The Digital Antiquarian - 21 Aug 2026
Page 1 of 2
Your humble author in 2009, with his last even vaguely cool car, a 2000 Volkswagen GTI. I sold the GTI and left the United States that same summer. I wouldn't own another car for ten years.
Looking back from the vantage point of today, it's hard for even me to believe, but it's true all the same: I used to be a full-blown car guy. I bought my first car, a 1966 Volkswagen Beetle, for $800 in 1989, when I was sixteen years old. The bad thing about a Beetle was that you could generally expect no more than 60,000 miles or so out of the motor; the good thing was that you could rebuild the motor in your garage over a long weekend and make it good as new again. My inner Luddite, who seems to become stronger almost by the day in our current era of feverish tech-sector nonsense, still feels that something was lost when we stopped making cars that were so amenable to shade-tree mechanics.
I had a couple of other Beetles over the decade and a half that followed that first one, along with a number of other vehicles that made them look like the height of sober-minded practicality.
I had a 1965 Ford Mustang that was rusted out so badly it was literally on the verge of breaking in two. (I maybe should have taken a look underneath before I bought it.) I sold it to a fellow who ran an import/export business; the plan was to send it to Finland for restoration and resale, which means my old Mustang may have beat me to northern Europe by about fifteen years.
I had a 1969 MGB that was determined to prove every cliche about the quirky unreliability of British sports cars to be the gospel truth. I learned that there's a reason that Lucas Industries, which was responsible for the electrical systems in those cars, is known in enthusiast circles as "the Prince of Darkness." That MGB is the only car I've ever driven where you had a choice between headlights and windshield wipers; there wasn't enough juice to run them both at the same time. Then again, you probably didn't want to be driving in the rain anyway, because never was an MGB made without a top that leaked like a sieve. All that aside, the car was a hell of a lot of fun whenever the weather was good and it decided it was in the mood to start.
I had a 1975 Nissan - or Datsun, as they were known in the United States back then - 280Z. It was more fun to drive than any car I've ever owned, even the MGB, with an in-line six-cylinder engine that was the stuff of which car-nerd wet dreams are made. For some reason, I decided to swap that 280Z for a 1981 280ZX. I knew I had made a terrible mistake within a week, even if the new car did have the exact same engine. It was like trading the svelte Elvis of 1956 for the fat one of 1976.
But the all-around funnest vehicle I've ever owned - not just fun to drive, but fun in general - was a 1972 Volkswagen camper van. It would do about 50 miles per hour flat-out on level ground. Driving it felt weirdly like guiding a boat, and not only because the engine was chirping away about fifteen feet behind you when you sat at the wheel. You could expect a delay of several seconds to any control input as it bobbed and swayed gently on its well-worn springs. So, you just kind of pointed it in the general direction you wanted to go and hoped for the best. Looking back on it, it was a good thing that it wouldn't go any faster.
That little Volkswagen bus could sleep four people - or rather two couples, assuming you didn't want to cuddle too much with mere friends. There could be two in the back and two under the pop-up roof, with just a thin net between them and the great outdoors. It had a little refrigerator, a little stove, and even a little heater that ran on - I kid you not - pure gasoline. It's a wonder that we didn't blow ourselves up at some point during the weekends that we drove the magic bus up from Dallas to southern Oklahoma's Arbuckle Mountains.
The joys of all of these oddball vehicles started to pale a bit for me as I entered my thirties. (Come to think of it, it was at about this same point that I started to feel too old for backpacker hostels; this must have been the borderline that marked the onset of a belated adulthood.) In 2004, I bought a Volkswagen GTI that was just a few years old instead of a few decades. It was a nice enough car, but it was kind of soft and heavy in the same way that the Datsun 280ZX had been. Still, it did have the advantage of being (more or less) reliable.
Then I moved to Denmark in 2009 with my new wife, and that was that for the car life. We didn't even own a car for ten years thereafter. I re-familiarized myself with the lost (to me) art of biking, which is certainly a healthier way to get around as one closes in on middle age. These days we have a Hyundai Plug-In Hybrid, which is... fine, but it doesn't exactly get the blood pumping, you know? Discounting the odd roadside emergency, I haven't looked under a hood with deadly intent in seventeen years. I can't even tell one (modern) car from another anymore.
And yet nothing that we have done and been in our lives ever truly and completely leaves us, does it? Our current house, which we moved into four and a half years ago, has quite a big yard, such that I have to cut the grass with a garden tractor. I still feel a certain quickening in my soul when I smell gasoline and oil and hear the motor fire up, still enjoy doing the maintenance myself. In fact, I just bought a new (to me) tractor this year; I'll go so far as to say that it's the best one in our village. I do like to ride around on it, the child being the father to the man and all. As one of my wife's uncles likes to say, every man should have a tractor of his own, whether real or metaphorical.
But that's far as I go these days. Sometimes I muse about getting a project car, but I know that I don't really have the time, and probably not the long-term desire either. I content myself with the occasional veteran bil exhibition (as they're called here in Denmark) and with seeing what's on Jay Leno's Garage each week on YouTube. (If it's something old, I'm in; if it's something new, I move on; if it's something borrowed or something blue, I'm as confused as you are.)
