Showing posts with label racing. Show all posts
Showing posts with label racing. Show all posts

Tuesday, 14 February 2017

Splendor Blast II (Arcade)

So, you remember the early 90s, when the first big 3D arcade games were coming out? Virtua Fighter, Virtua Racing, and so on? It's shameful to say it now, but at the time, I wasn't impressed. Since I was a poor kid who couldn't afford a Saturn or 32X, and lived in some podunk village with no arcade, I only ever saw still screenshots of these games, that looked like a bunch of ugly boxes. Obviously, yers later, I saw these games in motion and was made to be ashamed of my thoughts and actions. I clearly didn't learn anything, though, as upon seeing stills of Splendor Blast II, I thought it looked like just another 80s shooting game with ugly low resolution graphics. Then I actually played it, and it turns out I was wrong on many fronts: it's actually an innovate futuristic racing game that looks amazing in motion, and the backgrounds look that way because it uses a kind of pre-mode 7 rotation effect to fake 3D!

This game was actually never released, though it is finished, and we can only play it thanks to Shoutime getting ahold of a copy and dumping the ROM, and we should all be thankful for that, as it really is a great game. It's pretty much as you'd expect from a futuristic racing game: spaceships instead of cars, racers risking life and limb, interfering space monsters and a little bit of shooting, as well as that old chestnut, the "fuel gauge that serves as a combined health bar and time limit." You race through the stages at high-speed, dodging obstacles and overtaking your opponents. The latter half of each stage will also let you shoot to destroy obstacles and aliens, though not your opponents, who will manage to avoid getting hit every time (though you can use this to your advantage by getting them out of the way). At the end of each stage, you get a bonus based on which position you finished in, how quick you were (as long as you finished in under a minute) and just a bonus for finishing. You also get some of your fuel back, at a rate which seems to be directly tied to how large your bonuses were.

It really is a game ahead of its time in a few ways. Obviously, there's the graphics, which look great in motion. Not only are they super-fast, but the psuedo-3D effect looks really cool as well, with some parts being especially good, like the lava stage with has columns of flame shooting out of firepits, like something from the hellish planet Apokolips in Jack Kirby's Fourth World. There's also the fact that you are actually racing against opponents. Though the game won't end if you place low at the end of a stage, the bearing that your placement has on the energy you get back would severely hamper your chances of surviving the next stage. But the fact that it keeps track at all is something to talk about, as most racing games in 1985 pitted you purely against the clock, with other racers only there to give you a points bonus when you pass them (though SBII does that too, of course).

The fact that this game was never released is bizarre to me. It's obviously a complete game, and not only is it a great one, but it's also an innovative one that's years ahead of its time. The only possible explanation I can come up with is that maybe Alpha Denshi saw SEGA's Super Scaler games and thought that their vertically-scrolling effort looked old hat in comparision? Anyway, now that it's available for everyone to play, I strongly recommend that you do so as soon as possible.

Tuesday, 13 September 2016

Glorace: Phantastic Carnival (PSP)

There's not much love in the world for the PSP, outside of a few games, and there's good reasons for that: it was uncomfortable to hold, the d-pad was garbage, and people mostly only bought it for either emulation or Monster Hunter. Sony did seem to be putting some effort in getting it to take off (unlike the PS Vita, which they've barely bothered with, and which would be pretty much dead by now if it weren't for anime and RPG fans. which is a shame, because for me, it might well be tied with the original DS for the title of "best handheld ever"), even going so far as to make games for audiences outside of the "big three" markets of North America, Europe and Japan. Last time I wrote about a PSP game on this blog, it was Chandragupta, a game made especially for the Indian market. This time, it's Glorace, a game made (and only released in) Korea.

It's a cute racing game, where you play as a kid who rides around on the backs of weird monsters, racing against other, riderless weird monsters on tracks that look like amazingly colourful fairy-kei dreams come to life. The tracks are pretty amazing in their layout as well as their visual design: some of them are double-sided, and a lap will see you riding across both the top and bottom of the road, as well as slightly Sonicesque loops. Other stages have pitfalls, not only from falling off the side of the track, but also through holes in the track, and by failing to get about moving platforms at certain points.

