Stunt Car Racer (Medalist International (MicroProse) and MicroStyle (MicroProse))

Last modified on May 15th, 2005

Stunt Car Racer

Players Guide:

General Tips

It' best to use the Turbo Boost in even amounts while you roar around the track (naturally depending on the course). Use a bit of extra boost at the start to pull in front of your competitor (especially if it's Bully Boy).

Try not to hit your opponent on a corner as you will most likely come off as well. If you must hit him, try not to run into him. It's best to nudge him from the side.

After you've just taken a jump, remember to take your finger off of the 'Fire' button. Keeping the 'Fire' button depressed just wastes valuable boost units when the your adrenaline's pumping.

The Courses

The Stepping Stones

Fairly standard high-rise racing up to the stones. Hit them at about 140 and use the boost if necessary on the last few.

The High Jump

Accelerate to top speed with full boost at the start to give you enough speed to jump the pillar in the middle. You can bounce your way over the pillar if your speed isn't quite the best (causing minor damage). However there's a fair chance that you'll slide afterwards, and if you do, bye bye car!

The Roller Coaster

Don't go too fast (around the 150 mark should do it) as you pass the start line or you'll miss the first corner. It's pretty obvious but the actual Coaster is THE place for picking up speed.

The Little Ramp

Hit the jump at around 150.

The Draw Bridge

DON'T hit the bridge while it is up, but rather wait until it's on the way down before attempting it (a little earlier if you're at the bottom with the engine idling).

The Ski Jump

Don't go too fast on the first left turn or you'll go flying over the next corner. After that you may as well go for it. This is one of the few courses where it pays to go like mad (baring the first turns, of course). If you reach top speed as you reach the jump then you should (in theory) touch down neatly on the slope following it.

The Big Ramp

A good speed (about 170 is best) is needed at the start for the first two "small" ramps. You'll need to be traveling at round 210 for the big jump itself.

The Hump Back

It's not as easy as it looks. If you're going too fast, you may well float over and smack into the corner after the hump. Only use boost where it's a necessity (mainly at the start and finish).

The Best Drivers and How to Beat Them

Whizz Kid

At first, stay behind and follow him, watch out for his characteristics and if you get a chance, boost directly behind him until he blocks your vision (some knowledge of the track will help). Then pull left then right and he's out of your way. Save this until the end.

Hot Rod

The rules are the same as those that apply to the Whizz Kid. Don't overtake him until nearly the end of the race.

The Dodger

In the opinion of the original author, he's the hardest. If you get to the 1st Division, then you should have a lot of skill. All you do is battle, you'll have to ram him out of your way if you can make it to the top.

Big Ed

The most annoying thing about him is the way he wheelies just in front of you when you get near, especially at the start. Take him on the jump by speeding up and jumping over the big guy.

Dare Devil

The hardest of the lower order drivers but if you're good and know the track, you can boost in on the bends and take him on the outside. It takes cool nerves and a joystick of steel.

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