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

Friday, 25 January 2019

Initial D Gaiden (Game Boy)

I'm sure most of you are familiar with Initial D, but for the few that aren't, it's a comic/TV/movie/videogame franchise that started in the 90s, and it's all about people with badly-drawn faces taking part in street races down twisty mountain paths, mainly at night. If you were reading English-translated manga around the turn of the century, you might remember it being advertised in the back of seemingly everything Tokyopop published for about two years. Anyway, Initial D Gaiden is a Game Boy incarnation of it. Oddly, I think it might also be the first ever videogame adaptation of the series, beating the Saturn game Initial D: Koudou Saisoku Densetsu by three months.

It's a pretty simple game, but I consider that to be one of its strengths. You just pick a car, then participate in a series of one-on-one races until you get to the end of the game. Obviously, drifting around corners is a big part of the proceedings, and luckily the devs made that fun and easy to do: you just have to let go of the accelerator, tap the brake, then go back to holding the accelerator down. Just like Outrun 2, which came out about 5 years later! There's no car tuning or parts replacement or any other complications, you just go from one race to the next, with a little skippable dialogue scene between each one.

Mention has to be made of the game's presentation too, which is generally excellent. It must have taken a miracle, but the developers somehow managed to give a racing game that plays out on a tiny four-colour screen atmosphere! Even though the road seems to be  floating in a black void, it and the cars still look great, and the backgrounds really do give the feeling of driving down a mountain road at night, with the city lights shining in the distance. The only real problem the game has presentation wise is the lack of music, having instead a constant low buzz representing engine sounds punctuated with high pitched beeps when you're drifting.

There's not much more to be said here: Initial D Gaiden is just a really good racing game, on a system that isn't really known for them. It's a shame that the license precluded it from getting a worldwide release so more people might know about it. But without the license, would anyone have taken any notice of it today, including me?

Tuesday, 18 September 2018

Outlander (Mega Drive)

This is a game I first encountered years ago, in my earliest days of emulation, but back then, I never figured out how to actually play it. Or at least, I never figured out how to play it for a decent amount of time. But before I get onto that, I should describe what the game actually is: it's a would-be sequel to a Mad Max game on the NES (that I haven't played), though the publisher apparently no longer had the license, so they just changed the name.

You play as some guy driving through a post-apocalyptic wasteland, constantly assailed by bikers, and later on, people in cars and helicopter pilots. You can fight them off with machineguns mounted to the front of your car, and when an enemy's coming close up next to you, a little side window appears and, if your timing's good enough, you can blast them with your shotgun. Eventually, the little left-pointing arrow on your dashboard will start blinking, telling you that you're near a town and you should pull over (which is done by stopping your car to the left side of the road, then turning the steering wheel left as far as it'll go).

That's the part I never figured out back then, and it's pretty important! The town segments take the form of single-plane beat em up stages, where you walk to the left, taking out any enemies you encounter (all the people you encounter are enemies, by the way), as well as destroying any barrels or crates you find, in the hopes of obtaining more fuel, food or water (to replenish you health), or ammo for your guns. If you don't visit the towns, you won't get any points, as they're totted up based on how many enemies you killed, your remaining fuel and health, and so on as you enter. But more importantly, you'll quickly run out of fuel! (Actually points are pretty important too, since you don't start with any extra lives and you can only get them through points).

If you run out of fuel, you'll come to a stop, and you'll have to do a beat em up stage on the road, which are much harder than the town ones, since there's now bikers trying to take your head off with chains, and you can only kill them with your shotgun, which has limited ammo. In the old days, I'd just keep driving until I reached one of these stages, then quickly get killed. I'm glad I gave it another shot as an adult, and finally figured it out, because Outlander is a pretty fun game!

It's no classic, and it has some big problems, like how the scenery during the driving sections never changes (I know you're driving through an endless wasteland, but with a bit of imagination you can easily come up with a few variants: toxic swamp, ruined city, dead forest, etc.), and how later on there's some unfair stuff like poisoned water that reduces your health, but it's definitely a game worth playing, and it's a shame it's not better known. I strongly recommend you also give it a try!

Monday, 27 August 2018

Delisoba Deluxe (Saturn)

So, it's another one of those candidates for the title of "rarest Saturn game of all", and like Heim Waltz, it's one that was never released on sale in shops. Delisoba Deluxe was only given out as a prize to contestants on a TV game show, and playing the game was apparently also part of being on the game show, though I haven't been able to find out whether that's actually true or not, or even the name of the show itself. As you might guess, then, unlike Heim Waltz, Delisoba Deluxe is an actual playable game! And not only that, but it's also developed by Cave, which can only push its price up even further.

