Powerdrome XXIV pits four of the Galaxy's best pilots against each other in a championship of six races, each set on different planets with varying gravity, atmosphere and weather. Your speed machine is a Typhoon flyer which can be modified with different aerofoils (the smallest makes for precise movement). Speed Brakes, Engine Filters, Fuels and Roll/Pitch Bias. You can also practise on a track, and choose the number of laps (5-50, a minimum of 20 for the championship).
Once racing, the aim is to keep in front, going into the pits only to refuel and repair damage. Denting the nose cone degrades the electronics, so you could lose the rear-view, damage indicator and so on. Smashing up the wings reduces control, while overuse of afterburners can burn out your engines. If both engines are lost, you'll have to be towed back to the pits.
Based in Issue 50, Powerdrome Sizzled, with Gordon Houghton raving over "nice graphics, brilliant presentation and exhilarating flying". Maff Evans agreed, "The amount of options is incredible, allowing you to completely restructure the game... take a Typhoon for a spin today!"
Over a year on, Powerdrome's 3D graphics are less impressive, while control (improved over the Atari ST version) is still quite difficult. The basic game simply consists of avoiding hitting the walls while going as fast as possible.
The other ships appear infrequently and passing them is no problem. Arcade fans might thus become bored with it, but more tactical-minded players will love all the options and formidable challenge.