
Stunt Car Racer (Amiga & Amstrad CPC & ZX Spectrum) - Let's Play 1001 Games - Episode 469
A primitive but timeless 3d racer!
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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...
Stunt Car Racer
https://en.wikipedia.org/wiki/Stunt_Car_Racer
Stunt Car Racer (published as Stunt Track Racer in the United States) is a racing video game developed by Geoff Crammond.[1] It was published in 1989 by MicroProse, under their MicroStyle and MicroPlay labels in the United Kingdom and in the United States, respectively.
The game differs from other racing games in that the races take place on an elevated race track, with nothing to stop the player from accidentally driving off the side. Most race tracks in the game have gaps in them which will cause serious problems to the driver if he or she fails to clear them. If this occurs then the player's vehicle is hoisted back onto the track (by a nearby crane) which costs valuable time. Turbo can be used to make a car go faster, but it can only be used for a limited amount of time in each race.[2][3][4]
The single-player game consists of a league table which is split into four divisions of three drivers each, making a total of twelve racers including the human player. There are two racing tracks in each division making it a total of eight tracks in the game. The tracks in division four (the first division) are easy, but the tracks get progressively more difficult and dangerous with each division. The player's objective is to reach, and subsequently win, division one. There are four races in a season, and each driver will race the other two drivers in both of the tracks in the division. Each race is run over three laps. Two points are awarded to the winner of each race and one point is awarded to the racer with the fastest lap time. At the end of each season, the top racer of each division is promoted to the next higher division while the driver in last place will be relegated.[2][3][4]
Damage to the player's car occurs when the player lands too hard on the track after driving over a crest too fast, crashes into a wall, falls into a gap in the track, or hits the opponent's car. If the damage, which is indicated by a crack in the frame at the top of the screen, reaches a certain level the vehicle is deemed to be wrecked and the driver will lose the race instantly. A particularly hard crash will also make holes representing structural damage appear in the frame above the windshield. Holes remain on the car for the rest of the season and increase the rate at which the crack in the frame advances.[2][4][3]
The player can compete against computer opponents or, at least on the Atari ST and Amiga versions, with another player using two computers connected via a null modem cable, each with their own TV or monitor.
The ZX Spectrum and Amstrad CPC ports of Stunt Car Racer were programmed by Pete Cooke, already well known for his many 3D games on those platforms. The Commodore 64 version was later modified for use without a keyboard. This version was in the Power Play cartridge together with Rick Dangerous and MicroProse Soccer, released for the C64 Games System. A port of Stunt Car Racer for the Atari Jaguar was rumored to be in development, but it was never released.[6][7]
A long-awaited sequel, Stunt Car Racer Pro, was announced in April, 2003, but it never came to fruition.