Taxonomy of Virtual Spaces
This is a short history of the evolution of early "upscroller" video games (as mentioned previously, a term coined by Steven Poole, Trigger Happy 2.0, ebook, 2013, chapter 2), better known as "vertically scrolling" games. This type of game has been dominated by the shooter genre, with notable games like River Raid (1982), Xevious (1983), Commando (1985), Raiden (1990), DonPachi (1995), and Ikaruga (2001). But, vertical scrolling got its start in the early 1970s in the car racing genre.
The following analysis focuses on scrolling racing arcade games released by Atari, Taito, and SEGA between 1974 and 1981. This is not an exhaustive analysis of the era, but these examples should show an evolution in graphic styles and technical prowess over these years.
Before the Scroll: Early Car Racing
The earliest known video arcade car racing game is Atari's Gran Trak 10 (1974). It features a fairly realistic steering wheel, gear shift, and gas pedal This game has no scrolling, with the entire racetrack presented on the screen in a fixed frame. The design was successful and Atari (and subsidiary Kee Games) followed it with similar racing titles for many years, like Gran Trak 20 (1974), Formula K (1974), Indy 800 (1975), Sprint 2 (1976), Sprint 8 (1978) and Super Sprint (1986).
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| Gran Trak 10 (Atari, 1974) |
The Ribbon Road (Taito)
Taito game designer and future father of Space Invaders, Tomohiro Nishikado, didn't care for the tight twists and turns of Gran Trak 10's racecourse. He wanted to make a game that was more thrilling, with a greater sense of speed, and turned to his own electromechanical (EM) game designs for inspiration (Alexander Smith, They Create Worlds, pg. 199 - citing information from Florent Gorges' official biography of Tomohiro Nishikado, Space Invaders — Comment Tomohiro Nishikado a Donné Naissance au Jeu Vidéo Japonais!, 2018).
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| Super Road 7 (Taito, 1970) from this video |
Nishikado designed Super Road 7 for Taito back in 1970. This EM game features a "scrolling" two-lane road with scenery projected from acetate drums as the player steers a model car left and right to avoid other cars projected onto the scene. Overlapping another car triggers a crash, causing the player to restart their drive from a standstill.
The scrolling scene is an example of induced movement, where the car appears to be moving forward because the scenery is moving downward. This effect is used in all "upscroller" games, even though the only vertical movement seen is of objects moving down the screen.

Speed Race (Taito, 1974) (image source)
Nishikado's Speed Race plays like a video version of Super Road 7. Dashed lines mark the roadsides, like a "ribbon" zipping down the screen as the player accelerates, creating a great sense of speed and likely the first scrolling video game environment. Like Super Road 7, the player must steer their car left and right on the screen to dodge traffic. The environment and cars are drawn orthographically, as if viewed from directly overhead.
The scenery zooms by, relative to the player's position as well as the car's. Arguably, this gives the player a greater sense of "being there," something closer to the experience of driving an actual car than Gran Trak 10 and similar non-scrolling driving games. Like Gran Trak 10, the overhead view of Speed Race feels flat; there is no sense of depth into the z-space of the screen.
Midway published the game in the US as Racer (1975) and Wheels (1975). Taito added a gear shift lever and a timer to Speed Race DX (1975). The screen was split into two straight racetracks and a second steering wheel allowed for two-player action in Wheels II (1975) and Speed Race Twin (1976). The game was later programmed for a Z80 microprocessor and given color graphics for Super Speed Race (1977). Super Speed Race V (1978) was the #2 top-grossing video arcade game in Japan for 1978 (second only to Nishikado's Space Invaders). Speed Race CL-5 (1978) added forked roads and an illuminated headlight effect for driving in tunnels.
Taito made many refinements and improvements to the Speed Race formula over four years, but the visuo-spatial configuration and navigation control are the same. The cars and road are drawn in plan orthographic view (with some oblique views of foliage) and the player navigates the car object moving on the screen (steer left and right, accelerate up, decelerate down).
That started to change with the next game.
