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NES box art for Michael Andretti's World GP, the cover of NEStalgia episode 325

325 · Michael Andretti's World GP

▶ Game info
VerdictPlay it
GenreSports
ReleasedJune 1990
SeasonSeason 6
May 17, 2024 · 43 min · transcript available

Michael Andretti's World GP features 16 unique courses located in Brazil, San Marino, Monaco, Mexico, Canada, United States, France, England, West Germany, Hungary, Belgium, Italy, Portugal, Spain, Japan, and Australia. Each track can be played either in single player mode or in head-to-head 2-player action on a split screen. There are 4 different cars to choose from and manual shifting is a consideration during racing, a facet often overlooked in simpler NES racing game scenarios. While the star of the game is Michael Andretti, who pops in before each race to offer useful advice about the current track, the game also has appearances by many other F-1 racing stars.

Our verdict: Play it

Mike, Sean and Joe played this one, and we never qualified for a race. Michael Andretti's World GP is the NES's attempt at a driving simulation: manual shifting, tire wear, pit stops, and a 16-race schedule modeled on the real 1990 F1 calendar. Andretti was an IndyCar driver, not an F1 driver, and we spent a while wondering how that earned him a box. The game is a port of a Japanese title built around Satoru Nakajima, with an American swapped onto the cover.

What works

  • It feels like a sim. There are four cars (one automatic, which didn't seem very useful), and you shift by hand and manage your tires. We hadn't seen that on the NES. Nobody could say exactly what they did in a sharp corner, but we got a feel for it, which says the design is sound.
  • Feedback without rumble. A course map shows what is coming, and the drifting sound warns you to correct before you spin. Practice mode gives tips for each track.
  • A real campaign. Points go to the top four finishers (five for first, three for second, one for fourth), and you must be champion of a level to advance. A password system saves your place. Next to most games we play, it feels like a whole game.
  • Small kindnesses. In qualifying you can press Select the moment you've posted a good enough lap. Other cars act like ghosts, and nothing in a race can force you out.
  • Two-player mode gives anyone who can't beat the computers a shot at beating a friend. You can also set two computers against each other and watch.

What doesn't

  • Steering that fights you. The D-pad turns the wheels by degrees and leaves them there, so straightening out means pushing the opposite way. It is the reverse of every analog-stick racer we know.
  • Qualifying is brutal. Times are bunched close together, as in real racing. The cutoff on the first track was around 1:44, and one first lap came in at 1:57. Miss the cut and you sit out and watch the race.
  • The engine drone. There is no music, just one buzzing note, and it keeps going when you pause. We noticed the silence the moment we stopped.
  • Long, quiet stretches. On the straightaways our eyes glazed over.

The bottom line

Play it. All three of us left it off the Essential Games List. Mike loves simulation games and respects the attempt, but racing sims have come so far (the PS1 Gran Turismo games are enough of a comparison) that this one never reaches top speed. Joe isn't a racing fan and doubted even a fan would call it essential. Sean called it a very well designed soapbox car: great for its time, not essential, a DNQ.

Written from our conversation in this episode.

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