Ludography
69/100
Players24 ratings
Rad Racer cover

1987 · Square · Arcade · Racing

Rad Racer

Nintendo console exclusive

This is no ordinary game pak. This is Rad Racer. Nintendo's thrilling 3-D video game Rad Racer comes action-packed with revolutionary 3-D technology and 3-D glasses (they're free inside) that will have you really believing you're in the middle of a cross-country rally race - cruising along at 200 miles per hour! Rad Racer takes you through 8 treacherous race courses including the Los Angeles Nightway, the San Francisco Highway and the Grand Canyon.

Released
7 August 1987
Platforms
ArcadeNES
Genres
ArcadeRacing
Developers
Square
Publishers
MattelNintendoSquare
Modes
Single-player
Perspective
Third person
Themes
Action
Copies sold
2.0 million

About

Rad Racer, known as Highway Star in Japan, is a racing video game developed and published by Square for the Nintendo Entertainment System (NES) in 1987. In this game, players drive a Ferrari 328 or a generic Formula One racing machine through a racecourse. The game was released in North America and Europe months after its debut. The title became well known for being one of two titles from Square that made use of stereoscopic 3D, which was made possible by wearing a pair of anaglyph glasses.

Square president Masafumi Miyamoto initially conceived the game as an opportunity for developer Nasir Gebelli to demonstrate his 3D programming skills. Gebelli developed, and often drew by hand, the graphics for the game's 3D mode.

Keywords

  • 2.5d
  • time limit
  • power glove
  • licensed game
  • motorsports
  • motion control
  • color separation
  • checkpoints
  • stereoscopic 3d
  • cheat code
  • anaglyph 3d
  • one-handed gameplay

Media

Rad Racer screenshot 1

The articlegameplay, story, development, reception

Gameplay

Rad Racer is a racing game in which the player races in a "Transamerica" race from the West Coast to the East Coast. The gameplay is sprite-based, and the player controls the car from a "behind the vehicle" perspective. At the start of the game, the player chooses between two types of car to race, either a 328 Twin Turbo or an F1 Machine, though both cars perform exactly the same. The objective is to complete eight driving stages of varying skylines, environments, and locations, including Los Angeles, San Francisco, and Athens.

Competitors' vehicles get faster as the stages progress and include Volkswagen Beetles to Ferrari Testarossas. The player's car can accelerate to 100 km/h, which turbo can then be activated to accelerate to a maximum of 255 km/h. The player can brake, steer, and change the background music while driving. Hitting any obstacles or other cars may cause the player's vehicle to flip and crash.

Development

The root cause for the game's development was the then-President of Square Masafumi Miyamoto wanting to implement newly hired programmer Nasir Gebelli's skills with 3D programming previously used to develop games for the Apple II. Rad Racer was the second title by Square to use anaglyph-based 3D: Gebelli worked on both titles and was influenced by his work on the first 3D game titled The 3-D Battles of WorldRunner. Two game programmers had left Square as Gebelli was hired, resulting in Gebelli to begin programming the game by himself. Gebelli remained in Japan to figure out how to create realistic background movement of the game's scenery while the rest of Square was on vacation in Hawaii.

Game developer Takashi Tokita worked on Rad Racer with Gebelli, alongside developer Hiromichi Tanaka and artist Kazuko Shibuya who had previously worked on The 3-D Battles of WorldRunner with Gebelli. Akitoshi Kawazu also contributed to the development as his first game under Square. Hironobu Sakaguchi and Akitoshi Kawazu both worked on Rad Racer, causing developer Koichi Ishii to plan for the original Final Fantasy by himself briefly.

Reception

Rad Racer was met with favorable reviews, enjoyed commercial success, and sold 1.96 million copies. It also ranked 8th on Nintendo Power's player's poll Top 30. Famitsu praised the sense of speed but felt the game was slightly monotonous. Japanese publication Family Computer Magazine applauded the variety of game landscapes found in different levels. British magazine Computer and Video Games called it an "extremely playable racing game" and said "things get very fast and competitive as you get further into the game."

Retrospective reviews gave the title a more mixed reception. Skyler Miller of GameSpot, in his article The History of Square, commented that the game bears more than a passing resemblance to Out Run," but went on to say that "it's more than just a clone" and credited the game with "effectively convey[ing] the proper sense of speed." He continued to criticize the 3D effect, stating it created some sense of depth to the gameplay but was hindered by a pronounced screen flickering. He concluded that the game does not require 3D features and that it stands on its own as a "fine racing game".

Releases by platformdates and regions as published

PlatformReleasedRegions
NES7 August 1987Japan · North America 1 October 1987 · Europe 15 January 1988
Arcade31 December 1987North America

Editions and related releases

Included in
Nintendo World Championships 1990

Games like this

Collections6 collections

Genres

Publishers

Description adapted from its source, CC BY-SA 4.0.