Super Bonk (SNES) Review – Classic, but Crazy, Platforming Fun!

I wrote the first version of this review in November 2009. I went through this review again and improved it, so this is a new revision of the original text. Super Bonk is a pretty good game, and I had some things to clarify! I do think now that Bonk’s Adventure might be my favorite Bonk game, but Super Bonk definitely deserves consideration as well. It’s a fun classic platformer.

  • Title: Super Bonk [Super Genjin in Japan]
  • Released: 1994
  • Developer and Publisher: Hudson Soft, RED
  • Genre: Platformer (2D)
  • Review Written 11/2/2009; edited and enhanced 8/20/2014.

Super Bonk was released in the US and Japan for the SNES in 1994. It is the fifth or sixth Bonk game, depending on how you count them. It was the first 4th-generation game in the series not released on Hudson’s TurboGrafx-16 console, but there had been a NES down-port of the original Bonk’s Adventure in 1993, which was shipped in small numbers and now is quite expensive, and one for the Game Boy, also called Bonk’s Adventure, but is mostly an original game. So, the series had been on Nintendo before, just not the main titles. As the PC Engine/TG16 was fading out though as the Super Nintendo’s massive success in Japan had overwhelmed their system, in 1994 Hudson decided to make its most popular series focused more on the SNES than the TG16 and Turbo CD. Bonk, Bomberman, and Adventure Island all went over to the Super Nintendo that year. Hudson also released many Turbo CD games in ’94, but their biggest mass-market franchises were more on SNES. It’s sad, because it shows how the Turbo was fading, but it was the direction the market had gone, and this resulting game is pretty good.

However, Bonk never quite gained his footing on SNES like he had on the TG16, and there were only two more Bonk games after this one, the GB game Bonk’s Revenge (entirely different from the second TG16 game) released just months after Super Bonk, and one final, and sadly Japan-exclusive, Bonk game the next year, fall 1995’s PC Genjin 2, which would have been Super Bonk 2 had it gotten a US release. But because in early or mid 1995 Hudson had closed its American division, the game, like most all Hudson games not titled “Bomberman” and released between 1995 and 2003, was not released outside of Japan. It’s really too bad that Hudson did that, it led to us missing out on a lot of great games. Other companies brought some of their stuff over here and there, sure, but almost exclusively Bomberman games, and not even all of them. Bomberman’s great, but it’s not all they made! I wonder if the Bonk series would have died had they kept releasing them here… maybe, considering how uncommon this game is, but who knows. Oh well. I got this game loose for $8 back in ’09; finding good deals on SNES games has gotten much less common since then. I’d gotten, and played, the first Bonk’s Adventure (TG16) earlier this year after getting a Turbografx-16, so I had to get this game when I saw it.

It was a good choice. Super Bonk is a very good game. It is unfortunate that the game is somewhat rare and not on any console digital download services; anyone who liked the Bonk games on TG16, several of which are on the Wii’s Virtual Console, will love this as well. The graphics are good, the music is great, the gameplay is great high-end 4th-gen platformer fun. Bonk controls the same as he did on the TG16, for the most part. You can walk and run around the stage, and collecting food will power you up. You defeat enemies by bonking them on the ground, or jumping and then hitting bonk to flip over and hit them with your very hard head. Eat enough food and you’ll ‘evolve’ to a more powerful form. There are also smilie-face collectables, which determine if you get into the bonus area at the end of each level based on if you collected enough in the stage or not. Bonus rooms also abound throughout the levels, sometimes obvious and sometimes well-hidden; search around! There is plenty of stuff to find in the game, including those smilie face collectables and extra lives. The game also has alternate routes through the stages, which means that the game won’t always be exactly the same, and a somewhat easy difficulty level that scales up nicely near the end. It’s a fantastic game, highly recommended… though play the first Bonk’s Adventure first, if you can. Super Bonk feels more open than Bonk’s Adventure, with more and longer minigames, multiple routes instead of one linear path, some more open level designs, and more. The game looks good too. Bonk’s Adventure makes good use of the SNES’s color palette, and the graphics hardware is used well. This game isn’t one of the best-looking SNES platformers, and Donkey Kong Country, from later in 1994, made games like this look dated, but it’s a good-looking classic 2d platformer from when the genre was still king. I particularly like the great art design and crazy level settings, it adds a lot to the game. The only major negative in Super Bonk is the slowdown; there’s definitely slowdown here, as with many SNES games. You won’t find that slowdown in the TG16 Bonk games! Other than that though, it’s great stuff. Some of the powerups you use during the game include small Bonk, huge Bonk, and giant dragon Bonk. Bonk has quite a few forms in this game, more than in the previous games. The game also adds a third button to the previous jump-and-bonk formula, which does attacks which vary depending on form, and more. Super Bonk is a bit short though; I finished it fairly quickly and with only moderate effort. The game took me maybe 3 hours I think, perhaps slightly more. You can’t save though, so you do have to start over if you get a game over.

Super Bonk is an interesting game, and it is very strange in some ways, too. The games’ story is that Bonk was caught in a trap by King Drool and got sent forward in time to the modern day with a time machine, but things only stay “normal” for about the first stage. The first stage is quite long and has multiple routes, shortcuts, and more, but is the most conventional level thematically in the game. After that, though, things start to get very odd. As he continues traveling through time and space, Bonk goes to space, to Jurassic Island, to a giant asteroid (an alien spaceship or something?), back through time somehow, and a few more adventures in between. Bonk gets swallowed by monsters again and travels through their stomachs, too, as he did in the original game. 🙂 The crazy, and constantly-changing, settings are one of my favorite things about Super Bonk. The level designs are good, classic platforming levels as well.

Every stage section has a name, and the name is displayed on the screen when you enter the area. The names are clever and are usually either a hint at what you should do in the area or a description of the area’s theme. Pretty cool really, it’s a nice touch. The names add to the atmosphere as the game gets weirder and goes to space. It helps you identify each area well. I think my favorite music in the game was in the Voice Room area in the comet. j There’s some just awesome SNES composition there! The level designs are always interesting, and the wide variety of bonus rounds keeps things varied. At some points it almost seemed like there were too many bonus rounds though, and they take much longer each than they did in the first game… but overall they’re great. Anyway, the game is great, but as I said it isn’t all that hard, and is only of moderate length too. I’d gotten to the final stage in a couple of hours of play and without getting any Game Overs, and entered the middle of the stage with five or six lives left. However, I messed up that level badly, not knowing that the dragon Bonk could turn invisible to avoid spikes I just walked through them and lost three lives that way. Then I failed to get up the jump after that part before my super-mode ran out, and thus was stuck at the bottom, with absolutely no way of getting back up because you needed meat (to increase your powerup level) to get up, and there wasn’t any there anymore. And the only way back was full of spikes and didn’t have any meat there either. Stupid! Yeah, bad design there, to say the least! So I had to kill myself three times and start the entire stage over. Twice, because I died at the boss’s first form the first time (you only get three lives when you continue, and while the bonus areas are plentiful, extra lives aren’t, in the final stage), it’s simple once you know what to do but I got hit several times before figuring that out… and I had just barely beaten the level.

On the note of continues, they are infinite, from the beginning of the stage, unlike the first two TG16 games which have limited continues. There still isn’t a save system, but it will be easier to finish now thanks to the infinite continues. There aren’t too many levels, but stages are large, so the game does have some replay value. However, the final level, and final boss, in this game are no joke. The original Bonk’s Adventure had powerups before the final boss, but in this game there aren’t any apart from some stuff sitting on spikes. Hope you got there with enough powerups to beat all of the bosses at the end! Honestly though overall that challenge was a refreshing change really, since most of the game was quite easy so some actual challenge in the later parts was nice. It’s not as fun if you’re never challenged, and though Bonk games are supposed to be somewhat easy it’s good to have at least a bit of difficulty. Also, when I did beat it it was pretty satisfying, and as I said I just barely did it. So yeah, overall definitely Super Bonk is a good game well worth putting some effort into finding. The game has decent graphics, great art design with the craziest settings in the Bonk series — or at least tied with Game Boy Bonk’s Revenge for the craziest settings, but that’s a story for another review, good music, good level designs, and very good traditional platforming gameplay. About the only thing it doesn’t have is the two-player simultaneous mode that Bonk 3 did… and considering that even as it is it has some definite slowdown when too many things are moving on screen at once, I can see why they left it out. The main other concern would be the difficulty, length,and replay value. There is no saving, so have several hours for this one, or leave your system on. It’s not too long though, it only took me maybe three hours to beat, and I beat it the day I got it. As for replay value, the only replay value would just be in replaying a good game or trying to search the levels harder for all the secrets, alternate exits, bonus rounds, hidden 1-ups and smilies, trying to get a higher score, and things like that. If those don’t interest you the game won’t take long. It tells you your score at the end, but not a completion percentage or something. Still, going back to try to find more of the hidden stuff would probably be fun, and I’m sure I’ll play it again. Overall it’s a great game, one of the better platformers on SNES, and definitely an under-appreciated title for sure. I think that the TG16 games get a lot more attention because a lot of people started there and played those first, but didn’t necessarily go from TG16 to SNES… and they like the originals better. Those well might be better, I’m not sure, they certainly are very good games. Irregardless of that, though, this is a great game too, and I love how weird it gets. Search it out. I give it a solid B+ score.

Oh, this isn’t on Virtual Console, like most Hudson SNES games. Too bad, more people should have the opportunity to play this game, and the West should get a shot at the sequel! I have PC Genjin 2 (Super Bonk 2) for SNES now, and don’t like it quite as much as the first game because it’s very similar except without as crazy a selection of settings, but it is still a solid platformer, and it’s too bad it has never had a Western release.

Posted in Classic Games, Full Reviews, Reviews, SNES | Tagged , , , , , , , | 1 Comment

Futuristic Racing Games: The Complete List

An Attempt At A Complete List Of Games In The Genre, Chronologically by Platform

A thread where the greatness of the futuristic racing game genre, one of my favorites, is celebrated with a list of every game ever made in the genre.

Note – moved sections are at the bottom. Fix links/include them inline for other forums.

Contents
———
Introduction
Key
—-
The List
—-
Dedicated Systems
Consoles
Computers
Other Platforms
Upcoming
—-
Addendums
—-
Changelog
“Extreme” but modern-day racing games
Alternate History Modern Day racing games
Titles not on list that deserve consideration

Key

Categories: (Games are listed in order by category but in no order within each category)
* for true exclusives, not available on any other home platforms (eg. this can include arcade ports).
(*) for once exclusives now available on download services — PSN, XBLA, or VC.
+ for semi-exclusives — titles only available on this console/handheld and computer(s) but not other consoles, or this computer OS and console(s) but not other computers.

I bolded the games I have. I’ve played more of these games than just those though, of course, but those are the ones I have in the genre.

—————-
The List
—————-

————-
Dedicated Systems
These are hardwares that only play the built-in games and do not have any way of playing other titles.

Play TV Legends Outrun 2019
(likely more, but I do not know of them)


Consoles

Magnavox Odyssey

None

Fairchild Channel F

None

Atari 2600

None unless you count:
Fatal Run (mostly shooting, not racing)

RCA Studio II

None

Bally Astrocade

None

Magnavox Odyssey II

None

Mattel Intellivision

None

Emerson Arcadia 2001

None

Entex Adventurevision

None

Atari 5200

None

Coleco Colecovision

None

Vectrex

None

Sega SG-1000 (Japan/Europe only)

*Space Slalom

Nintendo Entertainment System (NES)

(*)Mach Rider (more shooting than racing)
*Galaxy 5000: Racing in the 51st Century
*Astro Fang: Super Machine (Japan only)
RoadBlasters (more shooting than racing)
Death Race (checkpoint combat racing)

Famicom Disk System (NES add-on) (Japan only)

None?

Epoch Super Cassette Vision (Japan only)

*Star Speeder

Sega Master System (SMS)

None unless you count:
+Fire & Forget II (driving shooter with small racing part) (Europe only)

Atari 7800

None unless you count:
Fatal Run (combat-heavy)

NEC TurboGrafx-16 (Japan/US only)

(*)Moto Roader
*Moto Roader II (Japan only)

NEC Turbo CD (add-on, or stand-alone as the TurboDuo) (Japan/US only)

*Moto Roader MC (Japan only)

Nintendo Game Boy (Handheld)

*Out of Gas (the goal is to shoot through all the G icons as fast as possible. Not sure if this counts or not, as you don’t have to drive through them, just shoot them.)
*Shinseiki GPX Cyber Formula (Japan only)

Sega Genesis

*Outrun 2019

*Metal Fangs (Japan only)
Rock ‘n Roll Racing
RoadBlasters

Atari Lynx (Handheld)

RoadBlasters (mostly shooting, not racing)
S.T.U.N. Runner

NEC SuperGrafx (Japan only)

None

SNK Neo Geo

None

Super Nintendo (SNES)

(*)F-Zero
*Top Gear 3000

*Uchuu Race: Astro Go! Go! (Japan only)
*Battle Cars (US only) (Namco, 1993)
*Cyber Spin
*Power Rangers Zeo Battle Racers (semi-futuristic)
*Speed Racer in My Most Dangerous Adventures (half racing, half platformer)
Rock ‘n Roll Racing

Panasonic CD-i

*Accelerator (Europe only)

Sega Game Gear (Handheld)

None

Fujitsu FM Towns Marty (Japan only)

None?

Sega CD (add-on, or stand-alone Sega CDX or JVC X-Eye)

MegaRace (only sort of a racing game, more an FMV shooter)

3DO

*Crash ‘N Burn
*Chiki Chiki Machine Mou Race 2: In Space (Japan only release, like the first 3DO Wacky Races game, but with actual racing this time) (like Looney Tunes Space Race, it’s retro-futuristic.) (the first game is land-based, not space-themed, and isn’t actually a racing game — it’s just FMV adventure digital film stuff.)
MegaRace (only sort of a racing game, more an FMV shooter)
Off-World Interceptor (mostly shooting, not racing)

Atari Jaguar (US/Europe only)

Club Drive (you couldn’t tell it’s set in the future without the manual, but it is.)

Amiga CD32 (Europe/Canada only)

+RoadKill
+Black Viper

Pioneer LaserActive

*Rocket Coaster (Sega Pac required)

Sega 32X

None

SNK Neo-Geo CD

None

NEC PC-FX (Japan only)

None

Sega Saturn

*Cyber Speedway

+Scorcher
Off-World Interceptor Extreme (mostly shooting, not racing)
Wipeout
Wipeout XL (Europe/Japan only)
Hi Octane
Impact Racing (combat racing against the clock)

Sony Playstation

*Wipeout 3

*Wipeout 3: Special Edition (Europe only)
*Starwinder: The Great Space Race
*JetMoto 2
*JetMoto 3
*Cosmic Race (Japan only)
*Streak Hoverboard Racing
*Firebugs (only partially futuristic themed)
*Red Asphalt (Rock ‘N Roll Racing II: Red Asphalt in Europe)
*Running High (Japan only)
*NGEN Racing (US/Europe only)
*MaxRacer (Japan only)
*Speed Racer (1998)
*360: Three Sixty (Europe only)
*Bugriders: The Race of Kings (US/EU only) (scifi/fantasy)
*Cubix Robots for Everyone: Race ‘N Robots
*Speed King (JP) / Road Rage (EU) (JP/EU only)
*Defeat Lightning (JP) / Future Racer (EU) (JP/EU only)
+JetMoto
+Crime Killer
+Rollcage

+Motorhead
+Rollcage Stage II
+CyberSpeed

+Locus (Japan only)
+Midway’s Greatest Arcade Hits: The Atari Collection 2 (RoadBlasters)
Killer Loop (on Dreamcast as Magforce Racing)
Wipeout
Off-World Interceptor Extreme
(mostly shooting, not racing)
Wipeout XL

Hi Octane
Hydro Thunder
Hot Wheels Turbo Racing
S.C.A.R.S.
Impact Racing (combat racing against the clock)

Satellaview (SNES add-on) (Japan only)

*BS F-Zero Ace Cup
(BS F-Zero Jack, Queen, and King Cup titles are Satellaview re-releases of the three cups of base F-Zero, but Ace Cup is new)
BS Chrono Trigger Jet Bike Special (downloadable ver. of Chrono Trigger jetbike minigame)

Nintendo Virtual Boy

None (one, *Zero Racers, was cancelled near completion)

Casio Loopy (Japan only)

None

Atari Jaguar CD (add-on)

None

Bandai/Apple Pippin

None

Nintendo 64

*F-Zero X
*Wipeout 64
*Extreme-G

*Stunt Racer 64
*Aero Gauge
*Carmageddon 64
+XG2: Extreme-G 2
San Francisco Rush 2049
Star Wars Episode I Racer
S.C.A.R.S.
Hydro Thunder
Hot Wheels Turbo Racing

Tiger Electronics Game.com

None

SNK Neo Geo Pocket (Handheld) (Japan only)

None

Nintendo Game Boy Color (Handheld)

*San Francisco Rush 2049
*Star Wars Episode I Racer

*NYR: New York Race (Europe only)
*Thunderbirds Are Go! (Europe/Australia only) (minigame collection, one is racing)
*Cubix Robots for Everyone: Race ‘N Robots
*Armada F/X Racers

Sega Dreamcast

*Zusar Vasar (Japan only)
*Pod 2: Speed Zone Multiplayer Online
*Surf Rocket Racers (jetski game with a few futuristic elements)
+TrickStyle

Magforce Racing (on PSX as Killer Loop)
San Francisco Rush 2049
Hydro Thunder
Looney Tunes Space Race
(classic Looney Tunes retro-future)
Star Wars Episode I Racer

Bandai WonderSwan (Handheld) (Japan only)

None

SNK Neo Geo Pocket Color (Handheld)

None

Nintendo 64 Disk Drive (64DD) (addon) (Japan only)

*F-Zero X Expansion Kit (addon, requires original game to run) (Japan only)

VM Labs Nuon

None

Sony PlayStation II

*Wipeout Fusion
*Iridium Runners
*HSX – HyperSonic.Xtreme
*Kinetica
*Hresvelgr (Japan only)
*Hresvelgr International (JP), aka Jet Ion Grand Prix (EU)
*Jak X Combat Racing

*EyeToy: AntiGrav (req. EyeToy camera)
*Action Man ATOM: Alpha Teens on Machines (EU/Australia only)
*Star Wars Racer Revenge
*Star Wars: Super Bombad Racing
(kart racer)
*IGPX: Immortal Grand Prix
*Shinseiki GPX Cyber Formula: Road to the Infinity (Japan only)
*Shinseiki GPX Cyber Formula: Road to the Infinity 2 (Japan only)
*Shinseiki GPX Cyber Formula: Road to the Infinity 3 (Japan only)
*Shinseiki GPX Cyber Formula: Road to the Infinity 4 (Japan only)
+MR3: MegaRace 3 (Europe only)
+Lego Racers 2 (partially futuristic)
+NYR: New York Race (Europe only)
Hot Wheels Stunt Track Challenge
Hot Wheels World Race
Hot Wheels Velocity X
Speed Racer (2008)
Looney Tunes Space Race (classic Looney Tunes retro-future)
Midway Arcade Treasures (RoadBlasters)
Midway Arcade Treasures 3 (Badlands, San Francisco Rush 2049, Hydro Thunder, S.T.U.N. Runner)
XGIII: Extreme-G Racing
XGRA: Extreme-G Racing Association (XG4) (US/Europe only)
Drome Racers
Powerdrome (2004)
Butt-Ugly Martians: Zoom or Doom!

Arctic Thunder
Sonic Riders
Sonic Riders: Zero Gravity
Wipeout Pulse (EU exclusive on PS2, late port)

Bandai WonderSwan Color/Crystal (Handheld) (Japan only)

None

Nintendo Game Boy Advance (Handheld)

*F-Zero: Maximum Velocity
*F-Zero GP Legend

*F-Zero Climax (Japan only)
*Hot Wheels World Race
*Hot Wheels Stunt Track Challenge
*Trick Star
*Lego Drome Racers
*Hot Wheels World Race
*Hot Wheels Velocity X
Rock ‘n Roll Racing
Smashing Drive

Nintendo Gamecube

*F-Zero GX
(also in arcades)
*Tube Slider
*Shinseiki GPX Cyber Formula: Road to the Evolution (Japan only)
XGIII: Extreme-G Racing
XGRA: Extreme-G Racing Association
(XG4) (US/Europe only)
Midway Arcade Treasures (RoadBlasters)
Midway Arcade Treasures 3 (Badlands, San Francisco Rush 2049, Hydro Thunder, S.T.U.N. Runner)
Butt-Ugly Martians: Zoom or Doom!
Hot Wheels World Race
Hot Wheels Velocity X
Drome Racers
Smashing Drive

Sonic Riders
Speed Challenge: Jacques Villeneuve’s Racing Vision (Europe only)

Microsoft Xbox

*Pulse Racer
*Quantum Redshift

Midway Arcade Treasures (RoadBlasters)
Midway Arcade Treasures 3 (Badlands, San Francisco Rush 2049, Hydro Thunder, S.T.U.N. Runner)
XGRA: Extreme-G Racing Association (XG4) (US/Europe only)
Hot Wheels Stunt Track Challenge
Hot Wheels World Race
Hot Wheels Velocity X
Powerdrome (2004)
Smashing Drive
Arctic Thunder
Sonic Riders

Nokia N-Gage (Handheld)

*System Rush

Tiger Telematics Gizmondo

*Trailblazer (2005)

Nintendo DS (Handheld)

*Speed Racer
*Galaxy Racers (Educational)
*Crazy Chicken: Star Karts
Ben 10 Galactic Racing

Sony PlayStation Portable (PSP) (Handheld)

*Wipeout Pure
*Shinseiki GPX Cyber Formula VS (Japan only)
*Spinout (Europe/Australia only) (a PS2 ver. was canned)
+StateShift (Europe/Australia only release)
Wipeout Pulse (PSP only in US/JP, but also on PS2 in EU)

PSP PlayStation Network (digital)

*Wipeout Pure
*Spinout (EU only)
*Trailblazer (2012)
+StateShift (US/EU only)
Wipeout Pulse

Microsoft Xbox 360

Fatal Inertia
Ben 10 Galactic Racing

Xbox 360 Live Arcade (digital) (XBLA)

*Novadrome (mostly arena combat, but there is one checkpoint racing mode)
*Street Trace: NYC
*Hydro Thunder Hurricane

Nintendo Wii

*Yu-Gi-Oh! 5D’s: Wheelie Breakers (Japan/US only)
*Excitebots: Trick Racing (arguably futuristic, the cars are at least)
*Speed Zone (US title) / Wheelspin (Europe title)
Speed Racer (2008)
Sonic Riders: Zero Gravity
Ben 10 Galactic Racing

Wii WiiWare (digital)

*FAST Racing League

Wii Virtual Console (digital) (VC)

F-Zero (SNES)
F-Zero X (N64)
Moto Roader (TG16)
Mach Rider (NES)

Sony PlayStation 3

*Wipeout HD Fury (disc release Europe/Asia only)
Ben 10 Galactic Racing

PS3 PlayStation Network (digital)(PSN)

*Wipeout HD
*Wipeout HD Fury (expansion pack for above title)
*Sodium 2 (in PS Home; free with pay DLC)
+Death Track Resurrection
Fatal Inertia EX

Nintendo DSi

None (the one or two physical DSi games are not racing games.)

