test drive 5 free download pc 5. The fifth in the popular Test Drive game series, the game excels in detail and quality, making it more of a simulation than a simple (like III). You have to watch how you're driving, just like in a real car, because a slightest mistake or a brush from another car might send you rolling off the tracks with great ease. The game has 18 tracks which is a huge amount for that time and an even bigger selection of cars, 28 of them, each of them amazingly detailed in their design. The tracks are also fantastically designed and they are far from easy to play. What amazes me is the great detail that is put in the surroundings of the tracks and the tracks themselves. If you're up for an easy racing game, then you should back out, because even in the easiest tracks, this game is quite challenging. So, I hope you're a good driver. The music is unfortunately not on par with the quality of the rest of the game, so you should play in silent mode or play some of your music with the game music off. In any case, here we've got ourselves a very good racing game which will challenge even the best racers, a game that is visually stunning and a game that has "fun" written all over it. Enjoy! Real simulation. The racing game "" is real! I have played it somewhere and observed that it can be used by leaners for perfecting their steering tasks, as well as good driver measuring their instincts. Above all, the primary aim of the game is fun, and I think with Test Drive 5 you are in to a great deal of fun fare. Downloading it? I'll say yes ten times, because I know the best is yet to come, and the developers should be looking forward to a more sophisticated version, why not encourage them. Test drive 5 free download pc. Rate TEST DRIVE 5. Overall: 7.82 /10 (17 votes) You haven't rated the game. Description of TEST DRIVE 5. Test Drive 5 is a racing game released in 1998 by . The game was released for PC (Windows) and PlayStation. Test Drive 5, this is another unveiling of crazy rallies. This time you can choose from 28 cars - from that era (Dodge Viper, Ford Mustang, McLaren F1 etc.) and classic (Ford Mustang 1968, Chevrolet Chevelle 1970, Chevrolet Corvette 1963, etc.). Rallies will take place on 17 routes in different countries, eg in Australia, USA, Russia, etc. A novelty in this Game series (Test Drive) is the possibility of becoming a police officer and prosecuting road criminals. Download (Windows) The Test Drive series is the longest running series amount arcade racers, and beginning with the fourth, the most maligned. Since , the series had devolved into titles that were at best mediocre. Add to that, competition from Need for Speed . Suddenly Test Drive went from being the best in the genre, to a just another title. Now for the last several days, I've been evaluating Test Drive 6 . Is this the one that finally makes the break from mediocrity and challenges Need for Speed ? The answer to that is no, but there is some bad news and a little good news about this game. The Bad News. The first major thing that bothered me was the graphics. I have an Athlon 550 and a TNT-2 Ultra graphics card and 128 MB of RAM. For whatever reason, this doesn't seem to be enough for Test Drive 6 as it has severe problems with pauses throughout gameplay (sometimes lasting as many as several seconds). This problem is especially noticeable on the point-to-point tracks, with London being the worst. There are ways to work around this problem: turn down the graphics settings, get 256 MB of RAM (that recommendation above really was not a misprint), or get a third-party memory manager. What bothers me is that this happens to me on 800x600 resolution and 16 bit color. Need for Speed IV has much more detailed graphics and this pausing problem doesn't exist there. The graphics themselves are decent but largely unimpressive. They do capture the look and feel of each of the tracks. There's the Eiffel Tower in Paris, the Roman Coliseum in Rome, and even Central Park in New York. The sky textures are themselves nice looking, but if your car points upward enough, you see where the bitmapped graphics end (it looks like just a solid colored circle and is located directly above you). The next major problem has to do the tracks in the game. The box claims that there are over 20 new tracks, although that's a bit deceptive as this game recycles several tracks from Test Drive 4 . I'm also assuming they're also counting on racing the tracks in reverse. But that isn't the problem. The big problem is the issue of the "invisible barrier", a convention used by many arcade racers to keep the driver on the road. Test Drive makes use of this here, but does it poorly. It is bad enough that they use it at all. It's even worse when it's executed such that it becomes indistinguishable from the road. Take Paris for instance. The first time I raced that track I came upon what I thought was a branch in the road (see picture below). It turns out that one of the branches was in actuality an invisible wall. In fact I slammed into two different walls that I thought were roads. What was more bothersome was that random traffic seemed to materialize out of thin air and was able to travel through those invisible walls. Then there's the issue of sound, or what there is of it. The box again claims that there are environment specific sounds, although having played most of the tracks, I couldn't hear much in the way of environment sounds. Another bothersome area with the sound, aside from the fact that it is at best mediocre, is that the stereo on it was reversed. The sounds of cars that I thought were suppose to be heard on my left side were really heard on my right speaker. I thought maybe I had my stereo wrong until I tested the diagnostics and verified it was set correctly. Next, there's the issue of the games AI. The traffic apparently does not know how to drive in this game. It seems I can't go a race without seeing a collision between several computer-controlled cars (and I'm not even talking about the competition you race against). The cars you