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A Need for Speed

21 Aug

Your humble author in 2009, with his last even vaguely cool car, a 2000 Volkswagen GTI. I sold the GTI and left the United States that same summer. I wouldn’t own another car for ten years.

Looking back from the vantage point of today, it’s hard for even me to believe, but it’s true all the same: I used to be a full-blown car guy. I bought my first car, a 1966 Volkswagen Beetle, for $800 in 1989, when I was sixteen years old. The bad thing about a Beetle was that you could generally expect no more than 60,000 miles or so out of the motor; the good thing was that you could rebuild the motor in your garage over a long weekend and make it good as new again. My inner Luddite, who seems to become stronger almost by the day in our current era of feverish tech-sector nonsense, still feels that something was lost when we stopped making cars that were so amenable to shade-tree mechanics.

I had a couple of other Beetles over the decade and a half that followed that first one, along with a number of other vehicles that made them look like the height of sober-minded practicality.

I had a 1965 Ford Mustang that was rusted out so badly it was literally on the verge of breaking in two. (I maybe should have taken a look underneath before I bought it.) I sold it to a fellow who ran an import/export business; the plan was to send it to Finland for restoration and resale, which means my old Mustang may have beat me to northern Europe by about fifteen years.

I had a 1969 MGB that was determined to prove every cliché about the quirky unreliability of British sports cars to be the gospel truth. I learned that there’s a reason that Lucas Industries, which was responsible for the electrical systems in those cars, is known in enthusiast circles as “the Prince of Darkness.” That MGB is the only car I’ve ever driven where you had a choice between headlights and windshield wipers; there wasn’t enough juice to run them both at the same time. Then again, you probably didn’t want to be driving in the rain anyway, because never was an MGB made without a top that leaked like a sieve. All that aside, the car was a hell of a lot of fun whenever the weather was good and it decided it was in the mood to start.

I had a 1975 Nissan — or Datsun, as they were known in the United States back then — 280Z. It was more fun to drive than any car I’ve ever owned, even the MGB, with an in-line six-cylinder engine that was the stuff of which car-nerd wet dreams are made. For some reason, I decided to swap that 280Z for a 1981 280ZX. I knew I had made a terrible mistake within a week, even if the new car did have the exact same engine. It was like trading the svelte Elvis of 1956 for the fat one of 1976.

But the all-around funnest vehicle I’ve ever owned — not just fun to drive, but fun in general — was a 1972 Volkswagen camper van. It would do about 50 miles per hour flat-out on level ground. Driving it felt weirdly like guiding a boat, and not only because the engine was chirping away about fifteen feet behind you when you sat at the wheel. You could expect a delay of several seconds to any control input as it bobbed and swayed gently on its well-worn springs. So, you just kind of pointed it in the general direction you wanted to go and hoped for the best. Looking back on it, it was a good thing that it wouldn’t go any faster.

That little Volkswagen bus could sleep four people — or rather two couples, assuming you didn’t want to cuddle too much with mere friends. There could be two in the back and two under the pop-up roof, with just a thin net between them and the great outdoors. It had a little refrigerator, a little stove, and even a little heater that ran on — I kid you not — pure gasoline. It’s a wonder that we didn’t blow ourselves up at some point during the weekends that we drove the magic bus up from Dallas to southern Oklahoma’s Arbuckle Mountains.

The joys of all of these oddball vehicles started to pale a bit for me as I entered my thirties. (Come to think of it, it was at about this same point that I started to feel too old for backpacker hostels; this must have been the borderline that marked the onset of a belated adulthood.) In 2004, I bought a Volkswagen GTI that was just a few years old instead of a few decades. It was a nice enough car, but it was kind of soft and heavy in the same way that the Datsun 280ZX had been. Still, it did have the advantage of being (more or less) reliable.

Then I moved to Denmark in 2009 with my new wife, and that was that for the car life. We didn’t even own a car for ten years thereafter. I re-familiarized myself with the lost (to me) art of biking, which is certainly a healthier way to get around as one closes in on middle age. These days we have a Hyundai Plug-In Hybrid, which is… fine, but it doesn’t exactly get the blood pumping, you know? Discounting the odd roadside emergency, I haven’t looked under a hood with deadly intent in seventeen years. I can’t even tell one (modern) car from another anymore.

And yet nothing that we have done and been in our lives ever truly and completely leaves us, does it? Our current house, which we moved into four and a half years ago, has quite a big yard, such that I have to cut the grass with a garden tractor. I still feel a certain quickening in my soul when I smell gasoline and oil and hear the motor fire up, still enjoy doing the maintenance myself. In fact, I just bought a new (to me) tractor this year; I’ll go so far as to say that it’s the best one in our village. I do like to ride around on it, the child being the father to the man and all. As one of my wife’s uncles likes to say, every man should have a tractor of his own, whether real or metaphorical.

But that’s far as I go these days. Sometimes I muse about getting a project car, but I know that I don’t really have the time, and probably not the long-term desire either. I content myself with the occasional veteran bil exhibition (as they’re called here in Denmark) and with seeing what’s on Jay Leno’s Garage each week on YouTube. (If it’s something old, I’m in; if it’s something new, I move on; if it’s something borrowed or something blue, I’m as confused as you are.)

Here’s the weird thing, though: I never had all that much interest in driving cars on the computer, even when my passion for the real McCoys was at its peak. Of course, there are various sub-genres of driving games, as there are of all other types. I’m not so surprised that I never got into the hardcore racing simulations, where it becomes all about grip and downforce and gear ratios and wind-tunnel coefficients and many other numbers I don’t really understand. God bless those who like that sort of thing, but I never had the patience for it, whether the vehicle being modeled is an airplane, a ship, a submarine, or a racing car. Yet I never cared much more about what we might call the aspirational driving games: you know, the ones that assemble a bunch of exotic street cars and set you loose with them, on the premise that, if you can’t afford them in the real world, you can satisfy at least some of your lust for them vicariously on the computer.

