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History of Racing Computer Games


History of Computer Racing Games


Posted for quick reference purposes, this is a chronological list of racing games that appeared on Western computer-game machines.

Racing games include serious motorsport autoracing simulators (F1GP, MotoGP) and arcade-action racers. I have included both car and motorcycle racing games from motorsport, rally, sandbox, dirt bike and stuntcar subgenre. If they are technically notable I have also included games that feature good racing segments, but are not strictly racing games.


Racing games can be 100% 3D, 100% sprite-scaled or employ a combo of sprite-scaled objects/actors and 3D tracks. Racing games can present in first-person, third-person, top-down, side-on or isometric perspectives.


This list thus far contains 68 original infographics that can be mouse-wheeled through in order to get an idea of racing games that appeared on Western computer-game machines.

This document was last updated on the 16th of August, 2024.

Pole Position Atari 8 Bits 1983


John Allred, Douglas B. Macrae and Betty Tylko of Atari Inc. ported Namco's Pole Position coinop of 1982 to the Atari 8 bits in 1983. Pole Position is notable for its super-smooth sprite-scaling; it features four tracks, great controls, good sound and Hi and Lo gears. Pole Position is one of the best super-scalers in computer-game history.


Sprite-scaler 3rd-person.

Pitstop Atari 8 Bits 1983


Epyx released the original Pitstop game on the Atari 8 bits in 1983. Pitstop was pretty big from 1983 to 1985; it influenced the likes of Lotus on the Amiga. Pitstop is so-named because players can turn the car into the pit-lane and pull into the pits to repair and refuel the car. However, it is also technically notable for its curving tracks and fast sprite-scaling.


The original Pitstop offers three racing circuits and six different tracks.

Sprite-scaler 3rd-person.

Pitstop 2 Atari 800 1984


Jim McBride and Lloyd Ollman of Epyx ported Pitstop 2 to Atari 800 in 1984 from the Commodore 64 version of the same year. Sequel to the original Pitstop, Pitstop 2 is notable its split-screen 2-player mode, which also influenced Lotus on the Amiga. You can imagine how much more fun it was in 1984 to race against a friend, rather than just computer-controlled cars. 


Pitstop 2 offers six different tracks and a Grand Circuit.

The superior C64 original of Pitstop 2 was programmed by Stephen H. Landrum and Dennis Caswell.


Sprite-scaler 3rd-person.

Pitstop 2 IBM PC 1984


Epyx release Pitstop 2 for IBM PC Booter / Self-booter in 1984. Pitstop 2 was programmed by Lauren Guimont of Synergistic Software. Pitstop 2 displays in CGA 320x200, but note the 640x400 race standings screen.


On-Track Commodore 64 1985


Gamestar released On Track: Computer Model Car Racing for the Atari 8-bits and Commodore 64 in 1985. On-Track features 10 tracks with a choice of paved or dirt courses. The controls and sprite-shifting are practically perfect. Supports 2-player simultaneous.


Top-down.

Scalextric Commodore 64 1985


Leisure Genius released Scalextric for the Commodore 64 in 1985. Conceived and designed by Andrew Bradley, Scalextric features 17 Formula One circuits as well as a custom circuit designer, which is icon-driven. Supports 2-player simultaneous. Scalextric is based on Hornby Hobbies' slot car racing sets of the same name.


3rd-person.

Revs BBC Micro 1985



Fully-3D first-person.

Test Drive IBM PC 1987-1990



Distinctive Software released Test Drive for ST/Amiga and IBM PC in 1987. Test Drive 2 was released in 1989, and Test Drive 3 in 1990. Test Drive and TD2 were developed by Distinctive Software; TD3 by Accolade.

The original Test Drive was notable for displaying the dashboard of the car, complete with tachometer (RPMs), speedometer, radar detector and animated steering wheel and gearshift. Rear view mirrors are also employed. Obstructions and hazards include potholes, water and Sunday Drivers.