do race against aren't that much better although they do make a small effort to avoid a collision with you. Still it seems like most cars aren't aware of your existence and will sometimes turn into your path, creating the collision. This can make racing in general a frustrating experience. The physics modeling in the game is questionable at best. Funny things happen when you get into collision with another car. That car takes off into the air, doing acrobatics of their own, while you're left on the ground still going. It seems now that instead of you taking a spin through the air from a collision, the other car does. The only penalty you seem to take is that your speed gets reduced and maybe your heading gets changed. If only I get that lucky in real life. It would make plowing through rush hour traffic on I-25 a fun experience for once. Controller support seems to be a problem with this game. I never could get it to detect my Gravis Xterminator controller, but it does detect the Interact V4 steering wheel. With force feedback turned on, the game brought my computer to its knees. Even using a force feedback wheel has problems though. Now I know force feedback does steal away some resources, but I should not see a game go from smooth execution to a slide show (I'm taking about 2 to 3 frames per second at best here.) Clearly controller support could've been done better. Finally among the long list of issues is that of the music. I realize Pitbull Syndicate signed on several groups to do the music for the game, and on its own merits, the music is good. The problem is that the music seems out of place with this game. Somehow hearing "Cars" being played as I'm racing through Paris doesn't sound right. The Good News. After having read all this, one would ask, "Why didn't this game get the junk rating?" The answer is that Test Drive 6 just barely evaded the junk rating ( Harley Davidson or Hard Truck are a lot more deserving of it). Test Drive 6 , despite all this, is an improvement over Test Drive 5 . On top of that, I was able to have some fun playing this game. The first major change in the Test Drive series is the introduction of the economy. Just like Need for Speed: High Stakes , your cars must be purchased and upgraded. Test Drive allows you to upgrade your car in four areas: engine, brakes, tires, and suspension. In each of these four areas, there are four levels of upgrades to purchase. Purchasing these upgrades does affect your performance and goes a long way toward making the races a lot easier. Also for each race, you and the other racers much place a wager on the race. The winner of the race wins money, the second place driver breaks even, the third gets some money back, and the other three get nothing. This money can be used to further upgrade your car or purchase new ones. Unlike other Test Drives , all the cars are available to you if you have the money to purchase them. Another area that has been improved are the cops in Test Drive 6 . Remember from Test Drive 5 , the cops only pursued you and not the other cars, and only needed to be ahead to pull you over. This time, the cops will actually chase down and pull over the computer traffic. On top of that, they actually have to force you to a stop in order to pull you over. While the tracks have problems with the invisible barrier, their multipath nature does add another dimension to the game. Sometimes that alternate path is a shortcut that cuts seconds off that race time. At other times, it may even cost you some time to take that alternate route. In either case, Test Drive 6 seems to have more of them and I had fun shooting my car through some of them. The point to point tracks are the most fun ones on the circuit, especially Hong Kong. Each track now has breakable objects along the way, like trash cans, tables, and boxes. These will slow your car down when you hit them, so its best to avoid them. Probably the most endearing feature of the game was Fear Factory's rendition of "Cars." The game comes with the music video for the song that you can watch at your leisure. Driving a Lemon. Sadly, Test Drive 6 has still got a long way to go before it can even compete with the Need for Speed series. Test Drive was about driving exotic cars, great cockpits, and great scenery. Now it has devolved into an unpolished, poorly designed arcade racer. Despite all the flaws that come along with this game, it still isn't a total disaster. There is still some fun to be had, although I suggest waiting until its price comes down first before buying. It certainly isn't worth the $30 dollar price tag that I see in some stores. Download Test Drive 5 (Windows) Test Drive 5 , as the name suggests, comes from a long line of racing games. The original Test Drive for the old 16-bit computers was played from a cockpit view only, and crashes were depicted by a jagged set of lines appearing on your windshield (the idea being that the glass had shattered). The objective was to drive as fast as you could around a high mountain road and avoid getting arrested. Reminiscing back on racing games of the olde times is definitely not something I do fondly when you consider how amazing the quality of PC racing games is today in comparison. Test Drive 5's closest competition is undoubtedly EA's Need for Speed 3: Hot Pursuit , an excellent example of the best PC arcade racing has to offer, featuring many game modes, cars and superb graphical effects, played in real-life settings. It was a little sparse on race tracks, and didn't play well over the Internet, but otherwise had all the makings of a classic. So how does TD5 measure up? Quantity. The most noticeable feature of Test Drive 5 is undoubtedly the number of tracks and cars it offers. With nearly 40 cars in total, and 19 tracks, this is certainly one of the beefiest racing games around. The car selections range from fictional, to real modern sports cars, to classic vintage cars from the 60's and 70's. Their statistics are accessible in the menu screens before the racing begins, and include such attributes as top