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* OnceOriginalNowCommon: It was quite impressive when it was first released because at the time, racing games that weren't top-down relied on rapid scaling of sprites to achieve that three-dimensional look (as can be seen in ''VideoGame/OutRun''), as opposed to polygons like what this game uses. It would be easily one-upped by ''VideoGame/VirtuaRacing'' three years later, with still-textureless, but now 30 FPS polygons, and especially ''VideoGame/DaytonaUSA'' in 1993 with fully-textured polygons and 60 FPS, quickly turning ''Hard Drivin[='=]'' into the status of "just some blocky low-FPS racing game."



* SeinfeldIsUnfunny: It was quite impressive when it was first released because at the time, racing games that weren't top-down relied on rapid scaling of sprites to achieve that three-dimensional look (as can be seen in ''VideoGame/OutRun''), as opposed to polygons like what this game uses. It would be easily one-upped by ''VideoGame/VirtuaRacing'' three years later, with still-textureless, but now 30 FPS polygons, and especially ''VideoGame/DaytonaUSA'' in 1993 with fully-textured polygons and 60 FPS, quickly turning ''Hard Drivin[='=]'' into the status of "just some blocky low-FPS racing game."

to:

* SeinfeldIsUnfunny: It was quite impressive when it was first released because at the time, racing games that weren't top-down relied on rapid scaling of sprites to achieve that three-dimensional look (as can be seen in ''VideoGame/OutRun''), as opposed to polygons like what this game uses. It would be easily one-upped by ''VideoGame/VirtuaRacing'' three years later, with still-textureless, but now 30 FPS polygons, and especially ''VideoGame/DaytonaUSA'' in 1993 with fully-textured polygons and 60 FPS, quickly turning ''Hard Drivin[='=]'' into the status of "just some blocky low-FPS racing game."----
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* PortingDisaster: The UsefulNotes/SegaGenesis port is technically impressive, but the single digit framerate and laggy controls make it clear the console was biting off more than it could chew with it, and its almost unplayable as a result. The [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] port is even worse, thanks to the system having a significantly slower CPU than the Genesis; on the SNES, the game practically becomes a slideshow.

to:

* PortingDisaster: The UsefulNotes/SegaGenesis port is technically impressive, but the single digit framerate and laggy controls make it clear the console was biting off more than it could chew with it, and its it's almost unplayable as a result. The [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] port is even worse, thanks to the system having a significantly slower CPU than the Genesis; on the SNES, the game practically becomes a slideshow.
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* SeinfeldIsUnfunny: And boy howdy! It was quite impressive when it was first released because at the time, racing games that weren't top-down relied on rapid scaling of sprites to achieve that three-dimensional look (as can be seen in ''VideoGame/OutRun''), as opposed to polygons like what this game uses. It would be easily one-upped by ''VideoGame/VirtuaRacing'' three years later, with still-textureless, but now 30 FPS polygons, and especially ''VideoGame/DaytonaUSA'' in 1993 with fully-textured polygons and 60 FPS, quickly turning ''Hard Drivin[='=]'' into the status of "just some blocky low-FPS racing game."

to:

* SeinfeldIsUnfunny: And boy howdy! It was quite impressive when it was first released because at the time, racing games that weren't top-down relied on rapid scaling of sprites to achieve that three-dimensional look (as can be seen in ''VideoGame/OutRun''), as opposed to polygons like what this game uses. It would be easily one-upped by ''VideoGame/VirtuaRacing'' three years later, with still-textureless, but now 30 FPS polygons, and especially ''VideoGame/DaytonaUSA'' in 1993 with fully-textured polygons and 60 FPS, quickly turning ''Hard Drivin[='=]'' into the status of "just some blocky low-FPS racing game."
Is there an issue? Send a MessageReason:
None


* SeinfeldIsUnfunny: And boy howdy! It was quite impressive when it was first released because at the time, racing games that aren't top-down relied on rapid scaling of sprites to achieve that three-dimensional look (as can be seen in ''VideoGame/OutRun''), as opposed to polygons like what this game uses. It would be easily one-upped by ''VideoGame/VirtuaRacing'' three years later, with still-textureless, but now 30 FPS polygons, and especially ''VideoGame/DaytonaUSA'' in 1993 with fully-textured polygons and 60 FPS, quickly turning ''Hard Drivin[='=]'' into the status of "just some blocky low-FPS racing game."

to:

* SeinfeldIsUnfunny: And boy howdy! It was quite impressive when it was first released because at the time, racing games that aren't weren't top-down relied on rapid scaling of sprites to achieve that three-dimensional look (as can be seen in ''VideoGame/OutRun''), as opposed to polygons like what this game uses. It would be easily one-upped by ''VideoGame/VirtuaRacing'' three years later, with still-textureless, but now 30 FPS polygons, and especially ''VideoGame/DaytonaUSA'' in 1993 with fully-textured polygons and 60 FPS, quickly turning ''Hard Drivin[='=]'' into the status of "just some blocky low-FPS racing game."
Is there an issue? Send a MessageReason:
None


* SeinfeldIsUnfunny: And boy howdy! It was quite impressive for its time because at the time, racing games that aren't top-down relied on rapid scaling of sprites to achieve that three-dimensional look (as can be seen in ''VideoGame/OutRun''), as opposed to polygons like what this game uses. It would be easily one-upped by ''VideoGame/VirtuaRacing'' three years later, with still-textureless, but now 30 FPS polygons, and especially ''VideoGame/DaytonaUSA'' in 1993 with fully-textured polygons and 60 FPS, quickly turning ''Hard Drivin[='=]'' into the status of "just some blocky low-FPS racing game."

to:

* SeinfeldIsUnfunny: And boy howdy! It was quite impressive for its time when it was first released because at the time, racing games that aren't top-down relied on rapid scaling of sprites to achieve that three-dimensional look (as can be seen in ''VideoGame/OutRun''), as opposed to polygons like what this game uses. It would be easily one-upped by ''VideoGame/VirtuaRacing'' three years later, with still-textureless, but now 30 FPS polygons, and especially ''VideoGame/DaytonaUSA'' in 1993 with fully-textured polygons and 60 FPS, quickly turning ''Hard Drivin[='=]'' into the status of "just some blocky low-FPS racing game."
Is there an issue? Send a MessageReason:
None


* PortingDisaster: The UsefulNotes/SegaGenesis port is technically impressive, but the single digit framerate and laggy controls make it clear the console was biting off more than it could chew with it, and its almost unplayable as a result. The [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] port is even worse, thanks to the system having a significantly slower CPU than the Genesis; on the SNES, the game practically becomes a slideshow.

to:

* PortingDisaster: The UsefulNotes/SegaGenesis port is technically impressive, but the single digit framerate and laggy controls make it clear the console was biting off more than it could chew with it, and its almost unplayable as a result. The [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] port is even worse, thanks to the system having a significantly slower CPU than the Genesis; on the SNES, the game practically becomes a slideshow.slideshow.
* SeinfeldIsUnfunny: And boy howdy! It was quite impressive for its time because at the time, racing games that aren't top-down relied on rapid scaling of sprites to achieve that three-dimensional look (as can be seen in ''VideoGame/OutRun''), as opposed to polygons like what this game uses. It would be easily one-upped by ''VideoGame/VirtuaRacing'' three years later, with still-textureless, but now 30 FPS polygons, and especially ''VideoGame/DaytonaUSA'' in 1993 with fully-textured polygons and 60 FPS, quickly turning ''Hard Drivin[='=]'' into the status of "just some blocky low-FPS racing game."
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Added DiffLines:

* SugarWiki/GeniusProgramming: There was a Game Boy port of ''Race Drivin''. No, it wasn't a ReformulatedGame - it was still an entirely 3D game, and ran at quite a smooth (if slow) framerate. ''On the Game Boy.'' Worth noting it was ported by Creator/ArgonautSoftware, who would go on to create the famous Super FX chip for the SNES that was used in games like ''[[VideoGame/StarFox1 Star Fox]]'' and ''[[VideoGame/SuperMarioWorld2YoshisIsland Yoshi's Island]]''.
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* PortingDisaster: The UsefulNotes/SegaGenesis port is technically impressive, but the single digit framerate and laggy controls make it clear the console was biting off more than it could chew with it, and its almost unplayable as a result.

to:

* PortingDisaster: The UsefulNotes/SegaGenesis port is technically impressive, but the single digit framerate and laggy controls make it clear the console was biting off more than it could chew with it, and its almost unplayable as a result. The [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] port is even worse, thanks to the system having a significantly slower CPU than the Genesis; on the SNES, the game practically becomes a slideshow.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* PortingDisaster: The UsefulNotes/SegaGenesis port is technically impressive, but the single digit framerate and laggy controls make it clear the console was biting off more than it could chew with it, and its almost unplayable as a result.

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