I think the problem for me here was that I didn’t aspire to what these aspirational games were offering. At some point many years ago now — definitely before I learned to drive in the real world — high-end sports car reached a level of performance that made them, in my opinion, less rather than more fun. They started to not just include but require traction control and all manner of other driver-assistance measures just to make them controllable, which detracted from the purity of the experience. At the same time, they became so ridiculously fast in comparison to the traffic laws of the realm that I’m left wondering what you’re actually supposed to do with them, assuming you don’t want to be a jerk who endangers everyone else on the road and likely gets himself thrown in jail and his car confiscated before all is said and done. (Denmark isn’t known for being tough on crime, but they do love to confiscate cars here…)

There’s an old saying that has long been my mantra on this subject: “It’s more fun to drive a slow car fast than a fast car slow.” Just last year, my wife and I took a holiday to Zagori, a mountainous region in the northwest of Greece, close to the border with Albania. We were there to hike, but I had just as much fun driving our rental car, a Ford something-or-other with a gerbil wheel attached to a couple of rubber bands for an engine, up and down switchback mountain roads that sometimes had me shifting all the way down to first gear. I know that electric cars are the socially responsible future and all, but I’m a little sad that I most presumably won’t be able to rent a simple, basic traditional car like this one for much longer, then proceed to wring every last bit of potential out of it in the old-fashioned, manual way. In my book, that’s a lot more fun than driving a Ferrari responsibly on the same roads would be.

Waiting for goats to cross the road in the Pindus Mountains. A little later, the goat herder emerged, and we had a “conversation” that relied principally on smiling and gesturing. It may be a romanticized whimsy, but I kept thinking that his life wasn’t all that different from that of his ancestors of 1000 years ago. There’s a part of me that hopes his descendants are still living the same way 1000 years hence.

In short, then, the aspirational driving sims were sold on the premise that you really, really wanted to own the exotic cars they featured, and I never particularly did; if we’re being completely honest, I find most post-1970s supercars to be painfully tacky-looking in addition to everything else. This goes a long way toward explaining why I’ve scarcely seen fit to mention driving games in these histories before today. On top of my personal proclivities, I would add one last factor. Some gaming genres, I’ve come to learn, age better than other ones, and thus do more to encourage re-visitation. If you ask me, adventure, puzzle, and action games age the best, followed by CRPG and strategy games. (The latter tending to be more complicated genres in general, they do often fall completely or partially victim to shifting interface conventions; we’ve learned how to present information and let the player twiddle the knobs so much better over the decades that going too far back can be a pain.)

At the bottom of the heap in this respect are undoubtedly sports games and vehicular simulations. As purported simulations of the real world, such games foreground technology more than they do design, meaning that there’s less reason to revisit them when the technology moves on and can present simulations of a better fidelity. If you were to create a list of the most prominent and respected designers of gaming’s various ages, you would find that virtually none of them worked in these genres. (The only name I can think of off-hand is Sid Meier, who did so very early in his career, a fact that I hear trotted out from time to time as a curious anecdote: “Did you know he used to make flight simulators before Pirates! and Railroad Tycoon and Civilization?”)

Sports games and sims tend to be as ephemeral as they are anonymous. The former are generally cranked out on an explicitly annual basis, with the year appended right there to the name, with all of the teams and athletes of right now. If you’re still stuck with an earlier year’s edition, and if you don’t happen to be a very special sort of cultural time traveler indeed, you’re left out, bereft and bereaved. You can still find plenty of die-hard partisans of Civilization II or IV or VI. I presume that you can also find footie fans who insist that FC 24 is where it’s really at and the later versions are pants — you can find anything on the Internet if you look hard enough — but they seem to be a lot less common. Driving games are for all practical purposes the same. Each new annual or biennial edition of the big franchises comes chock-a-block with all of the hot cars of that moment. Who wants to be stuck with a bunch of old cars? (I do! I do! But much older…)

All of which helps to clarify why a quick glance around the retro-gaming blogosphere reveals a CRPG Addict, a Wargaming Scribe, an Adventurers’ Guild, an All the (Text) Adventures project, even a Space Game Junkie, but no one seems to be documenting every iteration of Tiger Woods PGA Tour or Microsoft Flight Simulator in similarly granular detail. Call it the rest of the explanation of why I too have given those genres short shrift in these histories.

Nevertheless, said histories do try to capture the landscape of gaming as it was viewed at the time, not just the nostalgic, fannish perspective of today. Sports games and vehicular simulations were a huge part of that landscape, representing as much as 40 percent of the market at times during the 1980s and 1990s. So, today I’ll try to remedy my neglect at least a little bit, by tracing aspirational driving games back to their point of origin. (Sports game will have to wait for another day.) This will lead us nicely into a big exception to the general rule I’ve just belabored at such length: the one vintage driving game that I actually do dig, even today.


The exception to another rule, that of me ignoring driving sims in the past, is a game called Test Drive, to which I devoted a handful of paragraphs many years ago. Developed by a Vancouver-based outfit called Distinctive Software and published by Accolade in 1987, Test Drive was a fine place to break my silence on the subject of driving sims, however briefly, in that it was arguably the most important such game ever to appear on personal computers. I say this not because it generated enormous sales — it was a big success by the standards of its time, but later driving sims would sell many, many times more copies — but because it was the template for countless games to come. For it introduced the driving sim as an aspirational lifestyle product, almost as much an exercise in branding and promotion for the car makers whose vehicles were included as it was a self-contained game.

Test Drive offered up five of the cars whose posters could be found stuck to the wall in teenage-male bedrooms from sea to shining sea: a Porsche 911 Turbo, a Ferrari Testarossa, a Lotus Esprit Turbo, a Lamborghini Countach, and (for those with slightly less exotic tastes) a Chevrolet Corvette. You got to pick one of these cars, then drive it up a twisting mountain road as quickly as possible, dodging slower traffic and trying to stay ahead of the police cars who were in somewhat inept pursuit. The meta-game that took place when you weren’t behind the steering wheel extended no further than trying to get your time on a high-scores list. It wasn’t much in comparison to what these games would become — but it was enough. You got the chance to drive a car you weren’t likely to ever even ride in, and you got to do it in all the reckless ways that only a maniac would in real life. For the car manufacturers, being featured in sleek and stylish games like this one would soon become an important promotional strategy, creating the customers of tomorrow from the teenagers of today. It was an early step in gaming’s integration into the larger consumer economy, one which happened at almost the same time that sports games began to move toward a season-by-season model that kept them in tune with the latest headlines on ESPN.

