Regular visitors to the 'Yard will probably be familiar with my love of the racing genre, and I've covered quite a few of the Dreamcast's finest examples over the past few months. From examining the best radio-controlled examples and F1 sims, to studying the racers with the best headlight effects; The Dreamcast Junkyard will leave no stone unturned when it comes to looking at even the most obscure aspect of the system's racing games. That said, it's recently occurred to me that possibly the most important component of a racing title has yet to be investigated here in any real depth. No, not the vehicle handling. Or the vehicles themselves. Or the accessibility contrast of the menu screens. No, I'm talking about the tracks you race on - one of the most fundamental parts of any racer. A good circuit can save even the most dire racing game, and will remain in the player's memory long after the crowds have left the grandstands and the smell of burning fuel has evaporated from the silent pit lanes.
Anyone who has played Sega Rally on the Sega Saturn will attest that even though that game only has a handful of tracks (Desert, Forest, Mountain and a fourth - Lakeside - if you're good enough), every twist and turn is etched into the brain, and this is because each and every one of those courses is a masterpiece of track design. Likewise with the original Ridge Racer - that title only really had the one track, but the intelligent design ensured that this paltry complement didn't at all degrade the overall experience. It isn't just the layout of a course that's important though - the setting and track side details all combine to create an environment that is as memorable as the street you lived on when you were a kid, or the bedroom in which you played your first games console. The very best tracks from your favourite racing games will stay with you forever, and even after years of not picking up a particular game, once the lights go green the important details come flooding back as if you never left.
With this in mind, the Dreamcast's very best (and worst) racers do contain some absolutely fantastic examples of track design. Some of them are great simply because they feature devilish corners and straightaways where fierce battles for the podium are a mainstay; others are just set in breathtaking locales - either Earthbound, or set in faraway places that man has yet to step foot in this reality. So, without further ado, lets set a course and take a look at some of the most impressive, memorable and enjoyable circuits from a selection of Dreamcast-based racers...
Mermaid Lake: Daytona USA 2001
At first glance, Mermaid Lake looks like another run-of-the-mill figure-of-eight track with a bit of a lake in the middle. And for the most part, you'd be right. The lake itself barely features in the course though, and that's because the section where you might be expecting to see said body of water is actually a Gale Racer type banked corner that reaches a fairly hair-raising angle. Once this has been negotiated however, the course opens up to reveal an extremely impressive downhill straight that not only takes you back under the track you just screamed over, but also gives a spectacular view of the whole course laid out before you. Mermaid Lake may not be the most exciting course in terms of the variety of trackside furniture - it's mainly a few grandstands and factories - but there are a couple of nasty 90 degree corners thrown in further along that will more often than not see your shiny Hornet transformed into a smoking, crumpled jalopy. Usually in 40th place.
Mars: Magforce Racing
Apart from being an absolute stinker of a futuristic racing game, Magforce has the envious position of being the only true 'futuristic' racer on the Dreamcast. The real issue here is that the vehicle design is laughable (the craft are all three-pronged tripods with wheels at each corner), and the sense of speed is far too sedate for a game of this ilk. The one saving grace though, is that most of the tracks are really well thought out and feature some rather nice details. If only this had been the basis for a WipEout game. Sigh. The shining glory in Magforce's catalogue of circuits though, is the only one not set on Earth: Mars. The track undulates fantastically as it winds through the ancient caverns and valleys of the Red Planet, past the spaceport and through a gigantic domed area that wouldn't seem out of place in Total Recall (the good one with Arnold in it - not that crap with Colin Farrell). Reports of a tri-breasted mutant are unconfirmed, however.
Civic: Rush 2049
Rush 2049 is a game you either love or loath. The cartoonish trappings and overtly ridiculous gameplay and vehicle designs are very much an acquired taste, but as a gamer who loved the original instalments of the series on the N64, I consider Rush 2049 to be the pinnacle of a series that hits all the right buttons. The Dreamcast version of 2049 is regarded by many as the finest available, and I am happy to agree with that notion, and of all the brilliant circuits on offer within the game, Civic is - for me - the best of the bunch. The fairly sedate starting section set within a green and pleasant parkland is soon eschewed for a fairly grandiose vision of a Utopian suburb of San Francisco, complete with skyscrapers and elevated walkways. Naturally for the series, these can be driven on and the emphasis is on finding hidden routes. Stick to the beaten track however, and you'll not only be treated to some fantastic drops (where you can utilise the vehicles' build-in gliding wings), but also a display by a formation of fighter jets.
