data/claims/super-sprint-history.yamlSuper Sprint (history and reception)
Game: Super Sprint.
By Akagi Masumi's list of arcade games, Atari Games released the arcade Super Sprint in April 1986. super-sprint-history/arcade
overseas index (OCR text lines 49227-49229) — the index row; in the ATARI (ATARI GAMES/TWI) section the OCR interleaves columns, and "86/04" stands just above "Super Sprint" (OCR text lines 29688-29691)Super Sprint Atari Games 86/04Checked by a second AI model, 2026-11-06.Read in the OCR text only; the page image hasn't been checked. The list gives year and month only and names no source for its dates.
Cited by: Super Sprint
The arcade Super Sprint is a driving game for one to three players, each with a steering wheel and an accelerator pedal. Four cars race four laps in each heat, and computer-controlled "drone" cars fill the places the players don't take. A player must beat every drone car to go on to the next heat, on a new track, and a losing player can stay in by adding a coin. super-sprint-history/arcade-cabinet
Game Play, Introduction (OCR text) — the OCR reads "one" in Cyrillic letters ("опе")is a опе, two, or three-player driving gameSuper Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Introduction (OCR text)Each racing heat consists of four laps around the track. Four cars compete during each heat.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Introduction (OCR text)Each player must beat all drone cars to continue on to the next heat. Losing players can stay in the game by adding another coin.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Introduction (OCR text) — the OCR reads "3" for "a"Player controls consist of a start button, 3 steering wheel, and an accelerator pedal.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)Each new heat takes place on a new track.Checked by a second AI model, 2026-11-06.Cited by: Super Sprint
The arcade game has eight tracks, and the first player to press start picks the one to begin on. Jump ramps, opening and closing gates, hidden short cuts, over- and underpasses, and banked turns run through them; oil spills, twisters, traffic cones and "poppers" appear as hazards. A car that hits a wall at high speed crashes, and its driver must wait out a recovery period, marked by a rescue helicopter on the screen. super-sprint-history/arcade-tracks
Game Play, Play Mode (OCR text)The first player to press start is given the option to select one of eight unique starting tracks.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)Jump ramps, opening and closing gates, hidden short cuts, over/under passes, and banked turns all require special driving maneuvers.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)such as oil spills, twisters, traffic cones, and "poppers."Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)Players will crash whenever they hit a wall at high speeds.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)Each time they crash, they must wait for a recovery period, indicated by the rescue helicopter that comes on the screen.Revised after a check by a second AI model, 2026-11-06: Quoted the manual's crash and rescue-helicopter line.Cited by: Super Sprint
In the arcade game, gold wrenches appear at random on each track, and players trade them for custom car features: Super Traction, Turbo Acceleration and Higher Top Speed, five levels of each, plus an unlimited option of increased score. The operator sets how many wrenches each feature costs; the game ships set to 3. A player who loses to a drone keeps the features by adding a coin. super-sprint-history/arcade-wrenches
Game Play, Play Mode (OCR text)players compete to collect gold wrenches that appear randomly on each track.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)wrenches are a key element in the game because players can trade them in for custom car features.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)Super Traction -gives players more maneuverabilitySuper Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)Turbo Acceleration-gets players off to a fast startSuper Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text) — OCR as printed ("Higber" for "Higher")Higber Top Speed-helps players stay in the leadSuper Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)There are five levels of each of these features for a total of 15 custom car bonuses.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)Players are also given an unlim- ited option of increased scoreSuper Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)Op- erators can select the number of wrenches required for each car bonus.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)Super Sprint is shipped on a 3-wrench- per-bonus setting.Super Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · Game Play, Play Mode (OCR text)Players get to keep acquired custom car features if they lose to a drone car, as long as they use the add-a-coin feature in the game.Revised after a check by a second AI model, 2026-11-06: Quoted the manual's wrench and car-feature lines and the operator setting.Cited by: Super Sprint
Atari Games Corporation of Milpitas, California, made the arcade game; its operators manual is copyright 1986. The manual names no designers. super-sprint-history/arcade-makers
