Race Drivin' [Cockpit model]

The Video Game PCB by Atari Games Corp.

Race Drivin' [Cockpit model] screenshot

Emulated in MAME !

DESCRIPTION

[ARCADE] Video Game PCB

Race Drivin' © 1990 Atari Games Corp.


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.

TECHNICAL INFORMATION

PICTURES :
12
Race Drivin' [Cockpit model] the  Video Game PCB
Click to enlarge
(members only)
Race Drivin' [Cockpit model] the  Video Game PCB
Click to enlarge
(members only)
[Cockpit model]

Game ID : 136077

Main CPU : Motorola 68010 (@ 8 MHz), TMS34010 (@ 48 MHz), ADSP2100 (@ 8 MHz), DSP32C (@ 40 MHz)
Sound CPU : Motorola 68000 (@ 8 MHz), TMS32010 (@ 20 MHz)
Sound Chips : Speaker, DAC

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

1. Hard Drivin' [No. 136052] (1988)
2. Race Drivin' (1990)
3. Hard Drivin' II - Drive Harder (1991, ST/Amiga)
4. Hard Drivin's Airborne (1993)
5. 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

PORTS

Consoles:


Nintendo SNES europe (1992) "Race Drivin' [Model SNSP-RV-EUR]"
Nintendo SNES usa (oct.1992) "Race Drivin' [Model SNS-RV-USA]"
Sega Genesis usa (1993) "Race Drivin' [Model T-48246]"
Sega 32X [Unreleased Prototype]
Sega Saturn japan (aug.4, 1995) "Race Drivin' [Model T-4802G]"
Sony PlayStation 2 australia (2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
Microsoft XBOX usa (sept.27, 2005) "Midway Arcade Treasures 3"
Sony PlayStation 2 usa (sept.27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]"
Microsoft XBOX europe (oct.14, 2005) "Midway Arcade Treasures 3"
Sony PlayStation 2 europe (oct.14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
Nintendo GameCube usa (oct.26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]"

Handhelds:


Nintendo Game Boy usa (jan.1993) "Race Drivin' [Model DMG-RV-USA]"
Nintendo Game Boy europe (1993)

Computers:


Atari ST europe (1991)
Commodore Amiga europe (1992)
PC [MS Windows, CD-ROM] usa (feb.17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] europe (mar.17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing

SOURCES
Game's ROM.
Game's picture.

Page last modified on December 08, 2014