Ship Graveyard: Hydro Thunder
Possibly one of the Dreamcast's greatest arcade racers, Midway's Hydro Thunder also features some pretty spectacular courses. As you can no doubt appreciate, it's hard to refer to them as 'tracks,' as there's not much asphalt involved here...but you get the drift. To be honest, this was a tough one to call as I had originally limited this list to one circuit per game, and Hydro Thunder has a multitude of outstanding examples, but in the end it was Ship Graveyard that won out. Starting off in a fairly quiet part of a dockyard surrounded by the rusting hulks of forgotten vessels, you quickly carve a path through the waves and blast out of the relative calm and though a working scrapyard where towering cranes precariously move bits of hull around above your head. Not long after this, you'll find yourself powering through the decommissioned superstructure of a radioactive navy warship, before being battered by increasingly choppy waves in a section straight out of Moby Dick - complete with lightning flashes and a solitary lighthouse showing the way. The finale of this amazing course has you blasting through a tunnel only to emerge in a tranquil lagoon with the sun breaking through the clouds as if the angels themselves had decided to call the maelstrom off. Truly, truly brilliant.
Le Mans: Le Mans 24 Hours
One of the only real-world tracks to appear on this list, the legendary Le Mans 24 hour course has to get a mention in this list simply because it is a sublime trip through the French countryside if nothing else. It helps that Infogrammes' racer is one of the best looking games on the Dreamcast, not because it does anything particularly special...but because it's subdued tones and realistically modelled mundanity actually makes it feel so much more lifelike than the brightly-toned Ferrari F355 and other titles in this category. The Le Mans course itself is a 13.6km beast that takes in rural farming villages and towering grandstands alike, as well as a draw distance to die for. This helps immeasurably when you finally get to the monumental straights that seem to go on forever and allow you to reach cheek-flapping speeds. The screenshots here only show the track during a foe-less time trial session, but during a full-blown Le Mans event the race goes on through the night and into the next day, and the dynamic lighting really shows off what the Dreamcast is capable of - you can even have a real time 24 hour long race if you like...although that's not something I've attempted yet.
Oovo IV Executioner: Star Wars Episode 1 Racer
Set on an asteroid and beating a path through a maximum security prison, the Galactic Podracing course Executioner is one that takes racers through various terrains and environs. The start of the course is in a fairly standard enclosed area, with bright floodlit concourses and a nice view of the asteroid belt above. This rapidly changes though, as competitors are soon thrown together as the course narrows and you are funnelled into a muddle of zero gravity mining tunnels - complete with errant floating boulders - and cavernous underground halls, where the entrances and exits have a habit of changing shape as you pass through. There are multiple routes through the course too, and more than one area where turning your pod racer on it's side is essential if you want to avoid certain death. As with Rush 2049, Episode 1 Racer also appeared on the N64 (and also PC and later the PS2) so isn't strictly a Dreamcast-exclusive track...but it's so atmospheric and exciting that I couldn't help but include it in this run down.
Bonus Track - Ridge Racer Type 4: Out Of Blue
OK, so this isn't even close to being a Dreamcast game...but by the magic of Bleem! it's here on the list! Out Of Blue is a course that, for me at least, encapsulates everything that sets RRT4 apart from the rest of the series. The over-saturated, pale and sickly light that seems to penetrate every section of the track gives the environment an almost sterile feel, as if something is completely wrong...but yet seems fine on the surface. It reminds me in a lot of ways of the manner in which The Matrix uses that slightly green filter to unsettle you. The course starts in a perfectly fine built up urban area, complete with towering glass structures and a roaring crowd. But before long, you're out in the middle of an eerily quiet dockland, where your only company is a flock of seagulls and motionless cranes. Maybe this is more down to the technical limitations of the PlayStation, but I like to over-analyse stuff like this, so lets just pretend you're racing through a near-future world where all of the people have been replaced by mindless robotic automatons, and the moment you get out of the car and they realise you're not a 'synth,' they'll all start coming for you. Chasing, endlessly chasing you to the end of the Earth - they will not stop until your organic body has been erased from the planet. Out Of Blue: a vision of a future where humans have no reason to exist. Shudder.
Got a bit surreal towards the end there, but as usual this list isn't definitive - there are plenty of games that didn't make the cut yet also feature some impressive examples of great (and memorable) course mechanics. Games like Wacky Races, Ferrari, Buggy Heat and Sega Rally 2 have some brilliant stages; and the collection of Formula 1 games also have some accurate and interesting real-world tracks. But what do you think? Is there a shining example we missed? Let us know in the comments section...
