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Game info

Team Suzuki

Team Suzuki
GenreRacing Sim
DeveloperGremlin Graphics
PublisherGremlin Graphics
Reviewed byndial
Team Suzuki is a sports bike simulator racing game and probably one of the best to ever hit the 16bit home computers. The game offers a full 3D environment and true racing bikes. It was released in 1991 by Gremlin Graphics for the Commodore Amiga, Atari ST and PC (DOS) home systems.
This is a pure racing simulator game and as such, it does not have an actual story. All your need is to race and win! The action is shown from first person perspective, via the rider's helmet, so each track and any surrounding stuff (trees, grandstands, tunnels and the like) are in 3D vector! The lower 1/4 of the display includes the bike's handle bars and the basic instruments like the speedometer and the rev counter. By pressing the Spacebar it gives you a split-second rear view. Before racing in tournaments, you first need to practice your riding skills as it is quite tricky to handle the bike.
A race is preceded by three time qualifying laps. During a season, it's imperative to get the pole position and it is very important to always "read" the track rather than just racing at high speeds, crashing all the time in every hard bend. More on that, the computer riders are challenging and a collision or loss of control leads to a near-fatal wobble!
You have the selection to race through 16 world famous grand prix circuits and enjoy the power of a Suzuki's phenomenal acceleration! This game gives that "real" racing feel, complete with power slides and wheelies, that's why it was probably one of the best racing bike simulators ever released for the Amiga, Atari ST and DOS computers of the early 90s.

The game was technically ahead of its time. The 3D vector graphics are smooth, fast and can you can watch the environments from different camera angles (much like a combat flight simulator game). Team Suzuki also includes a built-in action replay system. The computer controlled riders look a bit jerky though, as they are designed using (colored) vectors with minimal detail, but still, they move very fast. Each track has a few background details like crowd stands, buildings or tunnels. Comparably, the Amiga version runs a bit slower than the Atari ST but never in a way that can render the game unplayable.
The game's sound is great, including an introductory sampled tune, while there is a sampled engine throttle sound when you race.
  • Team Suzuki
  • Team Suzuki
  • Team Suzuki
  • Team Suzuki
  • Team Suzuki
  • Team Suzuki
  • Team Suzuki
  • Team Suzuki
Intro/Menu music:  In-game music sample:
Comparable platforms
Commodore Amiga OCS/ECS
Atari ST
Hardware information

Amiga 500/500+

Amiga 500/500+CPU: Motorola MC68000 7.16 MHz
MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM.
GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once).
SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs
The Amiga 500/500+ (default) color palette
12bit RGB 4096-colors palette
(32 to 4096 colors on screen)
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