title page (OCR text) — the OCR reads "@" for the copyright sign@ 1986 by Atari Games Corporation All rights reservedSuper Sprint Operators Manual with Illustrated Parts Lists (Atari Games, TM-290, first printing) · title page (OCR text)Published by: Atari.Games Corporation 675 Sycamore Drive P.O. Box 361110 Milpitas, California 95035Super Sprint instruction booklet (NES, Tengen, North America) · credits page (scan image 14) — Tengen's NES manual credits the original game's designersBased on an Original Game by Kelly Turner and Robert WeatherbyRevised after a check by a second AI model, 2026-11-06: Quoted the manual's publisher line.Cited by: Super Sprint
Namco released Atari Games's three-player driving game Super Sprint in Japan on 5 July 1986, as Game Machine reported in its 15 July issue, under headlines giving eight courses and up to three players at once. super-sprint-history/japan
printed p. 20 (scan image 11)ナムコからアタリ社 「スーパースプリント」Our translationFrom Namco, Atari's "Super Sprint"Game Machine, no. 288 (15 July 1986) · printed p. 20 (scan image 11) — the pinned OCR garbles the item's body; read on the page image (scan image 11) by a scout米国アタリゲームズ社開発の三人用TVドライブゲーム機「スーパースプリント」が、(株)ナムコ(本社東京、中村雅哉社長)から七月五日発売となった。Our translation"Super Sprint", a three-player TV driving game machine developed by Atari Games of the USA, went on sale from Namco (head office Tokyo, president Masaya Nakamura) on 5 July.Game Machine, no. 288 (15 July 1986) · printed p. 20 (scan image 11), headline — read on the page image by an auditor; the pinned OCR keeps only the "8"8種類のコースOur translationeight kinds of courseGame Machine, no. 288 (15 July 1986) · printed p. 20 (scan image 11), headline3人まで同時プレイOur translationup to three players at onceRevised after a check by a second AI model, 2026-11-06: Restated to Game Machine's headlines (eight courses, up to three players), both quoted.Cited by: Super Sprint
Activision held the home-computer license for Super Sprint; Sinclair User said Electric Dreams, a label of the Activision group, had paid "lots of cash" for it, and Catalyst converted the game for Electric Dreams. super-sprint-history/computer-licence
printed p. 86, Grand Prix Simulator reviewAnd why wait for Activision's coin-op licence for Super SprintCrash, issue 45 (October 1987) · printed p. 131The Activision Group of Companies incorporates Activision, Electric Dreams, System 3Zzap!64, issue 32 (December 1987) · scan image 160, price list — OCR as printed; it reads "[Activision]"SUPER SPRINT [AcliyiBDn] £9.99Crash, issue 45 (October 1987) · printed p. 138, preview — read on the page image by a scout (the OCR reads "racar featuring eight separata trades wUh jump ramps, gataa,")Super Sprint is the official version of the coin-op road racer featuring eight separate tracks with jump ramps, gates, short cuts and banked corners.Sinclair User, issue 68 (November 1987) · printed p. 47 — read on the page image by a scoutElectric Dreams is a tad miffed with Codemasters, having just had to shell out lots of cash for the Supersprint licenceSinclair User, issue 68 (November 1987) · printed p. 46, Programmers box (scan image 46) — read on the page image by a scout (the OCR garbles the box)CATALYST converted Supersprint from coin-op to computer for Electric Dreams.Revised after a check by a second AI model, 2026-11-06: Sinclair User says Electric Dreams paid for the licence; Catalyst's conversion quoted from the programmers box.Cited by: Super Sprint
Electric Dreams advertised Super Sprint in October 1987 as "the official licensed tie-in" of the arcade game, with eight tracks, four skill levels, jump ramps, short cuts, gold wrenches, oil slicks and customised cars, on cassette or disk for the Spectrum, Commodore 64 and Amstrad CPC. super-sprint-history/computer-advert
printed p. 31, Electric Dreams advertisement (pp. 30-31)The official licensed tie-in has all the features that have kept Super Sprint top of the arcades.Crash, issue 45 (October 1987) · printed p. 31Eight different tracks, four skill levels, jump ramps, short cuts, goldCrash, issue 45 (October 1987) · printed p. 31 — OCR as printed ("^" for a comma)wrenches, oil slicks^ customised cars, they're all here.Crash, issue 45 (October 1987) · printed p. 31 — OCR as printed ("ond" for "and")On cassette or disk for Spectrum, Commodore ond Amstrad home computers.Revised after a check by a second AI model, 2026-11-06: Quoted the ad's wrenches and oil-slicks line.Cited by: Super Sprint
Catalyst Coders converted Super Sprint from the coin-op for Electric Dreams, and Tony Mack wrote the Spectrum version; he had earlier worked on Paperboy for Elite. Crash credited the Spectrum game to Software Studios. super-sprint-history/computer-makers
printed p. 46, Programmers box (scan image 46) — the pinned OCR garbles the box ("CATAIVS7 torweried Supersprinl"); read on the page imageCATALYST converted Supersprint from coin-op to computer for Electric Dreams.Sinclair User, issue 68 (November 1987) · printed p. 46, Programmers box (scan image 46) — read on the page imageTONY MACK was responsible for the Spectrum version. In the past he worked on Paperboy for Elite.Computer and Video Games, issue 73 (November 1987) · scan image 20 (no folio visible)Luckily Catalyst Coders have included the helicopterCrash, issue 46 (November 1987) · printed p. 137Authors: Software StudiosChecked by a second AI model, 2026-11-06.Software Studios was Electric Dreams's development label; how it relates to Catalyst Coders isn't stated in these sources.
