
Race motorbikes along twisting, turning mountain roads at speeds of over 150 miles per hour in this innovative FMV racer. With five courses and six bikes to choose from, you'll find every race a new challenge.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 15 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 18reviews | 89% | — | $1.6K |
| $1.49−70% | 20ratings | 68% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Reviews
Broken controls
Lovely organ donor simulator.
Cyclemania, developed by Compro Games and Accolade and now published by Ziggurat, stands as an eccentric but fascinating artifact from the early era of experimental racing games. Originally released in 1994, it was among a wave of titles that sought to merge full-motion video with interactive gameplay—a fusion that was both ambitious and technologically constrained by the standards of the time. The game uses actual filmed road footage as the foundation for its racing courses, layering player-controlled motorcycles and obstacles over pre-recorded video. This gives Cyclemania a distinctive texture, a sense of speed and realism that polygonal racers of its day could only approximate. It captures a moment in gaming history when developers were trying to push the limits of immersion through video technology, even if the results now feel dated and awkward by modern expectations. At its core, Cyclemania is a high-speed motorbike racer that places players behind the handlebars of a superbike tearing down winding mountain highways, desert stretches, and coastal roads. The sensation of movement is achieved through FMV backdrops that shift dynamically to simulate turns, slopes, and changes in scenery. Players must react quickly to avoid hazards—cars, oil slicks, wildlife, or sudden turns—that appear within the limited window of the camera. The control scheme is minimal, relying on directional inputs for steering and throttle management, but the simplicity hides a steep learning curve. Because the courses are based on real footage, the player’s control over the bike is constrained by the prerecorded video, creating a constant tension between speed and survival. Success depends on quick reflexes, memorization, and a willingness to wrestle with the game’s idiosyncratic response to player input. What makes Cyclemania remarkable even today is its audacity. The decision to use live-action road footage gave the game a distinct personality in a genre that, at the time, was dominated by sprite-scaling or early polygonal racers. Each course feels alive with the imperfections of real-world roads—the way sunlight glares off the asphalt, how the scenery blurs past as the bike accelerates, and how oncoming vehicles appear with an almost cinematic unpredictability. The illusion of realism was its greatest selling point in the mid-1990s, and in its own strange way, it remains impressive. The soundtrack complements the experience with gritty rock instrumentals that match the adrenaline of tearing through tight corners and open highways. The visual quality, however, is undeniably rough: the FMV compression creates visible pixelation and distortion, and the limited frame rate can make obstacle timing erratic. Still, there is a charm in its imperfections, a reminder of how game developers once embraced experimentation as part of the creative process. In terms of structure, the game is relatively simple. Players can choose from several motorcycles, each with its own handling characteristics and speed profiles, before taking on a series of courses. The goal is straightforward—finish as fast as possible while avoiding collisions—but the challenge lies in the unpredictability of each track. The hazards are not always clearly visible due to the FMV’s low resolution, and the tight window for reaction means that progress often depends on trial and error. While that can lead to frustration, it also gives the game an almost arcade-like rhythm, rewarding persistence and pattern recognition. The satisfaction of finally completing a flawless run on one of the trickier courses is genuine, even if the mechanical depth is limited. Cyclemania was not designed for precision or realism in the modern sense; it was designed to evoke the thrill of speed and the danger of the open road through the lens of 1990s technology. From a modern perspective, Cyclemania’s strengths and weaknesses are inseparable. Its FMV presentation, which was groundbreaking in its time, now feels clunky and restrictive. The illusion of speed sometimes breaks when the video transitions abruptly between segments, and the steering can feel disconnected from what’s happening on-screen. The limited number of courses and the absence of a real progression system mean that replay value is modest once the novelty wears off. Yet, these shortcomings are part of its identity. The game’s appeal lies not in refinement or longevity but in its boldness as a piece of gaming history. It represents an era when developers were experimenting with the boundaries of interactivity and multimedia, long before the industry settled into predictable forms of realism and simulation. The modern re-release, handled by Ziggurat through DOSBox emulation, does an admirable job of preserving the original experience. The game runs smoothly on modern systems, maintaining the quirks and visual fidelity of the 1994 version while ensuring accessibility for contemporary audiences. The nostalgia factor plays heavily in its favor; for players who grew up with early CD-ROM games, Cyclemania offers a direct portal back to that period of discovery and experimentation. For new players, it functions more as a historical curiosity—a glimpse into how developers once believed FMV might define the future of racing games. Ultimately, Cyclemania is less about competition or mastery and more about atmosphere and novelty. It is a product of a time when gaming was still in the process of defining what realism meant, when filmed environments seemed like the next big step toward immersion. Today, it stands as a charming relic, a reminder of how ambition and technological limitation can coexist in creative tension. Though it lacks the polish, variety, and precision of modern racers, it carries a unique energy that still resonates with enthusiasts of retro design. Cyclemania may not be fast or smooth by today’s standards, but it remains a testament to a pioneering spirit—one that embraced experimentation over perfection and helped pave the road, quite literally, for the racing experiences that followed. Rating: 5/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
This is what Road Rash should've been on the Sega CD instead of that lame MegaDrive port with CD music.
jeu assez pourri, un genre de sous road rash, la baston en moins
没有中文评测我就贡献一个吧。 游戏赛道用的是实景拍摄,速度感相对很强的。 仪表盘其实不是第一人称,一直在前面阴魂不散的那个摩托车手才是玩家本人。 还有一个简单的经济系统和自定义系统。 手感类似于暴力摩托,没有拳脚等娱乐手段。
çko garip oyun göstergeler first person gibi ama motosikleti third person dan görüyoruz bunu anlamam 20 dakka aldı 15 dakika kntrolleri anlamakla geçti işte ne kadar kaldıysa 44 dakikadan o kadar oynadıktan sonra yazdım bunu indirimde 5 liranın altına inerse alınır gidip 10-15 vermeyin chill kafa dağıtmalık bi oyun hikaye falan yok 94 yapımı oyun ne bkeli10 ama müzükler efso ve sakın neden aldın diye sormayın fazla merak gte yrak nostaji fln o ayajları seviyosanız alınır aynı fiyata mtotgp 13 aldım şimdi ibineliğine tavsiye etmiyoruma basardımda benle beraber 3 kişi incelemiş AS:DA:SD:DAS:DSA: inceleme durumu karışık olur diye vermedim ölülere saygumız sonsuz ha sorarsan bidaha oynar mısnı diye birax kararsız kalrım
给我干哪来了,怎么赛道上又有汽车火车又有野生动物还有飞机呢,这还是比赛场地吗,还有角色是超人来的,出车祸了?没事我是体育生 游戏玩法就是躲避障碍竞速,值得一提的是游戏场景都是实景拍摄的视频,选手和障碍物都是后期叠加在视频上的 ,美术风格有一种别样的美。感觉快速赛很适合放街机厅里,投一个币玩一次。可惜不是第一人称,不然我还挺喜欢的 作为一款94年的dos游戏,将fmv和摩托竞速结合,还不错不是吗
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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| $664.8K | 1.1K | 74% | $19.99 |
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| $1.6K | 59 | 64% | $1.99 | |
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