Just to further blur the lines between game and advertisement, between game and aspirational lifestyle product, Test Drive helpfully included the sticker prices of each of its cars on the information screen alongside all of the other statistics.

The bona fides of games like these as simulations was a case of a delicate balancing act. On the one hand, you didn’t want to make the cars too dauntingly difficult to drive, in the way of so many hardcore flight simulations — or for that matter some hardcore motorsports simulations, such as Papyrus Design’s IndyCar and NASCAR series. On the other hand, you wanted to ensure that the player could tell the difference between a Countach and a Corvette. You wanted to convey the impression of what it would be like to drive a supercar, in a way that remained accessible even to kids who might not have a driver’s license for the family minivan yet. Michael Bate, a designer for Artech, another Canada-based studio whose works were published by Accolade during the 1980s, called games hewing to this impressionistic philosophy “aesthetic simulations,” a neologism I’ve returned to again and again ever since I first heard it. Hanno Lemke, the producer of Test Drive, describes that game’s goals in classic aesthetic-simulation terms: to “create the most immersive, visceral, and relevant kind of car experiences [emphasis mine] you could imagine.”

When I grew up, it was the white Lamborghini poster in your bedroom or the red Ferrari, and it was very much about [how] the exotics mattered back then. And so, immersion was really important — getting into the driver’s seat, that virtual fantasy, you know. No real-life consequences — I can drive as fast as I want, the cops can chase me, but largely it was all about what it would feel like to drive these exotics.

Each dashboard in Test Drive was a painstaking re-creation of the real thing. This is, believe it or not, that of a Porsche 911. I would have expected a bit more for my money…

Accolade published sequels to Test Drive in 1989 and 1990, alongside separate boxed add-ons with new cars to try out and scenery to traverse, thereby pioneering the model of the driving game as an entire ecosystem you bought into. (Today, that model is driven by the ubiquitous DLC packs.) By Test Drive III: The Passion, other staples of modernity were creeping in as well, such as the ability to rewatch and share your exploits after a particularly good (or bad) run and even a radio where you could select your own station, although we were still a long way from the times when bands and singers would lobby almost as aggressively as car companies to have their music included in such products.

Despite its innovations, the third game was not as well-reviewed or well-received as the ones before. Accolade had developed this installment in-house instead of letting Distinctive do it; this may be the reason that many gamers found it to be lacking a certain ineffable feel for the road. Then, too, some of the design choices were just weird: Test Drive III made keeping your windshield clear of bugs into a central aspect of its gameplay. The franchise effectively ended here, not to be revived until years later, as an also-ran rather than a pioneer.

The third game’s shortcomings notwithstanding, if you’ve played or even seen any of the modern driving sims, and try out any one of these Test Drive games today, you’ll immediately sense the same vibe, even if you are less impressed by the implementation. That’s a remarkable thing to contemplate all these decades later. For all that gaming has changed, it’s amazing how much it’s stayed the same in some of its core genres.


Distinctive was acquired by Electronic Arts in 1991. The new EA Canada focused more than ever on, for lack of a better term, “lifestyle games.” Being Canadian, it was given responsibility for creating the annual installments of the EA Sports National Hockey League franchise in the exploding console-game space. It has continued to this day to crank out a new edition every single year: 34 installments and counting as of this writing. This must surely be a record of some sort.

Driving games soon returned to the agenda as well. EA negotiated a deal with Road & Track, a slick magazine that sold an only modestly more grounded version of the fantasy of fast cars with expensive price tags than had Test Drive. Hanno Lemke was put in charge of Road & Track Presents: The Need for Speed, with many of the same people who had helped him build Test Drive working under him. It was to be a launch title for the 3DO, a new games console cum “multimedia appliance” whose finances were thoroughly muddled up with those of EA: Trip Hawkins, the founder of EA, had left that company with his board’s blessing and plenty of their investment dollars to embark on this new venture. The 3DO was envisioned as a sort of lifestyle console, appealing to an older demographic than the likes of Nintendo and Sega. It requires no great imaginative leap to understand why a game like The Need for Speed could be a good fit with that vision. If all went according to plan, the same people who perused Road & Track might soon be picking up 3DOs.

The 3DO’s not-so-secret weapon was to be the CDs on which all of its games would ship. These CDs would in turn enable lots and lots of digitized video and sound sourced from the real world, a possibility which would have seemed like science fiction just a few years earlier. The Need for Speed embraced said possibility with all the enthusiasm that was expected of a 3DO game; you didn’t see a computer-drawn car on your screen until you settled down into the driver’s seat of one.

The video clips were typical of the era — which is to say, amazing simply for existing at the time of the game’s release in 1994, but ho-hum at best today. The worst decision was to add a shakily acted fellow named Mr. X to serve as the player’s antagonist, popping up from time to time with some trash talk. This was exactly as grating as it sounds like it would be, especially after you had seen him deliver every one of his limited repertoire of one-liners multiple (dozen?) times.

Mr. X has something to say about your performance. He is aptly described by a contributor to MobyGames as “a face you love to punch.”

The means of production of all this video reflected the fact that the games industry, for all its rapid evolution, still had a ways to go before it would be competing on a level field with Hollywood. EA didn’t even have the clout to borrow cars from the manufacturers whose vehicles were included. So, Hanno Lemke and his friends had to go begging. Luckily, Road & Track had whole filing cabinets full of still photographs of the cars in question that were ripe for digitizing. In the category of the moving image, the Ferrari Testarossa seen in the video clips belonged to Chris Roberts of Wing Commander fame, the Lamborghini Diablo to Richard Garriott of Ultima fame, and the Porsche 911 to an EA Canada executive. Other cars were scavenged by still more humble methods, being vehicles that the team simply spotted driving by and chased down to ask the owners if they were interested in making a cameo appearance in a videogame.

Speaking of people with punchable faces: Chris Roberts’s Ferrari. (I kid! I kid!)

