- Release Year: 1997
- Platforms: PlayStation, Windows
- Publisher: Accolade, Inc.
- Developer: Pitbull Syndicate Limited, The
- Genre: Driving, Racing
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Championship Mode, Realistic Physics, Time Trials
- Setting: City – Kyoto, City – San Francisco, City – Washington, Country – Switzerland, D.C.
- Average Score: 72/100

Description
Test Drive 4 is a racing game released in 1997, featuring a mix of ten modern supercars and vintage muscle cars, each with distinct physics and handling. Players can compete in a world championship, single races, or time trials across five circuits and a drag strip. The game emphasizes realistic driving mechanics but removes shortcuts, requiring strict adherence to track layouts. Set in various global locations like Kyoto and San Francisco, it offers multiplayer options via LAN or modem, though reviews highlight mixed reception due to challenging controls and AI issues.
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Test Drive 4 Reviews & Reception
mobygames.com (72/100): I thought at first that I didn’t achieve many victories in the game because I was only a bad player, but then I realised that everyone else complained about the game’s extreme difficulty.
Test Drive 4 Cheats & Codes
PlayStation
Set a course record with ‘Traffic’ and ‘Timer’ options enabled, then enter the code as a name.
| Code | Effect |
|---|---|
| SAUSAGE | Unlocks the Viper GTSR, TVR 12/7, ’69 Dodge Daytona, and Pitbull Special. |
| KNACKED | Unlocks mirrored tracks at night. |
| WHOOOOSH | Enables nitro boost when using the horn (does not work in first gear). |
| MJCIM.RC | Enables small R/C cars. |
| FLY | Enables flight mode (press X to hover, Up to move forward). |
PlayStation
Press the button sequence at the credits screen.
| Code | Effect |
|---|---|
| Up, Left, Circle, X | Alters the last scene in the FMV sequence. |
PC
Go to the Save Game screen, select Slot 10, type the code, and press Enter.
| Code | Effect |
|---|---|
| NOAICARS | No AI racers in the LAN game. |
| STICKIER | No 3D collisions (cars will not leave the ground). |
| AARDVARK | All collisions turned off. |
| ITSLATE | No special effects (3Dfx version only). |
| CREDITZ | Shows credits with cool pics. |
| SRACLLA | Unlocks all cars. |
| LEVELLLA | Unlocks all tracks. |
| SPAZZY | Enables ‘Test Drive on Acid’ mode. |
| BANDW | Enables black and white mode. |
| MIKTROUT | Enables big cars. |
| MPALMER | Enables mini cars. |
| GONZON | Enables fast forward mode. |
| GONZOFF | Disables fast forward mode. |
| BIRDVIEW | Enables overhead camera view. |
| NITROXXX | Enables nitro boost with the horn button. |
| BOBCRED | Adds extra credits. |
| COLOUR | Changes screen back to color when in black and white mode. |
Test Drive 4: A Flawed but Fascinating Relic of the Late ’90s Racing Genre
Introduction
In the annals of racing game history, Test Drive 4 (1997) occupies a peculiar space—a title that arrived at the tail end of a golden era for arcade-style driving simulations, yet struggled to carve out a distinct identity amidst the shadows of giants like Need for Speed II and Gran Turismo. Developed by the relatively unknown Pitbull Syndicate and published by Accolade, Test Drive 4 was an ambitious attempt to blend the raw power of classic muscle cars with the sleek precision of modern supercars, all while navigating the technical limitations of the PlayStation and early 3D acceleration on PC. Yet, despite its lofty aspirations, the game emerged as a deeply flawed, often frustrating experience that left critics and players alike divided.
This review seeks to dissect Test Drive 4 in exhaustive detail, exploring its development context, gameplay mechanics, artistic direction, and lasting legacy. Through a critical lens, we will examine how its strengths—its diverse car roster, ambitious track design, and innovative drag racing mode—were undermined by crippling technical shortcomings, unbalanced AI, and a control scheme that felt more like wrestling a hovercraft than piloting a high-performance automobile. Ultimately, Test Drive 4 serves as a cautionary tale about the perils of ambition without refinement, a game that could have been a contender but instead became a footnote in the evolution of racing games.
