First off, I outdid myself with the title of this chapter. I'm not going to spoil the surprise, but I really had an inspiration. ;)
Anyway, the chapter is about racing simulations. I've been thinking about the game, and see several subjects worth bringing up. First, this would be a great chance to talk about special arcade cabinets. There were many enclosures made for Pole Position, but even to this day racing games really stand out for their unique cabinets that are far too expensive to buy for home use. This is a clear case of where the home versions just couldn't compete with the arcade. It's a shame we don't have more time, because I know Bill could have a great time talking about all the different steering wheel/pedal combos available for all the consoles.
Modern racing games seem to pride themselves on physical realism. I wonder how good the steering wheel and gas pedals have gotten for modern platforms? I assume most people just use controllers with analog sticks. Nothing comparable to the full-motion cabs you get in the arcades these days, where the whole thing rumbles with you.
My favorite racing games growing up were Pole Position, Test Drive, Buggy Boy, and Stunt Car Racer. I also really enjoyed Street Rod for the Commodore 64. Other than that, I played some PC racing games--one was pretty wacky, but I can never remember the name of it...Overdrive, or something like that. I later picked up a Loony Tunes racer type game for Dreamcast that was fun. I oddly never really cared for Mario Kart, though my wife loved it. I hated Outrun; just too damn hard to be any fun, though I loved the music.
I liked the wackier racers like Buggy Boy and Stunt Car Racer because just making laps gets boring really fast.
A few things to think about...Where does something like Spy Hunter fit in? Is it a racing game, or something else? Seems more like a hybrid shoot'em up to me. Same thing with a game like TechnoCop. Seems a little simplistic to call it a racing game. Do you remember how hard it was to drive around in Police Quest?
Okay, back to work. Current song: "Kill with Power" by Manowar.
P.S. Mark, if you get a chance, can you design a generic arcade cabinet icon for this sort of thing?
Comments
Genrefication
What do you guys think? Agree, disagree?
What need does such a comprehensive classification satisfy? "Oh, I want to play a Truck Racer! Which one to get?" "Gee, boy, I really like this jetski game! I now want another one!"
Or is it to help game reviewers to compare different games to judge a new entry? ;-)
No, of course it's our sense of order to have fun in classifying games and other stuff. Why not make it even more complicated - even if the classification "Racing role playing games" has no real practical use?
But in all seriousness - if one absolutely wants to genreficate games one could try to distinguish them by the gameplay mechanics and not by the vehicle alone.
Some examples:
a) All racers are simulations. Period.
But of course they differ in what they simulate and how they simulate: Either they try to simulate reality (or what we know as reality) as best as they can (or want) or they simulate - for example - racing a hover glider on a futuristic course, blowing up opponents and scenery while driving by.
Maybe they simulate power sliding on a mud track similar to reality (Colin Mc Rae series) or they make it easy for the player to let the car slide on its own when the player initiated the slide at the right moment (Ridge Racer series).
=> So we basically have "reality simulations" and "fantasy simulations".
Then we can either judge how good the simulation of reality is or what concepts of fantasy are employed.
b) Is it the gamers' job to actually race or does he have to do funny jumps or stunts like in some snowboard or jetski games? Are the latter racing games at all when the score is more important than the lap time? It even gets more complicated when a snowboard or jetski game offers both modes. The same applies to games like Destruction Derby and the Burnout series which feature incredible destruction modes to amass score points or a last man standing mode.
c) Where is the focus? Is it necessary to get the best time or does the player has to get a higher score by doing stunts or tricks while racing?
d) Does the player has to accelerate by pressing a button to fire an engine to does he has to use the gravity as best as possible?
Personally, the answers to those questions are more interesting to me than the choice of the vehicle, exclusively.
take care,
Calibrator
I remember Road Blasters!
I remember Road Blasters! Definitely a fun game.
I'm still trying to find a decent way to classify all these different types of games. I took a look at the wikipedia page on the topic, and definitely agree with most of their groupings.
What do you guys think? Agree, disagree?
Prepare to Qualify
I have a borderline call on a "racing game" classification for a certain game. I'll see what you guys think in a bit. But first....Pole Position.
With nostalgia mode on, Pole Position was one of my first arcade racing experiences and was quite enjoyable. I remember it happened inside a Show-Biz-Pizza. You know what helped? The fact you sat down inside the cabinet! If the success of a video game is often measured by how much it makes you unaware of your surroundings, sitting inside the Pole Position cab put me on Cloud 9. The immersion was incredible. I didn't have better graphics to compare it to back then, so the cabinet actually added to the "visual experience" of the game and made it more realistic. You actually had to work on those turns. Slamming the gas didn't magically do the job for you. At least you got a really sweet explosion when you crashed. I saw that explosion many times....maybe I will have to make up for it if there is a cab at the upcoming Houston Area Arcade Expo.