You've probably made the assumption that mechanically,  Glorace skews closer to Mario Kart than it does Gran Turismo, and you'd be right. There's a bunch of less-than-realistic additions to your tactical options, though they are handled a little differently than in the typical licensed MK knock-off. Firstly, you start off with three boosts that you can use at any time. There's also power ups on the track, though you don't get to store them like you'd expect. Instead, after you pick up the power up, you have a couple of seconds to activate it by pressing the left shoulder button or risk losing it. I don't know why they did that instead of just having them be activated on collection. Another way the power ups differ from the norm is that none of them are the typical projectiles, but rather weird state-changing magic spells. There's a shield, which stops you from slowing down when you bump into walls, obstacles or other racers, there's snow, which puts a white filter over your opponents' screens, very slightly obscuring their vision and there's quake, which causes a mild tremor, slowing down all your opponents for a few seconds.

There's a story mode and a race mode, which covers single races in both single- and multi-player. The big problem is that you can only (as far as I can tell) unlock tracks in race mode by completing them in story mode. This is only really a problem because the fifth track (and presumably the ones that come after it) add mission objectives besides "end the race in the top three". Maybe these missions are pretty simple, and easy to execute, but unfortunately, they're all in Korean, so I don't know what they are. It's a shame, because most of the game's other functional text, from menus to power up names is in English, otherwise leaving just cutscenes and flavour text in Korean. (The cutscenes, for what its worth, are very nicely presented, though, being made up of very nice storybook-style illustrations. I stilled skipped them all mercilessly, though, obviously.)

Glorace is a very charming game, and has some of the best-looking 3D graphics on the system. It's also decent fun to play, though it's nothing earth-shattering or life-changing. If you're curious, it wouldn't hurt to give it a go, and if you do, and you figure out any of the later mission objectives, please tell me what they are.

Sunday, 3 July 2016

Kat's Run - Zen-Nihon K-Car Senshuken (SNES)

There's a few slightly odd little idiosyncracies that seperate Kat's Run from the usual generic 16-bit racing games. For a start, the selection of cars on offer is a little odd, being a mix of fast convertibles and the kind of 4x4s and people carriers you'd normally associate with middle class soccer moms. There's also the fact that before selecting your car, you select your character from a pack of very 90s anime-looking young folks.

Character selection is a purely aesthetic choice, as far as I can tell: they appear in a window at the bottom of the screen, with animations for steering and reacting to moving up and down in the race standing. Despite that, it does add to the game, in that it forms part of an all-round well-presented little package. The game looks great in general, with an array of beautiful mode 7 tracks and cute little sprites for the cars and so on.

Another odd thing is how the game handles tracks. Before you start, you can pick one of two game types, though the only difference I can tell between the two is that one gives you the tracks in a fixed order, the other random. But either way, you drive all the tracks as a single race: after a lap (or possibly two? I'm not totally certain on that), a red orb appears on the ground, and when you drive past it, you suddenly find yourself a dark tunnel, emerging a few seconds later in a totally different location. The locations are pretty varied too: there's city and country tracks in Japan, a track in the egyptian desert, one in the shadow of a gigantic statue statue, and so on.

The odd vehicular selection can be somewhat explained away by the fact that these races are apparently illegal: there's some kind of plot about a wanted racer with a billion-yen bounty on her head, and should a player find themselves hanging too far behind the pack, they'll start to hear sirens getting louder and louder. Eventually, a cop car will appear to your rear, and if it manages to overtake, it's instantly game over and prison food for your chosen character.


Overall, Kat's Run is a fun and great-looking racing game with a lot of charm and some interesting little quirks. You could definitely do a lot worse on the SNES.

Monday, 30 May 2016

Jet Ion GP (PS2)

Usually, when a new console gets released, magazines will cover every game they can get their hands on, even Japan-only titles. Which makes it odd that Jet Ion GP (released in Japan under the vowel-deprived title of Hresvelgr: Interntional Edition) seemed to go by unnoticed, despite being released in the opening months of the Playstation 2's life, in December 2000. There was even an earlier revision, simply named Hresvelgr a few months earlier, that similarly went unmentioned in UK magazines of the time.