Nintendo DSi DSiWare (digital)

AiRace Tunnel

Nintendo 3DS

Ben 10 Galactic Racing

3DS eShop (digital)

AiRace Speed
AiRace Xeno

PlayStation Vita

*Wipeout 2048

Vita PSN (digital)

*Wipeout 2048

Nintendo Wii U

None

Nintendo Wii U eShop (digital)

None

Nintendo Wii U Virtual Console (digital)

F-Zero


Computers

Because of how unbalanced it is towards the IBM PC, and because of the many upgrades to the system over the years, that platform is listed last in this category.

+ now means that this game is only available on this computer platform and consoles, and isn’t on other computer platforms.

Apple II

Autoduel (open-ended racing RPG)

Atari 400/800 (“Atari 8-bit”)

Elektraglide
Autoduel (open-ended racing RPG)
Trailblazer (1986)

Commodore VIC-20

None

Sinclair ZX Spectrum (Europe only platform)

*Robot Messiah (three game types, one racing)
*Micronaut One (one mode is a basic race mode, the main game not really racing)
*Battlecars (Games Workshop, 1984) (48k)
Overlander (RoadBlasters meets Elite)
RoadBlasters
S.T.U.N. Runner
LED Storm
Space Racer
Fire & Forget (driving shooter with minimal racing component)
Fire & Forget II (driving shooter with minimal racing component)
Purple Saturn Day
Trailblazer (1986)
Badlands

BBC Micro (Europe only platform)

None

Commodore 64

*AlleyKat
*Cosmic Causeway: Trailblazer II
Trailblazer (1986)
LED Storm
RoadBlasters
Elektraglide
S.T.U.N. Runner
Overlander (RoadBlasters meets Elite)
Space Racer
Autoduel (open-ended racing RPG)
Fire & Forget II (driving shooter with minimal racing component)
Badlands

Microsoft MSX

*Life in the Fast Lane (mostly shooting)
*Cosmos Circuit (Japan only) (requires a MSX Laserdisc drive) (arcade port)
Trailblazer (1986)

Sega SC-3000

None

Apple Macintosh

Carmageddon 2: Carpocalypse Now
Star Wars Episode I Racer
Wipeout XL
Autoduel (open-ended racing RPG)
Locus
Zone Raiders
C64 Classix (Overlander, Elektraglide)
Tasty Static (freeware Skyroads clone)
Laser Dolphin (platformer with racing side mode)
Mars Explorer

Mac Digital Downloads

Laser Dolphin
Tasty Static (freeware Skyroads clone)
Mars Explorer
Flashout 3D
Energy Hook
Race the Sun
Spectra 8bit Racing
Distance

Amstrad CPC (Europe only platform)

Psyborg
RoadBlasters
Elektraglide
Overlander (RoadBlasters meets Elite)
Space Racer
Purple Saturn Day (four game types, one racing)
Fire & Forget (driving shooter with minimal racing component)
Fire & Forget II (driving shooter with minimal racing component)
Trailblazer (1986)
Badlands

Atari ST

*Runaway
Overlander (RoadBlasters meets Elite)
Powerdrome (1989)
RoadBlasters
Autoduel (open-ended racing RPG)
LED Storm
Major Motion
Jupiter’s Masterdrive
Fire & Forget (driving shooter with minimal racing component)
Fire & Forget II (driving shooter with minimal racing component)
Space Racer
Purple Saturn Day (four game types, one racing)
Trailblazer (1986)
Badlands
Psyborg

Commodore Amiga

*Desert Racing of BarDos
+RoadKill
+Black Viper
Powerdrome (1989)
LED Storm
Major Motion
Overlander (RoadBlasters meets Elite)
Tunnels of Armageddon
S.T.U.N. Runner
Autoduel (open-ended racing RPG)
Purple Saturn Day (four game types, one racing)
Jupiter’s Masterdrive
Fire & Forget (driving shooter with minimal racing component)
Fire & Forget II (driving shooter with minimal racing component)
Space Racer
Wipeout 2097 (XL) (unofficial?)
Badlands
Psyborg

Apple IIGS

Tunnels of Armageddon

Sharp X68000

None

Acorn Archimedes

None

Fujitsu FM Towns (Japan only)

None?

Atari Falcon

*Moonspeeder (download only?)
*Moongames (download only?)

Linux PC

Ballistics

Linux PC Digital Downloads

H-Craft (digital download only, here)
Tasty Static (freeware Skyroads clone)
Energy Hook
Race the Sun
Spectra 8bit Racing
Distance

IBM PC and Compatibles – Disc/Disk Release (DOS/Windows Games) (unless noted, assume that the games had US and European releases.)

*Pod: Planet of Death
*MegaRace II

*Star Wars: Super Bombad Racing
*Kosmonaut (futuristic vehicular driving-platformer) (freeware)
*Skyroads (futuristic vehicular driving-platformer) (now free, once shareware)

*SkyRoads Xmas Special (futuristic vehicular driving-platformer) (freeware)
*Space Haste (Europe only?)
*Space Haste 2
*BeamBreakers
*CyberRace
*DethKarz
*Rocket Jockey
(mostly a combat game)
*Rocky Racers
*Hover
*Motorhead

*HoverAce
*Mad Trax
*Nitro Stunt Racing
*Hoverboard ASDF (Australia only)
*Powerslide
*Death Rally

*Deathtrack
*Tube
*Nelson Piquet’s Grand Prix Evolution
*Freeride Thrash
*Chromadome
*Drive
*Vangers (WEIRD! Open-world, but lots of racing.)
*Slipstream 5000
*Track Attack
*Thunder Offshore
*Thrust Twist and Turn
*Voltage (Russia) / Racers (US) (US: Online orders only, from EDGE Games (boxed product))
*A.I.M. Racing (disc ver. Russia only)
*Hard Truck: Apocalypse (disc ver. Russia only)
*Hard Truck: Apocalypse – Rise of the Clans (disc ver. Russia only)
*Clutch (disc ver. Russia only)
*GearGrinder (disc ver. Russia only)
*Death Track: Resurrection (disc ver. Russia only)
*Pyroblazer (Europe only on disc)
*Auto Assault (MMO futuristic car combat/racing game)
*Sky Track (disc ver. Russia only)
*Death Road (disc ver. EU only)
*Speed Racer in The Challenge of Racer X
+Jeff Gordon XS Racing
+Infestation
+Scorcher
+CyberSpeed
+JetMoto
+StateShift
+Midway’s Greatest Arcade Hits Vol. 2 (RoadBlasters)
+MegaRace
+MR3: MegaRace 3
+XG2: Extreme-G 2
(US only)
+Killer Loop
+TrickStyle
+Lego Racers 2
+Hi Octane
+Crime Killer
+S.C.A.R.S.
+Rollcage
+Rollcage Stage II (“Death Track Racing” in the US)

+Midway Arcade Treasures (RoadBlasters)
+Midway Arcade Treasures 3 (Badlands, San Francisco Rush 2049, Hydro Thunder, S.T.U.N. Runner)
+Carmageddon
+Carmageddon: Splat Pack (expansion)
+Carmageddon 3: TDR 2000
+NYR: New York Race (may have been Europe only)
+Hot Wheels World Race
+Hot Wheels Stunt Track Challenge
+Hot Wheels Velocity X
+Speed Challenge: Jacques Villeneuve’s Racing Vision (definitely released in Europe, maybe also the US)
+Wipeout
+Wipeout XL
+Drome Racers
Star Wars Episode I Racer

Carmageddon 2: Carpocalypse Now
Powerdrome (2004) (Europe only)
S.T.U.N. Runner
Tunnels of Armageddon
Space Racer
Autoduel (open-ended racing RPG)
Ballistics
Locus
Zone Raiders
Mars Explorer
C64 Classix (Overlander, Elektraglide)
Purple Saturn Day (four game types, one racing)
Fire & Forget (driving shooter with minimal racing)
Fire & Forget II (driving shooter with minimal racing)
H-Craft (disc ver. Russia only)
Tasty Static (freeware Skyroads clone)
Laser Dolphin (platformer with racing side mode)
Psyborg

PC (DOS/Windows) – Digital Download
Services: GG: GamersGate; S: Steam; A: Amazon; I: Impulse; GF: GameFly (ex-Direct2Drive); O: Origin; GOG: Good Old Games; H: Humble Store; Other: site linked

*A.I.M. Racing (S, GG, I, A)
*Hard Truck: Apocalypse (S, GG, I, GF, A)
*Hard Truck: Apocalypse – Rise of the Clans (S, GG, I, GF, A)
*Clutch (S)
*GearGrinder (GG)
*Pyroblazer (S, GG, GF)
*Super Laser Racer (site)
*Hoverboard ASDF (DEAD – Online Only Korean title shut down in 2005)
*Nelson Piquet’s Grand Prix Evolution (GG)
*Sky Track (GG)
*Slipstream 5000 (GG, GOG)
*Space Haste 2 (Strategy First store)
*Nitronic Rush (freeware)
*InMomentum (S, GF, A)
*Megarace II (GOG)
*Death Road (O, GG)
*Vangers (S, GOG)
+Megarace (GOG)
+Megarace 3 (GF, GOG)
+StateShift (GG)
+Death Track: Resurrection (S, GG, I, D, A)
H-Craft (site)
Space Track (demo only, full ver. iPhone only)
Flashout 3D
Flashout 2
Energy Hook
Race the Sun (H, S)
Riptide GP2 (S)
Spectra 8bit Racing
PAM: Post Apocalyptic Mayhem (S)
Distance (S)

Windows 8/10 Store
These downloads require Windows 8 or better, and have to go through MS certification.  More focused on tablets than PCs.

Riptide GP
Riptide GP2
Spectra 8bit Racing


Other Platforms


Cybiko Xtreme (Handheld)

*Galaxy Racers (rail shooter/racing)

Web Browser

*SWFRoads (unlicensed Skyroads flash remake)
Mars Explorer

Mobile

*Geopod (Symbian/Windows Mobile)
*Geopod XE (Symbian/Windows Mobile/Zodiac)
*Vektrax (iOS)
*Low Grav Racer (iOS)
*Ground Effect (iOS)
*Repulze (iOS/Android)
*Skyriders (iOS/Android)
*Zaxxon Escape (iOS/Android) – ship-based endless runner, not really racing game but sort of?
*Speed Racer: The Beginning (iOS)
*Unpossible (iOS)
Flashout 2 (iOS)
Flashout 3D (iOS/Android/Ouya)
Space Track (iOS) – Skyroads ripoff
Mars Explorer (iOS)
Riptide GP2 (iOS, Android)

Arcades (* means arcade exclusive)

*Star Wars Racer Arcade (by Sega)
*Vapor TRX
*Motor Raid
*Cyber Cycles
*Hard Drivin’s Airborne (unreleased)
*Astro Race
*Star Rider
*Mad Crasher
*Space Position
*Hyperdrive
*Time Road (one of three settings is in the future)
*Vic Viper (unreleased)
*Wasteland Racers 2071
*H2 Overdrive (Hydro Thunder spiritual sequel)
*San Francisco Rush 2049 (one track is arcade only and all tracks’ shortcuts and coin locations are different. Also, no wings, stunt mode, or battle mode.)
*San Francisco Rush 2049 TE (Rush 2049 arcade, but with new, exclusive content — several new tracks and cars. It also had online network play with other machines.) (completed, but canceled in testing and unreleased)
*San Francisco Rush 2049 SE (newer, released Rush 2049 Arcade upgrade with all Rush 2049 TE content except online play)
*Victory Lap
Hydro Thunder
Badlands
S.T.U.N. Runner
Motorhead (port of the PC/PSX game)
Arctic Thunder
F-Zero AX (simultaneously developed with F-Zero GX)
Killer Loop (port of the PSX/PC/DC game)
LED Storm
RoadBlasters
Ballistics (port of the PC/Linux game)
Cosmos Circuit
Vs. Mach Rider (same as the NES game)
F-Zero (time-limited SNES game)
Speed King
*Hyperdrive


Upcoming


Distance (PS4  DD) – Spiritual sequel to Nitronic Rush!
FAST Racing Neo (Wii U)
Race the Sun (iOS, Android, Wii U) – ports of this good PC game are coming

May Happen:

Flashout 2 (Mac, Android) – already released on PC and iOS, these others are upcoming.
Radial-G (PC DD) – Oculus Rift VR headset-focused pipe-racing game. A demo of the game has been released on the games’ website, but the full game isn’t done yet, so I’m putting it here.

Other than that I don’t know of any actual upcoming futuristic racing games that are going to be released. Console Pyroblazer and Voltage Racers are dead.

Addendums
The Changelog and Non-Futuristic Racing Games Worth Mentioning Here
—————–

Changelog
dates are when added to this list, not when list was posted online.  The early updates without dates are from early to mid 2009.
———-
-added Speed Challenge: Jacques Villeneuve’s Racing Vision
-added Slipstream 5000
-removed Trackmania series
-added Cyber Cycles
-added Cosmos Circuit
-added Astro Race
-added Star Rider
-added Mad Crasher
-added Space Position
-added LED Storm (Arcade version)
-added Killer Loop (Arcade version)
-added Time Road -added Autoduel
-corrected PC systems order
highlighted system names
-added Cosmic Race
-added Motorhead
-added Jet Ion Grand Prix
-added FM Towns computer (“None?”)
-clarified Moto Roader games as definitely futuristic (because all three are)
-added BS Chrono Trigger Jet Bike Special
-added Club Drive (yup, it’s set in the future…)
-added Speed Zone (upcoming Wii game)
-added Death Race (NES; there’s also an old arcade version, but it seems to be pure combat, no racing at all.)
-added Fire & Forget (the first one), added details for Out of Gas (though it’s still a borderline case)
-6/9/09 – Moved Speed Zone/Wheelspin for the Wii from Upcoming to the the main list, because it’s been released in the US.
-9/18/09 – edited Upcoming section, added Voltage to released games list (PC only)
-9/30/09 – added Wipeout Pulse (European PS2 version) and Wipeout HD Fury (PSN expansion pack for the PSN game Wipeout HD)
-12/13/09 – added Chiki Chiki Machine Mou Race 2: In Space (Wacky Races (2) would have been the Western title had it been released here), Carmageddon: Splat Pack (expansion for Carmageddon), Yu-Gi-Oh! 5D’s: Wheelie Breakers, and Wasteland Racers 2071. Racers (Voltage in Russia) added to released PC games section, as an additional title for Voltage — Tim Langdell seems to actually ship copies of the thing, for the handful of people who order it, so it counts I guess. Wipeout HD Fury added to PS3 discs releases section as well as download. Fixed Powerdrome release date. Added some notes. Wheelspin (European release of Arthur McLean’s Speedzone) moved from ‘Upcoming’ to ‘Released’. Mach Rider added to Wii Virtual Console list — it had been marked in the NES section as also being on VC, but hadn’t been added to the VC section. Whoops, fixed.
“Extreme” but modern-day racing games added. Changelog and the “Extreme” modern-day sections moved to other, linked posts to save space.
-12/16/09 – added GearGrinder, Clutch, Hard Truck: Apocalypse – Rise of the Clans, Death Track Resurrection, Super Laser Racer. “Europe only” note on A.I.M. Racing removed, it was released worldwide. PC Digital Download section added, digital download titles listed. Bump ‘n’ Burn removed — it’s not futuristic, but a fantasy/kart-style racer.
-12/18/09 – added H-Craft, Hoverboard ASDF (a South Korean only racing online game which was shut down in 2005 and cannot be played anymore)
-1/25/10 – added Direct2Drive to PC DD services list, and marked all games that support it. Added Battlecars for the Spectrum.
-3/28/10 – fixed Street Racer/Speed Racer confusion. Street Racer is the one I was thinking of for PSX and Saturn and it is a kart racer, not a futuristic racer. However there was a Speed Racer game for PSX, so that was not changed (it just refers to a different game now); there were not Saturn or Game Boy versions of Speed Racer, so those two were removed. Added Speed Racer in The Challenge of Racer X for PC (DOS) which I had previously missed. Added Speed Racer in My Most Dangerous Adventures for SNES as well (it’s half racing, half platformer).
-7/27/10 – added Space Slalom for the Sega SG-1000, a very simple space-based go-through-the-gates game, Cosmic Causeway: Trailblazer II for the Commodore 64, Power Rangers Zeo: Battle Racers for SNES, if it counts (the bikes look futuristic, but the series is sort of set in the present day, right? Any thoughts?), Black Viper (Amiga, Amiga CD32). Added other versions of Trailblazer; it wasn’t just for C64, but for five other computers on the list as well. Added the Mac versions of Locus, which means it’s not PC only on computers, and Zone Raiders, which removes its PC exclusivity mark. Added C64 Classix (Overlander, Elektraglide) for PC and Mac. Added Laser Dolphin (main game is a platformer, racing side mode) for PC and Mac. Added Tasty Static (freeware Skyroads clone from last year) for PC, Mac, and Linux. Added Badlands’ older home computer ports, it was only listed for arcades and Midway Arcade Treasures 3 but was released on various home computers when it came out. Added Amiga, Atari ST, and PC versions of Psyborg; it wasn’t just for Amstrad CPC. I wasn’t sure about Nitro (Amiga, Atari ST), but it appears to be a ‘apocalypse modern day’ setting, so I put the game in the “Alternate World Modern Day” section. I’d love if someone could find the manual for this game, so I could know whether it should be where I put it, or in the main list… Finally, added Mars Explorer (freeware browser/iPhone/Mac/Windows game); it’s mostly not racing I think, just driving and stuff, but I believe there is some in it.
-9/1/10 – added the upcoming game Fast – Racing League for WiiWare, from Shin’en.
-9/11/10 – added the mediocre and utterly unremarkable futuristic racing/educational game “Galaxy Racers” for the DS. (a new release, just recently came out)
11/20/10 – added Space Track for the iPhone and PC. It’s a Skyroads knockoff. The PC version is a demo only with level creator, the full version is only on iPhone but has no level creator.
9/26/11 – added FAST (WiiWare), Metal Fangs (Genesis), Star Wars: Super Bombad Racing (PS2), and Impact Racing (PS1/Saturn). In the “Extreme but not futuristic” category moved both TrackMania games to released (2 for PC, and the Wii game), plus added the second DS TrackMania, TrackMania Turbo. Metal Fangs I just learned about, it’s a topdown-style racer, looks okay. Super Bombad Racing is a Star Wars kart racer, but because of the Star Wars setting I’m including it even if gameplay-wise it’s kart and not futuristic. I see that at the top of pg. 2 I asked about Impact Racing. Now I’ve played it, and it’s definitely futuristic, and it is a racing game because you need to finish before time runs out. Like Offworld Interceptor Extreme, you do a lot of shooting and there aren’t opponents you’re racing against, just enemies, but the timer is tight and killing enemies can get you more so you can finish the race before time runs out.
-10/16/2011 – Hydro Thunder Hurricane (X360), H2 Overdrive (Arcade), Sonic Riders (PS2, PC, Xbox, GC), Sonic Riders: Zero Gravity (PS2, Wii), Sonic Free Riders (X360 Kinect).
10/17/2011 – Sodium 2 (PS Home for PS3) – free to play with pay DLC game in Playstation Home for the PS3. I’ll put it in the PSN section, with a note it’s in Home.
11/7/2011 – Added Star Speeder and the Super Cassette Vision console that it is for, and the GBA version of Drome Racers (which is a different game from the PC/PS2/Xbox/GC title). Also added most of the Cyber Formula series; only two of the eight racing games in the series were in the list. The six new ones are Shinseiki GPX Cyber Formula (GB), Shinseiki GPX Cyber Formula: Road to the Infinity (PS2), Shinseiki GPX Cyber Formula: Road to the Infinity 2 (PS2), Shinseiki GPX Cyber Formula: Road to the Infinity 3 (PS2), Shinseiki GPX Cyber Formula: Road to the Infinity 4 (PS2), and Shinseiki GPX Cyber Formula: Road to the Evolution (GC).
11/15/2011 – Added Ben 10 Galactic Racing (DS/3DS/PS3/360/Wii), Nitronic Rush (freeware PC game), InMomentum (PC DD platform/racer). Ben 10 Galactic Racing is a kart racer style game set in the cartoon franchise. Nitronic Rush is a pretty awesome timetrial racing game with some Rush series influence, along with other things like the platformer-ish levels in Rollcage, etc.
5/22/2012 – Added 360: Three Sixty (PS1, Europe only), Bugriders: The Race of Kings (PS1, US/EU only). Bugriders might not really fit here; the game is fantasy themed, on a strange alien world, but isn’t really clearly futuristic, I think. I’m not sure if it should be here, but it’s definitely not set on Earth anyway.
6/3/2012 – Added Cubix Robots for Everyone: Race ‘N Robots (PS1 and GBC)
9/2/2012 – Added Rocket Coaster (LaserActive Sega PAC) – racing game with fantasy, adventure, and future settings. The cars look futuristic in all three sets of tracks though.
9/6/2012 – Added Future Racer, aka Defeat Lightning (PS1).
10/2/2012 – Added Mac Digital Downloads category with the Mac version of Laser Dolphin, Tasty Static, and Mars Explorer in it. Added Linux Digital Downloads category with Tasty Static and H-Craft in it.
11/5/2012 – Added the Cybiko/Cybiko Xtreme handhelds and the free game Galaxy Racers for it (it’s a rail shooter/racing game cross)
11/17/2012 – Added Armada F/X Racers for Game Boy Color. It’s a mediocre racing game spinoff of the good Dreamcast topdown spaceship action/strategy title.
12/13/2012 – Added Wipeout 2048 for Playstation Vita, and the console. Also added Crazy Chicken: Star Karts for the DS. It’s a quite bad, low-budget game, as with all Crazy Chicken titles, but it exists. Expect bad space Mario Kart. Removed Jeff Gordon’s XS Racing for PS1, because it doesn’t exist — the console ports of that game were never released, it’s a PC-only game.
2/2/2013 – Added Speed King (JP title), aka Road Rage (EU title), for the Playstation and Arcades. It’s a Konami game in the style of Wipeout. No US release.
3/19/2013 – Added Death Road (PC and PC DD) – Another European futuristic racing game. The game released in 2012, but I didn’t hear about it until just now. It’s on Origin and GamersGate, online; physical was Europe-only.
3/20/2013 – Removed X-Car (PC), because really it’s not futuristic. I also added PSP PSN (digital), Vita PSN (digital), DSiWare (digital), 3DS eShop (digital), 3DS Virtual Console (digital), and Wii U, Wii U eShop (digital), and Wii U Virtual Console (digital) categories. All the Wii U has so far is F-Zero for VC, but there’ll be more sometime I’m sure. There are no games in most those categories, but four of the five PSP games here do have digital-download releases on the PSP PSN, so that’s cool. One, StateShift, was only released in the US on PSN — the physical release was Europe-only. Of the five though, only the Japan-exclusive one (Shinseki GPX Cyber Formula) doesn’t have a download release. Note that I slightly changed the formatting — I removed the (disc) labels that had been on the Wii and X360, and instead mark digital-only categories with a (digital) marker. For the purposes of the + or * notes — that is, for purposes of exclusivity — I do not consider the digital and physical categories for each platform to be different platforms, so games still get a * if they available on both physical and digital for a system, but aren’t on any other systems. Midway Arcade Treasures 3, Jet X2O, and Downforce were also added to the “extreme” but modern-day list. I know that list is missing a lot of stuff that could be there, but those do belong, and now have been added. Finally, I updated the PC Digital Downloads category. Origin and Amazon have been added, and GameFly has replaced Direct2Drive since they bought the service. I checked most of those games on most of those services, to see that the listings are correct, and added ones that were missing, such as all of Amazon’s listings, the one on Origin, a few new ones for other services, etc. I also removed one or two D2D games that GameFly doesn’t have anymore. Added Distance (PC) to the Upcoming Games list.
5/25/2013 – Added the Wipeout-inspired Flashout 3D (iOS, Android, Ouya) to the Mobile category, and added Flashout 3D (PC, Mac) and Energy Hook (PC, Mac, Linux) to Upcoming. As for the Ouya though, it’s Android powered, but it’s pretty much a console… should it be in consoles instead of Mobile? Also added Repulze (iOS/Android), another Wipeout-inspired game, and Skyriders (Android/iOS) to the Mobile list as well. Skyriders looks like sort of like Skyroads with a bit of Monkey Ball mixed in, so it’s sort of a platform/racing game. Looking at other Android games, I see Zaxxon Escape (iOS/Android) listed as one, but really that’s an endless runner in a ship. I can’t quite call that a racing game… any opinions?
8/14/2014 – Added Moonspeeder (Atari Falcon), Moongames (Atari Falcon), and the Atari Falcon computer. The Atari Falcon is sort of a revision of the Atari ST, but it’s not entirely backwards compatible, so I guess it should be listed separately? That’s what I did for now, at least. These are shareware/freeware games for the unsuccessful Atari Falcon computer, so I’d never heard of them before bumping into mention of one today… it’s always great to hear of a new futuristic racing game, there are so few these days! There are more additions today: AiRace Tunnel (DSiWare), AiRace Speed (3DS eShop), and AiRace Xeno (3DS eShop). These are all overly simplistic timetrial-only tube racing games, but they are racing games, I guess, so I’m finally adding them. The other game in this series, AiRace (DSiWare), is a plane racing game, not futuristic.
8/17/2014 – Updated formatting for re-posting. Added Radial-G (PC) to Upcoming; a demo of this game is out, but not the full version, so I don’t think it quite counts as released? Also added Flashout 2 (Mac and Android versions), Race the Sun (PS3, PS4, and PS Vita versions), and Riptide GP2 (PS4, XONE) to Upcoming. The other versions of these games were released (listed below), but not these, yet. As for released games that were added in this update, I did add the previously mentioned Zaxxon Escape (iOS/Android) in the Mobile category; I’m not sure if it should count, but I put it on the list. Also added Race the Sun (PC/Mac/Linux, Digital Download for all) – fun game!, Hot Wheels Velocity X (GC/Xbox/PS2/PC), Hot Wheels Velocity X (GBA), Trailblazer (Gizmondo), Trailblazer (PSP DD) – yes, these two are different games, and they are also different from the original classic Trailblazer for old computers (I clarified this by adding years of release for all three titles.), Hresvelgr (PS2) [Jet Ion Grand Prix (PS2) is this games’ sequel.  I clarified that by adding the Japanese title of that game, Hresvelgr International, to the list.], Flashout 2 (iOS/PC), Speed Racer: The Beginning (iOS), Unpossible (iOS), Riptide GP (iOS/Android/W8), and Riptide GP2 (iOS/Android/W8/PC) – this game is disappointing, this mobile thing is nowhere remotely near the level of Hydro Thunder Hurricane, which is from the same team.  I also added Vangers to the PC DD category; it was already listed as a disc release, but the game got a recent digital-download release as well on Steam.  For the Riptide games I also added a new category, Windows 8 App Store, for the W8 App Store releases of those games; it’s clearly a different thing from normal PC games and should be in a different category.  Finally, Android devices (Ouya, Android mode in the Kindle or BlackBerry 10 lines, Gamestick, etc.) do NOT each get a separate category.  They just all go into “Android” in the Mobile category.
7/31/2015 – Added Victory Lap (Arcade), an obscure Sega arcade racing game; Spectra 8bit Racing (for Windows Store – for Windows 8/10), PC, Mac, and Linux); PAM: Post Apocalyptic Mayhem (PC Digital Download); Distance (P, Mac, and Linux) – the game is out, so it has been removed from ‘upcoming’, though an upcoming PS4 port has been added; Race the Sun (iOS, Android, and Wii U ports of this PC game have been added to Upcoming); FAST Racing Neo (Wii U) added to Upcoming; and Hot Wheels World Race (GBA) added — somehow I’d missed listing the GBA version.


