Also known as Motorcross Manaics Advance, this is the second sequel to that orginial Game Boy pirate cart classic, Motorcross Maniacs. (The first sequel was on Game Boy Color, and I might also feature it here someday. Shame they didn't carry the sries onto Nintendo's later handhelds, isn't it?) In case you never played that game, it was a slightly platformy racing game, where you were a little motorbike guy doing laps around crazy tracks full of ramps and loops and such, all with a strict time limit, and an opponent racer who was so inept that they might as well have not shown up. Maniac Racers Advance is very much a sequel to that game, buidling on its ideas while still having a similar feel.
The main thing you had to worry about in the original was nitro management, and that's the same here. Using them at the right time means getting round the track faster, being able to collect more of them, and being able to take optimal routes, as each course has a few different routes to take, kind of like the stages in the 2D Sonic games, only here the only method of jumping you have is nitro boosting off of ramps. You can also hold left or right to rotate in the air, the main pruose of which is making sure your wheels meet the ground at the correct angle when you land, but you can also show off by doing lots of flips during particularly long jumps, if you are so inclined.
Obviously, the biggest change compared to the original is the graphics: Motorcross Manics was released very early in the Game Boy's life, and like most games of that time, it had very minimalist, functional graphics. By contrast, Maniac Racers Advance looks amazing! The stages take place in a variety of locations, there's a bunch of character to pick from, who all have appealling cartoony designs, and everything's big and colourful. The characters are of course another big change, though they all feel identical to play despite having different stats. You now race against three opponents instead of just one, and once you get past the novice courses, you really do have to do your best to come in first!
Even with that in mind though, it probably won't take more than about an hour to finish the game and unlock everything. That's fine, to be honest, I'm a big proponent of shorter games, but in this case it does feel like something's missing. Maybe it's the fact that most of the tracks are repeated a fair few times over the course of the championship mode? I can't quite put my finger on it, but once I finished the game, I was left asking "is that it?". There are a couple of bonus modes, like one that has you running over zombies, and another where you're wheelying over frozen penguins in a lab to collect stars, but they don't have a lot to offer, either.
I think I can recommend this to anyone with fond memories of the original, though. It might only be an hour long, but it is a good hour, and the feel of the boosts and the midair rotation is as good as it ever was. It just looks a lot nicer here than it did before.
Showing posts with label racing. Show all posts
Showing posts with label racing. Show all posts
Thursday, 25 June 2020
Sunday, 12 April 2020
Racing Aces (Mega CD)
There were a few games on the Mega CD that used a combination of a few very low poly models and FMV backgrounds to try and trick players into thinking they were 3D, the most well-known probably being Silpheed. Racing Aces bucks that trend by actually being a game with full 3D stages! As you might have figured out from the title, it's a racing game about flying old timey aeroplanes around racetracks.
Unfortunately, it's a concept that doesn't really work very well, at least it doesn't here. It's just so fiddly, and it also feels so slow, even when you collect the turbo boost power ups. I'm sure it's not a frame rate issue, as though the frame rate does chug a bit, the Mega Drive version of Virtua Racing manages to be a fast and fun racing game under similar conditions. Maybe it's the fact that it's a game about racing planes? There's no accelerator, of course, and you have to keep dipping down to maintain speed, then pulling back up to avoid the ground.
The unfortunate fact is that the whole time I was playing this game, I was thinking of all the ways it could have been better. It would have been better if they'd made it a ground-based racing game, or a Pilotwings-style flying stunt game, or maybe even pushed the boat out and pre-empted the PS2's Sky Odyssey by about a decade and made it a relaxing biplane exploration game. It's a shame, because it really is impressive what they've managed to achieve with this game, and it's just no fun to play at all. It's barely even worth mentioning the incredibly dated stereotypical Japanese characters, because it's not like they're spoiling an otherwise decent game through their presence.
Anyway, more about how the game actually plays. You pick a character from the massive roster (though as far as I can tell, they don't actually play differently to each other), then you'll compete in a series of races against eight of the other characters, with the usual rules that you get championship points for finishing races in high positions. There's an extra caveat in that you can also shoot down your fellow racers, and each kill is worth one championship point too (downed pilots respawn after a couple of seconds). That's actually a good design decision, that I wish was more common in racing games that also have a combat element. I'm sure you remember when I criticised S.C.A.R.S for having a completely pointless scoring system tied to destroying your opponents. There's lots of tracks, and as you go along, you can buy better planes and upgrade them, and so on, but otherwise, that's pretty much it.
Racing Aces is a game that's ambitious and impressive, and unfortunately absolutely no fun to play at all. I don't recommend it as anything other than a technological curiosity. And on the subject of curiosity, I decided to look up the developers, Hammond & Leyland. Not only was this their only game (as far as I could tell), but most of the results weren't even for this company, but for news stories concerning a pair of cricket players active in the 1930s!
Unfortunately, it's a concept that doesn't really work very well, at least it doesn't here. It's just so fiddly, and it also feels so slow, even when you collect the turbo boost power ups. I'm sure it's not a frame rate issue, as though the frame rate does chug a bit, the Mega Drive version of Virtua Racing manages to be a fast and fun racing game under similar conditions. Maybe it's the fact that it's a game about racing planes? There's no accelerator, of course, and you have to keep dipping down to maintain speed, then pulling back up to avoid the ground.
