Showing posts with label ps2. Show all posts
Showing posts with label ps2. Show all posts

Wednesday, 7 April 2021

Tekkouki Mikazuki Trial Version (PS2)


 Obviously, "Trial Edition" means that this is only a demo. But it's a demo of a game that never got released! And that game would have been based on Tekkouki Mikazuki, Keita Amemiya's excellent big-budget giant robot miniseries that aired in 2000! You play as Kazeo, the young boy protagonist of the series, and in tuen, he controls the giant robot Mikazuki to fight off the melon kaiju from the first episode, Suika Idom.

 


To clarify on that explanation, you play as Kazeo, running around on the ground. At the start of the stage, Suika Idom shows up and starts stomping around and destroying buildings. For about a minute, you've got to run around trying not to get stepped on, until some gold text appears on the screen, heralding Mikazuki's arrival. When it shows up, you can press select to alternate between controlling Kazeo and controlling Mikazuki. However, whichever of the two you're controlling, Kazeo is still "you" in the game's world, and you see what Mikazuki is doing from his perspective, wherever you left him on the ground.

 


It's a pretty interesting way of getting across the fact that this is a fight between giantsized combatants, and really, you shouldn't have expected anything less, since this game is by Sandlot, the masters of making games about really big things, as seen in their most famous games, the Earth Defence Force series, and a previous Lunatic Obscurity subject, Chou Shoujuu Mecha MG. It's a shame this game never fully came into fruition, as the monster design in the show is incredible (but again, Keita Amemiya is one of the greatest tokusatsu monster designers of all time), and it might have been cool to have stages where you played as Akane piloting the Gekkouki series of robots. 

 


Though this specific game came out, Sandlot went on to make a bunch of other games, and two of their other PS2 titles in particular build on the concepts put forth in this demo: Gigantic Drive and Tetsujin 28 Go. So I guess I should really seek them both out and give them a try, right? It's very difficult to get ahold of this demo through legitimate means nowadays, but I'm sure that if it appeals to you, you'll figure something out. And if you do, you'll have a fun five or so minutes before it's over, so why not?

Saturday, 18 January 2020

Simple 2000 Series Ultimate Vol. 17 Taisen! Bakudan Poi Poi (PS2)

Some of you might remember the two Poy Poy/Poitter's Poit games on the original Playstation, which had a (very) small cult following in the west at the time. If not, then they were a pair of multiplayer action games, where a bunch of characters in a small field tried to be the last one standing in a game of chucking objects at each other. They had a very distinct visual style, with brightly coloured, very low poly graphics even by the standards of the time. Taisen! Bakuden Poi Poi is at the very least, a spiritual successor to those games. It might be an actual sequel, though because the titles are only similar, not the same, and the fact that I can't find any companies involved in those games and this one.

As well as the Poy Poy games, it's also a kind of modern reimagining of the 1987 arcade game Butasan. While Poy Poy had players throwing rocks and logs and so on to damage each other, Bakudan Poi Poi is all about running around throwing time bombs at each other, just like Butasan. Though Butasan was about cartoonish anthropomorphised pigs in muddy fields, while this game is about realistic humans in a modern day (or at least, early 2000s) Japanese setting. The reaslistic setting actually makes the game feel a lot sillier, as you have schoolgirls, policemen, soldiers, and so on, running around parking lots and suburban wastelands holding big round bombs above their heads and chucking them at each other.

There aren't just normal bombs, either: there's also a rugby ball-shaped bomb that bounces around wildly after being thrown, a landmine, and a UFO-looking bomb that creates a slow movement field when it explodes. There's also a few power-ups. Normal ones, like health refills and invincibility, and stranger ones, like a potion that makes you fall asleep, and an orb that turns you into a bomb, allowing you to lie in wait until another player picks you up before exploding.


Single player mode has you going through a short series of missions as each character. The missions are mostly just to kill a certain quota of opponents before time runs out or you get killed yourself. So it could be "kill 10 policemen", or "kill 30 of any opponent", for example. The final stage for each character is a boss fight against an opponent who has three hit points like you, and can even pick up the healing items like you can.

It's a pretty fun game, all told. It gets repetitive pretty quickly, but the all-round zaniness and the chaos of the constant explosions alleviates that a fair bit. Pretty much perfect for a Simple 2000 game, and it doesn't have any of the pointless grinding that drags down so many of its stablemates, either. If you stumble across a copy at any time, and assuming it still carries an appropriately low price tag, it's definitely worth a try.