Cited by: Super Sprint
In November 1987 ACE reviewed the Spectrum version at £9.99 on cassette and listed the Commodore 64 version (£9.99 cassette, £14.99 disk) and the Atari ST version as imminent. Computer and Video Games reviewed the Spectrum and Commodore 64 versions that month, priced the Spectrum cassette at £7.99, the Amstrad CPC one at £8.99 and the Commodore 64 one at £9.99, and had not yet seen the Amstrad game. super-sprint-history/computer-releases
printed p. 54, Release Box (scan image 32, the spread pp. 54-55) — OCR as printed; the page reads "Spectrum £9.99cs REVIEWED / C64/128 £9.99cs £14.99dk IMMINENT / Atari ST IMMINENT"RELEASE BOX Spectrum £9 99cs REVIEWED C64/128 £ 999cs £ 14 99 dk IMMINENT Atari ST IMMINENTComputer and Video Games, issue 73 (November 1987) · scan image 20 (no folio visible)► PRICE : £7 99 (SPEC) £8 99 (AMS)Computer and Video Games, issue 73 (November 1987) · scan image 20 (no folio visible) — read on the page image; the pinned OCR doesn't keep the C64 and disk prices£9.99 (C64) £14.99 (DISCS)Computer and Video Games, issue 73 (November 1987) · scan image 20 (no folio visible)We've yet to have a look at the Amstrad game at timeCrash, issue 46 (November 1987) · printed p. 137Retail price: £9.99Checked by a second AI model, 2026-11-06.The magazines disagree on the Spectrum price: ACE, Crash and Sinclair User give £9.99, Computer and Video Games £7.99.
Cited by: Super Sprint
ACE gave the Spectrum Super Sprint an ACE Rating of 907 in November 1987. Andy Wilton found that attribute clash makes the cars hard to tell apart when they bunch up, and that the cars never collide with each other, but the game's "remarkably addictive gameplay" pulled it through. He noted that the coin-op's four players couldn't carry over to the Spectrum, which has one- and two-player modes with drones. super-sprint-history/ace-review
printed p. 55 (scan image 32, the spread pp. 54-55)ACE RATING 907ACE, issue 2 (November 1987) · printed p. 55 (scan image 32)What pulls the game through so well is its remarkably addictive gameplayACE, issue 2 (November 1987) · printed p. 55 (scan image 32)perfection. Andy WiltonACE, issue 2 (November 1987) · printed p. 55 (scan image 32)Super Sprint cars never collide with each otherACE, issue 2 (November 1987) · printed p. 55 (scan image 32)Spectrum - attribute clash. When the carsACE, issue 2 (November 1987) · printed p. 55 (scan image 32)it can be very tough to spot your own vehicle.ACE, issue 2 (November 1987) · printed p. 54 (scan image 32)the way up to four people can play at onceACE, issue 2 (November 1987) · printed p. 54 (scan image 32)only been able to fit single and two-player modes in, with 'drones' - computer- controlled cars - making up the numbers.Revised after a check by a second AI model, 2026-11-06: Dropped the unquoted "of 1000"; quoted the drones line.Read in the OCR, which is clean for this review, and checked on the page image by a scout. ACE's "up to four people" disagrees with Atari's operators manual, which gives one to three players (arcade-cabinet).
Cited by: Super Sprint
Crash gave the Spectrum Super Sprint 58% overall in November 1987, with presentation 71%, graphics 50%, playability 58% and addictive qualities 57%. Its three reviewers gave 52% (Nick), 56% (Paul) and 65% (Mike). Nick saw "small cars on an uninteresting background" and called it "a licence wasted"; Paul called the collision detection the worst problem; Mike found it lacked "a little something". The general rating called it "a reasonable conversion, but it lacks the excitement of the arcade race". super-sprint-history/crash-review
printed p. 137, ratings box — the pinned OCR keeps the labels but not the numbers; the box (Presentation 71%, Graphics 50%, Playability 58%, Addictive qualities 57%, Overall 58%) was read on the page imageOVERALL 58%Crash, issue 46 (November 1987) · printed p. 137Producer: Electric DreamsCrash, issue 46 (November 1987) · printed p. 137, Nick's comment — the comment's mark is 52%; read on the page image (the OCR reads "small cars on an unlntefesting b^ckgroiMid")small cars on an uninteresting backgroundCrash, issue 46 (November 1987) · printed p. 137, Nick's comment — read on the page imagethis is a licence wastedCrash, issue 46 (November 1987) · printed p. 137, Paul's comment — the comment's mark is 56%; read on the page image (the OCR reads "Tiieoolbsion-iiletection Is the worst problem of all")The collision-detection is the worst problem of allCrash, issue 46 (November 1987) · printed p. 137, Mike's comment — the comment's mark is 65%; read on the page imageit lacks a little somethingCrash, issue 46 (November 1987) · printed p. 137, comments box — read on the page image (the OCR reads "Bresaonsbieconverskx), butM kd^ the excitement of the BToaderaoe")Supersprint is a reasonable conversion, but it lacks the excitement of the arcade raceChecked by a second AI model, 2026-11-06.The reviewers sign with first names only. Crash 52 (May 1988) listed the game in its compilations roundup with this 58% (compilation).