Development History & Context
The Rise and Fall of the Test Drive Franchise
The Test Drive series, launched in 1987 by Distinctive Software, was one of the pioneering forces in the racing genre. The original Test Drive introduced players to the thrill of high-speed chases in exotic supercars, a formula that resonated deeply in an era dominated by 2D sprites and rudimentary physics. By the early ’90s, the franchise had solidified its reputation with Test Drive II: The Duel (1989) and Test Drive III: The Passion (1990), both of which expanded on the core concept with improved graphics and more varied gameplay.
However, the mid-’90s marked a period of stagnation for the series. As the industry transitioned to 3D, Test Drive remained dormant for seven years, allowing competitors like Need for Speed and Ridge Racer to dominate the racing landscape. When Accolade revived the franchise in 1997, it did so with two distinct titles: Test Drive: Off-Road, developed by Elite Systems, and Test Drive 4, helmed by the newly formed Pitbull Syndicate.
Pitbull Syndicate: A New Developer with Big Ambitions
Pitbull Syndicate was founded in December 1996 by a team of eight experienced programmers and artists, many of whom had previously worked on racing titles. Their mandate for Test Drive 4 was clear: modernize the Test Drive formula for the 3D era while retaining the series’ signature blend of exotic cars and high-stakes racing. According to Accolade president Jim Barnett, the game was designed to exploit the latest in 3D graphics technology to deliver a “satisfactory driving experience” that could compete with the likes of Need for Speed II.
The development process was not without its challenges. Pitbull Syndicate faced the daunting task of creating a game that could run smoothly on both the PlayStation, with its limited polygon-pushing capabilities, and PC, where 3D acceleration was still in its infancy. The team licensed 14 vehicles from manufacturers like Chrysler (Dodge Viper), Jaguar (XJ220), and Chevrolet (Corvette, Camaro), ensuring a mix of modern supercars and classic muscle cars. The tracks were meticulously modeled after real-world locations, including San Francisco, Kyoto, and Washington, D.C., with the PC version adding Munich as an exclusive locale.
Technological Constraints and Marketing Hype
Test Drive 4 was unveiled at the 1997 Electronic Entertainment Expo (E3), where Accolade showcased its ambitious visuals and promised a racing experience that would rival the best in the genre. The game’s techno-oriented soundtrack, featuring licensed tracks from Orbital and The Younger, Younger 28’s, was touted as a perfect complement to its high-octane gameplay. Accolade backed the game with a $2 million marketing campaign, including television commercials on ESPN, Speedvision, and MTV, as well as radio spots on The Howard Stern Show.
Yet, beneath the hype lay a game that was struggling to meet its own ambitions. The PlayStation’s hardware limitations forced Pitbull Syndicate to make significant compromises, particularly in the game’s physics and AI systems. The result was a title that looked impressive in screenshots and trailers but often felt sluggish and unresponsive in practice. When Test Drive 4 launched on November 3, 1997, for PlayStation and November 24 for PC, it was met with a lukewarm reception that underscored the gap between its promise and its execution.
Narrative & Thematic Deep Dive
The Illusion of a Story
Unlike many racing games of its era, Test Drive 4 made a half-hearted attempt to incorporate a narrative framework. The premise was simple: players were cast as test drivers for a high-end automotive magazine, tasked with evaluating a fleet of exotic and classic cars across a variety of real-world locations. This thin veneer of storytelling was little more than a justification for the game’s structure, which revolved around completing races, time trials, and drag races to unlock new vehicles and tracks.
The game’s “story” was conveyed through minimal text-based briefings before each race, with no voice acting, cutscenes, or character development to speak of. The lack of a compelling narrative was not necessarily a detriment—after all, racing games have historically thrived on pure gameplay—but it did highlight Test Drive 4‘s identity crisis. Was it a simulation aiming for realism, or an arcade racer prioritizing fun? The game’s inability to commit to either direction left it stranded in an awkward middle ground.
