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Stunt Racer 64 [Model NUS-NR3E-USA]

Nintendo 64 cart. published 24 years ago by Midway Home Ent.

Listed in MAME

Stunt Racer 64 © 2000 Midway Home Entertainment.

3YK meets the '50's in this hep-cat racer. Groovy, daddy-o!

In the far future as Boss Game Studios sees it, jaded technophiles blend turbocharged racing with the coolest auto styles from the Age of Elvis. The result: some of the most reckless roddin' fun to hit the N64 in many a moon. Given the oodles of racers on our favorite platform, those are high words of praise indeed.

Visually, SR64 is an ambitious blend of '50s car kitsch (jumbo grilles, wood paneling) with futuristic roller-coaster action on 12 cleverly designed tracks. The game looks great, especially in the letterboxed high-res mode (you'll need an Expansion Pak). Undergirding the warp-speed hijinks is a rock-solid game engine based in World Driver: Championship, Boss Game's 1999 critical success.

According to the game's wacky but consistent physics, you'll stick to the pavement like a baby to a lollipop, unless you slip through a guardrail or drive across one of the luridly marked jumps. Once you get used to cresting Everest-like rises at 140 mph without leaving the ground, you're halfway to mastering SR64.

The game doesn't offer Diddy Kong Racing-ish missiles, although you'll come across the occasional nitro. Your big weapon is your car, which you can use to shove rivals around. Hence weight is a key parameter to keep in mind when choosing a car, along with power, handling, boost and thrust (for executing dizzying stunts).

SR64 offers 14 cars, including a couple of hard-to-unlock supermobiles. At game's start, though, you'll only have keys to four scrumptious-looking but so-so performers. Snatch coins from the course to pay for upgrades immediately, but your long-term plans should include trading up to more capable sets of wheels.

Much as they did in WDC, solo players are able to enter five successive leagues and spend their winnings on performance upgrades. Players can also win money by pulling off wild mid-air stunts and pocketing coins on the courses. Just for fun, there's a couple of one-player stunt arenas.

Even though Stunt Racer 64 faces stiff competition in the jam-packed field of N64 racing Paks, connoisseurs of frenetic action and nifty graphics will want to take it for a spin. They might be very pleasantly surprised.

TECHNICAL

GAME ID: NUS-NR3E-USA

TRIVIA

Stunt Racer 64 (formerly Stunt Racer 3000) was released on October 01, 2000 in the USA as a rental-only title.

STAFF

BOSS GAME STUDIOS STAFF
Lead Programmer: Chris Pink
3D Engine Programmer: Brian Fehdrau
Physics Programmer: Derek Rhys Creech
Interface Programmer: Richard Le
Lead and Character Artists: Pat Clark
Lead Track Artist: John Buffler
Track Artists: David Beetlestone, Allen Freeman, Gabriel García, Greg Ipp, Colin Kawakami, Tareh Kryger, Lynwood Montgomery, Shane White
Lead Car Artist: Gabriel García
Car Artists: John Carlton, Colin Kawakami
Interface Art: Kaari King
3D Interface Art: David Beetlestone, Lynwood Montgomery
Character Dialog & Bios: Rob Stevens
Sound Effects: Devin Hurd
Music: Devin Hurd
Technical Director: Rob Povey
Design Director: Brian McNeely
VP, Product Development: Colin Gordon
President, Boss Game Studios: Martin Rae
Special Thanks: John McCaw Jr., Stan McCammon, our friends at Orca Bay, Dave Sheffels, Hillary Sich, Karen Seard, Amber Devine, Randy Hardy

MIDWAY PRODUCTION TEAM
Producer: Kevin Potter
Associate Producer: Sean Wilson
Assistant Producer: Ed Duran
Testing Manager: Hans Lo
Testing Supervisor: Seth McNew
Lead Product Analyst: Eric Narvaez
Technical Standards Analysts: Kevin Pimentel, Ajamu Shaw
Product Analysts: Jon Malone, John F. Kaiser III, Raymond Veerkamp, Stephen Davis, Matt Jenkins, Lee Fletcher, Weston Boucher, Malcolm Scott
Product Marketing Manager: Derryl Depriest
Special Thanks: Deborah K. Fulton, Nancy Ramsey, Erwin Gasmin

SOURCES

Game's ROM.