Once you got past all of the multimedia-age gilding, however, you found a very credible aesthetic simulation waiting for you. The Need for Speed reinvented no wheels; it was a recapitulation of Test Drive on a larger canvas, right down to the vaguely hapless cops who lay in wait to chase you down public highways. Once again, you had a selection of mouth-watering sports cars to hand, updated to reflect the latest developments in the field. (This time, the Japanese got a chance: no fewer than three of the eight cars — the Mazda RX-7, the Toyota Supra, and the Acura NSX — came from the Land of the Rising Sun.) But it was all done better, reflecting the seven years of steady technological advancement that separated The Need for Speed from the original Test Drive.

The game nailed the look and feel it was going for. No one would accuse this of being a hardcore simulation of driving — not when you could bump and bash and grind against the other vehicles with impunity, when even crashing head-on at speed into the side of a building resulted in little visible damage to the car. (This was a requirement of the contracts with the manufacturers, who had no desire to see their halo vehicles getting smashed up and exploding on screens; such requirements are still the rule in the contracts of today.) Even the non-police computerized drivers you could race against — another advancement over Test Drive — were more interested in showing you a good time and keeping the adrenaline level up than they were in earnestly trying to win. As one reviewer put it, “the AI drivers don’t race; they shadow.”

Driving a Dodge Viper, one of the new supercars that had appeared on the scene since Test Drive.

The point was that it was fun, being just close enough — but not too close — to what racing cars such as these might really be like. The game presented an alternative universe where you could not only afford a supercar, but one where insurance premiums didn’t exist and the police would give you no more than a ticket and a stern talking-to if they caught you driving 170 miles per hour down a heavily trafficked road. This was a universe that teenage boys everywhere — even the ones who happened to be in their twenties, thirties, forties or fifties — could well and truly get behind.

But sadly for everyone involved, the 3DO console was a marketplace flop. On the supply side, a scheme for renting out the console’s specifications and firmware to multiple consumer-electronics makers proved a recipe for confusion, while the slightly older folks who wanted to play multimedia videogames in their living rooms of an evening in lieu of watching television proved rather less plentiful than anticipated. Still believing they had a good thing on their hands, one which was just on the wrong platform at the moment, EA Canada reworked The Need for Speed for ordinary personal computers. This allowed them to turn it into the biggest game ever to be born on Trip Hawkins’s misbegotten console.

Released in 1995, this incarnation of The Need for Speed dialed back on the most annoying aspects of the 3DO version — Mr. X got the well-deserved axe — while keeping everything that had made it appealing. In its review, Computer Gaming World magazine made note of the tightrope it walked with such aplomb: “Realistic elements are usually compromised for the sake of a quick learning curve and blazing arcade action. But Need for Speed is kind of an anomaly: it borrows some from both styles and thrills the senses along the way.” It became a huge hit on personal computers. It was then ported to the Sony PlayStation, a new CD-based console which had set out to do much of what the 3DO had, and would pull it off much better. The Need for Speed took off there as well. Indeed, in some ways games like these were always more natural fits for consoles.

“Balloons ahoy!” in the computer version of The Need for Speed.

So, out of the smoking rubble of the 3DO, a long-running driving-game franchise arose. Need for Speed II came out in 1997. Along with the definite article in the name, it dropped the Road & Track partnership; EA now had more than enough clout to get all of the glamor shots and test models it could want from the manufacturers. Some complained that the advancement was all in the department of graphics and sound, but that was fine for most fans of this most deeply experiential of all gaming genres. “Little details like hearing the shift click mattered back then,” says Hanno Lemke, who would continue to act as the franchise’s primary producer until 2007. “Watching the dials move mattered.” (There is a reason that I like to call these games aesthetic simulations.)

The series was moving now toward an annual release schedule, just like the sports games. In that spirit of ongoing perpetuity, Need for Speed III: Hot Pursuit, which came out in 1998, was the last installment with a Roman numeral and the first with a subtitle. To further press home the notion of Need for Speed as a subculture you bought into rather than a single game you bought, EA began to regularly put up new, downloadable content — most importantly, new supercars to add to the ever-growing list of same — on its website.

The police have upgraded their stodgy cruisers to Camaros in Need for Speed III.

In a decision which was polarizing in some circles but doubtless exhaustively market-researched, this installment leaned further toward the arcade game at the expense of the simulation. As its subtitle would imply, it heavily emphasized the police-chase aspect. The cops, who had verged on being little more than props at times in the past, could now go so far as to set up roadblocks ahead of you, complete with tire spikes. But, as Computer Gaming World’s reviewer captured, the core attributes of the aspirational lifestyle game, as deft at promoting the cars it featured as it was at being good fun in its own right, remained as pronounced as ever.

During the time I was writing this review, I went driving in the mountains. As I cruised along narrow, twisting roads, I kept thinking about how much the experience reminded me of playing Need for Speed III — at least as far as handling the car went. I wasn’t being chased by the police, and I wasn’t pushing my Lamborghini much past 60 miles per hour. Okay, so I don’t own a Lamborghini. But after playing this game, I sure wish that I did.

Need for Speed: High Stakes appeared right on time in 1999. In order to give the Buford T. Justices of the world some redemption, it let you become the police instead of forever being chased by them. But the less gimmicky, vastly more significant addition was that of a career mode, which finally provided a proper meta-game to bridge and give context to your exploits on the highways and raceways. You started with only enough money to buy what passed for a budget car in this august assemblage: a Mercedes SLK or a BMW Z3. You had to earn your way into the more exclusive rides by winning ever more challenging tournaments, whilst keeping your repair bills to a minimum in the process. High Stakes wasn’t quite the first aspirational driving game to introduce a career mode — that distinction belongs to Gran Turismo, a PlayStation-exclusive competitor — but it was a huge step forward nonetheless. Suddenly the individual races had… well, high stakes, that extended beyond the moment-to-moment maneuvering on the road, that might even cause you to exercise a modicum of caution out there from time to time. And as you progressed, you slowly amassed a garage full of tricked-out, exotic sports cars. I trust that I’ve flogged my hobby horse sufficiently by now to not have to tell you what this meant for these games as aspirational lifestyle products.