Themes: Old vs. New, Power vs. Precision
Where Test Drive 4 did excel was in its thematic contrast between classic muscle cars and modern supercars. The game’s roster was divided evenly between the two categories, with five vintage American beasts (including the Shelby Cobra 427 and Chevrolet Camaro) and five contemporary exotics (such as the Jaguar XJ220 and Dodge Viper GTS). This dichotomy was more than just a gimmick; it was a deliberate exploration of automotive evolution, pitting raw, unrefined power against sleek, precision-engineered performance.
The muscle cars, with their thunderous engines and unwieldy handling, embodied the spirit of the 1960s and ’70s—an era when horsepower reigned supreme and aerodynamics were an afterthought. In contrast, the supercars represented the cutting edge of automotive technology, with their lightweight chassis, advanced suspension systems, and razor-sharp responsiveness. This thematic tension was reflected in the gameplay: muscle cars were faster in a straight line but struggled with tight corners, while supercars offered superior handling at the cost of top-end speed.
Unfortunately, the game’s physics engine failed to fully capitalize on this intriguing premise. The muscle cars often felt like they were driving on ice, while the supercars lacked the weight and feedback necessary to convey their supposed precision. The result was a missed opportunity to create a meaningful dialogue between automotive eras, leaving the game’s thematic ambitions largely unfulfilled.
The Role of Real-World Locations
Test Drive 4‘s tracks were another area where thematic ambition outpaced execution. The game featured five real-world locations (six on PC), each meticulously modeled to include recognizable landmarks and varied terrain. San Francisco’s winding streets and steep hills, Kyoto’s serene rural roads, and Washington, D.C.’s urban sprawl all offered distinct challenges, from tight corners to long straights.
However, the tracks were plagued by design flaws that undermined their potential. Many courses were overly long, with checkpoint systems that punished players harshly for minor mistakes. The inclusion of oncoming traffic and police cars—intended to add realism and tension—often felt unfair, as the AI drivers followed pre-scripted paths that made collisions inevitable. The result was a sense of frustration rather than immersion, as players found themselves battling the game’s quirks as much as their opponents.
Gameplay Mechanics & Systems
Core Gameplay Loop: Racing, Unlocking, Repeating
At its heart, Test Drive 4 was a straightforward racing game with a simple progression system. Players began with a limited selection of cars and tracks, unlocking new vehicles and locations by winning races, completing time trials, or excelling in drag races. The game offered three primary modes:
- Single Race: A quick, one-off competition against AI opponents.
- Cup Race: A series of races that culminated in a championship, with points awarded based on finishing position.
- Drag Race: A unique mode that pitted players in head-to-head acceleration battles, a rarity in racing games of the time.
The drag racing mode was arguably Test Drive 4‘s most innovative feature. Unlike traditional circuit races, drag races were won or lost in a matter of seconds, requiring precise gear shifts and perfect launches. The mode was a refreshing change of pace and stood out as one of the game’s few genuinely enjoyable experiences.
The Physics Engine: A House of Cards
The most glaring issue with Test Drive 4 was its physics engine, which felt simultaneously too simplistic and too punishing. Cars lacked a sense of weight and inertia, often sliding unpredictably during turns or spinning out with little warning. The muscle cars, in particular, were nearly unmanageable, with their rear-wheel-drive layouts and excessive power making them prone to oversteer. Supercars fared slightly better but still suffered from a lack of tactile feedback, making it difficult to judge traction or braking points.
The game’s collision physics were equally problematic. Contact with other cars or environmental obstacles often resulted in unrealistic bounces or sudden stops, with no visible damage to either vehicle. This lack of consequence removed any sense of risk from aggressive driving, while also making collisions feel arbitrary and frustrating.
AI: Unfair and Unforgiving
The AI opponents in Test Drive 4 were a source of constant frustration. On lower difficulty settings, they were sluggish and predictable, easily outpaced by even the slowest cars. On higher difficulties, however, they transformed into relentless, almost supernatural drivers who could accelerate impossibly fast, take corners at impossible speeds, and recover from mistakes with ease. This inconsistency made the game’s difficulty curve feel broken, as players could dominate one race only to be utterly humiliated in the next.