speed, horsepower, torque, grip, etc. Unfortunately, unlike NFS3 , there's no comparison chart available, so when scanning through the many cars, it's often very hard to tell how one performs against another. The best way to evaluate their performances is, of course, on the race track. I personally just like to grab the one with the best combination of acceleration and speed possible and use that, though. Why you'd want a car with poor handling I can't imagine -- maybe for the challenge, but since you can't limit the AI opponent's choice of car, it's not a lot of fun watching them speed off in their high-power, high- traction vehicles. I'd be more inclined to play with different vehicles if they actually felt like the real thing, but as I'll discuss later, this game really fails to achieve any degree of realism and is definitely for pure arcade fans only. Tracks vary from circuits to one long race course split into stages or checkpoints. As is the trend with the Test Drive series, all of the tracks are based in real-life settings like city streets or country roads. Additionally, practically all of the tracks are set in cities that actually exist around the world, including San Francisco, Moscow, Edinburgh, Sidney. The roads, of course, aren't modeled after the real geographical templates of the cities, but each of the tracks are vastly different visually; backdrops, roadside buildings and objects will all be recognizable as indigenous to that area. The variety in the tracks is fair. One important thing to note is that several of the tracks from Test Drive 4 have been ported over to this sequel, so owners of that game may not feel there's enough new on offer. New to this fifth edition is the "branching technology" that enables the player to actually approach forks in the road and choose a slightly different route -- the branches rarely last very long, however, and only in one or two tracks do they actually provide a different enough race course to be noticeable. And as has plagued this series for a while, there are a good number of "invisible barriers" which prevent you exploring side streets or other openings -- this can be extremely frustrating in some instances where the actual race course appears to lead you to follow a road that doesn't really exist for the game engine. Some of the tracks definitely stand out as more fun than others. One of the bonus tracks, "The House of Bez", takes on the theme of Micro Machines and has you racing amongst giant household objects, like playing cards and video cassettes, across the carpet. The San Francisco track is also one of my favorites as it features one of the city's most famous characteristics -- the unfeasible steep hills. Launching yourself off those at 100mph is always good for a laugh. Presentation. Graphically, there hasn't been a great advance since Test Drive 4 it appears, but the visuals are still well above average. They definitely tend to look better when moving (and the sense of speed in the game is certainly well accomplished) since much of the visuals have a rather indistinct blurry look up close. Variety is once again the game's best feature in the graphics department as each track has countless amounts of different scenery, more so than most other racing titles. Special effects are definitely less impressive and more scarce than other racers. The only weather I encountered was rain, and the 'drops hitting against the camera lens' effect that was implemented exceedingly well in NFS3 and Ultim@te Race Pro is very lackluster here. The cars look pretty good, and things like overcast shadows affect their appearance, but again not to the quality of the reflective chrome in NFS3 . The backdrops can be very beautiful, especially the North Carolina course where at one point, you're driving past a vast lake which reflects the sky. Audio is somewhat lacking. Impact and crash noises are both weak and unrealistic, and the environmental sounds aren't up to the quality of NFS3 . For example, when entering tunnels, all that happens in TD5 is your engine noise becomes louder instantly - NFS3 did a lot more to make it sound like you really were travelling through a tunnel, especially if a police car's siren was wailing behind you. Crash me not. The sound effects of crashes aren't the only disappointing elements. The actual reaction from all the cars involved in collisions is pitiful and certainly won't encourage you to believe that you're racing down streets in excess of 150mph. When you collide with a car, 90% of the time, your automobile will raise up off its front wheels and appear to dance merrily in circles for a few seconds on its rear. I don't expect the incredible physics engine of Carmageddon 2 (come to think of it, why don't most racing games play as well as C2? ), but it would be nice to see some variations in high speed crashes. It's obvious that the controls have been ported directly from the console version (or at least manufactured with consoles in mind). The support for analogue controllers doesn't appear to be well implemented - at least the joystick I tried it with managed to do little but spin out of control at the weakest nudge. I had better luck using a digital control like the keyboard, but that means swerving slightly to the left or right is accomplished with taps of the keys or gamepads -- something I thought had been left behind to the racers of old. There's also little in the way of configuration options, as accelerate and brakes are inflexibly binded to the up/down on your joystick or pad (keys can, thankfully, be reconfigured). There are a few more controls available including look-behind (no rear view mirrors though) and a handbrake which is good for sliding at high speed around tight corners. Camera view adjustments can be made -- between chase and front bumper. There's about eight different settings for the chase camera which are barely a few centimeters apart so it seems rather superfluous. There's also no cockpit mode which is a shame. One of my biggest complaints about the tracks is how non-interactive they are -- you're