Your garage in High Stakes looks like a car dealer’s showroom. This is not a coincidence…

All of this was great, if you were interested in buying what these games were so explicitly selling. I must confess that I really wasn’t, even back in the day. The cars that were featured weren’t generally the ones I lusted after, and I found the whole presentation a bit too boy-racer for my tastes. But then Need for Speed took a surprising detour — one that would prove a bit of a blind alley for the franchise, but one that I enjoyed immensely. I’ll tell you all about that next time.



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Sources: Edge of October 1994; Retro Gamer 59 and 178; Computer Gaming World of February 1988, April 1991, November 1995, August 1997, March 1998, and January 1999; the Harvard Business School case studies “Electronic Arts in 1995,” “Electronic Arts in 2002,” and “Electronic Arts: The Blockbuster Strategy.”

Online sources include “A Distinctive Lineage” by Chris LaVigne for The Escapist, “How Need for Speed Became the World’s Biggest Racing Game” by Mack Hogan for Road & Track, and an interview with Hanno Lemke conducted by John Davison for 1UP.com.

Where to Get Them: Unfortunately, none of the games discussed here are available for legal purchase, presumably due to the expiration of the various licensing agreements with automobile manufacturers. It’s another reason that these sorts of games are so easily forgotten by history…

 
 

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40 Responses to A Need for Speed

  1. Lee

    August 21, 2026 at 3:52 pm

    Oh man, Jimmy, we’re Z-adjacent. I was handed the keys to my dad’s ’76 280-Z for my first car when I turned 16 in 1994, and I still dream about that car—that long forgiving clutch throw, the weirdly temperamental gas pedal, and the lovely way the tach needle in 4th gear matched the position of the speedo needle, making it super easy to guess your RPM from your speed and your speed from your RPM. And nothing I’ve driven since has given me that feeling of connectedness that the Z’s non-power-assist rack-n-pinion steering did.

    What a great car. Good times!

     
    • Jimmy Maher

      August 21, 2026 at 6:19 pm

      Yeah, those were such wonderful little cars, weren’t they?

       
  2. Josh T.

    August 21, 2026 at 4:50 pm

    There’s a stray “The Need for Space” under Chris Roberts’ Ferrari photo.

    I also want to highlight wildweasel’s Golfshrine Online (https://netizen.club/~wildweasel/golfshrine.html) which isn’t quite the same as the blogs listed but is probably the closest site sports videos games have. I wouldn’t disagree with your point on sports games being ephemeral/disposable but I do think some series have had more staying power, i.e. Tecmo’s football games (Tecmo Bowl I believe still gets updated roster ROM hacks every year) and Midway’s NBA Jam/NFL Blitz games. At the very least I’d say there’s an appreciation or at least nostalgia for when these subgenres had a wider diversity of releases before each of the sports leagues tied exclusive team/player rights to a single games publisher.

    Unfortunately feels like that’s even more true with this specific kind of driving game, which at least feels to me like a dead genre now. Aside from Forza Horizon the AAA space is focused on hardcore racing simulations and the indie side from what I’ve seen mostly emulates Mario Kart or Outrun. Even Need for Speed has only had one entry in the last seven years, and that one came and went without much fanfare. (It didn’t help EA decided to rebrand the series as “NFS” with little promotion.)

     
  3. Sniffnoy

    August 21, 2026 at 5:45 pm

    Editing error: In the caption on the goat picture, the second occurrence of “ancestors” should be “descendants”.

    I have definitely seen people on the internet insist that either EA’s NHLPA Hockey ’93, or their NHL ’94, is the best of their hockey games. :P Admittedly, I was looking for information about the former game at the time, so there’s some selection bias there…

     
    • Jimmy Maher

      August 21, 2026 at 6:23 pm

      Thanks!

       
  4. Niall

    August 21, 2026 at 6:05 pm

    Hi Jimmy. I’ve been a reader for a few years. I had ambitions to catch up from the start to your current day. But I’m starting to think that’s not likely to happen until one of us retires. I had some rare free time and saw your new article so decided to briefly skip ahead a couple of decades, just for old times sake.

    I’m a child of the 80s, so I never connected with cars at the depth you have. By the time I started driving, they were already opaque and complicated. But my dad had (still has) the 1969 Datsun 2000 that he’d spend all weekend on, and rebuilt more than once. And the string of Morgans and MGs and Alfas behind that, before life turned into Mitsubishis and Hyundais. So though I didn’t live it myself, I still appreciated your article and writing on those past generations of cars and the life woven around them.

    But I did play Test Drive. For someone not quite old enough to yearn for owning those cars, Test Drive instead brought an element of having to work out how to make these things go and stay on the road, avoiding the engine explosions from failing to shift gears. Some of this experience also comes from the challenge of doing this with a PC keyboard, rather than a steering wheel setup, a console controller or even just a half decent joystick, which were not common at the time. So ironically I think that gave its own version of your experience of wringing the most out of a limited situation, but in a virtual way.

    I never thought much about why Test Drive 3 was just less fun until now. It felt gimmicky and silly. The first game gave the best experience of the originals. It never gave me much appetite to own the cars, but I did spend a lot of time picking over those stats to decide which to drive before almost always choosing the Countach or the Lotus.

    Looking forward to the next article.

     
  5. Martin

    August 21, 2026 at 7:37 pm

    I assume there is little point playing a racing car game without at least a steering wheel, a gear shifter and some pedals. While I am sure there are some insane prices for some of this stuff, what price gets you some at least functional controls for a PC these days?

     
    • Jimmy Maher

      August 22, 2026 at 6:34 am

      I have no idea. The son of a friend of mine got one recently on the Danish equivalent of eBay. The used market is always worth checking out. But, having said that, I played through Need for Speed: Porsche Unleashed quite satisfactorily recently with just an XBox controller. That makes a more comfortable fit for the couch anyway. ;)

       
    • John

      August 22, 2026 at 2:05 pm

      It depends on the racing game. Hardcore PC racing sims absolutely require a wheel, pedals, and more besides. Anything that runs on a console, however, will work perfectly well with an ordinary controller since that’s what they were designed to be played with in the first place. In other words, Assetto Corsa needs a wheel, but Gran Turismo and Forza Horizon do not.