What it is is a fairly basic against-the-clock racing game, in which you play as two people atop a moped, hoping to deliver something to the TV studio before time runs out. I guess there must be some rule I'm missing out on from not having seen the TV show, because it seems like even if you don't crash at all, it'd be impossible to complete the "TV Original" mode without running out of time at least once. Luckily, though, there's two other modes to play. The second mode is Time Attack, which isn't much diffrent from TV Original, except you don't run out of time, and you're just trying to set records for finishing the course.

The third mode is the most exciting, and the one in which you can really see that this is a Cave game: Coin Links. In this mode, you've got a much more generous time limit, and the aim is to drive through the course collecting coins for points. This being a cave game, there is of course a scoring system, whereby coins are worth more points as you collect them in quick succession, with a little time meter in the corner of the screen showing you exactly how long you've got to get the next coin before dropping your combo. It's not like the complex and byzantine systems seen in their more recent games, but this was relatively early in their life as a company, and it is almost exactly like the combo system for killing enemies in the Dodonpachi games. It's interesting to see something like that in a game that was probably mostly in the hands of normal, non-arcade obsessed people for a long time.

Other than that, there's a map edit mode that seems a little glitchy, and I unfortunately couldn't figure out how to actually ride on the edited course, which is a shame. There's not much more to say about this game, really! It's a pretty fun diversion for about 15 minutes, and I can see people possibly getting into the Coin Link mode, trying to beat their scores, but it's also one I definitely recommend emulating. You're unlikely to ever see a real copy for sale, and if you do, it'll be hundreds, maybe even thousands of pounds to buy.

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.

Wednesday, 3 January 2018

Zusar Vasar (Dreamcast)

Zusar Vasar is the kind of game that just doesn't get made anymore: it's a racing game that isn't about driving either go-karts round theme park-looking tracks or realistic cars around realistic tracks. Instead, it's a futuristic (possibly post-apocalyptic) chariot racing game, in which the chariots are pulled by robotic animals of various kinds. And they race around a variety of locations: mountains, jungles, ruined cities, and so on.


The whole chariot deal isn't just a gimmick, either: it significantly affects how you drive around. The main controls have you steering with the analogue stick, and both triggers are accelerate, one assigned to each of your robots. The X button is also used for your boost, that takes a few seconds recharge after use. Obviously, the weight distribution of a chariot is different to a car or motorbike, too. Mainly, there's a joint between your "engine" and the back of your vehicle, which has no power of its own and just rocks about as it's pulled along. So those are the first few quirks to which you have to get used, but there's more.

The "more" comes in the form of the fact that there are three different kinds of race: one the ground, in the air, and in the water. And they all feel totally different. My recommendation is to play a few air races first, as they're the easiest way to get used to the whole "dual acceleration" thing, and getting a handle on that makes all the races a lot easier. The water races are a lot harder to get a handle on, though, as your craft sways and bobs around on the water and swings like crazy on corners. The ground races are somewhere in the middle, of course, and after you've played a few they're not much more difficult to get through than a normal arcade-style racing game.

As for structure, there's the obvious modes for single races, time trials and a season mode, plus there's the "single battle race" mode. When I saw this mode on the menu, I wondered why there wasn't any battle race season mode. Once I actually played it, the answer was obvious: this mode is an enjoyable, but somewhat unfair, little slice of organised anarchy. Before you start a race in this mode, you choose your animal and chariot, and you choose a normal and special weapon too. The normal weapon can be used as much as you like, and the special weapon has a cooldown time even shorter than your boost. The result is six chariots all trundling around, constantly shooting each other, there's explosions all over the place, and it's just generally anarchic. It's a ton of fun, but it'd be infuriating if you were actually trying to consistently win to try and progress through a season.

Zusar Vasar is a game I'd place alongside the likes of Speed Power Gunbike: it's a game that initially seems unforgiving to the point of being no fun at all. But like Speed Power Gunbike, play it a bit more, get used to it's idiosyncracies, and you'll be hurtling along and having a ton of fun. The Dreamcast is such a widely-loved and thoroughly talked-about console that there aren't many hidden gems on there that everyone doesn't know about, but I think Zusar Vasar can be considered one of them.

Saturday, 2 December 2017

Coaster Race (MSX)

It's always impressive to see games on old computers do things that those computers just weren't designed for, like parallax scrolling, or, in this case, a pretty good bit of faux-sprite scaling, in an Outrun-esque racing game. It's even got hills and, true to its roller coaster theming, loops! Plus it plays pretty well, too.

