Catalogue of Arcade Emulation Software - the Absolute Reference

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Race Drivin' (cockpit, rev 5)

Race Drivin' (c) 1990 Atari Games.

Three types of tracks, each with a unique racing challenge. Race through 3 separate tracks - stunt, auto-cross and super stunt track. Choose from four different cars that each possess their own unique handling characteristics. Race around each track earning points for distance traveled and passing checkpoints to earn more time.


Game ID : 136077 (cockpit), 136078 (compact)

Main CPU : 68010, TMS34010, ADSP2100, DSP32C

Sound CPU : 68000, TMS32010

Sound Chips : DAC

Screen orientation : Horizontal

Video resolution : 500 x 384 pixels

Screen refresh : 60.00 Hz

Palette colors : 1024

Players : 2

Control : Steering wheel with gearshift

Pedals : Accelerator, Brake

There also was a Race Drivin Panorama version 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!!!!!!!'.

Note : There were 19 officially released versions, counting 11 cockpit and 8 compact versions, including various British and German versions.


On the British and Japanese versions, you are in a right-hand drive car.

* Cockpit versions :

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.

* Compact versions :

Revision 1 :

* World release.

* Software version : 1.6.

Revision 2 :

* World release.

* Software version : 1.7.

Revision 4 :

* World, British and German release.

* Software version : 1.8.

Revision 5 :

* World, British and German release.

* Software version : 1.9.


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.


1. Hard Drivin' (1988)

2. Race Drivin' (1990)

3. Hard Drivin' II - Drive Harder (1991, Atari ST, Commodore Amiga)

4. Hard Drivin's Airborne (1993)

5. Street Drivin' (1993)


* 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 3D 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


* Consoles :

Nintendo Super Famicom (1992)

Sega Mega Drive (1993)

Sega Saturn (1995)

Nintendo Game Boy

Sony PlayStation 2 (2005, "Midway Arcade Treasures 3")

Microsoft XBOX (2005, "Midway Arcade Treasures 3")

Nintendo GameCube (2005, "Midway Arcade Treasures 3")

* Computers :

Commodore Amiga (1990)

Atari ST (1991)

PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")