- Release Year: 1997
- Platforms: DOS, PlayStation, SEGA Saturn, Windows
- Publisher: SEGA Enterprises Ltd., Telstar Electronic Studios Ltd.
- Developer: Manic Media Productions Ltd.
- Genre: Driving, Racing, Simulation
- Perspective: 1st-person
- Game Mode: LAN, Single-player
- Gameplay: Split screen multiplayer, Track racing, Vehicle simulator
- Setting: Country – Australia, Country – Brazil, Country – France
- Average Score: 78/100

Description
Formula Karts is a semi-realistic racing game that captures the thrill of kart racing with its low-slung speed and precise handling. Released in 1997 for multiple platforms, it offers both simulation and arcade modes, featuring effective AI opponents and split-screen multiplayer for up to eight players. The game is set in various countries and includes detailed track designs, making it a standout title in the kart racing genre.
Gameplay Videos
Formula Karts Free Download
Formula Karts Cheats & Codes
PC
Enter the following passwords in the Arcade Mode entry field to start the race with the specified location, cash, and lap count. Use WOODSTOCK to unlock a hidden track and CHIPPIE to unlock the Super Kart.
| Code | Effect |
|---|---|
| ipba oadl fgaa bjin ccaa ccaa aajg bjip | Start France, $1700, 2 laps |
| ipba mfbm khaa eaif boaa boaa aalg bjip | Start France, $1500, 3 laps |
| ipba cdhc koaa olie boaa boaa aakg bjip | Start France, $1500, 3 laps |
| mpba cihh fgaa mfie ccaa ccaa aaig bjip | Start France, $1700, 2 laps (3 laps race) |
| mpca gchh aoac clin cmaa ekaa aikg bjip | Start Australia, $2200, 3 laps |
| mpda ehdk kgac lhin ekaa giaa aikg bjip | Start Holland, $3700, 3 laps |
| mpea eegk jpac cjio giaa igaa aikg bjip | Start England, $5200, 3 laps |
| mpfa ingi bpae fkjg jaaa koaa aikg bjip | Start Brazil, $7200, 3 laps |
| mpga badl hhae fmjg lcaa naaa aikg bjip | Start Japan, $8900, 2 laps |
| ipbb mfec loaa mlie boaa boaa aaae biip | Start France, $1500, 3 laps (6 laps race) |
| ipcb gcfg dhac ejim ciaa egaa aiae biip | Start Australia, $2000, 3 laps (6 laps race) |
| ipdb cobi jpac ibim dmaa geaa aiae biip | Start Holland, $3000, 3 laps (6 laps race) |
| ipeb abgl jpac nlim egaa icaa aiaa biip | Start England, $3500, 3 laps (6 laps race) |
| ipfb akgl bpae kbje ciaa kkaa caaa bjip | Start Brazil, $2000, 3 laps (6 laps race) |
| WOODSTOCK | Unlock hidden track |
| CHIPPIE | Unlock Super Kart |
PlayStation
Enter the following passwords in the Arcade Mode entry field to start the race with the specified location, cash, and lap count. Use WOODSTOCK to unlock a hidden track and CHIPPIE to unlock the Super Kart.
