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NES box art for Galaxy 5000: Racing in the 51st Century, the cover of NEStalgia episode 436

436 · Galaxy 5000: Racing in the 51st Century

▶ Game info
VerdictPlay it
GenreRacing
SeasonSeason 7
DeveloperActivision
PublisherActivision
July 10, 2026 · 37 min · transcript available

Our verdict: Play it

Galaxy 5000 sets itself in the 51st century, a safe way to avoid being proven wrong. You start in the minor leagues on Mercury and work through the solar system in armored turbo craft. The story is a vibe: space racing, prize money, blowing up rivals. Mike and Sean were on this one, with Joe out. Our shorthand was RC Pro-Am in outer space, meant as praise and complaint both.

On the track

  • It drives well. There is no accelerate button, you push where you want to go, and the ships carry momentum, so you nudge more than steer. The isometric view stays readable even when gaps and obstacles show up.
  • Racing with teeth. Four ships race at once, you can shoot rivals and obstacles, and you jump pits. You only have to finish, not win, because prize money pays for repairs and for the five ships (Tomahawk, Crusher, Phantom, Scorpion, Stiletto), names a middle schooler would pick.
  • Shortcuts. A jump can skip a whole bend. The computer drivers know some shortcuts but not all, so you may find one first.
  • Odds and ends. Damage shows up as cosmetic wear until you repair it, blue stars give a special weapon, there is a digitized voice, and the course fades out as the roughly two-and-a-half-minute clock runs down.
  • Two-player. No split screen. If one player pulls too far ahead, the other is warped to the front, and the winner is decided on total points, not races won, so the leader can keep swinging ahead.

What keeps it from going further

  • Controls and walls. The Beta scheme uses up and down for speed, and the manual says it pays off later. We stayed with Alpha. Clip a wall and you come to a full stop while second and third go past.
  • Missed jumps. Brushing the edge counts as landing, so we got greedy until one failed.
  • Weak combat. Fire is unlimited and scattershot. We wanted limited ammo and enough punch to take out a rival. There is no engine sound either.
  • Same again. Nine planets, four races each, four laps per race. New obstacles and bigger shortcuts arrive, but 36 races feel alike.

The bottom line

Skip it, with a caveat. Neither present host put it on the Essential Games List, and we joked that Joe, who was absent, was not going to change that. Sean called it a very solid play it but not quite essential: fun, with a good sense of speed, yet just RC Pro-Am in space. Mike agreed that it is one of the more distinctive NES racers, but said it does nothing wrong and nothing more than serviceable. Bought in 1991, it would have been a happy purchase for a night of multiplayer. Next to Mode 7 racers on the Super Nintendo, it is not a game we would keep coming back to.

Written from our conversation in this episode.

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