“Extreme” Modern-Day Racing Games

———————————–
I considered adding games like Excitebike 64 and 4-Wheel Thunder to this list, because of their turbo systems, etc., but I decided that the more “real-world” track designs of those games doesn’t quite qualify them. I do think that’s an issue worth discussing, though. Off-Road Thunder has crazy track designs, much more so than 4-Wheel Thunder (though 4-Wheel Thunder is the better game)… though that does bring up the issue of Super Off-Road, I guess. Not sure about that one.

Genesis

Hard Drivin’
Race Drivin’ (has (exclusive?) track editor)

Lynx

Hard Drivin’

Game Boy

Race Drivin’

SNES

Race Drivin’

Saturn

Race Drivin’ (Japan only)

Playstation

San Francisco Rush: Extreme Racing (original Rush game only, awful port)
Race Drivin’ (Japan only)

Nintendo 64

*Rush 2: Extreme Racing USA
+San Francisco Rush: Extreme Racing
(includes all Rush and Rush The Rock content, unlike the PSX version which is only the original arcade game)

Playstation 2

*Jet X2O (Hydro Thunder/Wave Race cross)
Downforce (it’s not very “extreme” at all, but they tried to sell it as one, so it sort of counts)
Midway Arcade Treasures 3 (San Francisco Rush The Rock: Alcatraz Edition, Off-Road Thunder)

Gamecube

Midway Arcade Treasures 3 (San Francisco Rush The Rock: Alcatraz Edition, Off-Road Thunder)

Xbox

Midway Arcade Treasures 3 (San Francisco Rush The Rock: Alcatraz Edition, Off-Road Thunder)

DS

*TrackMania DS
*TrackMania Turbo

Wii

*TrackMania: Build to Race

Commodore 64

Hard Drivin’

ZX Spectrum (UK only)

Hard Drivin’

Amstrad CPC (UK only)

Hard Drivin’

Atari ST

Hard Drivin’
Hard Drivin’ II

Amiga

Hard Drivin’ II

PC

*Whiplash (US title) / Fatal Racing (EU title)
*Stunts
*TrackMania (not everyone counts this series as racing, but it kind of is…)
*TrackMania Power Up!
*TrackMania Nations: Electronic Sports World Cup (freeware ver.)
*TrackMania United
*TrackMania United Forever (freeware ver.)
*TrackMania Nations Forever (freeware ver.)
*TrackMania Sunrise
*TrackMania Sunrise eXtreme (freeware ver.)
*TrackMania II (all parts)
Hard Drivin’ II
Midway Arcade Treasures 3 (San Francisco Rush The Rock: Alcatraz Edition, Off-Road Thunder)

Arcade

Hard Drivin’
Race Drivin’
San Francisco Rush: Extreme Racing
San Francisco Rush The Rock: Alcatraz Edition
Off-Road Thunder

Alternate World Modern Day Racing Games
—————————————-
These are titles set in the “present”, but in a present where things happened differently from our present. This generally means a post-apocalyptic game which is supposed to be set in an alternate today, not tomorrow or sometime else in the future.

X360

Fuel (2009)

PS3

Fuel (2009)

PC

Fuel (2009)

Amiga

Nitro

Atari ST

Nitro

Titles not on list that deserve consideration

Futuristic driving shooters not in the main list– SpyHunter series (no racing, just driving forward forever and shooting for high score in the original one, or driving through a level shooting stuff in the newer ones… the newer ones are borderline cases, since there are actually goal points to reach. The old one almost definitely does not count, I would say. The newer ones… maybe.), Twisted Metal series and clones (again, no racing, just vehicle-based arena shooting), etc. Other futuristic driving but not racing games also aren’t in the list — Destructor (Colecovision), Seicross (NES/Arcade) (shmuplike or combat “racing”?), Moon Patrol (Arcade, etc), RoadKill (2003), Speed Power Gunbike (PSX, Japan only), the driving parts of Vice: Project Doom (NES), Highway Hunter (PC) (it’s a shmup with a car), Mad Alien (Arcade), and many more. Most of these are arena shooters or auto-scrolling shooting games, really.

Some borderline titles that I ended up including include RoadBlasters and Fire & Forget II, but they’re questionable inclusions really, for their heavy combat focuses.

Games which are not primarily racing games but which have futuristic racing components to them are also not in the main list — Body Harvest (N64), Beyond Good & Evil, Chrome (PC), RoboCop 3 (PC/Atari ST/Amiga), The Terminator (SNES), Terminator 3: The Redemption (PS2/Xbox/GC), Scrapland (PC), and many more. These could possibly be included.

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Battle Cars (SNES) Review – A unique futuristic combat racing game worth knowing about.

Battle Cars is a Mode 7 futuristic racing game for the Super Nintendo. It’s not particularly well known, but it is a good game well worth playing! This review isn’t very old and needed only minor touchups. I don’t know why I failed to put it on my site before, but I’ve corrected that now!

  • Name: Battle Cars
  • Developer and Publisher: Namco of America
  • Released: 1993 (US exclusive title)
  • Review written 4/6/2012

Box

Battle Cars is a futuristic combat racing game clearly inspired by F-Zero, but it is not a clone of that great classic. F-Zero is my favorite 4th gen racing game, but Battle Cars is worth playing as well. Indeed, it’s its own game in most respects. As much of this is bad as good — it’s a flawed game for sure — but genre fans like myself are sure to like it anyway, and it definitely has good points as well.

Battle Cars is a mode 7 game, as the above screenshot shows. The game has very few options — the only modes are 1 player, 2 player, 2 player versus, and options. The game does not have saving or passwords, so set some time aside for this one — you’ll need to do 20+ races without turning off the system, if you intend on beating the game. 1 player and 2 player are campaign modes, so yes, the game has a co-op campaign, which is pretty cool. The one player game is fullscreen, the two player game splitscreen, so it supports both modes — again a nice feature. This is also seen in Street Racer and presumably some other mode 7 racing games, but neither F-Zero nor Mario Kart did it (though Street Racer had 4 player splitscreen, while this has only two, it’s still nice.). 2 player versus allows you to choose a track (5 normal tracks and 9 cross-country tracks are available) and any of the six cars and go; this is the only mode where you can choose a track, or the three boss cars without a code, so there is no way to play a single race in one player mode, stupidly.

In the options menu you can change the difficulty, volume, etc. The difficulty levels really do matter; the game’s appreciably harder on Hard, and easier on Easy. You also don’t play the last few levels on Easy (the game ends early), or the first two levels on Hard, oddly enough for the latter case. The ending gets better with each difficulty level, to push you to try the higher ones.

race xc 2

During a race – Cross Country

In the game, there’s an onscreen indicator in the left (or center, for two-player mode). This shows your armor level (the bar), speed (the lower number), distance to the goal (in cross-country races) or ahead of the rival (in versus/boss races) (the upper number, with a – for behind and a + for ahead), and the status of your shields. That latter point is important. When you hit the walls, or get hit by another car or mine, your shields may go dark red, instead of the default bright red. When shields are dark red and then you take another hit, or hit a wall again, your turbo goes offline for several seconds. When this happens, your health bar turns grey, and you immediately start falling behind because of how much slower you got. So yeah, try to avoid this… it’s cruel.

The controls are as follows. The d-pad turns, of course. A accelerates. X brakes. B fires your current weapon. Y switches weapons. And L and R are sharp-turn buttons, to make turns quickly. Pressing L and R together jumps, which causes great damage if you land on top of another vehicle (indeed, slowing cars down with fire and then jumping on them is a good tactic, once you can get it down). Pressing down plus L and R effects an instant reverse, useful if you get turned around. Down plus L or R does a sideswipe attack, which is stronger if you also press left or right at the same time. The main problem with the controls is that you must regularly hit Y while holding A, which, if you think about it, is NOT comfortable. Either you need to momentarily let go of the accelerator to switch weapons — not a great idea — or use an odd way of holding the controller. It’s kind of annoying, but you do get used to it… and no, there’s no control configuration options.

There are three weapons that the vehicles in Battle Cars are equipped with. The main weapon is the Disc. This round shot fires straight, but then bounces off of the walls once it hits one. It’ll keep going for a while. It’s a very useful weapon, but does take three shots to kill other cars in cross-country mode if you just use the gun, so unless you jump on them or something too it can be hard to do while finishing in time. The other two weapons are the Homing Missile, which, as the name sounds, homes in on the vehicle in front of you, and the Grenade, which acts like a mortar, shooting in front of your car. The homing missile might sound great, and it is, but as you can only have one weapon fired off at any time, if you shoot a missile and it doesn’t hit anyone for a while, as can happen, you can be left without weapons at a crucial time. As for the grenade, it’s very useful and damaging if you can hit with it, but hitting is the trick… Also, you have no weapons that can hit someone behind you, which is a complete pain. I’d LOVE to have mines. And on that note, some computer cars do have mines. None have projectiles, like you do, oddly enough, but many can drop mines behind them. Why you have projectiles but not mines, while the computer has mines but not projectiles, I have no idea, but it’s kind of odd. It works, but it’s odd.

select

Choosing a color

In the main game, the 1p or 2p co-op modes, you choose one of three cars (or six, if you use a code to unlock three more or play in 2p versus mode) and go. There’s another code that allows you to choose one of eight colors for your car, or after you beat the game you unlock this as well. Of course, turning off the system loses that, so the main way to change car colors is with the cheatcode (see GameFAQs). The cars are somewhat reminiscent of something in Rock n Roll Racing, though this game predates that one. The tracks, though, look like something out of F-Zero, though without the jumps. The graphics are good, and I like the variety of locations, including a polluted city wasteland, a water planet, etc. Each place looks different. This is clearly a dystopian future, as the art makes obvious, but humanity has survived… and met aliens too, as you’ll find later in the game.

race xc

Cross Country race… grey bar, so they’ve been slowed. Poor driver.

Once you’ve begun the game, you go to the first planet and location. The way the game works is that each of the ten (in Normal difficulty) locations is broken up into two races. The first race is a Cross-Country race, and the second is the boss race. There is no 3-2-1-Go text in this game — the instant that you see the track the race has begun, so hold down the accelerator from the first second or you’ll immediately fall behind. Yeah, it’s kind of weird. In the cross-country race, a one-way race, you have a preset time amount and try to complete the track before time runs out. While you drive, you also want to try to destroy as many of the traffic vehicles as possible. The game will continue if you run out of time, but the traffic vehicles will be replaced with dangerous bombs, so try to finish in time. While you can’t immediately choose to replay these races, if you fail the boss race, you can redo the cross-country race, and your points and money carry over, so it’s a way to build up your car more, if you choose. The cross-country races are fun and decently challenging as well. Each time you finish a cross-country race, you go to the upgrades screen.

race

The upgrade screen.

At the end, your points are totaled. You get money based on how many cars you destroyed and credits based on how much time was left on the clock (no money if you ran out of time, of course). The money can be spent on car upgrades, of which there are six types — Engine (increase base max speed), Turbo (increase turbo speed), armor, Jump, Tires, and something else. Engine and turbo are the most important powerups, but you need to somewhat balance it out. Having enough upgrades is VERY important — later bosses will be quite hard if you aren’t powered up enough. Turbo is automatic, not a separate button — it’ll activate as long as you hold the accelerator down, unless it’s disabled temporarily. I’ve found that the cross-country courses very in difficulty — in some I found it pretty much impossible to finish in the given time, but with others it wasn’t too hard, and the difficulty curve wasn’t entirely linear either. At least you can also get money with kills.

Now, there’s one odd thing about the money system. In addition to cash for car upgrades, the game also has weapon upgrades, for the game’s three weapons. However, you don’t buy weapon upgrades with money. Instead, you buy them with the Credits. Why you buy car upgrades with one kind of money (from kills) and weapon upgrades with another (from time) I have no idea, but that’s how it works. Each type of money is not transferable to the other. You an upgrade the three types of weapons to make them stronger.

race

During a race – Boss race

Once you exit the upgrade screen, you go to the second race of each location, the boss race. Here, you face off against a challenging, and indestructible, rival driver. There are still traffic cars on the track, to get in your way, lay mines in your path, and such, but the one that’s your main challenge is the track’s boss. Before each race the boss will say a few words to you, and then it begins. Remember, hold accelerate, you don’t want to fall behind at the start! Each boss race is two laps on a track, and each one has its own course. The bosses start out not too hard, but get quite tough in the later going. The last three or four boss races took me many tries each. You can shoot the bosses, but can’t kill them; it’ll only slow them down. As the bosses were often faster than me though, this was vital, as it was about the only way to get ahead… as for staying there? Well, you better hope you have enough speed powerups. Otherwise, stay close, shoot the boss at the end, and hope for the best. Because I didn’t do well enough on some of the cross-country events, I had to do some of this. So yeah, the game can be frustrating. It was fun enough to be worth continuing the effort, though, and it eventually paid off once I got past each boss. If you fail, you are given the chance to retry the race, retry the cross-country race again (with, as I said before, all your current upgrades and money), or quit the game and give up. You can continue as much as you want, but man do I badly wish the game had passwords… it’s kind of long for a game with no saving! At least you do get a decent reward once you beat the game, though — there’s a nicely long ending that made completing the game more satisfying. It promises even more in the hard mode ending, too.

-SPOILER ALERT-
Specifically, in the ending, you see silhouettes of each of your defeated foes congratulating you for your victory, with a top-down view of their tracks on the side. The ending hints at being able to play this in Hard. Looking on GameFAQs, there’s a cheat code that lets you play the whole game in top down, as well… interesting. I think that a game like this is going to be better in third person than top down, but it’s cool to have the option.
title

Title Screen

The tracks are reminiscent of F-Zero, as I said, but they have their own style too — they’re not ripoffs, they have a different identity. For one thing, sharp turns are very common — you’ll need those sharp-turn buttons a lot, because otherwise you’ll be bouncing off the walls and getting slowed down as a result. Learn the courses! Also, while the tracks are usually on the narrow side, there are some parts which widen out significantly. In these areas, you’ll need to memorize where the path goes, or follow the computers, in order to learn it — it’s not always immediately obvious. The tracks are long as well, and each one takes a good while to drive through, so two laps (or one, for the cross-country courses) does not feel short.

If you want it to be longer though, for the 2-player versus mode you can change the number of laps from 2 to 10. Sadly there’s no one player mode with this option, just like how there’s no 1p single race mode. You can also enable or disable bosses in 2p vs. mode, and choose between having all the weapons, none, or just the Disc (and again, no, no options like these for a 1p mode). In splitscreen mode the graphics are simpler — the courses are just a track on a black background, instead of having a colorful environment like you have in the single player, full-screen game — but given that F-Zero didn’t have multiplayer at all, it’s great that it was included here.

Overall, Battle Cars is an interesting, but frustrating and somewhat odd, game. On the one hand, it’s great to see because there are FAR too few 4th gen F-Zero inspired games out there — you’d think that its success led to numerous copies, but for some reason it didn’t. Really, this is one of the few. I like the visual style — mode 7 looks great for a futuristic racing game — and the gameplay, while frustrating unless you’re good at the game, is fun. The designers made some odd choices, like the missing one-player single race mode and the very long, linear campaign with no saving, not to mention the various unlockables that are kind of pointless as unlocks because it doesn’t save (thankfully they’re accessible via codes too!), and there’s also that frustration until, or unless, you get good at the game, but even so, it’s a good game overall. I give it a B or B-. Most would likely score it lower, but I love futuristic racing games, so it deserves that B. It helps that I love futuristic racing games, of course, but even so, this is a fun game. It’s something that most people have overlooked, but it’s worth more attention than it has gotten. The graphics are good, track designs are great and challenging, the gameplay is unique in some good ways as well as the bad, and despite some issues, I’m happy to have gotten this game and will definitely be playing it more. I still need to tackle Hard mode, after all… I’ve only beaten it on Normal. Battle Cars is a flawed game, but good overall even so.

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Pod: Planet of Death (PC) – One of the best, and buggiest, racing games ever is still a true classic!

I got Pod 1.0, the incomplete OEM packin edition of the game, with the computer we got in summer 1997, and I quickly realized how great this game is. It took a while before I finally upgraded it to the full retail 2.0 version, since on dialup downloading the 30+MB patch that the upgrade required was a pretty big undertaking. Regardless, though, I really love Pod, and have ever since I got the game. It is one of my favorite PC racing games ever, no question. Pod is truly outstanding, but the game also has some major issues. I will cover both sides of that in this article. Despite the issues, Pod is perhaps my favorite Ubisoft game. It’s either this or Rayman 2, which is another really exceptional game.

Note: this is ver.3.1 of this article. I updated and improved the review and article for posting today. The second version was completed on 9/3/2012, and the first version on 7/26/2008. The second version was inspired by my learning about the GOG release of the game, PodHacks, and nGlide, so I integrated mentions of all three of these important releases and tools into the review then. I’ve improved this now for version 3, and added additional details and better formatting in this revision. It’s the best version of my Pod review/article yet! I improved clarity on some points and added a lot of formatting improvements. A lot of the original text is still present, but GOG and PodHacks particularly make some things simpler and fix some of the game’s outstanding issues, so the game works better now than when I wrote the original version. Also, once again, in ver. 3 I updated the links and made sure all the images and videos worked; some needed fixing. In version 3.1, I updated the 3DFX Glide emulators section based on a comment that my nGlide information was outdated. Thanks for the update.

