The
Commodore 64 version actually ran with a slightly higher
framerate than the
Amiga version. Naturally it was graphically inferior, but it was still a small piece of
ammunition for those of us who couldn't afford to
upgrade to an
Amiga.
On the flipside, the Superleague (attained after you completed all the tracks in the 'normal' league) was much harder in the Commodore 64 version, and I never did defeat it. My Amiga owning friend also failed on my Commodore 64, although he was successful on his Amiga version.
On either platform, an enourmously fun game, with a clever element of strategy. Pushing your car to the limit would gradually damage it, signified by a crack moving along your rollbar. Major damage would result in a hole, which moved the crack along much faster (holes were also preserved across racing sessions).
Geoff Crammond was one of the few coders who cared enough about multiplayer gaming to add features like key assignments that were preserved for different players, and high score tables that could be easily combined into one big file for playoffs with your friends.