Tony Gibson
The police driver controlled by the player.
Documented for this version
Steering wheel | Steer the police car |
|---|---|
Accelerator pedal | Accelerate |
Brake pedal | Brake and slow down |
Turbo button | Use turbo |
Arcade cabinet controls can vary slightly by machine configuration.
How it plays
The view is a third-person perspective from behind the police car. Each stage begins with a pursuit briefing and requires the player to reach the target before the countdown expires.
Traffic must be avoided while the player steers, accelerates, brakes, and uses turbo. Once alongside the suspect, the police car can ram the target repeatedly until its damage gauge is depleted. Destroying or stopping the target advances the pursuit to the next route, while running out of time or wrecking the police car ends the game.
Plan your run
Use turbo mainly on clear road sections and save enough time for the final attack. Watch traffic patterns rather than steering constantly, because abrupt corrections can cause collisions.
Approach the suspect from behind, then make repeated controlled impacts. Avoid hitting the target at sharp angles or striking roadside obstacles, as both can waste valuable time and damage the police car.
Meet the cast
The police driver controlled by the player.
Tony Gibson’s partner and the voice providing pursuit information.
Before you begin
Learn where traffic appears on each route before spending turbo.
Brake briefly before tight bends and resume acceleration as soon as the car is aligned.
During the final assault, keep contact with the suspect without repeatedly hitting walls.
CHASE H.Q. is a 1988 arcade racing and action game developed and published by Taito. The player takes the role of police driver Tony Gibson, pursuing fleeing criminals across a sequence of highway routes while co-driver Raymond Brody provides target information. Its core play style combines fast checkpoint racing with direct attacks on a suspect vehicle. The game was notable for its forceful presentation, countdown pressure, voice announcements, and cabinet feedback, including a vibrating steering wheel on equipped machines. Rather than simulating realistic driving, it uses accessible arcade handling and brief, highly focused stages. The game was well received in arcades and became one of Taito’s recognizable driving titles, spawning follow-ups and conversions.
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