Driver Trivia & Easter Eggs
Development secrets, Easter eggs, hidden facts, and behind-the-scenes history for Driver (1999).
When Hollywood Came to the PlayStation
Driver arrived in 1999 as something genuinely unlike anything else on Sony’s console — an open-world car chase simulator that treated its PlayStation hardware like a film production lot rather than a game engine. Developed by Newcastle-based Reflections Interactive and published by GT Interactive, it became one of the PlayStation’s defining titles and laid conceptual groundwork for the open-world genre that would dominate the following decade. Its development story is as turbulent and cinematic as the chases it depicted.
A Love Letter to 1970s Car Chase Cinema
The creative vision behind Driver came almost entirely from Reflections co-founder and lead designer Martin Edmondson’s obsession with a specific era of Hollywood filmmaking. Edmondson drew extensively from a canon of 1970s car chase films — Bullitt (1968), The French Connection (1971), Vanishing Point (1971), and most directly Walter Hill’s The Driver (1978) — insisting that the game should feel like playing through one of those films rather than merely simulating driving. The aesthetic mandate shaped every decision: the cities had to feel lived-in and period-authentic, the police had to behave like movie cops, and the camera had to sell the drama the way a cinematographer would. Edmondson reportedly screened these films repeatedly during pre-production as reference material for the team, establishing a tonal consistency that gave the final game an unusually coherent identity for a driving title of its era.
The Infamously Brutal Parking Garage Tutorial
Perhaps no single design decision in the PlayStation era generated more complaints than Driver’s opening tutorial. Set in a Miami parking garage, it demanded players perform a gauntlet of driving maneuvers — 360-degree spins, reverse 180s, slaloms between pylons, handbrake turns — within a strict time limit before they could access the actual game. The intent was to establish that Driver was a serious driving simulation requiring skill, not an arcade racer. The execution was widely considered catastrophic. Countless players — many of whom had purchased the game on the strength of its marketing — never saw Miami’s streets at all, abandoning the tutorial after repeated failures. Gaming magazines of the period were flooded with reader letters about it, and Reflections later acknowledged the tutorial’s difficulty was miscalibrated. It became a cultural touchstone for poor difficulty curve design, referenced in game design discussions for years afterward.
Streaming an Entire City Through a PlayStation
Building four driveable open-world cities — Miami, San Francisco, Los Angeles, and New York — on PlayStation hardware was an engineering problem with no existing roadmap. The PS1 had 2MB of RAM, nowhere near enough to hold even a fraction of a full city simultaneously. The Reflections programming team developed a dynamic streaming system that continuously loaded and unloaded geometry as the player moved through the environment, keeping only the immediately relevant sections of the city in memory at any given time. The system had to run seamlessly during high-speed chases without perceptible pop-in or loading pauses, which required precise tuning of load distances and geometry budgets. The cities were also built with deliberate architectural repetition — similar building types, block layouts, and road widths — partly for visual consistency but also to ease the memory management burden by allowing asset reuse across large areas.
The Film Director Mode Nobody Expected
One of Driver’s most quietly revolutionary features was its Film Director mode, accessible after completing any mission. Rather than a simple replay system, it was a genuine non-linear editing suite embedded inside a PlayStation game. Players could scrub through recorded footage of their chase, select from multiple camera angles — including chase cameras, helicopter views, cinematic tracking shots, and cockpit perspectives — cut between them freely, and assemble a personal highlight reel of their performance. The finished sequence could be played back as a seamless edited film. For 1999, this was extraordinary. The feature reflected Edmondson’s film-industry mindset directly: he wanted players to think of themselves as both driver and director. No equivalent tool had appeared in a console game before, and it anticipated the clip-sharing and replay culture that would become central to gaming’s social ecosystem years later.
From Smashing Cars to Storytelling
Driver’s existence owed something to Reflections’ history of pure destruction. The studio’s two previous major releases — Destruction Derby (1995) and Destruction Derby 2 (1996) — had made them specialists in vehicular physics and contact simulation on PlayStation hardware. That technical foundation proved directly transferable: the understanding of how cars should respond to collisions, how damage should propagate, and how the physics should feel through a controller informed Driver’s handling model even though the tonal goal was now cinematic cool rather than arena demolition. The pivot from spectacle destruction to undercover thriller required building an entirely new design language — a persistent world, a narrative, a police AI system — but the low-level engineering knowledge accumulated on the Derby games made the vehicle behavior in Driver feel weighted and credible in a way that distinguished it from competitors.
The Felony System and Police AI
Driver’s police pursuit system — tracked through an on-screen felony meter — was more sophisticated than it initially appeared. Officers didn’t simply spawn and chase; their behavior escalated based on accumulated infractions, with more aggressive tactics, roadblocks, and sheer numbers appearing as the meter climbed. The AI was scripted to use pincer maneuvers, attempt to force the player’s car into walls, and coordinate pursuit patterns across multiple units. For a 1999 PlayStation title running alongside all the other systems in memory, this represented meaningful AI complexity. The system was also diegetically justified by the game’s undercover cop narrative — protagonist Tanner needed to drive like a criminal to maintain his cover, meaning the player was always performing the dangerous driving the story demanded.
Commercial Triumph and GT Interactive’s Collapse
Driver sold over four million copies worldwide, becoming one of the PlayStation’s strongest-performing titles of 1999. The commercial success arrived at a moment of crisis for publisher GT Interactive, which filed for bankruptcy protection in late 1999 after severe financial difficulties. Infogrames subsequently acquired GT Interactive’s assets and inherited the Driver franchise, a business upheaval that cast uncertainty over Reflections’ future just as the game was generating significant revenue. The situation illustrated how the late-1990s games industry could produce a massive hit while its publisher simultaneously collapsed — a structural instability that shaped how developers thought about publishing relationships in the years that followed. Infogrames retained the franchise and greenlit Driver 2, which shipped the following year.
The Legacy That Shaped Grand Theft Auto III
Driver’s influence on the open-world action genre is difficult to overstate, even though it is rarely credited as generously as it deserves. When DMA Design — also a British studio — was developing Grand Theft Auto III in 2000 and 2001, Driver’s demonstration that a PlayStation could sustain a fully traversable open city was part of the competitive landscape they were responding to. The cinematic framing, the police-pursuit tension, and the idea of a criminal underworld narrative set in a living city all ran through Driver before they became genre standards. The game proved there was an enormous audience for this kind of experience on console hardware, and that proof changed what publishers were willing to fund. Martin Edmondson remained at Reflections through multiple Driver sequels, and the studio continued operating under successive owners — Infogrames, Atari, Ubisoft — with the franchise outlasting several of the companies that published it.