Anyway, Jet Ion GP is a futuristic racing game, with anti-gravity crafts taking the place of cars. The road is also replaced, by a glowing "energy belt" that serves the dual purpose of showing the way through the racecourse, and ensuring no-one can take shortcuts, as it's also the power source for the crafts. If a pilot tries to fly away from it, their speed gradually decreases, until their craft's power cuts out altogether.

The future in which the game is set takes an unusually optimistic view of the decades to come, as the setting combines the luxury and opulence of the Ridge Racer series with the wonder and spectacle of a post-scarcity, pollution-free high-tech civilisation. With this in mind, the tracks themselves take place in a variety of locations with serene mountains and forests accompanying the standard neon megalopolises. The locations are the same on every difficulty level, though the actual course that's flown through them is different.

The course designs are great, too. They start off simple, letting the player learn to fly their craft, gradually getting more complex and difficult as they advance. Just like you'd expect, really, though special mention must go to the mountain-set final stage, Bramble Yard. Even on the easiest difficulty setting, Bramble Yard offers a really spectacular race, with roller coaster-esque vertical climbs and drops, and twists around buildings and under and over pipes and beams.

There is one downside to Jet Ion GP, though: the framerate. Though I don't have a single particle of sympathy for the ridiculous framerate bores that plague the reviews section of many Steam games, Jet Ion GP really does have a shockingly low frame rate, especially for a racing game. It's at its worst in the first few seconds of each race, as all the crafts are close together, but it never gets to a speed most would call "smooth." I wonder if this problem could be fixed in emulation? But anyway, I've said all this, but it really didn't hamper my enjoyment of the game at all. It is, however, noticable enough that it does need to be mentioned.

In conclusion, Jet Ion GP is an enjoyable, overlooked racing game, and you can get a copy for practically nothing (in the UK at least), and I'd say it's worth doing.

Sunday, 27 March 2016

Curiosites Vol. 7 - Two Bad Neighbours

It's often said that the main strength of the UK microcomputer era is that anyone could make a game about anything, and get it published. The same also applied to licenced games: any TV show or movie could be made into a videogame, as long as it was even moderately popular at the time.

According to legend, the Australian soap Neighbours is actually more popular in the UK than it is in its homeland, and much of that audience is teenagers (I watched it a lot during my teenage years, even!). So there's an Amiga game based on it. Two, actually, one licensed and one a fangame. A fangame based on a TV soap opera over two decades ago! Unfortunately, they're both from the early 90s, roughly a decade before I was watching, so they'll mainly feature characters and stories that I've never even heard of. 
First up, I'll talk about the official game. It's a racing game, you play as some teenager on a skateboard, and your opponents are other teenagers, pretty evenly divided between boys and girls, riding skateboards, go-karts, bikes and so on. You race around the block, scoring points by going between traffic cones and collecting food. There's also obstacles all over the place, which are the kind of thing you'd expect to see in a version of Paperboy set in a very stereotypical version of Australia: cars, people walking around, and open manholes alongside Kangaroos and Emus (I don't remember ever seeing either of those animals in an episode of Neighbours, though maybe it was different back then?). It's mildly amusig for a few goes, but nothing you'd ever want to play for an extended period, and I don't think the novelty would warrant actually going to a shop and buying it. It does look very nice, though: very bright colours and charming little sprites. 

The fangame is known by the longer title Neighbours: The Adventure, and the title's pretty descriptive, since it's an adventure game based on Neighbours. The inro tells you that the evil capitalist Paul Robinson has bought all the land on which Ramsey Street stands and wants to evict everyone and sell it off for a profit, and you have to stop him.  

I'll have to make an admission here and say that not only am I not really a fan of adventure games, I'm also not very good at them. As a result, I quickly got bored of fruitlessly clicking on things hoping to make something happen and got nowhere. The presentation is nice, though, with low-res digitised photos and actual music from the show, though the few points that use animation do look ridiculous. Generally, though, it looks and feels more professional than the official game. I guess if you like adventure games and want something with a mundane surburban setting, look it up?  

I didn't really go into either of these games expecting them to be good, I just thought it was an odd footnote in history that an Australian soap managed to somehow get two videogames made out of it, and both for a market literally on the other side of the world. I wouldn't recommend wasting your time on either of them, to be honest.