Thursday, 2 January 2020

Curiosities Vol. 16 - Zero no Tsukaima Fantasy Force

This post is also about that game's sequel, Zero no Tsukaima Fantasy Force 2nd Impact, since they're both a little off the beaten track, but I didn't think they were interesting enough to warrant a whole post each. The most interesting thing about them really is their method of distribution: they were never actually available to buy, but were extras included with the limited editions of the PS2 visual novels Zero no Tsukaima: Muma ga Tsumugu Yokaze no Nocturne and Zero no Tsukaima: Maigo no Period to Ikusen no Symphony, respectively. Because they were limited edition extras, that means they have their own discs and PS2 game ID numbers, so they can be counted as games in their own right, and not the kind of thing I covered all the way back in Curiosities Vol. 8.

Are they any good, though? Well, they're alright. The first game is a horizontal scroller that's easy enough that I one credit cleared the first loop on my second attempt. It's got some cute little touches, though, like how your charge attack extends a line of text from your character's mouth that damages enemies, in a nice little homage to the Parodius games. The second loop is a lot tougher, too, with a greater number of enemies acting more aggressively and even shooting revenge bullets right from the start. Maybe they should have included the option to start there as a hard mode?

The second game is a vertical scroller, and it takes a big step up in quality. There's two characters to choose from, each with their own sets of weapons, and there's even a two-player co-op option! The RPG-like backdrops and the fact that one of the characters rides a dragon really bring to mind Namco's Dragon Spirit/Saber duology, which is definitely no bad thing. Again, it's a little easy, though I only got as far as what appears to be the final boss this time round. One weird thing they included is a bad powerup that reduces your bomb stock by one. I don't understand that at all.

Both games are pretty fun diversions, but not much more than that, and definitely not worth tracking down what are probably now rare and valuable Japan-only visual novels from over a decade ago. There's no real scoring systems in them, which is fair enough, since they're deliberately evoking an oldschool feel, but I think what really kills them for me is that they don't save high scores, which was an annoyingly common problem with PS2 shooting games, as I remember. In summary, emulate them if you're curious, but otherwise you're not missing out on anything special.

Tuesday, 22 October 2019

Metropolismania 2 (PS2)

Metropolismania 2, also known as Machi-ing Maker 2: Zoku Boku no Machi Zukuri, is a city-building game, though it takes a much more down-to-earth approach to the subject matter than the likes of Sim City. It's also a lot simpler, as you don't have to manage finances,  utilities, traffic, or any of the other things you might expect from such a game. Instead, itcan be considered to have elements from Sim City, The Sims, and Animal Crossing, along with its own unique take on municipal management, planning and engineering.

The most obvious difference compared to those other games is the total lack of budgeting required: buildings, roads, and most other things cost nothing. The only money in the game belongs to your character, and is for buying items either for your own use, or to give as gifts. Instead, buildings can only be built when there's someone who wants to move into them, and finding such people is the game's core hook. If you're doing an especially good job of running your town, you'll be receiving e-mails from families and businesses (oddly, all the employees of any businesses in your town all live together in the business' premises as if they were a family) telling you that they want to move in, and what kind of building they want to move into, that you're then able to build.

For most of the game, however, this won't be happening. Instead, you have to gradually befriend the people already living in your town and ask them to introduce you to their out-of-town friends who might want to move in. After a short time, you'll start getting requests for specific buildings and facilities, too, like hospitals, schools, parks, and so on, and you've got to go around talking to everyone, gathering clues on who might have the right connections for what you need.

It's a novel concept, at least, but unforunately, it's not a particularly fun one. The problem is that you've got to do this stuff a lot of times to a lot of people to get anywhere, and once you've finished one stage, you start a new stage and do it all over again (this seems to be a problem in Japan-developed building games, actually, as having to start all over again is what made me stop playing Dragon Quest Builders after I finished the first stage and found out that that meant losing all the stuff I'd built). And even just the first stage took me something like two and a half hours to get through. The only way I can see anyone getting a long way into this game is if they either have a very high tolerance for repetition, or if they play one stage over the course of a day or two, then take a long break before starting the next one.

There are some positive things I have to say about Metropolismania 2, though. For a start, it does have a lot of charm, and even though the townspeople will repeat the same few topics of conversation over and over, it does somehow give the illusion of them all having personalities. Another thing I really liked is that you can go into a first-person view and walk aroud the streets of your town, and the game even keeps the people going about their business while you do so, so you can talk to them just as if you were passing in the street for real. Or you can do it at night, while the streets are empty, all the shops are shut and the only light is from the lampposts. It's got a very comfy feel about it.