  • Name: Pod: Planet of Death
  • Platform: PC (Windows 9x or better Required)
  • Developer and Publisher: Ubisoft
  • Released: 1997

Intro

pod box

The box. As I have the OEM version, I do not have this, only a sleeve and manual.

This is the intro CG. Watch this first!

It’ll be over soon… it’s going to be gone and this place will be forgotten.

It’s too bad really, because the whole thing started out so well. Io is… I mean, was… one of the most successful new planets. It was colonized rapidly, industries developed, and people came from everywhere to take advantage of the work opportunities here.

For years, we all prospered. It was like living on a new frontier. And then… it all came to a halt. An accident in one of the mines exposed some kind of virus.

The press called it “pod” and it’s practically destroyed everything here.

Everyone has left Io now, or almost everyone. Some have stayed behind, some by choice, some because they had no choice. Our days are numbered now. We’re all doomed, all except for one person. There is one ship left, one of us will get away to safety. Pod is in the final stages of its destructive cycle. Planet Io and everyone left on it will die.

To kill time, we’ve been using parts from abandoned factories and forgotten equipment to transform cars into superpowered vehicles and race them around the empty streets of Io. Today’s races aren’t like the others, though. Today each driver is racing for his life. The winner will take his place in that one remaining ship.

The others? Well, well.

The game’s name, by the way, is entirely appropriate, but you’ll need to see the awesome ending to see exactly why. Don’t spoil it by watching the Youtube video, play the game!

Pod 1.0 disc

Pod 1.0 (OEM Edition) disc – the one I have.

 

Review

Pod is a racing game developed and published by Ubisoft for the PC in 1997. It was one of the first games to support Intel’s new MMX technology, and supported the 3d cards of the day too. After it came out, the game had a series of patches, updates, and fixes, and the number of game versions profligated from just a few at first to many. It supported DirectX 3, DirectX 5, 3DFX Glide, lesser cards like the S3’s junky 3d cards and whatever ATI had then, Matrox, and more, each with separate patches. Despite all the patches, however, some of the core issues were never fixed…

Time has, however, made things slightly simpler. Most of those patches I mentioned are now irrelevant. Also, they fall into two general categories, the ‘lesser graphics’ versions, and the 24MB ‘better graphics’ ones. Only two versions of the game are 24MB (referring to the size of the patch) better graphics versions — D3D DirectX 5, and 3DFX Glide. Of those, the Glide version has better graphics, and supports 800×600 resolution, while the D3D 5 version is limited to 640×480. As a result, the best way to play the game now is with a Glide emulator. The game is now also available on GOG, and as expected they have fixed the worst problems, though there are still some things to know for that version, in particular for how to add the additional cars and tracks.

On that note, in addition to the patches, the game also had numerous official car and track downloads, as well as a few unofficial car and tracks that were made by users and are available. The results of this are that Pod folder in my Game Downloads folder being 715 files and 425MB large, though a lot of that is the track and car downloads. For a 1997 game though, that’s a lot of stuff. The additional and user-made content is another great thing about this game.

Instead of the usual way, I organize this review as a bullet-list of sorts, sorted by whether each item is good, neutral, or bad.

First, the many Good Points. These are some of the reasons why this game is so amazing.

 

+Pod is a pure racing game. There are no weapons or attacks of any kind, except for just bumping into the other cars. Weapons work in a lot of futuristic racing games, sure, but in this case not having them focuses the game on the racing, and it works really, really well. Pod is a pure game, focused entirely on racing. The controls are simple, but the game has depth and complexity thanks to its focus and its great course designs.

+Physics — you slow down on uphills, speed up on downhills. Some complain that the effect on your speed from going up a hill is too significant, and it makes the game feel slow, but while sometimes you are slowed down quite a bit on uphills, shouldn’t you be? When a car goes up a hill, unless it can accelerate more, it loses speed. That’s exactly how it works here. It is an arcade-style racing game, but it uses a very playable, and fun, driving model which has some realism to it.

+The controls are very simple — In fact, the game only has four controls: turn left, turn right, accelerate, and brake, unless you’re using manual transmission, in which case there are also two gearshift buttons. Nothing more is needed. There are some configuration buttons and a pause button, but none of those are related to the actual gameplay… the actual gameplay controls are as simple as can be. You focus on the racing, not on trying to remember the controls.

+Pod is one of the great time-trial-focused racing games. I personally prefer races against other cars to time-trials, but Pod does both types of racing extremely well. Among the fan community online, Pod became particularly popular as a time-trial racer. Many Pod fans went on to Trackmania after that game released, and became fans of that series of timetrial racing games, but Pod had that fanbase before Trackmania did. And yes, the game does support recording good time-trial runs as ghosts.

+How many racing games have this kind of variety? Those many cars and tracks… despite the irritation of the CDPatcher (see below), there are a huge number of available tracks and cars in this game compared to others from the time, or even many newer games of this type! The game comes with 16 built-in tracks and 8 built-in cars that are always installed. The main Championship goes through those sixteen tracks. Beyond that, there are an additional 20 official tracks available for download, and also several unofficial ones with no AI. The base tracks are always installed, and you can add up to 32 additional tracks loaded in the game at any time, with any mixture of official and fanmade tracks among those added 32 tracks. In Europe most of the official addon tracks were originally released in an expansion pack, but the expansion didn’t come out in the US. Instead, all of its tracks were put up for download, with regular new track releases (free of course) until they were all available.), and up to 32 of the and 44 official car downloads installed into the game at once. In addition, there are five unofficial car downloads, seven OEM versions of official original courses available (they were altered in the final release, but you can see the original versions with these tracks), two other beta versions of official courses, and a bunch of user courses — 11 new tracks (some of which crash, and which do not have any AI so it’s timetrial or multiplayer only), 8 reskins of official courses, and several reskins of user courses (some of which crash). Every track, original and expansion, looks completely different and has its own theme and setting, as well as layout an obstacles. I don’t know of any other futuristic or arcade racing games with this much variety…

+The actual track DESIGNS are fantastic and unique. Perhaps my favorite thing about Pod are the fantastic track designs! Pod has a visual style all its own, and unique and great track designs as well. The tracks are highly varied in locations, length (though overall race time is kept similar by having more laps on short courses and fewer on long ones — a great system!), width, style, and difficulty, providing for greater variety than almost anything else in the genre. This is probably the greatest strength of the game, as no other racing game ever has tracks that have the feeling and design of Pod’s. There are tracks for everyone here. The easy tracks are short (in lap length, not race length, thanks to the short tracks having more laps), the hard tracks long. The easy ones have no shortcuts, the hard ones many paths to find your way through. The designs are amazingly good and always interesting and go far above and beyond the requirements for courses for your average futuristic racing game. The harder tracks, in particular, are truly challenging, full of blind turns, dead ends, tricky shortcuts, mazelike arrays of passages you have to find your way through, traps, and obstacles you can bump into and push around. At times, when you’re winding your way through a particularly hellish maze of corridors, such as the track of doom, Megapol (play it and you will understand how appropriate that appellation is…), the game can barely feel like a racing game at all… except for that lap time of yours, falling minutes behind the competition, that is. Of course, spend the time to memorize the course and you can do well too… but if this gets too frustrating, many simpler, but just as great, tracks are available.

+The game has great art design, as you might expect from a French game. The abandoned, futuristic world of Io presented here is very well designed. Each track has a consistent theme and style which comes together very well. While all of the original courses and many of the addon ones have collapsing-world themes, each one has its own unique environment and design; they each look unique, and all are interesting. The cars are just as well done and also come in great variety. The graphics are admittedly a product of their time — they have a similar ‘1997 PC’ feel to, for instance, Jedi Knight 1 — but while this means a very limited polygon count, it also gives them a distinctive style. Considering when the game was made the graphics are fantastic, and the texture work looks amazing in emulated 3DFX mode at 800×600 or higher. The textures are absolutely beautiful in emulated 3DFX mode. The game’s interface theme also fits perfectly with the game’s. Everything looks like it’s on corroding metal plates, essentially. It fits the game perfectly, and I think the interface looks great. Oh, and no, the game’s colorscheme isn’t just brown and grey. There is a lot of brown, but there is also grass, lots of multicolored skies, brightly colored areas, flashing barriers, the works. It’s not just brown.

+In the expansion, track settings have even greater variety. While all of the original tracks have a consistent overall theme, in the expansion Ubisoft went farther afield. As a result, many of these tracks have varied, non-Io themes — a giant casino table (and spectacularly great course), an ice field with giant penguins, a halloween-themed course, a tropical island, and more — these tracks offer some nice variety, and are some of the best looking, and best designed, courses in the game. The original game has a consistent story and plot; why not try some interesting, different things for the addon tracks? This variety makes you want to download, and try, every one of these great tracks. They really are some of the best in the game. Some even have themed vehicles to go with them!

+The fanmade tracks are great! Even if they only work in multiplayer or timetrial and some crash, the user-made tracks that don’t crash are interesting and can be as well designed as any of the official courses. There are still Pod websites active on the internet (yes, it had a real fanbase, and this has lasted. There are still Pod fansites on the internet. ) and you can find other timetrial times to compare yours to if you wish. As I said earlier, Timetrial mode was very popular in Pod, like it would later be with Trackmania. You can save and load ghosts in order to compare your times to those of the best players who have played the game. These ghost downloads can be found on fansites, which also provide a place or link to places to download all of the patches, emulators, track downloads, and car downloads that I’ve talked about from.

+There is an optional car damage system. You can set it to Off, Global (a simple model where the whole car takes damage when you get hit), or Sector, which breaks the car down into six parts which take damage separately (the most challenging form of damage modelling). While cars cannot be destroyed (unlike in the intro… ), and there is no visible car damage, just an on-screen graphic, damage affects top speed and performance, making avoiding it a very good idea. Each track has a repair zone to stop in that will slowly repair car damage, but they are always on sidings and are sometimes well hidden, so taking one WILL be a delay. Deciding to go fix your car will usually lose you some time, but will fix your top speed. It’s a tough decision on some courses… Oh yes, and car damage carries over from race to race. If you finish hurt, you’ll start the next race the same way. You cannot be destroyed, though; the main effect is that your top speed will go down.

+The championships use a flat point system, no disqualifications. There are eight cars per race. Eight points for first, seven for second, etc, to one point for last. You only win if you finish in first overall at the end of the championship, but how you get there doesn’t matter. Except for the only-every-four-races save system, it’s pretty much the ideal championship design. There are also random championship and custom championship options, in addition to the default one that goes through the base 16 tracks, and single race and time trial modes, as well as multiplayer. You can restart any race in championship mode after you complete it, so though you can only save every four races, if you are patient and restart races when you do poorly you will do well anyway. It’s best to just run through and see what place you get, but when you have a particularly bad race, having a redo option is fantastic.

+Despite the loss of online play via the gameservice, the two-player split-screen multiplayer mode works great. If you have another copy of the game, you could also try the IPX, direct-modem (cable), or direct IP (Internet, type in IP address) play options.

+That aforementioned intro is really, really awesome. At four minutes long, it’s very long for a racing game, and it does a really good job of setting the theme for the game and giving you a feel for the location. The graphics of the various tracks all fit in with the game’s general themes of decay and ruin within interesting surroundings, and the emptiness and abandoned equipment in the middle of once-populated areas helps remind me that I’d better win the championship… 🙂 The story isn’t utterly amazing or anything, but it’s rare for a racing game to have one at all, much less one done as well as this. I mean, F-Zero GX is definitely better than this game, but its attempts at storytelling failed pretty badly… this does much better. Simpler, but better.

+The music is great. It’s fantastic futuristic racing game electronica, but with a unique sound to it… watch the intro video and the race videos at the end of the post, they have a good amount of it in it. It’s a soundtrack I have no problem listening to over and over and over… great stuff. I still listen to this soundtrack regularly.

+It’ll bring you back to the days when MMX was supposed to be the next great thing… (and darnit, after playing this game, I still thought it would be… oh well. )

+You can enable an in-race map with a code. While racing, type “map” (no need to let off the accelerator, just press the keys in that order). Presto, the tachometer was replaced with a map. Now, the F9 key will switch between this simple map (which changes color based upon where you are) and another one which shows the exact locations of all eight racers. This second map is great, I never race without it!

Second, the Minor Problems. These don’t hurt the game too much, but can be annoying.

 

=PodHacks. I will explain all of the problems, but many of them have been fixed thanks to GOG’s rlease of the game and the PodHacks fan patches. PodHacks can not only fix the next two issues, the intro and 16-bit-color limitation, it also can fix any CPU detection problems easily, allow users of the GOG version to use alternate Glide wrappers such as dgVoodoo or nGlide, and even redirect calls to the c:/windows/ubisoft/ubi.ini and CD file locations, so that you can copy that data somewhere else if you wish. However, I will explain the issues anyway.

If you want the intro and ending videos to play in the game, with a disc copy at least, figure out a way to get Intel Indeo to function on your system. Otherwise just watch them externally and skip them ingame… the video files are in an open format, so you can watch them in any video file player. (I thought I’d gotten Indeo working on this computer, but running Pod yesterday it clearly isn’t working…) Modern computers and OSes don’t exactly like Indeo… Annoying. The great PodHacks user patch tool (link in the Links section below) can fix this problem. GOG fixed this issue in their version.

With a disc copy, the game only supports 16-bit color. You will need to set Windows to 16-bit graphics for the game to start, even if you have dgVoodoo set to 32-bit color (which would be a bit odd given that 3DFX cards can only do 24-bit color…). The PodHacks user patch file can fix this error too. GOG fixed this as well in their release.

Ubisoft shut down the online-play servers back in the early 2000s, meaning that all that’s left for multiplayer is IPX, modem, 2-player splitscreen, or direct cable link. You can, I believe, do stuff like combine splitscreen with modem though, I think. I’ve only ever played it online (when that was available) or splitscreen.

The game occasionally freezes for a moment, like a sudden drop in framerate that it quickly recovers from. I don’t know the cause of this.

The save system is a bit wonky — Pod save data has been known to disappear or corrupt at random. In addition, in championships you can only save after every four races, which is annoying at times when you keep doing badly at the last race before the save point… though if it won’t save anyway when you get there, there’s no need to worry about it. 🙂 Most of the time it saves properly, though; this is a rare issue.

There’s an odd black space between the sky textures and the track on some courses, like a black ring in the lower edges of the sky between the ground and the sky… I would bet that this is an artifact of the fact that the sky was designed for 640×480, not 800×600, and in the higher resolution, there is a gap between the sky and ground. This is not that annoying, but it is kind of odd sometimes. It is particularly noticeable in the Pompeii track.

The game can be hard, even frustrating. It often feels like once you pass someone they stay on your tail forever, but once they pass you they quickly zoom far ahead… even on Normal, you will lose, a lot, until you get pretty good. This is even more true on the more complex tracks; don’t expect to do well your first few tries. You will need to learn them. However, there are some good sides, too — the AI is not perfect. The other cars will crash, run into walls, get stuck on corners, take damage and need to use the healing areas just like you do, spin out on the slime, and more. Even so, it always feels like the computers are faster than you… this game can be [i]hard[/i]. There is a difficulty level selection, and Easy is suggested for beginners, but for veteran racers, you win far too easily, and even there, they bunch up behind you quite a bit. There is a solution, though: Just learn to race better. The challenge level is always pushing you to find a better path and improve your driving skills.

Running the game in higher resolutions may require a little work. In order to get the game running in 800×600 (assuming that you are running in 3DFX mode, as described below; D3D mode, or any of the lesser patches, do not support 800×600), you need to edit the game’s config file, in C:\Windows\Ubisoft. Once there, edit the ubi.ini file as described. The ingame interface has a “graphical options” button, but that button doesn’t work; instead, to change the resolution, you must edit that file. But that’s simple enough. Also, GOG’s release of course comes with this fix already in place. But if you have the disc, here is what to do:

https://www.murmuran.net/pod/viewtopic.php?t=607

Under the [SYSTEM] heading, set the line MMX=1 if you have a Pentium MMX or Pentium II CPU.
Then, under the [POD2_0] heading, set the following lines:
SizeView=0
DisplayMode=6
ModeCameraSingle=6
BkGround=1

Through dgVoodoo you can actually raise the resolution above this (for widescreen for instance), but this is what the game will actually be rendering and then stretching to fit the higher resolution — Pod cannot render above 800×600.

And last, the Major Problems. These mostly relate to the long and complicated install procedure anyone wanting to play the game needs to follow, as well as a few other significant flaws.

The sound effects are broken. The CD audio music is fine, but the sound effects are broken. Voices (‘3-2-1-go’) crackle and break in and out, engine noises stutter loudly often nearly drowning out the music for the whole duration of the race… it’s really annoying. It’s kind of a blessing when the sound breaks completely… I want to listen to the music, not that staticky engine noise. I don’t know if GOG fixes this or not.

-Particularly for a disc-based release, the process of properly installing the patches and emulator needed to run the game are a big hassle. To install any disc-based version of the game to a modern computer, first install the game from the CD, in normal DirectX3 mode. Then install the 40MB OEM-to-Retail patch if you have the OEM version CD as I do. Skip this step if you have the full retail release. Next install the 24MB 3DFX patch. Then install the 3DFX patch again; it’s buggy and the installer needs to be ran twice in order to work correctly. This patch fixes speed problems in the game and improves the graphics; read the next section for the 3DFX Glide emulation software that is also necessary. Next, install the Force Feedback patch if you either have a force feedback gamepad or joystick or an ATI CPU, because for some reason that patch fixes the game for ATI CPUs as well as adding force feedback. Next, if you have a Pentium 4 (and only that, not any other Intel CPU) run the unofficial Pentium 4 exe patcher and patch the EXE to get it to run. Otherwise the game won’t work on a P4. Alternatively just run PodHacks after installing the 3DFX patch properly, and the Force Feedback patch if you have a directinput force feedback joystick — PodHacks can also fix these CPU detection issues. GOG’s version of course prefixed to work. Finally, if you only have xinput controllers, you’ll need some xinput-to-dinput application to do the conversion. I only use directinput controllers on my PC, so this is not an issue for me, only the opposite is in games which support only xinput but not dinput.

Now the game is installed, but you need to set up the 3DFX emulator. Copy a Glide emulator and its files into the Pod folder and configure the emulator to your liking. I use dgVoodoo, which works great with Pod. dgVoodoo, nGlide, or the GOG built-in one are by far the best options for this game. These all emulate 3DFX Glide so you can run Pod in higher resolutions than 640×480; 800×600, at least, maybe higher, and with better graphics than you can get in the second-best graphics patch, the (640×480-limited) D3D DX5 one. The D3D DX5 patch won’t work with modern versions of DirectX anyway, thanks to incompatibilities from changes Microsoft made over the years, so this is your only option for hardware-accelerated 3d in the game on any kind of modern computer. It’s fairly easy to set up, thankfully. For my favorite, dgVoodoo, put the dgVoodoo files in the Pod install folder, configure your Glide settings in the dgVoodoo configuration program, and then run Pod. Test the game until you find settings that (hopefully) get the game to actually run on your system. dgVoodoo requires at least a GeForce 3 video card — I could not run Pod on my old computer because my GeForce2 wasn’t good enough to display anything ingame. This shouldn’t be a problem for many people anymore.

For some older computers, some may wish to use the D3D DX5 patch, but it has problems. As I said in the last part this won’t work on a modern PC, but on older ones, with old-enough versions of DirectX, it should. DirectX mode has worse graphics than 3DFX Glide does, but it does skip the emulator steps. Of course, the compatibility problems today erase that advantage. Also, the DirectX patch probably does not fix the speed problems in the game, so if you use this method on a computer, install the two Gameservice patches (in the correct order) to fix speed problems, as without the emulator the game tends to run too fast without the Gameservice patches. The Gameservice was the online service for the game, so these patches are otherwise useless today.

nGlide — There is also a newer Glide wrapper that can be used instead of dgVoodoo that’s called nGlide. It has more accurate Glide emulation than dgVoodoo. It’s used as with dgVoodoo — unzip it into the Pod installation folder, and set it up there. However, before version 1.02, nGlide did not work with the ingame FMVs, unfortunately. This was a major reason that I stuck with dgVoodoo. However, nGlide version 1.02 fixes this bug, so now it’s a better choice than it used to be.

For the GOG Release of the game things are simpler, but there still are some decisions to make. GOG includes a built-in Glide wrapper (emulator) with the game of course, and that works okay, but there are however other options, dgVoodoo or the newer wrapper nGlide. See below for the links. All three Glide wrappers are good options; try them out and choose which ones’ visuals you like the best. Just make sure to use at least version 1.02 of nGlide, to make the movies work. In order to use alternate wrappers, first install PodHacks by unzipping it in the GOG ver. Pod installation folder. Then run PodHacks and select which options you want to use. Next do the same two steps with the wrapper you want, as described in detail in their paragraphs above for the CD versions.

Whatever version you’re playing, the game is buggy — it can crash, even after all this. The window-switching that it does in between the menu and race is also annoying, though it’s obviously an artifact of the emulator. That window-switching is also a cause of some of the crashes, I’m pretty sure… Task switching out of the game is also generally not a good idea, as you might not be able to get it back.

The CDPatcher program, where you select which of your downloaded tracks and cars you want to install and use in the game, has limitations. User tracks also often have problems. Pod has a lot of tracks and cars — in total, 49 cars and 56 or 57 tracks, counting ones that don’t work right. 36 of those are official courses that generally work correctly. The others are user-designed ones that are more limited in function — many have crash bugs in them, user-designed courses have no AI unless they’re reskins of official courses, so they’re only usable in multiplayer or timetrial modes. In addition, the game only allows you to add 32 cars and 32 tracks on top of the base 16 tracks and 8 cars. This is enough for all of the official tracks, but not all of the cars. To change which are installed you use the POD CDPatcher program, an official application that lets you install and remove extra cars and tracks. The program doesn’t tell you when you get over 32, so you just need to keep track. It will be obvious, the game will crash when next run. Ingame, the tracks are easy to choose, broken into three 16-track pages. Selecting cars is a bit more difficult, however, as only eight can be selected at a time, and they are the eight that you select between and that will show up in-race. In a sub-menu you can switch which eight vehicles are selected among the up to 40 available at any one time (base 8 + additional 32). There are no names or indicators here so you just need to select them, and no ‘reset to default’ option, so you need to remember which are the originals if you want to go back to the default, or uninstall all add-on cars so the originals, which you cannot remove from the CDPatcher, are all that are left. Blah, it’s annoying. Note: the CDPatcher should be able to find CD installs of Pod, but it might need to be run in Windows 95 compatibility mode. For installation in the GOG release, see the next point.

