My Life In Arcade Racing Games – Three Fields Entertainment https://www.threefieldsentertainment.com Sat, 21 Mar 2020 12:40:43 +0000 en-GB hourly 1 https://wordpress.org/?v=5.3.16 https://www.threefieldsentertainment.com/wp-content/uploads/2019/01/cropped-favicon-32x32.png My Life In Arcade Racing Games – Three Fields Entertainment https://www.threefieldsentertainment.com 32 32 “F-Zero” Nintendo (1990) -History of Arcade Racing – Part 19 https://www.threefieldsentertainment.com/2020/03/21/f-zero-nintendo-1990-history-of-arcade-racing-part-19/ Sat, 21 Mar 2020 12:39:03 +0000 https://www.threefieldsentertainment.com/?p=4622 Nintendo’s F-Zero – best Super Nintendo racer? SNES racer “F-Zero” is thirty years old this year. It was first released back in November of 1990 in Japan. The start of the 1990’s marked the beginning of a time of great...

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Nintendo’s F-Zero – best Super Nintendo racer?
SNES racer “F-Zero” is thirty years old this year. It was first released back in November of 1990 in Japan. The start of the 1990’s marked the beginning of a time of great change for all forms of entertainment in the UK – from music to movies to gaming.
On the radio we heard “Ice Ice Baby” from Vanilla Ice, “The Power” by Snap, and “Vogue” by Madonna.
Vanilla Ice record sleeve

Yo VIP! Let’s Kick It!

And the biggest UK movies of the year were “Pretty Woman“, “Total Recall“, “Ghost” and “Back To The Future Part III.”
Pretty Woman Poster

Three Thousand?

Maybe you remember going to see them at the pictures? – which is what we used to call going to the cinema back then.

Digital Days

When I think back to this time, I think of it as beginning of the switch from living in the ‘analogue world’ and moving towards living in a more ‘digital world.’ Those songs I mentioned above were all created and produced digitally. Music moved from the anlogue sounds of mixing and scratching and the early sampling of records towards fully digital production. Rhythms and beats were produced on computers and vocals were tracked over and over again using cutting edge digital music production software.

Purely Physical

Those movies were also some of the last analogue style big budget movies with mostly physical effects created by the use of clever make up effects, the use of models and miniatures as well as real physical sets and outdoor locations. Imagine how different a movie like BTTF would be today if the folks producing visual effects for the Marvel movies were working on them? To travel through time back then all you needed was a pretty unknown make of car and to set fire to two lines of petrol at 88mph…
Back to the Future Fire Trails

So glad it wasn’t a fridge!

But that’s enough Nineties talk or we’ll all be here too long. Let’s get back to gaming then and Nintendo’s super fast Mode 7 racer, F-Zero…

Console Concepts

 

Mean Machines Logo

Shiny.

If you were a UK-based games fan in the early 1990’s then there was really only one magazine you needed to read. And that was EMAP’s “Mean Machines.” Spun out of a monthly double page spread in “Computer and Video Games’ – MM was THE place to go if you were interested in and excited about, the next wave of console gaming hardware heading to UK shores.
Sega Megadrive

Still looks good today!

Sweet Sixteen Bits

There really was a time where the transition from the 16-bit computers to the 16-bit consoles seemed to take a long time. Most people were happily gaming away on their Commodore Amigas and Atari ST computers. But a smaller group was already dabbling in Nintendo or Sega games with the original 8-bit NES and Sega Master System consoles.
Super Nintendo Console

Is it Super NES or SNES?

 

Excitement soon began to build with word from overseas that both Sega and Nintendo had far more powerful 16-bit machines on the horizon. It was EMAP journalist Tony Takoushi who first championed the new console machines – writing first about the NES and Master System and later the NEC PC Engine. The baton was then passed to ex- Newsfield writer Julian Rignall who launched the dedicated “Mean Machines” magazine for EMAP in October 1990.

 “Now You’re Playing With Power. Super Power.”

Dragonfly Super Nintendo

Always a sucker for a digitised image.

I think the first screenshots I ever saw about the new Nintendo console were of a flying game called “Dragonfly” (which later became “Pilotwings“) and of Capcom’s amazing sequel to their  1985 cult classic coin-op “Ghosts and Goblins” which was called “Ghouls and Ghosts.” These new machines offered more colours, sharper graphics and stereo sound. The machines looked amazing and word spread that finally we’d be able to own machines that would offer arcade quality games indistinguishable from their amusement arcade counterparts.
SNES Ghouls and Ghosts

Is this the hardest game ever?

Mode Swings

Much like today there was a lot of discussion and speculation as to which machine was more powerful. Those types of discussion never really interested me. I was quite into Nintendo at the time, owning both a NES and a GameBoy handheld machine. But it soon became clear that whilst the Megadrive (or Genesis to you American readers!) had access to more American developed titles such as those coming out of Electronic Arts, the Nintendo machine had a very tasty hardware trick up its sleeve. And that trick had a name – Mode 7.
(If you were a dance music fan in 1991 or 1992 you’d be forgiven for thinking that Mode 7 was a new dance band with a song out  in the charts. And if it was, they’d probably have a good dance beat, a nice piano break, and some club-style vocals!)

Effortlessly SFC

Mode 7 was one of seven video modes that made up the “picture processing unit’ of the Super NES hardware. (I could call it the Super Famicom (SFC) as it was known in Japan but I think it would only confuse people. But for any purists out there, rest assured that it we were drinking Asahi on the 24th floor of a highrise hotel in Makuhari, Japan in town for Tokyo Game Show then I most definitely would do.) It was Mode 7 that allowed the SNES to rotate things quickly and do some rather special ‘2D as 3D’ visuals. At the time, we’d just not seen anything like it.
MM F-Zero Cover Issue 9

Ultra Man? For the cover? Surely not!

Bottom Of The Ninth

By the time the ninth issue of “Mean Machines” hit the local newsagents it featured a review of a new Nintendo racing game called “F-Zero.” There had been a single colourful screenshot printed a few months earlier. And now here it was – the MM crew had got hold of an imported cartridge and reviewed the game.
SNES F Zero JPN Box Art

The Japanese boxes were always cooler.

 

The game took place on ‘Nu-Earth’ and the F-Zero Championship were the ‘fastest and most deadliest races’ around.  In some ways, the world of F-Zero was probably the precursor to the Pod Racing sequence we were to see nearly a decade later in the first of the Star Wars prequel movie “Episode I‘. And you have to remember that at this time, the best racers had been stuff like Sqaure’s decent NES racer “Rad Racer“(which I wrote about HERE)  or SEGA’s astonishing “OutRun” in the arcades (and for those of you keeping score at home, I wrote about that game HERE.)

Purple Bricks

So I first read about the game in Issue 9 of Mean Machines and then first got to see the game running several months later. I attended University in the United States in 1991 and the squarer styled purple coloured US version of the “Super NES” began shipping in limited quantities to US retailers in August of that year.