Saturday, 27 June 2015

Moto Roader II (PC Engine)

I don't know a lot about the PC Engine, and the mareting strategies of the companies that made and published games for it, but I think it might be a fair estimate to say that it probably leant towards the otaku end of the market. I say this because it seems like a higher proportion of its sports and racing games have fantasy or sci-fi themes than most consoles, and because a lot of PC Engine games have artwork of scantily-clad anime girls liberally strewn throughout. Moto Roader II is, of course, a futuristic racing game with such teenage boy-baiting artwork featured on its menus and pre-race screens.

For a 1991 console game, there's a fair bit of depth in there too, though. There's three kinds of vehicles to pick from (car, tank and hovercraft), and you can pick a different one for each race. You can also buy upgrades for the tires, body and engine for each vehicle, to improve their steering, health and speed, respectively. Oh yeah, there's health meters, and once they reach zero, it's an instant game over, which is a little unfair, as CPU drivers simply get an automatic last place (even if mor than one drops out), and get to come back in the next race. There's also consumable items to buy, like weaponry (the freeze gun is partcularly brutal) and a one-use repair item. Between the three different kinds of vehicles, there's the usual variations in speed and durability and the like, but one interesting addition is that the hovercrafts, since they float above the ground, can only crash into other hovercrafts.

There's only a few different themes for the tracks, though I guess if it were a more realistic racing game, there'd only be one, so this isn't worth complaining about. Furthermore, there's a couple of different tracks for each theme, and on higher difficulties (and towards the end of the easiest difficulty), the game makes newer, longer tracks by bolting together more than track, with a glowing red tunnel to transition between the different themes.

Moto Roader II isn't a  classic, and I'd go as far as to say that it's barely noteworthy at all. But It's a pretty fun game, like a nerdier version of the Micro Machines games. Though I've only been able to play it single player, it does support up to five human players, which I can only assume enhances the game massively.

Monday, 18 May 2015

Zippy Race (SG-1000)

Zippy Race is port of an arcade game, though I'm reviewing the SG-1000 version for three reasons: I didn't know this until I'd already played the SG-1000 version quite a bit, it's been a while since an SG-1000 game was featured on this blog and I just like the way SG-1000 games look. Obviously, it's a racing game, and though it's a pretty simple one, it's also pretty clever. The race in question is a ninety participant contest taking place across the USA, from Los Angeles to New York with a few other cities visited along the way. One odd point, though, is that though the player is riding a motorbike, all the other racers are in cars.

The game is fit into five stages, with your position in the race carrying over from stage to stage. Your bike's fuel tank serves as both a time limit and a health bar, and there are fuel tanks dotted around the stages to slightly replenish it. This being an old arcade game, there's also points to score, and I do like the various ways Zippy Race allows players to score points. The main two methods revolve around your position in the race: whenever you overtake a car, if overtaking that car puts you in a higher position than you've had at any prior point in the race, you get 500 points. Also, at the end of each stage, a big long chart of possible positions comes up, and bonus points are awarded based on your position on that chart. This also fulfills an even more important function than points: for every hundred points you get here, a small amount of fuel is replenished.

That leads into an example of the mechanical simplicity I love in this game, and how it all ties together so well: when you crash, you lose a chunk of your fuel bar and two cars will always pass you. When cars pass you, obviously your position in the race goes down, potentially affecting you end-of-stage bonus and the extra fuel that comes with it, but also stops you from getting points for passing cars until you've regained and surpassed your pre-crash position. This kind of simple, intertwined mechanic that effectively seperates good players from bad is something I really like, and I think works great in this game.

The game has five stages of two types: three of them take place in rural-looking environments and two in the desert. These two types of stage have their own set of obstacles and features, though they are all differently laid out from each other. The rural stages tend to have lots of bends and forks in the road, with not much else, while the desert stages have boulders and cacti strewn about the place, along with narrow bridges across rivers, and a much more generous supple or fuel cans and points items than the rural stages.

There is one thing I don't like at all in Zippy Race, however. At the end of each stage, there's a short psuedo-3D section, with a simple representation of a city in the background. These sections are just straight, featureless road on which the player avoids cars, but the sticking point is that they act like a kind of anti-bonus stage. You don't get any points or increase in rank for passing these cars, but you fuel is still depleting and you still get the penalty for crashing.