Test Drive and its sequel display in 16-color EGA 320x200 whereas Test Drive 3 displays in 256-color VGA 320x200.



Note how TD3 stupidly adds more digitized photos instead of displaying all car stats on a single screen. Instead, the stats scroll.


Test Drive and TD2 are sprite-scalers; Test Drive 3 is flat-shaded.


1988 Racing Games


Lombard RAC Rally IBM PC 1988


Red Rat Software released Lombard RAC Rally for ST/Amiga and IBM PC MS-DOS in 1988. LRR displays in 16-color EGA 320x200. The car driven is the Ford Sierra RS Cosworth. LRR was programmed by David Worrall.


Sprite-scaler.

Super Hang-on Amiga 1988


SegaAM2's Super Hang-on coinop of 1987 was ported to Atari ST and Amiga in 1988 by Zareh Johannes of Activision Software Studios. The 16-bit micro ports were incredible in 1988; even better than Indy 500 of 1989 in terms of speed-conveyance. This was due to SHO's sprite count + super-smooth scaling. There were very few 1988 computer games that could match the controls, graphics and playability of SHO. On ST/Amiga, SHO even supported mouse control (both joystick and mouse control were excellent). Even the music was good -- even on the ST.


Consider that SHO came out in 1988, two years before Lotus -- SHO is one of the best sprite-scaling racers in microcomputer history. Amiga version:


The 1988 IBM PC conversion by Quicksilver Software is inferior:


Sprite-scaler.

Pole Position IBM PC 1988


Thunder Mountain released Pole Position for IBM PC MS-DOS in 1988, a full five years after the Atari 8 bits version. 


Sprite-scaler.

WEC Le Mans Commodore 64 1988


Imagine ported Konami's WEC Le Mans coinop of 1986 to Commodore 64 in 1988. WEC Le Mans was programmed by Richard Palmer.


Sprite-scaler.

You can see how ST/Amiga Super Hang-On of 1988 made a mockery of Pole Position and WEC Le Mans of 1988.


1989 Racing Games


Chase HQ ZX Spectrum 1989


The best coinop conversion of an arcade racer to home computer is John O'Brien's Chase H.Q for the ZX Spectrum (1989). How Ocean Software managed to cram almost every feature of the Taito coinop into the Speccy version is a mystery. The graphics of Speccy Chase HQ have better form that the 16-bit versions (e.g, the cop car looks better). In fact, the overall presentation is better.


Sprite-scaler.

Stunt Car Racer IBM PC 1989



Fully-3D.

The Cycles: International Grand Prix Racing IBM PC 1989


Distinctive Software released The Cycles for IBM PC MS-DOS in 1989. The Cycles features 15 circuits, 5 skill levels, 3 performance classes and 9 riders.


Sprite-scaler.

Outrun IBM PC 1989


Unlimited Software Inc. released Outrun for IBM PC MS-DOS in 1989. This is a terrible arcade conversion.


Sprite-scaler.

Vette IBM PC 1989


Vette was released by Sphere Inc. for IBM PC in 1989. Vette suggests GTA long before GTA. Vette was coded by Piotr Lukaszuk.


Fully-3D.

Suzuki's RM250 Motocross IBM PC 1989


Suzuki's RM250 Motocross was released by Dynamix for IBM PC MS-DOS in 1989.


Sprite-scaler.

RVF Honda Amiga 1989


RVF Honda was released by MicroStyle in 1989 for Atari ST and Amiga. It was designed and coded by Ed Hickman.


Sprite-scaler.

Batman: The Movie Amiga 1989


Ocean Software released Batman: The Movie for ST, Amiga and IBM PC in 1989. Batman: The Movie features impressive sprite-scaling on the Batmobile and Batwing levels. The ST/Amiga versions were coded by Mike Lamb, John O'Brien and Allan Shortt.

One of the coolest things about this game is how the Batmobile can fire a grappling hook at a lamp post in order to swing around into the next street.
 