Clean Up In Aisle Nine

A friend of a friend blew some of his scholarship money on a machine and all of the games at the local K-Mart. “F-Zero” was one of those games. It didn’t much of a look in due to heavy play sessions on “Super Mario World“. The game was very very fast and quite hard to play. The sense of speed was like nothing else.
I didn’t play too much of the game back then. I waited until I got back to the UK the following year and picked up my UK spec machine from the local branch of Toys R Us. Along with the hardware I picked up “F-Zero” and “Smash TV.”
I think the game opened my eyes to what a truly fast and high speed experience a fast game could be. We’d just not seen anything like it before. And it wasn’t just only racing, it was fighting or battling as well. Success at the game relied on mastering the layouts of each course, and being able to catch all of the ‘boost pads’ to stay at top speed.

Not Under The Influence

Obviously, if you know the software I’ve directed and worked on over my career, you’d easily be forgiven for reading this and expecting me to write that “F-Zero” was somehow massively influential to me. In reality, it wasn’t. I think it was more an influence as to how home gaming technology was improving in great leaps.
And those leaps were going to bring us all much more closer to the sorts of games we’d been limited to playing in arcades. Of course, those arcade machines were all unique and were powered by custom dedicated hardware. The arcades offered a glimpse of the future. When we got home we adjusted to what we had.

Road Rage?

I actually took my copy of F-Zero back to Toys R Us two days later. I picked up Capcom’s “UN Squadron” instead. As a staunch fan of Atari’s “RoadBlasters” and “STUN Runner” in the arcades I think I was disappointed by the lack of shooting action in the Nintendo game. Or maybe I just really wanted to smash the other racers right off the track?

Jump Started

Futuristic syle racers have never really grabbed me that much – Well apart from the time I first laid eyes on Williams Star Rider which you can read about HERE. The game was fast and fun, but I think jumping over gaps in the track was more fun in games like “Bump N Jump” than it was in “F-Zero” and I wrote about that 1982 game HERE.
I think I prefer a bit of four wheel racing action to keep me truly hooked. Plus when the speed gets really really high, then the braking effect is often super strong as well. For me it takes away the driving feeling and it becomes more of an exercise in steering.

Bulked Up

I was much more interested in the 1998 Nintendo 64 follow up “F-Zero X” when it came out. I think the more spectacular 3D tracks made for a better game. Again, I don’t remember playing it that much, but it did make me see the game as a spiritual follow up to “STUN Runner” – running on faster hardware and a far more comprehensive game.
That game was enhanced for the N64 ‘bulky drive’ add-on. I got to see the 64DD development kit up at the Iguana UK office. It never came out in the West so no-one had one really. They were going to use it to make the N64 version of “Shadowman” look closer to its PC counterpart. Not sure they ever did in the end.

Plastic Surgery

At the time I was very  interested in the idea that games that could be released and then be enhanced further post-release. It’s something we take for granted these days. It would be close to a decade later before that sort of thing would ever become commonplace. And then I’d be doing it myself with a huge team trying to push the boundaries of what could be achieved.

“Greetings, Starfighter…”

I think that if you’re going to make a futuristic racer then there is huge potential to be creative with it. I’d want to go to places I’ve never even imagined. Then, I want to race on tracks that are fantastical. There’s probably an exciting blend of science fiction world and racing game waiting to be made by someone. (Let’s hope someone else does it!)
I think there’d have to be weaponry of some sort in there, and the craft would have to be quite incredible. I enjoyed the Episode One “Pod Race” sequence, but I didn’t like the crafts in them. And I enjoyed the ‘Speeder Bike” sequence more back in 1983 – who didn’t?

Zero Sum Game

There’s one last anecdote to mention when it comes to “F-Zero.” Back in January 2012, I was working for another company on a racing game when the phone rang. It was a junior marketing guy from Nintendo’s UK office in Windsor. He asked me if ‘there was any chance’ we could do a new “F-Zero” for them. And if so, ‘could you be ready to show it at E3 in June?” Because they were short of games coming to their Wii U hardware. The UK guys had been brainstorming and putting trying to match Western developers with Nintendo owned intellecutal property.
To some people I’ve met, this seems to be super exciting to them. Well, calls like this happen a lot in the games industry. There are always speculative calls from publishers. It used to happen a LOT more a long time ago. The industry was seemingly driven by licensed properties for a good two decades. The strategy really was ‘sell what is on the box, not what is in the box.’
Other things I got asked about doing over the years were: “a true motorsports simulator” for Xbox, “a new Mad Max game called Fury Road” – a good eighteen years before the film ever came out, “a “Days Of Thunder game but set entirely in the UK” (can you guess why I said no?) and last but not least, “the officially licensed Vauxhall car game.” And these are the ones I’ll mention because they each make me smile.
I may have had a Cavalier (!) attitude to these proposals, but I have always been firmly focused on creating games that us, as the developers of them, had FULL creative control over. Working for someone else, on someone else’s stuff presents a huge set of challenges. In my experience, those challenges always slow down development, restrict the development team, and often you get a weaker game as a result. Besides, a game full of Vauxhall Corsas anyone?
Whilst you’re here, if you haven’t already please consider signing up to our Dangerous Driving Club
– we promise we’ll make it worth your while. If you love arcade racing games, then that’s great! because we do too!

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“Winning Run” Namco (1988) History of Arcade Racing – Part 18 https://www.threefieldsentertainment.com/2019/12/20/winning-run-namco-1989-history-of-arcade-racing-part-18/ Fri, 20 Dec 2019 15:41:53 +0000 https://www.threefieldsentertainment.com/?p=4281 “Winning Run” – Was Namco’s polygonal showcase a coin-op winner? Namco’s wonderful “Winning Run” made it into UK arcades in early 1989. And 1989 was shaping up to be a banner year in my life.  On the radio in England...

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"Winning Run" Namco arcade flyer“Winning Run” – Was Namco’s polygonal showcase a coin-op winner?

Namco’s wonderful “Winning Run” made it into UK arcades in early 1989. And 1989 was shaping up to be a banner year in my life.  On the radio in England that summer we had  “Ride On Time” by Black Box, Madonna’s “Like A Prayer” and “Back To Life” by Soul II Soul. The big movies of the year were Tim Burton’s “Batman” starring Michael Keaton and the third “Indiana Jones” movie. John Candy starred as “Uncle Buck” and James Cameron released his epic underwater action movie “The Abyss.

A Winning Run to Blackpool

It was also the dawn of a new age in arcade hardware as well. Each Summer I got to make a pilgrimage to the Northern Mecca of Amusement Machines, Blackpool. The sun always seemed to shine. The streets were always packed. I easily spent  the whole day going from one amusement arcade to the next. To a seasoned arcade fan such as myself, a single day could never be enough. I could have quite happily stayed in one place and attempted to play every single machine they had.

Player Beware?

You also had to have your wits about you. Many machines were in poor condition, especially driving games. There would be a lot of busted steering wheels, and stuck pedals. It was a case of ‘buyer beware’ in those days. Namco driving machines seemed recent and they were often in decent nick compared to many others.

Writing these stories can take ages. I’ve spent far more time than I should have working out which games should be featured on the list, and which ones definitely shouldn’t be. And then I agonise over each one. And go back to the list and try to frantically re-order the list. I can really clearly remember playing each and every machine as well, even down to how well I did, which track I played and whether I played with the gears set to ‘automatic’ or ‘manual.’