Worse still, the AI seemed to operate on a different set of physics rules than the player. Opponent cars could clip corners without losing speed, recover from spins instantaneously, and even ram the player without consequence. This created a sense of unfairness that permeated every race, leaving players feeling cheated rather than challenged.
Control Schemes: A Lesson in Frustration
Test Drive 4 supported a variety of control schemes, including keyboard, gamepad, and steering wheel peripherals. However, none of these options provided a satisfying driving experience. The default keyboard controls were overly sensitive, making precise steering nearly impossible. Gamepads fared slightly better but still suffered from a lack of nuance, with analog sticks feeling either too loose or too stiff.
The steering wheel support, while a nice inclusion, was hampered by the game’s physics engine. Without proper force feedback or realistic resistance, the wheel felt disconnected from the on-screen action, further exacerbating the game’s lack of tactile feedback.
Multiplayer: A Missed Opportunity
Test Drive 4 included multiplayer options, with the PC version supporting LAN, modem, and null-modem cable connections, while the PlayStation version allowed for link cable play. However, the multiplayer experience was marred by the same issues that plagued the single-player mode. The lack of split-screen support on consoles was a particularly egregious omission, especially given the popularity of local multiplayer in racing games of the era.
The net result was a multiplayer mode that felt tacked on rather than fully realized. Without the polish and accessibility of games like Need for Speed II or Gran Turismo, Test Drive 4‘s multiplayer failed to leave a lasting impression.
World-Building, Art & Sound
Visual Design: A Mixed Bag of Promise and Compromise
Test Drive 4 was a game of visual contradictions. On one hand, it featured some of the most detailed car models of its era, with meticulously rendered interiors and exteriors that captured the essence of each vehicle. The Jaguar XJ220, Dodge Viper, and Shelby Cobra were all instantly recognizable, thanks to the developers’ attention to detail. The game’s environments were equally impressive, with real-world locations rendered in a way that was ambitious for the time.
However, the game’s visuals were held back by the technological limitations of the PlayStation and early PC hardware. The PlayStation version suffered from noticeable pop-in, texture warping, and frame rate drops, particularly in areas with dense scenery or multiple cars on-screen. The PC version fared better but required a powerful system to run smoothly, with the 3dfx-accelerated version offering the best performance.
The game’s lighting and weather effects were similarly uneven. While the inclusion of dynamic lighting and lens flares was a nice touch, these effects often felt more like distractions than enhancements. The lack of damage modeling, meanwhile, made the cars feel sterile and invincible, further detracting from the game’s sense of realism.
Sound Design: A Techno-Fueled Letdown
Test Drive 4‘s sound design was another area where ambition failed to meet execution. The game’s techno-oriented soundtrack, featuring tracks from Orbital and The Younger, Younger 28’s, was a bold choice that aimed to complement the game’s high-speed action. However, the music quickly grew repetitive, with only a handful of tracks looping endlessly throughout races. The lack of variety made the soundtrack feel more like an afterthought than a carefully curated experience.
The game’s sound effects were equally lackluster. Engine noises lacked depth and variation, with muscle cars and supercars often sounding indistinguishable from one another. Tire screeches and collision sounds were similarly generic, failing to convey the weight and impact of high-speed crashes. The absence of environmental audio—such as crowd noises or ambient city sounds—further contributed to the game’s sterile atmosphere.
Atmosphere: A World Without Soul
Despite its real-world locations and detailed car models, Test Drive 4 struggled to create a compelling atmosphere. The tracks, while visually impressive, lacked the personality and charm of games like Gran Turismo or Need for Speed. There were no dynamic weather effects, no day-night cycles, and no sense of progression or narrative to tie the experience together.
The inclusion of oncoming traffic and police cars was intended to add realism, but these elements often felt more like obstacles than immersive details. Police chases, in particular, were poorly implemented, with officers either giving up too easily or pursuing the player with unrealistic tenacity. The result was a world that felt hollow and artificial, lacking the vibrancy and excitement of its contemporaries.
