
- New stage (4), based on Hungary circuit, but with an extra detail.
- The grass doesn't slow you down as much as before, you can reach a maximum speed between 2 and 3, instead of being fixed at 1.

ins017retrom: 2007/11/21 -> (seen at Retro Maa, a screenshot appeared in Magazine ZX)
- adapted version for Retro Maa, adding the presentation screen and the message "Retro Maa" on stage 3's grass.

ins018: 2007/12/07
- Another stage (5)
- Compression changed from aPlib to exomizer

ins019: 2007/12/15
- Slower acceleration (brake still unchanged, I think it makes sense that slowing down is faster than acceleration).
- Smoother control at high speeds.
- Being over the border, with 2 wheels over the grass slows you down a little bit.
- The marker's sky and grass now have bright.

ins020: 2008/01/10
- The grass slows you down a little bit less, to compensate the slower acceleration rate.
- Fixed a pixel that disappeared from the velocimeter.
- Activated the clock in the higher part of the screen.
- Compressed data moved to the contended memory zone.
- Same buffer used for both sides.
- ROM calls replaced with my own routines to change characters.
- Characters set now only has 64 instead of 96 chars.

ins021: 2008/02/06
- Replaced font.
- Individual time counters, they show the current lap time, and when we've finished the track, they show the fastest lap time.

ins022: 2008/02/17
- Added main marker (the one showing relative positions and times of each car).

ins022if2: 2008/02/19
- Changed control from OPQA to Sinclair.

ins023: 2008/02/28 -> (seen at RetroMadrid 2008, images in Bytemaniacos Fanzine #4)
- Sound.
- Fixed a bug in the main marker: when starting a new stage, there was some data from the previous one, with exotic results.
- Replaced (at last) the interrupt routine.
- Changes in keyboard reading routine to allow redefinition later.

ins024: 2008/03/24
- Added logo
- Menu to choose the controls for each car. They can be configured with 1 player, 2 players or even none.
- The number of running cars can vary between 2 and 4.
- After completing the 5 circuits, it returns to the menu instead of keeping playing endlessly.

ins025: 2008/03/28
- Keyboard redefinition.
- Camera changing keys have been disabled.

ins026: 2008/04/02
- Fixed a bug that made the stage counter not to reset at the beginning, so after doing the 5 stages, the next games would only play to stage 5.
- After finishing the last stage, it won't go to menu inmediately, but will wait a key pressing as the rest of stages.
- Added pause (fixed in key Y), and the change to abort the game (going back to menu) or current track (going to the next one).

ins027: 2008/04/08
- Added another stage (6), in this occasion based on Belgium circuit, but vertically scaled. It's easier than other stages, because the enemy cars make lots of mistakes (at least at EASY and NORMAL levels).
- Fixed bug: aborting a track when some cars had finished, didn't reset the counter of cars that already had arrived, so the next stage finished before it should.
- Fixed bug: redefining keys, the U was shown as V.
- Reactivated camera changing keys.
- Added a key to change sound (it rotates between left car, right car, no sound).
- Extra keys are shown in the menu, and can be redefined.

ins_exp: 2008/04/13
- Recording and replaying experimental test, only for 128k.

ins027b: 2008/04/15
- Novice mode for magenta car -> much higher checkpoint tolerance

ins028: 2008/04/24
- Novice mode: all humans have a much higher checkpoint tolerance.
- Motor sound when car is stopped (but not after completing the race).
- Added another stage (7). This is quite a bastard one, and I think it would fit nicely as the last.

test: 2008/04/28
- MSX test, graphics for tiles have been adapted and codified.

ins029: 2008/05/18
- Fixed Sinclair 2 control (decelaration and left didn't work)
- Several optimizations, specially in secondary CEZBlocks routines.
- Stage 5 modified to add some more details.
- Added stage 8. According to difficulty, the final order will be: 15862347
- Added a little delay in right part to avoid some tearing.
- Added interlude screen when a stage finishes, showing total time and best lap for each car, and the points obtained in the stage.

ins030: 2008/05/31
- Changed stage 1 so it's not that simple. Defaulted to 3 laps instead of 4, and in stage 7, 2 laps instead of 3.
- Added copyright to menu.
- Stages in their definitive order.
- Difficulty selector in menu. Speed varies according to difficulty.
- Added compass instead of number of laps in the easier levels.
- Added classification position and total points so far in the interlude.

ins031: 2008/06/13
- Added loading screen.
- Podium at the end of championship.
- Bugfix: Key A to abort while in pause didn't work on ZXSpin or real Spectrums (but it did on Spectaculator 5.3).
- Bugfix: After aborting a race, the fastest lap points won't be awared to those who didn't finish any lap (and therefore had that time at 00:00).
- Bugfix: if a CPU car (due to a collision) wrap-arounded from one extreme to the other in the map, in would follow the longest route to the next checkpoint. The compass did the same.

ins032: 2008/07/13
- 48k Orfeus player integrated in the menu.
- Memory reorganization, with interrupts routine placed in page 2.
- Optimized characters and map tile organization, adding a new tile fix the diagonal "bites" of the last stage, and even with this, I still win 2k extra of RAM.