So to set the scene, it was around May of 1989 that I spent a full day trawling around the many varied amusement arcades of Blackpool. Fifteen fine English pounds changed into twenty pence pieces and carried in a special green Bank bag can certainly be made to last a very long time. Especially so if you like to watch the Attract Mode of each game several times before you play. It was around three in the afternoon when I set eyes on a machine that would pretty much change my life from that very moment. And that machine was Namco’s “Winning Run.”

Now, before you all leave this page and dash off to watch some footage of this game on YouTube – I’ll let you know that the game doesn’t stand up well.

Here’s a link to the attract mode of “Winning Run” because I know most of you simply can’t be trusted! https://www.youtube.com/watch?v=CQv01cLCHQ0

Namco’s “Winning Run” was far from being the ‘best game of 1989’ nor was it the most lucrative. In fact, you could try and casually drop in a reference to it amongst a group of modern racing game developers, and most people have probably never heard of it.

Money For Nothing

There was no one even playing it either. It was sitting there in the middle aisle of a very busy arcade, untouched and unloved. And it was a whopping 50p per play so that ruled out most casual passing players as well.

For 50 pence it would really have to be amazing to justify such a frivolous investment!

Forever 21?

This game was running on incredible new state of the art hardware. It was known as Namco System 21, and known internally as ‘the polygonizer.’ It used 3D shaded polygons to draw the graphics. Now, I was no stranger to polygons back then – I’d seen them drawn on my friends 16-bit home computers at framerates of ONE or TWO frames per second. And we all knew that these truly were ‘the future of graphics’ – but I’d never seen them move so quickly as “Winning Run” was drawing them in realtime. This machine looked like something you’d see on television on  BBC One on a Thursday night. This was real “Tomorrow’s World” type stuff. This was 60,000 polygons a second  – and in case you haven’t looked it up yet, this was a Namco F1 ‘simulation’ game. Nowadays, we have to use the word simulation very loosely, but back then the rule pretty much was ‘if it has a steering wheel on it, then yes, it’s a fully accurate simulation of driving.”

No Logo

Winning Run Namco screenshot
If you’re looking up “Winning Run” on YouTube then, all the direct captures simply don’t do the game any justice. Look for the video of the guy playing like an expert on his home owned machine. That’s the only one that hints at how good the sound was on this game. I clearly remember being blown away at the 3D lettering that made up the game’s logo and how they appeared and tumbled off the screen. Yes, I was even amazed at how The Logo appeared on the Title Screen?
It truly was non-stop entertainment back then! Non-stop.
This was the first fast 3D driving game I’d ever seen. No more manipulation of 2D sprites to create a three dimensional ‘effect’ – this was actual polygons. And for a while I must admit to really expecting that ALL games were going to look like this. That every game world was going to be made up of brightly coloured blocks. That every character was going to have a square head and that hands were going to be big rectangle.
Money For Nothing CG
I think we can safely place the blame there at the door of the people who made the “Money For Nothing” video for Dire Straits as those were the first CG characters we’d seen a few years earlier!

 

 

Tomorrow’s Technology. Today.

Namco’s “Winning Run” really did blow my mind. It really felt like a new sort of experience, and that driving a virtual car was somehow ‘new’ all over again. This was an entirely new game world to experience. Sitting down to play the game truly felt like interacting with some incredibly state of the art computer hardware from the future. Like most arcade driving games though, it was obviously set to ‘ROCK HARD’ on the DIP settings so 50p got you a qualifying lap and then a very quick race. So the game was influential not just because it was a new type of experience but because for a few of us who played it, it sort of felt like a peek into another world. A world which was somehow just around the corner. And a world which we felt was going to change…..well, everything.

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“Power Drift” SEGA (1988) History of Arcade Racing – Part 17 https://www.threefieldsentertainment.com/2019/12/06/power-drift/ Fri, 06 Dec 2019 13:53:36 +0000 http://www.threefieldsentertainment.com/?p=3807 I’ll never forget the first time I saw arcade racing game  “Power Drift” by Sega in 1988. Splash Waves It’s fair to say that Sega’s “OutRun” was more influential to developers than Namco’s “Pole Position” was. It had licensed cars....

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I’ll never forget the first time I saw arcade racing game  “Power Drift” by Sega in 1988.

Splash Waves

 OutRun title shot
It’s fair to say that Sega’s “OutRun” was more influential to developers than Namco’s “Pole Position” was. It had licensed cars. There were  hills. You had choice of routes and you could pick the music that played in-game before you started. And wonderful though it was, it never had a proper sequel. Yu Suzuki had already moved on, to do other things. To push the 3D envelope further. He followed up arcade racing game “OutRun” with “Super Hang On” in 1986.  In other words, that game was simply “OutRun on motorbike.”  The whole world would be turned upside down with his next game, the phenomenal “Afterburner” in 1987.

Go Baby Go Baby Go Baby Go

Afterburner screenshot
If you thought driving in an open top Ferrari in rolling hills looked impressive, then your jaw was really going to drop when you saw “Afterburner.”  That game showed a fighter jet flying through the fastest 3D landscape the world had ever seen. (It’s the game you see John Connor playing in “The Galleria” in the 1991 movie  “Terminator 2 Judgment Day“) Sega were really onto something with their “Super Scaler” technology. “Afterburner” was made using a new piece of Sega hardware called “The X Board.” I was always eagerly awaiting a follow-up to “OutRun” and it wasn’t exactly easy to find out about what was happening in the arcade world at the time. But then one day, a friend told me they had played ‘a new Sega arcade racing game” in a local pub and that “it had an amazing feeling of driving” and “looked better than Afterburner.” Was this the “OutRun” sequel I was hankering after?
 Edward Furlong playing "Afterburner" in "Terminator 2 Judgment Day"

Under The Influence

 Nintendo PlayChoice 10 machineI was too young to be able to legally drink in pubs in 1988, but a few of my friends had suddenly become very interesting in sneaking into them. With the sniff of a new AM2 game in the vicinity, all of a sudden so was I. One Friday evening a group of us ventured off to said local hostelry in search of a good time. One of my friends was the first to pass the driving test, and his parents had kindly lent him use of their family car for the night. My friends were dreaming of wine, women and song. Me, well I was just going to play the arcade racing game. The pub was rammed, really rammed. But I found not one but two coin-ops located on the far right hand side of the bar. One of the cabinets was a Nintendo “Play Choice 10” machine – which was a huge arcade sized NES with ten carts inside and you could play until the time ran out. For someone like me, it was a nice way to take a look at other NES games I’d not seen, but the timer felt a bit cheap to me. You’d just get to the first swimming level on “Super Mario Bros.” and bang! the time ran out. Plus, why would I pay 50p to play on hardware I had back at home, when I could be trying out a new Yu-Suzuki game!
Power Drift Marquee Logo

Seriously Attractive

That game was “Power Drift.” It was running on an entirely new Sega hardware board – the “Y Board” and it was the first kart racing game I’d ever seen. It was also the first game I’d ever seen showing an aerial fly-around of each stage during the attract mode. It had a choice of characters, the go-karts looked like souped up hot rods. Yep, so far so good. Not having too much money on me, I think I spent the first 45mins carefully watching the attract sequence. I wasn’t one to instantly waste my precious first credit and fluff the game because I wasn’t sure what was happening.
Power Drift shot 1 Power Drift shot 2 Power Drift shot 3

Emotional Rollercoaster

Power Drift cabinet gameThe game had wild stages, each one looked more like a rollercoaster in a theme park than a real kart track. It was fast, and almost too confusing to play for an arcade racing game. I think my abiding memory of playing it was experiencing the force feedback effects on the steering wheel. I’d never felt anything like it. Every knock and collision was recreated inside the cabinet. Again, this effect is completely normal in today’s gaming world but back then this was really unique. It was hard to get good at the game on the first few plays.  You really had to concentrate on learning the courses, and my progress wasn’t helped by my slightly intoxicated friends trying to follow along and point at the screen ‘what’s that?’ and ‘what’s that mean?’ every few seconds.

