Follow TV Tropes

Following

History VideoGame / HardDrivin

Go To


Added DiffLines:

* ArtisticLicenseBiology: Running over a pig makes it moo.


* BadassDriver: The whole point of the game is to test your real(ish)-life driving skills for a high score. Taken UpToEleven with the Stunt Track, where obstacles include a corkscrew, bridge jump, and vertical loop. It culminates in a 100-foot-tall near-vertical hill followed by a [[LePrkour 360-degree spiral along the walls of a tunnel]] to avoid a crashed tanker truck... whereupon you ''do it all over again.''

to:

* BadassDriver: The whole point of the game is to test your real(ish)-life driving skills for a high score. Taken UpToEleven with the Stunt Track, where obstacles include a corkscrew, bridge jump, and vertical loop. It culminates in a 100-foot-tall near-vertical hill followed by a [[LePrkour [[LeParkour 360-degree spiral along the walls of a tunnel]] to avoid a crashed tanker truck... whereupon you ''do it all over again.''


''Hard Drivin''' is a 1989 arcade racing game released by Atari. It was one of the first fully 3D games ever made, along with being one of the first to include textures, which were used on signs and a couple background objects. It touted itself as the "world's first authentic driving simulation game", and this claim held up well with critics of the time. However, every track included an optional "stunt track" offshoot, making it one of the earliest examples of the stunt racing subgenre as well.

to:

''Hard Drivin''' is a 1989 arcade racing game released by Atari. It was one of the first fully 3D games ever made, along with being one of the first to include textures, which were used on signs and a couple background objects. It touted itself as the "world's first authentic driving simulation game", and this claim held up well with critics of the time. However, every time.

The game consists, simply enough, of driving around the
track included an optional "stunt track" offshoot, making it before time runs out, and your score is based on your time. The beginning of the track forks into two choices, a "Speed Track" that emphasizes conventional high-speed driving ability, and a "Stunt Track" that features wildly dangerous (but still reality-based) obstacles. This makes ''Hard Drivin''' one of the earliest examples of the stunt racing subgenre as well.
subgenre.


Added DiffLines:

* BadassDriver: The whole point of the game is to test your real(ish)-life driving skills for a high score. Taken UpToEleven with the Stunt Track, where obstacles include a corkscrew, bridge jump, and vertical loop. It culminates in a 100-foot-tall near-vertical hill followed by a [[LePrkour 360-degree spiral along the walls of a tunnel]] to avoid a crashed tanker truck... whereupon you ''do it all over again.''


''Hard Drivin''' a 1989 arcade racing game released by Atari. It was one of the first fully 3D games ever made, along with being one of the first to include textures, which were used on signs and a couple background objects. It touted itself as the "world's first authentic driving simulation game", and this claim held up well with critics of the time. However, every track included an optional "stunt track" offshoot, making it one of the earliest examples of the stunt racing subgenre as well.

to:

''Hard Drivin''' is a 1989 arcade racing game released by Atari. It was one of the first fully 3D games ever made, along with being one of the first to include textures, which were used on signs and a couple background objects. It touted itself as the "world's first authentic driving simulation game", and this claim held up well with critics of the time. However, every track included an optional "stunt track" offshoot, making it one of the earliest examples of the stunt racing subgenre as well.




to:

!! ''Hard Drivin''' demonstrates the following tropes:


* NintendoHard: Well, it's called '''''Hard''' Drivin[='=]'' for a reason, after all. As a simulator-type driving game, you are expected to take corners like you would in a real-world car, and crashing will cost you a ton of time as you attempt to start your car back up again.

to:

* NintendoHard: Well, it's called '''''Hard''' '' '''Hard''' Drivin[='=]'' for a reason, after all. As a simulator-type driving game, you are expected to take corners like you would in a real-world car, and crashing will cost you a ton of time as you attempt to start your car back up again.

Added DiffLines:

* NintendoHard: Well, it's called '''''Hard''' Drivin[='=]'' for a reason, after all. As a simulator-type driving game, you are expected to take corners like you would in a real-world car, and crashing will cost you a ton of time as you attempt to start your car back up again.

Added DiffLines:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/race_drivin_screenshot.png]]
[[caption-width-right:350:Don't get dizzy.]]
%%Not a mistake, it's stylized with an apostrophe at the end.
''Hard Drivin''' a 1989 arcade racing game released by Atari. It was one of the first fully 3D games ever made, along with being one of the first to include textures, which were used on signs and a couple background objects. It touted itself as the "world's first authentic driving simulation game", and this claim held up well with critics of the time. However, every track included an optional "stunt track" offshoot, making it one of the earliest examples of the stunt racing subgenre as well.

The game's development involved using real world physics equations when designing the car's physics, using data from a 1950s study that was originally for aeronautics development. Further adding to the game's realism cred, the cabinet included an accurate manual transmission feature.

The game spawned two very similar sequels, ''Race Drivin''' and ''Hard Drivin' 2'' before falling into relative obscurity. It was ported to various consoles to varying degrees of success, and prototypes have surfaced in recent years of numerous other attempted ports, most notably one for the UsefulNotes/NintendoEntertainmentSystem.

----

* BorderPatrol: Being off track for 10 seconds cuts the gas and forces a respawn when the player comes to a stop. What mystic force prevents the player from exploring is up to their imagination.
* EveryCarIsAPinto: In spite of having a highly advanced sports car, your car will spontaneously combust no matter how minor the crash is.
* FragileSpeedster: Even when you're not going fast, motion + wall = death. Likely by design to get the player back into the action more quickly.
* IndestructibleVehicles: The oncoming traffic in the arcade version and some of the ports hardly even notice when you ram into them. [[EveryCarIsAPinto You, on the other hand...]]
* VideoGameCrueltyPotential: Pretty much nothing keeps players from running over all the cows that they want and still qualifying for the championship. They even moo back at the player when hit.

Showing 7 edit(s) of 7

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report