FORMULA ONE (SPC)
Revisiting Formula One’s review in Computer & Videogames magazine1 highlights the problematic nature of including an expert’s view within a critique. In this instance, F1 insider Peter Collins, who worked at Williams and would later become team manager at Lotus, was kind enough to lend the magazine his take on the game. Collins delivered a thoughtful, measured analysis. From his viewpoint, one who sees all that goes into the running of a real team, it’s understandable that Formula One perhaps lacked depth and nuance.
In theory, it’s then the magazine’s job to step in and lend some context to these observations. A reminder to readers that Formula One doesn’t double for the real world of F1 management, because it’s a video game working around the strictures of 48k. The goal is that of entertainment, not an absolute simulation. However, once you’ve had an industry figure point out all that’s missing, it rather sets the tone for the piece. Nevertheless, there wasn’t exactly total consensus elsewhere, either. Sinclair User rated it 5/5, whilst Your Spectrum’s three reviewers combined for a lowly average of 1.67/5. It’s well worth returning to such titles for a fresh look.
"...and it's go, go, go!". Or, if you're a young 'un and lucky enough to have subscription TV: "It's lights out and away we go!"
Rather than worrying over small elements that are absent, let's instead start with the game’s broader successes. Formula One’s greatest strength lies in its accessibility. During an era where management sims could tie you in knots with menu layouts that required a great deal of time to decrypt, this game seems so immediate, you’ll barely need to flick through the manual before you’re up to speed. There aren’t hundreds of options, but enough to have an influence and plenty to get by on. Secondly, unlike so many Spectrum games of the time, Formula One gives you common-sense pointers on how to proceed, screen-by-screen. Creators Munday and Wheelhouse aimed to create an immersive racing experience that fans could jump into, with friends2. Here, it achieves its goals admirably. A management game designed to accommodate local multiplayer is exceptionally rare in any era, but thanks to the quick, engaging nature of the races, plus the need to react to changing weather conditions and mishaps with the cars, Formula One keeps players on the edge of their seats.
Races play out from a fixed position at the start/finish line, like a virtual pit wall. The timing beam indicates positions and gaps, alongside the identifying driver numbers. Before you’re able to race, there’s a couple of sponsorship deals to secure, as well as the all-important driver line-up. It makes more sense just to run the one driver for the opening few rounds, putting your finances into the one vehicle. Cars must reach a basic threshold in order to compete, based on the relative preparedness levels of the chassis, the power train and the crew. It’s a balancing act, with early races proving the most stressful as there’s a greater likelihood of your driver crashing out or the car breaking down. DNFs mean minimal prize money and reduced sponsorship. With a bit of luck, however, your lead driver will finish in the top six, allowing the player to invest more in the car’s performance and reliability.
Races play out from a fixed position at the start/finish line, like a virtual pit wall. The timing beam indicates positions and gaps, alongside the identifying driver numbers. Before you’re able to race, there’s a couple of sponsorship deals to secure, as well as the all-important driver line-up. It makes more sense just to run the one driver for the opening few rounds, putting your finances into the one vehicle. Cars must reach a basic threshold in order to compete, based on the relative preparedness levels of the chassis, the power train and the crew. It’s a balancing act, with early races proving the most stressful as there’s a greater likelihood of your driver crashing out or the car breaking down. DNFs mean minimal prize money and reduced sponsorship. With a bit of luck, however, your lead driver will finish in the top six, allowing the player to invest more in the car’s performance and reliability.
There’s a host of nice little touches that bring races to life. One is the relative positions of drivers crossing the line as each lap passes. A second in real-time equates to around a minute in the race. When racing is close, you’ll see the pack flash past in the blink of an eye. When the field spreads out and attrition takes its toll, identifiable gaps start to open up. A flagman waves the winner across the line, whilst a GoodYear blimp can be seen passing by the grandstands. There’s changeable weather, which the player can react to by pitting their drivers. Speaking of which, pit stops prove a standout feature and a great deal of fun. You control just the one mechanic, moving to change the four tyres as quickly as possible to save time in the race. The higher the crew rating, the faster the mechanic moves. The more you practice, the faster and more efficient the pit stops become. It’s mega-satisfying executing the perfect spot, benefiting your driver’s position. The only slight qualm concerns the odd controls: Q, Z, I, P for movement, and N for actions. It works okay, but it’s less intuitive than the menus.