Here's the weird thing, though: I never had all that much interest in driving cars on the computer, even when my passion for the real McCoys was at its peak. Of course, there are various sub-genres of driving games, as there are of all other types. I'm not so surprised that I never got into the hardcore racing simulations, where it becomes all about grip and downforce and gear ratios and wind-tunnel coefficients and many other numbers I don't really understand. God bless those who like that sort of thing, but I never had the patience for it, whether the vehicle being modeled is an airplane, a ship, a submarine, or a racing car. Yet I never cared much more about what we might call the aspirational driving games: you know, the ones that assemble a bunch of exotic street cars and set you loose with them, on the premise that, if you can't afford them in the real world, you can satisfy at least some of your lust for them vicariously on the computer.
I think the problem for me here was that I didn't aspire to what these aspirational games were offering. At some point many years ago now - definitely before I learned to drive in the real world - high-end sports car reached a level of performance that made them, in my opinion, less rather than more fun. They started to not just include but require traction control and all manner of other driver-assistance measures just to make them controllable, which detracted from the purity of the experience. At the same time, they became so ridiculously fast in comparison to the traffic laws of the realm that I'm left wondering what you're actually supposed to do with them, assuming you don't want to be a jerk who endangers everyone else on the road and likely gets himself thrown in jail and his car confiscated before all is said and done. (Denmark isn't known for being tough on crime, but they do love to confiscate cars here...)
There's an old saying that has long been my mantra on this subject: "It's more fun to drive a slow car fast than a fast car slow." Just last year, my wife and I took a holiday to Zagori, a mountainous region in the northwest of Greece, close to the border with Albania. We were there to hike, but I had just as much fun driving our rental car, a Ford something-or-other with a gerbil wheel attached to a couple of rubber bands for an engine, up and down switchback mountain roads that sometimes had me shifting all the way down to first gear. I know that electric cars are the socially responsible future and all, but I'm a little sad that I most presumably won't be able to rent a simple, basic traditional car like this one for much longer, then proceed to wring every last bit of potential out of it in the old-fashioned, manual way. In my book, that's a lot more fun than driving a Ferrari responsibly on the same roads would be.
Waiting for goats to cross the road in the Pindus Mountains. A little later, the goat herder emerged, and we had a "conversation" that relied principally on smiling and gesturing. It may be a romanticized whimsy, but I kept thinking that his life wasn't all that different from that of his ancestors of 1000 years ago. There's a part of me that hopes his descendants are still living the same way 1000 years hence.
In short, then, the aspirational driving sims were sold on the premise that you really, really wanted to own the exotic cars they featured, and I never particularly did; if we're being completely honest, I find most post-1970s supercars to be painfully tacky-looking in addition to everything else. This goes a long way toward explaining why I've scarcely seen fit to mention driving games in these histories before today. On top of my personal proclivities, I would add one last factor. Some gaming genres, I've come to learn, age better than other ones, and thus do more to encourage re-visitation. If you ask me, adventure, puzzle, and action games age the best, followed by CRPG and strategy games. (The latter tending to be more complicated genres in general, they do often fall completely or partially victim to shifting interface conventions; we've learned how to present information and let the player twiddle the knobs so much better over the decades that going too far back can be a pain.)
At the bottom of the heap in this respect are undoubtedly sports games and vehicular simulations. As purported simulations of the real world, such games foreground technology more than they do design, meaning that there's less reason to revisit them when the technology moves on and can present simulations of a better fidelity. If you were to create a list of the most prominent and respected designers of gaming's various ages, you would find that virtually none of them worked in these genres. (The only name I can think of off-hand is Sid Meier, who did so very early in his career, a fact that I hear trotted out from time to time as a curious anecdote: "Did you know he used to make flight simulators before Pirates! and Railroad Tycoon and Civilization?")
Sports games and sims tend to be as ephemeral as they are anonymous. The former are generally cranked out on an explicitly annual basis, with the year appended right there to the name, with all of the teams and athletes of right now. If you're still stuck with an earlier year's edition, and if you don't happen to be a very special sort of cultural time traveler indeed, you're left out, bereft and bereaved. You can still find plenty of die-hard partisans of Civilization II or IV or VI. I presume that you can also find footie fans who insist that FC 24 is where it's really at and the later versions are pants - you can find anything on the Internet if you look hard enough - but they seem to be a lot less common. Driving games are for all practical purposes the same. Each new annual or biennial edition of the big franchises comes chock-a-block with all of the hot cars of that moment. Who wants to be stuck with a bunch of old cars? (I do! I do! But much older...)
All of which helps to clarify why a quick glance around the retro-gaming blogosphere reveals a CRPG Addict, a Wargaming Scribe, an Adventurers' Guild, an All the (Text) Adventures project, even a Space Game Junkie, but no one seems to be documenting every iteration of Tiger Woods PGA Tour or Microsoft Flight Simulator in similarly granular detail. Call it the rest of the explanation of why I too have given those genres short shrift in these histories.
