syltefar.com: Super Sprint
Super Sprint is the grandfather of all the Amiga top-down racing games like Super Cars, Super Off-Road, and Nitro. It is from 1986, predating all of them, it has analog controls, and runs in an impressive 512x384 resolution.
Other games by
Pin Pong (Arcade 1974)
Breakout (Arcade 1976)
Triple Hunt (Arcade 1977)
Video Pinball (Arcade 1978)
Star Raiders (Atari 8-bit 1979)
Asteroids (Arcade 1979)
Lunar Lander (Arcade 1979)
Missile Command (Arcade 1980)
Battlezone (Arcade 1980)
Centipede (Arcade 1981)
Missile Command (Atari 2600 1981)
Tempest (Arcade 1981)
Gravitar (Arcade 1982)
Millipede (Arcade 1982)
Star Raiders (Atari 2600 1982)
Star Wars (Arcade 1983)
I, Robot (Arcade 1983)
Marble Madness (Arcade 1984)
Indiana Jones and the Temple of Doom (Arcade 1985)
Marble Madness (Amiga 1986)
Return of the Jedi (Amiga 1988)
Tetris (NES 1988)
Star Wars: The Empire Strikes Back (Amiga 1988)
Star Wars (Amiga 1988)
Marble Madness (NES 1988)
Badlands (Arcade 1989)
Klax (Arcade 1989)
Gauntlet (SEGA Master System 1990)
Gauntlet IV (SEGA Genesis 1993)
Primal Rage (SEGA Genesis 1995)
Tempest (Xbox 360 2010)
Battlezone (Xbox 360 2010)
At 512x384, the cars can be *even smaller*
Not having access to Super Sprint arcade machine with pedals and steering wheels, I'm emulating this on MAME and using an Xbox 360 controller.
This game is H.A.R.D. I have trouble winning the second level.
I got a sudden urge to play Super Sprint. I used a few continues and won some races, but I guess you give up the chance to continue once you enter your hiscore initials.
the game using 4 continues (all tracks).
I have a sneaking suspicion that the A.I. has dynamic difficulty.
the game using 3 continues (MAME). All tracks. It seems easier if you ensure that every race is a photo finish, assumedly causing the AI to not crank up the difficulty.