The unfortunate fact is that the whole time I was playing this game, I was thinking of all the ways it could have been better. It would have been better if they'd made it a ground-based racing game, or a Pilotwings-style flying stunt game, or maybe even pushed the boat out and pre-empted the PS2's Sky Odyssey by about a decade and made it a relaxing biplane exploration game. It's a shame, because it really is impressive what they've managed to achieve with this game, and it's just no fun to play at all. It's barely even worth mentioning the incredibly dated stereotypical Japanese characters, because it's not like they're spoiling an otherwise decent game through their presence.
Anyway, more about how the game actually plays. You pick a character from the massive roster (though as far as I can tell, they don't actually play differently to each other), then you'll compete in a series of races against eight of the other characters, with the usual rules that you get championship points for finishing races in high positions. There's an extra caveat in that you can also shoot down your fellow racers, and each kill is worth one championship point too (downed pilots respawn after a couple of seconds). That's actually a good design decision, that I wish was more common in racing games that also have a combat element. I'm sure you remember when I criticised S.C.A.R.S for having a completely pointless scoring system tied to destroying your opponents. There's lots of tracks, and as you go along, you can buy better planes and upgrade them, and so on, but otherwise, that's pretty much it.
Racing Aces is a game that's ambitious and impressive, and unfortunately absolutely no fun to play at all. I don't recommend it as anything other than a technological curiosity. And on the subject of curiosity, I decided to look up the developers, Hammond & Leyland. Not only was this their only game (as far as I could tell), but most of the results weren't even for this company, but for news stories concerning a pair of cricket players active in the 1930s!
Thursday, 19 March 2020
Bakusou Dekotora Densetsu - Otoko Ippiki Yume Kaidoi (Playstation)
I've been aware of this series for a long time, but the large amount of menus, all in Japanese had put me off. But recently, I just decided to dive in, and it turns out that the menus are pretty simple to navigate once you're playing the game. Anyway, in case you're won dering, this is the first in a series of nconventional racing games, themed around the subculture of Japanese truck drivers who adorn their vehicles with murals and flashing lights and various other garish accoutrements. Dekotora means "Decorated Truck", you see.
It's not just the theming that's unconventional, as Bakusou Dekotora Densetsu plays unlike any other racing game I've ever played. For a start, you never have to worry about taking corners, as your truck will just automatically follow the line of the road as you hold the accelerator down. Instead the races (which are all one-on-one) are more of a strategic battle of wits between you and your opponent. Basically, your opponent will always start with a pretty big lead, and it'll take a while to catch up with them, and when you do, you'll be going at about the same speed, making overtaking difficult. The twist is that you get a speed boost from being directly and closely behind your opponent, and you've got to use this to build up speed and nip in front of them when you have the chance.
Now, you might be wondering about the "no taking corners" thing. Instead of worrying about slowing down when the road bends, you're instead expected to use left and right on the D-pad to change lanes when the need arises, either in trying to out-maneuver your opponent or navigate around the normal car-driving road users (who, on later stages, always seem to be in the way as soon as you would otherwise be able to take the lead. infuriating!). You even have to double-tap them, as the first press just turns on your indicator! As well as acceleration and steering, you also have buttons for honking your horn and shouting abuse.
Also unlike most racing games, the money you win from races can't be spent on more powerful engines, or more grippy tires. Instead, you start the game with a bland, grey truck, and your winnings are spent on your choice of a vast array of bright, gaudy junk to put on it. There's strips of flashing lights, massive murals of demons or monsters or princesses, and more. The only bad thing I really have to say about this stuff is that right from the first races, your opponents all already have fully-decorated trucks, and the miserly amount of points you get for each win means that you'll be playing for eons before your ride is looking as ostentatious as you want it to. It would be remiss, too, to talk about this game without mentioning its atmosphere: there's tons of it. It's definitely in that genre of fiction regarding working class people in showa era Japan, and if you've seen movies or TV shows from those days, you'll definitely get the same feel from this as you did from those.
Anyway, the first Bakusou Dekotora Densetsu game is one I've enjoyed playing so far, and I look forward to looking into some of its spin-offs and sequels at some point, too. it even has entries on the Game Boy and Wonderswan! I recommend giving it a try yourself, and I even have a small menu-navigation tip for the Japanese-illiterate: to load your save, you have to pick the box on the right on the main menu. Also, there's a couple of modes I haven't bothered with, like the drawing mode (because only those with the patience of the saint and some proper pixel art talent are going to get anything decent out of it), and time attack mode (because it's just the racing, without the game's main gimmick).
It's not just the theming that's unconventional, as Bakusou Dekotora Densetsu plays unlike any other racing game I've ever played. For a start, you never have to worry about taking corners, as your truck will just automatically follow the line of the road as you hold the accelerator down. Instead the races (which are all one-on-one) are more of a strategic battle of wits between you and your opponent. Basically, your opponent will always start with a pretty big lead, and it'll take a while to catch up with them, and when you do, you'll be going at about the same speed, making overtaking difficult. The twist is that you get a speed boost from being directly and closely behind your opponent, and you've got to use this to build up speed and nip in front of them when you have the chance.
