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Cover art for Super Cars

445 · Super Cars

September 11, 2026 · 28 min · transcript available

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  • Power your way through 27 stages of highway horror!

I. Setup & Premise

  • The pitch: a top-down racing game where winning pays for a faster car
  • No real story or characters, just circuits, prize money, and upgrades
  • Developed by Magnetic Fields, produced for NES by Gremlin Graphics, published in North America by Electro Brain Corp
  • The game began life in 1990 on Amiga and Atari ST, designed by Shaun Southern and Andrew Morris
  • This is not Rad Racer. It is not a straight point-to-point speed game It is closer to a top-down demolition-derby shopping trip: race, win cash, buy armor and missiles and a faster car, race again (Wikipedia)

II. What Makes It Stand Out

  • A shop loop wrapped around the racing
    • Between races you visit a garage to repair damage, refuel, and buy one-time upgrades like turbo chargers and side armor, plus a sales office to buy a whole new class of car (GameFAQs)
    • On the computer originals you could haggle with the car salesman using dialogue options, though the options are mostly a joke rather than a real system. The NES version drops the haggling entirely, you just get a price and a yes or no
  • Combat bolted onto a racing game
    • Front and rear missiles let you knock out other racers mid-race, not just outrun them
    • The camera choice quietly fixes the game's biggest flaw Most versions let the camera drift loosely around the car, which on the flat, right-angle-heavy tracks makes it easy to lose your bearings and slam into a wall
    • The NES version keeps the car dead centered on screen at all times, and by the reviewer's own account this makes the notoriously wall-heavy track design far easier to read than on the C64 or the low-end 8-bits

III. Gameplay Structure

  • Track and career structure
    • Tracks are grouped into four difficulty classes and can be raced in any order within a class, though the last track in a class is deliberately tougher
    • Finishing in the top three keeps you in the game, first place wins the most, and the field of computer opponents grows as you progress
    • The NES version reshuffles the track order compared to the computer originals, opening with an unusually long, complex track that would normally show up third or fourth, which throws off the shopping strategy players may know from other versions
    • B: brake, and letting go while turning triggers a handbrake-style turn
      • B plus Up: fire a front missile, if equipped B plus Down: fire a rear missile, if equipped
    • The shop loop in practice
      • The garage handles repairs, refueling, and one-time upgrades like Power Steering, Turbo Charger, Anti Spin, Side Armor, and a braking upgrade oddly named Supa Retro Repairs do not scale cleanly with damage, so topping off a nearly-full tank or a lightly worn tire still costs close to full price, meaning it is often smarter to just sell the car and buy new rather than patch up an old one before an upgrade

IV. Unique Gameplay Elements

  • Cumbersome collision handling
    • Bumping a wall or another car can leave you stuck, and unlike the AI, which glides through the same hazards untouched, the player car visibly slows and struggles to recover,
  • An AI that does not play by the same rules
    • Oil slicks and water hazards that spin the player out barely seem to touch computer-controlled racers, and other cars can bump the player without paying the same speed penalty in return (GameFAQs)
  • The soundtrack, arranged by Barry Leitch though left uncredited in-game, is considered the best-sounding version among all the 8-bit ports, but it is missing a bass line entirely, a strange omission for music built around bass-driven rock riffs on the original computer versions
  • The three purchasable cars are loosely modeled on real 1990s cars, the Retron Parsec on a Cizeta-Moroder V16T, the Vaug Interceptor on a Honda NSX, the Taraco Neoroder on an Alfa Romeo SZ, but the box art shows different cars entirely, including a Lamborghini Countach standing in for the Retron (Wikipedia)

V. Sequels and Spinoffs

  • Super Cars II followed in 1991, but only on Amiga, Atari ST, and PC, no NES release
  • A Super Cars III eventually appeared on PC alone in 1996, well outside the NES's lifespan
  • So the North American NES release was a dead end for the series Nobody who played this cartridge ever got an NES follow-up, sequel or otherwise

VII. Essential Games List Vote

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