- Release Year: 1997
- Platforms: DOS, Windows
- Publisher: Virgin Interactive Entertainment (Europe) Ltd.
- Genre: Compilation
- Game Mode: LAN, Single-player
- Average Score: 78/100

Description
Manic Karts / Screamer 2 is a 1997 compilation from Virgin Interactive Entertainment (Europe) Ltd., bundling two adrenaline-fueled racing games for DOS and Windows: the chaotic kart racing of Manic Karts (1995) and the rally-oriented Screamer 2 (1996), which features four rally cars, arcade-style fender-bashing tracks, split-screen multiplayer for two players, and network support for up to four, delivering high-speed action with console-like frame rates and techno soundtracks.
Gameplay Videos
Where to Buy Manic Karts / Screamer 2
PC
Manic Karts / Screamer 2 Reviews & Reception
gamepressure.com (79/100): Rally style sequel for the successful Screamer title. More complete, more winding and rich than its predecessor.
mobygames.com (78/100): Time has taken the biggest edge of the graphics, but the playability is still strongly there.
Manic Karts / Screamer 2 Cheats & Codes
PC (QWERTY)
Type the codes at the main menu or in the Options Room.
| Code | Effect |
|---|---|
| CHMPA | Unlocks all championships |
| MRTRK | Unlocks all tracks |
| tacar | Unlocks Black Claw Car |
| tbcar | Unlocks Aphrodite Car |
| tccar | Unlocks Hornet Car |
| tdcar | Unlocks Thunder Car |
| aphrodite | Enables turbo mode |
| TACAR | Team Condor gets Black Claw bonus car |
| TBCAR | Team Angels gets Aphrodite bonus car |
| TCCAR | Team Wasp gets Hornet bonus car |
| TDCAR | Team Zeus gets Thunder bonus car |
PC (AZERTY)
Type the codes directly on the keyboard in the Options Room. No sound or visual confirmation.
| Code | Effect |
|---|---|
| CH,PQ | Unlocks all championships |
| ,RTRK | Unlocks all tracks |
| TQCQR | Team Condor gets Black Claw bonus car |
| TBCQR | Team Angels gets Aphrodite bonus car |
| TCCQR | Team Wasp gets Hornet bonus car |
| TDCQR | Team Zeus gets Thunder bonus car |
Manic Karts / Screamer 2: Review
Introduction
Imagine peeling back the layers of mid-90s PC gaming history to uncover a double-disc treasure trove that packs the chaotic joy of kart racing alongside the high-octane slide-fest of rally simulation—welcome to Manic Karts / Screamer 2, Virgin Interactive’s 1997 compilation that bundled two underdog gems for budget-conscious gamers craving multiplayer mayhem. Released amid the DOS-to-Windows transition, this “2 Games” series entry paired the 1995 top-down kart brawler Manic Karts with Milestone’s 1996 rally standout Screamer 2, offering a one-stop shop for arcade racing thrills. Its legacy endures not as a blockbuster, but as a testament to European developers pushing PC hardware limits with vibrant tracks, powersliding physics, and split-screen showdowns that turned living rooms into demolition derbies. My thesis: While imperfect in narrative depth and audio polish, this compilation cements its place as a pivotal artifact of 90s arcade racing evolution, delivering timeless replayability through diverse mechanics and a surprising depth of customization that influenced the genre’s shift toward accessible rally chaos.
Development History & Context
Manic Karts / Screamer 2 emerged from Virgin Interactive Entertainment (Europe) Ltd.’s budget-friendly “2 Games” series, a savvy strategy to repackage hits for the value market during the late-90s PC boom. Manic Karts, originally released in 1995 for DOS, hailed from an era when top-down kart racers like Super Mario Kart dominated consoles, but PC ports lagged. Developed by an uncredited studio (likely tied to Graffiti, Milestone’s predecessor), it captured the pixelated frenzy of pseudo-3D karts on twisting tracks, emphasizing weaponized combat and power-ups in a vein similar to Virtual Karts. Technological constraints were stark: DOS’s 640×480 VGA limits demanded sprite-based graphics and MIDI sound, prioritizing smooth scrolling over visual fidelity on sub-486 rigs.
