Compare Super Pixel Racers prices across 50+ stores and find the best deal. Developed by 21c.Ducks Co., Ltd.. Published by H2 Interactive Co., Ltd.. Released on 1/30/2019. Available on PC, Xbox. Genres: Action, Indie, Racing.

A top-down arcade racer that punches above its pixel count when it clicks, but don't come here expecting a live online lobby in 2024.

I'll level with you: I came to Super Pixel Racers expecting a throwaway retro novelty and left with a mild obsession that burned a couple of evenings I hadn't planned to lose. This is a top-down arcade racer in the vein of Super Off-Road and Skidmarks, pixel art cranked up deliberately chunky, soundtrack ripping through 24 tracks of 16-bit synth that actually holds up. It is not a shooter, it is not a sim, and the netcode question I usually ask first barely applies here. What it is, for better and worse, is a surprisingly deep loop dressed in nostalgic clothing. The core handling model is built around two things: drifting and nitro. Drift to fill the gauge, burn the gauge to blast past opponents or slam into them when Takedown mode turns the track into a pixel destruction derby. It clicks faster than you'd expect. The two control schemes, pointing-stick and classic left-right-accelerate, mean controller players will find their groove quickly, though late-career precision demands more than the muscle memory you built in the opening hours. Career mode structures you through C, B, and A class tiers (each with a Plus variant), unlocking cup races as trophies accumulate. With over 200 races spread across Rally Cross, Time Trial, Drift Show, Land Rush, Hunt, and Rally, the mode variety is genuinely the game's strongest card. Tracks loosely echo real-world circuits, which is a fun wrinkle for petrolheads. Here is where I have to be direct with the multiplayer crowd, because that is almost always the first question: online is effectively dead. It has been since shortly after launch. Eight-player online was the pitch; the reality right now is that finding a lobby is close to impossible. Four-player local splitscreen, however, works fine and is where the chaos of Takedown and Drift Show actually shines. If you have people in the room, this earns its place on the couch. If you came here for ranked online, look elsewhere. The single-player grind hits a wall in the back half. The AI sharpens into something that feels less like competition and more like punishment, and the track layouts, decent but not inspired, start to feel samey once the novelty of the pixel aesthetic wears off. Steam user reception sits at mixed, around 68% positive from a small sample, which tracks: the game does a lot right early and gets more divisive as difficulty spikes arrive. Completing the full career is achievable in roughly 15 hours, which is a fair return for the genre. For someone who lives in competitive shooters, this scratches a completely different itch. The time-to-kill in Takedown mode has a funny parallel to quick-TTK arcade shooters: mistakes punish hard and fast, recovery is all about reading space and managing your nitro charge. It is more mechanical than it looks. If you write it off as a kiddie racer in the first five minutes, you are missing the point. Go in with a controller, play local with friends, and set your expectations accordingly on the online side. Fred, Scout Team

Super Pixel Racers
ActionIndieRacing

Super Pixel Racers

Jan 30, 201921c.Ducks Co., Ltd.H2 Interactive Co., Ltd.
GamerScout Says

A top-down arcade racer that punches above its pixel count when it clicks, but don't come here expecting a live online lobby in 2024.

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Screenshots & Media

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About Super Pixel Racers

I'll level with you: I came to Super Pixel Racers expecting a throwaway retro novelty and left with a mild obsession that burned a couple of evenings I hadn't planned to lose. This is a top-down arcade racer in the vein of Super Off-Road and Skidmarks, pixel art cranked up deliberately chunky, soundtrack ripping through 24 tracks of 16-bit synth that actually holds up. It is not a shooter, it is not a sim, and the netcode question I usually ask first barely applies here. What it is, for better and worse, is a surprisingly deep loop dressed in nostalgic clothing. The core handling model is built around two things: drifting and nitro. Drift to fill the gauge, burn the gauge to blast past opponents or slam into them when Takedown mode turns the track into a pixel destruction derby. It clicks faster than you'd expect. The two control schemes, pointing-stick and classic left-right-accelerate, mean controller players will find their groove quickly, though late-career precision demands more than the muscle memory you built in the opening hours. Career mode structures you through C, B, and A class tiers (each with a Plus variant), unlocking cup races as trophies accumulate. With over 200 races spread across Rally Cross, Time Trial, Drift Show, Land Rush, Hunt, and Rally, the mode variety is genuinely the game's strongest card. Tracks loosely echo real-world circuits, which is a fun wrinkle for petrolheads. Here is where I have to be direct with the multiplayer crowd, because that is almost always the first question: online is effectively dead. It has been since shortly after launch. Eight-player online was the pitch; the reality right now is that finding a lobby is close to impossible. Four-player local splitscreen, however, works fine and is where the chaos of Takedown and Drift Show actually shines. If you have people in the room, this earns its place on the couch. If you came here for ranked online, look elsewhere. The single-player grind hits a wall in the back half. The AI sharpens into something that feels less like competition and more like punishment, and the track layouts, decent but not inspired, start to feel samey once the novelty of the pixel aesthetic wears off. Steam user reception sits at mixed, around 68% positive from a small sample, which tracks: the game does a lot right early and gets more divisive as difficulty spikes arrive. Completing the full career is achievable in roughly 15 hours, which is a fair return for the genre. For someone who lives in competitive shooters, this scratches a completely different itch. The time-to-kill in Takedown mode has a funny parallel to quick-TTK arcade shooters: mistakes punish hard and fast, recovery is all about reading space and managing your nitro charge. It is more mechanical than it looks. If you write it off as a kiddie racer in the first five minutes, you are missing the point. Go in with a controller, play local with friends, and set your expectations accordingly on the online side. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementscontroller-supporttrading-cardscloud-savestier:sub-5Top-Down RacerArcade RacerDrift MechanicsNitro SystemLocal SplitscreenDestruction DerbyDead OnlineCareer ProgressionRetro Aesthetic

System Requirements

Minimum

OS
Windows 7 / 8 / 8.1
Memory
4 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
GeForce GTX 650 / Radeon R7 250 or better
Processor
Intel Core i3 / i5
Sound Card
Direct Sound

Reviews & Ratings

No ratings available

Game Info

Developer
21c.Ducks Co., Ltd.
Publisher
H2 Interactive Co., Ltd.
Release Date
Jan 30, 2019

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