Cited by: Super Sprint
Sinclair User gave the Spectrum Super Sprint 7 of 10 in November 1987: "Over-priced and not visually stunning, though entertaining, fast and addictive". Its review set it against Code Masters's budget Grand Prix Simulator: at £9.99 it was "extremely over-priced", but "a bit better and definitely a more entertaining game". The reviewer found the game hard to get the hang of, which made it worth playing. super-sprint-history/su-review
printed pp. 46-47, facts box — the box gives 7 of 10, Label Electric Dreams, Price £9.99, Memory 48K/128K; read on the page image (the pinned OCR drops the box)Over-priced and not visually stunning, though entertaining, fast and addictive. Buy if you're feeling richSinclair User, issue 68 (November 1987) · printed p. 46Supersprint is no great shakes.Sinclair User, issue 68 (November 1987) · printed p. 47The game is actually quite difficult to get the hang ofSinclair User, issue 68 (November 1987) · printed p. 47Nevertheless, it's actually a bit better and definitely a more entertaining game.Sinclair User, issue 68 (November 1987) · printed p. 47 — OCR as printed ("gver" for "over")it's extremely gver -pricedSinclair User, issue 68 (November 1987) · printed p. 46budget offering Grand Prix SimulatorSinclair User, issue 68 (November 1987) · printed p. 46 — OCR as printed; it reads "the comparatively enormous £9.99 ticket attached to Supersprint"ticket attached to Supe*sprint.Sinclair User, issue 68 (November 1987) · printed p. 47which is the basis of its interest, it's what makes it worth playing.Checked by a second AI model, 2026-11-06.The review is signed with a signature only; no reviewer's name is printed.
Cited by: Super Sprint
Your Sinclair gave the Spectrum Super Sprint 5 of 10 in December 1987. Its reviewer, Gwyn, found the graphics spartan and the steering too sensitive, and called it "budget quality dressed up in licensing clothing", for addicts of the original only. super-sprint-history/ys-review
printed p. 46Electric Dreams/£9.99 GwynYour Sinclair, issue 24 (December 1987) · printed p. 46but they're too sensitive and your on-screen racer tends to pirouette on the spot unless you jab at the keys.Your Sinclair, issue 24 (December 1987) · printed p. 46can't help thinking it's budget quality dressed up in licensing clothing.Your Sinclair, issue 24 (December 1987) · printed p. 46, YS ClapometerIn terms of racing games this is an old banger. For addicts of the original only.Your Sinclair, issue 24 (December 1987) · printed p. 46, YS ClapometerTOTAL 5Your Sinclair, issue 24 (December 1987) · printed p. 46and with the spartan graphics IChecked by a second AI model, 2026-11-06.The byline prints the first name only. Read in the OCR, which is clean for this review, and checked on the page image (scan image 46) by a scout.
Cited by: Super Sprint
Computer and Video Games's November 1987 review, by Tim, found the Spectrum version "pretty basic" and the Commodore 64 version excellent, "the ultimate conversion" so far. It rated the Spectrum and Commodore 64 versions 6 and 9 for graphics, 6 and 8 for sound, 7 and 9 for value, and 7 and 9 for playability. The Commodore 64 game loads its eight tracks in two sets of four; the Spectrum game loads all eight at once. super-sprint-history/cvg-review
scan image 20 (no folio visible)► REVIEWER TIMComputer and Video Games, issue 73 (November 1987) · scan image 20 (no folio visible), ratings box — the box gives Spectrum/C64 pairs; the pinned OCR keeps the labels but not the numbers; read on the page imageGraphics 6/9 Sound 6/8 Value 7/9 Playability 7/9Computer and Video Games, issue 73 (November 1987) · scan image 20 (no folio visible)The Spectrum version of Super Sprint is pretty basicComputer and Video Games, issue 73 (November 1987) · scan image 20 (no folio visible)The 64 version is excellent.Computer and Video Games, issue 73 (November 1987) · scan image 20 (no folio visible)So far the 64 version is the ultimate conversion.Computer and Video Games, issue 73 (November 1987) · scan image 20 (no folio visible)The C64 version is a multi-load game, so when tracks 1-4 are completed you have to load in the next four.Computer and Video Games, issue 73 (November 1987) · scan image 20 (no folio visible) — as printed [sic], "ads" for "loads"spectrum game also ads in all eight tracks at once.Revised after a check by a second AI model, 2026-11-06: Quoted the eight-tracks line.The reviewer's surname isn't printed; the header gives "VERSION TESTED SPECTRUM/64".
