Whiplash takes mid-nineties stunt driving and strips away all restraint, tossing eight two-car teams onto corkscrews and vertical loops where crashing into your rivals is not a mistake but a tactical requirement. Gremlin Interactive built a custom 3D engine just to test how much punishment a PC hardware setup in 1995 could endure.
You might look at the loop-the-loops and corkscrews and expect a lighthearted arcade racer, but sitting down with Whiplash is a swift awakening. The game places you on tracks like Snake Pass, Big Dipper, Death Drop, and Tsunami Twister, where gravity feels optional until your car loses traction halfway through a vertical climb and drops into the path of oncoming traffic. The goal is simple enough on paper, requiring you to win championships across multi-race cups such as the Gremlin Cup and Premier Cup, but the track design turns every lap into a dogfight.
Instead of solitary racing, drivers compete in pairs across eight manufacturer teams, including outfits like Auto-Tek and Pulse Engineering. You can give tactical radio orders to your AI teammate mid-race, instructing them to hold position or actively attack a rival who is creeping up your tailpipes. Your teammate will never engage you directly, but every other car on the track is hostile. Vehicles take visible physical structural damage as they collide, collecting severe dents and belching thick smoke until they eventually explode into scrap metal on the tarmac.
To survive a long run on tracks like Le Grande Royale, you have to use the pit stops scattered along the course. Repairing damage requires bringing your car to a complete halt in the pit lane while your energy bar refills. The catch is that opponents will deliberately ram your stationary car, pushing you out of the repair box before your bodywork is straightened out. It turns pit visits into a tense gamble where stopping for five seconds can leave you vulnerable to a fatal broadside.
Designers Les Spink and Ade Carless developed Whiplash at Gremlin Interactive around an in-house custom 3D engine. Released for 1995 DOS systems, the software renderer attempted full 3D track geometry, texture-mapped cars, and dynamic camera angles. Running the game in high-resolution 640x480 SVGA mode required top-tier hardware at the time, and standard PCs often struggled with severe frame rate drops when multiple cars crowded into a tight corkscrew.
That heavy software load led Gremlin to produce specialized hardware patches shortly after launch. European players received the game under the title Fatal Racing, and 3dfx Voodoo card owners eventually got a dedicated Glide release bundled as Fatal Racing 3D, alongside variants for Rendition Verité and S3 ViRGE accelerators. These patches smoothed out the frame rates, though they could not solve the engine visual clipping issues. Drive hard into a wall or clip a track edge at a strange angle, and you can still see straight through the polygon walls into the empty background sky.
The audio side took full advantage of mid-nineties PC sound cards. Composer Neil Biggin wrote an upbeat, high-energy soundtrack that played alongside heavy engine roars and crunching metal collisions. Multi-hardware sound setups were fully supported, and multiplayer enthusiast groups took advantage of split-screen, modem links, and local IPX network protocols to race against eight human drivers at once.
The biggest barrier to enjoying this Gremlin Interactive release is its merciless artificial intelligence. Computer drivers do not make clumsy errors or lose their line easily. On standard difficulty settings, the AI opponents are impeccably sure-wheeled, clinging to the racing line while taking every opportunity to pit-maneuver your car into a track divider. Finishing higher than 13th place in your early championship attempts feels like a major victory.
The AI drivers add character to the grid through their naming conventions, which borrow heavily from classic television and movie computers. You find yourself trading paint with rival cars driven by:
Winning requires learning how to play dirty. You cannot treat this like a clean precision simulator; you must use heavy car-to-car contact to knock faster drivers off the track before they pull away on the straightaways. I spent hours trying to race clean before realizing that forcing Kryten into a concrete barrier was the only way to climb out of the bottom half of the standings.
Decades later, the physical force of the collisions and the wild course design maintain their appeal. The visual clipping bugs and the extreme difficulty wall on medium settings are genuine flaws, but the sheer speed of the tracks makes a good run satisfying. If you are looking for a classic Whiplash MS-DOS game that demands quick reflexes and tactical aggression, this racer delivers a uniquely punishing style of track combat.
You can play Whiplash online free in your browser right now, with nothing to install and no setup required. Jump straight into the cockpit, select your team, and order your AI partner into battle as you hit the first loop on Death Drop.
Whiplash takes mid-nineties stunt driving and strips away all restraint, tossing eight two-car teams onto corkscrews and vertical loops where crashing into your rivals is not a mistake but a tactical requirement. Gremlin Interactive built a custom 3D engine just to test how much punishment a PC hardware setup in 1995 could endure.
