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Stunt Car Racer

The landing matters as much as the jump

Geoff Crammond’s Stunt Car Racer puts a simulated car on raised, twisting tracks. Boost helps clear gaps, while damage and the threat of falling make speed a judgement call.

Stunt Car Racer is Geoff Crammond’s 1989 racing game, published by MicroStyle. Its road hangs above the ground, twisting into ramps, crests and gaps. Your car’s weight and momentum make reaching the next piece of track a problem you can feel.

The car has a limited supply of boost. Spending it can help an overtake or a jump, but a poor landing stresses the chassis. Falling off costs time while a crane returns you to the circuit. The raised road makes the consequence of leaving the racing line unusually clear.

Race the track as well as the opponent

The eight tracks range from The Little Ramp to The Drawbridge and The Ski Jump. Each turns the road itself into an obstacle. A gap asks for enough speed to cross it; a difficult landing asks whether that speed was wise.

The league groups its tracks into four divisions. You race one opponent at a time, earning points for a win and for the fastest lap. Progress therefore depends on both finishing and driving quickly. Practice gives you a way to learn a circuit before putting a season’s result at risk.

Damage appears across the top of the roll cage. A spreading crack can end the race; more lasting damage makes later stress harder to absorb. The cockpit carries the warning where you can see it while watching the road.

Two drivers, two views

On the Amiga and Atari ST, Computerlink connects two machines for a head-to-head race. Each driver keeps a separate cockpit view. It is a different arrangement from the game’s championship mode, in which several players can take turns.

Hard Drivin’ makes a useful comparison for polygon racing and physical consequences. Stunt Car Racer gives racing simulation a deliberately improbable course: the driving model makes the fantasy convincing.

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