Super Sprint

Developer: Atari    Publisher: Tengen    Release: 07/89    Genre: Racing

I did not like Super Sprint when I was young. I found the controls twitchy and did not like the experience overall. But my friends loved it and insisted on playing in multiplayer and so I begrudgingly stuck with it. I was not much of a multiplayer guy but was willing to participate if the game was good enough. To this day I can still enjoy Bomberman or Contra for instance. Super Sprint or Ikari Warriors 2, not so much. Coming back to it now with older eyes and more experience I have a newfound appreciation for what it accomplishes. I still do not like the game overall but I can at least say I respect it.

Super Sprint was incredibly popular in the arcade and one of the first three player arcade games at the time. Its handling, speed, and perspective helped it stand out and also made it easy to convert to home platforms. The NES version is an unlicensed release from Tengen. That black cartridge was distinct and unforgettable. Alongside Rolling Thunder I knew it was unlike other Nintendo games but could not put my finger on why. Despite lacking the Nintendo seal of quality Super Sprint fared better than most of Tengen’s output and is a decent conversion. The game itself however……

Super Sprint 001

Super Sprint differs from most racing games as its viewpoint presents the whole track at once. The game is ugly as hell but lets you plan your route and how you will navigate the various turns. The controls are very touchy and the physics will throw you off. To be completely honest even after playing it for some time I still do not feel like I have a complete handle on it. Sometimes I take every turn perfectly like the greatest driver on Earth. Other times I crash in to walls left and right like a drunken miscreant. The funny thing is the computer does the same. Watching them bash each other or become a flaming wreck after you bump them is hilarious.

Throughout each race wrenches will appear. Collecting at least two will grant access to the shop. Here you can upgrade your top speed, traction, acceleration, or boost your score if you are an idiot. It takes a few upgrades before you will feel the difference. At that point you are fighting the control more than the track. As they introduce hazards such as oil, hurricanes, and cones the slightest mistake can possibly cost you the race, even in the beginning laps. There was a brief point where I found myself enjoying the game unlike in my youth. But that did not last long sadly.

Unfortunately while the driving experience can be enjoyable once you get the hang of it Super Spring lacks content. There are only seven tracks and once you cycle through the list they repeat. Oddly the CPU cars reset to their default with each cycle. This means for the first few races you can easily smoke the competition before it ramps up. As you keep going the number of hazards increases but that does not make up for so little content. In my youth I did not notice the tracks were repeating; maybe I was just that dumb or was focusing on getting a handle on the controls. But it seemed like the game had an endless number of courses. Ah to be young again.

Even as a score attack Super Sprint is not fulfilling as the loop does not feel satisfying. The see saw of blowing out the CPU or fighting for dear life grows old fast. The game has few tricks and shows all of its cards early. If you can master the controls there is little challenge after that. A little more variety and some more tracks would have gone a long way toward making the game more compelling.

In Closing

I wish I could say I found Super Spring more entertaining after all these years but I cannot. This version of Super Spring captures the spirit of the arcade game but that is it. The initial thrill wears off very quickly and you are left with a short, repetitive game that has little to offer. I enjoyed R.C. Pro Am more, insane rubber band A.I. and all.

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