| Code | Effect |
|---|---|
| ipba oadl fgaa bjin ccaa ccaa aajg bjip | Start France, $1700, 2 laps |
| ipba mfbm khaa eaif boaa boaa aalg bjip | Start France, $1500, 3 laps |
| ipba cdhc koaa olie boaa boaa aakg bjip | Start France, $1500, 3 laps |
| mpba cihh fgaa mfie ccaa ccaa aaig bjip | Start France, $1700, 2 laps (3 laps race) |
| mpca gchh aoac clin cmaa ekaa aikg bjip | Start Australia, $2200, 3 laps |
| mpda ehdk kgac lhin ekaa giaa aikg bjip | Start Holland, $3700, 3 laps |
| mpea eegk jpac cjio giaa igaa aikg bjip | Start England, $5200, 3 laps |
| mpfa ingi bpae fkjg jaaa koaa aikg bjip | Start Brazil, $7200, 3 laps |
| mpga badl hhae fmjg lcaa naaa aikg bjip | Start Japan, $8900, 2 laps |
| ipbb mfec loaa mlie boaa boaa aaae biip | Start France, $1500, 3 laps (6 laps race) |
| ipcb gcfg dhac ejim ciaa egaa aiae biip | Start Australia, $2000, 3 laps (6 laps race) |
| ipdb cobi jpac ibim dmaa geaa aiae biip | Start Holland, $3000, 3 laps (6 laps race) |
| ipeb abgl jpac nlim egaa icaa aiaa biip | Start England, $3500, 3 laps (6 laps race) |
| ipfb akgl bpae kbje ciaa kkaa caaa bjip | Start Brazil, $2000, 3 laps (6 laps race) |
| WOODSTOCK | Unlock hidden track |
| CHIPPIE | Unlock Super Kart |
Formula Karts: Review
Introduction
In the golden era of 1990s racing games, when polygonal tracks and CD-ROM storage promised new heights of immersion, Formula Karts emerged as a niche yet ambitious entry from British developer Manic Media Productions. Released across Windows, DOS, PlayStation, and SEGA Saturn in 1997, this title dared to capture the gritty, low-slung thrills of professional kart racing—a discipline often overlooked in favor of Formula 1 supercars or arcade racers. With SEGA’s backing and a dual-focus on simulation and arcade appeal, Formula Karts positioned itself as a purist’s karting experience, emphasizing technical handling over spectacle. Yet its legacy remains a puzzle: a game lauded for its AI and physics but criticized for its visuals and longevity. This review dissects Formula Karts as both a product of its time and a testament to kart racing’s untapped potential, arguing that its merits lie in its uncompromising simulation ethos, even as technical constraints and design choices limited its broader impact.
Development History & Context
Formula Karts was crafted by Manic Media Productions Ltd., a UK studio with a pedigree in kart simulations, evidenced by earlier titles like SuperKarts (1995). Directed by Paul McCraken and Jon Stuart, the project aimed to “capture the spirit of kart racing” with semi-realistic physics, blending accessibility for newcomers with depth for enthusiasts. SEGA, seeking to diversify its racing portfolio beyond arcade giants like Daytona USA, published the title on consoles, while Telstar handled distribution. Technologically, the game operated within the constraints of 1997: PC versions demanded powerful Pentium processors for smooth frame rates, while Saturn and PlayStation ports suffered from visible slowdown during split-screen multiplayer. The era’s gaming landscape was dominated by polished racers—Sega Rally’s terrain deformation or Gran Turismo’s realism—yet Formula Karts carved a niche by focusing exclusively on karting’s unique challenges. As one retrospective noted, “Manicovci svakom igrom sve više napreduju” (Manic improved with each game), hinting at ambition outpacing execution. The inclusion of eight international tracks (Australia, Brazil, France) and input support for steering wheels underscored a commitment to authenticity, even as the genre’s move toward licensed cars overshadowed grassroots motorsports.
Narrative & Thematic Deep Dive
Though Formula Karts is a racing simulator devoid of explicit narrative, its thematic core lies in the democratization of motorsports. Karting serves as a metaphor for accessible competition: a “grassroots” pathway to Formula 1 where skill triumphs over budget. The game’s structure—short, intense races on twisty circuits—mirrors real-world karting, where endurance is secondary to precision. Tracks like Egypt’s sand-swept straights or Japan’s technical hairpins evoke a sense of global unity under the banner of racing. Characters are absent, but the AI drivers embody rivalry: “The computer drivers just never give up,” noted Computer and Video Games, creating a persistent, adversarial tension. Dialogue is nil, yet the game’s “simulation mode” implies a career arc—a silent narrative of progression from amateur to champion. Thematically, Formula Karts celebrates purity: no power-ups, no fantastical vehicles, only the physics of weight transfer, tire grip, and human error. This minimalist ethos positions it as an anti-Mario Kart, where victory is earned through mastery, not luck.
