Saturday, 18 July 2015

Rayer Shoot (X68000)


Something the X68000 has a lot of (compared to most systems) is fan-made games based on anime, with a fair few of them being based on magical girl shows. There's a bunch of Sailor Moon fangames on there, as well as a relatively well-known one based on Akazukin Chacha. Rayer Shoot is another one of those, based (as you can probably tell from the very obivously fanart title screen) on CLAMP's series Magic Knight Rayearth. I'm not very familiar with the series, but I do know that it's about three schoolgirls who get whisked away to a magical fantasy land while on a school trip to the Tokyo Tower.

Anyway, despite the amateurish title screen, the game itself is really well presented. Almost commercial quality, even, with nice sprites, lots of colour, decent music, and even voice samples. I assume the samples must be recorded from the anime itself? I should really talk about how the game plays too, right? Well, it's no classic, but it's a pretty good effort.

It's a vertically-scrolling shooter, and the player has control of all three of the schoolgirl protagonists, though only one at a time. Each girl has a different weapon, and they each have a health bar, which slowly replenishes while tagged out. There's also an experience/levelling up system in lieu of power ups, though it seems to take a very very long time to get anywhere with it, and it'd definitely take a lot of skill to even try to keep your three girls' levels balanced.

In fact, playing the game takes a lot of skill in general: those health bars go down very quickly, and the enemies and their bullets are both high-speed and high-quantity. To get anywhere, players really do need to keep an eye on their helath bars and make tactical use of tagging in and out to recover as much health as possible, trying to keep the girl with the highest amount of health in play as much as possible. You also get a bomb attack which is different for each girl and recharges a short time after use.

Rayer Shoot is a fun, well presented game, as well as a nice little artifact of 90s anime fandom in Japan. I definitely recommend it, with the caveat that you go in expecting a merciless challenge.

Monday, 13 July 2015

Dragon Wang (SG-1000)

Pre-Final Fight beat em ups are interesting, in the same way that pre-Street Fighter II fighting games are, in that Final Fight kind of standardised the genre (I know Nekketsu Kouha Kunio-kun was also very influential, but FF was definitely a watershed moment). There were a few standard tropes before the afore-mentioned games, though: enemies that appeared at random rather than at planned intervals, standard enemies being one hit kills and generic chinese-style martial arts settings were more popular than the crime-ridden urban hells popularised by FF and NKK. Dragon Wang mostly follows this formula to a tee: each stage is some kind of multistory palace, with one-hit enemies running in from the sides of the screen at random.

The player has two attacks: kicks and flying kicks. Though the flying kicks never ever connect so they might as well not be there. Also though the SG-1000 controller has two buttons, they're both assigned to kick, forcing the player to press up to jump. Such a stupid, annoying little problem that's there for no reason at all. There's two kinds of regular enemies: guys who come right up to the player to kick, and guys who stand back and throw knives. Because of the random generation, though, the knife guys can sometimes show up at the worst times, surrounding the player from both sides, protected by walls of kicking guys.

The one unique gimmick the game has, though, is that rather than just go from left to right until reaching a boss at the end, they explore the floors of the palace seeking out bosses to fight to get keys and rescue the girl. The bosses all have their own health bars, and each has a gimmick, whether it's a weapon or the ability to teleport or being a robot. There's three bosses on the first stage, and each subsequent stage adds one. What's horrible about fighting the bosses is that there's no pattern or strategy to learn: they move and attack at random, so you just have to hope you're lucky enough to get enough attacks in to kill them before they do it to you. You health does get replenished after you beat them, though.

I wanted to like this game, it does have some charm and it looks really nice, as most SG-1000 games do, thanks to the system's idiosyncratic colour palette. Unfortunately, the more time spent playing it, the more obvious its flaws become,  and the more painful it gets to play.

Wednesday, 8 July 2015

Maze of Flott (Arcade)

Maze of Flott is a bizarre game. Not in any of the usual senses: mechanically, it's plays like an attempt at making a slightly more involved and complex version of the traditional arcade maze game, and there's nothing overtly surreal about the aesthetic either. What bizarre is the combination of the two. You play as a little red car that drives around cities looking for keys, and avoiding/destroying other cars along the way. You also have a fuel gauge, and there are petrol stations dotted around where you can refuel, which costs money. Also, unlike the cars in Pacar (another, much older, car-themed maze game), in Maze of Flott, your car just moves like any other maze game character, being able to instantly turn 180 degrees and go in the other direction.