If I were to take a guess I would say that John O'Brien coded the Batmobile and Batwing levels because he converted Chase HQ to the ZX Spectrum (see above). And Mike Lamb coded the platformer levels because he coded RoboCop on the Speccy.

Batman sold like hotcakes and was bundled in David Pleasance's Batman Pack for the Amiga 500.

Sprite-scaler.

Rally Cross Challenge Amiga 1989


Ultra Graphix released Rally Cross Challenge for the IBM PC and ST/Amiga in 1989. Rally Cross Challenge was programmed by Scott Butler. Rally Cross Challenge features a 320x184 playfield.


Top-down.


1990 Racing Games


Ivan Ironman Stewart's Super Off Road IBM PC 1990


Graftgold converted Leland's Ivan Ironman Stewart's Super Off Road coinop to Atari ST, Amiga and IBM PC MS-DOS in 1990. Super Off Road features 1-3 player simultaneous gameplay and vehicle upgrades (tires, shocks, acceleration, top speed and nitro fuel). David O'Connor programmed the PC version whereas the ST/Amiga versions were programmed by Gary J. Foreman.


2D top-down, fixed-screen.

Hard Drivin' Amiga 1990


Jürgen Friedrich of Domark converted Atari Games' Hard Drivin' coinop of 1989 to ST/Amiga and IBM PC MS-DOS in 1990.

Celica GT Rally IBM PC 1990


Gremlin Graphics released Celica GT Rally for IBM PC MS-DOS in 1990.


Sprite-scaler.

Turbo Outrun IBM PC 1990


Sega Enterprises released Turbo Outrun for IBM PC MS-DOS in 1990. This is another terrible arcade conversion.


Sprite-scaler.

Badlands Amiga 1990


Barry Costas of Teque London ported Atari Games' Badlands coinop of 1989 to ST/Amiga in 1990. Badlands features a 320x180 playfield.


Top-down.

Nitro Amiga 1990


Psygnosis released Nitro for the Amiga in 1990. Nitro was designed and programmed by James Woodhouse. Nitro features a 320x200 playfield. Nitro is one of the best top-down racers ever made.


Top-down.

Super Cars Amiga 1990


Magnetic Fields released Super Cars in 1990 for ST/Amiga. Super Cars was programmed by Shaun Southern; its graphics drawn by Andrew Morris. Super Cars features a 256x200 playfield.


Top-down.


1991 Racing Games


Super Cars 2 Amiga 1991


Magnetic Fields released Super Cars 2 in 1991 for ST/Amiga. Super Cars 2 was programmed by Shaun Southern; its graphics drawn by Andrew Morris. Super Cars 2 features a 320x240 playfield.


Top-down.

Formula One Grand Prix IBM PC 1991



Fully-3D.

Team Suzuki Amiga 1991


Gremlin Graphics released Team Suzuki for Atari ST, Amiga and IBM PC MS-DOS in 1991. Team Suzuki is notable for its fast and smooth rendering engine, but it does not render the riders. The ST/Amiga version was coded by Karl West; the PC version by Mark Robinson.
  

Fully-3D.

Moonshine Racers IBM PC 1991


Millennium / Peakstar released Moonshine Racers for IBM PC MS-DOS in 1991. This game has awful controls.


Sprite-scaler.


1992 Racing Games


Jaguar XJ-200 Amiga 1992


Core Design released Jaguar XJ-200 for the Amiga in 1992. Programmed by Mark Avory, Jaguar XJ-200 is a Lotus-like game that lets players create their own tracks.


Sprite-scaler.

No Second Prize Amiga 1992


Thalion Software released No Second Prize for ST/Amiga in 1992. No Second Prize was coded by Christian Jungen. No Second Prize features 20 racetracks, six racers and accurate mouse-controlled steering. Note how NSP renders the riders.


Fully-3D.