Now, you might be wondering about the "no taking corners" thing. Instead of worrying about slowing down when the road bends, you're instead expected to use left and right on the D-pad to change lanes when the need arises, either in trying to out-maneuver your opponent or navigate around the normal car-driving road users (who, on later stages, always seem to be in the way as soon as you would otherwise be able to take the lead. infuriating!). You even have to double-tap them, as the first press just turns on your indicator! As well as acceleration and steering, you also have buttons for honking your horn and shouting abuse.
Also unlike most racing games, the money you win from races can't be spent on more powerful engines, or more grippy tires. Instead, you start the game with a bland, grey truck, and your winnings are spent on your choice of a vast array of bright, gaudy junk to put on it. There's strips of flashing lights, massive murals of demons or monsters or princesses, and more. The only bad thing I really have to say about this stuff is that right from the first races, your opponents all already have fully-decorated trucks, and the miserly amount of points you get for each win means that you'll be playing for eons before your ride is looking as ostentatious as you want it to. It would be remiss, too, to talk about this game without mentioning its atmosphere: there's tons of it. It's definitely in that genre of fiction regarding working class people in showa era Japan, and if you've seen movies or TV shows from those days, you'll definitely get the same feel from this as you did from those.
Anyway, the first Bakusou Dekotora Densetsu game is one I've enjoyed playing so far, and I look forward to looking into some of its spin-offs and sequels at some point, too. it even has entries on the Game Boy and Wonderswan! I recommend giving it a try yourself, and I even have a small menu-navigation tip for the Japanese-illiterate: to load your save, you have to pick the box on the right on the main menu. Also, there's a couple of modes I haven't bothered with, like the drawing mode (because only those with the patience of the saint and some proper pixel art talent are going to get anything decent out of it), and time attack mode (because it's just the racing, without the game's main gimmick).
Monday, 24 February 2020
Polestar (PC98)
Released in 1995, it's clear that Polestar is an attempt to bring some approximation of contemporary arcade racing games like Daytona USA and Ridge Racer to the humble, and by then over a decade old PC98 hardware. (Though the fact that you're driving a red convertible with a passenger is an obvious homage to Outrun, it's those more modern games that Polestar plays more like) In doing so, it also brings to mind the legendary MZ-700 port of Space Harrier, which made incredible use of ASCII graphics to produce the illusion of high-speed sprite scaling on vastly underpowered hardware. Though the PC98 is more powerful than the MZ-700, and Polestar uses low resolution sprites rather than ASCII, the principle's still the same.
The structure is a simple as can be: you drive around a bunch of tracks, racing only against the clock, no other drivers. The biggest problem this game has is that the time limits are incredibly strict: crash or even just go off the road even once and you're not going to finish the race in time. Luckily, you can just go into time attack mode and choose which track you want to drive on if you can't make it through the two linear courses. And it's worth doing too, as it's the tracks themselves that are the real draw in Polestar.
There's eight of them, and they're all ful of cool things to see (albeit some tracks have more stuff than others). The 3D effect offered by the lo-res sprites works excellently, though it's a lot better in motion than it is in still screenshots, unfortunately. And it's used to great effect, too, as you drive past aeroplanes taking off, people on theme park rides, flocks of ravens flying out of the windows of a ruined castle, and lots more interesting things. The devs have been very successful in making a racing game set in a world that's full of life, not just barren tracks with decorative billboards next to them. Though the arcade games mentioned above have all this stuff too, they do it on powerful hardware with polygonal graphics. Personally, I'd love to see a sprite scaling arcade racer with the same kind of background features as Polestar, but with more detailed sprites. I guess the closest thing would be 1992's Outrunners, but even that falls a little towards the "decorative billboard" style of the 1980s.
Polestar is a decent enough game, and incredibly impressive consdiering the host hardware. The only real problems it has are that the time limits are way too strict, and the actual act of driving the car doesn't feel that great, either, so once you've seen all the cool stuff in every track, you aren't likely to go back to it. Contrast with games like Outrun or Super Hang On, which feel great to play, and as such, are endlessly replayable.
The structure is a simple as can be: you drive around a bunch of tracks, racing only against the clock, no other drivers. The biggest problem this game has is that the time limits are incredibly strict: crash or even just go off the road even once and you're not going to finish the race in time. Luckily, you can just go into time attack mode and choose which track you want to drive on if you can't make it through the two linear courses. And it's worth doing too, as it's the tracks themselves that are the real draw in Polestar.
There's eight of them, and they're all ful of cool things to see (albeit some tracks have more stuff than others). The 3D effect offered by the lo-res sprites works excellently, though it's a lot better in motion than it is in still screenshots, unfortunately. And it's used to great effect, too, as you drive past aeroplanes taking off, people on theme park rides, flocks of ravens flying out of the windows of a ruined castle, and lots more interesting things. The devs have been very successful in making a racing game set in a world that's full of life, not just barren tracks with decorative billboards next to them. Though the arcade games mentioned above have all this stuff too, they do it on powerful hardware with polygonal graphics. Personally, I'd love to see a sprite scaling arcade racer with the same kind of background features as Polestar, but with more detailed sprites. I guess the closest thing would be 1992's Outrunners, but even that falls a little towards the "decorative billboard" style of the 1980s.