Bad For Your Health

At one point someone spilled a drink down the front of the cabinet. Shortly after that  someone else stubbed out a cigarette on the top of the screen! My skills didn’t improve when my left foot kept sticking to the floor.  I had to wave away cigarette smoke with my left hand to keep a clear view of the screen! Looking back, it hasn’t aged well and has never been held in the highest regard by fans. But it was influential to a few developers. The very next year, Microprose released arcade racing game “Stunt Car Racer” by veteran Acornsoft programmer Geoff Crammond (he of “Revs” fame – see earlier posts!) and that game, although different, was most definitely inspired by “Power Drift.
So why else is this game important? Well, I think it was the first time I ever heard the term “drift.”  Therefore, this was a term that would come to dominate my later working life…
Take a look at the game in action by clicking on this link.
Whilst you’re here, if you haven’t already please consider signing up to our Dangerous Driving Club
– we promise we’ll make it worth your while. If you love arcade racing games, then that’s great! because we do too!

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“Rad Racer” (1988) History of Arcade Racing Games -Part 16 https://www.threefieldsentertainment.com/2019/12/06/rad-racer-history-arcade-racing-nes/ Fri, 06 Dec 2019 10:00:47 +0000 http://www.threefieldsentertainment.com/?p=3790   Rad Racer is a little known arcade racing game that released in 1988 for the Nintendo Entertainment System. School’s Out! Can you remember what you did on the last day of School? I can, and quite clearly at that....

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Rad Racer is a little known arcade racing game that released in 1988 for the Nintendo Entertainment System.

School’s Out!

Can you remember what you did on the last day of School? I can, and quite clearly at that. And really, the last day of School was the last last day you ever had to go there. Ever.  For me, that was the day that our final examination results were released. It was a stupendously hot August day, and even by 8AM in the morning the temperature was already rising rapidly.

Magical. Mysterious.

The High School I had attended was about a fifteen minute walk for me. I set off at half past eight with my store brand Walkman and my blue Sony headphones. Thinking back, those Sony headphone probably cost more than the stereo.  There was a very well worn cassette of Def Leppard’s “Hysteria” album inside.
Oh I miss the 1980’s!
 Hysteria CD cover

First In Line

A few people I knew had gathered in a group at the top end of ‘the Yard‘ whereas I walked right up to the elusive ‘main front door’ of the School. Maybe it was just our School, but walking in through the Front Door was a rarefied experience. Few people ever really got to do it. As luck would have it, the Deputy Headmistress was just unlocking it as I got there, so in I went, and I was the first person in the entire School to get my final exam results that day!  It was all good, and I quickly legged it home as fast as I could. Because I was off to purchase the Nintendo Entertainment System! That’s how I remember the end of my schooldays! At the time of launch, the NES didn’t really have any arcade racing games, but that didn’t put me off.

Japan Has A Word For The Ultimate Video Game….

 NES setup
Back then Nintendo just weren’t well known in Europe at all. The NES got quite a muted launch, most shops didn’t sell them or stock the games. Mattel were the distributors for the UK for the launch years. Although I bought the machine, the gun and the robot (!) I didn’t know anyone else who did. And I didn’t meet anyone else who had for quite a few years. It was really hard to find games to buy if you were a NES owner. There were occasional stories about the games in the fledgling “Mean Machines” section of Computer and Video Games, and Newsfield’s “The Games Machine” did a big piece at launch – but magazine coverage seemed to feature very  few screenshots and mostly wrote about games they saw at the Las Vegas CES show – (and 95% of those were never released over here in Europe). I’d never even heard of “Rad Racer” until the day I got to play it.

Boxing Clever

In 1988 there were two places I could go to buy NES cartridges – my local branch of Boots The Chemist and the newly arrived Toys R Us. Neither of these had systems on display so there was no way you could see a game running. All you could do was look at the box and make a risky guess based on the usually fake single screenshot of the rear of the box. Hence those magazine words were really important to me. I’d been able to try “Super Mario Brothers” and”Kung Fu” at the PCW Show held the year before at London’s Olympia – but other than that I was flying blind with each and every NES cartridge I purchased. The only sort of arcade racing game they had on show was “Excitebike” and that was more of 2D side scrolling game.
TGM Issue 1 - Rad Racer feature

When Saturday Comes

At that time I had a regular Saturday job in a nearby town. The job was helping out in a new menswear shop. It was pretty boring and the shop seemed to have been built on either an ancient burial ground or somewhere where all the ley lines converged beneath us because time seemed to go very very slowly in there. Hours felt like years.
Luckily the Assistant Manager was an affable Brummie guy called Paul Nicholls. He was quite strict and seemed far too into menswear retailing than was really necessary, but at the same time was  into films, pop culture and enjoyed the odd credit into an arcade racing game every now and then. With so much time on our hands every Saturday we were able to talk about all the latest coin-ops and the latest films. He taught me everything I needed to know about folding shirts, how to sell the benefits of a poor quality suit and a handful of sales techniques.

Tear Along The Dotted Line

He never sold me on anything, but a few weeks later he ended up mysteriously buying a NES and three games from the local Boots on his way home from work. As cartridges were so bloody expensive, I’d made sure he bought different games to me. I remember the run up to Christmas 1988 as I lent him the original “Mario Bros.” (still the best 2P game ever made!) and he lent me Square’s fabulous “Rad Racer.”
 Rad Racer box art

Rad Mobile – was “Rad Racer” the best arcade racer for NES?

A few things are important to note here. Firstly, the game was made by Square in Japan. Trust me, in 1988 you would have never have heard of them. “Rad Racer” was directed by Hironobu Sakuguchi – who went on to direct the “Final Fantasy” series of RPG games. So this was my first taste of Japanese software that wasn’t made by NCL (Nintendo Co. Limited) themselves. So they are famous for arcade racing games as well as RPG games. Secondly,  the game was in 3D. Yes, you read that right – the game was in 3D back in 1988.
How on earth was this possible?

The Master System?