Inexplicably, this game and the one before it both got worldwide releases, so you can get them pretty easily, and pretty cheaply. If you're curious, I wouldn't totally dissuade you from giving it a try, though I wouldn't recommend paying more than five or six pounds if you do.

Sunday, 14 July 2019

Otostaz (PS2)

I can't find any evidence of this besides on mention in a 17-year-old issue of Edge, and I don't know if any other games came out of it, but Otostaz was possibly the result of an initiative at Sony in the early days of the PS2 to put out some games with lower production budgets and shorter development times. Presumably, the aim of such an initiative is to create more interesting, unique games, that didn't necessarily need to sell lots of copies, since they had less to lose. That's the kind of thing I like to see in videogames, movies, and so on. Lower budgets, more imagination!

Anyway, it's a kind of solitaire Othello game, themed around making buildings grow. There's three kinds of tiles in the game: ground, tree, and water. If there's one piece of ground touching both a tree and a bit of water, then a level one house will grow there. If there's a bit of ground touching two level one houses, a level two house will grow there, and so on up to level six. Your job is to make as many high-level houses grow as you can before each stage ends, to score points. There's also a game over condition that I think happens when you don't have any houses in the leftmost column of spaces when the screen scroll past it. But you'll be playing a few hours before you get to the point where that happens.

There's a few more advanced techniques to learn too, but you'll pick them up along the way, plus not only is there a very through tutorial, but there's also an option to turn all the text into English, despite this being a Japan-only release, which is nice. It's generally a fun and satisfying game to play, too, once you've figured out how it all works: lots of squares constantly flipping over, and numberse going up, and all those little kind of kinaesthetic touches that let you know you're doing well.

The presentation's pretty nice, too, with the game seemingly being set in a world made of thick coloured paper, though the stock sound effects do make it feel slightly cheap. The only real problem with Otostaz is that there's not much to write about regarding it. It's a decent game, pretty unique, and if you see a copy going cheap, it definitely wouldn't hurt to pick it up. You'll definitely get a few hours of enjoyment out of it, even if the first hour is just learning how to play.

Sunday, 12 May 2019

Motorbike King (PS2)

On paper, it almost seems as though Motorbike King (also known as Simple 2000 Ultimate Series Vol. 13: Kyousou! Tansha King ~Kattobi Baribari Densetsu~) was made specifically for me: it's a Bosuzoku-themed racing game, in which you can choose to play as a sukeban, and not only is it a Simple Series game, but it was even developed by those B-grade legends at Tamsoft! It was a disappointment, then, to actually play it and find an awkward game with motorbikes that handled like shopping trolleys and an absolutely merciless difficulty curve.

Luckily, I stuck with it for a couple of hours, bolstered by my love for the aesthetic the game was presenting, and once you've got a grip on the weird handling and you start winning races, it becomes a lot more satisfying. The main problem is, as already mentioned, the brutal difficulty curve: the fact is that even if you have a decent lead on your opponent, if you mess up once, that's all they need to not only overtake you, but to zoom off into the distance, never to be seen again. Once you get a couple of upgrades for your bike, you might be able to regain the lead, but only if you lost it early in the race, and you drive perfectly from that point on.

Anyway, as you might have gathered, the game takes place over a series of one-on-one races, all on public roads, and all at night. As far as I can tell, there are three underling opponents you have to beat, before you can face off against the two bosses. There might be further races beyond those two bosses, but I haven't managed to beat either of them yet, so I can't currently confirm that. During the races, you'll get told at certain points in each lap (they're the same every time, so you can be ready for them after your first time round) "Appeal Time Remaining", an awkwardly translated prompt for you to partake in a bit of showing off. There's various tricks you can do by holding down R2 in combination with other buttons, such as standing up and dancing atop your bike, pulling a wheelie, or playing the start of Auld Lang Syne on your horn. While playing, though, I've learned that the best trick to do, in terms of risk taken, ease of input, and points gained, is simply taking your hands off the handlebars and waving them around, by holding R2 and L1 together.