You might look at the loop-the-loops and corkscrews and expect a lighthearted arcade racer, but sitting down with Whiplash is a swift awakening. The game places you on tracks like Snake Pass, Big Dipper, Death Drop, and Tsunami Twister, where gravity feels optional until your car loses traction halfway through a vertical climb and drops into the path of oncoming traffic. The goal is simple enough on paper, requiring you to win championships across multi-race cups such as the Gremlin Cup and Premier Cup, but the track design turns every lap into a dogfight.
Instead of solitary racing, drivers compete in pairs across eight manufacturer teams, including outfits like Auto-Tek and Pulse Engineering. You can give tactical radio orders to your AI teammate mid-race, instructing them to hold position or actively attack a rival who is creeping up your tailpipes. Your teammate will never engage you directly, but every other car on the track is hostile. Vehicles take visible physical structural damage as they collide, collecting severe dents and belching thick smoke until they eventually explode into scrap metal on the tarmac.
To survive a long run on tracks like Le Grande Royale, you have to use the pit stops scattered along the course. Repairing damage requires bringing your car to a complete halt in the pit lane while your energy bar refills. The catch is that opponents will deliberately ram your stationary car, pushing you out of the repair box before your bodywork is straightened out. It turns pit visits into a tense gamble where stopping for five seconds can leave you vulnerable to a fatal broadside.
Designers Les Spink and Ade Carless developed Whiplash at Gremlin Interactive around an in-house custom 3D engine. Released for 1995 DOS systems, the software renderer attempted full 3D track geometry, texture-mapped cars, and dynamic camera angles. Running the game in high-resolution 640x480 SVGA mode required top-tier hardware at the time, and standard PCs often struggled with severe frame rate drops when multiple cars crowded into a tight corkscrew.
That heavy software load led Gremlin to produce specialized hardware patches shortly after launch. European players received the game under the title Fatal Racing, and 3dfx Voodoo card owners eventually got a dedicated Glide release bundled as Fatal Racing 3D, alongside variants for Rendition Verité and S3 ViRGE accelerators. These patches smoothed out the frame rates, though they could not solve the engine visual clipping issues. Drive hard into a wall or clip a track edge at a strange angle, and you can still see straight through the polygon walls into the empty background sky.
The audio side took full advantage of mid-nineties PC sound cards. Composer Neil Biggin wrote an upbeat, high-energy soundtrack that played alongside heavy engine roars and crunching metal collisions. Multi-hardware sound setups were fully supported, and multiplayer enthusiast groups took advantage of split-screen, modem links, and local IPX network protocols to race against eight human drivers at once.
The biggest barrier to enjoying this Gremlin Interactive release is its merciless artificial intelligence. Computer drivers do not make clumsy errors or lose their line easily. On standard difficulty settings, the AI opponents are impeccably sure-wheeled, clinging to the racing line while taking every opportunity to pit-maneuver your car into a track divider. Finishing higher than 13th place in your early championship attempts feels like a major victory.
The AI drivers add character to the grid through their naming conventions, which borrow heavily from classic television and movie computers. You find yourself trading paint with rival cars driven by:
Winning requires learning how to play dirty. You cannot treat this like a clean precision simulator; you must use heavy car-to-car contact to knock faster drivers off the track before they pull away on the straightaways. I spent hours trying to race clean before realizing that forcing Kryten into a concrete barrier was the only way to climb out of the bottom half of the standings.
Decades later, the physical force of the collisions and the wild course design maintain their appeal. The visual clipping bugs and the extreme difficulty wall on medium settings are genuine flaws, but the sheer speed of the tracks makes a good run satisfying. If you are looking for a classic Whiplash MS-DOS game that demands quick reflexes and tactical aggression, this racer delivers a uniquely punishing style of track combat.
You can play Whiplash online free in your browser right now, with nothing to install and no setup required. Jump straight into the cockpit, select your team, and order your AI partner into battle as you hit the first loop on Death Drop.
How Whiplash is played — the keys the game listens to, grouped by what they do.
Highlighted keys are mapped — hover or tap one to see what it does.
The on-screen keyboard and gamepad mapping the browser player uses on a phone, a tablet or a controller, as opposed to the real keys above. $PRO members make their own in the player and share them here; anyone can pick one to play with.
Cheat codes, console commands and memory pokes for Whiplash — each one verified and attributed.
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How Whiplash is played — the keys the game listens to, grouped by what they do.
Highlighted keys are mapped — hover or tap one to see what it does.
The on-screen keyboard and gamepad mapping the browser player uses on a phone, a tablet or a controller, as opposed to the real keys above. $PRO members make their own in the player and share them here; anyone can pick one to play with.
Cheat codes, console commands and memory pokes for Whiplash — each one verified and attributed.
Sign in to submit