Polestar is a decent enough game, and incredibly impressive consdiering the host hardware. The only real problems it has are that the time limits are way too strict, and the actual act of driving the car doesn't feel that great, either, so once you've seen all the cool stuff in every track, you aren't likely to go back to it. Contrast with games like Outrun or Super Hang On, which feel great to play, and as such, are endlessly replayable.
Monday, 13 January 2020
S.C.A.R.S (Playstation)
That title there's an acronym, for Super Computer Animal Racing Simulation. The plot involes a super computer in the distant future simulating races between animal/car hybrids (reminiscent of the 90s toyline Car-Nivores) for some reason. The plot doesn't really affect the game in any way other than each track having a little sequence where the topology "grows" out of a flat blue grid, before the textures spread over it. That's pretty cool, though. Better than a normal loading screen, at least. The cars being animals doesn't really come into it at all, though, other than looking cool and putting an A in the title's acronym.
The races themselves play out in a Mario Kart style, which you might not expect from the non-cuteness of the overall aesthetic. There's power-ups to collect and a jump button, though, so that's pretty Mario Kart, I'm sure you agree. There's enough differences in the formula to set it apart, though, and they mostly involve the power-ups themselves. Firstly, they aren't assigned randomly, you can see which power-up you're going to get before you get it. This means there's none of the MK-style balancing where racers at the front only get the worst power-ups, and racers at the back only get the best. This is kind of balanced out by the fact that most of the power-ups are more useful when you're behind the pack, so a racer in first will be driving around holding onto their power-ups just in case they fall behind at some point.
Then there's the power-ups themselves. There are some of the usual suspects: missiles, speed boosts, shields, and so on, but there's also several kinds of trap power-ups. When used, these typically send forwards an energy field of some kind: a wall, a spinning triangle, a floating magnetic tetrahedron. The wall and the triangle simple stop any car that hits them, and they take a split-second to disappear afterwards, so if a few cars are bunched together, they might all get stopped, fot you to drive past with impunity. The magnetic tetrahedron is more deadly, but only to one car: it piicks them up and spins them for a few seconds. The trapped car can shoot a missile to get free, but they'll be dropped at whatever angle the magnet currently has them at, while if they wait the few seconds to be dropped naturally, they'll be pointed in the right direction. What's annoying about all of the above, is that they can trap the racer who sent them out, which seems like a stupid oversight.
Another weird quirk is that you have a score while racing, with points awarded for hitting your opponents with weapons. But these points don't affect your standing in the race ranking in any way, and it's hard to see what the point of them is. There's a bonus ranking point awarded after each race for the racer that had the fastest single lap, so why couldn't they have had another one for the highest score? As it is, the score doesn't take anything away from the game, but at the same time, it doesn't add anything either.
As a single-player experience, SCARS is very much okay. It's not great, but it's not bad, either. In terms of Playstation kart racers that I've played in recent times, it's better than Tank Racer, but not as good as Megaman Battle & Chase. It's probably better with human opponents, but that's obviously going to be the case for the other games, too.
The races themselves play out in a Mario Kart style, which you might not expect from the non-cuteness of the overall aesthetic. There's power-ups to collect and a jump button, though, so that's pretty Mario Kart, I'm sure you agree. There's enough differences in the formula to set it apart, though, and they mostly involve the power-ups themselves. Firstly, they aren't assigned randomly, you can see which power-up you're going to get before you get it. This means there's none of the MK-style balancing where racers at the front only get the worst power-ups, and racers at the back only get the best. This is kind of balanced out by the fact that most of the power-ups are more useful when you're behind the pack, so a racer in first will be driving around holding onto their power-ups just in case they fall behind at some point.
Then there's the power-ups themselves. There are some of the usual suspects: missiles, speed boosts, shields, and so on, but there's also several kinds of trap power-ups. When used, these typically send forwards an energy field of some kind: a wall, a spinning triangle, a floating magnetic tetrahedron. The wall and the triangle simple stop any car that hits them, and they take a split-second to disappear afterwards, so if a few cars are bunched together, they might all get stopped, fot you to drive past with impunity. The magnetic tetrahedron is more deadly, but only to one car: it piicks them up and spins them for a few seconds. The trapped car can shoot a missile to get free, but they'll be dropped at whatever angle the magnet currently has them at, while if they wait the few seconds to be dropped naturally, they'll be pointed in the right direction. What's annoying about all of the above, is that they can trap the racer who sent them out, which seems like a stupid oversight.
Another weird quirk is that you have a score while racing, with points awarded for hitting your opponents with weapons. But these points don't affect your standing in the race ranking in any way, and it's hard to see what the point of them is. There's a bonus ranking point awarded after each race for the racer that had the fastest single lap, so why couldn't they have had another one for the highest score? As it is, the score doesn't take anything away from the game, but at the same time, it doesn't add anything either.
As a single-player experience, SCARS is very much okay. It's not great, but it's not bad, either. In terms of Playstation kart racers that I've played in recent times, it's better than Tank Racer, but not as good as Megaman Battle & Chase. It's probably better with human opponents, but that's obviously going to be the case for the other games, too.
