After the magnificence of the Switch port, it’s hard to see how Virtua Racing could get much better, without becoming a completely different game. Instead, then, we head in the opposite direction, with an (unofficial) port to a tiny 1-bit screen, to a console without enough buttons, to something that really shouldn’t work – but it does.
Virtua Racing on the Playdate is a limited marvel. It runs incredibly smoothly, although the small range of greys allowed for by the dithering means that it can be tricky to make out what’s happening at times – and overall the darker greys and blacks are underused making the screen just a bit washed out. There are a few control schemes, one of which can allow you to use the crank for steering, but I preferred the d-pad for steering with A and B buttons for accelerate and brake – and the crank allows you to choose the viewpoint exactly, not restricted to VR’s four positions. During replays the crank rewinds and fast forwards the action, which is a welcome addition. Due to the number of buttons you are restricted to automatic transmission.





There is, apparently, a secret car you can obtain from coming first on every track in one play session. I’ve not managed to come first on the easiest track yet, so I suspect that may be beyond me. With the Switch game easily accessible, I’m not sure I’ll spend too much time here, but all it takes is for one delayed train and I know it’ll be there ready to go.