The CDPatcher and extra tracks and cars are NOT included with the GOG release, so anyone with that release will need to download the CDPatcher and tracks from the links below. One of the links explains in detail how to do this in the GOG version, and the process is slightly different from the CD as the install-folder autodetection won’t work. To use it, first download the CDPatcher 2 file and the track and car files, and put them in a folder anywhere on your hard drive(s). Then, download the “CD Patcher 2 POD Install Config” file from the noted link below, and unzip it in your C:\ root directory. It will automatically put the files in C:\Windows\Ubisoft. If you have PODHacks redirecting c:\windows\ubisoft\ to somewhere else, put the POD Install Config files in that folder instead. Now extract the track and car file zips into the CDPatcher directory; they’ll autocreate the correct subfolders they go into. Now, run the CDPatcher. Note: This patch assumes that GOG Pod has been installed to C:\UbiSoft\Pod2_0\. If it is anywhere else, you’ll need to edit the correct location into the proper line of the ubi.ini file in the download. It’s easy, if you changed the install folder from that just open ubi.ini and replace that with the correct path. Once that’s done, run the CDPatcher and add in those tracks! It’s worth it, many of the best tracks and cars are among the additions. As always, run the CDPatcher2 in Win95 compatibility mode.

Some people have issues with starting the game in 64-bit Windows 7, but others can get it to work, at least with the GOG release, so it is possible to run but some may have issues. I do not have 64-bit Windows myself, so I cannot say much on this point.

But to conclude on a positive note, one final good point


+
When fully patched and with dgVoodoo or nGlide installed, the game WORKS GREAT on a modern, Windows Vista-or-better PC!
Sure, there are issues, as I listed, but the game WORKS. Considering the game’s age and problems, this is far from a given; running older PC games on newer computers can often be challenging, or even impossible, because of compatibility issues. In fact, in some ways the game works better on my current PC than any previous one I have owned… it didn’t run at all on my last computer, a P4 1500 (could get into the menus, but ingame all textures were black thanks to my videocard not being fully compatible with dgVoodoo); it did run on the two before that, a P3 800 and a P1 233, but on the P3 800 you had to run with the D3D DX5 patch, not 3DFX, so you were limited to 640×480 and not quite as good effects. The 233 did have a Voodoo2 card in it, and ran the game well, but I had saving problems (that is, the vanishing savegames bug) more frequently there than any previous system… but perhaps it would be most accurate to say that Pod will run on a modern computer just as well as it would run on a contemporary, Voodoo graphics equipped, late ’90s PC. And that’s fantastic. Not every game from that era works as well, but here, all I need to do is put the disc in and click the link. The emulator doesn’t need to be started separately or anything, it just automatically runs whenever the game does, converting the Glide to D3D stuff the video card can understand. The difficulty is setup; once you’re configured, playing Pod is very simple. With the GOG version you don’t even need a disc, of course, but I prefer physical media when I can use it.

In conclusion, despite more (quite) major and (relatively) minor flaws than probably any other game I like, Pod is one of my favorite racing games ever and has been a personal favorite of mine ever since I first got it in 1997. I still use a Pod-themed Winamp skin, in fact; I doubt I’ll ever use another one, Pod has great art design and the skin captures that. It’s a great, unique game, flaws included. There’s really nothing else quite like it, though that point is very hard to make clear to someone who doesn’t have knowledge of the game’s greatest strength, its track designs and styles. This is a game you need to play to understand! From the narrow tunnels and cool shortcut of Canyon to the long two-way road in Beltane to Skyrace’s cool style and Downtown’s short, twisty route, or that island Beach, icy Iceberg, awesome Hellway, the abandoned bridges and construction machines in tracks like Pompeii… Pod’s tracks are unlike anything else. And that’s only a few of them! I love Pod’s tracks, and will write short reviews of all of them eventually, for sure. Pod is a great classic and one of the best racing games ever. Score: A. Well deserved!

Videos

http://www.youtube.com/watch?v=DY3mgbGdHSQ — Canyon, one of the original 16 tracks. Also shows off the great music and stuttery sound, as well as how many tracks have multiple paths. The video quality is pretty low (very artifacted)… it’s the same for all of these videos, but it’s all I could find.

http://www.youtube.com/watch?v=YGtGA7RXcIc — Galleria, another one of the original 16.

http://www.youtube.com/watch?v=4rDjyCbzN_g — Spin, one of the downloadable tracks. The downloadable tracks generally look better than the original ones, so the artifacting affects them even more — this track actually looks great. Even in this video, though, you can tell how cool a track it is, if not how nice it looks.

http://www.youtube.com/watch?v=uhpaFTh0KC0 — Parking, a downloadable track. This is an example of one of the game’s more confusing courses. Indeed, in the video, the person gets lost… 🙂

Screens

This is Pod, the way it looks ingame when you patch it properly, as I have described. Nice, crisp textures, sharp lines, clear picture… it looks fantastic, particularly for a game from 1997. The track is a download track, the ice one (obviously). The vehicles on screen are a mixture of original and download cars. The yellow truck, for instance, is a download vehicle. It’s of the German version obviously.

screenshot (good)

And THIS is Pod after IGN gets its hands on it. It’s blurry, with muddy textures, and no sharpness in sight… awful, IGN, just awful. This is Downtown, one of the original tracks.

screenshot (ign)

Heh, no wonder IGN hated the game when they “retro-reviewed” it in 2000, when properly patched the game looks two or three times better than this! I might like the game less too, if it actually looked this bad… fortunately, it doesn’t.

screenshot (Pompeii)

This track, Pompeii, does have one of the worse “black border between ground and sky” issues even in 3DFX mode, but even so, it should look a lot better than that. I have heard someone say that supposedly in Pod Gold, the European re-release of the game plus expansion, there may be improved versions of the original courses that reduce or eliminate this problem… I only have Pod OEM, though, so I don’t know for sure.

I’d post more good pictures, but I can’t find any on the web and am not sure as to what the easiest way to take some myself would be — the game has no ingame screenshot function. It would be nice to have some actual good pics of the other tracks, though, and some showing the map+F9 ingame map. What can you use to get screenshots in a fullscreen game that doesn’t have the function built in?

Links

Note: most of these sites have French or German parts as well as English, as the game was popular in Europe. Except for the two which are noted as gone, the rest of these sites are still on the internet as of August 2014. If they are not when you read this, check the Internet Archive.

https://www.murmuran.net/pod/ – Pod Forum. The best Pod forum on the internet, go here for help or info.

http://dege.freeweb.hu/ – The site for dgVoodoo, the great Glide emulator.

http://berlinrc.de/pod/ – Bandie’s Pod page, a classic Pod site. He has a timetrial time archive, among other things. Timetrial mode was, of course, extremely popular among Pod fans.

http://members.boardhost.com/bandie/ – Bandie’s forum. This is current, not essentially an archive like the site linked above. Very good Pod forum. The previous forum was at http://bandies-racing-board.de.vu/ and before that at http://bandie.ba.funpic.de/phpBB2/index.php?c=14 (these are both now dead; web.archive.org might have something).

http://www.thebasingers.com/0706milbs/pod/ — Pod Phreak, a great site with download links to all of the Pod tracks, cars, and patches. Download any needed other patches, the CDPatcher, and then all of the car and track files for use with that CDPatcher!

http://www.gog.com/en/forum/pod/planet_of_death_hooks_podhacks – PODHacks information can be found here, with a download link too. PODHacks is a very useful tool, as described above. This is a direct link to the download download: http://svn.nicode.net/podhacks/bin/

http://www.zeus-software.com/downloads/nglide – nGlide itself can be downloaded here, if you wish to use it.

http://www.thebasingers.com/0706milbs/pod/goginstall.html – CD Patcher 2 Pod Install Config downloads and install instructions, for using the CDPatcher and the additional tracks and cars in the GOG release. This page has the CDPatcher 2 itself as well, but not the tracks and and cars themselves — get those at Pod Phreak. That site is on the same site as this one, but the two pages don’t link to eachother so both links are necessary.

http://www.bredel.homepage.t-online.de/POD/POD-English/pod-english.html – Another Pod site with info and installation help. Source of that third screenshot. Has some additional info on hardware problems, if one arises. The site is now gone, so look for it on web.archive.org.

Sites for groups that worked on user Pod content:
http://witnessteam.free.fr
http://membres.lycos.fr/skubidou/Pod/ – Another now-gone site. I hope there’s a backup somewhere, shubidou did great work!
http://www.angelfire.com/wa3/riffraff1/XPTracks.html

Now, go play Pod!

Posted in Articles, Classic Games, Full Reviews, PC, Reviews | Tagged , , , , , , , | 2 Comments

Riviera: The Promised Land (GBA) Review – Riviera is one of the best handheld RPGs ever!

I wrote this review in January and February of 2006, after playing the game. Yes, I really loved it; it was one of my favorite console games of ’05. This review needs no alteration, unlike the last one. The only things I would add is that there is also a PSP port, with better graphics and a little bit of added gameplay content but a little bit more censorship, but I haven’t played that yet; I’ve beaten the game already, after all, and loved it on GBA. Also, this game was successful and there is now a series set in the same world, called the Dept. Heaven series, but each game has very different gameplay. They are mostly various types of strategy games, and while I like strategy games more than I do RPGs, I don’t like any of the sequels anywhere remotely near as much as I do Riviera; indeed, that it was a followup to Riviera was one of the many reasons that Yggdra Union was so disappointing. It wasn’t just buggy, tonally horrible, and somewhat unique but frustrating to play, it was also supposedly a “sequel” to one of my favorite GBA games. YU also has several Japan-exclusive sequels, but I haven’t played those, and being spinoffs of the worst game in the franchise is not encouraging. Knights in the Nightmare, a weird but good strategy game with bullet-hell elements, is a lot better than Yggdra Union is, but it’s still no match for Riviera. It is the second-best game in the series, though. And the most recent one, Gungnir, is a more generic game than the previous three; it’s pretty much just a standard tactical strategy game. Solid game though for its genre. But yes, the first game is the best. I love Riviera, and will surely replay it sometime. But on to the review.

  • Title: Rivera: The Promised Land
  • Developer: Sting
  • Publisher: Atlus
  • Released: June 28, 2005 (US GBA release; Japanese GBA release was November 2004)
  • Platform: Game Boy Advance
  • Genre: RPG
  • Game also available on Bandai Wonderswan Color (Japan only, released 7/12/2002) and Sony Playstation Portable (11/06 in Japan, 7/07 in the US, 4/08 in Europe).

Riviera: The Promised Land is 2005’s major Game Boy Advance RPG. It is a unique title that, in one mark of a good game, both fits within numerous conventions and innovates. People expecting a standard console RPG experience won’t get it here, and this is probably for the better. Trying to do new things and succeeding is somewhat rare in videogames.

Gameplay: Riviera is, at its core, a traditional console RPG, complete with turn-based, menu-driven battles and an epic plot. However, the differences from normal become quickly apparent. First, there is no direct movement of your character in this game. Instead, you move between screens, like some kinds of old PC-style RPGs or adventure games. The character is in the center of the screen and arrows displayed on the screen show which ways you can go. If that was all there was to it, however, it’d be too simple. And indeed, it is not.
There is also, of course, looking at your surroundings. In normal console-style RPGs the challenge comes from dealing with all the (usually random) battles you must fight to get between places, or with the confusing level designs you can get lost in. With only set battles, not random ones, the fact that the game has an onscreen map of the area you are in always on the screen, and the simplified movement system, this game minimizes that — there is an important exception of the puzzles, some of which are truly challenging, (but even these could definitely be solved with some logic and a piece of paper to write down the pertinent information on) but the game minimizes it just the same. So instead, the challenge is not finding the items. Pressing ‘A’ will switch between movement and observation mode, where pressing a direction will intereact with the onscreen trigger point (so, like with movement, you are limited to four points per screen).

This is not to say that there is no challenge in interacting with those points, however. To activate a point and see what happens there, whether it’s a conversation or an item, you need Trigger Points, or TP. These are gotten in battlehe game has a points and rating system. Depending on how well you do in combat, you will get a rating from C to S. The higher the rating, the more TP you get… This means that sometimes you will see chests or items you wish you could get but cannot because you didn’t do well enough on the battles before it in that level. It’s an interesting solution to the question ‘what do you do when you make the exploration so simple?’, and it works well.

There are three kinds of triggers. The first require no TP to use and are mostly people in the town and triggers you have already activated. The second are normal triggers that give a conversation or an item. The third will, in the course of the conversation, set off a minigame, or rather, a timing challenge. Shenmue-like, you must do things like pressing A at a specific time, or copying a complex button combonation quickly, or tapping a button some number of times within a short time. These are challenging and are very frequent. Some are for the ubiquitous traps on chests, but others are at story-relevant points. Sometimes, it isn’t your choice to take one path or another — sometimes failing at a minigame will force you onto one you did not expect. It helps liven up the game and keeps your reflexes quick… and also increases user interation in a game otherwise lacking anything that requires reflexes. Of course it’s best to play it through and resist the urge to retry things until you “get them right”, but I wasn’t able to every time… sometimes, though. It’s definitely different, to be able to fail and keep going, and sometimes actually take a different route thorough that part of the game…

The battles themselves are equally unique compared to what may be expected. While they are not random — they occur at specific screens and are set up with dialogue — they are typical in the sense that they have no movement and you just choose from options on a list. Even here though, like in every aspect of the game unique features are evident. Before combat, you choose which party members to use — you get five in the party, but can bring only three — and then which items. You see, you may only bring four items into combat. Your inventory holds 16 (also an issue, as you constantly have to choose whether to keep some new weapon or item or drop it, as that 16 fills up fast and once you have something you keep it until it’s used up), but you may only take four. Also, like in Fire Emblem, all weapons have durability — so once you use that sword fourty times it breaks. Before I got the game, I heard about this and imagined that limiting you to four items in battle would be a major problem — only four weapons in each battle? How boring! However, there are several mitigating factors. The main one is the fact that no two characters do quite the same thing with each weapon. In fact, every character has a slightly different action with every item (or at least, every weapon; many items do have the same effect on multiple characters). Fia, for instance, heals with rods while Cierra does magic attacks and Serene does nothing useful. You see, each character is ranked in each weapon type. This means that instead of having four weapons, you really have twelve, assuming a party of three. There are even more, including the special attacks.

That ranking also directly effects the other part of the combat system: the special attacks. With every weapon type the character in question is ranked with (they will have one rank 3 weapon, 2 rank 2’s, and 3 rank 1’s), that character gets a special attack of that magnitude — so each character only gets level three specials, the strongest ones, with their ‘signature’ weapon type. But how are these special moves activated? Well first, the special move has to be unlocked. Each time you get a new weapon, you need to use it enough to unlock its special move for that character. Also, in battle, in another interesting design decision, and perhaps one taken from fighting games, Riviera has power meters. Each time you hit or get hit, your meter rises, and gradually fills. Each time you use a special move, that many levels of the meter get drained. The enemies have a meter too; it only has two levels, but functions the same. When their meter fills, some enemy will use a special. So between having to carefully select your party and your items, and the interesting, unique power-meter system in combat, Riviera’s combat is quite unique and engaging.

All this talk about combat naturally brings up a major issue in any RPG: levelling up. Remember how you unlock special moves by using weapons enough, sort of like Final Fantasy Tactics? Well, that’s the level up system. Each time a character unlocks a new special move on an item, they gain a “level” (though it is not called such). When combined with the abovementioned fact that all weapons have a durability, this could be a concern… well, they have a solution. Practice battles. On one of the pause menus, you can choose to fight a battle against a selection of enemy groups you defeated in the previous level. In practice mode, durability does not decrease. You don’t get points or TP for practice battles either… However, the experience with the weapon is still recorded, so each time you get a new weapon, the best thing to do is immediately fight practice battles until all of your characters who can have gotten their special moves (and levelups!) off of it. This also has the effect of lenghtening the otherwise fairly short levels, and game.

There is one more important thing to discuss, the issue of death and healing. Lose a character and there is no penalty, they just come back at the end of the battle. Win a battle and all characters get their health filled up — there is no carryover of low health to the next battle. And with the power bar powering the special ability system, you also don’t need to worry about running out of “mana”. Similarly, lose a battle and you simply get a chance to retry it — and it’s made a bit easier. This serves to keep the game fun, while not making it too easy, due to the good job of balancing it all the devlopers have done.

Singleplayer/Story: Riviera is broken into seven levels. Each one takes maybe four or five hours. They are broken up into many stages, and you can save each time you reach a new stage — during a stage you just get an interrupt save option. So, it is a bit short. It tries to make up for that with the branching level design that forces you forward, making you responsible for your actions (so you can’t just go back and get those other items on that other path without reloading an old save game) and with the replay value.

Riviera’s story is mostly fairly typical anime or console RPG stuff. You are, shockingly, a male warrior-type character named Ein — the “young male warrior hero” so typical to of 99.98% of RPGs. Ein is a type of being called a Grim Angel, tasked by the Gods to judge and protect Asgard, the land of the gods. He, another Grim Angel, Ledah — the “older, experienced mysterious male warrior” — and Ein’s familiar, a flying cat that can talk named Rose (yup… the story is pretty standard anime stuff, for sure… which is mostly good, in my opinion. Others may disagree, of course, but I would definitely say that it works quite well. There is a lot of story, too, for a game of this length, sort of like Fire Emblem… but with player choice in how the story progresses, to a degree.), go to Riviera, a land where an ancient evil has been sealed away that is on the verge of escaping, with the task of destroying the place. Of course, things don’t quite turn out that way. Ein and his friend Ledah seperate from your friend and travel to Riviera and set out on an epic adventure. There, you meet your new travelling companions, four young female characters, Lina, Fia, Serene, and Cierra. of course, this being anime, all four like Ein and, depending on your choices in conversation points throughout the game, and on how often you use them in battle (they get more attraction for winning battles, and less each time they die in combat), you hopefully will get a high enough attraction with one of the female characters to get one of their endings. Including the bad ending and the various good ones, there are a total of six. When you add to that the multiple routes through levels, the sidequests which require items from specific levels (which, of course, you cannot return to once completed), and the special items to find that unlock the sections of the bonus menu (sound test, bonus (but dissapointing) boss battle, display of the cinema scenes, character images, etc), there is definitely more than enough replay value to keep you going past the 25 or 35 hours it will take to beat the first time.

Multiplayer: None.

Graphics: The graphics in Riviera are very, very good. The backgrounds are very well drawn, something very important for a game mostly about looking at static images. The character artwork and cutscenes, anime style, are also fantastic. The ingame character artwork is more standard for a console RPG, with small, stylized characters, but they look great and have a lot of animation, even if they don’t move much, so that also works very well. This game is one of the titles that shows why it’s somewhat unfortunate that the GBA has so many Super Nintendo ports: the GBA is capable of so much more than the SNES was!

Sound/Music: The sound and music are equally fantastic. The game has a significant amount of speech for each character, with voices for special attacks, victory in battle, exclamations while adventuring, etc, and a good, solid RPG musical score. This is about as good as the GBA gets audio-wise.

Final Notes: Riviera is a very good, and original, game. It’s a console RPG without random battles… without money or buying items… without complex level designs that are easy to get lost in… without a traditional level-up structure based on how many enemies you kill… and yet, it is a console RPG with complex, challenging puzzles that make you think back to the PC or SNES days of writing down what goes where or what was said in order to figure out the puzzle… with as many practice battles against past foes as you want… with a complex branching mission path that virtually requires replay to see everything… with timing events… and with characters and as story you’ll become interested in, even if it is somewhat cliche.

So, in conclusion, Riviera is a mass of contradictions. It both streamlines and rolls back the clock. Reviews are somewhat mixed — if “sevens through nines” is mixed — however, and that is probably because of how different it is. Some people will like the unique elements of the game more than others. Some surely wouldn’t like how different this is from normal RPGs in so many ways, but I loved it in a large part for that very fact. In addition, the game has very few things that could be truly called Perhaps the ending is a little bit dissapointing (though there are six endings, providing replay value), but maybe that’s as much because I was loving the game and wanted it to go on longer as anything actually wrong with the way the game ended… that is really the only thing that is wrong with this game. It is unique and great fun and ends well before your interest in its unique system has faded. It is great, then, that it has those six endings, and all those branching paths, to give it replay value, because it was needed. So in the end the game’s one flaw does not matter and the game stands out as an example of what a game can do when it tries to be more than just your average, formulaic title that follows all of the conventions of its genre irregardless of whether those conventions are actually for the better or not. In questioning that hopefully Riviera is a sign of more good things to come from the console RPG genre. And even if that doesn’t happen soon, the game still stands as a symbol of just plain great game design.

Gameplay: 10/10
Singleplayer: 9/10
Multiplayer: N/A
Sound: 10/10
Graphics: 10/10

final score: 10/10 (not an average) – A+. This game is definitely one of the single best on the GBA.

Riviera is a genre-redefining game that hopefully will influence the industry to move away from old, tired ideas of what an RPG “must” be.

Posted in Full Reviews, Game Boy Advance, Reviews | Tagged , , , , , | Leave a comment

Netstorm (PC) Review – Battle in the Skies of Nimbus in one of the best games ever!

In addition to the recently posted Mega Man in Dr. Wily’s Revenge, the other review I posted on the internet in 2001 was this one, for the classic 1997 PC real-time strategy game Netstorm. I first played Netstorm from PC Gamer’s December 1997 demo disc, and immediately fell in love and bought the game the next month, because it seemed good and to give me something to play while I waited for Starcraft. After Starcraft released some months later I played NS less, but it is a game I return to regularly, and still play once in a while to this day — in fact, I’ve gotten back into Netstorm recently, and have played four or five games of NS in the past week. It’s still an amazing game, one of the best RTS games ever made. Netstorm is my favorite RTS not made by Blizzard, there’s no question about it. Netstorm is utterly original and is unlike any other game other than its spiritual sequel, if that game ever actually gets completed; so far that’s looking quite iffy. The game is an innovative and great mixture of (tower-focused) RTS, puzzle, and RPG elements, and it’s a challenging and highly strategic game that requires both great skill, speed, and strategy to be successful at. Netstorm sold only 25,000 copies at retail, but I own one of those copies, and it was one of my best purchases ever!

After the original review, I will update it with some additions, based on some things I don’t mention enough in the original review, and also changes that have happened to the game since the last time I updated it in 2004. I could edit this in to the review, but for now I have not done that; I might go back and do this in the future. I kind of like this layout, with the old 2001/2004 review first and then my new additions (longer than the original) second, but perhaps a merged version would be good too. I put short notes about the most important updates in [brackets] in the text, with longer explanations at the end.

