PlayStation Official Magazine (UK)

Stunt Car Racer Pro

Made it through testing, but not onto the track



If you found Geoff Crammond’s highly accurate Formula One simulators too complex, then Stunt Car Racer was the perfect alternativ­e way to experience his genius in 1989. An accessible one-on-one racer set upon elevated racetracks with rollercoas­ter-style thrills and spills, it was a game unlike anything seen before.

After years of work on F1 titles, Geoff revisited his stomach-churning racer in 2003, feeling the concept would still resonate with modern-day audiences. He chose to work with Lost Toys, a developmen­t studio consisting of ex-Bullfrog staff, confident they had skills to bring a sequel to life. Stunt Car Racer Pro was to include similar highrise tracks, with the addition of loops, halfpipes, and other obstacles. This time, though, there would be up to eight cars racing at a time to increase the on-track chaos.

Although that sounds like the stuff of science fiction, to Geoff realism was imperative. “My focus was on making the cars ‘real’, with big suspension and aero for flight stability rather than downforce,” he tells us. “They could actually work in the real world – that is, if anyone were crazy enough to build and drive on the tracks! Making a game playable, but 100% realistic has always been top priority for me.”

After a few months, an impressive prototype emerged featuring basic tracks, limited AI, and multiplaye­r features. Final funding was required to continue, though publisher signup was crucial for this to happen. Although many had shown interest, no-one would commit, resulting in Geoff reluctantl­y putting his long-awaited sequel to bed.

 ??  ?? This one got as far as a playable prototype, but no publishers picked it up. Shame.
This one got as far as a playable prototype, but no publishers picked it up. Shame.
 ??  ??

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