       
    • Frans

      August 22, 2026 at 4:27 pm

      That depends on a combination of what you call a racing game and on what you enjoy? We always had perfectly good fun playing racing games with the keyboard. Modern controllers with an analog stick are a step up, but there are some modern retro racing games that play best with a good d-pad (read: not what’s on the Xbox controller) or indeed the keyboard.

      The actual simulators probably won’t be much fun without fancier equipment.

       
    • gamerindreams

      August 22, 2026 at 9:18 pm

      Go to a thrift store or fb marketplace. You can probably find a wheel for not much money.

       
  6. Busca

    August 21, 2026 at 8:01 pm

    Thanks for the trip down memory lane. I’ve never been much of a ‘car person’, but Test Drive on C64 was great fun – relatively simple stupid fun, but fun nonetheless. I (re-)read parts of your earlier article covering it, too.

    I’m not entirely sure if this statement is correct: “High Stakes wasn’t quite the first driving game to introduce a career mode — that distinction belongs to Gran Turismo” (1997).

    Depending on your definition of ‘career mode’, other earlier games that come to mind are e.g. Grand Prix Circuit (1988) where besides practice and single races you can choose to drive a full championship on every track or, if you consider ‘career’ to go beyond just ‘championship’ as such and contain some change / advancement in your means of racing, Super Monaco GP.

    During the course of a season in the championship mode added in the Sega Genesis version of the latter (1990), players are able to be invited to join a better racing team, giving them a faster car to race.

    There might be other examples prior to 1997.

     
    • Jimmy Maher

      August 22, 2026 at 6:31 am

      The games you describe are motorsports simulations, which were a different sub-genre in my eyes from games like Test Drive and The Need for Speed. I added (yet another) “aspirational” to make that clear. Thanks!

       
      • Busca

        August 22, 2026 at 8:28 am

        Wait, you can’t aspire to become a F1 driver? That should bring more money and – at least in some circles – a higher social standing than the average person.

        Just kidding ;-). I understand you mean games in which you can drive street-legal cars (as opposed to pure, purpose-built or -fitted racing cars) which you could, in theory, buy yourself directly from a dealer (or rent) in real life. I.e. you aspire to make enough money to be able to afford one.

        I also have to admit being briefly confused by you having owned a ‘Volkswagen GTI’. As far as I’m aware, in Europe (or at least its home market of Germany) the Volkswagen brand had and has different models (like Polo, Golf, Passat, Jetta, … or the Beetle and camper van you mention) of which in turn there are (motor) variants like GTI (Grand Tourer Injection) – I partially learned to drive on a Golf GTI (yes, the local driving school used a 16V Golf GTI as one of its cars for beginners…). Looking up the English language Wikipedia entry for ‘Volkswagen GTI’ that’s also all I found.

        However, it seems the Volkswagen Golf (earlier ‘Rabbit’) GTI was (is?) referred to in the US simply as ‘Volkswagen GTI’ (I guess there was/is no GTI variant of any other VW model around in the States?), which is was I suspected based on your picture at the head of this entry, so another thing learned today.

         
        • Jimmy Maher

          August 22, 2026 at 12:36 pm

          Yeah, the GTI was (is?) listed as an entirely separate model in the United States. It stretches back to the 1980s, when the Golf was called the Rabbit Stateside. I guess Volkswagen’s marketers judged that not to be a great name for a sports(y) car.

           
      • shankao

        September 1, 2026 at 4:35 am

        “The games you describe are motorsports simulations, which were a different sub-genre in my eyes from games like Test Drive and The Need for Speed. I added (yet another) “aspirational” to make that clear. Thanks!”

        Maybe Street Rod then?

         
  7. Leo Vellés

    August 21, 2026 at 8:02 pm

    I allways leaned to de old F1 games than the Test Drives and such. In that sense, there is a name than you can say will get you to buy a game just because it is in the box, and that is Geof Crammond, of Stunt Car Racer and the Grand Prix series, which allow to play with friends in the same race thanks to the hot seat system (I beleive this was the first implementation of that gimmick). Grand Prix 2 is still a beauty to watch or play even today.

     
    • CdrJameson

      August 23, 2026 at 3:09 pm

      ‘Sir’ Geoff Crammond is a definite exception to the ‘sports game developers don’t get noticed’ trend, and his non-driving classic The Sentinel (The Sentry in the US) a surreal 3D semi-abstract puzzle game is a radical departure that’s well worth exploring. A UK classic.

       
      • Leo

        August 23, 2026 at 7:10 pm

        Wow, I didn’t knew that The Sentinel was design by Crammond. Never played it but I remember that the reviews it got back in the day were superb

         
  8. Christopher DiOrio

    August 21, 2026 at 8:06 pm

    Test Drive sold a LOT of Commodore Amigas…
    Back in the day, stores like Electronics Boutique would have an Amiga running Test Drive as a demo out front (when they weren’t running Juggler or Boing Ball, I suppose), and that demo roped in a lot of young computer (and car) enthusiasts.

    There had been a lot of racing and driving games before this came out in 1987, but the reason this one was such a draw was that it put you BEHIND THE WHEEL…all of the others were either top down, isometric behind the car, or some variation of those. None had ever put you behind the wheel as convincingly as Test Drive did (there was a dashboard! with working gauges!). And, while it was released on a number of systems, the Amiga version was hands-down the best. This was huge for 13-15 year old kids who wanted to drive more than any other thing on the planet.

    I was one of them…having been a ‘car guy’ since before I could walk, the opportunity to get the feel of driving before being allowed to actually drive was a big motivator. I HAD to have an Amiga so I could play this game, so saved my money and bought an Amiga 500 (and Test Drive!). And the game was fun…ish. Not great, actually, in retrospect…and as you pointed out it compares poorly to later similar games. In 1987 it was pretty good, though. But I also share your sentiment that most driving games (and simulators) are just not great at recreating the FEEL of driving. Racing becomes a timing thing rather than a ‘seat of your pants’ thing. I’ve tried all the wheels and force feedback and XBox and yada yada…you can’t feel what the car is doing so it is like watching a movie you sort of kind of control. You get some sensation of speed, especially with a big monitor or TV, but it lacks so much of what driving is actually about…I stopped wasting my money trying to chase the car-sim tiger and now use it for upgrades to my IRL cars..

    Thanks for yet another great article!