ins032b: 2008/07/20
- Fixed hanging at the end of music.
- New tzx loader created by modifiying Utoloader.

ins033: 2008/08/06
- Random starting positions of cars at stage start.
- Stages reordered in the code.
- Possibility to select 4 different championships, each one with its tracks, number of laps on each one, and scorings.
- tzx loader slightly changed.

ins034: 2008/08/09
- Bugfix: Orfeus stack wasn't initiated on its place
- Added CEZGS logo
- Allows the personalization of PERSONAL championship

ins035: 2008/08/22
- Bugfix: hitting Enter in the number of laps part of championship personalization, the question mark was left in the track.
- Now keys can be repeated in redefinition.
- Added credits.
- Added best lap records.

ins036: 2008/08/31
- Fast forward when all humans arrive, to minimize the waiting, can be controlled with up and down.
- In Junior category, positions of humans is signaled with a brightless char.

ins037: 2008/09/06
- WYZ 128k ingame music now works, and sound key switches on and off that music, while it rotates the motor sound between left/right/none.

ins038: 2008/09/11
- Added riskej music to menu in 128k.
- Rainbow in 128k mode.
- Bugfix: In 48k mode, there's no need to press twice to change the sound.

ins039: 2008/09/13
- Original Orfeus music in 48k, it's an adaptation of the first ingame music (syfuid).
- Ingame music is compressed until it's used used.
- Added second ingame music, they alternate.

ins040: 2008/09/20
- Fixed second ingame music.
- Menu music doesn't get cutted while switching between menu, credits and records screen in 128k.
- Bugfix: chances of a separation in classification at finishing a track when there's less than 4 cars, and the score of any of them is 0.
- Recording and replay of last track, replay includes fast-forward.

ins041: 2008/09/22
- Fixed a bug with fast-forward and pagination, that provoqued incorrect reproductions, and could even corrupt the memory and hang the game.
- Added 4 extra tiles with CEZ publicity not to leave the floor SO black. For the moment, only testing in the first 2 stages.
- Added initial message with number of championship race and number of laps to complete.
- Collisions retouched a little bit, trying to avoid eternal crashes at low speed.

ins042: 2008/09/26
- Fixed hanging in 48k.
- Fixed number of race.
- Fixed a bug in Kempston joystick.
- Fire on joystick also accelerates.
- Removed 3 of the 4 CEZ tiles, added 8 other with road stripes.
- First 2 stages changed, from the second one stripes have been added, and other details removed.

ins043: 2008/10/01
- Fixed another hang in 48k (this time due to race recording not being disabled, so it corrupted all memory).
- Stripes tiles slightly modified, so paper is the dominant colour, and to use less different chars.
- Stage 4 slightly retouched.
- Added stripes and or CEZ tiles to stages 3-7. Stage design is now definitive.
- Orfeus music trimmed a bit.
- Stopped car sound recovered, it got lost a few versions ago.

ins044: 2008/10/15
- Added interlude music.
- Updated WYZPlayer.
- Speedometer needle background with white colour (test)

ins001m: 2008/12/10
- Another non-playable MSX demo, shows cars, marker with correct colour, speedometer, background and cars calculated from real mapa data.

ins002m: 2008/12/10
- First MSX playable demo.
- Magenta car controlled with cursor keys, the rest of the cars with CPU intelligence.
- No speed control yet, so it's too fast most of the time.

ins045: 2008/12/11
- Main time in bright yellow.
- Speedometer background definitively in white.
- Small fixes to car graphics.
- Bugfix: after a collision, the car moved in a slightly different direction than what it pointed to (until you changed direction).

ins003m: 2008/12/17
- Speed control by interrupts, same as Spectrum.
- Fixed a tiles corruption on second third.

ins004m: 2008/12/19
- Added WYZPlayer and ingame music.
- Sprite exceptions coded.
- Car positions now shown on minimap.

ins005m: 2008/12/22
- Fast-forward added.
- Engine optimizations, specially at 60Hz.

ins006m: 2008/12/23
- Added time counters and compass.

ins007m: 2008/12/31
- No BIOS use anymore, getting extra memory to avoid music corruption.

ins008m: 2009/01/04
- Race recording enabled if we have at least 32K of RAM.
- Main marker enabled.
- Interlude and replay enabled.
- After interlude, you go to the next stage, or start again if it was the last.

ins046: 2009/01/15
- Copyright updated to 2009.
- Bugfix: Fixed hanging in 48k (completing stage).
- Bugfix: the fast lap record wasn't recorded in the proper track, but depended on the championship order.
- Added third ingame music from WYZ.
- Added STARGAZER to credits (he's the composer of the songs that WYZ adapted to AY chip. Original music is in .MOD format for Amiga).
- Added 3 special endings for great players.

ins047: 2009/01/18
- Added the fourth ingame song.
- Fixed a bug in 128k music.
- Added easter egg.

ins048: 2009/01/18
- Some bytes removed.

