Moments in Gaming is where we look back on gaming experiences that have left a particularly strong impression on us over the years: mainly for good reasons, but sometimes for bad ones.
I mentioned recently an unsuitability for playing ‘proper’ racing games, with modern simulation and sim-adjacent games being so effective at conveying a sense of danger that a nervous real-life driver might find themselves lacking the nerve to really hit the best lap times.
A couple of years ago I decided to fire up one of Codemasters’ Formula 1 titles that had accrued in my backlog without ever being touched, so that I may at least continue my long-running tradition of repeatedly practising the first race of a Grand Prix season before abandoning it forever.
But they’ve made these games better and more accessible to idiots like me, now, and so with some of the dummy-proof aids turned on, I made it through quite a few rounds with some success.
Once the initial sense of pride and self-satisfaction subsided, however, it increasingly felt like a hollow experience. Without the aids turned on, I’d have no chance and give up, as I had before; but with them, I didn’t really feel as if I was participating in the ultimate racing competition. Or, to put it another way: I could never be a Formula 1 driver, so any game that makes me feel like I could is somehow fatally compromised.
As it turns out, F1 2018 eventually proved too difficult once I got to the street circuits like Singapore, where a slight misjudgement puts you into a wall, and I reverted to my habit of giving up as soon as it got tricky, while giving kudos to the game for still having that capacity, despite all its friendly assistance.
The feeling that you’re not in total control is, I think, what removes a sense of involvement. Strangely, arcade driving games have always been the ones that have made me feel like I’m racing closest to the edge, even if they’re so simple they can be played with the four cursor keys if needed.
4D Sports: Driving (or Stunts) was the first racer to ever make me care about timed challenges, and using the construction kit to build some kind of semi-impossible monstrosity before seeing who could complete it in the fastest possible time was a regular theme of a number of super-cool gaming get-togethers during the 90s.
But the greatest personal obsession was ‘Default’ – the track which would load at the start of each new game, unless you changed it [So the ‘default’ one, then? – FFG Reader]. A strangely narrow loop with multiple jumps on either side, it seemed like a strange layout for a developer to choose, although a friend later claimed to be the author, replacing the original with his own design on a copy of the game that was later widely circulated through unofficial means.
It should be possible, with some digging, to find out if this is true or not, but really, I don’t want to know. The copy of Stunts that I have on my HD is the same one I had back in the 90s, transferred over across multiple PCs, and complete with saved tracks, lap times and even replays that my teenage self thought were worth saving. This is my reality: I’m going to leave the actual facts out of this.
At one point, ‘Default’ acted as a kind of personal Top Gear test track to validate the performance of the various cars available (a roster which at the time seemed massive, but upon further inspection apparently totalled a mere 11), and seeing what times could be achieved with each. (It was the 90s, ok? You sort of had to make your own fun.)
There was no doubt regarding what the best car was, though, and soon these tests morphed into more straightforward ‘what is the fastest possible time that you can do with the Porsche March Indy’ territory.
At first, times under a minute seemed tricky to achieve, before seconds and fragments of seconds were shaved off through frenzied sessions of repeated attempts at the same track in the same car.
Sometimes things would go wrong and you weren’t quite sure why: little quirks on the first set of jumps would mean occasionally you’d fly through the middle of an open bridge and smash into the base below, or encounter that bug where the front of the car would hit a ramp and propel you hundreds of miles straight up in the air.
But eventually the process was honed down to a fine art, with little details becoming crucial: move to the centre of the track as soon as possible; make sure you bring the revs down in the air as you’re flying towards that first turn; attack the corners but don’t spin out; if you’re not under X time by this point, then quit and start again.
Revisiting that same experience all these years later and trying to beat my old times, I was left with the feeling that, despite the rudimentary graphics, controls and handling, I was thinking more like an F1 driver than in any actual F1 game.
With complete confidence in my ability to do the basics, the instincts associated with real racing – concentration, fearlessness, ruthlessness, perfectionism – could come to the fore. Even if it was only in a daft old racer with bumblebee engine notes and reality-defying jumps, on a track that may or may not have been designed by a 14-year-old in the mid-90s.







Posts
I don’t remember if I’ve suggested this before. I bet if you go through over 20 years of comments on this site, you’ll find it, but I’m going to act like I haven’t.
