SUPER SPRINT by Richard Karsmakers
Everything had started way back when you were just a full-time
napkin soiler, when you were allowed to stay up a little longer
before going to bed and you caught your first glance of Formula
One racing (no this is NO advertisement of a huge oil company).
The sound of the tires squealing on the road, the speed involved,
the crashes...as far as your juvinile brain could grasp the
meaning of it all, it seemed pretty cool all right.
As you grew up, the crashing bit lost its immediate
attractiveness, but the rest didn't. Posters started appearing on
your room's walls, "Speed and Power" magazines were scattered all
over your room (especially in the places where your mum disliked
them most). When you finally reached the age on which it became
possible to get a driver's license, you got it (after 35 lessons
and two exams). After that, it was only a matter of saving a lot
of money and start racing...
Thus may sounds a hypothetical 'introduction to the car racing
sport', but it could have very much different (and much cheaper,
It all started when you were in highschool. Someone in your
class convinced you to buy one of the best and most versatile
computers around at the moment (being, of course, an Atari ST),
and along with it came some indispensable games. After having
played around with the good old "Brataccas", later switching to
"Arkanoid" and "Impact", you discovered a game that was just to
your taste: "Super Sprint". This really was one exhillerating
game, and your parents caught you in the act of playing that game
quite often - at the moments when you were supposed to do your
homework, of course! It only costed 79.50 Dutch Guilders, and it
sure was worth the investment! Remembering one of the ancient ST
car-racing games (the leading person in the novella must have
thought about the French game "Turbo GT", no doubt), he thought:
"This is what the old stuff should have been like!" He wondered
about how mere human beings had been able to capture all this
action and sheer addiction in just a simple computer game (if he
would have thought a bit deeper, he might have come up with
"magnetical sequences" rather than "computer game", making it
even much more difficult to understand fully). After his hours of
amazement had worn off (gazing at the graphics, heeding much
attention to the highly functional sound effects, simply
listening to the music and idolizing the sheer playability), he
went into serious racing. Spending many hours each day behind his
poor ST (rumours say he was smelling kinda weird after two months
of "Super Sprint"), he succeeded in breaking lap record after lap
record and getting highscores never expected...
Electric Dreams (a sister company of Activision) have now
launched one of the best racing games (or games in general, for
that matter): "Super Sprint". This 2D racing game that can be
played by up to three persons (two with joystick and one using
the keyboard) combines everything a good racing game should have:
Breathtaking playability, overwhelming addictive action and a lot
of features that make the game different each time one plays it.
Testing their skills on 8 different tracks (containing one that
Frank and myself nicknamed to "The Hill" - having seen the Sean
Connery film - and that has a deep psychological impact on the
players), the players must try to stay ahead of all computerized
racing vehicles over tracks that feature random hazards littering
the track and the ability to increase the car's performance (by
collecting four golden wrenches at a time). The mentioned hazards
include exploding cones, oil slicks, rising bollards and, most
insidious of all, a tornado that wanders all over the track. And
the tracks are not just the plain 2D stuff, but they offer
tunnels, curved bends and other things (like..."The Hill"...).
And there are some shortcuts, too.
Just being beaten by my favourite game of the moment ("Bubble
Bobble", needless to say), "Super Sprint" is just one of those
exciting games that has IT. It cannot be explained. It just
happens to be ("to play Super Sprint or not to be...").
Name: Super Sprint
Company: Electric Dreams
Hookability: 10- (just because "BB" deserves 10)
Value for Money: 9
Price: 79.50 Dutch Guilders
Overall Rating: 9.5
Remark: Fantasic game! Get it righ away!
The text of the articles is identical to the originals like they appeared in old ST NEWS issues. Please take into consideration that the author(s) was (were) a lot younger and less responsible back then. So bad jokes, bad English, youthful arrogance, insults, bravura, over-crediting and tastelessness should be taken with at least a grain of salt. Any contact and/or payment information, as well as deadlines/release dates of any kind should be regarded as outdated. Due to the fact that these pages are not actually contained in an Atari executable here, references to scroll texts, featured demo screens and hidden articles may also be irrelevant.