Unsung Heroes: Super Sprint
I know, I know. I’m supposed to say iPod’s click wheel, or the Western Electric 500 rotary dial, or maybe the first Nest.
But, have you ever played Super Sprint?
It was Super Sprint that had the first amazing rotary controller I’ve ever used, and the whole cabinet design told you the game was very well aware of that.
Super Sprint was a 1986 arcade game from Atari that was, in a nutshell: four cars (at least one computer-controlled), eight tracks, fast races.
You might think that those wheels functioned similarly to a regular car steering wheel, but not really – they were much easier to spin, and needed to travel further to rotate the car. You wouldn’t steer delicately, but rather the opposite: you needed to throw the wheel violently in one direction, and then, at the perfect moment, stop it on a dime:
So the huge wheels were not realistic. Neither were the cars. They accelerated rapidly – the gas pedal was your only other control – and had a ridiculous amount of understeer.
Don’t let the size and intensity of the interface fool you, though: this was a very precise operation. The game was tight – Rollercoaster Tycoon tight or Excel 97 tight, a whole decade before them. In the world awash with slow computers, Super Sprint lived up to its name, laughing latency and delays in their faces. It’s hard for me, even today, to imagine something faster or tighter – and for even my contemporary work, it’s good to remember things can feel this way. And, on top of all that? Better-than-usual sound design, higher-than-usual resolution, shortcuts to reward really good players, and a bunch of great details and easter eggs.
Super Sprint wasn’t Atari’s first attempt here – it was preceded by Sprint 2, Sprint 4, Sprint 8, and Sprint One – and you could tell. It was designed and coded by Kelly Turner and Robert Weatherby, polished as hell, and might have been the first interface between the person, the hardware, and the software that really inspired me. It was almost as much fun to watch three good players compete, as it was to play yourself. But when I played it, it’s possible these were my first – please excuse me here – motor memories.
Atari used the same wheel for other games, famous and obscure, but this was where it met its match in software. I can show that to you, but experiencing it is impossible from afar. Even perfect emulation can’t do it justice – there has simply never been a home controller that approached it. (I mean, the whole cabinet weighed 400 pounds!)
But if you are ever in an old-school-themed arcade, look out for Super Sprint (locations), or its two-player cousin Championship Sprint (locations) – and give it a turn or two.