Lamborghini American Challenge IBM PC 1992


Titus released Lamborghini American Challenge for IBM PC MS-DOS in 1992. On the Amiga this is known as Crazy Cars 3.


Sprite-scaler.


1993 Racing Games


Lotus: The Ultimate Challenge IBM PC 1993



Prime Mover Amiga 1993


Interactivision released Prime Mover for the Amiga in 1993. Running at 50 FPS Prime Mover is one of the smoothest sprite-scaling racing games on the Amiga. Prime Mover was programmed by Hans Jürgen Hansen.


Sprite-scaler.

Overdrive Amiga 1993


Psionic Systems released Overdrive in 1993 for the Amiga. Overdrive was programmed by David J. Broadhurst; graphics by Haydn Dalton; audio by Allister Brimble. Overdrive features a 288x224 playfield.


Top-down.

Skidmarks Amiga 1993


Acid Software released Skidmarks for the Amiga in 1993. Skidmarks was programmed in Blitz Basic by Andrew Blackbourn. Skidmarks features a 308x267 playfield.


Top-down.

IndyCar Racing IBM PC 1993



Fully-3D.


1994 Racing Games


Vroom IBM PC 1994


Lankhor released Vroom for IBM PC MS-DOS and Amiga in 1994. Vroom features a good framerate even on the Amiga 500; the game has a great sense of speed.


Sprite-scaler.

NASCAR Racing IBM PC 1994



Micro Machines IBM PC 1994


Big Red Software ported the original NES Micro Machines of 1991 to IBM PC MS-DOS in 1994. Micro Machines requires a 386-25 MHz CPU, 2 megs of RAM and 1 meg of HDD space.


Micro Machines displays in VGA 320x200 with a viewport size of 256x200. The IBM PC version of Micro Machines was programmed by Lyndon Homewood, Gary Ranson and Jon Cartwright.

2D top-down.

Power Drive Amiga 1994


Rage Software released Power Drive for the Amiga and IBM PC in 1994. Power Drive was programmed by Richard Beaven, Paul Tweddell and John Heap. Power Drive features a 304x214 playfield.


2D top-down.


1995 Racing Games


Micro Machines 2 Turbo Tournament IBM PC 1995


Supersonic Software ported the original Genesis Micro Machines 2 of 1994 to IBM PC MS-DOS 6.22/4GW Protected mode run-time in July of 1995.


Micro Machines 2 requires a 486DX2-25 MHz CPU, 4 megs of RAM and 15 megs of HDD space, but a DX4 or Pentium processor and local bus video card is recommended. Micro Machines 2 employs a non-standard square-pixel VGA 320x240 display with a maximum viewport size of 320x224, running at 60 FPS. The IBM PC version of Micro Machines 2 was programmed by Andrew Fussey, Jonathan Menzies and Peter Williamson.

2D top-down.

ATR: All Terrain Racing Amiga 1995


Team 17 released ATR: All Terrain Racing for the Amiga in 1995. All Terrain Racing was designed and programmed by James Woodhouse. All Terrain Racing features a 320x256 playfield.


2D top-down.

Turbo Trax Amiga 1995


Arcane Entertainment released Turbo Trax for the Amiga in 1995. Turbo Trax was programmed by Peter Ivey and Miles Visman. Turbo Trax features a 320x244 playfield.


2D top-down.

PC Rally IBM PC 1995


Digital Dreams Multimedia released PC Rally for IBM PC MS-DOS/4GW Protected mode run-time 1.8 in 1995. PC Rally is notable for the size of its prerendered Toyota Celica and Mitsubishi Lancer vehicle sprites; the scrolling is also super-smooth. PC Rally displays in non-standard square-pixel 256-color VGA 320x200. However, its playfield is only 288x216.


2D top-down.

Unless otherwise noted the racing games below are fully-3D.

IndyCar Racing 2 IBM PC 1995



Need for Speed IBM PC 1995


Electronic Arts released Need for Speed for IBM PC MS-DOS/4GW in 1995.


