Race Drivin' includes all of the innovative game features that made "Hard Drivin'" the industry's first true driving simulation game, plus many more new features:
Improved Handling - Faster microprocessor and more efficient software code provides a now imperceptible lag time between control input and screen graphic response. Race Drivin' feels even more like a real car!
New Tracks - The Super Stunt track will challenge even the best "Hard Drivin'" stunt racers. New tests of skill include a corkscrew loop, a jump loop, and a full pipe.
The autocross track with a built-in pace car provides feedback to hone competitive driving skills. The vector-drawn pace car is actually a recorded view of the player's best lap.
Buddy Race - 2-player sequential race in which the computer records the performance of Player 1, and Player 2 races head-to-head against the first player and the clock.
Linked Race - Install a simple cable between two simulator cabinets, adjust game options, and the buddy race becomes a true head-to-head competition.
Select a Car - Players can select from several different sports cars to suit the race track chosen. The Race Drivin' cars are modeled after the performance features of several well-known sports cars. Each car has its own handling characteristics of off-the-line quickness, top speed, and cornering.
Players: 2 Control: Steering wheel with gearshift Pedals: Accelerator, Brake
TRIVIA Race Drivin' was originally released in August 1990 in the USA. 800 units were produced in the USA and 396 in Ireland for European distribution. Its selling price was $8,995 at its time of release.
In October 1990, cockpit conversion kits (for "Hard Drivin'") were produced: 729 in the USA and only 37 in Ireland. Selling Price was $1,425.
In April 1991, upright conversion kits were available: 250 in the USA produced and 100 in Ireland. Selling Price was $1,445.
Also released as "Race Drivin' [Compact model]". There also was a "Race Drivin' Panorama" model that utilized 3 to 5 Monitors to give you a 180 Degree View.
There is a warning in the attract mode: 'Be Careful though, many of the stunts and manuevers in this game would be dangerous or fatal if tried in a real car!!!!!!!'.
UPDATES Notes: On the British and Japanese versions, you are in a right-hand drive car.
Cockpit versions history:
Revision 1:
World and British releases.
Revision 2:
World and German releases.
Software version: 2.1.
Revision 3:
World release.
Software version: 2.2.
Revision 4:
World, British and German releases.
Software version: 2.3.
Revision 5:
World, British and German releases.
Software version: 2.4.
TIPS AND TRICKS 1) Whenever possible use the outside-in strategy. Start on the outside of a turn then cut inside, making sure that you keep giving the vehicle gas. If you don't you may spin out and loose control (depending on the car type). This strategy is hard to use in the qualifying laps because of the oncoming traffic, but if timed correctly you can pass the oncoming traffic on their right side. When coming out of the turn take care in how you straighten the wheels (slowly) or you can spin out as well.
2) It helps to take into consideration where a car is in-countered because after running a track several times, and you get closer to the 'maximum' speed for a stretch of road the car scenarios stay the same. For example: the first turn after the start on the original speed track (the one with a house on it and the very long right turn) should not have a car coming in the way of an outside-in tactic but a truck should be on the way. And if the speed of the car stays around 120 all the way around the track there should be a car at the turn.
3) Most turns from the original speed track can be taken (while using the previous hint) at about 120 mph.
4) On the super stunt track on the road up the hill and then a left turn, a driver may drive off the road to the left (cutting the turn) and to an exaggerated outside-in maneuver.
5) The differences in the cars are as follows... Speedster: Excellent acceleration, and top speed is around 140mph, but handling is very loose and it tends to spin out on turns if pushed too far. Roadster: Slightly faster acceleration than the Speedster, top speed is only around 120mph, but handling is tight and takes turns much easier. Original: Same as Speedster. Original Automatic: Same as Speedster but with slightly slower acceleration. Note: Handling manifests itself in the sensitivity of the steering wheel to move.
