Menu

Skip to content
Gaming Pathology

Gaming Pathology

Piles Of Games, Copious Free Time, No Standards

Category: Racing Games

NES Racing Grab Bag

Posted on March 30, 2007 by Multimedia Mike

I continued to forestall the inevitable this evening by further delaying playing some of the most bizarre Sega CD games in existence. Instead, I finally collected a full set of quality screenshots for Vegas Fever Winner Takes All. You start this game with $1000 and I was consistently, cluelessly losing money at each game I played for screenshot purposes. Wouldn’t you know– on the last game I played, Texas Hold ’em Poker, I actually won a sizable pot and ended up with over $1000, even though I really had no idea what I was doing.


Vegas Fever Winner Takes All -- I won it all!

I’m so strategically-impaired that stubbornly calling bets and refusing to fold is probably the best strategy I could hope to employ in an actual Poker game. Through it all, though, I must say that if I were partial to gambling-type games, this would be my casino simulation game of choice. Beautiful, authentic, diverse, and it claims to be highly accurate to boot.

Otherwise, I spent the evening playing through a bunch of old NES games. The reason for this is that, vast as it is, MobyGames is still missing over 150 NES games (American NES games; that I know of). I’m hoping to fill some gaps. Among the NES games were 2 racing games, one good and one not so good. The good one is a title of which I have fond memories playing and winning back when my interest in the system was waning: Eliminator Boat Duel.


Eliminator Boat Duel -- Starting line

This is a fierce one on one boat racing game where you claw your way up through the ranks of pro boat racers, winning prize money, upgrading your boat and generally earning respect among the boat racing community. Your first opponent is a curiously aggressive hippie. I seem to recall that the final opponent in the game is a high-class lady who comes on to you after you defeat her in nitro-fueled boating fury. Another curious feature of the game is that sometimes the races will finish too close to call, visually. That’s when the eye candy on the sidelines requests a slo-mo replay:


Eliminator Boat Duel -- We want slo-lo!

Consistently tanned, they are. I’m sure that’s attributable to their disciplined bikini team tanning regimen and not due to any NES palette limitations.

The not so good (but not entirely bad) racing game was Galaxy 5000.


Galaxy 5000 -- Starting line

Race against 3 computer-controlled spaceships. There are 2 control schemes to choose from, both of which require some adaptation. The first is to press the gamepad in the direction you want to go and the craft rotates to point in that direction and thrust. The second control scheme uses left and right to rotate and up to thrust. I had trouble getting used to either and couldn’t get past the first Mercury race. That meant that the race course disintegrated out from under me and I fell — in space — apparently into some water.

Another interesting facet of the game is high-pitched, comical, digital voices exclaiming “Hey!” and “Watch it!” when you bump into other cars.

Posted in Action Games Gambling Games NES Games Racing Games Windows Games | 2 Comments

Spy Kids And Total Racing Cars

Posted on February 19, 2007 by Multimedia Mike

I’ll have you know I was on the ball this evening. As soon as I got home from work, I went straight to my new second job playing old games that no one has heard of. I had already picked out this evening’s game in advance. A fat lot of good my planning did me tonight. I investigated a title called Total Racing Cars which is not quite as generic as simply slapping “Pinball” on your CD-ROM, but it comes close. I’m always in the mood for a good racing game but I’m less enthusiastic when I realize that the game is merely a repackaging of the shareware versions of commercial racing games such as Need For Speed III and Daytona USA.


Total Racing Cars Menu

Okay, so that doesn’t count. Let’s move swiftly on to Spy Kids Learning Adventures: The Underground Affair. This is one in a series of three educational games based around the Spy Kids franchise. This particular version of The Underground Affair was yet another in a series of PC Treasures titles/AOL delivery vehicles purchased for a dollar each at Super Target. And someone screwed up when licensing this game for budget distribution. I’ll expound in a moment.

The story of this game explains that there is a mine in South America where anti-gravity ore is extracted and then stored in a special, air-free silo. This material apparently has application in the spy field. And it seems that a bunch of it has gone missing. The story colorfully unfolds in a panel-by-panel, comic book-style manner. It’s a nice effect.


Sky Kids Learning Adventures -- Storyline

This is where the Spy Kids are called in to investigate. From their treehouse base of operations, they are instructed to hop into the DragonSpy craft to travel to South America and find clues about the missing ore. Here’s the learning opportunity, and the catch: In order to activate the DragonSpy’s navigation system, you must solve a puzzle in the book in order to find a code to enter into the ship’s system:


Spy Kids Learning Adventures -- Enter Code

Umm, where’s the book? PC Treasures only licensed and re-distributed the CD-ROM, not the accompanying 32-page puzzle book. That brings the game to a screeching halt, unless I care to start reverse engineering the game. Which I don’t care to do.