Cited by: Super Sprint
Zzap!64 gave the Commodore 64 Super Sprint (Electric Dreams, £9.99 on cassette, £14.99 on disk, joystick only) 58% overall in December 1987, calling it "an annoyingly and unnecessarily flawed arcade conversion". Its reviewers liked the track graphics but found the game badly bugged: a rescue helicopter that freezes before dropping a new car, and cars that disappear and reappear on another part of the track. Its sub- ratings were presentation 72%, graphics 82%, sound 31%, hookability 61% and lastability 45%. super-sprint-history/zzap-review
scan image 19, header — read on the page image (the OCR reads "Electric Dreams, £9-99 cass» C14.99 disk. joystick only")Electric Dreams, £9.99 cass, £14.99 disk, joystick onlyZzap!64, issue 32 (December 1987) · scan image 19 — checked on the page image (the OCR reads "OVERALL 58\"/c")OVERALL 58%Zzap!64, issue 32 (December 1987) · scan image 19 — read on the page image (the OCR reads "An annuyingiy and un necessarily tfawed arcade converaion")An annoyingly and unnecessarily flawed arcade conversionZzap!64, issue 32 (December 1987) · scan image 19PRESENTATION 72%Zzap!64, issue 32 (December 1987) · scan image 19GRAPHICS82%Zzap!64, issue 32 (December 1987) · scan image 19SOUND 31%Zzap!64, issue 32 (December 1987) · scan image 19H00KABILITY61%Zzap!64, issue 32 (December 1987) · scan image 19 — checked on the page image (the OCR reads "INSTABILITY 45^")LASTABILITY 45%Zzap!64, issue 32 (December 1987) · scan image 19 — OCR as printed; the sentence reads "Super Sprint is badly bugged - something you don't expect to find in a full priced game"bugged - something you doniZzap!64, issue 32 (December 1987) · scan image 19 — OCR as printed; it reads "all of the tracks are beautifully presented"all of the tracks areZzap!64, issue 32 (December 1987) · scan image 19 — OCR as printed; it reads "Sometimes the helicopter freezes before it drops a new car on the track"Sometimes iFie heliro p- ter fresEes before il drop^ aZzap!64, issue 32 (December 1987) · scan image 19disappearing and reappearing on another sec-Revised after a check by a second AI model, 2026-11-06: Statement held to what the quoted comments say.The comments carry reviewers' initials, which a scout couldn't assign with confidence; they aren't named here.
Cited by: Super Sprint
In the Commodore 64 version one player races two computer-controlled drone cars, and two players race head to head, with the option of a drone. Four circuits load at a time; when all four are done, a fresh set loads. Three bonus spanners add a feature to the car: super traction, turbo acceleration, higher top speed or increased scoring. super-sprint-history/c64-tracks
scan image 19 — OCR as printed ("orcajits" for "circuits")Four orcajits are available, eachZzap!64, issue 32 (December 1987) · scan image 19 — OCR as printed; it reads "When all four tracks have been completed, a fresh set are loaded in"been completed, a Iresh set areZzap!64, issue 32 (December 1987) · scan image 19 — OCR as printedturbo acce'erBtion, higher top speed or increased scoring.Zzap!64, issue 32 (December 1987) · scan image 19 — the two-player head-to-head raceoption to include a droneZzap!64, issue 32 (December 1987) · scan image 19 — OCR as printed, for "a solo driver against two computer controlled 'drone' cars"solo drrver against two computer conTrdled "dnjne' carsZzap!64, issue 32 (December 1987) · scan image 19 — OCR as printed, for "Collect three and an extra feature is added to the car, either super traction"Collect three and an extra feature is added 10 the car. eilher stjper traction.Zzap!64, issue 32 (December 1987) · scan image 19 — OCR as printed; the review calls the bonus items "spanners", not wrenchesBonus spanrters appear regu-Revised after a check by a second AI model, 2026-11-06: Spanners, as printed; the drones and bonus lines are quoted.Cited by: Super Sprint
Zzap!64's December 1987 news pages showed Electric Dreams's Atari ST Super Sprint, close to the arcade game and keeping its three-player option, with the finished game due by the end of that month. super-sprint-history/st-version
scan image 110, ST news — OCR as printed ("[heonginal. Including the three player option. Alan ST owners")Including the three player option.Zzap!64, issue 32 (December 1987) · scan image 110, ST news — OCR as printedshould be able io buy ihe fintahed game by the end of the monthZzap!64, issue 32 (December 1987) · scan image 110, ST news — OCR as printed; it reads "the game is more or less identical to the stand-up version"Identical to ihe stand-up version,Checked by a second AI model, 2026-11-06.Read in the OCR only. Computer and Video Games's reviewer had seen it by November 1987 (cvg-review's page).
