Overview

There is no princess to save or kingdom to conquer—just you, a garage full of high-performance cars (including the Porsche 962, Audi Quattro, and classic Lancia Delta), and the most absurd race tracks ever conceived. Stunts drops players into a fully 3D world where physics are merely a suggestion.

You can race against the clock or challenge a colorful cast of AI opponents (like the infamous Skid Vicious or Bernie Rubber). Tracks feature massive elevated highways, vertical corkscrews, 360-degree loops, and gaps over open water. Crashing spectacularly shatters your windshield and forces you to watch an instant replay of your fiery demise from multiple camera angles.

Visual Archive

Behind The Scenes

The Infinite Replayability of the Track Editor
What made Stunts immortal wasn't just the driving; it was the built-in track editor. It was incredibly intuitive, allowing players to snap together loops, jumps, and banked corners like a digital Hot Wheels set. Because track files were just a few kilobytes in size, players traded custom tracks on floppy disks in schoolyards and on early dial-up Bulletin Board Systems (BBS) all over the world.

The Roots of Need for Speed
The development studio, Distinctive Software Inc. (DSI), pioneered early 3D flat-shaded polygon graphics with this game. They proved that a PC could render a fast, smooth 3D driving environment without relying on fake, pre-drawn 2D sprites.

  • Shortly after the release of Stunts, DSI was acquired by Electronic Arts (EA) and rebranded as EA Canada.
  • The 3D polygon technology and physics foundations they built for Stunts were evolved directly into their next massive project: 1994's blockbuster The Need for Speed.