Money and keys are both obtained inside buildings. Now, although these buildings appear to be things you'd find in normal cities, like banks, supermarkets, casinos, and so on from the outside, on the inside they actually contain dungeon-like mazes (or maze-like dungeons), full of traps, treasures, and secret passageways. Exactly which maze is in which building is different every time you play, though there are only a few possible layouts to encounter. The keys are also in different buildings each time, and every possible layout has the potential to contain a key.

This means the player has to go into each building and thoroughly explore the mazes within until they find the number of keys needed to proceed to the next stage. This kind of balances out with the fact that every mazes contains lots of treasure, whether the key's there or not, and treasure gives both points and money, and money can be spent to buy back the fuel wasted on going round all these mazes.

The big problem with this game comes in the form of some unfair inconsistency. When you're in the mazes, colliding with most of the traps will take a chunk off your fuel gauge, with the exception being that falling down an open trap door means losing a life. While outside, driving around the cities, colliding with other vehicles is instant death. Furthermore, the vehicles are faster, more numerous and less predictable than the maze traps.

I can't really recommend this game, nothing about it is really interesting enough to be able to overlook its numerous flaws.

Friday, 3 July 2015

Hokuto no Ken: Hokuto Shinken Denshousha no Michi (DS)

I'm sure anyone reading a blog like this will be familiar with Hokuto no Ken (also known as Fist of the North Star) from one place or another, and even if you aren't, you'll probably have played or watched or read something that was influenced by (or just straight up stole from) it. Even today, decades after the original comic finished, it still gets licenced videogames, cartoons and other stuff. This isn't even the only Hokuto no Ken game on the DS, though the other one is a Pachinko simulator, so it barely counts.

This one, however, is what could most simply be described as an interactive comic. If that brings up unpleasant images of tedious visual novels and the like, don't worry, it's nothing like that. Instead, you're shown panels from the original comic, and when a fight breaks out, you have to perform various touchscreen things to get through it. Since this is a Hokuto no Ken game, the most common thing the game wants you to do is hit the badguys' pressure points in quick succession, but there's also various other things, like carefully tracing lines or circles, to simulate blocking and countering attacks, as well as variations on pressure point-hitting, like hitting them in a certain order, or hitting a single point many times as quickly as possible.

In fact, as you progress through the game, there'll be chapters in which you plays as characters besides Kenshiro; namely, Rei and Raoh. Raoh, being a fellow Hokuto Shinken practioner, plays in much the same way as Kenshiro: hitting pressure points and making guys explode. Rei's Nanto Suichoken attacks are executed differently, though, with the player having to precisely slash across thin lines to cut enemies apart. I don't know if making Rei's stages significantly harder was the developers' intention, but it definitely came out that way.

Though it's a fun game, there are some negative points: the production values are very low, as not only is there no actual animation in-game, but there's also some stupid little errors, like how easy it is to accidentally start a new game on the title screen, which immediately deletes any progress you'd previously made. Also, when replaying stages, the game simply saves the most recent score you got on a stage, rather than always keeping the highest. There's also the fact that all the extras, like the character profiles and quiz mini-game are useless to the Japanese-illiterate, though it'd be unfair to blame the game for that, really.

If you're a big HnK fan, and you can pick this up cheaply (which you probably can), I definitely recommend giving it a try. It's a fun little game, and the colourised comic panels do look really great, too.

Saturday, 27 June 2015

Moto Roader II (PC Engine)

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

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

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

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

Monday, 22 June 2015

Mighty Warriors (Arcade)

I'm sure you all know of the massive fighting game boom that followed in the wake of Street Fighter II and, to a lesser extent Mortal Kombat in the early 1990s, and how along with some classics, there were also some awful, point-missing garbage cash-ins, like Bloodstorm and Data East's unreleased Tattoo Assassins. Might Warriors appears to be one of those cash-ins, though this is just guesswork, as there's very little information about the game's development, or even its release date. The publisher, Elettronica Video-Games, is an Italian company that seems to only make gambling machines now (assuming the company that exists today under that name is the same one).

