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Units produced: Atari Games
Controls/Input Device: Control(paddle)
Number of Players: 3
Acting Talent involved:
More Machine Details:
More System Details:
Game Awards Nominations:
Game Awards Won:
Race Drivin' (cockpit, rev 5) VGMuseum Game Endings
Race Drivin' (cockpit, rev 5) on CAESAR
Race Drivin' (cockpit, rev 5) high score and replay at MARP
Race Drivin' (cockpit, rev 5) on datObase
MAME folder name: racedriv
Display: raster 508x384 @ 59.95Hz (59.95 pixclock)
Sound: 1 channels
Emulated in MAME via driver harddriv.c:
Status: good; Emulation: good
Graphic: good; Sound: good; Color: good
Palette size: 1024; Savestate: unsupported
136052-1123.65a with 65536kb
136052-1124.55a with 65536kb
136052-1126.30a with 65536kb
136052-3125.45a with 65536kb
136077-1011.210w with 65536kb
136077-1012.200w with 65536kb
136077-1013.210x with 65536kb
136077-1014.200x with 65536kb
136077-1016.200y with 65536kb
136077-1017.45c with 65536kb
136077-1022.10j with 65536kb
136077-1024.10l with 65536kb
136077-1027.30j with 8192kb
136077-1032.70n with 32768kb
136077-1033.45n with 32768kb
136077-2021.10h with 65536kb
136077-2023.10k with 65536kb
136077-4007.210u with 65536kb
136077-4008.200u with 65536kb
136077-4009.210v with 65536kb
136077-4010.200v with 65536kb
136077-4015.210y with 65536kb
136077-4030.30e with 65536kb
136077-4031.10e with 65536kb
136077-5001.210r with 65536kb
136077-5002.200r with 65536kb
136077-5003.210s with 65536kb
136077-5004.200s with 65536kb
136077-5005.210t with 65536kb
136077-5006.200t with 65536kb
- 0.147u2: hap fixed clone Omega Fighter Special. The game fails to boot or finish post. After showing bad rom errors, the game resets.
- 0.147u1: Fixed maincpu rom loading.
- 0.122u7: Fixed gfx1/2/3/4/5 rom loading.
- 0.89u3: Changed Z80 CPU2 clock speed to 5MHz.
- 0.37b10: Yochizo added 'Omega Fighter' (UPL 1989) and clone Omega Fighter Special.
- 21st November 2000: Yochizo fixed some graphics bugs in the Omega Fighter / Atomic Robo-kid driver.
- 8th November 2000: Yochizo sent in a driver for Omega Fighter and Atomic Robo-kid.
- 25th April 1999: Dumped Omega Fighter Special.
LEVELS: 8 (restarts once)
* FB Alpha
Recommended Games (Star Force):
Night Star (DECO Cassette)
Alpha Mission / ASO
Alpha Mission II / ASO II
Astro Warrior (Mega-Tech)
Truxton / Tatsujin
Tatsujin (Tourvision PCE bootleg)
Truxton II / Tatsujin Oh
GunHed (Tourvision PCE bootleg)
The Next Space
Super Star Soldier (Tourvision PCE bootleg)
Strike Gunner S.T.G
Final Star Force
Viper Phase 1
Mars Matrix: Hyper Solid Shooting
Romset: 2016 kb / 8 files / 457.8 zip
Credits Mameinfo and Mametesters Project Robert J. Rabgno et al.
Race Drivin' (c) 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 -
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 [EU] (1992) "Race Drivin' [Model SNSP-RV-EUR]"
Nintendo SNES [US] (October 1992) "Race Drivin' [Model SNS-RV-USA]"
Sega Genesis [US] (1993) "Race Drivin' [Model T-48246]"
Sega 32X [Unreleased Prototype]
Sega Saturn [JP] (August 4, 1995) "Race Drivin' [Model T-4802G]"
Sony PlayStation 2 [AU] (2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
Microsoft XBOX [US] (September 27, 2005) "Midway Arcade Treasures 3"
Sony PlayStation 2 [US] (September 27, 2005) "Midway Arcade Treasures 3 [Model SLUS-21094]"
Microsoft XBOX [EU] (October 14, 2005) "Midway Arcade Treasures 3"
Sony PlayStation 2 [EU] (October 14, 2005) "Midway Arcade Treasures 3 [Model SLES-53666]"
Nintendo GameCube [US] (October 26, 2005) "Midway Arcade Treasures 3 [Model DOL-GE3E-USA]"
* Handhelds :
Nintendo Game Boy [US] (January 1993) "Race Drivin' [Model DMG-RV-USA]"
Nintendo Game Boy [EU] (1993)
* Computers :
Atari ST [EU] (1991)
Commodore Amiga [EU] (1992)
PC [MS Windows, CD-ROM] [US] (February 17, 2006) "Midway Arcade Treasures Deluxe Edition"
PC [MS Windows, CD-ROM] [EU] (March 17, 2006) "Midway Arcade Treasures Deluxe Edition" by Zoo Digital Publishing
- CONTRIBUTE -
Edit this entry: http://www.arcade-history.com/?&page=detail&id=2148&o=2
Licensed from Alexis Bousiges under a CC Attribution 3.0 License
00000000 905946 00000019 FFFFFFFF Infinite Credits
00000000 9016DC 00000068 FFFFFFFF Infinite Game Time
Credit Pugsy's MAME Cheat file