     
  9. Philipp R.

    August 22, 2026 at 3:02 am

    “contrallable”: “controllable”, or is that some special engineering expression?

    And a nerdy nitpick on “The bona fides of … were a case of …”: should this be “was”? The phrase is singular in Latin, and I only ever see it being used as a singular in English, too.

     
    • Jimmy Maher

      August 22, 2026 at 6:26 am

      Thanks!

       
  10. Brent

    August 22, 2026 at 11:42 am

    I’m not a huge racing game fan but this was really interesting. Looking forward to your inevitable survey on the evolution of the pro wrestling genre!

     
  11. Mournelithe

    August 22, 2026 at 12:17 pm

    Ha, I used to drive an old 1975 Land Rover series III, and the electrics, few as they were, were still the finest products of Lucas’ dark arts. Although on the bright side it was a consistent 12v circuit everywhere, so my interior light was a repurposed house fitting with a full sized 12v incandescent from a campervan, which certainly solved the lighting problem! On the downside, the interior light was honestly more effective than the headlights, and the wipers were a joke. And the heater consisted of a firewall panel between you and the engine which warmed up as you drove, while air con involved opening a vent straight out the front.

    Fond memories.

    As for car sims, my first memory was definitely Outrun and Lotus Turbo Challenge, though I never got very far in either.

     
  12. John

    August 22, 2026 at 2:37 pm

    I had a friend of sorts in elementary school who was as rabid a car guy as it was possible for an elementary school student to be. Later in life, he’d get a go-kart and develop a weird obsession with the Ford Taurus SHO, but in elementary school he mostly just played Test Drive on his Commodore 64. Sometimes he let me play too. Test Drive on the Commodore 64 was, to the best of my recollection, underwhelming. It’s not as though I didn’t find the fantasy on offer appealing. Like every other small boy of the era, I thought that Lamborghinis and Ferraris were deeply cool. Like any small boy of any era, I also found the idea of machines that go very fast extraordinarily compelling. The problem, as I saw it, with Test Drive was that you couldn’t see the car you were driving and that it didn’t actually feel like you were going fast. Limitations of the machine, I suppose. I may also have just been bad at the game.

    I’ve never been a huge racing game fan, but there have been a couple of racing games that I’ve liked. I prefer games more towards the arcade end of the sim-arcade spectrum. Sega’s Virtua Racing (specifically the port for the 32X Genesis add-on) was my favorite racing game for a long time. It had no licensed cars, no damage model to speak of, no gears to shift, and none of the tedium regarding fuel, tires, and the like that you’d get in something more sim-like. Just a d-pad for steering, one button for the brakes, and another for the accelerator. The only thing I didn’t like about it was the digital inputs. Given the way buttons on the Genesis worked your virtual foot was either putting the virtual pedal to the virtual metal or it was off the pedal entirely. Fortunately, modern controllers have analog triggers and there are a variety of indie racing games with a similar spirit.

     
  13. Feldspar

    August 22, 2026 at 4:25 pm

    Seeing the “Download Car” button on the last screenshot, I can’t help be reminded of the infamous “You Wouldn’t Download a Car” anti-piracy ad campaign…

     
  14. Ice Cream Jonsey

    August 22, 2026 at 5:20 pm

    The only person I am aware of that writes reviews about each sports game for each system is Video Game Critic – an example URL is here: https://videogamecritic.com/genmm.htm

    All of the Madden football games for Sega Genesis are listed in order on that page. He does this for all the game platforms. His reviews get to right of the heart of the game, so while he writes a couple of paragraphs, I don’t doubt that he is accurately describing the problems with each release.

    I was wondering why there really isn’t someone known for talking more about sports games. My younger brother grew up playing the same games that we did, Jimmy – but when he hit his thirties, he just really bought/buys Madden football each year. I would affectionately describe him as being a jock, coming from that background. He loves all sports and is good at them in real life. In his 30s, he started an online Madden league and probably spends 5 hours a week, every single week of the year playing it H2H – he brought his Xbox to Kenya when he got married, for example. I asked him this morning where all the writing is for sports games. He said, well, there is a creator called Ryan Moody that posts to YouTube about Madden football every day, but he was not aware of anyone doing for sports games what you and others do for other genres. I think that is part of it, the whole “writing about it” for these games takes the form of video content.

    But also, my brother got onto talking about some of the failures and bugs of this year’s Madden game. Every year a new version comes out and (new rosters aside) the game itself is broken beyond belief. It gets patched to be playable before the NFL season starts in September, but the conversations we have each year about the game are all surrounding just how broken it is. My brother gave me a 15 minute analysis off the top of his head of this year’s version…. but it was all over the phone. He has no desire or time to write any of that down. Speaking in a very general sense, I think the form that analysis of these games takes is some video content at best, but then a lot of it is guys identifying the problems over Discord to each other. And because Electronic Arts has a monopoly / exclusivity for the NFL (and I believe there is also just one hockey, basketball and baseball game with real rosters made each year, but I don’t know if those are all published by EA) there is no real competition. And as there are hard deadlines they don’t miss that lineup with the beginning of the real-life seasons of these sports, so much of the conversation initially is dominated by “what went wrong with this year’s version.” It really is a completely different experience than what most of the readers of this website see with other kinds of games. You can delay Cyberpunk 2077 because the “murdering corpos” season doesn’t start in late March each year like baseball does.

    There is a term I’ve seen floating around lately describing “ball and gun” gamers, video game players who like the sports game and might have Call of Duty and Grand Theft Auto as the only other games they ever buy. I’d go even further and say that there are pure sports gamers who don’t care at all about anything else. They play them constantly, they’d certainly be in favor of more competition and a lot have … not even a “love/hate” relationship with the one football game they get each year. It’s like hate/hate. I lurk my brother’s Madden Discord and see the same thoughts each year – they kind of hate it, but it’s the only way to play American football on their console, so they buy it and play them anyway. They genuinely enjoy the head to head competition aspects of it, but they are so obviously (to me) doing that in spite of the release itself.