Anyway, the plot is pretty similar to SEGA's Eternal Champions: a bunch of dead (and exclusively male) warriors from throughout history are given the chance to live again by proving their might. These warriors include the usual Greek, Roman and (very white-looking) Egyptian, as well as a Celt, a non-specific African, a Chinese guy, a viking, some kind of big monk, and, most surprising, a massive Babylonian. Amusingly, it seems the artists had a hard time trying to animate tartan for the Celt's outfit, so they have him in chef-style checkerboard trousers.

They all have their own stages, too, and the stages even have at least two weather/time of day variants each, which is a surprise for a game like this. The reason I'm not mentioning the names of any of the characters, is because they seem to have different names depending on whether the left or right-side player is controlling them. For example, the viking can be Gurdaf on the left, or Gandalf on the right, while the Chinese guy is Hang-Sing or Chang-Kien. I guess this is their way around explaining how two of the same character can be fighting each other?

The game is no classic, as you've probably already assumed, but it does have some more interesting little quirks. Like how before each fight, you pick your character's "mutation". This isn't a special power or trait like you might expect, but one of the other characters that you can suddenly change into at will. Obviously, there's no explanation for this, nor is there any real advantage to doing this in a fight. Furthermore, each character starts every round with a weapon, which disappears if they get to 50% health or lower and get knocked to the ground. There's also little aesthetic touches, like how the continue screen counts down in Roman numerals, and how there's a little animated face between the health bars that says all the "ROUND ONE! FIGHT!" stuff. Little touches like these make me think that though the execution isn't great, and the game was almost definitely knocked out as a quick, cheap cash-in, at least someone involved in its creation must have been passionate about what they were doing.

Yeah, Mighty Warriors isn't a game I can recommend at all, but it's a quirky little thing that stands out from the other cash-ins by having a few little sparks of creativity and personality. And also by not resorting to the try-hard me-too shock tactics of games like Time Killers and Bloodstorm.

Wednesday, 17 June 2015

FZ Senki Axis (X68000)

This game does what I've seen a few games on old floppy-based systems do, in that it has a fancy animated intro, which it puts on a completely seperate disk that's not needed to play the game. So theoretically, you don't even need to skip the cutscene, you can just throw it away never to be seen again. It's not a terrible one, though, it's fairly atmospheric and sets the scene I guess.

Anyway, FZ Senki Axis, then. It's an isometric shooting game by Wolfteam, specialists in making games that seem like they're licenced from late 80s OAVs, but actually aren't. In the case of FZ Senki Axis, it feels a lot like the Votoms spin-off Armour Hunter Mellowlink, except you're in a mecha, and poor old Mellowlink was always on foot with his trusty rifle. Each stage sees the player hunting down a certain number of specific target enemies, which tend to be bigger or faster than the regular drones (or both).

Despite every stage having the same overall mission, they still manage to be varied. Not only are the stages set in a variety of different environments, with war-torn cities, countryside battlefields, desert ruins, and so on, but there's gimmicks to them, too. Like one stage has the player in a dark cave, seeking out gun turrets hidden in murky pools of water, and another takes a break from the wide open spaces that are the norm, and has the player storming an enemy base, fighting security systems in corridors. The bossfights are even more varied, with heavily armed war-trains, a pair of fast elite mecha who seem to be inspired by Gundam's Black Tri-Stars and so on.

It's not all good, though. For starters, the difficulty is totally unforgiving, and it'd be hard to blame players for giving up after being quickly destroyed on their first go. The other side of that coin, however, is that the difficulty can really ramp up the tension, leading situations like a player on their last point of health trying to hunt down the stage's last target before getting taken out by a drone. Another problem is a smaller one, and I almost feel as if I'm nitpicking when I bring it up: the fact that there's no kind of acknowledgement when walking over different types of terrain. It's most noticable in the countryside stage, where the player's mech just walks over fields, bridges and water alike, as if the world was one of those carpets with roads and stuff printed on it. All it would have taken would have been a tiny splashing effect around the feet to enhance the experience so much more. But like I said, it's a tiny thing, and I feel silly bringing it up.

FZ Senki Axis is still a good game, and you should definitely give it a try if you think you can handle it. Even if you don't, you could try the Mega Drive port, which is mostly the same, but a lot easier.

Friday, 12 June 2015

Bomboy (Mega Drive)

Bomboy is an unlicenced game from Taiwan that serves as a Bomberman knock-off, and like most modern movie mockbusters, it actually came out before the actual Mega Drive version of Bomberman by a year. Unusually for an unlicenced Mega Drive game, programming-wise it seems pretty robust, with no noticable glitches. The graphics also seem to be both original and of decent quality.