Screamer 2, the compilation’s heavyweight, marked Milestone s.r.l.’s breakout after rebranding from Graffiti post-Screamer (1995). Directed by Antonio Farina, produced by Lou Rios, and programmed by Stefano Lecchi, with art from Marco Spitoni, it launched September 30, 1996 (NA) and November 15 (EU) for DOS/Windows CD-ROM. Milestone’s vision pivoted from Screamer‘s Ridge Racer-inspired road racers to rally-style off-roading, swapping six supercars for four tunable rally beasts (Horizon Toyota Supra-like, Nebula Honda NSX-inspired, Spark Mazda MX-5, Radiance Porsche 911). This reflected the gaming landscape: PCs grappled with Windows 95’s DirectX infancy, while consoles like PlayStation boasted silky arcade racers (Daytona USA). Milestone optimized for SVGA and emerging 3dfx Voodoo cards, achieving console-like 30+ FPS with detailed textures, dynamic weather, and obstacles (birds, cows, helicopters). Credits list 69 contributors, including 3D engine coders Simone Balestra and Antonio Martini, amid a crunch highlighted by quality assurance from Al Perch and David John Yerkess. Released on CD-ROM with keyboard/joystick support, it targeted 1-4 players via LAN/split-screen, capitalizing on multiplayer’s rise before broadband. The 1997 compilation arrived as PCs hit Pentium 166 territory, bundling these for ~$20, extending their life amid Need for Speed‘s realism surge and Carmageddon‘s destruction focus.
Narrative & Thematic Deep Dive
Racing compilations like Manic Karts / Screamer 2 eschew cinematic plots for abstracted progression, yet subtle storytelling emerges through championships, teams, and vehicular personas, evoking themes of rivalry, mastery, and global conquest. Manic Karts delivers a barebones arcade tale: players pilot manic karts in frantic cups, “narrated” via on-screen taunts and power-up chaos, theming unbridled anarchy—karts bash endlessly without damage models, symbolizing cartoonish rebellion against orderly racing. No named characters; the “plot” is emergent demolition derbies, where victory laps mock defeated foes, underscoring themes of gleeful sabotage in a top-down playground.
Screamer 2 elevates this with structured lore. Four teams—Angel, Condor, Zeus, Wasp—frame the narrative as interstellar or mythical rivalries (names evoke avian predators and gods), each unlocking a bonus car upon championship triumph: Wasp’s elusive ride demands perfection. Championships span four leagues (4-6 races each), escalating from “Easy” England tarmac to nightmarish Colombia jungles, pitting players against AI embodying tenacious foes who err just enough for hope. Dialogue is sparse—menu quips like powerslide prompts—but themes deepen: tracks globe-trot (England’s fog-shrouded bends, Egypt’s sandy traps, California’s sun-baked straights, Finland’s icy drifts, Switzerland’s alpine twists, Colombia’s foliage-choked hazards), symbolizing cultural conquest via horsepower. Cars personify philosophies: RWD Porsche Radiance rewards risky speed demons; FWD Spark favors novices; 4WD Nebula/Horizon balance aggression. Hidden cars and setups (tyres, suspension for weather adaptation) weave progression as alchemical tuning, critiquing arcade excess—AI’s catch-up logic mirrors real rally’s unpredictability, while no-damage crashes enable stylish 360 recoveries, theming resilience. Collectively, the compilation narrates evolution from Manic Karts‘ childish brawls to Screamer 2‘s mature rallies, exploring humanity’s drive to dominate diverse terrains through mechanical proxies.
Gameplay Mechanics & Systems
At its core, Manic Karts / Screamer 2 thrives on dual loops: Manic Karts‘ pick-up-and-bash frenzy and Screamer 2‘s powerslide mastery, unified by 1-4 player multiplayer. Manic Karts loops simply—select kart, race tracks laden with power-ups (missiles? boosts?), ramming rivals in top-down view. UI is minimalist: lap counters, position HUD; flaws include repetitive AI paths, but split-screen doubles chaos into kart Mario Kart-meets-Micro Machines.