I liked this game a lot. As I've already said, the simple mechanics and they way they all weave together into a fun game really hooked me. I definitely recommend giving it a shot!
(This game is also known as MotoRace USA, Traverse USA and Mototour)

Monday, 4 May 2015

GG Series Collection Plus (DS), Part 4

It's time for the final part of this long series of reviews, and it's covering the sports section of the cartridge. Don't worry, though, as apparently Genterprise are as lacking in enthusiasm for the subject as me, and some of these games really stretch the definition of a sports game.

Drift Circuit
A terrible racing game. All the cars are the exact same sprite in different colours. They aren't even properly animated, they just slide around and rotate. It's also incredibly slow-paced and tedious. The gimmick is that you can increase your speed by double-tapping a direction to drift, but this just feels awkward, and the boost isn't much, either.

Tetsubou
This is a little odd. It's a futuristic gymnastics game starring what appears to be one of the cycloids from the Street Fighter EX series. You jump to grab on to bars, then swing round them and jump to other bars, collecting gems and trying to reach the exit. It's kind of frustrating when you miss, but otherwise this is a pretty fun game.

Throw Out
A weird soccer-like game starring teams of four fat little robots. It's not particularly interesting or noteworthy in any way.

Exciting River
A kayaking game with an interesting control scheme: the shoulder buttons are each assigned to one of the paddles. Tap them rhythmically and alternately to go straight ahead, and repeatedly tap one to turn in that direction. The player simply has to get to the end of the course before time runs out, and there's a bunch of courses to play through. It's fun to play even on the strength of the controls alone.

Run & Strike
A tennis/squash game featuring a girl hitting a ball at targets on a wall. It reminds me of the bonus games in SEGA's tennis games. Though it's not a bad game, it just didn't really grab me.

Air Pinball Hockey
Like you might guess from the title, this is a weird hybrid of pinball and air hockey. The way this turns out if pretty similar to an arkanoid clone, but with a smaller paddle that can move in all directions. The stages all have different goals, like scoring a certain amount of points or destroying a bunch of targets, and you get a fresh set of lives for each stage, too. This is easily the best game n the sports section, though that does feel a little like damning with light praise.

Uchuu Race
Dissapointing, this one. You drive a spaceship round various short tracks as fast as possible, and touching the sides adds seconds onto your time. There's no opponents at all, and though it looks nice, there's not really much substance to it.
               

Thursday, 8 January 2015

Bishin Densetsu Zoku (SNES)

Bishin Densetsu Zoku is a game set in Japan,'s distant future of 2010. As far as I can tell (without being able to actually read any of the plot), it's about a boyfriend and girlfriend (either of whom can be selected for play, though the boy is a better fighter) on a fun futuristic roadtrip, who have their date ruined by a bunch of mean goons. Unlike most games with futuristic roadtrips as the main centrepiece of their plots, Bishin doesn't focus on vehicular combat: though the bulk of the game is driving, and there are enemy drivers who can be defeated through aggressive, repeated ramming, the main business of fighting foes takes place in short beat em up sections.

Along with the game's hybrid structure, the other cool idea it has is the passage of time. Every stage has a time limit, but rather than just be a generic number of seconds counting down to zero, each stage starts at a time of day, and the destination must be reached before a certain time. These times also provide contiunity: stage one starts at 9am, and the end must be reached before midday. Stage two goes from midday to 4pm, and the third stage from 4 till 8, with the sun gradually setting as time passes. Time passes at a rate of roughly one game minute for every two real-world seconds. When the player crashes their car, a short beat em up section starts, in which the player must defeat a small group of enemies (who, oddly seem to be almost exclusively female) as the clock still runs.

Unfortunately, despite having all these cool and interesting ideas crammed into it, their execution lets Bshin Densetsu Zoku down. The driving sections are not linear, having the player find their own way from point A to point B on the map. The problem lies in the fact that not only do all the roads look exactly the same, without even Outrun-esque roadside objects to break the monotony, but the on-screen minimap doesn't display the layout of the roads. The result of this is long, frustrating minutes driving round in circles, often finding yourself back at the start of the stage with scarce time remaining.

