Race Drivin’
Manufactured by Atari Games (c)1990
Condition When Purchased:
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B
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Current Condition:
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B
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There are but a few games that I remember pumping the quarters in to after the 1980's. Essentially, when I got my drivers license (in 1988), arcades no longer were the destination, or if they were, my friends and I didn't go to play games, but rather to cruise the lot pumping the tunes trolling for chicks. As ridiculous as it sounds to me now, I got more girls numbers cruisin' the family fun center lot (as well as a few other destinations) when I was 16 than anytime I was inside the place. That said, I still did spend a fair enough of my lunch money playing games at the local Time Out Fun Center in the Montclair Plaza before work, after work, and during my lunch hour at B. Dalton Bookseller. I probably dropped a couple hundred bucks in to first the Hard Drivin' game then the Race Drivin' game that replaced it. They were both the cockpit versions of the game, first yellow the latter red. Also of note, they were the first games I had no problem coughing up $.50 to play versus the standard single quarter of the time.
While Race Drivin' is the official sequal of Hard Drivin', you can think of it more as an extension of Hard Drivin' being that it includes the exact track that made Hard Drivin' a hit, but it also adds a Super Stunt track and Autocross track plus the addition of 3 other cars to choose from. What makes both Race Drivin' and it's predecessor unique is that the game plays less like an arcade game and more like an arcade "simulation". What I mean by that is that the controls and force feedback take some getting used to, but once you've got the "feel" down, they are about as realistic feeling as any arcade racer of the time or even since. First off, unless you play the one car that has an automatic transmission, you get to use the clutch. It's not "optional" like in Rush the Rock… oh no, you MUST use the clutch to change gears. If you don't, you're rewarded with the hard grinding of gears and the expected slowdown as a result. Secondly, the force feedback is simply unrelenting. You can "feel" the wheels spin… you can "feel" the traction… or lack there of. You can "feel" when you're about to lose control. It's simply awesome and hasn't been bested by any driver force feedback since. Even the awesome "feel" of the Rush the Rock series is a step toward "arcade" feeling when compared to this game. It makes you wonder why in the heck they didn't create other racers using the same feedback system.
While I grew up playing the cockpit version, it just so happens the "compact" model is what came up for sale locally a number of years back. While the "compact" version is compact in comparison to the full cockpit model, it sure as hell isn't very "compact" when compared to an average arcade game. It's taller, it's heavier, it's, well, bigger. While being "compact" it still incorporates a seat. It also still incorporates a 4-speed shifter with clutch. It does use a typical "Atari" style shifter versus the more authentic shifter used in the cockpit model. Another difference is that the compact model uses a standard resolution monitor versus a medium resolution monitor in the cockpit model. That said, the difference in graphic quality is minimal at best going from standard resolution to medium resolution. Speaking of monitors, on the compact model the monitor is at the TOP of the unit facing down. The image bounces off a mirror. This orientation makes the game extremely top heavy. As for total weight, it comes in at about 350lbs. Not very "compact" eh? This game is probably the single heaviest game I ever pulled out of my truck by myself (that is one unit). It took all my might to lift it from a "lying down" position to an upright position… it's something I never want to do again. Luckily I installed Nylon feet when I had it lying down so I shouldn't have to.
The cabinet I picked up was in good original shape. The side art was not complete but was cut somewhat cleanly on each side (unfortunately the cuts don't exactly match). It's also missing the side art from the seat pedestal. It does have the artwork on the back of the pedestal. Overall I was please with the condition. No one makes side art for it and frankly, it sits between a game and my parts shelves so side art isn't a major concern for me. I DO wish I could find the proper material to re-cover my seat. As you can see to the left, I have a big chunk missing from the front edge of the rubber material. If you happen to know where I can get similar material to re cover it with, please let me know. Bottom line is that the game was in above average condition when I bought it and I've done nothing aside from wiping it down. I do have some new chrome T-molding to install if I ever get the itch. The seller asked me to let him know if I ever decide to re-sell, I think he'll be waiting a long time as Race Drivin' has a place in the garagecade for some time to come. Thanks for reading.
More Photos:
Man, I remember playing this game at Space Port at Hunt Valley Mall in MD. I got so good I played one game for 3 hours straight. I was adding time to the clock each lap. You remember how hard that seat was? I played the version with the slide out race seat. Imagine 3 hours in that thing! That score stood until they got rid of the machine. I loved beating Phantom Photon then watching other people race me or rather my ghost. Those were the days, I agree I met a lot of cool people as well. That… Read more »