So, on the title screen, you're presented with three modes: 1P SKILL 1 and 2, and 2P GAME. The 1P options are the single player game, but SKILL 2 starts you on the third track instead of the first. The 2P GAME option is even stranger, as rather than being a head to head race, or even a takey-turny time trail affair, it's a strange arrangement in which one player drives on a track using the joystick, while the other makes corners and loops appear by pressing keys on the keyboard. I couldn't figure out what the point of this mode was, as it didn't seem to have any obvious win conditions for either player.

The game itself is pretty standard for an arcade-style racing game of the mid-80s: you're racing against the clock to drive four laps each around five tracks. Hitting other cars results in your car exploding and a few seconds being wasted as you reappear on the track, and you get ten points for each car passed and a hundred for every second left on the clock at the end of each lap. The first thing that struck me when I started playing was how cute this game is: your car is a slightly futuristic, toyetic vehicle, with a big turbine on the back that spins faster as your speed increases. The tracks are cute too since they're all meant to be roller coasters, the backgrounds all look like theme parks. There's a lot of reused elements in the background, so I assume that all the tracks are part of the same park, and you can see differrent bits of it from each one.

The loops and steep hills on the tracks work really well too, which is impressive: you lose speed and accellerate more slowly when going uphill, and then go vastly faster going down the other side. Loops work pretty much the same, but with the added spectacle of the background scrolling vertically, coming back upside down, then coming back again the right way up. I haven't described it very well, but it is a really effective effect for an 8-bit game from 1986. Another nice little touch is that there's also differen times of day! Track one takes place during the day, two and three at sunset, and the final two tracks take place in the dead of night.

Coaster Race is a fun little game with a ton of charm, and I recommend you go and play it. There's even a little surprise waiting at the end of track five to look forward to too!

Saturday, 11 November 2017

Road Spirits (PC Engine)

Road Spirits isn't a particuarly good or original game, but it does serve as a useful example to point out and debunk two annoying habits of the kinds of people who write videogames reviews as if they're writing consumer reports on household appliances rather than subjective critiques of creative works.

First up is the idea that the length of time between starting a game and seeing its ending is the sole, or most important arbiter of a game's quality and value for money. It the idea that leads to people complaining that ports of even recent arcade games are "unworthy" of being sold at anything other than the lowest bargain prices, because they don't babysit the player through fourty hours of box-ticking and map-tidying. To use Road Spirits as an example, we can compare it to SEGA's Outrun. A full run of Outrun, from beginning to end will take between five and eight minutes, while Road Spirits has seventeen tracks which are tackled in a set order, each taking between three and four minutes to drive through.

Outrun is also better than Road Spirits in practically every way. Where Outrun's stages are full of obstacles and other objects, Road Spirits' stages are sparsely decorated with a few signs or trees here and there, making them feel empty and lifeless. Also, Outrun is a challenging game, in which you try desperately to reach checkpoints before running out of time, and trying to pass other vehicles without hitting them to score the most points, while Road Spirits has absurdly generous time limits you'd have deliberately try to fail, and the very few other cars you see on the road don't really serve any purpose at all. The one point Road Spirits has over Outrun is that it takes advantage of its format, having a full CD quality soundtrack with ten songs. So, it's a clear case of quality over quantity right? Anyone would choose Outrun over Road Spirits, even though Road Spirits is a much longer game from start to finish.

The other annoying habit is the idea that games can never be more than the sum of their parts, something that's not such a big problem any more, though there are still writers putting out reviews with lots of different numbers exactly stating how good they think each seperate aspect of a game is. You can see from the first part of the review that this isn't a great game, and is not only pretty mediocre in almost every respect, but also significantly inferior to a very similar game released a few years earlier in the same genre. But the thing is, it's not a worthless game, there is a reason to play, and a situation in which it's actually a pretty great experience!

This mostly hinges upon the aforementioned CD soundtrack, but if you play this game late on a sweltering hot summer's night, with the lights of and the windows open, you play a few stages, making sure to choose the more sophisticated tunes from the soundtrack, it's a great mood-setting game. It just provides a cool, relaxing atmosphere in a way that makes the whole thing worthwhile, and which can't really be described in a collection of arbitrary numbers.

So yeah, it's not a killer app or anything, but considering that you can get a copy for a handful of pennies if you shop around a bit, it's a worthwhile addition to your PC Engine CD library.

Friday, 27 October 2017

Lethal Crash Race (Arcade)

Lethal Crash Race is a game that can pay testament to the incredible popularity and influence of Street Fighter II on the arcade scene of the early nineties, as though it's not a fighting game, it clearly takes a lot of influence from Capcom's epoch-defining game. That's not to say that it's one of those racing games that's heavy on the fantasy and violence: though a lot of effort has clearly gone into ensuring that ramming your opponent's car is fun and satisfying, it's not an essential part of winning, nor are there projectile weapons or other power ups to be collected on the track.