It’s not just accessible, but thoroughly immersive too. This is thanks in large part to the presence of six real teams and around twenty real-world drivers, as well as a small pool of re-nameable youth talent. All this a good eight to ten years before fully-licensed fields would become a more regular feature among F1 games. There’s the freedom to make dream combinations. How about Senna winning the title for Ferrari? Signing Prost to drive the iconic black JPS Lotus? Or delaying Niki Lauda’s retirement one more year in an attempt to dominate the field in a Williams? There are myriad possibilities for F1 fans. Most teams display recognisable, distinct colour schemes, making identifying racers on track clear and easy. Williams sports lime-green (presumably to avoid a clash with Brabham), perhaps in reference to the attractive Saudia Leyland livery they carried a few years previous, whilst the McLaren is rather perplexingly decked out in bright pink.
Six difficulty settings mean there’s something for players of all levels. The easiest couple are perfect for those finding their feet, and as the championship enters its second half, you’ll likely overwhelm opposition teams. The hardest couple of difficulties offer a fantastic challenge, something fans will find thoroughly immersive. There’s even the option to save your progress, and continue into the 1986 season and beyond.
It’s not just accessible, but thoroughly immersive too. This is thanks in large part to the presence of six real teams and around twenty real-world drivers, as well as a small pool of re-nameable youth talent. All this a good eight to ten years before fully-licensed fields would become a more regular feature among F1 games. There’s the freedom to make dream combinations. How about Senna winning the title for Ferrari? Signing Prost to drive the iconic black JPS Lotus? Or delaying Niki Lauda’s retirement one more year in an attempt to dominate the field in a Williams? There are myriad possibilities for F1 fans. Most teams display recognisable, distinct colour schemes, making identifying racers on track clear and easy. Williams sports lime-green (presumably to avoid a clash with Brabham), perhaps in reference to the attractive Saudia Leyland livery they carried a few years previous, whilst the McLaren is rather perplexingly decked out in bright pink.
Six difficulty settings mean there’s something for players of all levels. The easiest couple are perfect for those finding their feet, and as the championship enters its second half, you’ll likely overwhelm opposition teams. The hardest couple of difficulties offer a fantastic challenge, something fans will find thoroughly immersive. There’s even the option to save your progress, and continue into the 1986 season and beyond.
Real teams, real drivers! The season gets easier when you start winning some prize money.
Perhaps the biggest bug-bear is that, for a management game, there are elements that can feel like they’re out of your hands. Whilst cars running into problems is an acceptable factor linked to driver skill and the reliability of the car, sometimes it can cause frustration through unforeseeable problems. For example, during one race I opted to call a driver in for a routine tyre change, only for them to run into problems and pit automatically. The following lap, they were back in for the stop I’d manually tried to instigate before the incident. The beginning of the season is exciting but it also feels as though a lot of your hopes rest on whether your driver can finish, a lot of which is down to luck. Net some points, and you’re granted a prize money springboard. Fail to finish and on higher difficulties, it becomes difficult to drum up the necessary funds to be competitive. No faulting the game’s realism in this respect.
Formula One represented a considerable breath of fresh air for racing fans on the Spectrum. As a simulation, it might have benefited from a few small additions, such as a tyre wear gauge and perhaps a means of dictating driver aggression during race stints. These are small potatoes though. This cracking game plonks you straight in the hot seat, delivering a satisfying degree of immersion through the management side, whilst also granting the player some gripping, easy to follow races. It’s the best of both worlds. F1 management games were like hen’s teeth during the eighties (and indeed, ever since), so if you’ve any love for the sport, then this is essential.
Formula One represented a considerable breath of fresh air for racing fans on the Spectrum. As a simulation, it might have benefited from a few small additions, such as a tyre wear gauge and perhaps a means of dictating driver aggression during race stints. These are small potatoes though. This cracking game plonks you straight in the hot seat, delivering a satisfying degree of immersion through the management side, whilst also granting the player some gripping, easy to follow races. It’s the best of both worlds. F1 management games were like hen’s teeth during the eighties (and indeed, ever since), so if you’ve any love for the sport, then this is essential.
1 “Formula 1”. Computer & Videogames #44. June 1985: p.16.
2 Mason, Graeme. “The Making of Formula One”. Retro GAMER #208. June 2020: p.36-39.
2 Mason, Graeme. “The Making of Formula One”. Retro GAMER #208. June 2020: p.36-39.