UK Gaming Network recently took the time to revisit Super Cars II, a top-down racing game developed by Magnetic Fields and originally published by Gremlin Graphics in 1991. With its over-the-top tracks, vehicular weapons, and memorable split-screen mode, the game left quite an impression back in the day. But how does it hold up when played through modern eyes in 2025?
A Brief History of Magnetic Fields
Magnetic Fields didn’t always go by that name. Originally founded as Mr. Chip Software in 1982 by Shaun Southern and Andrew Morris, the studio made its early mark on the Commodore 64 and VIC-20 with titles like Trailblazer, Kickstart, and Formula 1 Simulator. The transition to 16-bit hardware brought with it a rebrand and a shift in focus, with Super Scramble Simulator being their first game under the Magnetic Fields name.
Things really started to click for the team in 1990 with the launch of both Super Cars and Lotus Esprit Turbo Challenge. The former stood out for its overhead action and clever use of vehicular combat, while the latter was lauded for its smooth 3D racing engine. Sequels came quickly. Lotus II and Super Cars II both arrived in 1991, followed by Lotus III the following year.
The team briefly shifted gears with a platform game—Cosmic Kitten, which morphed into Kid Chaos—but racing remained their bread and butter until their final projects in the late 1990s. An updated version of Super Cars II even appeared in 2021 thanks to a fan-made AGA conversion using enhanced graphics from the PC version.
What the Reviews Said Back Then
Upon release, Super Cars II was warmly received—by most. Games-X featured it as their very first “Game of the Week” in a preview issue, giving it a perfect score. Amiga Action awarded it 93% and ranked it above heavyweights like Stunt Car Racer and Lotus Esprit. CVG and The One for 16-bit Games both handed out 91%, praising its improvements over the original and its entertaining two-player mode.
But not every critic was sold. Amiga Computing gave it a more lukewarm 65%, suggesting it didn’t offer enough of a step up. Amiga Power landed somewhere in the middle with 73%, arguing that some changes didn’t benefit the gameplay.
Across ten magazine reviews, the average score rounded out to around 85%, and it still enjoys a solid user rating of 8.45/10 on Lemon Amiga.
How It Plays Today
Jumping back into Super Cars II in 2025, a few things become immediately clear. The controls are responsive, and the track layouts have far more character than the original. The addition of ramps, hazards, and complex turns keeps each race feeling fresh. The inclusion of humorous names spoofing real-world drivers adds a bit of personality, too.
Weapons are where the game gets messy. Missiles and mines can make or break a race, often quite literally. While that chaotic energy might be fun in two-player mode, it can be punishing for solo players. Races sometimes feel less about precision driving and more about surviving a small war.
That said, the visuals still hold up well for an Amiga title, and Barry Leitch’s soundtrack—limited to menus and non-race moments—adds flavor when it’s allowed to shine.
The Final Verdict
As a two-player game, Super Cars II remains a great time. Learning the tracks together, coordinating attacks, and laughing over unfair finishes all make for a good evening’s entertainment. But as a single-player experience, the game occasionally stumbles. The randomness of the weapons system takes away some of the satisfaction of a well-driven race, replacing it with frustration.
Still, the game is worth playing in 2025, especially for fans of retro racing. Just know what you’re getting into: you’re not battling just the clock—you’re dodging rockets too.