Instead the influence is more structural and stylistic. There are eight characters to choose from, each with their own cars (all of which are mis-spelled knock-offs of real cars), and their own stages. Their own stages because rather than being a game in which you race a whole load of cars round stadiums for several laps, Lethal Crash Race instead has short one-on-one races of about a minute in length, along various linear tracks all across the world. Not only that, but each character also has different quotes for the beginning and end of each race, my favourite being the rich old man who cheerily declares "this might be my last race."

It's got a really nice feel to it, it's fast and smooth, and as mentioned, bashing into your opponent is satisfying. You're not going to destroy them, but you can knock them off the road, and into rivers or other obstacles. It looks great, too: though the style of the time was all sprite scaling, moving into low poly models, Lethal Crash Race puts up a good fight with its top-down view, having great-looking cars and nicely detailed stages. It looks kind of like if Grand Theft Auto was fully 2D and a bit more detailed and zoomed in, and since it's set up so that your car is always driving up the screen, there's a really cool rotating camera effect on tracks with big round turns.

Lethal Crash Race is a fun game with a cool and interesting concept and lots of charm, and I recommend that you go and play it. It's also yet another game that could easily have been ported to consoles, but inexplicably never was, and probably never will be.

Sunday, 1 October 2017

Wild Riders (Arcade)

Like usual with arcade racing games, I'll start with the disclaimer that I was playing this on a PC emulator with a regualr game controller, not a real, motorcycle-shaped sit-down arcade cabinet. I'll also add the extra caveat that the emulation of this game is somewhat less than perfect, so the real thing is even more preferred than usual. But I guess that most people reading this, were they to play Wild Riders, would be doing so via emulation anyway, so I guess it doesn't really matter that much.

Anyway, Wild Riders is a very SEGA racing game, in which you play as one of two motorbike gang members on the run from the cops in a place called Massive City, which looks like a perfect blue-skied version of Beverly Hills from an 80s cartoon. Of course, you go smashing through parks, pool parties, fancy restaurants and hotels, and so on, all while any pedestrians jump out of the way without fail, ala Crazy Taxi. It all looks incredible too, with a cel-shaded style, incredibly bold colours on everything, and cool little stylistic things like character close-ups appearing in little comic panels.

It also plays pretty great: fast and smooth, just like you'd expect from a SEGA racing game. There's a few unique gimmicks too! Firstly, instead of a traditional time limit, since you're on the run, the counter at the top of the screen shows how many metres away they are from catching you. The number goes up and down depending on how well you're doing, and you can get bigger boosts by exploiting the game's other main gimmick. That other gimmick is that there are various obstacles that you can either jump off of or slide underneath. On a real cabinet, this is done by pulling up or pushing down on the bike's handlebars, while in emulation, you can just map these functions to buttons on your controller, they don't need to be analogue.

The only downside, and probably the reason it never got any ports to home consoles is the length: obviously an arcade game isn't going to be long, but I finished Wild Riders on my second attempt, and there's no Outrun-style branching paths or Crazy Taxi-style free roaming to add variety to repeated playthroughs, leaving you with a game that's beautiful and exciting, but essentially only for five minutes. I guess if a particular arcade had a lot of players all competing for the top score, that'd cause a lot of repeat play, but even in 2001 that'd be a very big if. Any console port would need a lot of additional stuff added, and at a time where SEGA were leaking money all over the place, doing all that for a game with no name recognition probably wasn't a priority.

So yeah, Wild Riders is a (condensed) ton of fun, and looks amazing. It's also, however, probably the most demanding game that runs on Naomi 2 hardware, so if you have a computer that can handle the emulation, it's definitely worth a look.

Sunday, 3 September 2017

Simple 2000 Series Vol. 112: The Tousou Highway 2 ~Road Warrior 2050~

You have to admit, just looking at the title, that this game has a lot of potential right from the start. Of course, it's a Simple Series title and it's yet another game on this blog by Tamsoft, so I still approached with some caution, knowing that the higher I raised my hopes for a cool Mad Max knockoff game, the more likely they'd be dashed, and the game would turn out to be some awful fiddly rubbish.