Another arcade game I have found memories of is Hard Drivin'. A racing game? I suppose. You didn't have a finishing position, but it was a clock/checkpoint-based game. The physics were great for the time (and would improve with Race Drivin'). There weren't really any textures in this 3D game, but I didn't care. It was fun and had *force feedback* in the steering. That really added to the realism. I don't recall playing a game with force feedback prior to Hard Drivin circa 1988. I may have simply missed a game or two, but this was great. I would later have the opportunity to purchase the full, 750 lbs, sit-down cabinet version of Hard Drivin' while in college. It was mostly broken when I bought it, and my arcade hobby began. I split the cost with a friend. $150 to own Hard Drivin'. What a steal. He still has it and is now several states away. I'll get it back someday.
The last game I want to mention is Road Blasters. A racing game? I suppose you could say "debatable." I would say it is. You don't get a finishing position in a traditional race, and it does have a shooting element to it. However I don't consider the shooting element to be the primary focus of the game. The primary focus is to FINISH the current race! The drama of this game comes from constantly losing fuel. You are certainly aware of time and what your mistakes have cost you - just like a racing game. Classify it what you will, I thought it deserves mentioning. It certainly had its share of drama. When the main fuel tank runs out, the reserve tank kicks in and the alarm starts going off. Suddenly your skills "better improve." When you run out of fuel, the alarm sound hangs, the music kicks up, and you are prompted for another quarter if you want to continue - oh - and that is timed, too. Nine seconds to get your quarter in the machine. That's hard to do when you are sitting down, your quarters are in your pocket, and you are in shock that you just lost.
....never managed to complete Mulholland Drive in Street Rod 2.
Games
I can remember playing mechanical driving games where the road was a backlit canvas on rollers with your car attached to a rod that moved left and right when you moved the steering wheel. There was a distance counter much like the milometer in a car for the score. The canvas had cars and other obstacles to avoid painted on it but there must have been something protrubing on the other side to detect collisions - it was pretty accurate.
I actually played something like that too way back when. They used to have kids' toys that worked with the same concept (I think I even had one of them). Today, the kids get to sit on plastic motorcylces and motorboats and play these games as videogames. Luck them...
Played Outrun back in the day too - the Saturn got a great port and OutRun 2006 on PS2/Xbox is magnificent. Sega Rally on Saturn and Daytona 2001 on DC are favourites too.
The Outrun updates left me flat personally. I still love the Outrun arcade game. Great sense of speed and fun.
F-Zero and Mario Kart make be buy the console.[/quote\
I never got into F-Zero, but I played Super Mario Kart to death on the SNES. That's still my favorite version of the game I think.
Attempts at realism leave me cold - have played Gran Turismo 1 & 4 and they're nice but require too much time before paying back which isn't something I want from a racing game.
I agree. I got the most into the original PS1 game and purchased one of the PS2 ones, but I totally passed over the recent PS3 game, which was really just an HD update. Probably about as realistic as I can handle while still having fun is the Project Gotham series, and even that is pushing it.
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Bill Loguidice, Managing Director | Armchair Arcade, Inc.
Played lots of Pole Position
Played lots of Pole Position in the arcade (sit down version of course). There was a similar game that had 3 screens which wasn't as good a game but was impressive looking - TX1 it was called.
I can remember playing mechanical driving games where the road was a backlit canvas on rollers with your car attached to a rod that moved left and right when you moved the steering wheel. There was a distance counter much like the milometer in a car for the score. The canvas had cars and other obstacles to avoid painted on it but there must have been something protrubing on the other side to detect collisions - it was pretty accurate.
Played Outrun back in the day too - the Saturn got a great port and OutRun 2006 on PS2/Xbox is magnificent. Sega Rally on Saturn and Daytona 2001 on DC are favourites too.
F-Zero and Mario Kart make be buy the console.
Attempts at realism leave me cold - have played Gran Turismo 1 & 4 and they're nice but require too much time before paying back which isn't something I want from a racing game.
Racing / Action car games
I'm glad my comment sprung off this type of discussion, beter to have this now then when the book is finished ;-P
Editor / Pixelator - Armchair Arcade, Inc.
www.markvergeer.nl
Action or not
PP is rather interesting because it seems on the cusp. It was realistic for its time, but definitely more arcade-like than Pit Stop (at least IMO). I'm not even sure Pit Stop was ever released in the arcade (need to check). I'm a bit torn about something like Night Driver, too. It could go either way. But as tech improved, you definitely began to see a huge difference between realistic driving games and arcade-experiences. Take Test Drive vs. Outrun, for instance. I don't see how you can really equate those two. Question is--which one is closer to the model established by Pole Position? I'm guessing Outrun.