barricaded in tight between the edges of your designated route, so you can't skid off into the 'rough', for example, or knock down any signs, cones etc (there's no 3D objects, period). You don't see any U-turns, like in NFS3 where you can cut across the grass if you felt daring. This also contributes to another problem with the tracks often having the "feel" of a contrived race track rather than real-life streets. Many of the NFS courses throughout the series had a much more life-like feel about them. I'm also not too excited about the way the game limits your speed when riding off of what is considered the "optimum" area of the road, for example, sidewalks are a no-no area -- there is no physical reason why your speed should be unable to go above 70mph when on the sidewalks (a moral reason, sure, but not physical), yet this game prevents it. This is another throwback to the racing games of yesteryear where it would swap realism for gameplay elements like punishing players for not staying on the road. Not all downhill. Fortunately, a split-screen mode has been implemented ( TD4 lacked this, I believe) so jumping in for some instant relief with a friend is possible and works quite well in fact. You can also toggle civilian traffic on and off, which is good, because I've always found dodging between the slow- moving cars one of the great thrills of these types of racing titles. When you finish a single race in first position, the ability to race it in reverse is enabled which will help longevity further. There's also the option to include cop cars in your races. This is sadly not implemented as well as the "Hot Pursuit" in NFS3 . There's no scanner, you'll only ever be chased by one cop car, they don't coordinate or converse with fellow officers on the force and they don't setup roadblocks or spike strips. They appear to be more of a tacked-on feature than anything. When a cop sees you (it's hard to test if he just spots you automatically, or if he clocks your speed, since without a scanner, you get little warning that you're approaching a cruiser), he puts on the sirens and comes a- chasin' (he doesn't go after AI players either, unlike NFS3 ). All he has to do is get in front of you -- not run you off the road -- and you spontaneously brake to a halt as if he has some powerful grip on your mind as soon as his car is visible in your front windshield. The instant that you stop, the mindlock is released and you race on. Kind of dopey, really. Racing as the police is a bit of fun, and is quite nostalgic of the classic coin-op Chase HQ . As soon as you come across a speeder, you hit your "horn" key to activate the sirens (though maintaining the siren is not necessary for the game's purposes, it obviously helps the atmosphere - so to do this, I have no idea why you have to keep the key depressed), and the offending car displays an energy bar. Every time you ram it, the energy goes down. It won't hold your attention for long, but can help release some aggression. There's no option to play this mode with two or more players, though. Modem Internet play is also a no-no, but I'm not surprised. Barring Motorhead , I've yet to see a racer that any company has bothered to make playable for the Internet gaming community. It might be beneficial for all if this review was spared a rant on that subject. Conclusion. The arcade racing genre is overcrowded these days, and Test Drive 5 sadly doesn't compete too well with the current pack. Although visually it makes a competent stand (the 3D accelerated version, that is), it's still not the best out there, and its lack of decent controls and handling, restricted level of interaction on race tracks and abysmal crashes (involving the car collisions, that is; not a programming bug!) only makes it harder to recommend. If you're looking for a good driving game set in the streets, go for Need for Speed 3 (or even NFS2:SE at a budget price) or Ultim@te Race Pro . If you want to add in a new slant, pick up Carmageddon 2 for some awesome driving physics, but be prepared for some gore. If you've bought most of the arcade racers available and want another to add to the collection, though, Test Drive 5 isn't so terrible that it's not worth giving a try. It's got tons of tracks and cars in comparison to its peers, and that instant-appeal factor where you can just load up and have a game without needing to read instructions has its plus side. The simplistic digital controls might even be welcomed by the more casual gamers. Just don't say you weren't warned that there are better games out there. Test Drive 5 PSX Rom. There are two components for playing a psx Test Drive 5 rom on your PC. The first component is the emulation program which can imitate the psx OS and software. The second component is the Test Drive 5 rom itself to play on the emulator. Step 1: you can start by downloading a reliable and bug free emulator. We’d suggest Retroarch – it’s open source, fast and one of the most frequently updated. Once you have finished downloading Retroarch , extract the downloaded .zip file to a location, for example your Desktop. After, double click the RetroArch-1.7.5-x86-setup.exe file in order to start the emulator. Your emulator will now be ready to play Test Drive 5 rom . But now you’ll need to find the correct ROMs online. A ROM is essentially a virtual version of the game that needs to be loaded into the emulator. Step 2: return to Retroarch and hit File > Open . Navigate to the downloaded .exe file and double click it to open it. The game will now run on the emulator and you can play the game freely. Tip: Saving games on an emulator functions a little differently. The integrated save system will not save your progress. Instead, you’ll need to click File > Save State and then choose an empty slot. You can save your progress in whatever point you like within the game, not only on the official checkpoints offered by the game. When playing in the future and you want to continue from your saved state, you can use File > Load State to load up the game from exactly where you last saved it.