Showing posts with label Magforce Racing. Show all posts
Showing posts with label Magforce Racing. Show all posts
Skin Deep
By
Tom Charnock
Ah, Dreamcast racing games. Forgive me if I'm wrong (and I usually am), but to my untrained eye it would seem that the Dreamcast has more racing games than any other type. From the truly awesome (MSR, Daytona 2001), to the middling but still fun (Re-volt, Speed Devils), to the fucking abhorrent (E.O.S., Roadsters). There is, though, a common theme in the vast majority of the DC's racers - they almost all feature cars. Yep, boring old cars. With four wheels. Again, there are exceptions to this rule (snowmobiles, jet skis and motorbikes are hiding somewhere), but for me the most under-represented mode of transport has got to be the futuristic floaty car. Sure, there's Episode One: Racer and Looney Tunes Space Race, but where's the Dreamcast's Wipeout clone?! You know, with cool looking pointy ships, mental twisty racing circuits and amazing explosions? Well, I thought I'd found it. Only it's not the awesome thrill-ride I was hoping for. It's merely 'meh.'
Thinking about it, the PSX had the aforementioned Wipeout, the N64 had F-Zero X and Extreme G, even the Saturn had the alright-in-a-mid-ninties-sort-of-way High Octane...and the DC has...Magforce Racing. Hmmm.
OK, so we've established through association that Magforce is a futuristic racing game. Twisty tracks? Check. High speeds? Check. Cool looking pointy ships? Erm...no, actually. For some reason, the developers eschewed the usual style of vehicle for some truly hideous designs. Rather than have wedge-shaped formula 12000 beasts, Magforce Racing gives you the chance to strap yourself into the cockpit of one of a number of crap-looking 'tripods.' Tripods! Why? They look pathetic! The story goes that these tripods have a wheel under each 'leg' that is magnetically charged and allows the vehicles to stick to the track when they inevitably travel along upside-down sections of the circuit...and that explains the need for you to drive over the glowing yellow strips dotted about in order to charge up your 'magnet power,' or something. If this power runs out, you can't drive on the ceiling anymore, and if you're on the ceiling when it runs out you fall to the ground below. If this had some kind of effect on your vehicle (like visible damage or the depletion of a shield bar, ala Wipeout) then it might have had more relevance...but alas no such luxuries exist in Magforce Racing. In actual fact, the whole 'magnets' thing does little more than provide a nice title for the game (Magforce...geddit?!).
Moscow. In the future. You can tell because of the Palace in the background.
And the generic industrial - orange sky.
Speaking of a lack of any kind of damage model for the game, the inclusion of a weapons upgrade system seems like little more than an afterthought by the developer (little known VCC Entertainment, just in case you were wondering. They also made Killer Loop for the PSX, which is in effect the semi-prequel to Magforce). This is evident in the way that even though you can collect and upgrade various weapons (lasers, mines, missiles etc), when you fire them at an opponent the result is little more than a loss in speed for the victim. Obviously, this can help you get past them but there's little incentive to use the weapons...because if you collect four in a row without firing them off, you get a 'turbo ram' that makes you invincible and blasts you along the track at ridiculous uncontrollable speeds. Want to win any race with ease? Just keep collecting four weapons and turbo ram everyone else out of the way like a massive futuristic knob in a dodgem. I used this tactic quite a bit once I'd discovered it and you'll need it to unlock the higher class vehicles and tracks because rather than employ a normal 'championship' option, all Magforce offers is a series of one-off races. You know the drill - finish each track in first place in a particular vehicle and you open up the next class and a few new circuits...but the shit thing is that you can only play them with the vehicle you unlocked them with. Again, looks like another lazy design choice on behalf of VCC. Why couldn't they have put in a proper league mode or something? All you get is that single race mode and a time attack.
As mentioned, the 'cars' look a bit gash.
So what you get with Magforce racing is a pretty run-of-the-mill futuristic racer with really crap vehicle designs and very few play modes. It does have one thing going for it though: the graphics are fecking brilliant! When I first started playing it, I was quite overwhelmed by how smooth everything was and how slick it looked. Sure, by today's DiRT 2 standards Magforce looks horribly dated, what with it's lack of real-time shadows and specular lighting...but back in 2000 this must've looked the dogs bollocks. The tracks (whilst slightly generic) twist and turn all over the shop and feature some rather impressive enormous architecture - in places it reminded me of Wipeout on the PS2, with it's cavernous mountainside entrances and underwater translucent tunnels. It's just a shame that the programmers didn't go the whole hog with some over-the-top lens flares and the like - because with a few more effects lavished over the top of the ace track detail and eye-watering pace, Magforce could've been possibly the best looking racer on the Dreamcast. As it is, it's still up there with the best of 'em - but you can't help but ponder what else could've been done with the game engine.
To surmise, Magforce Racing is a generic futuristic racer. It's got a techno soundtrack, minimalist front end, a dearth of play modes...but is damn nice to look at. Oh, and it only cost me £3 from Chips in Gloucester. I believe the phrase is "wOOt." Cough.
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