- Release Year: 1999
- Platforms: Dreamcast, Windows
- Publisher: Acclaim Entertainment, Inc., Hasbro Interactive, Inc., MicroProse Software, Inc.
- Developer: Broadsword Interactive Limited
- Genre: Driving, Racing
- Perspective: First-person
- Game Mode: Single-player
- Setting: France, Interwar
- Average Score: 46/100

Description
Spirit of Speed 1937 immerses players in the golden age of motorsport by offering a unique racing experience featuring historic 1930s cars and authentic interwar-era tracks. As a single-player racing game, it allows drivers to compete on circuits no longer used professionally, capturing the raw, pioneering spirit of early-century racing through either individual races or full championship circuits.
Gameplay Videos
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Spirit of Speed 1937 Reviews & Reception
en.wikipedia.org (39/100): The Dreamcast version received unfavorable reviews according to the review aggregation website GameRankings.
imdb.com (80/100): A challenging but scenic game
gamespot.com (19/100): Spirit of Speed 1937 is abysmal.
Spirit of Speed 1937 Cheats & Codes
Dreamcast
Enter codes during gameplay
| Code | Effect |
|---|---|
| AXYB | Enables Fast Speed Mode (300mph) |
PC
Enter codes during gameplay
| Code | Effect |
|---|---|
| losis | High speed |
| drandolets | All cars |
| pienacura | All maps |
| stulbenis | Win the race |
Game Boy Advance
Enter codes during gameplay
| Code | Effect |
|---|---|
| losis | Get high speed |
| drandolets | Get all cars |
| pienacura | Get all maps |
| stulbenis | Win the race |
Spirit of Speed 1937: A Cautionary Tale of Historical Racing Ambition
Introduction
In the pantheon of ambitious video game failures, few titles embody the gulf between concept and execution as starkly as Spirit of Speed 1937. Developed by UK studio Broadsword Interactive and released in 1999 on PC (2000 on Dreamcast), this racing simulator promised an unparalleled experience: to strap players into the seat of pre-war racing legends and relive the visceral danger of 1930s motorsport. Its concept was brilliant—a loving recreation of an era when drivers risked life and limb on circuits like Brooklands and Monza, before aerodynamics, safety features, or even consistent track surfaces existed. Yet, plagued by development chaos, rushed porting, and a core gameplay loop that defied accessibility, Spirit of Speed became a legendary cautionary tale. This review examines how a game born from authentic passion for vintage racing collapsed under the weight of publisher interference, technological constraints, and a fractured vision, ultimately cementing its place not as a classic, but as a fascinating artifact of unrealized potential.
Development History & Context
The Spark of Ambition
Broadsword Interactive emerged from the ashes of a television production company, founded in 1995 by David Rowe and John Jones-Steele. Their genesis was deeply personal: Rowe’s daily commute past the derelict Brooklands circuit inspired a vision to capture the raw, dangerous spirit of pre-war racing. After cutting their teeth on PC ports like WipEout, they pitched The Spirit of Speed (as it was originally titled) to MicroProse, the storied simulation publisher. MicroProse’s enthusiasm was immediate—Jones-Steele recalled they wouldn’t let the team leave their office without signing a deal.
The Whirlwind of Turmoil
The project’s trajectory soured in 1998 when MicroProse faced financial ruin and was acquired by Hasbro. Suddenly, Broadsword was answerable to a toy conglomerate with little understanding of simulation gaming. This marked the beginning of a catastrophic development cycle. Three producers sequentially reshaped the game’s identity: the first demanded accessible arcade-style controls, the next insisted on ultra-realistic physics, and the final compromise left the driving model in a state of purgatory—neither satisfyingly arcade nor authentically simulative. Broadsword’s hands were tied; Hasbro’s marketing department dictated design, leading to Jones-Steele’s lament: “We really ended up with physics that weren’t very good.”
