Back when AD&D was played we didn't have skill checks. There were none. you didn't even have proficencies outside of weapons. The rogue was literally the only character with skills. Spells took real time to cast, as in it literally increased the initiative count and you could end up casting a high level spell long enough to have it go off one or two rounds AFTER you started casting it.
A chase scene in that game was spectacular. because there were only the very vaguest of rules concerning them. No rolls, escept perhaps rolling against a specific stat to overcome a specific obstacle if the player said something on the order of, "I charge the door", or, "I jump in the pit and try and break my fall with the wall." Yeah, specific calsses were better at it, but anyone could try it, and a good Gm pretended to roll the dice and let them succeed or make them sweat a moment more before the door broke or they started slowing down.
AD&D was said to be rules heavy. It really wasn't. All those 'rules' were in the DMG, and they were all "this is the idea of what you should do when this happens in your games" and "these are tools to help you get creative, don't roll dice all the damn time, fool". Even 5e D&D and Basic RPG are both more rules heavy than AD&D started off as.
Now go read GURPS Car Wars and realize why this whole idea of "Rules for Chase Scenes" is fuckign stupid.