Luckily, my fears were unfounded, and though the game's low budget did result in some minor problems, like all the stages looking the same, The Tousou Highway 2 is easily one of the best the Simple 2000 Series has to offer. The premise, as far as I can tell, is that in the post-apocalyptic future, your wife/sister/friend/some random woman is dying in Nagoya, and you have to drive your precious cargo of medicine to her from Tokyo in under four hours. Obviously, between the two cities there are an endless amount of goons riding motorbikes and armoured cars who want to stop you, though I have no idea way.So you drive across a number of stages, shooting enemies as you go, and that four hour time limit is in real time, though it doesn't count time you spend in the pause menu or the shop/pitstop screen.

 A few months ago, I played through the 2015 Mad Max game on PS4, and while most of the game was a fairly standard (though very pretty) map-tidying open world dealy, the vehicular combat was probably the best I've ever seen, especially during the convoy chases. Tousou Highway 2, being a low-budget game from nearly a decade before Mad Max came out, obviously can't match up to the newer game in terms of sophistication, but the thing is, after I'd finished Mad Max, I said "I wish there was a game that was just the convoy battles from this", and Tousou Highway 2 is pretty close to that!

It's a very very simple version of that, but still: you get to hurtle down the highway in a cool-looking post-apocalyptic car, constantly killing bandits, either by gunfire or just by smashing through them with your car, and it all takes place in the crumbling ruins of the twenty-first century. It feels fast, killing bad guys is fun and satisfying and it's just great all-round. Well, that part of the game is,at least. Once every stage or so, you'll have to stop your car and get out, because the bad guys have built a barricade. You go in the barricade and fight a whole bunch of goons on foot, sometimes accompanied by a heavily-armed boss. Once they're all dead, the barricade explodes and you can get back in you car and be on your merry way. It's not exactly terrible, but it does break the flow a little bit.

The only other problem I have with the game is that it's incredibly easy. You hardly take any damage (which is represented by an image of the vial of medicine gradually cracking), and when you do, there are more healing items around for you to stockpile than you'll ever need. Furthermore, the time limit is no challenge, either, as on my first attempt I finished the game with over an hour and a half left over. But even taking those few small qualms into account, I definitely recommend seeking this game out and giving it a go. It's excellent.

Sunday, 21 May 2017

Autobahn Tokio (3DO)

A big problem for the 3DO is that it jumped the gun a bit. Releasing in 1993, it was far more impressive than its contempories like the the Phillips CDi (which apparently came out in 1991, though I think it took a couple of years for people to really notice it), Amiga CD32 and Atari Jaguar. Unfortunately, in 1994, the Saturn and Playstation came out and all those earlier attempts at starting a new console generation instantly looked ridiculous, like children wearing adult-sized clothes pretending to do grown-up things. The 3DO did try to keep up for a couple more years, however, and Autobahn Tokio is a clear attempt to compete with Daytona USA and Ridge Racer, the flagship racing games on the big two consoles. The problem is that all it really does is highlight the vast distance between the 3DO and SEGA and Sony's consoles.

Looking at still screenshots, you'll probably think it's a valiant effort, and it is: in terms of 3D modelling and quality of textures, this game's not too far behind Daytona. The real difference comes when you see it in motion. Now, I've mentioned a few times before that I have only disdain for the tedious pedants who leave bad reviews for games on steam based entirely on the framerate dipping slightly every now and then, but Autobahn Tokio at its best is slightly faster than a slideshow. It sometimes dips beneath this to become slightly slower than one. There's other, even worse presentational problems present, too. Like how to change the music track you race to, you have to go to the options screen in the main menu, but you can't actualy listen to the tracks while on that screen. Or how, after a race ends, all you get is a black screen with the word "winner" or "loser" on it before being booted back to the main menu (if you manage to get into the top ten best times for the track, you also go to the name entry screen, which is shamelessly ripped off from the one in Daytona USA).

It's not all bad, though. Despite its many faults, it does play pretty well. You have to take note that you need to pick any car other than the blue one, which is somehow so bad it actually drains the fun out of the game. But yeah, it's a pretty fun, simple racing game, that can actually feel pretty fast despite the framerate problems. There's three tracks too, which is more than the original Ridge Racer, and while two of them are pretty typical racing game settings (circuit in the country and city streets at night), the third has a bit more of a contemporary edge, being a twisty, turny mountain road like in Initial D and all those drift racing VHS magazines that modern-day vaporwave artists love so much. And yes, you can actually drift in this, and it's very easy to do: like in Outrun 2, you just let go of the accelerator, tap brake, then start holding the accelerator again.

So yeah, Autobahn Tokio isn't much competition for Daytona USA or Ridge Racer, and in trying to keep up with the Saturn and Playstation, all it really does is highlight how far behind the 3DO really was. But it isn't a terrible game, and it is an interesting technical display, at least.