Nevertheless, said histories do try to capture the landscape of gaming as it was viewed at the time, not just the nostalgic, fannish perspective of today. Sports games and vehicular simulations were a huge part of that landscape, representing as much as 40 percent of the market at times during the 1980s and 1990s. So, today I'll try to remedy my neglect at least a little bit, by tracing aspirational driving games back to their point of origin. (Sports game will have to wait for another day.) This will lead us nicely into a big exception to the general rule I've just belabored at such length: the one vintage driving game that I actually do dig, even today.
The exception to another rule, that of me ignoring driving sims in the past, is a game called Test Drive, to which I devoted a handful of paragraphs many years ago. Developed by a Vancouver-based outfit called Distinctive Software and published by Accolade in 1987, Test Drive was a fine place to break my silence on the subject of driving sims, however briefly, in that it was arguably the most important such game ever to appear on personal computers. I say this not because it generated enormous sales - it was a big success by the standards of its time, but later driving sims would sell many, many times more copies - but because it was the template for countless games to come. For it introduced the driving sim as an aspirational lifestyle product, almost as much an exercise in branding and promotion for the car makers whose vehicles were included as it was a self-contained game.
Test Drive offered up five of the cars whose posters could be found stuck to the wall in teenage-male bedrooms from sea to shining sea: a Porsche 911 Turbo, a Ferrari Testarossa, a Lotus Esprit Turbo, a Lamborghini Countach, and (for those with slightly less exotic tastes) a Chevrolet Corvette. You got to pick one of these cars, then drive it up a twisting mountain road as quickly as possible, dodging slower traffic and trying to stay ahead of the police cars who were in somewhat inept pursuit. The meta-game that took place when you weren't behind the steering wheel extended no further than trying to get your time on a high-scores list. It wasn't much in comparison to what these games would become - but it was enough. You got the chance to drive a car you weren't likely to ever even ride in, and you got to do it in all the reckless ways that only a maniac would in real life. For the car manufacturers, being featured in sleek and stylish games like this one would soon become an important promotional strategy, creating the customers of tomorrow from the teenagers of today. It was an early step in gaming's integration into the larger consumer economy, one which happened at almost the same time that sports games began to move toward a season-by-season model that kept them in tune with the latest headlines on ESPN.
Just to further blur the lines between game and advertisement, between game and aspirational lifestyle product, Test Drive helpfully included the sticker prices of each of its cars on the information screen alongside all of the other statistics.
The bona fides of games like these as simulations was a case of a delicate balancing act. On the one hand, you didn't want to make the cars too dauntingly difficult to drive, in the way of so many hardcore flight simulations - or for that matter some hardcore motorsports simulations, such as Papyrus Design's IndyCar and NASCAR series. On the other hand, you wanted to ensure that the player could tell the difference between a Countach and a Corvette. You wanted to convey the impression of what it would be like to drive a supercar, in a way that remained accessible even to kids who might not have a driver's license for the family minivan yet. Michael Bate, a designer for Artech, another Canada-based studio whose works were published by Accolade during the 1980s, called games hewing to this impressionistic philosophy "aesthetic simulations," a neologism I've returned to again and again ever since I first heard it. Hanno Lemke, the producer of Test Drive, describes that game's goals in classic aesthetic-simulation terms: to "create the most immersive, visceral, and relevant kind of car experiences [emphasis mine] you could imagine."
When I grew up, it was the white Lamborghini poster in your bedroom or the red Ferrari, and it was very much about [how] the exotics mattered back then. And so, immersion was really important - getting into the driver's seat, that virtual fantasy, you know. No real-life consequences - I can drive as fast as I want, the cops can chase me, but largely it was all about what it would feel like to drive these exotics.
Each dashboard in Test Drive was a painstaking re-creation of the real thing. This is, believe it or not, that of a Porsche 911. I would have expected a bit more for my money...
Accolade published sequels to Test Drive in 1989 and 1990, alongside separate boxed add-ons with new cars to try out and scenery to traverse, thereby pioneering the model of the driving game as an entire ecosystem you bought into. (Today, that model is driven by the ubiquitous DLC packs.) By Test Drive III: The Passion, other staples of modernity were creeping in as well, such as the ability to rewatch and share your exploits after a particularly good (or bad) run and even a radio where you could select your own station, although we were still a long way from the times when bands and singers would lobby almost as aggressively as car companies to have their music included in such products.
Despite its innovations, the third game was not as well-reviewed or well-received as the ones before. Accolade had developed this installment in-house instead of letting Distinctive do it; this may be the reason that many gamers found it to be lacking a certain ineffable feel for the road. Then, too, some of the design choices were just weird: Test Drive III made keeping your windshield clear of bugs into a central aspect of its gameplay. The franchise effectively ended here, not to be revived until years later, as an also-ran rather than a pioneer.
The third game's shortcomings notwithstanding, if you've played or even seen any of the modern driving sims, and try out any one of these Test Drive games today, you'll immediately sense the same vibe, even if you are less impressed by the implementation. That's a remarkable thing to contemplate all these decades later. For all that gaming has changed, it's amazing how much it's stayed the same in some of its core genres.
Next page | More The Digital Antiquarian | Headlines
Original: https://www.filfre.net/2026/08/a-need-for-speed/