 

Netstorm: Islands At War

 

  • System: PC
  • Released in late 1997
  • Review in February 2004 (original review Spring 2001)
  • Developed by Titanic Entertainment
  • Published by Activision

 

Game Overview: Netstorm: Islands At War, developed by Titanic (Netstorm was its only game) and published by Activison, is a Real-Time Strategy game released in late 1997. Its main focus was on its quite good internet play mode. While the game failed to sell, it is actually quite a good game, despite some problems. Netstorm is unique in that it is a RTS game where the only units that can move are the resource gathers– military and support units are stationary towers with specific functions and attack areas. This adds to the strategy because placement of the towers is a major part of the game. There is a wide variety of units. They are not balanced all that well, but all players can get all of the units eventually so it works well enough. These units are placed in the sky on floating islands. A (multiplayer) map will have a few large base islands around the edges, scattered resource geysers floating out in the air, and a field of small floating islands in the center. To get to geysers or islands or to build units (towers) of an island, you must build bridges. This is the game’s most unique element. It is most similar to Tetris, actually, as the pieces are in many different shapes that you have to link together as you try to expand around the map. Skill at quickly and efficiently laying bridges is vital to being able to win, for if you are blocked off by bridges you will probably eventually lose. This is a problem for new players because quick bridge building takes time to learn. As such, new players lose most all the time to a good or even mediocre player. It takes time before you become good enough to compete with better players in the game, and this definitely would turn some people off of the game. Since geysers are all over the map, being cut off is devastating. And since geysers don’t have too much gas in them, and randomly appear around the map, the more territory you have the more money you will make, given enough workers. The key to victory, though, isn’t annihilating your enemy’s units. It is sacrificing their High Priest. A Priest can be captured when damaged enough, and once captured, brought to a Altar where the victor’s High Priest will sacrifice it. Once a person’s priest is dead, they lose the game. It is a very unique game. This is probably its greatest strength and greatest curse, as the game is unique and there is nothing like it, but so different that many people will not like how different it is from every other RTS they have played. New players are also slowed down a lot by the structure of the multiplayer system, where at the start you only have a couple of basic units and actually have to unlock the better units in the game by winning matches and sacrificing enemy priests — this means your enemies, if they are better, will not just be better but will have better units too. Clearly the game is designed so it is best to play against people of a similar skill level and rank, and played in that way it is fun. 9 of 10.

Single Player: Because Netstorm was clearly designed for its internet play, the single player mode leaves a lot to be desired. With no in-mission saving, a fairly long and tedious campaign, and more boring gameplay because there are only large islands and geysers in single player, the single player mode is clearly in the game just so they have one. It will take a while to get through, if you really want to, but probably isn’t worth the effort. The poor story doesn’t really make you want to progress, either. There are some better campaigns made by fans available for download, however, and if you want a good single player experience you should get them. They have things the main campaign doesn’t like branching missions as well. 6/10.

Multi Player: This is where Netstorm is at its best. It was an early online RTS, coming out in demo form in fall 1997, and was probably ahead of its time. With free internet play built into the game, it is very easy to play online. Even here the game is unique — instead of the average online interface, chatroom, and list of games, it has a ”sky” where your island — a small representation of the island you actually have in the game — flies around, to where your mouse clicks, and joins a game when you click on a spot on a battle ring. That spot is the point (of the 8 start locations around the edge) where you actually start the game. Here, games from one to eight players are played on a map with large islands around the outside and a field of small ones in the middle with the geysers. Though there some problems online because of the fact that almost all players are either very good or no good, because of the small (though steady and probably slowly growing now that it is more available) number of people that play, it is still fun and even now, three years after this poorly selling game released, people are usually playing online [Update: fewer now, but the game still plays online; read the new section for more]. There was even a fanmade patch released late 2003. It broke single player mode, in some ways, but as I have said that does not matter [Update: This was fixed in another fan patch.]. It added some great features to multiplay like different colored islands and bridges on the minimap for each player. The only real problems with online play are how many people cheat. Because of how the game was designed, cheating is fairly easy and lots of people cheat. Even with this latest patch, cheating is too easy [Update: The latest patch does what it can to tamp down on cheating, but it’s probably impossible to get rid of all of it in NS; the game simply was not designed for good security.]. When past the cheating, though, the game is a lot of fun. But like many other things about this game its uniqueness is a weakness as well. I like the level progression where you unlock more characters as you win more games, but it does hurt new players chances of completing against good ones even more, or even against not so good ones who have more units. However, just getting a file with all the units isn’t a good solution because you will then be thrown into playing against people who are far better than you, so following the rank tree is needed if you want to get good. It adds to replay value, though, because unlike most online games it actually gives you a tangible award for winning games (which is something I like about this). I like that. 10/10.

Graphics: Netstorm’s graphics are clearly out of date, even though they get the job done. They are old, though, and may make some people not really try the game. This area is, because of the game’s age and the fact that the graphics were just OK then, at best, one of the weakest areas of the game. It will even still slow down on a fast computer if you have a huge number of moving units on the screen — a game limitation, clearly. That doesn’t hurt the gameplay much though because again, only resource gatherers, not military units, move. If you can ignore the graphics, there is a good game behind them. 6/10.

Sound/Music: The music and sound in Netstorm is ok. While it won’t stand out, it is decent and doesn’t seem to repeat too often. [Update: I was crazy in 2001 or something, because Netstorm’s music is exceptional!] Each resource gatherer will make some sound when you click on them, and they are good. The battle sounds are good as well. Overall, a little above average in this category. Nothing special really, but appropriate for the game. 8/10.

Other Info: While not immediately apparent, Netstorm does have a map editor for single player levels. However, to make a map you must both place the units and islands in the in-game editor you can get and create a text file to go with that map that tells the game everything from what units are enabled in the level for what players start with (it must be listed), and what the alliances and computer player scripts are. This is more complex than it sounds because this file is a text file and figuring out the syntax takes some time. For most people it probably isn’t worth it and it would just be better to download some of the good campaigns that other users made. A few are good. The result is few maps made and fewer that are actually good. It is good that it has it, though.

Overall, it is a great and unique RTS, but has some definite flaws and limitations and a relatively high learning curve that probably keeps many new players from fully appreciating the game. Still, it is a good game and there is still nothing like it out there. Until there is, it will still be worth playing. One of my favorite RTSes, but I recognize that it is not for everyone.

Gameplay – 9/10
Single Player – 6/10
Multi Player – 10/10
Graphics – 6/10
Sound – 8/10
Total – 39/50 or 78% (average)

Final Score – 88% – B (not an average, but what I think the game deserves). Still a great game despite some problems.

2014 Updated Review Addition:

For the most part this is an okay review, though now I’d make it longer and more detailed on exactly how the gameplay and interface work. So, I will do that now. The units (towers and resource gatherers) are shown on the left side of the screen, in a somewhat Command & Conquer-building-style list. Click on a unit and drag it on to the field to place it. Remember that all towers are immobile, so think carefully about each one, and place it accordingly! Right click to rotate a tower; once placed, it can only attack or interact in the direction shown, for towers with single-direction focuses. Yes, Netstorm is sort of like a hybrid of Chess and Go, except with more different types of pieces. Once placed, towers work entirely on their own; you cannot control them. The strategy is in the placement, and the bridging, which I describe in the original review. Towers must be built off of bridge ends or on islands. Using the bridge hotkeys (QWASZX) is vital, and much faster than going to the bridge buttons. Bridging is great fun and one of the most unique things about Netstorm — no other RTS has anything quite like it. Fast bridging is key to fast expansion. As for the units, units are divided into four trees, for the Furies of Sun, Wind, Rain, and Thunder. Units must be built within range of enough Generator units in order to build, and once you lay out a unit location, a little bit of power has to go along the bridges from your nearest outpost or temple (described below) to the unit’s location. So, they do not build immediately, and the game encourages you to push forward with more outposts. Sun units can use any type of energy and do not have their own Generator, but Wind, Rain, and Thunder require their own, so many players stick with one of the three in each game; otherwise you have to juggle more Workshops, and also more Generators.

So, the High Priest builds buildings. First, you need a temple, then some workshops and maybe an altar (for sacrificing on). Workshops allow you to add limited numbers of units into production, so in Netstorm you CANNOT have everything at once — you are limited to the number of units addable on the workshops you can squeeze onto your island. Workshops by default add two units, but upgrading them can add two more, though each one added costs as much as a workshop. Of course, with the space limits, just building more workshops might not be an option. The other major type of building is Outposts, which are essentially mini Temples, which you can build on the small islands in the central field. Temples and Outposts are the only buildings which can be built on non-controlled islands, an they give you control of the island, provided that there isn’t someone else with an outpost or temple on the island of course; in that case, the person with more of them controls it. If you control an island, no one else can build on it, and you can bridge of of it, and your resource gatherers can return to it, so controlling islands in the central field is critical. As I say in the original review, control of space is absolutely vital in this game, and you do this through a combination of bridges, units (towers), and outposts.

The main categories of units are:

  • The High Priest, who can cast spells, collect resources, and is the only one who can create buildings — do this through his right-click menu. You also add units into production (add them to the left bar) through buildings’ right-click menus.
  • Gatherer units, who gather resources. These can also get spells, if they have been enabled (many players prefer spells disabled). Otherwise these gatherers cannot attack. They come in various types, flying or walking; walking ones need bridges, but flying ones are either more expensive, or more fragile.
  • Generators — Generators allow you to build the other unit types. As described above, there are three kinds, for Rain, Wind, or Thunder. Get the type you want. You can also blow up a Generator unless it is low on health, and destroy bridges adjacent to it. This can be useful for breaking through an enemy line.
  • Direct Attack units — these attack enemies within the marked range, through a variety of means. Each of the four Furies have one or two attack unit types. My, and many other peoples’, favorite is the Crossbow (Wind). These are usually the core of your forces.
  • Spawn Attack units — these spawn little flying mini-units, which you cannot control, and which travel out towards any enemy within their marked circular range. Sun, Wind, and Rain each have one of these; Thunder does not. These are great support units.
  • Defensive Towers — These block incoming attacks from Direct Attack units. Each one has different properties, so Ice Towers regenerate, while Wind Towers are invulnerable from the front and must be attacked from the air, sides, or back. Protect more fragile towers with these — attackers must attack the first thing they see, and these before other tower types, not the best target.
  • Barricades — These create various types of barricades. Sun Barricades, when lined up, create a wall between them which blocks direct-attack projectiles. Acid (rain) barricades destroy any unit which passes between them. Thunder has a unique single barricade tower which destroy any flying units that get near them; Sun or Rain barricades need to be lined up in pairs or more to work.

And that’s Netstorm. Place your buildings on your island, build a network of bridges, collect storm power, expand out, take territory, place units to hold off or defeat the enemy, and try to force them to give up, or capture and sacrifice their priest. That is how the game plays, and it’s one of the best games ever. There is a reason why people are still playing and supporting this game so long after its release, and that is because of how unique and how great the game is.

 

So, I needed to do a better job explaining the gameplay, but the basics of what I did cover in the old review were mostly good, except for one thing: the music! Yes, the biggest flaw I notice in the old review, though, is that I do not praise the music here, which is crazy because Netstrom has an exceptional soundtrack from Mark Morgan, the same person behind the Planescape: Torment soundtrack. In fact, he didn’t have much time to compose Torment, so many major themes from Torment’s acclaimed soundtrack are copied straight out of Netstorm’s incredibly under-rated one. Listen to both soundtracks and the similarities will become obvious. Netstorm’s music is some of the best computer game music around, and fits the game absolutely perfectly. Outstanding work.

One other thing to note is the online chat formatting. In the online server, if you type .format and then the modifiers, you can change your chat color and format. This will save to that player file. If you type the modifiers without .format, it won’t save and will just change for one line. ~E, ~I, and ~B Emboss, Italicize, and Bold your text. Lowercase letters change text color, such as ~g for green or ~l for light (aqua) blue. You can add a tag before your name as well, which is nice. I forget how to change your name itself, though, but it is possible to, for instance, have your name display in one color but your chat text in another one. You can also make various NS-related icons appear. Cool stuff. NS chat commands are fun. Of course, since there is absolutely no protections on usernames anyone can pretend to be someone else, and doing exactly that was long a common NS practice, but that was just part of the fun!

The other notes mostly regard changes to the online game thanks to another fan patch and the passage of time. Player populations in mid 2014 are much lower than they were in 2001, no question about it. People do still play the game online, though, and a dedicated fan is still running a Netstorm server, fantastically enough! Netstorm hasn’t died yet, and I hope it never does. Download the version of the game from Netstormworld (or some other source, but right now it is the main one), and the Windows 7 color patch if necessary; this version contains all the fan patches, up to the current final version 10.78, and the game still can be played online — thanks to Fleet_Admiral a fan-run server still exists, and people do still use it. You may have to wait a while sometimes to find a game, but people do play. For new players, I would recommend play some single player campaigns first to get better, or else you’ll be destroyed by the longtime players even worse than if you try to start from scratch. The online game is more fun, but single player isn’t horrible, it’s just nowhere near as good as online — but it does provide for a decent starter in how to play the game, which is important. Either that, or find a friend to play it with, and spread the love of Netstorm!

That 10.78 patch, the current final version of Netstorm with all fan patches, did fix single player mode, I believe, but more importantly, it added some great new features to the online game! But also, I didn’t explain some of the game systems the patch changed. I mention that in multiplayer, the way you get units is by sacrificing priests. When you sac a priest at your altar, you can either get a unit, upgrade your altar, or get 5000 storm power (money). If you have all the units, though, you can go up a rank at this point. Originally, the game boosted your damage by 10% for each rank, giving the online game a strong RPG element. However, many fans didn’t like this design, and hackers often used max-rank (rank 255) files which were near-impossible to beat. So, the fan patches get rid of the advantage of rank. Now, in NS’s online mode the only reason to go up in rank is bragging rights that few care about. Indeed, the most common way people end Netstorm games is by agreeing to a draw when it is clear that one person is going to lose. The only ways to end a Netstorm game are for the winner/winners (in a team game) to sacrifice all of their enemies’ priests, or the players to agree to a draw. It would be better if there was a way for losing players to concede and give the other person a win, but you can’t. This is too bad because the Victory and Defeat screens after a battle are a lot more interesting than the Draw screen. Ah well; at least if you want you could do a 5000 storm power sac win, that doesn’t increase your rank. Another thing to know is that using a Fort Maker program allows old or new players to easily create a rank 1 level 43 file with all the units. Getting the units one at a time is more fun, but with player populations where they are today, it’s an important option to be aware of.

The other major change in the fan patches that I did not mention are the additional game options and map types. Now you can not only play the standard map type with a ring of player islands surrounding a central field of small islands, but also a variety of other interesting game types. They’re worth trying, but honestly, the main mode is the most fun one. Still, all the added options are great, and worth checking out! There’s a smaller map, a larger map, a map with just one giant central island, and more. Also more game options were added, to give greater customization to the rules of each match. I still like the basic, original game the best, though; the others are cool to have, but the basic game is the best. It’s different every time, too, because the islands in the central block are randomly generated, so you will never see the exact same map twice. This mixture of the randomly generated central field, with the persistent player islands, makes Netstorm unique.

In conclusion, playing the game again, yes, I still love Netstorm, about as much as ever! You won’t find a more unique game than this one, and it’s hard to find one that is more fun either. The game has some issues, clearly did not have much of a budget and was made on the cheap, and has a small player base today, but ignore those faults and play this amazing classic! With the 10.78 patch, I might even bump the score up to an A-; there is less cheating now than there used to be, and additions like bridges and islands being colored your color on the game and minimap, additional options and map types, bug fixes, and more are fantastic and help the game a lot.

Get the game at http://www.netstormworld.com/news.php?item.122.1 (download the FLEET’s fix [10.78] version from the link provided, and the Win7 patch if needed)
A fort-maker and some user-made downloadable campaigns can be found at http://nsplanet.tripod.com/downloads.html (note that the “full version” download here is the original 10.37 version straight from the CD. Ignore this and use the updated 10.78 version at the link above. Use this page for the campaign and fort maker downloads.)

Hopefully the better community Netstorm site, Netstorm HQ, or some replacement for it is brought back online. The site vanished earlier this year, and its absence is sorely missed!

Finally, there is a 3d spiritual sequel, or sequel, to Netstorm in development, Disciples of the Storm. The game may or may not ever be completed, but I very much hope that it is completed eventually! Here is their site: http://www.stormisleproductions.com/ Back the kickstarter, https://www.kickstarter.com/projects/525138512/disciples-of-the-storm too.

Posted in Classic Games, Full Reviews, PC, PC, Reviews | Tagged , , , , , | Leave a comment

Mega Man in Dr. Wily’s Revenge (GB) Review – Despite some flaws, Mega Man got off to a good start on the Game Boy!

This review, from fall 2001, might be the first one I posted on the internet.  Today I’d give the game a slightly higher score — probably a C+ or B-, reflecting that it is a good game and I do love the series, and that considering its early release date I under-rate the games’ graphics (the flicker is bad, and the later games are more detailed, but it still looks pretty good!) — but I won’t change the review, I think it still holds up well.  Comparing these old reviews to my more recent ones, I followed a much stricter review formula in the older reviews.  I’m not sure if my newer style is better or worse than this one, it’d be interesting to hear thoughts on this.

  • Game Name: Mega Man — Dr. Wily’s Revenge
  • Developer: Minakuchi Engineering, Inc. for Capcom
  • Publisher: Capcom
  • Release Date: 1991
  • Review Date: 10/19/2001
  • System: Game Boy

Synopsis: Mega Man 1 for Game Boy is a fun, if dated, game.  While action game and Mega Man fans will like it, most of the later games in the series for any platform have more features, levels, etc. and are better than this one.  Even so, its a good game and a good buy if you like the series.

 

Game Overview: Mega Man– Dr. Wily’s Revenge, otherwise known as Mega Man 1 for Game Boy, was the first Game Boy Mega Man game.  It was released very early in the Game Boy’s lifetime, and in some ways it looks it.  Even so, it is a Mega Man game so if you know anything about the series, as I think everyone does, some things can be taken for granted, like the fact that it is a action shooting game where killing bosses gives you a new weapon that you must use on other bosses later to be successful. This one has less of the features that the later Mega Man games have, though.  While it may be more primitive than later games on the Game Boy in many ways, its still fun, and as the first Game Boy Mega Man game, it sets some standards that the later ones on the system follow.  Now, on to the review.

Gameplay: First, the differences between this Mega Man game and most of the rest of the classic Mega Man games.  First, Mega Man himself.  Unlike most Mega Man games, in this one Mega Man can’t charge up the Mega Buster (basic pellet shots are all you get), he can’t slide like he can in most Mega Man games, and Rush the dog is absent (Instead, Mega Man can create temporary floating platforms).  Second, the game structure and difficulty. There are only 6 stages in Mega Man 1– four initial levels with bosses, just like all GB Mega Man games, a Dr. Wily’s Fortress level, and a final Wily’s Space Station level. There is a second set of four bosses, but they are bosses only, no levels, and you play them all at once at the end of Wily’s Fortress.  However, the basic Mega Man game mechanics of you having to find out what order to play the levels in order to use the right weapons against each is intact.
Other than that, there are a few things to say.  First, the game has good play control– there is no hesitation between your button press and Mega Man’s action. Sure, control could be a little better and more precise, but it has a style that you’ll get used to.  Overall it’s fine, but may take some getting used to.  There is one annoyance: the main game uses passwords. The passwords are a 5×5 grid with 5 dots in it… a lot easier than later Mega Man games which use a larger grid with every block in it filled with numbers or pictures, but still annoying to copy, as a grid is harder to copy and is larger than a normal letter password like most games. Oh well.
Score: 8/10

Single Player: The single player gameplay is described in the sections above.  In the game, you play the first four levels in any order you wish… until you figure out which order is best.  Until then, you may get a little frustrated at getting all the way through a level only to be easily killed by the boss because you don’t have the weapon that is his weakness.  Once beating these four bosses, you get the last password in the game… the last two levels must be done in one sitting.  That gets very annoying, but for some reason all Mega Man games do this for the last few levels. In the end of the next level, there are four bosses to fight… and like the first four, you must find the best order to fight them in in order to beat them. After that its just gameplay until you reach and try to beat Dr. Wily.

Mega Man is a fun game, but it has a few problems. One is that because there are so many weapons and so few levels, some of them are really not used because you get them near the end when they only have one use. Another is the lack of a password for the last level. Even so, overall the game is fun, if a little too hard.  The challenge level is quite high in this game, as I said before. It may not be the longest game in number of levels, but it makes up for it in challenge.  Even without most of the added features from later Mega Man games, the game is fun.
Score: 7/10
Multi Player: Like all Mega Man action games, there is none. Obviously, there is no score for this category.

Graphics: Mega Man has graphics that, while OK at parts, are clearly old for the Game Boy.  When you compare its graphics even to other later GB games like Mega Man 4 or 5, it just can’t compare.  It has low detailed backdrops, for one, and the sprites are not as well done as later games’ sprites.  They look simpler and less detailed than many other games. Also, once in a while there is a lot of flicker, even on occasion when only one enemy is on the screen.  This is sometimes a problem, but its not a game-killing flaw.  Between its mediocre graphics and flicker, this game has graphics that are not that good.
Score: 5/10

Sound: The sound in Mega Man 1 is ok. While not as good as some games, the music is fine and the sound effects right– Mega Man’s gun is his gun, etc.  Nothing really to complain about here… the music and sound are pretty well done for the Game Boy.  Not much to say for this category.
Score: 7/10 (this is comparing it to other original Game Boy games, not any other platforms… otherwise a GB game would never get more than a 4 or 5 except for very rare occasions)

Other Info: This is the first Game Boy Mega Man game. If you like it, try to find the newer games in the series, namely Mega Mans 3 to 5 for GB and Mega Man Xtreme for GBC. Mega Man 2 GB is not worth getting because it can be beaten in under 2 hours flat.  I know this because I played it for the first time once at a cousin’s house and beat it less than two hours… that’s not good, especially when you consider the fact that MM games don’t really have any replayability!

Scores:
Gameplay: 8/10
Single Player: 7/10
Multi Player: N/A
Graphics: 5/10
Sound: 7/10
Total: 27/40 or 67.5 % (not the final score– this is just the total of the parts)

*Final Score: 76 % (not an average)* – C

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Star Wars: Jedi Knight – Mysteries of the Sith Review (PC) – The expansion to the best FPS ever is as great as the main game!

This review was originally written in January 2004, but as I said I’d like to post all of my stuff in one place, so I am posting it on my site as well.  I will post more of these in the coming days.

