
Take control of the streets of Japan in Midnight GT: Primary Racer. Race along country back roads or tight city streets and work your way up in the world. The only way to new places is to win!
Modeled estimate, not a reported figure. How we estimate →
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About
This fast and furious racing game is situated around the infamous exploits of the revered Japanese night racing fraternity, The Midnight Club.
With friends to impress and money to burn, these hot blooded individuals corrupt their cars by allowing specialist workshops to turbo charge and re-kit their motors in order to produce the ultimate thrill-seeking machines.
Eight different racing environments and ten courses. Ranging from open forests and mountain courses to city and warehouse districts.
Street races take place on unofficial tracks, (also known as civilian roads) above and around the busiest cities in Japan.
An array of different game modes to select from: Simulation Arcade, Quick Race, Time Attack. Pininfarina Junior and Senior.
Eight exclusive car designs from the world famous automotive design agency, Pininfarina.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
Miało się na płycie z gazetki w dzieciństwie. Zapamiętałem tą grę o wiele lepiej niż jest na prawdę xD Auta i trasy są okej jak na grę retro, ale za to prowadzenie pojazdów a dokładniej odbijanie się od innych przeciwników jak kula bilardowa jest prze okropne :v Dlatego też był to kiepski powrót do dzieciństwa i nie polecam.
Uma das minhas poucas aquisições da revista FullGames - tive mais CD Expert. A FullGames trouxe títulos da "pesada" (de maior renome), porém era uma revista pobre, só vinha com catálogo e jogo, diferente da outra opção. Acho que não possuo mais a revista de Midnight GT, talvez o CD. MIdnight GT deve ser um jogo desconhecido, contudo entrega o básico e satisfatório para o gênero. Aqui o tema é cidade noturna, vem com uns ideogramas, fazendo referência ao Oriente. Se você for nostálgico e quiser reviver um joguinho no estilo passado anos 2000 é uma excelente opção! [i](Need for Speed é o meuzóvo!)[/i] [b]vrum-vrum[/b]🚗
挙動が楽しい。グリップ限界ギリギリを探ってコーナリングする感じがリアル感がある。ボリュームとしては数コース走って隠し車両解放させて終わりだけど、350円なら十分楽しめた。
Lazy garbage port that doesn't have controller support. Worst physics of any game of all time. Has worst physics than Final Drive Nitro, its not even a comparison. I read the negative reviews but bought the game anyway, cause I thought there was a chance that they just might be heretics who don't appreciate this game, but I was wrong. All the negative reviews are legitimate. It is the devs who don't care about their own retro games. How can you not implement controller support its literally the easiest possible thing to code. The only controller support they have is like a 0 and 1 binary with no gradient steering. I wondered why the review button would not show up, it is because I only played the game 4 minutes and had enough. You have to play 5 minutes to leave a review. Even the in-game map selector function doesn't seem to function properly. The only good thing about this game is the graphics
Game: Midnight GT: Primary Racer Genres: Racing, Arcade Dev: Rage Software Midnight GT: Primary Racer is an arcade-style street racer with Japanese vibe, developed by Rage Software back in 2001. All the tracks (except the final stage) are simple sprints inspired by Japanese cities and scenic spots. You get eight rides based on early 2000s supercar, tricked out with body kits and eye-catching liveries. Controls are nothing but pure arcade—zero realism ofc. And the crash physics are absolutely bonkers. Hit someone and they’ll shoot forward like they’ve got rockets, while you grind to a halt… or vice versa. Tested with keyboard, Xbox controller and Logitech Driving Force PRO wheel. Xbox controller is the best bet. It works on wheels too if you tweak down sensitivity and disable steering assists. Newer wheels (T248, G29, etc.) probably won’t work unless you run something 3rd party assist like X360CE. Hard to imagine how this got made—Rage folded a year later—but as a racing game, it’s razor-thin. You blitz six races, unlock four “pro” cars and that’s it. No extra tracks, no bonus modes—you’ll get everything under 30 minutes. At its current price it’s not a rip-off, but honestly I’d rather you gave e-Racer a spin instead—same studio, way more bang for your buck. Side note: Some PC hardware may have stuttering issue due to DDrawCompat, update it to the newest version should fix it.
good port runs nice on steam deck
Tbh mid game but quiet fun ngl
Кайф!
Whilst this game shares some of the same technical limitations as its predecessor, it also improves upon many aspects. There’s still no support for modern 3D wrappers, and due to the limited information about this release online, I wasn’t able to increase the resolution past the few selections provided in-game. That said, it does have native widescreen support for those who feel it makes or breaks a game. As with e-Racer, controller support is built-in with mapping limitations, which unfortunately extend to the triggers this time. That aside, the framerate is smooth and the cars feel pretty responsive, with sensitivity options in the menu for those who wanna tweak and tinker. There is a strange input-queuing bug which had me spinning out on straight lines from time-to-time, but the maps are short enough that it’s not really an issue. Gameplay wise, it’s more impressive from a visual standpoint, but there’s significantly less content overall; only six tracks and eight cars, half of which are unlocked only after completing the final map. The physics engine is far goofier than it was in e-Racer, but with no damage mechanics, it ends up being funnier than it does irritating. It’s not a [i]good[/i] racing game by any metric, but for three bucks, it’s pretty fun.
disable all sound, for your own good
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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