Screamer 2 deconstructs brilliantly: Arcade (single race), Time Attack (ghost laps), Championship (points-based leagues vs. AI), Multiplayer (2P split-screen, 4P LAN), and Combat (pure brawling). Core loop: qualify/setup car (drivetrain stats hidden bar top speed; tweak tyres/brakes/suspension/handling for dirt/tarmac/rain), launch into behind-view racing demanding powerslide precision—feather throttle into bends, countersteer for 180° drifts, or spin 360° from errors without pitting. Four initial cars differentiate: RWD beasts fishtail wildly (Porsche’s top speed punishes novices); FWD understeers safely; 4WD grips universally. Leagues ramp difficulty—League 1’s England easy-mode builds confidence; League 4’s bonus-car AI demands memorized lines amid fog, snow, birds. UI shines: replay analyzer debunks AI “cheats,” setup grids enable experimentation (soft tyres for dirt grip), dynamic cams (helicopters swoop overhead). Innovations: weather alters physics (rain slicks tarmac), obstacles force adaptation; flaws like finicky physics (GameSpot’s critique) demand Pentium 166 for hi-res speed. Multiplayer elevates: split-screen derbies ignore damage, LAN nets ghost-free 4P. Progression unlocks secrets, but no saves mid-championship heightens tension. Overall, systems blend arcade accessibility with sim-lite depth, flaws (no manual guidance) offset by addictive “one more race” flow.
World-Building, Art & Sound
The compilation’s worlds pulse with 90s PC exotica, transforming global tracks into immersive arenas. Manic Karts builds a whimsical microverse: colorful, sprite-scaled circuits evoke fantasy circuits, atmosphere via speedy loops and crash humor—no deep lore, but vibrant palettes contribute frantic energy.
Screamer 2 excels: six tracks globe-trot vividly—England’s foggy greens, Egypt’s pyramid-dotted dunes, California’s neon highways, Finland’s blizzard drifts, Switzerland’s vertigo cliffs, Colombia’s lush overgrowth—each with unique surfaces (tarmac/dirt/snow), obstacles (cows scatter, birds flock), and times (dusk/night). Art direction, via Marco Spitoni’s team, leverages SVGA/3dfx for revolutionary detail: textured polygons, specular highlights, distant vistas (helicopters patrol realistically). GOG’s emulated port smooths via DOSBox, though texture glitches persist; lo-res mode aids mid-tier hardware. Atmosphere builds tension—Finland’s slipperiness evokes peril, Colombia’s foliage hides apexes.
Sound design lags: Manic Karts‘ chiptunes loop adequately. Screamer 2‘s techno soundtrack (praised by Next Generation) pulses with 90s rave synths, but engine whines grate (Underdogs calls them “hideous”), crashes generic (“bump-crash”). No voice-overs spare cheese, yet MIDI limits immersion versus CD-DA peers. Collectively, visuals/sound forge rally escapism—graphics age gracefully, audio as era relic—amplifying powerslide euphoria amid tangible worlds.
Reception & Legacy
Launch reception skewed positive for Screamer 2 (compilation lacks dedicated reviews), fueling the bundle’s appeal. GameSpot (7/10) lauded graphics/soundtrack/value, critiquing physics; Next Generation (4/5) hailed “console-like frame rates/arcade control,” praising tracks/AI/multiplayer; GamePro noted addictive bashing but Pentium demands (89% lo-res viable); Coming Soon Magazine (89/100) aced gameplay/graphics. MobyGames averages 7.5/10 (78% critics), players 3.5/5; Home of the Underdogs (9.03/10) inducted it to Belated Fame for driveability. Manic Karts flew under radar, but compilation’s obscurity (2 Moby collectors, no Metacritic) belies cult status.
Commercially modest, it influenced Milestone’s ascent (Screamer Rally ’97, modern MotoGP/WRC), pioneering PC rally (pre-Screamer Rally‘s evo, inspiring V-Rally). Split-screen/LAN set multiplayer templates; 3dfx optimization bridged DOS/Windows. Re-released via GOG/Steam (2012+ DOSBox/3dfx), reputation evolved to nostalgic gem—Force For Good (6/10) praises tension vs. modern bloat; PCGamingWiki notes demo rarities. Legacy: budget beacon proving arcade purity endures, seeding Milestone’s sim-arcade hybrid dynasty amid Need for Speed‘s dominance.
Conclusion
Manic Karts / Screamer 2 distills 90s PC racing essence—Manic Karts‘ chaotic karts complement Screamer 2‘s masterful drifts, leagues, and globals—flawed by dated sound/physics, redeemed by addictive loops, multiplayer magic, and visionary visuals. Amid tech transitions, it captured arcade soul, influencing rally’s PC rise. Verdict: Essential historical artifact (8.5/10), a must-emulate for genre historians craving unfiltered powerslide purity; its place? A underrated pillar bridging kart whimsy to rally realism, eternally replayable in digital reissues.