Reception & Legacy
Critical Reception: A Divided Verdict
Test Drive 4 received a mixed reception upon release, with critics praising its ambitious scope while lamenting its numerous flaws. Review scores ranged from as high as 91% (from Consoles Plus) to as low as 40% (from Computer Gaming World), reflecting the game’s polarizing nature.
Praise:
– Car Selection and Variety: Many critics appreciated the game’s diverse roster of muscle cars and supercars, as well as its innovative drag racing mode.
– Visuals: The detailed car models and real-world locations were frequently cited as highlights, particularly in the PC version.
– Ambitious Track Design: The game’s long, varied tracks were praised for their complexity and attention to detail.
Criticism:
– Physics and Handling: The overwhelming consensus was that the game’s physics engine was flawed, with cars feeling weightless and unresponsive.
– AI and Difficulty: The inconsistent and often unfair AI was a frequent point of contention, with many reviewers noting that the game’s difficulty spikes made it frustrating to play.
– Technical Issues: Frame rate drops, pop-in, and collision detection problems were commonly cited as detracting from the experience.
– Lack of Polish: Many critics felt that the game lacked the refinement and polish of its competitors, particularly Need for Speed II and Gran Turismo.
Commercial Performance: A Brief Moment in the Sun
Despite its mixed reviews, Test Drive 4 was a commercial success, selling over 850,000 copies within its first year. This success was enough to briefly make Test Drive the best-selling racing franchise, a testament to the series’ enduring appeal. The game’s strong sales led to its inclusion in Sony’s Greatest Hits lineup, further cementing its place in the PlayStation’s library.
However, the game’s commercial success was short-lived. The following year saw the release of Test Drive 5, which addressed some of Test Drive 4‘s flaws but failed to significantly improve upon its predecessor. Meanwhile, competitors like Gran Turismo and Need for Speed continued to dominate the racing genre, leaving Test Drive struggling to keep up.
Legacy: A Cautionary Tale
Test Drive 4 is perhaps best remembered as a cautionary tale about the dangers of ambition without execution. The game’s developers had a clear vision—blending classic and modern cars in a realistic, high-stakes racing experience—but lacked the technical prowess or resources to fully realize that vision. The result was a game that looked impressive on paper but fell short in practice, leaving players with a sense of unfulfilled potential.
In the years since its release, Test Drive 4 has faded into obscurity, overshadowed by the likes of Gran Turismo, Forza Horizon, and even later entries in the Test Drive series, such as Test Drive Unlimited. Yet, for those who experienced it, the game remains a fascinating relic of a transitional era in racing games—a time when developers were still grappling with the challenges of 3D racing and struggling to define the boundaries between simulation and arcade.
Conclusion: A Flawed Gem Worth Remembering
Test Drive 4 is not a great game. It is, in many ways, a deeply flawed one, hampered by inconsistent physics, unfair AI, and a lack of polish that makes it difficult to recommend in good faith. Yet, it is also a game that deserves to be remembered—not for its successes, but for its ambitions and its failures.
In an era where racing games were rapidly evolving, Test Drive 4 dared to try something different. It sought to bridge the gap between classic muscle cars and modern supercars, to blend realism with arcade-style accessibility, and to create a racing experience that was as much about the journey as the destination. That it failed to achieve these goals is not a reflection of its vision, but rather of the technical and design challenges that stood in its way.
For modern players, Test Drive 4 is a curiosity—a time capsule of late ’90s racing games that offers a glimpse into an era of experimentation and growing pains. It is a game that can be appreciated for its bold ideas, even as it frustrates with its execution. And in that sense, it is a valuable piece of video game history, a reminder of the risks and rewards that come with pushing the boundaries of what a racing game can be.
Final Verdict: 6.5/10 – A Flawed but Fascinating Relic
Test Drive 4 is not a game for everyone. Its clunky controls, unfair AI, and technical shortcomings make it a tough sell for modern audiences. Yet, for those willing to look past its flaws, it offers a unique and ambitious racing experience that stands apart from its more polished contemporaries. It is a game that deserves to be remembered, if not necessarily revisited—a testament to the challenges and triumphs of racing game development in the late ’90s.