Cited by: Super Sprint
Super Sprint was one of the five games on the Spectrum compilation We Are the Champions, with IK+, Renegade, Rampage and Barbarian, in a mail-order advertisement in Your Sinclair's October 1988 issue. Crash's May 1988 compilations roundup had already listed it with its 58% from issue 46. super-sprint-history/compilation
printed p. 37, compilations listing — read on the page image by a scout, in the entry for We Are the ChampionsSuper Sprint 58% 46Your Sinclair, issue 34 (October 1988) · printed p. 5, mail-order advertisementWE ARE THE CHAMPIONS only £7.45 IK + RENEGADE RAMPAGE BARBARIAN SUPERSPRINTRevised after a check by a second AI model, 2026-11-06: Dated by Your Sinclair's October 1988 mail-order ad and Crash's May 1988 roundup.Crash 51 (p. 124) and Your Sinclair 28 (p. 24) carry Ocean's April 1988 advertisements for the pack, not read here on their pages.
Cited by: Super Sprint
Crash wrote in May 1988 that the Spectrum Super Sprint, like Rampage, had "sold surprisingly well". No sales figure has been found. super-sprint-history/sales
printed p. 36 — read on the page image by a scout; the pinned OCR doesn't match itRampage, an arcade tie-in that, like its companion Super Sprint, sold surprisingly well.Checked by a second AI model, 2026-11-06.Cited by: Super Sprint
Your Sinclair's April 1988 Spectrum preview of Activision's follow-up, Championship Sprint (which the preview calls "Champ Sprint"), said Super Sprint had "underwhelmed a gripped nation" and that the new game adds a track editor; it expected the game out that month at £9.99. super-sprint-history/sequel
printed p. 11, Future ShocksSprint underwhelmed a gripped nation, Activision isYour Sinclair, issue 28 (April 1988) · printed p. 11, Future Shocks — OCR as printed, for "Champ Sprint"souped-up version, Champ/Sprint.Your Sinclair, issue 28 (April 1988) · printed p. 4, contentsChampionship Sprint/ActivisionYour Sinclair, issue 28 (April 1988) · printed p. 11, Future Shocks — OCR as printedcustomise and vary your own track with a fairly whizzy ttack editor.Your Sinclair, issue 28 (April 1988) · printed p. 11, Future ShocksChampy Sprint should be out now, at £9.99.Revised after a check by a second AI model, 2026-11-06: Restated as Your Sinclair's April 1988 preview, with its "Champ Sprint" and the contents line quoted.Cited by: Super Sprint
GamePro's first issue, in May 1989, previewed Tengen's NES Super Sprint for one or two players, with jump ramps, opening and closing gates, over- and underpasses and hairpin turns, and cars customized with super traction, higher top speed and turbo acceleration. super-sprint-history/nes-preview
scan image 54FROM TENGEN One or two players can race inGamePro, issue 1 (May 1989) · scan image 54 — OCR as printed ("clos¬ ing" for "closing")jump ramps, opening and clos¬ ing gates, over/underpasses and hairpin turns.GamePro, issue 1 (May 1989) · scan image 4, cover linePREMIERE ISSUEGamePro, issue 1 (May 1989) · scan image 54allows you to customize your car with such features as super traction, higher top speed and turbo acceleration.Revised after a check by a second AI model, 2026-11-06: Quoted the track-feature line and the premiere-issue cover line.Cited by: Super Sprint
Tengen released Super Sprint for the NES in North America in July 1989: Computer Entertainer's August 1989 availability list puts it under July and marks it as shipped by press time. super-sprint-history/release-nes
p. 14, Availability Update, NINTENDO, JULYx-Super Sprint (TEN)Computer Entertainer, vol. 8, no. 5 (August 1989) · p. 13, Availability UpdatePrograms noted "x* have shipped as of press time butChecked by a second AI model, 2026-11-06.The list gives the month, not a day, and adds that shipped programs may not yet be in shops nationwide.