ins009m: 2009/01/21
- Menu with music and credits (records not yet).
- In the main menu, the change of control for each car, category and championship chage all work, and of course starting game too!. Key redefinition and championship personalization ain't there yet.
- Joystick control also doesn't work yet.
- Special keys: sound (to enable/disable), pause (with the possibility to abort track or game) and camera change now work.
- I think I fixed the music speed at 60Hz, but couldn't test it.

ins048bf: 2009/01/21 -> SPECTRUM FINAL, AS SOLD IN TAPES
- Fixed bug: if the game was aborted while replaying a track, in the next game the first track would start in replay mode.

ins010m: 2009/01/23
- Added key redefinition.
- Workaround to avoid a 60Hz hang (don't know why it happens...).
- Really fixed 60Hz music speed during menu, pause and interlude.
- Pressing any key in the menu, reinits the waiting counter to switch to credits.
- Fixed an important bug when exiting from pause, that corrupted variables and provoked several malign effects.
- Fixed bug: if the game was aborted while replaying a track, in the next game the first track would start in replay mode.
- Fixed several bugs when any car don't race:
* The one that doesn't run doesn't appear in the main marker during the race
* Neither does its classification and points in grey during the interlude
* No sprites screwup either

ins011m: 2009/01/24
- Added joysticks support
- Added records screen after credits
- Logo in bright white and cyan as in Spectrum 48k version

ins012m: 2009/01/25
- Fixed a pair of bugs in the records colours.
- Added championship personalization.

ins013m: 2009/01/25
- Initial CEZ GS logo.
- Ending showing the podium instead of hanging.
- Fixed a bug with the pause (that might affect some characters used by other cars).
- Fixed an incorrect pixed in the position of 45 degree up-right.
- In GP2 and F1 categories, the number of laps doesn't appear with compass colour anymore.

ins014m: 2009/01/26
- No ugly effect before showing the CEZ GS logo.
- Rainbow effect in logo
- In 60Hz the music doesn't speed up while waiting for a key to be pressed.
- A key release is waited for before exiting from pause.
- ROM standard header.

ins015m: 2009/01/26
- Optimizations in characters mixing.
- Added a pair more of RAM checkings.

ins016m: 2009/01/27
- Added motor noise.
- Added special ending.
- Background tiles modified so the background colour is the dominant one, so mixing cars with background will look much cleaner.
- Removed flickering when we're too late.

ins017m: 2009/01/27
- Added reading of rows 10 and 11 of keyboard (half number keypad, and turboR keys).
- Sprites cleaning before starting the race, so there's no garbare shown (specially visible if we leave pause pressed while the screen is being printed).
- Leaving a key pressed won't produce repetitions in chapionship personalization, now we wait until it's not pressed.
- Menu music doesn't hang when pressing 0 to start game.

ins018m: 2009/01/28
- Fixed temporization (and therefore music speed) at 60Hz.
- Fixed more garbare when starting stage.
- After a camera change, we must wait 0.8 seconds before the next one.
- Fixed a problem when T key to abort track was left pressed.
- Guillian added to credits screen.
- CEZ GS logo centered better (was too low).

ins019m: 2009/01/28
- The second joystick button now decelerates intead of accelerating as the first one.

ins020m: 2009/01/28
- After changing sound mode, we now must wait 0.6 seconds before it's changed again.
- Added a small pause in first third characters dump in 60Hz mode, to avoid dumping them too early, provoking a bit of garbare during a frame.

ins020mbf: 2009/01/29 MSX COMPO FINAL
- Fixed motor sound at the beginning.

ins021m: 2009/02/16
- Added RAM execution detection to make it work with ODO (as if we had only 16k of RAM available).

ins022m: 2009/02/19
- Fixed HUGE BUG: speeds table was in ROM, so all categories had JUNIOR speed.
- Fixed another bug: the main marker was still behaving badly in 60Hz.
- Deep RAM search in all slots and subslots, just in case something unpages RAM from page 2.

ins023m: 2009/02/22
- Fixed a bug in the deep RAM search, that hanged the game in many models.
- It detects if we're in a 8k RAM model, printing the message "I NEED RAM" before hanging in this case.
- Now the high bits of IN (0AAh) are used when reading the predeterminated keys, instead of assuming the values of those bits.
- VDP port values read from BIOS, instead of assuming always port 98h. Now it should work in MSX1s expanded to MSX2.
- Keyclick sound slightly retouched (only a bit noticed in collisions, I think they're better now).

ins024m: 2009/02/24 MSX CARTRIDGE FINAL, AS SOLD IN CARTRIDGES
- Fixed a bug in keyclick sound routine, that had been there since its introduction in version 016m.

ins025: 2009/04/26 (post cartridge fix)
- Bugfix: fix 0.6 seconds wait before the sound can be changed again.
- Bugfix: if a player started the race braking and turning right at the same time, it could cause troubles with recording.
- Bugfix: the most intelligent AI wasn't detecting grass correctly, so computer controlled cars drove a little worse than they should.