The game has a couple of giant, glaring flaws, however. The most immediately obvious is that the main draw of the Bomberman games, the battle mode is completely absent. There is a two-player option, but it's just "normal mode" co-op play. The second flaw takes a while to sink in, and it's the atrocious stage design.

Every stage seems to be some slight variation on the theme of having diagonal lines of blocks all the way across the screen, with only a couple of destructible blocks in each line. In the grid-based world of Bomberman (or rather, a clone of Bomberman), this makes each stage into an exercise in slow, onerous tedium. It's made worse by the fact that the enemies seem to move completely a random, leaving the player to place bombs nearby and just hope that they wander into the explosion at the right time. The scarce amounts of destructible blocks also makes power-ups a rare occurance, and on one occasion, I'd managed to slog my way through the entire first 5 stages before getting a bomb-up or fire-up item.

You might notice among the screenshots, however, a stage that doesn't fit with the rest. After playing Bomboy for a while, I wondered if it had any kind of intro or anything, so I left the title screen running to see what happened. There wasn't an intro, but there was a rolling demo, featuring a completely different Stage 1-1 than the one ingame. Some further research online reveals that there is an entire different set of levels to the ones I played. So are there two different ROMs floating about? Or the same ROM that somehow plays different stages depending on whether it's being played on an emulator or real hardware? Maybe there's Action Replay codes that might allow players to play both sets of stages? We might never know.

I conclusion, the version of Bomboy I played was awful. But there might be a better one out there somewhere, maybe?

Monday, 8 June 2015

Mouja (Arcade)

I'm sure the fine, discerning readers of this blog will be familiar with the Neo Geo puzzle game Money Puzzle Exchanger, which combined the fast-paced gameplay of Magical Drop with the excitement of mental arithmetic. But if any of you aren't, instead of matching colours, the player matches denominations of currency: five ones make a five, two fives make a ten, five tens make a fifty, two fifties a hundred, five hundreds a five-hundred and two five-hundreds disappear. According to legend, the similarities between Money Puzzle Exchanger and Magical Drop were so great that Data East sued the devloper, FACE, into bankruptcy. I'm not sure how true this story is, since the game managed to get ported to Playstation and Game Boy.

But anyway, what does any of this have to do with Mouja? Well,Mouja is like a version of Money Puzzle Exchanger without the Magical Drop plagiarism: rather than Magical Drop's idiosyncratic "pulling orbs down and thrusting them back up" mechanic that MPE stole, Mouja has a more traditional "orbs fall into a pit from above in pairs". Otherwise, it has all the arithmatical fun seen in FACE's allegedly ill-fated game. In fact, the "one" coins look exactly the same, too, but it's a pretty simple design anyway, and the other coins all look different enough.

Mechanically, it's alright. I prefer Money Puzzle Exchanger though, since Magical Drop is my favourite puzzle game series, and MPE is like a nice little variant on the theme. Mouja feels a little clunky and reliant on luck as much as skill. There is a huge problem with this game, however: the single player game is brutally, sadistically difficult. A lot of arcade games are harder than they need to be because they want players to get addicted and feed more coins in and continue their way to the end. Some arcade games are hard because they're legitimately well-designed games designed for skilled players. Mouja, on the other hand, feels like it is the outcome of one of two scenarios.

The first scenario leans on something I once read about videogame AI: that programmers make it as good as they can, then scale it back to make it fair on human players. It sounds feasible, and Mouja feels like the programmers might have done the first part and forgot about the scaling back. The second possibility is that it really is a game designed with sadism in mind, and evidence backing this up comes in the form of the game's scoring system: not only is it fairly inscrutible, but sometimes scores go down and even into negative numbers, with no explanation.

Obviously, I can't really recommend Mouja, except as an exhibit to satisfy your grim curiosity.

Sunday, 31 May 2015

Bujingai (PS2)

There's pretty much one thing everyone knows about this game, if they know anything about it at all, and that's that famous Japanese musician/actor/general celebrity Gackt lent his likeness to the main character, Lau Wong. The thing is, Lau mostly just looks like what you would picture in your head if someone asked you to imagine the young male protagonist of a Japanese-developed PS2 game. The game's set in a lavishly realised world that combines the aesthetics of a near-future cyberpunk world with those of stereotypical Chinese wuxia fantasy, and it's a fast-paced 3D platform/beat em up. In fact, my friend who lent me his copy for this review described it to me as "the game he wished Devil May Cry was".