Cited by: Super Sprint
The NES manual calls the cartridge a Tengen game and gives Tengen's address in Milpitas, California. It credits Bill Hindorff (programmer), Greg Williams (graphics and animation), and Hal Canon and Brad Fuller (sounds), and bases the game on the original by Kelly Turner and Robert Weatherby. super-sprint-history/nes-makers
credits page (scan image 14) — read on the page image (the OCR reads "Bill Hindorif")Programmer Bill HindorffSuper Sprint instruction booklet (NES, Tengen, North America) · credits page (scan image 14) — read on the page image (the OCR reads "Gree Williams")Graphics & Animation Greg WilliamsSuper Sprint instruction booklet (NES, Tengen, North America) · credits page (scan image 14)Sounds Hal Canon and Brad FullerSuper Sprint instruction booklet (NES, Tengen, North America) · introduction (scan image 4) — OCR as printed, for "this TENGEN game for the Nintendo Entertainment System"TENGEN game for the Nintendo Entertainment SysternSuper Sprint instruction booklet (NES, Tengen, North America) · credits page (scan image 14)Based on an Original Game by Kelly Turner and Robert WeatherbySuper Sprint instruction booklet (NES, Tengen, North America) · back cover (scan image 15)TENGEN 1623 Buckeye Drive Milpitas, CA 95035Revised after a check by a second AI model, 2026-11-06: The manual calls it a Tengen game and gives Tengen's address; it doesn't say who published it.Cited by: Super Sprint
Tengen's NES manual presents Super Sprint as the arcade hit's home debut: seven race tracks, each shown whole on one screen, raced against computer-controlled drone cars or a friend. A race lasts five laps, the winner goes on to a new track, and the game ends when a computer-controlled car wins. super-sprint-history/nes-premise
Introduction (scan image 4) — OCR as printed ("rakes" for "makes")Super Sprint, the arcade hit, rakes its home entertainment debut with thisSuper Sprint instruction booklet (NES, Tengen, North America) · Introduction (scan image 4)Seven exotic race tracks, a unique view of the entire track on one screen,Super Sprint instruction booklet (NES, Tengen, North America) · Introduction (scan image 4)A race ends after five grueling laps, and the winner advances to the next heatSuper Sprint instruction booklet (NES, Tengen, North America) · Introduction (scan image 4)The game ends when a computer-controlled car wins the race.Super Sprint instruction booklet (NES, Tengen, North America) · Introduction (scan image 4)controlled drone cars or shift into intense competition against a friendChecked by a second AI model, 2026-11-06.Cited by: Super Sprint
On the NES each race level combines a track with its obstacles: tracks 1 to 7 are levels 0 to 6, and the second time round they become levels 7 to 13, with more obstacles and faster drone cars. super-sprint-history/nes-levels
Introduction (scan image 5) — OCR as printed; it reads "Tracks 1 through 7 correspond to levels 0 through 6. Your second time on tracks 1 through 7 will be even tougher"through 7 correspond to levels 0 through 6. Your second time on tracks JSuper Sprint instruction booklet (NES, Tengen, North America) · Introduction (scan image 5)cars. This time, tracks 1 through 7 become levels 7 through 13, and soon.Super Sprint instruction booklet (NES, Tengen, North America) · Introduction (scan image 5)you'll face more obstacles and faster droneChecked by a second AI model, 2026-11-06.Cited by: Super Sprint
On the NES, Select chooses a one- or two-player game. Player 1 drives the yellow car and player 2 the blue; the other cars are drones. A second player can join a one-player game at the WINNER screen after a race. Pressing B at game over restarts the lost race with the car's custom features but without its wrenches and points, twice at most. super-sprint-history/nes-players
How to Operate the Controller (scan image 5) — OCR as printed, for "Use the select button to choose between a one-player and two-player game."Jse the sect button to choose between a one-player and two-player dare.Super Sprint instruction booklet (NES, Tengen, North America) · How to Operate the Controller (scan image 6)Two-player game: Player 1 will drive the yellow car and player 2 will drive the blue car.Super Sprint instruction booklet (NES, Tengen, North America) · How to Operate the Controller (scan image 6) — OCR as printedcame and a friend wants to join in, simply watt for the WINNER screen fo appearSuper Sprint instruction booklet (NES, Tengen, North America) · How to Operate the Controller (scan image 6)wrenches and points, Caution: This feature only works twice.Super Sprint instruction booklet (NES, Tengen, North America) · How to Operate the Controller (scan image 6) — OCR as printed ("oven" for "over")At Game oven, press B on either controllerSuper Sprint instruction booklet (NES, Tengen, North America) · How to Operate the Controller (scan image 6) — OCR as printedThe red and grey cars are compulerized dronesSuper Sprint instruction booklet (NES, Tengen, North America) · How to Operate the Controller (scan image 6)Your customizing features stay with your car, but you'll lose allRevised after a check by a second AI model, 2026-11-06: Quoted the manual's one- and two-player lines.Cited by: Super Sprint
The NES manual steers the car from the driver's point of view: a left turn is to the car's left, not necessarily to the left of the screen. super-sprint-history/nes-controls