Well, back then the early console manufacturers went big on peripherals and accessories. Nintendo had a 3D goggles add-on, as well as a moving robot, a special glove, a light gun and a mat you could jog up and down on. Sega also had 3D glasses and a light gun. They didn’t bother with the robot or the mat because they were already ahead of me and had already figured out they were both rubbish.
In good old England of course, we didn’t get the special 3D visor, we just got a pair of blue and green paper sunglasses. ( the same sort that came free with the “TV Times” for that day when Channel Four showed a Western no-one had ever heard of and then “Countdown” in wonderful 3D!)
 Rad Racer screenshot

Passing Breeze

So how was “Rad Racer?” – for the time it was pretty good. It was a passable version of “OutRun” complete with traffic, hills and a convincing sensation of speed. The 3D gimmick was pretty good as well and gave a good illusion of depth to the screen. If you turned off all the lights in your room, it was even better. It was a game I played for a solid month. As I’ve written before, when you only have a few games you end up seeing past all the problems and with a lot of practice, you can get really really good at it. I completed the game many times and again,it’s one of the few games where I can look back and say that I played it to death and to an almost superhuman level of performance. If you take a look at the game on YouTube, you’d have to be a NES die-hard to want to play it today, but back then this was the closest thing available to getting anything remotely like Sega’s incredible seaside coin-op arcade racing game inside your own house.

Whilst you’re here, if you haven’t already please consider signing up to our Dangerous Driving Club. 

Our game is faster than “Rad Racer” but sadly, doesn’t come with paper 3D glasses…

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“Final Lap” (1987) History of Arcade Racing Games – Part 15 https://www.threefieldsentertainment.com/2019/12/05/arcade-racing-games-part-15/ Thu, 05 Dec 2019 13:36:10 +0000 http://www.threefieldsentertainment.com/?p=3785 Namco’s astonishing “Final Lap” heralded a new era of 3D arcade racers.   Blackpool Rocks As I sit down to write about my memories of Namco’s 1987 sit-down coin-op game,I can quite clearly recall a sunny afternoon in Blackpool. It...

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Namco’s astonishing “Final Lap” heralded a new era of 3D arcade racers.

 

Blackpool Rocks

As I sit down to write about my memories of Namco’s 1987 sit-down coin-op game,I can quite clearly recall a sunny afternoon in Blackpool. It must have been early Summer in 1988. Before I start writing these pieces, I usually watch a few videos of each game on YouTube to take a look at each one. Some of these games I’ve not seeing running in over 25 years.

Mad As Hell

If you’re someone who had grown up on the incredible games and powerful hardware commonly available today, then I think you’d be perfectly justified in thinking that I must be mad to be able talk about some of these games in such glowing terms. I must admit that some of them are quite hard to look back on. A couple of times I have wondered how on earth I could have been impressed by them.
But that is the benefit of hindsight. And, as I’ve written before, each of these games was often some sort of ‘technical marvel’ in terms of doing what it was doing at that particular point in time.

Final Lap Arcade Flyer

Prepare To Qualify?

Looking back at this game “Final Lap” was pretty much an updated version of Namco’s earlier “Pole Position.” Things had moved on quite a bit in the five years since that game had appeared. But those improvements were mainly on the 2D side of things. Most games had more colours. In addition they had more animation and  more characters on screen. They scrolled better. Plus they sounded better. Things hadn’t changed much at all on the 3D side of things – where improvements came along much more slowly and were harder fought. This was a full year before Atari changed everything with “Hard Drivin‘ and a full six years before Namco opted for 3D polygons in “Driver’s Eyes” (but more about them later on.)

New And Shiny.

But “Final Lap” was a new 3D driving game. And it was made by Namco. It had a big sleek, and some would say, sexy cabinet. The display was big, the wheel felt quite expensive and it was very very popular. And then there was the graphics. Namco games *always* looked the part. So here was a sleeker version of “Pole Position” but this time there were real licensed cars and real billboard adverts. And it felt fast and great to drive.
Screenshot

Photo-realistic Racing?

What stood out to me then, and what stands out for me now, is how good that player car looks. It was probably my first glimpse at seeing *anything* vaguely photo-realistic in an arcade. There was the 1987 Williams Honda complete with accurate livery. And there was the yellow Team Lotus Honda. People went and played that game just to drive those iconic cars. Yes, they did corner ‘a bit funny’ and yes, the machine was always nearly set to be quite hard to take your money quickly, but there was something quite special about “Final Lap“.
Cabinet Link Up

I Could Be So Good For You

It was as simple as this. You rarely saw that game in its solo configuration. It was nearly always in the 2P side by side “Final Lap Twin” configuration. Wherever you played it this game was a great ‘sit down and see who will win’ game.
If you were ever lucky enough to go to one of the old ATEI amusement trade shows at London’s Earl’s Court then you’d also be lucky enough to see a car park full of Rolls Royces with private number plates.
There was also a lot of men wearing sheepskin coats paying for their lunch with pound coins carried around in one of those green cloth money sacks that you only get at the Bank.  If you ever wondered how they got to be so rich, well, it was thanks to you and me dropping coin after coin after coin into 2P games like this one.

Coin-Operated

For a very short time in my life, I worked in the coin-op “trade” and got to see just how much those machines cost.  And they were big money indeed.  No change from less than £25,000 at the time for a sit down “driving twin” and that was often at the low-end.  Those guys were making out like bandits, literally, the minute those machines ran into profit. And that usually didn’t take long. A hot new game in a prime position on a busy Bank Holiday weekend? The easiest money in the world. But getting one of those machines unloaded off a lorry in one piece? The hardest money in the world. At a pound a play, it would soon start earning its keep. Then it was just a money making machine for years and years and years. Provided it wasn’t smashed to pieces of course.
It was never the best driving game in the world. If I played it today I doubt it could ever make the same initial impression as it did to me back on that summer afternoon. But it certainly did have its moment in the limelight. But little did we know what changes lay around the next corner…

Whilst you’re here, if you haven’t already please consider signing up to our Dangerous Driving Club.

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“OutRun” (1988) – History of Arcade Racing – Part 14 https://www.threefieldsentertainment.com/2019/01/17/arcade-racing-games-my-history-part-14/ Thu, 17 Jan 2019 14:52:16 +0000 http://www.threefieldsentertainment.com/?p=3016 The Hills Are Alive Is  SEGA’s “OutRun” is the best arcade racing game of all time? I first encountered “OutRun” early in the Spring of 1987. Most of the UK gaming magazines had already printed screenshots of the game. They...

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The Hills Are Alive

Is  SEGA’s “OutRun” is the best arcade racing game of all time?

I first encountered “OutRun” early in the Spring of 1987. Most of the UK gaming magazines had already printed screenshots of the game. They showed a level of graphic detail that was incredible. That was because all of the arcade racing games so far had never had white clouds in the sky. They didn’t have hills. They didn’t have choices of route either. Above all, they didn’t have cars that looked decent from the back.

Outrun marquee arcade racing

 

Speed. Traffic. Crashing.

No picture in a magazine could ever really convey two things. One was the sense of the speed. This was a truly incredible sense of  speed.  Sega’s ‘super-scaler’ effect was a revelation. Everyone I knew really thought these were actual realistic visuals.  The second was the music. It was the first game that allowed you to choose the music that played whilst you drove. Just like turning a dial on a car radio. In addition, the tunes were catchy and seemed to fit perfectly with the beautiful ‘blue sky look’ of the game.

