Pitstop (1983) was Epyx’s entry into the world of arcade-style racing, distinguishing itself through the innovative addition of player-controlled pit stops. Players race across six distinct tracks in one of three modes: Single Race, Mini Circuit (3 tracks), or the full Grand Circuit (all 6). The goal is to accumulate prize money based on placement and laps completed.
What sets Pitstop apart is its strategic layer: as you race, tire wear and fuel levels must be monitored. Crashes and aggressive driving cause visible tire damage, indicated by color changes. When damage becomes critical or fuel runs low, players must enter the pits—where they take direct control of the pit crew to refuel and replace tires, racing against the clock as the race continues in real time.
This gameplay mechanic, relatively rare at the time, added a level of decision-making not found in most contemporaries. Players could gamble on pushing another lap or make a quick pit stop, balancing risk and reward. The semi-first-person behind-the-car view added a heightened sense of speed and urgency.
Reception was mixed. Reviewers praised the strategic elements introduced by pit stops, with The Commodore 64 Home Companion noting that it transformed an otherwise standard racer into a game of tactical choices. Others, like Computer Gaming World, criticized it for lacking the polish of arcade giants like Pole Position. Still, Pitstop earned its place as a creative twist on the racing genre and helped lay the groundwork for its more refined sequel, Pitstop II.
As mentioned with
Pitstop II, the racing genre has changed so much since these early entries, which are already forty years old. Obviously there’s no way to take a product like this and attempt to compete with the racing titles of today, but perhaps there is a twist on this title with the neon treatment found in the packaging, or even as a fun easter-egg level in another offering.