At the end of each race, the points you get from performing stunts (AP) get converted into the points you can spend on bike upgrades and cosmetic items (KP). Win the race, and you'll get a couple of hundred KP, plus another one for every 200 AP you earned during the race. Lose, and you'll get ten KP, plus one for every 2000 AP you earned. So you can unlock stuff without winning races, but it's significantly more laborious. A nice little touch you'll notice while navigating the game's menus is how colloquial they are: rather than every confirmation prompt offering Yes and No, each one is different, and they're all a lot more casual than that.

In fact, the translation and localisation of this game is really interesting generally. It's a game themed around a very specific Japanese subculture, and yet there's been almost no effort to try and shoehorn it into looking or feeling like some kind of western equivalent. I assume this was done to avoid the additional costs and time involved in that kind of aggressive localisation, but remember that only a few years before this, we had the Playstation port of Gunbird being stripped of all its personality and localised as "Mobile Light Force". So whatever their reasons for doing it were, some thanks should go to 505 Games for leaving this one intact.

I've actually had a few people asking me on social media sites to recommend Simple Series games for them to play, so I'll probably be covering a few more in the near future, too. In this case, I'll say that if you like the aesthetic and setting, and you have the patience to get through the steep learning curve, Motorbike King is one that's worth seeking out.

Friday, 12 October 2018

The Anime Super Remix: Kyojin no Hoshi (PS2)

In case you don't know, Kyojin no Hoshi is a baseball anime that aired all the way back in 1968, and it's one of those old anime that was massively influential on all that came after it. Unfortunately, I don't know much of the exact details, because only the first episode has ever been translated into English. I do know that it was to first appearance of that BDSM-looking "training suit" that you see in a bunch of anime, including an early episode of Pokemon, where some guy puts one on his Sandshrew.

Anyway, this game came out in 2002, alongside another "Anime Super Remix" game, based on the 1980 boxing anime Ashita no Joe 2, and it, as far as I can tell, tells the story of the anime through a mixture of video clips (which are amazingly high quality, considering the age of the source material), still images with captions, and minigames re-enacting certain iconic scenes.

The minigames are all very difficult, and completely unforgiving, even on the easiest difficulty. Well, the three of them I was able to play were, anyway. You only start with two minigames unlocked, and by playing them, you can earn points, which allow you to unlock more minigames, as well as more story scenes. However, to actually get the minigames, you'll have to grind no matter how well you play. Each minigame costs nine hundred points to unlock, and successfully completing a minigame on its hardest difficulty will get you between 150 and 200 points each time. So you'll have to complete 4 successful runs on hard to get the next game at the very least.

And I'm not exageratting when I describe the difficulty of these games. They basically boil down to different configurations of press a button once or twice with perfect timing, and pressing a button as many times as possible in a very short amount of time. The timing-based tasks aren't so bad once you get into a bit of a rhythm with them, which is possible even through emulation. The button-tapping tasks, however seem to vary, seemingly at random, between "pretty difficult" and "literally impossible, even Meijin Takahashi can't press a button this fast". I know these olden days sports anime were all about tragedy and despair, but to complete these absurdly hard tasks, with the only reward being a fraction of the way towards getting the next one is a bit dispiriting.

Though retelling the story of an old, reknowned TV series through a series of minigames recreating specific scenes is an interesting one, the actual execution here is so bad, and so antithetical to having a good time, I can't recommend this game at all.

Thursday, 6 September 2018

Simple 2000 Series Vol. 73 = The Saiyuutou Saruden (PS2)

This game has a lot in common with the early Oneechanbara games: it's by Tamsoft, it's a low budget musou game, and it has a lot of wandering around big, multi-map stages like a lost idiot. But! There isn't just the "Journey to the West" theme to differentiate it, as it does actually bring a few ideas to the table, even if they're more interesting in theory than they are fun to engage with in practice.

The premise is one that just seems so obvious for a 3D game based on Journey to the West: you play as Monkey (and later Pigsy and Sandy too), and your job is to escort Tripitaka (note: I'm using the names from the UK dub of the 1970s Japanese live action Saiyuki TV show, just for convenience) across big stages filled with various kinds of demons. There's a few complications that took me a while to figure out at first, though.

Firstly, you've got to find the place to which you're escorting Tripitaka. You go out, find the thing, then go back and tell her, and she'll start moving. There's a huge statue you've got to find and take her to to pray to, and a smaller statue, the finding of which will encourage Tripitaka to take you to the sealed gate to the stage's boss, that you have to fight. The first two bosses are Pigsy and Sandy, and Sandy is the point at which I gave up on the game, after spending over 30 minutes repeatedly being killed by him. Sorry, but he takes off a third of your health right at the start with an unavoidable combo, and then interrupts all your attempts to fight him with the same. It's no fun, and it totally killed my interest in the game.