IMHO, a racing game is a game where you try to be first against opponents or the clock. It doesn't matter, if you have weapons at your disposal to reach that goal or not. Take the Wipeout series for example: Racing games, right? The weapons give the player more choice but the real goal of the game remains: Be fast, be first!
The same goes for the first "Colin McRae Rally" (also a PS1-generation game): no opponents on the same track at the same time. Very innovative stuff back then. The opponents were simulated in the statistics so you raced against them on the boards - the clock was your tool for this. I'm not sure if the ghost car is already featured in the first CMR but it only gives you an additional edge.
I often find games interesting that fall between two or more genres - here are two examples:
A classic fighter/racer is a game for the PS1 called "Rollcage" where you can destroy most stuff lining the course and of course your opponents. *Very* fun racer - especially with a human opponent.
http://www.mobygames.com/game/playstation/rollcage
You can also race the roofs of tunnels - not exactly simulation stuff, but who cares?
http://www.mobygames.com/game/playstation/rollcage/screenshots/gameShotI...
http://www.mobygames.com/game/playstation/rollcage/screenshots/gameShotI...
The "Driver"-series on the other hand emphasize the action aspect much more as the cars steer quite realistically (you really get a feeling of the car's mass) but you don't try to improve racing times, IIRC. You have to mostly beat the clock to be at a certain place but that's it.
The first in the series "simulates" the classic 60ies and 70ies US action movies with their racing sequences like "Bullit", "French Connection" etc. so you can speak of a simulation of some sorts. The director's mode is another clue for this.
http://www.mobygames.com/game/windows/driver
Accessibility is the keyword here. Several "non-gaming" friends and collegues could identify with a steering wheel at my home as it imposes a sense of control to them. They wouldn't try the game with a gamepad.
There were arcade games/cabinets which were based (but not identical to) a PS1- or N64-mainboard.
Same thing with the first Voodoo-chipset and the Dreamcast was more or less a stripped down arcade board - or they used the Dreamcast to build an arcade board - I'm not sure ;-)
As such the graphics weren't necessarily better than on a stock PS1 or whatever.
take care,
Calibrator
Realism vs. Arcade
The more I think about it, the more I see a split between realistic racing games and more arcade like experiences. It's comparable to the split between something like Microsoft Flight Simulator and Top Gun or Afterburner, for instance. Or Super Huey vs. Choplifter.
PP is rather interesting because it seems on the cusp. It was realistic for its time, but definitely more arcade-like than Pit Stop (at least IMO). I'm not even sure Pit Stop was ever released in the arcade (need to check). I'm a bit torn about something like Night Driver, too. It could go either way. But as tech improved, you definitely began to see a huge difference between realistic driving games and arcade-experiences. Take Test Drive vs. Outrun, for instance. I don't see how you can really equate those two. Question is--which one is closer to the model established by Pole Position? I'm guessing Outrun.
It's also interesting to see the steering wheel cabs of the early 1980s for games like Death Race, which were a far cry from realistic. Seems like any cab with a nice steering wheel or the like was helpful to attract people to the arcade machines.
I always have fun at Gameworks when we play the formula 1 game with all the networked cars. It isn't totally realistic, but definitely more fun than playing these games alone. Still, anytime I go to Gameworks i'm amazed at how poor the graphics are. Even on the racing game, they're barely PlayStation 1 level. Why spend all that money on all that hardware and skimp on graphics? Doesn't make sense. Same thing with the turret games--heck, I wouldn't be surprised to find an Amiga under the hood of those things.
Comments
What about something like Action Biker?
I think a single sentence will distinguish between games with a primary focus on racing and games with a primary focus on something else that just happen to feature a vehicle.
As for Destruction Derby, if you have something like the Psygnosis Destruction Derby for PS1, for instance, then it's a racing game because it has a track feature. If you're talking about the Destruction Derby in the Hot Wheels game from Epyx for instance, which is just basically you against a bunch of other cars in an arena smashing each other, then it's not a racing game. Certainly Bump n' Jump and Burnin' Rubber are more racing game than smashing games, but if I recall correctly, you don't necessarily need to finish first, just get to a certain point in the "course" before time runs out. So, technically, you're not really racing the other cars, which are really there as obstacles and things to smash.
I think the primary focus should be on third person/first person driving games, though top-down and even the occasional side view or isometric games should be mentioned, as those were at least at one time, popular forms too. Nevertheless, Pole Position pretty much set the standard in that regard. Of course, like the SF II chapter, the discussion of the transition from 2D to 3D is pretty important, as Pole Position was all about simulating the perspective with sprites, while 3D games can give you a "real" view.
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Bill Loguidice, Managing Director | Armchair Arcade, Inc.
Pitstop II
Exactly my thoughts - the tires were a really great feature at that time.
Together with the pitstops it made racing tactics possible.
take care,
Calibrator
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