Destruction Derby IBM PC 1995


Reflections released Destruction Derby for IBM PC MS-DOS in 1995. DOS/4GW.


Screamer IBM PC 1995


Screamer was released by Graffiti for IBM PC MS-DOS in 1995. Screamer was coded by Antonio Miscellaneo. The Screamer 3D rendering engine was coded by Antonio Martini. Software-rendered. DOS/4GW.



1996 Racing Games


NASCAR Racing 2 IBM PC 1996



Grand Prix 2 IBM PC 1996



Screamer 2 IBM PC 1996


Screamer 2 was released by Milestone for IBM PC MS-DOS and Windows 95 in 1996. Screamer 2 was coded by Stefano Lecchi. The Screamer 2 3D rendering engine was coded by Antonio Martini. DOS/4GW.


Death Rally IBM PC 1996


Remedy Entertainment released Death Rally for IBM PC MS-DOS in September of 1996. Death Rally was programmed by Kim Salvo and Olli Tervo. Death Rally requires an i80486DX2-66 MHz CPU, 8 megs of RAM and SVGA graphics card, but a Pentium CPU, 16 megs of RAM and PCI Local Bus Video is recommended. Death Rally audio supports Gravis Ultrasound and Sound Blaster Mono, Pro, 16 and AWE 32. 


Top-down sprite-scaler with 3D scenery objects (tree-tops, cliff-faces).


1997 Racing Games


Screamer Rally IBM PC 1997


Screamer Rally was released by Milestone for IBM PC MS-DOS 6.0 in 1997. 3dfx Voodoo or software-rendered. DOS/4GW.


Carmageddon IBM PC 1997


Stainless Games released Carmageddon in June of 1997 for IBM PC MS-DOS 6.2 4GW Protected Mode run-time and Windows 95 DirectX 3a. Recommended specs are Pentium 70 MHz, 32 megs of RAM, 2 megs of vRAM and 264 megs of HDD space for full install. Carmageddon displays in 256-color VGA 320x200 or SVGA 640x480 via hires.bat.


Carmageddon allows users to customize the following graphics settings: Car Complexity, Car Textures, Shadows, Wall Textures, Road Textures, Scenery Cut-off, Scenery Pop-up, Sky Texture, Darkness / Fog, Track Accessories and Special Effects.

Supports 3dfx Voodoo.

Grand Theft Auto IBM PC 1997


In November of 1997 DMA Design released Grand Theft Auto for IBM PC MS-DOS 6.0/4GW 32-bit Protected run-time v2.00 and Windows 95 DirectX 5.0. Grand Theft Auto displays in 256-color VGA 320x200 or 15-, 24- or 32-bit square-pixel SVGA 640x480 or 800x600 via UNIVBE.DRV.


GTA requires an Intel DX4 100 MHz CPU, 16 megs of RAM, 1 meg of vRAM and 20 megs of HDD space. GTA also supports 3dfx Voodoo (3dfx Glide 2.42).

GTA was designed by Stephen Banks, Paul Farley and Billy Thomson; it was programmed by Keith R. Hamilton.


1998 Racing Games


Grand Prix Legends IBM PC 1998




1999 Racing Games


Grand Theft Auto 2 Windows PC 1999


DMA Design released Grand Theft Auto 2 for Windows 95 DirectX 6.1 in 1999. GTA2 was programmed by Keith R. Hamilton. GTA2 introduced car upgrades, a syndicate-job system and increased environmental interactivity and reactivity to its open-ended, non-linear urban worlds.


GTA2 requires a Pentium CPU, 32 megs of RAM and 80 megs of HDD space. GTA2 displays in 640x480, 800x600 and 1024x768 resolution (Direct3D / Glide) in 16-bit color (65,536 colors). Typical GTA video cards include the NVidia Riva 128 and the ATI Rage Pro.

DMA Design became Rockstar North in 2007.

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