But other than that, the whole reconnaisance/escort aspect of the game does a lot to differentiate it from other musou games, though I feel it might have been better if they'd have waited a few years and put it on more powerful hardware. The problem is that the stages have to be pretty big by the nature of the game, which means they have to be split up into a few smaller maps, with loading times between each of them. Since you're definitely going to be back and forth, that means you're subjected to numerous loading screens no matter what. There's also the problem that when you leave an area and come back, all the enemies will have respawned, though you can lighten that burden by just running past them all the first time through.

Obviously, though I spent a few hours playing The Saiyuutou Saruden and it does have some potential, I can't really recommend it. It's a shame its ideas never got re-explored on hardware more capable of fulfilling them. Also, it's totally ruined by the unfair, unfun bosses (even though I did beat the first one, it was still an awful experience, and mainly down to luck).

Tuesday, 27 March 2018

Yakuza Fury (PS2)

I know what you're thinking, and for a long time, I thought the same: this game must be a mockbuster for SEGA's Yakuza series, right? But, in researching for this post, I found evidence to the contrary! The Japanese version of this game (Simple 2000 Series Vol. 72: The Ninkyou) was released ten whole months before the Japanese release of the first Yakuza game. Even more surprising is that if GameFAQs is to be believed, even the European release of Yakuza Fury preceded the Japanese release of Yakuza! So it's just a coincidence that there's a low budget game with a similar genre and similar themes to a massively popular high budget game.

Having played a lot of Simple Series games at this point, I can confidently say this one follows the formula to the letter. It's a simple action game (in this case, a beat em up), with stuff to grind for, and long boring cutscenes that have all the voice acting removed from the European version. It even has a low poly rendition of a contemporary Japanese suburb, like so many other low budget PS2 games have! Anyway, the game's split into two parts, essentially: the story missions, where you go to a place, and keep beating people up until you get to the boss fight, and the free-roaming bit. The free roaming bit is actually the least interesting: you can wander around a few streets of the aforementioned suburb, where enemies will constantly run in from the sides of the screen to attack you. There's also a few people standing around that you can talk to, though the enemies don't stop attacking you while you do.

The point of fighting the endless hordes of enemies is to collect the coins they drop so you can buy items of clothing at the shop (an interesting little detail is that the girl in the shop is wearing a t-shirt featuring the main character of another Simple game, The Splatter Action/Splatter Master). They offer minor benefits, but the most important ones to buy are the hakama trousers, which give you an incredibly useful (to the point of almost breaking the game) healing ability, and the eyepatch (listed here as "bandage"), which looks really cool. When you get bored of this, or you've bought every item in the shop, you go and find where the next stage starts, watch a boring cutscene, then beat everyone up in the stage.

I'm not just saying that the cutscenes are boring because I hate cutscenes (though I do, as you know), but because they are the most lifeless, generic gangster nonsense you can imagine. None of the characters have any personality and nothting in the story is remotely interesting. Or maybe I've just been spoiled by the incredible story and characters in the Yakuza games (I know it's not fair to keep comparing them like this, but it's also very hard to avoid). The combat is also unexciting. You get a simple punch combo, which you can end with a kick, and you also get throws, which are so short range and slow that you'll probably never get one to actually connect.

I hate being so negative when reviewing a game, but Yakuza Fury is just an incredibly bland nothing of a game, that's not even bad in an interesting or unique way. It's just plain old mediocre tedium. Don't play it.

Tuesday, 13 February 2018

All Star Pro Wrestling (PS2)

I'm sure you're aware that there are plenty of older games that look a lot better, and ever have certain graphical effects that only work properly on an older CRT TV. Some, like old rhythm games are actually borderline unplayable on flatscreen TVs, for various reason to do with refresh rates and the like. However, All Star Pro Wrestling is the first videogame that feels like it was made to not only be played on a CRT TV, but more specifically a black and white one from the 1970s.