Gameplay Mechanics & Systems
Formula Karts’ gameplay pivots on a dual-mode structure: Simulation (realistic handling, tire wear) and Arcade (simplified controls, exaggerated speed). The kart physics are its crown jewel—low center-of-gravity physics induce satisfying slides, while braking into tight corners demands precision. “The Fahrphysik ist vorbildlich” (the driving physics are exemplary), praised PC Games (Germany), yet the control scheme polarized players. Saturn and PlayStation versions suffered from “digital” steering, described as “zu sensibel” (too sensitive) by Fun Generation, punishing aggressive inputs. The AI is a standout: opponents are aggressive and adaptive, “if you manage to edge in front, you’ve got a battle on your hands” (CVG). Multiplayer offered LAN support for up to eight PC players—a rarity in 1997—and split-screen on consoles, though frames dipped during duels. Race customization (lap count, damage toggles) added depth, yet the eight-track roster felt limited. “Acht ähnliche und sehr kurze Strecken” (eight similar and very short tracks), lamented PC Action, exacerbated by a lack of progression beyond single races. UI was functional but sparse, with minimalistic menus and a “flat” camera angle that hindered track visibility, forcing players to memorize corners. These systems coalesced into a niche experience: rewarding for patient drivers but frustrating for those seeking arcade thrills.
World-Building, Art & Sound
Formula Karts’ world-building is grounded in real-world karting culture. Tracks are faithfully designed with elevation changes, gravel traps, and barriers, though textures suffered from pixelation on consoles. “Die Grafik wirkt ganz ansprechend” (the graphics seem appealing), conceded Video Games (German), but it “hinkt hinterher” (lags behind) peers like Rage Racer. Environments evoke local flavor: Brazil’s rainforests or France’s vineyards, yet detail sacrificed for performance. The “low slung feeling of speed” is conveyed via dynamic camera angles, though the behind-view perspective limited immersion. Sound design is a mixed bag: engine samples replicate high-pitched kart whines, while skids emit authentic screeches. Martin P. Simpson’s soundtrack blends thumping electronica with tribal rhythms, enhancing adrenaline. However, looped audio grew grating, and German critics noted “mangelnde Übersicht” (lack of overview) compounded by visual clutter. The art direction prioritized functional clarity over spectacle, aligning with its simulation ethos but failing to impress aesthetically. In essence, Formula Karts built a credible karting world—albeit one rendered with the decade’s technological limits.
Reception & Legacy
Formula Karts debuted to mixed reviews, averaging 70% on MobyGames across 18 critiques. Acclaim centered on its AI and physics: Consoles Plus (90%) hailed the Saturn version as “original,” while Hacker (80%) lauded its PC iteration as “qualitativ.” Yet criticism was trenchant. Video Games (German) (64%) lamented its “zwei Stufen zu langsam” (two stages too slow) pace, contrasting with F1 titles. Longevity plagued all versions; Power Unlimited noted players “snel op uitgekeken” (quickly tired of it) due to repetitive tracks. Commercial impact was muted, overshadowed by SEGA’s own Sega Rally 2 and EA’s Need for Speed series. Legacy-wise, Formula Karts is a footnote, remembered for its karting purity. It influenced few directly but indirectly preserved the subgenre’s credibility amid arcade saturation. Modern retro communities celebrate it for its LAN multiplayer, while preservationists like MyAbandonware preserve its DOS build. Its “effective race AI” remains cited as a precursor to aggressive NPC behavior in racers like Burnout. Yet its flaws—poor visuals, short content—ensured it remained a cult favorite rather than a classic.
Conclusion
Formula Karts stands as a fascinating artifact of 1990s racing: a game of passionate ambition hobbled by technological and design limitations. It succeeded in translating karting’s nuanced mechanics into a compelling simulation, offering a pure, skill-based experience rare in an era chasing mass-market appeal. Its AI and physics remain commendable, while its LAN multiplayer was ahead of its time. Yet its dated visuals, repetitive content, and punishing controls prevented it from achieving greatness. As a historical artifact, Formula Karts exemplifies the risks of niche development—its dedication to authenticity resonates with purists, but its compromises alienate broader audiences. Today, it endures as a testament to kart racing’s untapped potential, a reminder that sometimes, the most memorable races are those driven by grit, not gloss. Formula Karts is not a masterpiece, but it is an honorable, flawed effort that deserves re-examination by those seeking depth beneath the era’s pixelated veneer.