  • Title: Star Wars: Jedi Knight – Mysteries of the Sith
  • Platform: PC (Windows 9x)
  • Developer & Publisher: Lucasarts
  • Released: 1998

Jedi Knight. A great and, at the time, innovative FPS. I am a huge Star Wars fan, so I loved the game. Mysteries of the Sith is the add-on for Jedi Knight, and is a very worthy follow up. Jedi Knight and Mysteries of the Sith is my favorite FPS.

Jedi Knight and Mysteries of the Sith are very similar, as is expected from an add-on. But in this case that is a good thing because Jedi Knight is an extremely well done game. It does not add much to Jedi Knight’s formula, except for being able to use both the dark and light force at the same time, and adding more guns, but that is okay because Jedi Knight was already among the best in the genre in this category. Jedi Knight is unique, and has a good engine that can display large areas competently and does so often. Yes, by today’s standards the graphics are badly out of date, but if you can look past that you will see a game doing the best it can with the graphical limitations of the engine it is in. And besides, I like the game’s look. It is a nice representation of Star Wars and, as I said, does large outdoor areas very nicely, unlike most engines from when it came out. Quake is painfully bad at doing outdoor areas and even Quake III, whose engine is used in Jedi Knight 2 and 3, had problems here… none in this game. You are frequently in areas which stretch into the horizon. This sense of scale helps make the already brilliant level designs of JK/MotS even better. To me, while they have many strengths, the best part about Jedi Knight is its brilliant level designs. Level design is key to gameplay, and Jedi Knight succeeded brilliantly. Mysteries of the Sith continues that tradition, with more levels in the same style of Jedi Knight. Some are even better than the best ones in Jedi Knight, amazingly, given how good some levels are in the original game.

The last three levels, especially, are very memorable. I would say that that group of three still has yet to be equaled in any FPS… they are just that good. The only gameplay problem I can think of would come in here, however. The first 11 levels are good, but do not prepare you for the challenge and uniqueness of the last three. When you reach them, you will be in for something of a shock as the difficulty suddenly jumps up several levels and you lose all your guns, for good. I truly loved this part of the game, however, so I think that perhaps they should have reduced the doing small quests part in the middle of the game and expanded the final segment. It would have been great if there had been more than three levels on the planet, given how unique they are… Large, quite long, very challenging levels are the hallmark of Jedi Knight and they are fully in evidence here. They also can frequently be confusing and make you search the levels for where to go next all the time, and with frequent (but admittedly mostly switch-based — though not all. Some are inventive.) puzzles. but again, I like this aspect of the game. It is a refreshing change from your average FPS where it is nearly impossible to get lost. Of course the automap helps greatly here. Without it the game would definitely be a lot harder, and having it is a major plus. I think all FPSes should have automaps and am sad to see now few of newer FPSes have them. The level design in these games stands out especially well when compared to Jedi Knight 2 or 3, who have better looks but simpler and less complex level designs that just do not compare at all to the original JK. The gameplay gets a definite 10.

Graphically, as I said, the game is unmistakably old. Low poly, not that great texture detail, amazingly bad water… no one would play this game for its looks, and if you can’t get over that you will not like the game. But I like it because it presents the Star Wars universe very well, and allows for that massive scale. I give it an 9, considering when the game was released. I’d like to give it a 10, but even for then the engine was not exactly the best looking one out there. Based on today’s graphics of course it looks very bad, but judging old games by the graphical standards of now is not fair. And anyway, none of those better looking competitors could make levels as massive and lengthy as this one.

The game’s sound is very good. All the sounds sound very similar to the movie sounds, which is great. And the music can be really good. Yes, it is mostly just remixes of the movie music, but it is presented very, very well. I especially like the music in the last level, perhaps because of how much time I spent confused in it before figuring out how to progress… Nothing to complain about here. 10.0

As other reviews have mentioned, the story is admittedly weak. The game is broken up into groups of levels that are each stories but only have some things in common with eachother. It does feel like a group of mini-missions at times. It does have a story, though, and that story is better if you have read some of the Star Wars books, particularly Timothy Zahn’s popular, and great, trilogy of books that the games draw greatly from. If you haven’t read those books, however, a lot of things in the game just won’t make as much sense. It explains things well enough ingame, but it makes it more interesting if you know the backstory. Still, each of the level groups really does have a separate theme and story that only carries over on some issues. This is definitely the biggest flaw in the game, and don’t get this if you want a great and deep plot. It is good enough, however, and I have read the books so I loved seeing things from them in a Star Wars game — that does not happen very often. 7.0.

The final major aspect of JK:MotS is the multiplayer. It is essentially the same as the multiplayer in Jedi Knight, just with some more characters and levels to choose from. Still, given how good the multiplayer is in the main game, again, the best thing for them to do was not change things much. Also, some of the new levels are great, and the added force powers make things interesting since force is one of the most unique and fun aspects of the Jedi Knight series. 10.0.

In conclusion, Jedi Knights: Mysteries of the Sith is a brilliant expansion to one of the greatest first-person shooters of all time. Especially if you’re a Star Wars fan, certainly, but it has enough good things about it that everyone should try the game. The graphics haven’t stood up to time very well, and plenty of other games have done scripted events and puzzles, but Jedi Knight and its similar expansion have held up great.

And those last three levels… wow. Completely unique gameplay. Without spoiling anything, the final level of this game is one of the greatest FPS levels of all time, I would say, and is a true work of art. It is a hard and frustrating games at time and getting lost or stuck not knowing where to go is easy, but it is well worth it to get to the end. Also, if you buy Jedi Knight these days Mysteries of the Sith is included in the box, so they work as one long game. A true masterpiece, and it’s too bad that Lucasarts didn’t keep this team together to do a sequel. I’m sure they would have done a better job than Raven.

But if you aren’t a hardcore gamer, keeping a FAQ handy might be a good idea for this game.

Overall Scores
Gameplay – 10
Graphics – 9 (by the standards of the day; by today’s low, a 4 or 5 maybe… but I do love the style and size of the levels…)
Sound – 10
Multiplayer – 10

Overall – 9.9. And still among the best FPSes ever!  This game gets an A+ and deserves it.

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A History of Midway Games (and related companies)

I first got interested in Midway because they made many of the best arcade games of the ’80s and ’90s. They were one of the best publishers on the Nintendo 64 as well, and that is, of course, my favorite console. But after the N64 Midway entered a steep decline, and went out of business in early 2010. They were not able to recover from the death of the American arcade, sadly. Midway and the companies connected to it have a very complicated history. I can’t mention every game Midway made here, so I’ll try to just focus on the highlights.

As for sources, this was mostly written based on Wikipedia, Klov, and GameFAQs information, though often I had to do some research into game credits, accurate publishers or release dates, etc — a lot of the publisher and release date listings on online sites can be inaccurate. Perhaps I should have fully sourced this article, but I didn’t. If someone has any questions about something please ask. I do link the more important articles I used that aren’t from those three sites listed above.

Midway logo (from Wikipedia)

Midway’s late ’90s and ’00s logo

 

The Beginning, the Arcade Glory Days, and the Crash: 1958-1987

Founded in 1958, Midway Manufacturing was initially based in Franklin Park, Illinois. Midway was originally a developer of carnival midway games, as their name suggests. They soon became a major pinball table manufacturer, and later arcade game manufacturer as well. Midway was initially independent, then was bought by Bally Entertainment in 1969. Midway was a major producer of pinball games from the 1960s until 1999, and arcade games from 1973 to 2001. During this time Midway was perhaps the most prominent American producer of pinball and arcade games. In arcade games they had no equal outside of Japan, and in pinball their main competition was Williams Electronics. Williams was a nearby Chicago-based company, and Williams and Midway had a long, close relationship.

Midway, Williams, and Bally were all in the arcade or gambling machine business founded in the 1950s or 1960s, as Bally and Williams both made casino gambling machines. After being bought by Bally, Midway would not be a separate company until 1998, and that would not last long before they were purchased again. Along the way it bought numerous other companies, but first I will focus on these three. Bally/Midway and Williams would both enter the arcade and pinball game businesses early. Initially, in the ’70s, Bally made pinball games, Midway arcade games. The two studios merged, but the naming and staff split remained. The Bally name was the top name in pinball, so they kept it even after the games were being developed by Midway and Bally itself was not involved in videogames or pinball anymore. Williams made just pinball at first, but then in the late ’70s started up an arcade division as well, headed by the great Eugene Jarvis. His first game was the all-time classic Defender. Williams’ arcade division was small compared to their pinball division, but released some of the top early ’80s hits. Other top Williams games from 1980 to 1984 include Jarvis’ Robotron 2084, Joust, Sinistar, Bubbles, and Defender II (aka Stargate). Meanwhile Midway had its first hit when it became the US publisher of Taito’s Space Invaders in 1979. Midway also distributed Pac-Man in the US as well, and was the original publisher of GCC’s Ms. Pac-Man (yes, Ms. Pac-Man, the arcade game, is American and not Japanese). Unfortunately, Namco and Midway had a split over the rights to that game, as Namco claimed that Midway did not have the rights to make its own Pac-Man games. In the end Namco got the rights to Ms. Pac-Man and Midway’s other Pac-Man game as well, and Midway and Namco’s relationship was over. Midway also made games internally, such as the aforementioned Gorf, Satan’s Hollow, and Wizard of Wor in the early ’80s. Midway’s 1983 releases SpyHunter and Tapper would be even more successful.

In 1977, Midway, while a division of Bally, developed and released a console, the Bally Professional Arcade. The first machines launched under the Bally Home Library Computer name, but it was quickly changed to Bally Professional Arcade. The system released shortly after the Atari 2600, and even though it was quite substantially more powerful than the 2600, its high price put it out of reach for most people, and Bally’s marketing was poor; they sold it mostly in higher-end stores, not consumer electronics shops. Also, the system has reliability issues. As a result, despite its power Bally’s console sold poorly, and Bally/Midway stopped supporting their system in 1979. Midway’s game library for the system is small, but does include good ports of Gunfight and Space Fortress. The system had a second life when the rights to the console were purchased by a small company called Astrovision. They relaunched the console in 1981, first titling it the Bally Computer System and then later the Astrovision Astrocade, and supported it for the next few years. Astrovision did not have the rights to Midway’s arcade games, though, and Midway would not have its own home console game development division until 1996, so despite being a Midway console, it doesn’t have as many of Midway’s games on the system as you would expect. The only Midway game on the system from after 1979, ported by Astrovision and not Midway, is Wizard of Wor, retitled to The Incredible Wizard here. It’s a great port of a good game, but it is too bad that other great early ’80s Midway classics like Gorf or Satan’s Hollow do not have Astrocade releases. Still, Astrovision did return the system to stores, until its final discontinuation in 1983. This is Midway’s only attempt at a home console, and they would not make home console games between 1980 and 1995. All Midway home ports during that time were externally developed, usually by Acclaim in the early 1990s.

In 1981, Midway’s arcade release label was changed to “Bally/Midway” instead of just Midway. Pinball tables mostly kept the Bally name alone. In 1983 the great video game crash destroyed most of the home console gaming market in the US. This hurt Midway and Williams because the size of the US arcade game market shrank at the same time; arcade revenues in the US peaked before the crash. While arcade revenues leveled off for a while, and even saw a small boost in the early ’90s, ultimately they would decline again, and that time the decline did not stop. But returning to the first crash, as a result of it, Williams scaled down the size of its arcade division; Jarvis’ recently-set-up Wiz Kidz division closed down in 1984, and Williams released only one arcade video game between 1985 and 1987, 1986’s Joust II. Midway, however, never stopped making arcade games. They were surely less successful than in the years prior, but Midway kept releasing games anyway, including the hit game Rampage in 1986.

The Successful Williams Years: Williams Buys Midway (1988-1995)

Williams restarted arcade game development in 1988. Also that year, Williams (who had changed their name to WMS Industries in 1987; they still use this name) purchased Bally/Midway, that is, the pinball and arcade game division of Bally. Williams moved Midway to Chicago, where it stayed. At this time Bally exited the pinball and arcade games businesses, but Williams-Midway (sometimes called Williams-Bally-Midway) got the rights to continue to use Bally’s name on arcade pinball titles because of how well-known the Bally name was in pinball. Williams would merge the Midway (Bally) and Williams pinball divisions but continue to use both names on their tables, and with the merger Williams dominated American pinball; other manufacturers like Stern, Sega, or Gottleib were much smaller. Williams seems to have merged the divisions, adding on Bally’s design staff to their own. I’m not sure if the two design studios were immediately merged or if that happened later. For manufacturing I have questions too, but my best guess would be that Williams moved manufacturing over to their plant after buying Bally-Midway. Even so, tables using pre-merger Bally back-box designs released until 1992; after that, Bally tables used backboxes just like Williams tables had, but with the Bally name on them. (Source) Unfortunately, it was a declining market, as the history of pinball in the ’90s shows. Still, “Midway” never appeared on a pinball table, only Bally or Williams, while Bally-Midway vanished from arcade games in 1991. It would be nice to be clear on the manufacturing question, that thread linked above is helpful but I can’t find anything to clarify this point. I’m a videogame fan, not a pinball fan, though, so I don’t know pinball history (or where to look to find more about it) like I do videogame history.

Unlike pinball games, Midway did return to using only its own name on its arcade games after the Williams purchase. Bally’s name was dropped from Midway’s arcade games in 1991, and replaced with just Midway. Evidently they had confidence in the Midway name for arcade games, at least. After the merger Williams seems to have merged the Williams and Midway arcade game teams into one studio, except unlike pinball, here Midway was the larger, so they got the Williams people. This label merger happened in 1991, so between 1989 and 1990, arcade games were released under both labels, but what isn’t clear is when the two groups were moved into the same studio — was in 1989, or 1991? Between 1988 and 1990 Williams made NARC, Smash T.V., Hit the Ice (hockey), and High Impact (Football), while Bally-Midway did Trog, Pigskin (Football), Arch Rivals (basketball), Tri-Sports, and Blasted. It may be that the two studios stayed entirely separate, but Mark Turmell says that Trog, Smash TV, and Strike Force were in development when he joined Williams. Trog, of course, was released under the Bally-Midway label, not Williams, which suggests that the two had been merged to some extent by that point. Strike Force was a 1991 release, so it of course was released under the Midway label; Bally-Midway and Williams had both been replaced with Midway. Either way, though, in 1991 they dropped the Williams name. From 1991 to 1998, when Midway separated from Williams, the Midway name is on all of the company’s arcade (video) games. From 1991 on WMS would only use the Williams name on the Williams pinball tables and its casino business. It’s interesting, though, that they merged the arcade game labels, but kept two names for pinball machines.

In 1994, Williams bought the Leland Corporation, a company formed when Tradewest bought Cinematronics. Cinematronics was behind the arcade hit Dragon’s Lair, but Midway did not get the rights to that game, or to Tradewest’s games either as far as I can tell; Don Bluth kept the rights to his games, while Tradewest mostly released outside titles like Rare’s Battletoads or Japanese games. The only Leland game Midway has ever re-released is Super Off-Road, I believe; they surely got the rights to at least some others, but those games have not reappeared. Leland’s biggest hit was the arcade racing game Ivan Stewart’s Super Off-Road. This is why the game is found in Midway Arcade Treasures 3. Danny Sullivan’s Indy Heat, another similar game from Leland, has sadly never re-appeared; perhaps its license is harder to strip off, as the Ivan Stewart license was removed from the version of Super Off-Road found in MAT3? Leland also had set up a new home console game side as well before being purchased, and who developed a few games for Williams, such as Kyle Petty’s “No Fear” Racing for the SNES. The Leland name was soon dropped, but their staff joined Midway, since that was Williams’ videogame division. Buying a studio with its own home console development team must have helped push Midway towards releasing home console games of its own. Several more reasons to do this would appear in the next few years.

In the early ’90s Midway made many hit arcade games, but the most successful of these were Cruis’n USA, Mortal Kombat, and NBA Jam. Midway most likely peaked in popularity between 1992 and 1995 thanks to those games and their sequels. All three were sensations, some of the most successful games of the time. Cruis’n USA was published in partnership with Nintendo, who helped boost the game in return for the IP rights. The game had a “Nintendo Ultra 64” logo at the start, even though it runs on a Midway board, in order to promote the coming Nintendo 64. This created unrealistic expectations for N64 graphical hardware; it could never have matched a multi-thousand-dollar arcade board. The Nintendo connection also brought Midway distribution rights for Rare’s three arcade games from 1994-1995, the two Killer Instinct games and Battletoads (Arcade), and continued on on the N64 once Midway started home console development. Midway also made a couple of successful lightgun games. Terminator 2: Judgment Day was the first one, and it’s always been a favorite of mine, both in arcades and the (Acclaim) home ports. Great game, and it was quite successful as well. They followed it up with the cheesy Aerosmith-licensed Revolution X, which released three years later but clearly runs on the same engine.

All of the games listed except for the Nintendo-published Cruis’n USA were published by Midway’s usual partner, Acclaim. However, in some cases, NBA Jam for example, Acclaim was making more money off of this deal than Midway was, and because Acclaim released the home ports of Mortal Kombat and NBA Jam, some people identified those games with Acclaim instead of Midway, which of course did not help Midway as much as it did Acclaim. Then, Acclaim managed to get the IP rights to the NBA Jam name away from Midway through some corporate skulduggery. As a result, Midway lost the NBA Jam name after the second game, 1994’s NBA Jam: Tournament Edition (T.E.), and had to call its next basketball game “NBA Hangtime”, while Acclaim made the completely different, and not as good, NBA Jam Extreme game for home consoles and its even worse successors. Hangtime and its successor NBA Showtime were successful, but not as much as NBA Jam had been. This soured the Midway-Acclaim relationship, and in 1995, Williams/Midway set up their own home console division. Mortal Kombat 3 released on consoles that year published by Williams, not Acclaim. In addition to the financial reasons, perhaps Williams was worried about something happening to Mortal Kombat like had happened to NBA Jam; MK was Midway’s biggest hit at the time.

Midway the Home Console and Arcade Developer (1995-2001)

In 1995, Williams decided to get into home console game development and publishing itself. Instead of licensing out its popular arcade games, they would make them themselves. Initially, the Williams name was used — Williams was on the initial Nintendo 64 “Dream Team” developer list, for instance. They developed Cruis’n USA, which Nintendo published through a deal which had given Nintendo the Cruis’n series IP rights in return for them helping to market the game and get it as an exclusive for their system and supposed arcade showcase for what the Nintendo 64 could do. Some games in 1995-1996 were released under the “Williams” label, such as the aforementioned “No Fear” Racing game for the SNES, or Williams Arcade Classics Vol. 1 for SNES, PS1, and Saturn. In late 1996, though, they changed over to using Midway’s name on home console titles. Buying Leland may have been Williams/Midway’s first home team, but the next item provided a big boost to Midway’s arcade and home console divisions as well.

In 1996, Williams/Midway bought Atari Games, the California-based studio who were the arcade division of Atari that had split from the home console division of Atari back in 1984, when Warner Bros. got out of the videogame industry for the first time after the crash and sold off Atari Consumer (Atari’s home console and computer divisions) to the Tramiels. Atari Games became independent in 1986, and for a while was lucky compared to the travails of Tramiel’s Atari Consumer Corporation (I won’t get into that here, but they had many problems.). It kept its staff and was in decent shape until the late ’90s. Atari Games only had the rights to use Atari on its arcade machines, not home console machines, but in 1987 decided that they wanted to do their own home console ports, so they had to come up with a new name for the home division. Thus, Tengen was born. In 1989, Time Warner Interactive (yes, Warner again) bought Atari Games. Tengen lasted until mid 1994, when Warner decided to use the Time Warner Interactive label on Atari Games’ home videogames, instead of Tengen. Thus, the Tengen name was retired. TWI did not last long, though, because Time Warner sold Atari Games to Midway in mid 1996. At this time, these home ports went under the Williams name, and then Midway by the end of that year. San Francisco Rush, Atari Games’ first title as a part of Midway, was a fantastic game and very successful. It’s one of my favorite arcade racing games ever. This purchase also got Midway, and thus WB Games now, the rights to the incredible 1984-1996 Atari Games arcade game library, including the classics Toobin’, Paperboy 1 and 2, Vindicators, Gauntlet I and II, Rampart, Marble Madness, Pit-Fighter, Super Sprint, Championship Sprint, Xybots, A.P.B., Cyberball 2070, and 720 degrees. Midway would soon start making its own new Gauntlet games, and including the others in compilations.

Midway continued releasing popular games in the late ’90s. My interest in Midway peaked during this period, so I have more to say about their games from this era than the others. Also, Midway was releasing its own home ports now, which meant more releases. Midway’s games in the late ’90s were so much better than anything that came afterwards that the difference must be explained. Trouble was right around the corner, but many gamers like me didn’t see it coming. NBA Showtime and NBA Hoopz were successful but did not regain NBA Jam’s smash-hit status, but they did make some good arcade hockey and football games. Midway had made arcade sports games before, such as Hit the Ice, but Wayne Gretzky’s 3D Hockey (1996, arcade and Nintendo 64) and NFL Blitz (the next year; for arcade, N64, and PS1) did better than past non-basketball Midway sports games had, I believe. Both games started out in arcades, but soon were ported to home consoles. NFL Blitz became particularly popular, as its brand of violent football action resonated. Another popular series around this time was the rebirth of Gauntlet, with Gauntlet Legends and Gauntlet Dark Legacy. I personally really love these two games; they’re some of my favorite action-RPGs ever, hands down! Midway’s Cruis’n series was also hugely successful in arcades; though the home console ports never did as well as the arcade versions did, the three Midway Cruis’n games are among the most successful arcade racing games ever.

The home ports of all these games did well also. Midway also became a home console publisher, and published other developers’ games. Midway released games on all popular consoles from 1995 on, especially the N64 and Playstation, but saw particular success on the N64. Atari Games’ N64 titles were all exclusive (that PS1 Rush port was external and terrible), the Cruis’n games were N64-only because Nintendo owned the rights, Mace: The Dark Age, a quality 3d fighter, saw its only home release on the N64, and Midway published some significant external titles as well. Midway published all four of Boss Games’ N64 games, for example, including Top Gear Rally, Transworld Snowboarding, the fan-favorite World Driver Championship, and Stunt Racer 64. They also published Wipeout 64 for Psygnosis and Body Harvest for DMA Design after Nintendo dropped that game. For a while Midway made more money from the N64 than from any other console. By 2000 the N64 was fading, though, and Midway’s PS1-only efforts, such as Assault: Retribution (another externally developed title), Mortal Kombat: Special Forces (this started out as an N64 game before being canned and moved to PS1; good move, N64 gamers expected some level of quality from Midway), and Rampage Through Time were not nearly as the level of their N64 games. Midway did try branching into handheld game publishing as well, but none of their handheld games were particularly great. Acclaim’s GB Mortal Kombat games had not been good, but Midway’s were no better. Another GBC Midway game, Cruis’n Exotica for the GBC, looks nice, but has badly flawed gameplay.