This is despite the fact that most of the wrestlers featured in it were current at the time of its release in 2000 (though, since i know nothing about Japanese wrestling of that period, I can't tell you anything about them). It's just so incredibly austere in its presentation that it looks and feels like a tv broadcast from three decades earlier than its release date. If Jim Cornette were ever to play a wrestling videogame (despite his hatred for "videogame marks"), this would be the one he'd play. There's no gimmick matches(not even tag matches! There's nothing but singles matches on offer), barely any music, no finishing moves, no flashy entrances, absolutely no concessions towards the idea that wrestling is a form of entertainment and not a legitimate sport.

The game itself makes no concessions towards being entertainment, either, being an absolute chore to actually play. There's the controls, first of all, which are entirely mapped to the analogue sticks. You move with the left stick, and attack (or sometimes run to the ropes, if that's what your wrestler feels like doing) with the right stick. To grapple, you press L3 and R3 together, while standing so close to your opponent you're already touching them. When while grappling, you use the right stick to do a move, which will almost always be a snapmare, an Irish whip, or a backdrop, no matter what you do or which wrestler you're controlling. (Note: there is apparently an alternate control scheme that uses the buttons, but it also uses the universally terrible touch sensitivity feature the PS2's face buttons had that was so bad that Sony asked developers not to use it after a couple of years).To make matters worse, all this happens so slowly that you'd think the wrestlers were submerged in a vat of treacle.

This game was part of the second half of Squaresoft's "experimental period", which started on the Playstation with the likes of Einhander, Racing Lagoon and Tobal No. 1, and ended in the early days of the Playstation 2 with the likes of this, Driving Emotion Type-S and The Bouncer. You've probably figured out by now that I do not recommend it, and it might even be the worst 3D wrestling game I've ever played. There must have been an audience for slow, boring wrestling games in turn-of-the-century Japan, however, as it somehow sold enough copies to get two sequels.

Wednesday, 24 January 2018

Truck Kyousoukyoku - Ai to Kanashimi no Rodeo (PS2)

This game's title means "Truck Mad Dash Melody: Rodeo of Love and Sadness", and it can most easily be described as "Outrun in a truck", though it's also much more than that! Like Outrun, it is a linear against-the-clock racing games with branching paths (though the branches just lead to different routes through the same stages, not to completely different stages as in Outrun) there's also a little bit of Chase HQ in there, not to mention the different feel a truck has compared to a Ferrari, and on top of all that is this game's distinct style and theme.

The basic premise is that you pick one of four truckers and drive overnight to return home to your loved one. The journey takes place over five stages, the time limits for which are incredibly strict, and that's only the first part of this game's brutally steep learning curve. Not only are the time limits strict, but hitting other vehicles actually carries a time penalty! There's one exception to that rule, though: the evil trucker in his demonic truck who turns up once a stage. You actually get time back for ramming him! There's also branching paths, as I mentioned before, and interestingly, you get different time extensions depending on the route you take though a stage, and obviously, some routes are shorter or easier to get through than others, so over the course of several plays, you can eventually figure out the best way to go. And you will have to have several plays, it took me over an hour before I could get past the first stage without credit feeding!

There's also an "original mode" which has you going on longer, less exciting missions. For example, the first mission (and the only one I played) has you driving around town collecting fish, and at one point the evil trucker shows up to shoot bombs at you on a perilous winding mountain path. I came very close to finishing this first mission a few times, but the fact that a single attempt takes nearly five whole minutes combined with the generally lower level of excitement mean I quickly gave up on this mode. No great loss really, as the arcade mode is pretty compelling on its own, and original mode is just the standard "pad out the home release" type stuff.

Now, the most interesting thing about Truck Kyousoukyoku to me is the setting and general aesthetic. The most obvious part of all this is that all the trucks in the game are Dekotora, gigantic and luridly decorated trucks that have had their own subculture in Japan for decades. I think probably the place most people in the west will have seen them is in the background of Sodom's stage in Street Fighter Alpha 3? Another cool thing is that it's set in Japan during what appears to be the 1960s or 70s, by my reckoning, with dramatic character artwork and a soundtrack of sad-sounding romantic ballads to match. It's something that really makes the game stand out from the crowd (though to be honest, the crowd of games about driving trucks has never been very big, though it was probably at its biggest around the turn of the century when this came out).

So yeah, if you're interested in a checkpoint-based driving game with a different feel and a differrent style to it, and you're willing to climb a steep learning curve, then I definitely recommend Truck Kyousoukyoku. As an aside, TCRF notes that the game has a debug mode, that includes a model viewer for all the vehicles in the game, as well as one for all the stages, so videogame tourists who know how to use action replay codes and that kind of dark sorcery might also want to check it out.