For trivia, the other two games in the series are named Man in the Moon and The Candy Conspiracy (oops, and another game: The Nightmare Machine).

Posted in Educational Games Licensed Schlock Racing Games Windows Games | 7 Comments

Inaugural Game: Hot Wired

Posted on December 27, 2006 by Multimedia Mike

No more running, no more hiding, and no real reason to wait until January 1st to get going on this (hopefully) game-a-day cockamamie idea. I’m still not sure how this is all going to work out, but it’s time to get down to it and try. And I’ve had my inaugural game for this exercise picked out for some time now: Hot Wired.


Hot Wired Title Screen

I actually played this game briefly after I picked it up for $5 in the cheap section of a media store (in early 2003, according to my records). However, the game has slipped through the MobyGames cracks.

The minimum goal is to play the game long enough to capture a variety of game play screenshots and form enough of an impression of the game to be able to write a competent description worthy of MobyGames, and perhaps a review.

Hot Wired is a car stealing and driving game. Actually, the stealing part is implied– you just need to drive the car and outrun the cops. Cursory impression of the game: This has some very real potential for fun, if only I could make it a few meters down the first road. A-ha! I eventually realized that I had selected the ‘joystick’ control option when, in fact, I have a gamepad. That makes a world of difference.

And I’m off! Structurally, the game has you driving a stolen car, presumably from the location you jacked it, to the border, with cops in constant pursuit. These cars’ alarms must be wired directly to the local police precinct. There are 10 tracks to complete, each corresponding, allegedly, to a major U.S. city (I say ‘allegedly’ because there is little to distinguish various cities; L.A. has a few more miscellanous office buildings than Miami). Really, the only variation between tracks is the distance to the ‘border’ (i.e., distance to the end of the track), the course curviness, and the volume of local law enforcement.

Hands down, the most remarkable aspect of the game is the cops. Their commitment and sense of self-sacrifice is the stuff of legends. That’s assuming that it’s not standard police procedure to ram stolen cars every which way in order to force them into submission. And though they don’t look the part, the cop cars can manage at least 130 mph in order to knock around your stolen property. Then again, rules seem to be a bit different in this alternate universe– there is this all-consuming obsession with “getting across the border”, a common cliche in cops & robbers tales. I wonder where I would cross the border into in order to escape L.A. jurisdiction with a hot ride? And Miami, well, that could prove problematic… and wet.

So I’m reading too much into the game. That’s all part of the fun. Some other random notes I took while playing:

  • Your car can take damage. Apparently, a major gripe regarding realistic racers in recent years is that cars don’t take damage, ostensibly because the owners of the car licenses didn’t want to see their digital properties banged up. Hot Wired does not suffer from that constraint with its not-quite-Lamborghini and not-quite-Ferrari models. The car starts the track with a set price for the black market (in non-descript ‘credits’; maybe the U.S. Treasury wouldn’t allow ‘$’ to be licensed for the game). If the car takes damage, that price goes down.
  • The streetlights and road signs on the side of the road (not to mention random flora) are not solid objects, which makes the game a bit easier. However, there are various stretches of freeway that have a median which is uncrossable and can be like a tar pit if you happen to be straddling the yellow lane and hit the median head on.
  • Speaking of road signs, there are occasional speed limit signs in the game. I thought briefly what would happen if I actually obeyed the speed limit, then remembered that an inability to drive 55, so to speak, was not why the local constabulary had issue with me.
  • Odd physics, but what driving game models everything accurately? Much of the fun of a driving game is learning to exploit the quirky physics.
  • There are occasional intersections on these 80 mph freeways. They’re essentially flashing yellow lights in all directions. These seem like they would be dangerous, but rarely are, at least in the first 2 tracks.
  • Lots of other traffic (cars, delivery trucks, semis) and they occur at random, which is a smart feature (harder to memorize tracks).
  • There might be some curious chaos modeling at work in this game. I noticed an accident occur ahead of me that, as far as I could tell, had nothing to do with me or the cops.
  • The 12 function keys at the top of the keyboard correspond to 12 different camera angles. This is the weirdest one:

    Hot Wired Front Camera Angle

  • Yeah, it sort of looks cool for half a moment, until you remember just how useful it is to actually be able to see where you’re driving.

I played hard for at least an hour but could not make it past either of the first 2 tracks, though I made it within 0.2 miles of the border out of L.A. (with a starting distance of 4 miles) before one of the game’s suicide constables got to me from the opposing direction. I eventually had to quit when I started developing a headache from the constant police sirens blaring in my headphones. Occupational hazard of the career car thief, I suppose. But I think I have more than enough to write up the MobyGames entry.

Posted in Racing Games Windows Games | 3 Comments

Post navigation

  • Newer posts

Pages

  • About
  • Master Play List
  • Purchasing These Games
  • The Good

Archives

Proudly powered by WordPress
Theme: Flint by Star Verte LLC