All About The Bass

All of Sega’s arcade racing cabinets had excellent loudspeakers and subwoofers. Therefore this specific audio hardware always helped you find the game. You could always hear the welcoming chime when you inserted a coin above almost anything else happening in the arcade.

arcade racing outrun title pageLaws of Attraction

All arcade racing games featured what was called ‘the attract mode’ – this was the silent (but not always) visual loop that played when no-one was playing. Sega’s machine showed the iconic ‘orange sunset’ high score tables and the game logo. Playing this game always put a smile on my face. It was supremely fast, highly addictive, looked amazing and sounded incredible. To me, it perfectly encapsulated everything that a great arcade game should be. And I’ll let you into a secret…32 years later and I’m still playing it. And I’ve never genuinely finished it either.

Deeply Dippy

Finding an “OutRun” machine, either sit-down or upright cabinet whilst travelling around the world always felt like finding a friend somehow. On my 21st birthday, I was quite happily left alone with a bag of twenty five pound coins in the upstairs room of a local pub and an upright “OutRun” machine. My friends somehow didn’t quite share my enthusiasm for the fact that the machine offered four plays for a pound, or that I suspected, and later confirmed, that the DIP switches were set to a generous amount of allotted time. That was always a rarity on this game, and unscrupulous arcade owners almost always had the machine set to HARD.

All Is Lost

I’ve lost count of the number of arcade racing players who could NEVER make it to the first checkpoint. And I know there are many of you out there who came so close to passing said first checkpoint to run out of time either just before it, or more maddeningly stopping on the line itself, at zero time on the clock.

 

arcade racing outrun

Photo Finish

Many many years later, whilst working at Electronic Arts, I was lucky enough to chat to some of the development team on “SSX Tricky.” They told me how they always made the AI back off away from the player right as you approached the Finish Line. The thinking behind that was that the player was about to experience ‘something amazing’ i.e. winning the race so why screw them over just because you can right at the very end. This approach was immortalised to me and the others in the room at the time as ‘always favour the player.’ Unless you ever got to play on Easy DIP settings, no “OutRun” machine ever did this. Instead it taunted you over and over and over again. Whilst I loved “SSX“, those guys told me they wished that they were making an arcade racing game too.

Trading Places

In 2005 at the E3 trade show in Los Angeles, I was privileged to meet the designer of the game, Sega’s Yu Suzuki. After an odd meeting with representative of both SEGA Europe and SEGA America, I was asked if I’d like to meet ‘someone special.’ So I was whisked into a small space at the back of the E3 exhibition space and introduced to the great man himself.

He was very well dressed and I think he was the only man in the convention centre to be smoking a cigarette. Who was going to mess with him? He was Yu-san after all. Unless you can speak the language, meeting Japanese strangers with a translator on hand is always a slightly awkward affair. My friend from SEGA Europe said something along the lines of ‘this is Alekkusu- he’s a crazy gaijin from England! He makes Burn-Outto!” There may have been a flicker of understanding from him at that point, but I doubt it.

Alex Ward and Yu Suzuki at The 2019 Golden Joysticks arcade racing

Alex presenting Yu Suzuki with the Lifetime Achievement Award, Golden Joysticks 2019

If that wasn’t embarrassing enough I was then asked if he had anything to say to The Great Man Himself. I wasn’t too impressed with SEGA at that point in time. Quite frankly, who was? And I’m sure that included pretty much everybody working there at the time. I said “tell him that I think SEGA has lost its way, and lost it soul. Tell him I don’t understand why SEGA hasn’t got arcade racing games like Daytona USA, SCUD Race, OutRun and SEGA Rally all Online on Xbox LIVE?

Chain Smoker

As this was hurriedly translated, the Great Man took a pause from smoking his cigarette down in three drags, looked over at me, and then spoke back to the translator. He carried on smoking. “Tell him I AGREE” came the response! I also told him that if he popped out to Tower Records on Sunset Boulevard, then he would see that they had CD’s of the glorious “OutRun” soundtrack on sale front and centre right as you walked in the door. He said he would ‘go and take a look!” and that was that.

Whilst you’re here, if you haven’t already please consider signing up to our Dangerous Driving Club. – and remember kids, there’s nothing big or clever about smoking.

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“Buggy Boy” (1986) – History of Arcade Racing – Part 13 https://www.threefieldsentertainment.com/2018/12/20/buggy-boy-arcade-racing/ Thu, 20 Dec 2018 14:43:03 +0000 http://www.threefieldsentertainment.com/?p=3009 Tatsumi’s “Buggy Boy” – a three-screen coin-op driving dream? The Greatest Year of All? 1986 was one of the greatest years of my life. There was just so much to like. At the Cinema there was “Top Gun“, “Aliens“, and...

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Tatsumi’s “Buggy Boy” – a three-screen coin-op driving dream?

The Greatest Year of All?

1986 was one of the greatest years of my life. There was just so much to like. At the Cinema there was “Top Gun“, “Aliens“, and “Crocodile Dundee“. In the charts we had “West End Girls” from Pet Shop Boys. There was “Sledgehammer” from Peter Gabriel. The Bangles hit Number One with “Walk Like An Egyptian.”

(We also had “Just Say No” from the cast of ‘Grange Hill’ and “Snooker Loopy” by Chas and Dave. Many of us have learned to block those memories out by now though.)

Buggy Box Arcade Flyer

Bus Stop

There was a small arcade opposite the Bus Station in my hometown and it was in there before the Cinema one night in 1986 that I got to play “Buggy Boy” for the first time. It was made by Tatsumi, who’d also made “TX-1” and licensed it to Atari. You can read about how I feel about TX-1 here. It was also another three-screen cabinet game which really made it stand out. As you know, I’m partial to some nice key art to set me up for game, but I must confess that with this game, I just loved the name. It’s cool and it made me want to play the game!

Cute Character

Driving a dune buggy is also a cool concept for a videogame such as “Buggy Boy” and what this game lacked in real physical simulation it made up for in spades with its cute character and simple addictive driving gameplay. You had to race around a series of courses, avoiding obstacles like gates or logs and you could hit ramps and jump over streams along the way.

Buggy Boy coin op screenshot

Tunnel Vision introduced by Atari

Those tunnels I first saw in “TX-1” were back as well.  “Buggy Boy” oozed style, playability and class. You could collect coloured Flags in order to earn a Bonus, there were occasional bits of banked course to drive up onto, you could pop the Buggy onto two wheels for a bit and bizarrely, you had to hit a Bonus Football with the car to every now and then to earn more Bonus Score. It’s touches like this that you just don’t see anymore with the much more sober games you find today.

Buggy Boy two wheel screenshot

 

I was spoilt for choice that night as next to the machine was a brand new “Back To The Future” pinball so both machines did their very best to drain me of all coins that I had on my person at the time.

Buggy Boy – Ported And Sorted?

The following year Midlands developer Elite Systems brought Buggy Boy to home computers. I’d looked forward to the conversion all year and picked it up on day of release. The guys at Zzap64! gave it a great review in their December issue and it certainly didn’t disappoint. Somehow the Tatsumi coin-op had been perfectly squeezed into the C64. Sure, it didn’t have the exact same visuals as the arcade version, nor did it have the bright summery colours found in the coin-op version, but the gameplay and sense of speed was fantastic. It was one of the last games I was to buy for my C64 and I’d already set eyes on a new piece of hardware, a grey console coming from a Japanese company called Nintendo. It was still a few months before the NES was to launch over here.

