- Release Year: 2002
- Platforms: Windows
- Publisher: Fujifilm France
- Developer: Studios SAVOIRfair S.A.S.
- Genre: Driving, Racing
- Perspective: First-person/Behind view
- Game Mode: Single-player
- Gameplay: Arcade, Track racing

Description
Masters of Track is an arcade-style single-player Formula 1 racing game developed as an advergame for Fujifilm France. It features a single track, two camera perspectives, and a straightforward objective: to complete four laps as quickly as possible. Players control the car using arrow keys for steering and acceleration/braking, racing against the clock. The game was distributed free with Fujifilm CD-R spindles, emphasizing its promotional nature.
Masters of Track: Review
Introduction
In the sprawling landscape of early 2000s advergames, Masters of Track stands as a curious artifact—a free, single-player Formula 1 racing game bundled with Fujifilm CD-R spindles. Developed by Studios SAVOIRfair S.A.S. and published by Fujifilm France, this title is a relic of a time when marketing and gaming intersected in unconventional ways. Despite its simplicity, Masters of Track offers a glimpse into the technological constraints and creative ambitions of the era. This review will dissect the game’s development history, narrative (or lack thereof), gameplay mechanics, and its place in gaming history.
Development History & Context
The Studio and Its Vision
Studios SAVOIRfair S.A.S. was a relatively obscure developer, and Masters of Track was one of its few known projects. The game was released in 2002, a time when advergames were becoming more prevalent as companies sought innovative ways to promote their products. Fujifilm, known for its photography and imaging products, saw potential in bundling a free game with its CD-R spindles to attract tech-savvy consumers.
Technological Constraints
Masters of Track was developed using the Virtools 3D engine, a tool that was gaining traction in the early 2000s for its ease of use and rapid prototyping capabilities. The game’s simplicity is a testament to the technological limitations of the time. The 1st-person and behind-view perspectives, coupled with basic arrow-key controls, reflect the constraints of early 2000s gaming hardware and software.
The Gaming Landscape
The early 2000s were a transitional period for gaming. Consoles like the PlayStation 2 and Xbox were gaining popularity, while PC gaming was still a dominant force. Racing games were a staple genre, with titles like Need for Speed and Gran Turismo setting high standards. Masters of Track, however, was not aimed at competing with these giants but rather at providing a simple, engaging experience to promote Fujifilm’s products.
Narrative & Thematic Deep Dive
Plot and Characters
Masters of Track is devoid of any narrative or character development. The game’s sole objective is to beat the clock in a four-lap race on a single track. There are no storylines, cutscenes, or character interactions to speak of. This absence of narrative is a deliberate choice, as the game’s purpose was purely promotional.
Themes and Atmosphere
The game’s thematic elements are minimal. The track design and vehicle aesthetics are generic, lacking any distinctive visual or thematic identity. The absence of a narrative or thematic depth is a reflection of the game’s utilitarian purpose—it was designed to be a fun, quick distraction rather than a deep, immersive experience.
Gameplay Mechanics & Systems
Core Gameplay Loop
The core gameplay loop of Masters of Track is straightforward: players control a Formula 1 car using arrow keys to steer, accelerate, and brake. The game features two perspectives—1st-person and behind-view—adding a layer of customization to the experience. The simplicity of the controls and mechanics makes the game accessible to a broad audience.
Combat and Progression
There is no combat or progression system in Masters of Track. The game is purely about racing against the clock. The lack of opponents or competitive elements is a notable omission, but it aligns with the game’s promotional goals. The focus is solely on the player’s ability to navigate the track efficiently.
UI and Innovative Systems
The user interface is minimalistic, with basic on-screen displays for speed, lap time, and position. The game’s innovative systems are limited, but the inclusion of two perspectives is a notable feature. The behind-view perspective offers a more traditional racing game feel, while the 1st-person view provides a more immersive experience.
World-Building, Art & Sound
Setting and Atmosphere
The game’s setting is a generic racing track with no distinctive features or backstory. The atmosphere is purely functional, designed to provide a smooth and enjoyable racing experience. The lack of environmental details or narrative elements contributes to the game’s utilitarian feel.
Visual Direction
The visual direction is straightforward, with simple 3D models and textures. The track and vehicle designs are generic, reflecting the game’s promotional nature. The art style is functional rather than artistic, prioritizing performance over visual flair.
Sound Design
The sound design is equally minimalistic, with basic engine sounds and ambient noise. There is no background music or voice acting, further emphasizing the game’s focus on simplicity and accessibility.
Reception & Legacy
Critical and Commercial Reception
Masters of Track received little to no critical attention upon its release. As a free, promotional game, it was not reviewed by major gaming publications. Its commercial reception is similarly difficult to gauge, as it was bundled with Fujifilm products and not sold separately. However, its legacy lies in its uniqueness as an advergame and its role in promoting Fujifilm’s products.
Influence on Subsequent Games and the Industry
Masters of Track had minimal influence on the gaming industry. Its simplicity and promotional nature meant it did not set any trends or inspire significant innovations. However, it serves as a historical artifact, illustrating the creative ways companies used gaming for marketing purposes in the early 2000s.
Conclusion
Masters of Track is a curious relic of early 2000s gaming—a simple, free racing game designed to promote Fujifilm’s CD-R spindles. Its lack of narrative, minimalistic gameplay, and utilitarian design reflect the technological constraints and promotional goals of the era. While it may not have left a lasting impact on the gaming industry, it offers a fascinating glimpse into the intersection of marketing and gaming in the early 2000s. In the grand tapestry of video game history, Masters of Track is a small but notable thread, a testament to the creative ways companies have used gaming to engage consumers.