Thursday, 21 November 2019
Sideswiped (DS)
Sideswiped, also known as Clash King V201 is a great little racing game for the DS, that seems to have gone mostly unnoticed and forgotten. You'd think a fast, fully 3D handheld racing game, that didn't force the use of a terrible touchscreen steering wheel would have got people's attention, but as far as I could tell at the time, the only people who paid any attention to this one were people paying attention to Japanese DS releases on its original release, and then when it came westwards, the few members of that previous group who were interested in racing games. (Having said that, though, I do seem to be suffering a bit of a Mandela effect moment, as various websites have both versions of this game coming out within a month of each other, while I remember playing Clash King V201 for several months before Sideswiped came out. Weird.)
It's not just a racing game, either! It's a little handheld version of the Playstation classic Destruction Derby, with you competing in three kinds of "races", only one of which is focussed on being the first to pass a finish line. There's "Destruction", in which you drive into traffic, trying to ram innocent people's cars hard enough that they fly into the distance and explode, scoring big points for causing chain reactions and "Crash Race", where you drive around a track with seven other cars, scoring points by crashing into them, with less spectacular results than in Destruction. In both of the above modes, you're given a time limit and a points quota to meet in that time. In the final mode, "Normal Race", you take part in a normal race! There's seven other cars, like in Crash Race, but this time you're all just trying to make it over the finish line first.
Most of the stages take place in places like Las Vegas, New York, and generic Seaside and Mountain locales, but there's also an Arena area, which adds a couple of its own, weird race types: "Bowling", where you drive into a bunch of giant pins, and the even stranger "Trampoline", which has you driving off of a raised platform, to bounce on a series of giant trampolines, and popping as many floating balloons as you can along the way. All in all, there's a lot of variety in Sideswiped! Though to be honest, it's only Destruction and Normal Race that you'll ever want to go back to, as the others are either stupid and gimmicky, or just plain boring. But good stages are really good, don't get me wrong.
Sideswiped is a game that doesn't have any real problems, other than it being surprisingly hard to get ahold of (it doesn't seem to even be listed on Amazon UK!). But if you can find it, it's definitely worth getting.
It's not just a racing game, either! It's a little handheld version of the Playstation classic Destruction Derby, with you competing in three kinds of "races", only one of which is focussed on being the first to pass a finish line. There's "Destruction", in which you drive into traffic, trying to ram innocent people's cars hard enough that they fly into the distance and explode, scoring big points for causing chain reactions and "Crash Race", where you drive around a track with seven other cars, scoring points by crashing into them, with less spectacular results than in Destruction. In both of the above modes, you're given a time limit and a points quota to meet in that time. In the final mode, "Normal Race", you take part in a normal race! There's seven other cars, like in Crash Race, but this time you're all just trying to make it over the finish line first.
Most of the stages take place in places like Las Vegas, New York, and generic Seaside and Mountain locales, but there's also an Arena area, which adds a couple of its own, weird race types: "Bowling", where you drive into a bunch of giant pins, and the even stranger "Trampoline", which has you driving off of a raised platform, to bounce on a series of giant trampolines, and popping as many floating balloons as you can along the way. All in all, there's a lot of variety in Sideswiped! Though to be honest, it's only Destruction and Normal Race that you'll ever want to go back to, as the others are either stupid and gimmicky, or just plain boring. But good stages are really good, don't get me wrong.
Sideswiped is a game that doesn't have any real problems, other than it being surprisingly hard to get ahold of (it doesn't seem to even be listed on Amazon UK!). But if you can find it, it's definitely worth getting.
Wednesday, 31 July 2019
Junker's High (Mega Drive)
Just for clarification, Junker's High is the beta title for Outrun 2019, and the only differences, as far as I can tell, are that Junker's High was intended to have the ability to save times and even replays, though it seems like these options don't actually work, even though they're there in the game. But still, Outrun 2019 isn't particularly well known as it is, is it? Until the Asian version of the Mega Drive Mini comes out, at least.
Despite the different working title, it's pretty clear that this was always meant to be an Outrun sequel: it looks and feels like Outrun, and even uses a similar branching paths system. Similar, but not exactly the same. Before you start playing, you pick one of four stages, each of which is made up of a collection of branching paths, like the one in Outrun. Though they don't follow the same big triangle formation as in the original game, instead being a selection of diamond and chain shapes. This means that each time you play a stage, the first and last areas will be the same as the other times you picked that stage, but there's a bunch of different routes to take in the middle. So while a single play will be shorter than a game of the original Outrun, there's a greater number of routes to go back and see.
The structure isn't the only change to the formula, though: your Batmobile-looking vehicle also has a boost function, that works in a pretty unique way. If you reach and maintain top speed for a few uninterrupted seconds, the boost will activate, significantly incresing your speed until you slow down for any reason. It's a little more strategic than the usual limited-use boost items you'd see in other racing games, and what makes it better is that it really does seem like the tracks are designed around it. It pays to learn where the straight parts are in a track that let you really cut loose with the speed, and where you should tap the brake to stop the boost activating so that it doesn't send you careening off of a bridge.
Another interesting thing is that though it looks like it's going to be set in a grim cyberpunk dystopia, there's actually a bit of optimism in the game's backdrops. Most of the city stages seem clean, shiny and genuinely advanced, and there's a few stages set in lush green paradises, too. From what I've seen, there's only one stage that takes a "glass half empty" approach, and that's a stage with you driving on bridges over clean-looking water, with a backdrops of ruined, crumbling skyscrapers in the distance.