     
  15. Alex

    August 22, 2026 at 5:58 pm

    What an unexpected but great trip down memory lane! The DOS CGA-Version of Test Drive was one of the first games I ever played as a kid on my uncles computer. Since I wasn´t that interested in the genre, I only had a handful of legally bought titles, but every single title I played left good memories, from Outrun to the Need for Speed Series (still can get excited when I watch videos of NFS Underground 2). Sometimes I think about buying one again, but I never do, knowing that I will play it for just a short time before putting it away. Coincidently, my local charity store recently put out a cd storage bag full of racing games and nothing else, including some titles I never even heard of. Whoever owned this bag really loved this genre.

     
  16. RavenWorks

    August 23, 2026 at 1:46 am

    Maybe this is nitpicky, but as far as I know, the first game in the series is the only one to have a “The” in the title? The box art for all the subsequent games (and Wikipedia, and the Mobygames pages that you’ve linked to!) all print the titles like “Need for Speed II” and “Need for Speed: High Stakes”, but you’ve written them all with “The” at the front like the first game had.

     
    • Jimmy Maher

      August 24, 2026 at 6:14 am

      Good catch. Thanks!

       
  17. Jazerus

    August 23, 2026 at 2:18 am

    I’m generally about as far from a car guy as you can get, but Gran Turismo 1-4 really made me fall in love with racing real cars in games with performance at least vaguely reflective of real life. For me it’s much less about the aesthetic experience, which I agree has never been particularly appealing, and much more about the sheer speed and mechanical precision of racing really well with physics and systems that realistically push back, instead of ones that are geared to get you into the action like arcade racers. At the same time, the intense realism of modern Gran Turismo and its competitors gets to be a bit much.

    The simulation-arcade (“simcade”) branch of the racing game family tree that Test Drive, NfS, and GT fit into is really the sweet spot for appealing to the non-casual, non-car-obsessed segment of the gaming market. There’s enough complexity that it feels like learning an RPG or fighting game – sort of a combination of both, really, when there’s a career mode – while still feeling like an intentionally designed game instead of something aspiring to be a mirror of reality.

     
    • Jazerus

      August 23, 2026 at 3:09 am

      Addendum:

      This is all to say that I think the “aesthetic sim” school of critical thought when it comes to racing games has its place but is somewhat flawed. Did the games sell based on the fantasy? Boy, did they ever. But a racing game lives and dies on the actual gameplay more than anything, particularly in terms of retrospective reception. A racing game with aspirational cars and great aesthetics but terrible driving is like an adventure game with a good story and good art, but the worst kind of guess-what-the-designer-was-thinking puzzles. It may do well in a market that doesn’t know any better, but as soon as someone figures it out – the Monkey Island moment – the fraction of people willing to tough out bad gameplay for the rest of the experience shrinks enormously.

      I think it’s worth noting that the original Need for Speed is ahead of its time in driving quality, and this was a big factor in its success. In terms of its physics and the tactical decision-making involved in good driving, it blows the previous year’s marquee game, Ridge Racer, out of the water, if perhaps delivering less of a sense of intense speed. The aesthetic experience isn’t the whole story. It seems mundane to play today, in the sense that in the following years there was a whole flood of games with roughly the same driving quality and balance of arcade fun vs realism, but NfS is one of the first racing games where playing it feels, on a fundamental level, similar to playing the racing games of today. There are no compromises like Ridge Racer’s weird lane system or Daytona’s absurdly stiff turning.

      I suppose I just think it’s a shame that the narrative around racing games so often rests on the aesthetic appeal and the features around the racing when it’s plain to see that the mega-franchises of the genre succeeded by marrying excellent aesthetics and features to rock-solid gameplay; the genre is littered with forgotten failures that thought being an aesthetic sim was the only job the game had to accomplish.

       
  18. Krenzo

    August 23, 2026 at 5:37 am

    “Once again, you had a selection of mouth-watering sports cars to hand” Did you mean “on hand”?

    I’m disappointed you spent the past few articles on Maxis and Will Wright and didn’t somehow slip in a reference to Will Wright’s car past and doing the cannonball run.

     
    • Jimmy Maher

      August 23, 2026 at 5:51 am

      Either usage is acceptable.

      I believe I did write a little bit about Will Wright’s past in the very first article about SimCity.

       
  19. killias2

    August 23, 2026 at 11:34 am

    “If you were to create a list of the most prominent and respected designers of gaming’s various ages, you would find that virtually none of them worked in these genres.”

    Not to disagree with the overall argument, but, in addition to Sid Meier, I’d point to Yu Suzuki. He directed Hang-On (1985), Space Harrier (1985), Out Run (1986), After Burner (1987), Virtua Racing (1992) and Virtua Fighter (1993). And then also the Shenmue games.

    I know this isn’t really your scene or bag, but these are all immensely popular and influential games (with Shenmue being more the latter than the former).

     
    • Leo Vellés

      August 23, 2026 at 7:18 pm

      Which is the same thing to say that he design the best arcades sega ever produced in their golden age

       
  20. Olof Kindgren

    August 27, 2026 at 7:01 pm

    I know this was intended as a one-off, but I’m still surprised to only see a throwaway reference to Gran Turismo. The second game in that series is a cultural document of the Zeitgeist of 2000 with a soundtrack consisting of songs by Garbage and my fellow countrymen The Cardigans, whose My Favorite Game was the lead track to the game and also had a somewhat controversial involving reckless driving behavior. That song, by the way, was on their album Gran Turismo. Always wondered if any money was exchanged in either direction for using that name.

    Another thing that stood out with GT2 was that the range of cars was absolutely wild. There was everything from compact cars to american muscle cars to nimble Japanese street racers. When I played it again around 2010 I realized that one of the first and slowest cars you could get was a ’99 Toyota Yaris, which was the exactly same car I was driving at that time. Knowing how it felt driving the real thing gave me a reference for how insanely fast the beefier cars in the game must feel to drive in real life.

    Also, I was today years old when I realized Datsun was rebranded Nissan. Looked up some Dataun pictures when I heard the NZ band with the same name and thought they kind of looked like Nissan Micra. Now I know why :)

     
  21. Jan Heijmans

    August 30, 2026 at 4:53 pm

    “50 milers per hour”

    This should be “miles”, I guess?

     
    • Jimmy Maher

      August 31, 2026 at 7:21 am

      Thanks!

       

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