A Tramiel-Tastic Conversion from Elite Systems

In conclusion, I can’t finish this one off without mentioning the astonishing Atari ST version of “Buggy Boy “that Elite later released. My friend Matt got it for the 16-bit Atari ST and it was one of those dawning realisations that we were now going to be playing true arcade quality games at home. He was not being too happy that I was able to finish nearly all of the Stages except one on my very first play! (It was “East” that held me back if you must know!)

If you find it on MAME take a look, but it will never quite be the same unless you’re sat in that big cabinet with the steering wheel and three screens ahead of you!

 

 

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“Pitstop II” – History of Arcade Racing Games – Part 12 https://www.threefieldsentertainment.com/2018/12/13/pitstop-ii-history-of-arcade-racing/ Thu, 13 Dec 2018 16:03:26 +0000 http://www.threefieldsentertainment.com/?p=2863 Pitstop II – Epyx (1985) – Commodore 64 Pitstop II was one of the early 8-bit racing greats. Joystick Breakers In 2018, it appears that we have lost a sub-genre or style of  game. One that all home gamers used to...

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Pitstop II – Epyx (1985) – Commodore 64

Pitstop II was one of the early 8-bit racing greats.

Joystick Breakers

In 2018, it appears that we have lost a sub-genre or style of  gamePitstop II C64 disk box art. One that all home gamers used to know well, but that now seems to have passed us all by. And that’s the genre known as ‘joystick breakers’ – those games that were guaranteed to push you to the physical limit. Beyond which only lay a broken controller in the heat of battle, and the satisfaction gained knowing that you had truly ‘given it your best’ up to that point.

During the mid 1980’s this genre was dominated by clones of Konami’s excellent ‘Track and Field’ arcade game. Whether it was Ocean’s Daley Thompson branded “Decathlon” title for ZX Spectrum owners or Activision’s stunning “Decathlon” for C64 owners – both were pretty much a given to lead to the purchase of a new joystick. This was how the guys are Kempston or Konix must have gotten rich.

But it wasn’t just athletics based games that could lead to a punishing joystick workout. It’s true, there was another. And Epyx’s stunning “Pitstop” sequel was just the game to do it. You can read my earlier piece on its prequel here. It’s safe to say that “Pitstop II” came out of nowhere. It felt like I was the only person in the world who knew of the first game. But this game came to dominate the summer of 1985 and exploded into the pages of the second issue of Newsfield’s excellent “Zzap!64” magazine with a whopping 89% review and a confident “Sizzler” status awarded.

Birthday Presents

I received the game as one of three games for my fifteenth birthday. It came the same day my subscription copy of Zzap! 64 arrived in the post. Then, I eagerly read the review whilst wolfing down my breakfast and loading the game up on cassette before going to School. After the long load, and being late for School me and my Mum barely had the chance to play for a minute before having to leave. In my excitement we even left the machine powered on and paused as I planned to run home at lunchtime and squeeze a quick game session in.Pitstop II C64 screenshot

This was sort of the “Pole Position” game I’d been looking for. The graphics were amazing, the sense of speed incredible and best of all – it featured 2 player split screen play. I think 2P gaming is pretty much the epicentre of gaming really. Nothing feels better than the heat of competition between two players sitting right next to each other playing “Pitstop II”

Kempston Pro v Quickshot II?

Sure, it didn’t have a lot of tracks but playing the game led to a demanding workout on the joystick. You’d have to really push hard to the left or to the right to maintain that corner speed. Victories were hard fought and whilst single player was pretty great, the game was THE 2P game of that year. My mate Kempsey was a willing opponent and we spent pretty much the entire Summer of 1985 playing this game. The joysticks put the to the test were the Kempston Competition Pro and the older but reliable Quickshot II. I’d moved on from the Quickshot so tended to favour the Kempston. It was the first time I encountered the complex layout of Sebring in the USA. And I still hate that track with a passion to this day when encountering it in bouts of “Forza Motorsport 7.”

Have a look at the game in motion here:

 

 

It’s probably hard to understand today, but a game like “Pitstop II” really was a revelation. One of those few games were the sequel was way way better than the original. I’ve still got that joystick too!

Read Part 13 here:

“Buggy Boy” (1986) – History of Arcade Racing – Part 13

 

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“Le Mans” (1982) History of Arcade Racing Games – Part 11 https://www.threefieldsentertainment.com/2018/12/07/le-man-commodore-64/ Fri, 07 Dec 2018 04:00:19 +0000 http://www.threefieldsentertainment.com/?p=2800 “Le Mans” (1982) Commodore “Le Mans” for the Commodore 64 is another little known, but brilliant arcade racing game. Le Mans  – best top down Commodore racer? If you’ve been reading these articles since the start, then you’ll know that...

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“Le Mans” (1982) Commodore

“Le Mans” for the Commodore 64 is another little known, but brilliant arcade racing game.

Le Mans  – best top down Commodore racer?

If you’ve been reading these articles since the start, then you’ll know that I was a bit of a sucker for a good piece of box artwork back in the early days of home microcomputers. This game, another Commodore ROM cartridge title, this time for the Commodore 64 is another example.

Living In A Box. Living In A Cardboard Box.

Le Mans Commodore 64 European box art

That box artwork just looked really cool to me. In fact, it still does. It sets the scene and makes me excited to try the game. It shows a cool Le Mans racing car, at what looks like sunset leading a pack of other racers. And that car almost  has that cool Martini livery that made any race car look amazing back then. Who needs “Forza Motorsport 7” and it’s near photo-realistic 4K HDR visuals when the humble Commodore 64 offered all that and much more back in 1982! I wonder how many members of Forza development studio Turn 10 weren’t even born by that date!

Those were days my friend

I first saw this game at a microcomputer show in 1983. It was held on a very rainy weekend in my hometown of Stoke-on-Trent. The Show was being held at an old ballroom called The Kings Hall. Word soon got around at my School that it was happening. It had been well advertised ahead of time in our local newspaper.

I was one of the first people through the doors at 9AM prompt the following Saturday. It was a big hall full of computer retailers with small flimsy looking stalls all with one or two portable tellies set up on them. There were green felt tables stacked up with all of the game cassettes they were hoping to sell.

C64 International Soccer cart box artI went to a few microcomputer Shows back then. It was mostly a chance to check out the games on systems you didn’t own and to play something new. I think this was just before I actually got a Commodore 64 for myself so the machine felt powerful, mysterious and new to me. The ROM cartridges for the 64 came in tall but thin boxes, unlike their massive VIC-20 counterparts. Two games stood out to me. The first was Andrew Spencer’s incredible “International Soccer” (which I think was a lot of people’s ‘first time they saw a 64 game running experience) and the second was this one, LeMans.

Insert the Commodore 64 cartridge, HAL

Keen-eyed hardcore game fans among you will notice that the game wasn’t developed by Le Mans Commodore 64 title screenCommodore. Like VIC “Road Race” before it, this one was made by a then unknown in the West Japanese development company called HAL Laboratory. Back then HAL only had five staff – and one of them was Satoru Iwata – who would later go on to run Nintendo Co. Ltd. in Japan.

