Grand Prix Simulator (Codemasters) Review | Zzap - Everygamegoing


Grand Prix Simulator
By Codemasters
Commodore 64/128

Published in Zzap #34

Grand Prix Simulator

In Code Masters' new racing game, one or two players battle a computer-controlled drone car in a series of three-lap races over twelve tracks.

The action is viewed from above, and the cars race around the track in the quickest possible time. Collision with the side of the track, or a hazard such as an oil slick or puzzle causes the car to slow down.

Winning is all-important, since coming last in a race means the end of the game.


Code Masters' Super Sprint rip-off isn't all that bad. The cars look like rectangular slabs and the backdrops are pretty bland, but the game offers quite a bit of fun, especially in the two player mode.

Control is tricky, with cars sliding around like they're on ice, and it's often difficult to tell which way they're facing, but overall the action is enjoyable if not a mite repetitive.

Definitely one to try if you're a Super Sprint fan.


I must confess to preferring this version of Super Sprint to the Activision one, simply because of the lack of bugs! The game is fast, competitive and quite enjoyable - especially in the two player mode. The miniscule 'cars' move as if they are in a muddy rally course, swerving all over the track, but the control is less finnicky than its big brother, and quite comfortable when using the keyboard.

Not a bad purchase for two quid - you even get digitised speech. Funny accent though...


Presentation 78%
One or two player option, but the long delay between plays is annoying.

Graphics 48%
Pathetic sprites and fairly bland backdrops.

Sound 61%
Run-of-the-mill Dave Whittaker tune and spot effects.

Hookability 64%
Controlling the cars is tricky, but bearable.

Lastability 48%
The twelve different circuits tend toward the repetitive, although there's always fun to be had with the two player mode.

Overall 59%
Not overly thrilling, but should provide some fun for Super Sprint fans.