SERIES
Hard Drivin' [No. 136052] (1988)
Race Drivin' (1990)
Hard Drivin' II - Drive Harder (1991, ST/Amiga)
Hard Drivin's Airborne (1993)
Street Drivin' (1993)
STAFF
Main:
Project leader, game designer, sound system, mech designer, force shifter, analog HW: Rick Moncrief Techician, mech, designer, sound recording, dashboard shift, game designer: Erik Durfey Software designer, game designer, car model, force feedback steering, SW tools: Max Behensky Hardware designer, self test, instant replay, integer 3-D algorithms, game designer: Jed Margolin Game programming, display software, championship lap, game designer: Stephanie Mott
Others:
Cabinet designers: Mike Jang, Ken Hata Graphic designers: Sam Comstock, Kris Moser, Deborah Short, Will Noble, Alan Murphy Display math software: Jim Morris ADDN'L programmers: Gary Stark, Mike Albaugh, Ed Rotberg ADDN'L hardware: Don Paauw Marketing: Linda Benzler, Mary Fujihara Sales: Shane Breaks Mechanical designers: Jacques Acknin, Milt Loper Yellow/Flame concept: Mark Hoendervoogt, Howard Owen Test drivers: Doug Milliken, Dave Shepperd Music: Don Diekneite Management: Rich Moore, Dan Van Elderen, Lyle Rains, Bob Stewart, Dennis Wood, Hide Nakajima Technical Support, Administrative Support, Management, Manufacturing, Etc.: Chris Ahmadjian, Jim Arita, Sam Arthur, Karen Atkinson, Norm Avellar, Geoff Barker, Jeff Bell, Elsa Betancourt, David Bishop, Karen Bjorkquist, Jim Breshears, Pat Brosnan, Rob Bryant, James Buchanan, Mary Burnias, Carole Cameron, Sang Cho, Gina Close, Dave Cook, Frank Cosentino, Emmette Craver, Gary Cunningham, Bryan Datu, Judy Davis, Andrea Dencker, Mario Diaz, Joseph Dieu, Kyoko Dougherty, Joyce Fluty, Jim Freitas, Leon Fritts, Brad Fuller, Cyndy Grossman, Tim Hale, Karen Harrington, Kevin Hayes, Tim Hubberstey, Arthur Jackson, Berry Kane, Michael Klug, John Knoedler, Stevie Landaverde, Grandy Laxamana, Gerald Lichac, Melanie Martin, Glenn McNamara, Victor Mercieca, Rick Meyette, Dan Mohr, Alan J. Murphy, Ramon Navarro, Mike Nevin, Jim Newlander, Kwang Oh, Connie Osuna, Rick Owens, Evelyn Perez, Ralph Perez, Eric Peterson, Sam Records, Rob Rowe, Jose Sandoval, Brian Schorr, Paul Shepard, Jackie Sherman, Mark Sherman, Elaine Shirley, Tom Smith, Mary Sumner, Peter L. Takaichi, Lois Turner, Ignacio Valdovinos, Al Vernon, Tram Vu, Jim Wallin, Ken Williams, Wade Winblad, Ron Wrightnour, The Atari Workers
Uncredited:
Team leader: John Ray
PORTS
CONSOLES:
[EU] Nintendo SNES (1992) "Race Drivin' [Model SNSP-RV-EUR]" [US] Nintendo SNES (oct.1992) "Race Drivin' [Model SNS-RV-USA]" [US] Sega Genesis (1993) "Race Drivin' [Model T-48246]" Sega 32X: Unreleased prototype [JP] Sega Saturn (aug.4, 1995) "Race Drivin' [Model T-4802G]" [AU] Sony PlayStation 2 (2005) "Midway Arcade Treasures 3 [Model SLES-53666]" [US] Microsoft XBOX (sept.27, 2005) "Midway Arcade Treasures 3" [US] Sony PS2 (sept.27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]" [EU] Microsoft XBOX (oct.14, 2005) "Midway Arcade Treasures 3" [EU] Sony PS2 (oct.14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]" [US] Nintendo GameCube (oct.26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]"
HANDHELDS:
[US] Nintendo Game Boy (jan.1993) "Race Drivin' [Model DMG-RV-USA]" [EU] Nintendo Game Boy (1993)
COMPUTERS:
[EU] Atari ST (1991) [EU] Commodore Amiga (1992) [US] PC [MS Windows, CD-ROM] (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition" [EU] PC [MS Windows, CD-ROM] (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing
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