If you like Outrun and want some more of it, then Junker's High/Outrun 2019 will give you exactly that, with a couple of new and interesting twists bundled in, too. The Asian version of the Mega Drive Mini probably has the best line up generally, and Outrun 2019 is a part of that, which is nice, since actual cartridge copies seem to be selling for the same price as they did when the game got released in 1992. (On another note, who would have ever have guessed it'd be Konami of all companies, that did the proper thing with their mini console by putting the same lineup on every version of it?)
Despite the different working title, it's pretty clear that this was always meant to be an Outrun sequel: it looks and feels like Outrun, and even uses a similar branching paths system. Similar, but not exactly the same. Before you start playing, you pick one of four stages, each of which is made up of a collection of branching paths, like the one in Outrun. Though they don't follow the same big triangle formation as in the original game, instead being a selection of diamond and chain shapes. This means that each time you play a stage, the first and last areas will be the same as the other times you picked that stage, but there's a bunch of different routes to take in the middle. So while a single play will be shorter than a game of the original Outrun, there's a greater number of routes to go back and see.
The structure isn't the only change to the formula, though: your Batmobile-looking vehicle also has a boost function, that works in a pretty unique way. If you reach and maintain top speed for a few uninterrupted seconds, the boost will activate, significantly incresing your speed until you slow down for any reason. It's a little more strategic than the usual limited-use boost items you'd see in other racing games, and what makes it better is that it really does seem like the tracks are designed around it. It pays to learn where the straight parts are in a track that let you really cut loose with the speed, and where you should tap the brake to stop the boost activating so that it doesn't send you careening off of a bridge.
Another interesting thing is that though it looks like it's going to be set in a grim cyberpunk dystopia, there's actually a bit of optimism in the game's backdrops. Most of the city stages seem clean, shiny and genuinely advanced, and there's a few stages set in lush green paradises, too. From what I've seen, there's only one stage that takes a "glass half empty" approach, and that's a stage with you driving on bridges over clean-looking water, with a backdrops of ruined, crumbling skyscrapers in the distance.
If you like Outrun and want some more of it, then Junker's High/Outrun 2019 will give you exactly that, with a couple of new and interesting twists bundled in, too. The Asian version of the Mega Drive Mini probably has the best line up generally, and Outrun 2019 is a part of that, which is nice, since actual cartridge copies seem to be selling for the same price as they did when the game got released in 1992. (On another note, who would have ever have guessed it'd be Konami of all companies, that did the proper thing with their mini console by putting the same lineup on every version of it?)
Tuesday, 9 July 2019
Off-World Interceptor Extreme (Saturn)
This is a game that got a lot of coverage around the time of the Saturn's European launch, though I don't remember ever hearing of anyone actually owning or even playing it. There's a few reviews on GameFAQs, that are all well over a decade old and incredibly poorly written, even by GameFAQs standards, and they all absolutely hate the game and everything about it. Which strikes me as odd, since the game isn't terrible by any degree, nor is it even well-known enough for any supposed low quality to be received opinion, either. But one review even went as far as to say that Off-World Interceptor Extreme was so bad that Superman 64 looked good next to it.
It's not like this is some great forgotten classic, either, of course. But it is pretty good. You play as a "trash man", which is a kind of futuristic bounty hunter, employed by some military-looking people to chase down and kill space-criminals, and if you happen to also kill tons of space-cops along the way, that's fine too. Yeah, I'm not sure what kind of organisation is employing you, except maybe some kind of incredibly well-funded space-anarchist vigilante group? But anyway, you go to various planets in your futuristic gun-car and kill lots of space-cops and occasionally a space criminal, then spending your bounty on new cars and upgrades.
"Pretty good" is a perfect assessment of this game, in fact: driving isn't perfect but it's fun enough and goes at a decent speed. Shooting enemies and seeing them explode is kind of satisfying, et cetera. It wouldn't have been a wise purchase at full price even in 1995, but if you pick up a copy cheap in 2019, you'll get an hour or two's worth of fun out of it. (I did check ebay, and the prices for this game vary wildly: from £2 up to £50!)
Of course, it's a western-developed game from the early days of CD consoles, so there's the obligatory live action cutscenes between each stage, during which you're given your missions and the higher-ranked officers gradually warm up to you and so on. It all looks like a very low budget TV show, like most live action FMV did, bet there is one small difference that makes OWIE's cutscenes stand out: self-awareness. I don't know if it was the intention to do this from the start, or if the developers saw the footage and took and instant dislike to it, but all the cutscenes has imposed onto them the silhouettes of two guys in armchairs, watching the proceedings and making jokes at the game's expense, in a manner obviously inspired by Mystery Science Theatre 3000. Occasionally, they do even get some actual funny lines, too!
Off-World Interceptor Extreme is really the kind of game that natually gravitates towards being forgotten: it's nothing special, but it's not really a bad game, either. It feels a lot older than it is, too, despite the stages being made of texture-mapped polygons, too (though all the things in the stages are sprites): replace them with a good-old stripey road like you'd see in a typical sprite scaling game and take out the cutscenes, and this is a game that could totally have appeared on consoles five years prior, or in arcades ten years prior. That's not to say it's bad, but at the launch of a shiny new console generation, it probably got buried under all the games that were offering something genuiniely new.