Super Speed Race Jr. (1985)
Taito released Super Speed Race Jr. more than 10 years after the original Speed Race, and this "junior" update added a lot to the series: cartoony graphics, obliquely drawn urban environments, and traffic lights (stop so pedestrians can safely cross the street). One less apparent change is that the player navigates the frame moving across the game world. The player car stays centered on the lower part of the screen. As the player steers left, the game world moves right on the screen, a further example of induced movement. This change in navigation from object to frame is a step towards a more immersive and embodied experience where the player controls their view on the virtual world instead of moving an object on the screen (covered in more detail in the next post).
A Bend in the Road (Atari)
Atari engineers were likely influenced by the scrolling road of the original Speed Race when they developed Hi-way (1975).
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| Hi-way (Atari, 1975) |
Hi-way takes the straight "ribbon" road of Speed Race and adds curves to it one line at a time. As the road is rendered, scanline by scanline, the x-position of the road image may be adjusted to the left or right. The resulting road curves left or right as it is drawn down the screen. The cars on the road are rendered in a similar way, shearing left or right depending on which way they are veering.
This graphic technique must not have been inspiring for use in other games, probably due to the distorted effect it makes.
SEGA Approaches the Horizon
SEGA released its own series of related upscrolling racing games that are similar to Speed Race. The race car graphics of Road Race (Feb 1976) were soon replaced with motorcycles for Moto-Cross (1976). The game was further revised as Man T.T. (Aug 1976) (named for the annual motocross Tourist Trophy (T.T.) race held on the Isle of Man) and as Fonz (Nov 1976) in the USA. Yes, Fonz is a licensed game named for Henry Winkler's popular Happy Days TV character, Arthur "The Fonz" Fonzarelli. Twin Course T.T. (Jan 1977) uses two separate video monitors so two players can race simultaneously, each with their own view of the road.
Moto-Cross (SEGA, 1976), image from a SEGA sales flyer
Each game has minor variations but they all use the same graphical techniques. The road widens from the top of the screen to the bottom, giving a simple impression of parallel lines converging onto the unseen horizon. The racers (whether race cars or motorcycles) are drawn as if seen from a high angle, but not quite directly overhead. The racer graphics are drawn smaller the closer they are to the top of the screen, as if receding into the distance, thanks to SEGA's custom sprite scaling hardware. Otherwise, the game controls and graphics do not stray far from the original Speed Race model.
This series of games starts to create a sense of depth into the z-space of the screen. Combined with the pioneering haptic feedback of vibrating handlebars during each collision, these games impressed their audiences and were among the highest-earning arcade games of 1976 and 1977.
Monaco GP (SEGA, 1979)
Two of SEGA's last TTL (transistor-to-transistor logic) logic board arcade games were the successful Monaco GP (1979) and Pro Monaco GP (1980). These play a lot like the Super Speed Race games and do not incorporate the sense of depth and sprite scaling seen in the Moto-Cross series of games.
Turbo Boost! (SEGA)
SEGA's next big scrolling racer brought back depth effects, incorporated new custom sprite scaling hardware, and is programmed to run on a Z80 microprocessor.
Turbo (SEGA, 1981)
Turbo's roadway recedes to a visible horizon line, where a lateral oblique background image of a cityscape hints at the urban landscape the player will be speeding through. A break in the receding road lines marks a rise in the road (see image above) where encroaching traffic briefly sinks out of view. The road follows the seacoast, curves toward mountains, and leads through dark tunnels and snow-covered forests.
The game has a convincing sense of depth, a good variety of environments, and was one of the highest-earning arcade games of 1981 and 1982. However, the game's design and navigation model still don't stray far from the Speed Race model from 1974, with the player controlling a car object moving around the screen.
Epilogue
Over the first eight years of scrolling racing game history, the spatial structure of games tended to evolve from a flat, orthographic, overhead view into "3rd person view" that mimics a three-dimensional scene with depth. This development did not supplant the original Speed Race model (employed by other successful games like Spy Hunter (Bally Midway, 1983)), but supplemented the options that developers had to creating virtual game spaces.
Next blog post, I'll examine a parallel line of development in "first-person view" racing games and the evolution of graphic and control techniques used.









