Midway also started releasing classic compilations in the mid ’90s. In the ’90s, Williams/Midway owned the rights to now only all of the other games described here, but also some pre-1984 Atari games. Those rights would later go (through a sale I presume, or because it was a temporary license?) to Infogrames, which became the new “Atari”, but for a before then Midway released several collections on the PC, PS1, Saturn, and SNES which include pre-’84 Atari classics on the discs. They did two collections of pre-’84 Atari games during this time, and two of other Midway/Williams games. The first ones have Williams’ name in the title, the later ones Midway. There was a further collection of mostly Midway games on the PS1 only.

Despite being a part of Midway, Atari Games/Midway Games West (as it was later called) maintained separate studios and a separate identity as long as it lasted. Atari Games’ home ports were, as under Tengen, often done internally — the SF Rush games for N64 were done by Atari Games itself, for instance, not Midway. Atari Games also developed the N64 version of their arcade game California Speed. Some games that were outsourced, like SF Rush for the PSX, were terrible. Midway did outsource more games though anyway, such as Hydro Thunder, done by Eurocom on the N64 and DC and Blue Wave on PSX. Atari Games was successful for its first few years under Midway, but after the turn of the millennium, the continued collapse of Western arcade markets helped doom the studio, and later Midway as well. Still, the company went out on top; its last released arcade game was San Francisco Rush 2049. Their home port of the game is, in my opinion, the greatest game ever made in which you control vehicles. Midway Games West had another arcade racing game in development when it was cancelled in 2001 thanks to Midway abandoning arcade games. I’d still love to play it someday.

However, despite these successes, overall arcade revenues were declining, and pinball, as mentioned earlier, was doing even worse. Midway was a successful home publisher at this point, for their home ports of arcade games were doing well, and they published some good home-exclusive titles as well, but there must have been concern for the future. Williams wanted out. So, in 1998, halfway through the release history described above, WMS Industries (Williams) spun off Midway. Midway was still doing okay for the moment, but with declining arcade revenues industry-wide, Williams was done. Midway kept all of Williams’ back-IP rights to console games, though; this is why WB now owns the rights to games such as Defender. Despite this, Williams and Midway stayed close, and continued to share a board member for as long as Midway survived. Williams got out of arcade and video games, going to just pinball and slot machines. At this time Sumner Redstone, Viacom’s owner, started buying up Midway stock. He started out with 15% of the company in 1998, and became majority owner in 2003. He oversaw Midway’s decline and fall. Midway sold most of its pinball assets to Williams and then abandoned pinball in ’99, finally ending the use of the name Bally outside of casinos. However, Williams didn’t last much longer in pinball than Midway — after the failure of its “Pinball 2000” line in, well, 2000, Williams followed Midway out of the pinball business, leaving only little Stern still making pinball tables. Like Bally, WMS Industries has been successful in their surviving business, casino games.

The Fall of Midway (2001-2010)

In 2000, Midway was the fourth largest videogame publisher. They would drop precipitously from that position in just a few short years. In 2001, Midway stopped making arcade games. This is where Midway’s quality level started to precipitously drop; the company never recovered from this move, as much sense as it seemed to make at the time. Midway had always been an arcade game developer, and the shift over to home console gaming went badly. Midway never quite managed to entirely adjust over to what console gamers wanted, and game quality suffered badly as a result. As something of a Midway fan after their great years in the ’90s, it was a sad time. In 2003, Midway Games West (Atari Games) was shut down. Midway Games West only made one console game between ’01 and ’03, the 3d platformer Dr. Muto for PS2, Xbox, and Gamecube. It’s a good but not great game, but the teams’ lack of experience in the genre shows — the team had never done a 3d platformer before, since those do not work in arcades. The game must not have done well enough, and so one of gaming’s oldest developers, one with a direct history to the original Pong, closed. Things got even worse for Midway afterwards.

That really is the story of 2001-2010 Midway. Midway still made some good games here and there. Mortal Kombat had begun declining after MK Trilogy, but MK: Deadly Alliance was a bit of a boost for the series in ’02, after some down years after MK4’s relative failure. It saw two sequels by ’06, on Gamecube, Xbox, PS2, and Wii, but while successful, the new MK wasn’t the phenomenon that the original game was. They were among Midway’s most popular games of the period for sure, though. Among other games, the new classic collections for Gamecube, Xbox, PS2, and PC were pretty good. Many classic Midway, Williams, and Leland games appeared again in the Midway Arcade Treasures line in the ’00s. Those collections include everything Midway still had the rights to from their PS1 discs (so, everything except for the pre-’84 Atari stuff), and many more games besides. The first collection even includes all of the developer interview videos from the original PS1-era collections, though it’s missing the Atari ones of course for rights reasons. Midway also continued bringing back classic franchises with new games. Their 6th-gen SpyHunter reboot was successful, and led to two sequels. The first one’s pretty fun! I also really like the highly under-rated Defender reboot, Defender, also for the PS2, Xbox, and Gamecube. Midway mostly let its arcadey racing game dominance die with its arcade divisions, stupidly, but they did make the good, and also under-rated, kart-ish flight racer Freaky Fliers. The TNA wrestling games were popular, though. Midway had some other good games as well. However, otherwise they were getting far off-base, and it’s not hard to see why they were failing financially. Midway mostly left Nintendo behind in the early ’00s, thanks to the Gamecube’s lacking success compared to the N64, but it didn’t help. Games like LA Rush and Gauntlet: Seven Sorrows, both for PS2 and Xbox, were debacles that ruined some of my favorite franchises and failed to sell well also. Midway’s sports games in this period abandoned the arcade sensibilities that had made them successful in the first place in favor of more simmish designs like everyone else, but Midway wasn’t quite as good at that as EA or the other top developers, and so Midway just couldn’t quite hold on in the genre. The third of the new SpyHunter games was a disappointment as well. The NARC reboot was also bad. Later Midway handheld games like Cruis’n Velocity and Gauntlet: Dark Legacy for the GBA are no better. Midway had never been great at handheld games, but they definitely did not improve in the ’00s.

In 2005, Midway bought Ratbag Games, only to close the studio four months later because the next generation was coming and rather than pay for Ratbag to become able to handle next-gen development, they shut them down. Closing studios you bought is not uncommon, but such a short time between purchase and shutdown is pretty cruel, and a pointless waste of money. Midway continued to decline. By 2006, Midway was the 20th largest video game publisher, down 16 places from only six years prior. People who remember this era’s Midway forget that only a few years earlier Midway was one of the biggest publishers in the industry.

The next generation brought even higher costs that Midway could not afford. Some games did okay, but the last generation was a generation of the destruction of the midsized publisher, which is what Midway was by 2006 because of how badly they had contracted from 2000, when they’d still been one of the big publishers. Midway published some good PS360 games, such as Epic’s Unreal Tournament 3, but costs were too high, particularly for a company barely surviving as it was. Midway poured a lot of years and money into the open-world game This Is Vegas, but it never materialized, until finally dying with Midway when the company went under. The PS3/X360 game John Woo’s Stranglehold did release in 2007, and is an ambitious, decent to good game, but it cost a lot to make and sold poorly, so it was something of a financial disaster. The game is sometimes mentioned as one of the final blows to the company, sort of like BMX XXX was for Acclaim, though I doubt it reaches the level of THQ’s PS3/X360 UDraw debacle that ultimately destroyed that company. Midway did see success from the Touchmaster series of casual motion and touch minigame collection games for the DS and Wii, but it wasn’t enough.

In 2007 Sumner Redstone owned 87% of Midway, but the company was losing a lot of money every year. Even someone as rich as he was would eventually get tired of large losses and no gain. Midway closed two smaller studios in 2008. Later in 2008, Sumner Redstone, facing large losses in both Midway and his main businesses of Viacom and the National Amusements theater chain, sold Midway for nearly no money. Later that year Midway entered bankruptcy as a result. Despite this, in 2009 Midway released games, most importantly a Mortal Kombat reboot which became very successful, sparking a rebirth of a franchise which had faded in the late ’90s. It could not make up for all of Midway’s losses, but it showed that that team, at least, could still make great, and successful, games. However, Midway’s end was not delayed long. A lawsuit from stockholders against Redstone for his management of the company did not help either. The company finally closed in mid 2009 and was officially shut down in 2010, after Redstone got tired of losing so much money.

Aftermath: WB Games and Conclusion

After this Midway did not exist anymore, but its legacy does. After Sumner Redstone allowed Midway to go bankrupt, its assets were sold off. THQ bought the San Diego studio and the TNA license, only to shut it down several years later as they headed towards their own bankruptcy and dissolution. Warner Brothers, perhaps interested in part because they had previously owned Atari Games twice before (as described above) and Midway owned that company’s back-catalog rights from 1985 to 2003, bought the main Chicago studio, the Seattle studio Surreal Software, and Midway’s name and game IP rights. The other two smaller studios Midway still owned shut down. Many people lost their jobs in Chicago as well; only one team, the Mortal Kombat team, survived the culling. In the last year of its life everyone at Midway either left, or desperately tried to attach themselves to Mortal Kombat as best they could, since everyone knew that that was the only IP, and team, with a chance of survival. Some made it, others didn’t. The resulting studio, part of WB Games, is now known as NetherRealm Studios. NetherRealm makes Mortal Kombat games, and some other fighting games as well such as Injustice: Gods Among Us, and has seen a rebirth in popularity. Surreal had been working on This Is Vegas, but WB abandoned the game, and instead merged that team into their other Seattle team, Monolith, a first-person-shooter focused studio. It’s too bad the game never finished, it could have been interesting.

In addition to NetherRealm and the staff from Surreal, WB Games also used the Midway back catalog in the 2012 Midway Arcade Origins collection for the PS3 and Xbox 360. The collection, as with all Midway collections since the mid ’90s, is a mixture of Williams, Vid Kidz, Midway, Atari Games, and Leland titles. Midway owned all of those back catalogs by the mid ’90s, and now WB has them. Midway didn’t make all of those games, but they did make some.

So, Midway lives on as a part of WB Games, both in a library sense and a development sense. However, Midway the independent developer, and most of Midway’s teams and staff, are gone. Midway went from being one of the more successful developers around, back in the early to mid ’90s, to a money-losing failure. This really shows how quickly the technology industry changes, and how hard it can be for companies to keep up with the changing marketplace and audience. Midway’s downfall was the decline of arcades in North America. Arcades declined because computers and consoles were getting more powerful, and the price of arcade machines was too high to support their reduced revenues. Arcade machines could have done better graphics than home systems just because of their higher costs, but people thought that home computer and video games looked good enough. Also, the growth of the internet further hurt arcades, as people turned to online play for multiplayer, instead of gathering in arcades.

Midway tried to adjust with the changing times by moving to console game development, but the company was designed to make arcade games, and it just could not adjust well to console development. Midway was one of my favorite N64 publishers, but by the next generation they were barely even on the list by the end of the generation, thanks to how far their games had fallen. And many other people weren’t even as kind as I; Midway became something of a laughingstock, like Acclaim (another company I kind of like, despite its faults). That’s sad, but I’d rather remember how great Midway was up until the early ’00s. They had their faults for sure, but all publishers do, and Midway published some of the best games of the ’90s. Nobody should forget that just because they could not keep that up once arcades lost their importance outside of Japan.

 

Today, WB Games owns parts or all of the back-catalogs of games published by the following companies and labels:

Midway Manufacturing
Bally Entertainment
Williams Electronics / WMS Industries
Bally-Midway
Leland Corporation
Atari Games / Midway Games West
Midway Games
Tengen Inc. (Atari Games division)
Time Warner Interactive (Atari Games years)

Posted in Arcade Games, Articles, Dreamcast, Gamecube, Modern Games, Nintendo 64, Nintendo DS, Nintendo Wii, PC, PC, PlayStation, PlayStation 2, Research, Saturn, SNES, Xbox | Tagged , , , , , , , , , , , , , , , , | Leave a comment

Rolling Thunder 3 (Genesis) Review – The Flaws of a Still-Good Sequel to a Classic

  • Title: Rolling Thunder 3
  • Platform: Sega Genesis
  • Developer & Publisher: Namco
  • Release: 1993 (US-exclusive title)

Rolling Thunder is a side-scrolling action series from Namco. The original Rolling Thunder released in arcades in the late ’80s, and it was amazing! The game feels like a slow-paced run&gun inspired by Elevator Action, but I think any Rolling Thunder game is far better than anything from that in my opinion slightly boring series. This game, Rolling Thunder 3, isn’t quite as good as its forbears, but it’s still a good game. I should start with the first game, though, for those who don’t know it.

title

Rolling Thunder (NES) title screen

The first Rolling Thunder was a true classic. The game is a modern spy-movie type game, inspired by James Bond and the like, and you play as special agent “Albatross” who has to slaughter his way through an army of evil cultists as he tries to rescue his female partner “Leila”. So yes, it’s a rescue-the-girl game. The cultists all wear hoods, which makes them look more menacing. You have limited ammo, and if you run out are in deep trouble, so conserve, and only shoot when you have to. If you run out of bullets, that’s it; you have no melee attack. Rolling Thunder is a strategic shooter, essentially. You need to duck, jump, or jump between platform levels to avoid fire, while shooting precisely to take out the enemies. Some doors (see the Elevator Action element above) have weapon recharges in them, or rarely health ups. You have eight hit points, but getting hit takes away half of it, and getting shot pretty much kills you, so watch out. Die and it’s back to the last checkpoint. It’s unforgiving, and a bit slow paced as you carefully edge forward and take out the enemies, but it’s a fantastic game. I first played it back in the ’90s in the arcades, and while I couldn’t get very far, I liked the game a lot. The game also has a pretty good NES port which adds in a badly needed password save system. It was released on other platforms as well.

 Rolling Thunder 2 (Genesis) gameplay

Rolling Thunder 2 (Genesis) gameplay

Rolling Thunder got two sequels before the series sadly stopped. I didn’t play either sequel until within the last decade, but the second game was released in arcades and on the Genesis, and it’s a great game. It lets you play as either Albatross or Leila, adds bosses to the series, is just as hard as the original, and has a two player co-op mode, which is great to have. The level designs don’t feel quite as good to me as those in the original game do, but it’s still great. The third and last one here, which this review is for, was released for the Genesis only. This is the only console-exclusive game in the series. Overall though it’s a great series, and I wish that it’d come back; make a new (still side scrolling of course) digital-download Rolling Thunder game, Namco! It’d be great.

 Rolling Thunder 3 Title Screen

Rolling Thunder 3 Title Screen

Now, on to Rolling Thunder 3. This time you play as Jay, another special agent for the same group as Albatross, and you’re out to beat the evil villain Dread and destroy his sinister organization. Your mission apparently is happening at the same time as Rolling Thunder 2, which is why Albatross and Leila are unavailable. There’s also a woman who is the usual female voice in your ear character; as I said above you can play as her with a password, but she has no story, just the levels, and plays identically to Jay (though that I would expect; Albatross and Leila played the same in the second game, too).

Overall, while Rolling Thunder 3 is a good to great game, I think that it’s disappointing and the worst of the three games for multiple reasons. First, the game is easier than either previous title. On Normal difficulty the final boss of this game is very challenging, but the rest of the game before that really isn’t so bad, once you spend a little time memorizing it. Second, the great co-op mode from the second game is gone for no reason. And on that note, by default, and in the story, you only play as a male agent again this time; there is a female one to play as, but only through a special password, and she has no story. It’s better than nothing though. The game also gives you a special weapon in each level (except for level 9), which might sound good, but really it’s maybe a bit too much much firepower for a game that is supposed to be more about thought and careful action than it is about running around guns-a-blazing. Rolling Thunder 3 also has less interesting level designs than the previous titles, except for the final bosses’ final form easier bosses than Rolling Thunder 2 (the first one didn’t have bosses, remember), However, the game does have mostly great gameplay, the diagonal firing ability is great and was a very welcome addition, despite the flaws the game is plenty of fun if you’re a fan of the series, it’s is the only Rolling Thunder game with actual cutscenes between levels that tell a continuing, if generic, spy action movie plot, and it has some decent and varied graphics and sound too, so anyone who likes this series at all should definitely play Rolling Thunder 3. Just don’t expect it to be as good as the previous two games.

As the list above suggests, the most important thing to know about Rolling Thunder 3 is that it’s a consolized game. The story scenes between levels, changing locations, simpler level designs, heavier weapons in your arsenal, and more all add up to simplifying and consolizing the series. The special weapons are emblematic of that change, I think. You can choose from nine different weapons before each stage, or you can choose to not take one with you, and if you choose a weapon before a level, you can’t use it again in the rest of the game, unless it appears in a door as a pickup. So, you need to conserve your weapon choices, and have the right one left for the final level, for instance (I recommend the Bazooka!). It’s an interesting mechanic, but the special weapons in general aren’t needed, and give you a feeling of power that doesn’t really fit with the Rolling Thunder series’ theme. A bazooka, in Rolling Thunder? Really? Sure, the weapons have limited ammo and you are rewarded a bit for not taking one, as you can then use any for the final stage and also you do have a knife weapon if you don’t have a special weapon equipped (it does two bullets worth of damage per hit) and also if you go into a special weapon ammo refill room without one you’ll instead get healed (or have 1 added hit point added, if you have full health), and that’s great. Really, I think this game is the most fun when played without special weapons, except for that bazooka to help against the final boss. Take them if you want, but they’re not needed.

An early level in Rolling Thunder 3

An early level in Rolling Thunder 3

In terms of length and level designs, the game isn’t any longer than the first two games; on the contrary, thanks to its lower difficulty level, it’s shorter, and even without that, it’s not that long. Rolling Thunder 3 has ten levels, three of which are somewhat short special stages, and most of the rest are straightforward. When compared to the previous games, and the first game particularly, in terms of level designs and weapons Rolling Thunder 3 tries to make things simpler and more actioney. Level designs here are not as complex as they often were in the first game. Levels just go to the right, or occasionally up or down a single screen at set points. There are no large areas multiple screens tall for you to go through, as the first game had from the beginning. Don’t expect anything like that big staircase in the first level of Rolling Thunder, either. That’s disappointing. There aren’t even interesting set-pieces like the sections with all those tires in Rolling Thunder 1! There are some nice scenes to be sure, like that one time that enemies jump at you from a helicopter, or the explosive gas tanks, but those are in the first two levels,… and then nothing like either one happens again for the rest of the game. Yeah, this game is like that. That level with the gas tanks you can blow up also has a very bland design; it’s mostly just walking to the right and shooting, simple as that. The later levels get harder, and there are almost always two platform levels later on, but the game just doesn’t have those unique level design challenges like the ones that fill the first game from the first level on. No, Namco, having every level take place in a different place, often with a different set of (similar) enemies, doesn’t excuse how bland the levels are once you take off the new paint jobs.

This game has many fewer doors than the previous games, too, so when you see a door, there’s an odds-on chance that something is actually behind it. The level designs this time really are too simple and bland. Most of the time you’re just on a one or two level sideways path. The only variation is in the environment — and this game has many, as befitting its action-movie theme, as every level has a new setting — and in which areas have that second level of platforms and which don’t. While playing this game it’s easy to forget this problem, as the game is fun and simple, but play this and then the first or second ones, and the problem becomes apparent. There was plenty of imagination here in the settings, but not much in the level designs.

Compounding that issue are the three special stages, which are levels 3, 6, and 9. In the first one you are on a motorcycle, the second on a jetski, and the last in a hijacked airplane. The first two are isometric, not side-scrolling, and they’re simple but fun. Don’t expect much challenge, but they are entertaining diversions. That airplane level is a real pain, though. You aren’t allowed a special weapon in this level, and there are no alternate levels of play either; it’s just one long flat floor. There’s no way to hide here. As a result it’s somewhat frustrating, and doesn’t feel like something with any place in a Rolling Thunder game, either. At least the level isn’t too long; still, use the knife a lot, or you’ll run out of bullets. Learning that is the key to the stage.

Scene from the intro

There are some good things about Rolling Thunder 3, though. Most obviously, as I said above, this is still Rolling Thunder at its core. They put in too much actioney stuff, but the Rolling Thunder core is still here, and it’s a lot of fun. First, that diagonal firing ability is just great to have. It’s no replacement for the co-op mode in the second game, but still, it makes things more fun in single player mode, for sure. Also, the game may be easier than the first two games, but there is an unlockable Hard mode you get after you beat the game the first time, and given how crazy-difficult the first two games get, making a somewhat easier Rolling Thunder game isn’t all bad. I mean, I can actually beat this one… it’s satisfying to finish a game. Also, that final boss was a fun challenge. Sure, it took me dozens of tries, several days, and innumerable replays of the final level (yes, I got pretty good at it) before I finally got past him, but once I did it was quite satisfying. I only wish that the game had more unpredictable challenges like that one, but it doesn’t; the first three bosses, and the first form of the final boss, have basic patterns that should be easy to learn. Either that, or you can just beat them by moving in and attacking until they lose, it varies from boss to boss. Still, at least the final form was hard.

Also, the levels which are more traditionally Rolling Thunder in style, like levels 8 and 10, are both moderately challenging, and are quite fun to try to master. At first they seem tough, and level 10’s boss is, but other than that, with practice I learned how to get through them without too much trouble. Memorization is of course key, but that’s par for the course in this kind of game, and I don’t mind it. It’s unfortunate that the game takes so long to get good, and that the levels stay bland in layout and design, but at least they do manage to get more fun as you go along even if the floor layouts never match the original title. And finally, the graphics are nice, the music is good, and the story, if simplistic and generic, is solid for the genre. The ending is fitting for the genre as well. I only wish that the female character had an ending, but ah well. I like that they added cutscenes to the game; they’re decently done, and don’t go on for too long.

Overall, Rolling Thunder 3 is a very good game that I quite enjoyed playing through. I’ll probably come back to it and try it at least partway through on the Hard mode, too. However, it’s just not nearly as good as either of its predecessors, and overall, as a Rolling Thunder game it’s a moderate disappointment. Still, it’s sad that the series ended with this game; it’s a great series, and deserved to continue. Ah well, at least there were three good games. Overall, definitely play this game, but consider it an intro to Rolling Thunder, and move on to its superior predecessors after spending some time with it. I’m not sure what score I’d give this game, it’s honestly hard… a B or B-, probably, maybe a C if I was being hard on it, but choosing one rating is tough. On the one hand it’s fairly good as a standalone game, but on the other hand, it’s moderately disappointing compared to the incredible original game. That makes it tough to precisely score. Anyway though, overall, Rolling Thunder 3 is a good, but not great, game. I liked it a lot, but I would have liked it even more if it’d been more like the original. I guess I give it a B; I do really, really love the original. Make a Rolling Thunder game again, Namco! A 2d one would be great.

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