The beat em up sections aren't much better, either. Though they don't have any massive flaws like the driving sections, they're just kind of bland: the player doesn't have many attacks, there's only one small background per stage (though the boss fights get their own backgrounds, too), and the enemies all look the same, even between different stages.

It's really a shame that this game's not very fun to play, as the concept is cool, and it does have a lot of good ideas, they're just executed poorly. As it stands, I have to say that playing Bishin Densetsu Zoku quickly starts to feel like a frustrating chore, and it's not really worth bothering with.

Thursday, 25 December 2014

Kotobuki Grand Prix (Playstation)

Augh, this game is terrible. I'd seen it around before I'd actually played it, and wondered if it might be one of those budget-priced hidden gems, of which there are so many on the Playstation and PS2. Then one day, I needed to find an extra game to meet a shop's minimum purchase for paying by debit card, so I took the plunge and bought Kotobuki GP.

Obviously, it's a light hearted racing game, in the time-tested Mario Kart knock-off mould, even down to copying the little mini-jump thing that Mario Kart has. The graphics are okay, considering it's a PS1 budget title, and not even a part of the Simple 1500 Series at that. Although even this concession of going easy on the game because it's a budget title can be eschewed once you realise that it was actually a full price release in 1999, rereleased by its publisher as a budget game two years later. The European release didn't come until 2003, when budget publishers selling Japanese games they licenced on the cheap were pretty much all that was left in the world of Playstation releases.

Why is it so bad? Well, there are a number of problems, with three in particular taking centre stage. Firstly, each track has a set number of items available, and they don't respawn. So by the final lap, there'll be none left, which is very odd for game of this type. Secondly, all the racers feel both slow and unweildy. There's just no joy, no speed, and no satisfaction to be found in racing around the tracks. Thirdly, every track, from the easiest to the hardest, has at least one completely unforgiving 90 degree corner that's almost impossible to take without crashing.

There lots of other flaws, too, like the almost complete lack of structure in the game's Grand Prix mode, or the awful sound effects and music, but generally, I'd strongly advise against playing this game. It's so bad that it's actually depressing. The one positive thing I can say about it is that the same day I bought it, I also bought Ridge Racer V.

Monday, 27 October 2014

Sega Ages 2500 Series Vol. 2: Monaco GP

The Sega Ages series started out as a bunch of 3D remakes of old Sega games, later turning into compilations of often rarer, high-quality emulated titles with generous extras. Obviously, being only volume number 2, Monaco GP is of the first variety. These early titles were almost universally lambasted by all and sundry when they came out, with the remakes of Golden Axe and Space Harrier drawing particular ire. Monaco GP was mostly ignored, though, probably because the original is a lot older than most of the other games, and was only previously ported to a home system once, to the SG-1000 all the way back in 1983.

The original (or rather, the SG1000 port, since the original is not yet emulated in MAME, so I haven't been able to play it) is a pretty great game: the player drives down an endless road avoiding other cars, scoring more points the faster they go. The Sega Ages 2500 remakes has three different modes: arcade classic, arcade original and grand prix.

Arcade classic is pretty much just like the orignal game: go fast and survive as long as you can. Arcade original takes that concept, with several additions: a selection of different tracks, corners (which are tackled with the shoulder buttons), power-ups that offer things like speed boosts, a temporarily giant car, temporary invincibility and so on, and lines of stars on the track that, when collected, give the player points and extra speed. Grand Prix takes the extra elements from arcade original mode, and removes the endless score-run structure (and with it, limited lives), instead having the player race against time around sets of five tracks.

Arcade original is the worst of the three, since it eschews the one-hit kills of classic mode, it takes ages to actually die, taking the player long past the point at which the game stops being fun. Grand Prix is a lot better, though, taking the updated mechanics and putting them in a structure that never lasts longer than 15-20 minutes, though the time limits are a little too generous on the easy and normal courses. An interesting thing that's shared by both the arcade modes is that the player doesn't start any lives, though extra lives are dealt out at every 20000 points scored, and during the first 60 seconds of a run, the player can die as many times as they like without penalty, allowing players to build up at least one or two lives before the game begins proper.

This game was relased in the west along with a bunch of other early Sega Ages 2500 entries on a single disc as "Sega Classics Collection", which is something I definitely recommend getting hold of.