The game was running on a small stand on the far left hand side of the Hall, a poor stand position pushed right up against the Stage which dominated the far end of the room. The stand was run by one guy. His stand had a Commodore 64, a telly and only a handful of games. There wasn’t much passing trade so he sat there reading a newspaper. He seemed more than happy for me to sit and play his games all day. So that’s what I did, for pretty much the entire day.

Playing a VIC cartridge game back then was quite exotic. A bit like driving a car with the top down. But playing a Commodore 64 cartridge game was really exotic at that time. I only knew one person who actually owned the machine, and he didn’t have any cartridges. This was almost outrageous behaviour. I could not for the life of me understand why there wasn’t a long line forming by this very stand, with gamers from all over Staffordshire lining up to try this incredible top down racing game on Commodore’s new wonder machine.

Take a look at the game running here : https://www.youtube.com/watch?v=7at-bpfidhk

 

Anyone for Paddles?

It felt outrageous because this was a driving games that required paddles. I didn’t even know Commodore made Paddles, but they did and I was holding one in my hand, steering a car with one. Paddles were more of an Atari thing. A VCS thing, not a Commodore 64 thing. After all, we were almost sworn enemies back then. And a driving game that needed Paddles? This was lunacy, sheer arcade lunacy. And probably why no-one has heard of “Le Mans.”

Turbo Charged

C64 Le Mans night shot

I thought “Le Mans” was awesome. It had a night stage, where the headlights of you car illuminated other cars on the track. And then it had a snow and ice stage. All mind blowing ideas for a 1982 video game. It had a nice animation when you wrecked your car as well. It was quite a nod to Sega’s “SEGA Turbo” coin-op of the time but lacked the pseudo 3D effect. But to me it was brilliant and besides I’d never heard of or seen “SEGA Turbo” at the time anyway. The fact that it needed Paddles pretty much ensured that few people have ever heard of the game or played it.

I’ve never met anyone else who owned it. I do. I bought my copy of “Le Mans” off eBay in 2001. Towards the end of my time with the Commodore 64, I got hold of a cracked copy of the game. You could play with joystick or keys. If you really concentrated you could stick to the right hand side of the course – for some reason any 1982 videogame recreation of the French circuit had to be mostly straights – and only by making small movements you could pretty much stay in the game until your fingers lost all feeling in them. Which I actually did.

To Be This Good Takes Ages

Le Mans”  always struck me as a very original computer game until two years later when I found myself in a mountain cafe on a ski slope in Northern Italy. In the corner was a Sega branded version of the game. I knew it then as “Dino Ferrari” but the internet tells me that was the name for the pirated version of the 1979 “Monaco GP” game – the forerunner to the incredible “Super Monaco GP” that would blow my mind many years later. Outside, the weather was freezing, but inside the cappucino flowed and so did all my Italian Lire.

Straight into the coin slot of that machine!

“Pitstop II” – History of Arcade Racing Games – Part 12

 

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“TX-1” (1983) – History of Arcade Racing – Part 10 https://www.threefieldsentertainment.com/2018/11/29/tx-1-1983-history-of-arcade-racing/ Thu, 29 Nov 2018 15:43:30 +0000 http://www.threefieldsentertainment.com/?p=2781 “TX-1” – Atari (1983) – Arcade Some people can remember exactly where they were when significant world events happened. I’ve always had a good memory so major events are still really clear in my mind. but I can also seem...

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“TX-1” – Atari (1983) – Arcade

Some people can remember exactly where they were when significant world events happened. I’ve always had a good memory so major events are still really clear in my mind. but I can also seem to remember just exactly where I was when I saw certain arcade games for the first time also. Atari’s “TX-1” is a good example of this. I can clearly recall it was on a hot day in August 1985 and I was upstairs at “Mr.B’s Golden Mile” amusement arcade in Blackpool, England.

A Day At The Arcades

I used to spend about one day a year, two at most, back then visiting seaside arcades. It was THE day of the year for me to spend a whole day carrying a bag full of change around having a credit on whatever I wanted to play. You’d see the latest games, games you’d only have heard of third hand and wanted to try as well as finding older machines tucked away in dark corners.

TX-1 arcade cabinet

TX-1” is a bit of an oddity really. It was the first three – screen arcade machine I’d ever seen. That made it really stand out. And it had really good marquee artwork as well. (The marquee is the illuminated plastic bit that sits at the top of the cabinet and tells you what the game is.)

Here’s some emulated footage of the game in widescreen: https://www.youtube.com/watch?v=dCx5oHZqWVw 

Goal Oriented

You didn’t get to see computer games or arcade games on TV back then. But earlier that year there had been a computer based drama on BBC One on a Sunday night. The story revolved around corporate espionage of some sort. And briefly, very briefly, this three screen driving game featured in one of the scenes. And interestingly to me, it showed one of the “hacker” characters in the show finishing the game and reaching the mysterious “GOAL” screen at the end.

Arcade games on the telly was one thing. But seeing the actual endings of arcade games on the telly was another. To me that was like opening the back door at Area 51 and having a peek inside. Completely unexpected and very exciting. A mental note was thus made to track down said machine and try and reach said “GOAL” myself.

Here’s some more natural off-screen footage of the actual hardware running: https://www.youtube.com/watch?v=GxovZC78nSg

Hidden Treasures

I was nearing the end of a long day in the seaside arcade. I’d eaten nothing more than a small bag of chips and drank nothing apart from a few cans of Coke. All I’d heard was bleeps and blops, and the sounds of fruit machine spitting out coins all day. As if one floor of amusement machines wasn’t enough, this particular one had two floors. So I was upstairs looking at an odd mix of coin pushing machines, and some older space shooting games. I was always on the lookout in hope of finding something off the beaten path – maybe a mint condition “Gravitar” tucked away or a legitimate “Phoenix” cabinet complete with original cabinet artwork?

Instead, there was a working “TX-1” machine. It’s not quite the Holy Grail of arcade games, but I’ve always felt it was hard to find. Three things stood out. Firstly, a three-screen driving game is amazing. Highly recommended if you happen to have three monitors knocking around. Secondly,  it was the first game I’d ever seen that had tunnels in it. They weren’t big or long, but there they were. Thirdly, the steering felt amazing. And that’s because the machine had force feedback steering.

The Force Isn’t Strong

TX-1 screenshot

Any aficionado of the scene will have a thing for decent force feedback. It can really add a lot to what can be an average game. “TX-1” is a good example, and Sega’s “Daytona USA” is probably another (!) Sadly though, force feedback and seaside arcades don’t mix well. I struggled to do well at the game as the steering on this machine was a bit wobbly and busted. My car kept pulling to one side. Therefore, I had discovered why this machine was hidden away upstairs at the back.

A few months later I saw an ad in “Personal Computer Games” magazine and it featured a 3D driving game for the Atari 800 from English Software. It was called “Elektra Glide” and looked to me a game heavily inspired by “TX-1” – probably the first home 3D game that had tunnels in it.

Here’s some footage of that game in action: https://www.youtube.com/watch?v=4JxagpNL9Tw

Many years later I ended up working at the same company as the guy who coded it. His name was Adam Billyard and he was the Chief Technical guy at Criterion Software – the sister company of what would become Criterion Games.

“Le Mans” (1982) History of Arcade Racing Games – Part 11

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