controller diagram (scan image 8)always from the car's point of view,Super Sprint instruction booklet (NES, Tengen, North America) · controller diagram (scan image 8)the car's left, not necessarily to theChecked by a second AI model, 2026-11-06.Cited by: Super Sprint
On the NES each lap has fourteen check points worth 100 points each when crossed in order, and the winner of each five-lap race gets a 1000-point bonus. Bonus flags appear for a short time and are worth 100 or 150 points. super-sprint-history/nes-scoring
Scoring (scan image 9) — OCR as printed; it reads "There are fourteen different check points for each lap"There are fourteen dilfer-Super Sprint instruction booklet (NES, Tengen, North America) · Scoring (scan image 9)order, is worth 100 pointsSuper Sprint instruction booklet (NES, Tengen, North America) · Scoring (scan image 9)points plus 1000 points bonus for the winner of each five lap race.Super Sprint instruction booklet (NES, Tengen, North America) · Scoring (scan image 9)worth either 100 or 150 pointsChecked by a second AI model, 2026-11-06.Cited by: Super Sprint
The NES manual lists six obstacles: water puddles slow the car without loss of control; mud puddles and oil slicks spin it round; exploding cones slow it more than puddles; the tornado is a moving oil slick; and hydraulic poles rise from the track one at a time. super-sprint-history/nes-hazards
Obstacles to Avoid (scan image 10)WATER PUDDLE: Slows you down without causing you to lose control.Super Sprint instruction booklet (NES, Tengen, North America) · Obstacles to Avoid (scan image 10)MUD PUDDLE: Spins your car 360° and causes you to slow down.Super Sprint instruction booklet (NES, Tengen, North America) · Obstacles to Avoid (scan image 10) — OCR as printed, for "360°"OIL SLICK: Spins your car 3b"Super Sprint instruction booklet (NES, Tengen, North America) · Obstacles to Avoid (scan image 11) — OCR as printed, for "EXPLODING CONES:"PAPLODING CONES;Super Sprint instruction booklet (NES, Tengen, North America) · Obstacles to Avoid (scan image 11)Cones slow you down more than water puddles andSuper Sprint instruction booklet (NES, Tengen, North America) · Obstacles to Avoid (scan image 11) — OCR as printed, for "THE TORNADO: This is"'HE TORNADO: his is like a moving oil slick - it will spin your car 360°Super Sprint instruction booklet (NES, Tengen, North America) · Obstacles to Avoid (scan image 11) — OCR as printed, for "HYDRAULIC POLES: These poles"NYDRAULIC POLES: hese poles rise up from the track to obstruct your safe passage,Super Sprint instruction booklet (NES, Tengen, North America) · Obstacles to Avoid (scan image 11)and only one pole will be upRevised after a check by a second AI model, 2026-11-06: Quoted each hazard line from the manual.Cited by: Super Sprint
On the NES two wrenches appear in each five-lap race. A lone player who collects at least two and wins the race can raise the score or fit super traction, higher top speed or turbo acceleration; in a two-player game a human player must win and the two wrenches must be collected. super-sprint-history/nes-wrenches
Customizing Your Vehicle (scan image 12)at least two wrenches and win theSuper Sprint instruction booklet (NES, Tengen, North America) · Customizing Your Vehicle (scan image 12) — OCR as printed ("byo" for "two")Two-player game: You need the byo wrenches ard a human player must win inSuper Sprint instruction booklet (NES, Tengen, North America) · Customizing Your Vehicle (scan image 12)There are two wrenchesSuper Sprint instruction booklet (NES, Tengen, North America) · Customizing Your Vehicle (scan image 12) — OCR as printed ("fraction", "fop" for "traction", "top")choose either to increase your total score or to customize your vehicle with super fraction, higher fop speed, or turbo acceleration.Revised after a check by a second AI model, 2026-11-06: Quoted the customizing line.Cited by: Super Sprint
Computer Entertainer recommended the NES Super Sprint in August 1989, rating it two and a half stars for graphics and three for play. Its reviewers found steering with the control pad the real challenge, "very frustrating" at times, and suggested trying other controllers, but found good racing action with plenty of tight turns. super-sprint-history/ce-review
p. 11, Nintendo Software — read on the page image (the OCR reads "(% X1/2/xxx)"); the first set of stars rates graphics, the second playSUPER SPRINT (★★1/2/★★★)Computer Entertainer, vol. 8, no. 5 (August 1989) · p. 2, rating key1st set of stars=qualityComputer Entertainer, vol. 8, no. 5 (August 1989) · p. 11, Nintendo SoftwareSteering is the Real Challenge!Computer Entertainer, vol. 8, no. 5 (August 1989) · p. 11, Nintendo Softwarethe control pad is notComputer Entertainer, vol. 8, no. 5 (August 1989) · p. 11, Nintendo Software — OCR as printed ("simultancous")player simultancous; continue feature) RecommendedComputer Entertainer, vol. 8, no. 5 (August 1989) · p. 11, Nintendo SoftwareIt was very frustratingComputer Entertainer, vol. 8, no. 5 (August 1989) · p. 11, Nintendo SoftwareThere's good racing action, though with plenty of tight turnsComputer Entertainer, vol. 8, no. 5 (August 1989) · p. 11, Nintendo SoftwareYou may want to experiment with some of the other joystick control-Checked by a second AI model, 2026-11-06.Cited by: Super Sprint