I’d be legitimately interested in an article where you talk about what you love about racing games. I mean… (gestures) … so I feel like you’d have some thoughts on the subject.
Part of it is because I’ve always bounced off them. I’m not sure “white knuckle thrills” translate to me through a controller. I don’t know if a proper steering wheel would help (doubt it, but I know I don’t care for the tap tap tap method of trying to ease a turn with digital controls). I also can’t say I’ve had a personal interest in my real life to GO REAL FAST, lips flapping in the breeze like a Homer Simpson belch. I’d be curious hearing what excites you about them. Do you have a preference for rally vs track vs underground street crimes (doesn’t seem like it?)
My guess is I could piece together these answers if I read every racing review, but I still think an article pondering it would be a great read. Maybe it could be a feature? Musings on each genre?
April 29, 2026 @ 10:03 pm
Hi J, thanks for the suggestion – I’ll give the article some thought! I was planning to do some kind of summing up of Need for Speed coverage at some point, maybe I’ll rethink my approach.
I guess I was always interested in cars and sport as a kid, and was initially attracted by any crossover with gaming. But I’ve never actually owned (or wanted) a fast car in real life and drive quite boring cars in quite a boring fashion with no desire for any further excitement.
As I’ve got older, I’ve found there’s something quite relaxing about racing games. I guess in most other genres I feel a bit of a plodder, grappling with what’s going on and working things out as I go.
But with racers, it all feels a bit more instinctive and I’m able to relax into them, part of my subconscious mind performing calculations about what to do and when without going, ‘now, how does this work…?’
Never played an FPS in this fashion but I imagine something similar happens to seasoned online players. Not that I’m comparing myself with them… I’m actually not that good at racing games and wouldn’t play online.
I guess it’s similar with old football games, just my brain settles into working it all out in a way that allows me to relax into it. Plus not too much thought has to go into what happens next, just the next game or next race.
Hope that makes some kind of sense… they just tend to be an easier go to in everyday life, then you build up a better knowledge of the history of the genre as a result, and so it makes sense to cover something you feel you know a bit about. I enjoy other genres too of course, but sometimes it feels like it might need more concentration or effort to get going with them!
April 30, 2026 @ 10:38 am
Makes sense. You do build up a familiarity with shooting games where you’re aiming on instinct more than thinking about the process. Or a different example, I’m playing a 90s FPS (for review) that’s flatly terrible about indicating where to go next. But I know from experience that if you’re searching for a second door key, you should probably look inside the area locked by the first key. These things are always gated in sequence. If I didn’t know that “rule,” I probably would have chucked the game by now.
So I can apply that to being comfortable with a racing game; knowing when to pass, how to turn efficiently, etc. I’ve played ones with the “assist line,” but always stayed at the “dutifully follow the line” phase and never graduated to understanding what the line was showing or why I should be taking a turn at this part of the road.
I guess I just never had the secondary drive to play more racers and get better at them. Adventure games – I like detective mysteries and now I get to solve one. There’s that secondary push to play more adventures and get better at them. FPS games – I liked the idea of virtual reality and exploring created worlds. There’s that push to play more of them and gain familiarity.
So does it simply come down to “ya gotta like cars” to get into racing games?
April 30, 2026 @ 3:28 pm
I mean, that last sentence sounds too reductive to be all there is to it. I like FPS games but I don’t care about guns.
April 30, 2026 @ 3:33 pm
If this did become a series, would Stoo write about FPS games? RPGs? Is Morrowind its own genre?
May 1, 2026 @ 8:20 pm
I think there is another element to the FPS comparison. Just as they started being a representation of a man with a gun shooting stuff, in time the genre has leaned into what an FPS game is rather than doing a more realistic version of a man with a gun shooting stuff. More arcadey racers in particular are also sort of their own thing, derived from but different to actually racing a real car around a track, or the road, and you follow the rules of the genre rather than anything else.
**EDIT** e.g. how does the AI catchup work, are there any shortcuts, any particular corners that simply *have* to be mastered or else the whole thing is done, etc. I do especially like a time trial, especially if the computer has set a target that initially seems impossible (the checkpoint races in World Racing 2 are a recent example) and you think, well, there must be a knack to this that I’m simply not getting. That ‘knack’ may not be memorising the technical racing line, or performing a perfect overtaking manoeuvre – but pulling it off still gives you that same feeling.
May 2, 2026 @ 5:22 pm