It is definitely very similar to the Devil May Cry series, especially the third entry, whos release date it preceds by over a year. You go about the levels, swordfighting monsters and demons and the like, as well as doing a bit of platforming here and there. Gackt aside, the game's real gimmick is how it incorporates that aforementioned wuxia influence in both its combat and its platforming.

At its most basic, the combat is similar to most 3D beat em ups: you mash a button to perform combos, hold a shoulder button to lock onto a single enemy, and use the jump button while locked on to roll around and dodge. The attack animations are very stylised, with Lau flipping and spinning and generally engaging in lots of movement and acrobatics while performing even his most basic combos, but the game really comes into its own when fighting an opponent who also weilds a sword and has their own defence meter. When you're locked onto an enemy, if you're not attacking when they attack you, their attack is parried, and you can then counter by quickly attacking, which depletes your defence meter, but only very temporarily. When facing an enemy who also has this skill, the fight turns into a dramatic clash of flailing swords and counters countering counters and so on, and it does a good job of making combat feel and look really cool and fun.

As for the platforming, the wuxia influence is really just a spin on the old wall-running gimmick, just animated in a way that looks nicer, and of course, the skilled player can also jump and flip off of walls on which they are running, and start running on a nearby wall. It takes some practice, but like the combat, it's a small, simple thing that just makes playing the game a little bit more satisfying.

Bujingai is a game that definitely recieves my recommendation. It looks great, sounds great and it's both fun and satisfying to play. A quick look at ebay also tells me that it's available for only a few mere pounds, too!

Tuesday, 26 May 2015

Blank Blood (PC)

The first thing you should probably know about Blank Blood is that it was made by and for people with an interest in a certain specialist genre of entertainment called "ryona", whose main focus is pretty girls coming to severe physical harm. It's not an interest I share, but luckily, the developers of this game weren't so consumed by their interests that they forgot to make an actual game to put them in.

It's an exploratory platform game (you could call it a Metrovania, though as far as I can tell, there's no kind of levelling up or acquisition of skills or abilities), in which a knife-weilding young woman and a gun-toting schoolgirl explore a large dungeon in search of treasure. I actually like the treasure hunting aspect: each treasure chest you find has a unique item, which are all worth a different amount of points, and they all also have little descriptions (though the descriptions are in Japanese, it's the thought that counts). The controls feel a little weak at first, but once you get used to the slightly odd collision detection and the fact that almost every gap requires a double jump, you'll be fine.

The dungeon is, of course, filled with many kinds of monsters and traps, and though the monsters start out as pretty standard fare (snakes, carnivorous plants, slimes, etc.), as you start to get a bit further in, there are some very strange, alien-looking creature lurking about. Though, the same strategy is applied to beating most of them: just repeatedly attack, and they'll probably die long before your health is low. Some of the enemies have more dangerous grapple-style attacks, that requires quick hammering of the attack button to escape, and some of these have their own unique death animations too. For example, falling into a carnivorous plant's mouth and failing to get free results in your character being shown getting digested inside the plant.

Actually, had the game's website not pointed out that it was made with the intention of attracting ryona enthusiasts as an audience, it could easily get away with being considered a 2D platform game with a lot of different animations for the main characters and more gore than usual. Different types of damage each have their own sprites, and there's also a lot of quite gory death animations, the one that most sticks in my mind is the one seen when the player dies from being impaled by a spear shooting up from the ground, leaving them twitching with the spear sticking right through their torso. Both characters also have different idle stances depending on how much remaining health they have.

There is a big downside to Blank Blood though (aside from the obvious, of course): the difficulty is not at all balanced. Certain traps seem completely impossible to get by unscathed, though there is a kind of fix, in the form of an invincibility "Debug Mode", that can be turned on and off at any time by pressing the Delete key on your keyboard, it still feels a bit weak. It's hard to say whether or not I recommend Blank Blood. It's not some nice spritework, and it's not terrible to play, but it's also a bit sleazy and there are many, many other exploration-based platformers that are much better than it. I guess it all depends on how much grim curiosity you have?
 (Thanks to tumblr user acid-eater for bringing this game to my attention)

Monday, 18 May 2015

Zippy Race (SG-1000)

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

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

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

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

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

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