It's not like this is some great forgotten classic, either, of course. But it is pretty good. You play as a "trash man", which is a kind of futuristic bounty hunter, employed by some military-looking people to chase down and kill space-criminals, and if you happen to also kill tons of space-cops along the way, that's fine too. Yeah, I'm not sure what kind of organisation is employing you, except maybe some kind of incredibly well-funded space-anarchist vigilante group? But anyway, you go to various planets in your futuristic gun-car and kill lots of space-cops and occasionally a space criminal, then spending your bounty on new cars and upgrades.
"Pretty good" is a perfect assessment of this game, in fact: driving isn't perfect but it's fun enough and goes at a decent speed. Shooting enemies and seeing them explode is kind of satisfying, et cetera. It wouldn't have been a wise purchase at full price even in 1995, but if you pick up a copy cheap in 2019, you'll get an hour or two's worth of fun out of it. (I did check ebay, and the prices for this game vary wildly: from £2 up to £50!)
Of course, it's a western-developed game from the early days of CD consoles, so there's the obligatory live action cutscenes between each stage, during which you're given your missions and the higher-ranked officers gradually warm up to you and so on. It all looks like a very low budget TV show, like most live action FMV did, bet there is one small difference that makes OWIE's cutscenes stand out: self-awareness. I don't know if it was the intention to do this from the start, or if the developers saw the footage and took and instant dislike to it, but all the cutscenes has imposed onto them the silhouettes of two guys in armchairs, watching the proceedings and making jokes at the game's expense, in a manner obviously inspired by Mystery Science Theatre 3000. Occasionally, they do even get some actual funny lines, too!
Off-World Interceptor Extreme is really the kind of game that natually gravitates towards being forgotten: it's nothing special, but it's not really a bad game, either. It feels a lot older than it is, too, despite the stages being made of texture-mapped polygons, too (though all the things in the stages are sprites): replace them with a good-old stripey road like you'd see in a typical sprite scaling game and take out the cutscenes, and this is a game that could totally have appeared on consoles five years prior, or in arcades ten years prior. That's not to say it's bad, but at the launch of a shiny new console generation, it probably got buried under all the games that were offering something genuiniely new.
Thursday, 6 June 2019
Tank Racer (Playstation)
This game's title tells you pretty much everything about its premise: it's a racing game, but with tanks. You can even shoot at each other as much as you want! That's really it, I don't have anything more to put into this opening paragraph, sorry.
So, it's a British-developed game, which is obvious from the first two tracks: a pretty authentic-feeling little country village with a church and a duck pond and so on, followed by a very silly, inauthentic-feeling depiction of the USA-Mexico border. You can also tell that it's a western-developed game from the late 90s, since there are UFOs on some of the menu backgrounds, and there's a UFO power up ingame, too (though it's pretty rare, and I missed my shot every time I got it, so unfortunately, I can't tell you what it does).
How does it actually play though? Eh, it's alright. I was disappointed that the tanks just control like the cars do in any other racing game, where you hold the accellerator and steer left and right. I would have been much more interesting if you had left and right accelerators, one for each tank tread, and you steered by letting go of one of them (like how Steambot Chronicles/Bumpy Trot would have you controlling its walking vehicles a few years later. I really like that control method, actually, and I'd love to see it in a high speed racing game someday).
Also, though you can shoot your tank's cannon as much as you like, it's the weakest-feeling tank cannon I think I'v ever used in a game, as whether you're hitting an enemy or taking a hit yourself, it barely seems to have any effect at all. I guess the developers had to make a choice between making a fast and fair racing game, or a manic one with powerful weapons that could get incredibly frustrating. I'm not sure which would have been the best choice, actually, so I can't really be too hard on the game for that.
There's a few other small, nitpicky problems, too, like how some parts of stages are destructible and some aren't, but I think that's just the fault of the Playstation's hardware limitations (on the other hand, though, other games like Rollcage did a better job of hiding those limitations when it came to what you could and couldn't smash on their tracks). The biggest problem this game has is just the fact that it's on Playstation, and it can't hold a candle to the monolithic might of Ridge Racer Type 4, nor is its unusual theming strong enough to make it an interesting novelty. So, like I said a few paragraphs up: eh, it's alright.
So, it's a British-developed game, which is obvious from the first two tracks: a pretty authentic-feeling little country village with a church and a duck pond and so on, followed by a very silly, inauthentic-feeling depiction of the USA-Mexico border. You can also tell that it's a western-developed game from the late 90s, since there are UFOs on some of the menu backgrounds, and there's a UFO power up ingame, too (though it's pretty rare, and I missed my shot every time I got it, so unfortunately, I can't tell you what it does).
How does it actually play though? Eh, it's alright. I was disappointed that the tanks just control like the cars do in any other racing game, where you hold the accellerator and steer left and right. I would have been much more interesting if you had left and right accelerators, one for each tank tread, and you steered by letting go of one of them (like how Steambot Chronicles/Bumpy Trot would have you controlling its walking vehicles a few years later. I really like that control method, actually, and I'd love to see it in a high speed racing game someday).