The Dreamcast Debacle
For the Dreamcast port, Acclaim Entertainment purchased publishing rights, inexplic reviving the defunct LJN label—best remembered for licensed NES atrocities. The conversion was rushed into a brutal 12-week window, leveraging Windows CE to expedite the PC codebase. This backfired catastrophically: Sega’s minimal support for CE left Broadsword stranded with an unfinished engine. As Jones-Steele recalled, Sega’s promises of “features a year or so away” were useless against their deadline. The result was a game that ran at a choppy framerate, suffered from pop-in, and failed to harness the Dreamcast’s power. Marketing was nonexistent beyond a single E3 appearance, ensuring the title entered the market with a whimper.
Narrative & Thematic Deep Dive
No Grand Story, Only Scenarios
Spirit of Speed eschews traditional narrative in favor of immersive scenario-based racing. There is no protagonist or overarching plot—only the unvarnished thrill of competing in legendary races across 1937. The game’s “Decade Challenge” mode frames progression through the lens of a 1930s motorsport career, but substance is sacrificed for atmosphere. Instead, the 35 Scenario missions provide micro-stories: racing to “win back your honor after being publicly disrespected by a local hoodlum,” proving “your country’s engineering superiority at Avus,” or even saving a relationship by winning at Tripoli (“Your fiancée has threatened to run off with an Egyptian millionaire!”). These vignettes, read before each race, inject personality and period flavor. They evoke the era’s ethos of sport as spectacle and gentlemanly rivalry, where victory was as much about pride as prize money.
Thematic Authenticity
The game’s core theme is the romance of danger. Broadsword meticulously researched the period, consulting Brooklands Museum, Mercedes-Benz archives, and classic car publications to ensure authenticity. Every car—from the Alfa Romeo P3’s supercharged engine to the Auto Union Type C’s terrifying top speed—embodies an era when safety was an afterthought. The tracks, too, reflect historical reality: Brooklands’ banking, Monza’s high-speed straights, and Pau’s tight urban layout are all captured. Yet the absence of consequences undermines this. While the game mentions “spectacular accidents,” crashes are trivialized; cars respawn instantly, and drivers never truly feel mortal. This tension between historical grit and arcade convenience highlights the developers’ struggle to balance simulation and playability.
Gameplay Mechanics & Systems
The Physics Paradox
Spirit of Speed’s defining failure is its driving model. Authenticity is its goal—the manual warns that pre-war cars “handled primitively”—but execution is inconsistent. Cars feel unnervingly heavy, with steering requiring exaggerated inputs that feel disconnected from the vehicle’s mass. Oversteer is punishing, yet the AI opponents seemingly master it effortlessly. This stems from the producers’ conflicting visions: the compromise physics alienated simulation fans while failing to welcome newcomers. As one critic noted, “When the cars move at 150 mph, you’re constantly tempted to get out and push!”
Limited Modes & Car Roster
Gameplay modes are sparse: Quick Race, Single Race, Championship, and Scenarios. The latter is the most engaging, offering varied objectives (e.g., starting from last place with an underpowered car) and a gentle learning curve. The roster of 15 cars is a strength, featuring legends like the Napier-Railton (270 km/h top speed) and ERA Remus. However, they cannot be modified, and their performance feels imbalanced. In Championship mode, players are locked to one car across all tracks—a frustrating experience when a slow car faces Monza’s straights.
Pit Stops & Resource Management
A glimmer of brilliance lies in the pit-stop system. Fuel and tire wear are tracked, forcing strategic planning. Superb cars (e.g., Mercedes-Benz W125) burn fuel rapidly, creating a balancing act: drive fast to gain position, but stop often to refuel. The AI’s superior pit timing often forces players to adapt, adding tension. Yet, this depth is undermined by the absence of weather or time-of-day changes, which could have amplified strategy.
Crucial Omissions
The lack of multiplayer is a glaring oversight. Even split-screen racing was omitted, a baffling choice for a console release. Worse, the damage model is purely text-based; a wheel-bend might affect steering, but visual feedback is absent. This sanitizes the sport’s inherent