Also, though you can shoot your tank's cannon as much as you like, it's the weakest-feeling tank cannon I think I'v ever used in a game, as whether you're hitting an enemy or taking a hit yourself, it barely seems to have any effect at all. I guess the developers had to make a choice between making a fast and fair racing game, or a manic one with powerful weapons that could get incredibly frustrating. I'm not sure which would have been the best choice, actually, so I can't really be too hard on the game for that.
There's a few other small, nitpicky problems, too, like how some parts of stages are destructible and some aren't, but I think that's just the fault of the Playstation's hardware limitations (on the other hand, though, other games like Rollcage did a better job of hiding those limitations when it came to what you could and couldn't smash on their tracks). The biggest problem this game has is just the fact that it's on Playstation, and it can't hold a candle to the monolithic might of Ridge Racer Type 4, nor is its unusual theming strong enough to make it an interesting novelty. So, like I said a few paragraphs up: eh, it's alright.
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.
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.
Sunday, 10 February 2019
Masked Rider Club Battle Race (Arcade)
I've actually been avoiding writing about this game for a long time now, not for any reason actually to do with the game itself, but for some reason I thought I'd already covered it years ago. But I finallt went back and cheacked and found no such post. So anyway, Masked Rider Club Battle Race is a game I actually got to play as a kid, in an arcade at a holiday camp in Cleethorpes. This was long before I'd ever head of Kamen Rider, and possibly before I'd even seen Saban's Masked Rider or the Power Rangers episodes that introduced him.
Anyway, it's one of those games that only I seem to love: a top-down, vertically-scrolling psuedo-racing game where the aim is to get to the end of each stage as quickly as possible while avoiding obstacles, and in which you have a fuel meter that acts as a combination time limit and health bar. There's got to be a snappier name for these things! There's also an actual time limit this time round, too, though it's so generous that you're never likely to run it down, and it's really only there for providing a time bonus at the end of each stage. The controls are interesting, though the game's controlled with two buttons and a digital joystick, you still have a fair amount of control over your speed. Obviously, once of the buttons is the accelerator, which you'll be holding the whole time, and you can let go of it to slow down and stop. But also, holding up on the joystick lets you go faster, and holding down lets you reduce your speed.
It's tempting to storm through the stages at top speed, holding up the entire time, but unless you both memorise the location of every obstacle and have the dexterity to avoid them at high speed, it's a bad move. In terms of survival and scoring, it's better to just go through the stages at normal speed: you're more likely to survive, and the end-of-stage fuel bonus is likely to be higher if you aren't constantly crashing into stuff. On top of that, you're more likely to pick up more of the points items littered about the stages if you aren't zooming past them, too. On the other hand, top speed is really fast, so it's a lot more thrilling to play tht way.
All the TV Kamen Riders who had appeared up to that point are playable characters, with the main difference between them being the direction and range of their attacks (in my opinion, Kamen Rider ZX is probably the best pick, with his straightfoward straight-ahead attack), and everything's in a colourful super deformed style, which I guess was the fashion at the time, considering there was also a Kamen Rider SD anime released in the same year, along with another SD Kamen Rider appearing in Banpresto's Great Battle series of Super Famicom games. Even if you're, for some reason, not a fan of Kamen Rider or tokusatsu in general, I'd still say Kamen Rider Club Battle Race is worth playing. It's a great example of the genre, with more sophistication than earlier entries. (In fact, it might even be the last game of its kind to ever appear in arcades, as the world had mostly moved on by 1993).
Anyway, it's one of those games that only I seem to love: a top-down, vertically-scrolling psuedo-racing game where the aim is to get to the end of each stage as quickly as possible while avoiding obstacles, and in which you have a fuel meter that acts as a combination time limit and health bar. There's got to be a snappier name for these things! There's also an actual time limit this time round, too, though it's so generous that you're never likely to run it down, and it's really only there for providing a time bonus at the end of each stage. The controls are interesting, though the game's controlled with two buttons and a digital joystick, you still have a fair amount of control over your speed. Obviously, once of the buttons is the accelerator, which you'll be holding the whole time, and you can let go of it to slow down and stop. But also, holding up on the joystick lets you go faster, and holding down lets you reduce your speed.
It's tempting to storm through the stages at top speed, holding up the entire time, but unless you both memorise the location of every obstacle and have the dexterity to avoid them at high speed, it's a bad move. In terms of survival and scoring, it's better to just go through the stages at normal speed: you're more likely to survive, and the end-of-stage fuel bonus is likely to be higher if you aren't constantly crashing into stuff. On top of that, you're more likely to pick up more of the points items littered about the stages if you aren't zooming past them, too. On the other hand, top speed is really fast, so it's a lot more thrilling to play tht way.
All the TV Kamen Riders who had appeared up to that point are playable characters, with the main difference between them being the direction and range of their attacks (in my opinion, Kamen Rider ZX is probably the best pick, with his straightfoward straight-ahead attack), and everything's in a colourful super deformed style, which I guess was the fashion at the time, considering there was also a Kamen Rider SD anime released in the same year, along with another SD Kamen Rider appearing in Banpresto's Great Battle series of Super Famicom games. Even if you're, for some reason, not a fan of Kamen Rider or tokusatsu in general, I'd still say Kamen Rider Club Battle Race is worth playing. It's a great example of the genre, with more sophistication than earlier entries. (In fact, it might even be the last game of its kind to ever appear in arcades, as the world had mostly moved on by 1993).
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