Just when you thought it was
safe to buy an N64 racer
Over the years the N64 has offered us many a racing game.
On the highway or the racetrack, in the mud, the water, the air, even in space, weve
played them all. And lets face it, in the beginning there were a few successes (I
enjoy Wave Race to this day), but most were mediocre at best. That was then. Recently we
have seen the release of slammin arcade racers like Ridge Racer 64, anticipated
updates like Excitebike 64, and fan favorites like Pod Racer. The bar has risen and a few
people are bound to hit their heads on it. On that note South Peak gives us Rally
Challenge 2000, an arcade-style rally racer with a fun and vibrant selection of cars,
moderately adjustable game play, and a lot of problems.
The
problems begin with the short list of options. Rally Challenge 2000 offers nine cars and
nine tracks. This is not an impressive number by anyones standards and I mention it
first because it will come up again and again. All of the expected gaming modes are
intact: Arcade, Championship, Practice, and Multi-Player. Arcade Mode is a race against
the clock and the quickest way to the action. But with only nine tracks and no new cars or
options waiting to be unlocked, it ends up short and shallow. Practice mode allows you to
explore all of the cars, configure them to your tastes, and race them on any track under
any conditions. This may be the only racing game I have played where the Practice Mode is
ultimately more satisfying than the Arcade Mode, and still you are only racing against
yourself. So that leaves Championship Mode, where you race against both the clock and the
computer to win, and everyones favorite, Multi-player, where you race against your
friends for bragging rights.
Although the assortment is limited, each car is unique and interesting. South
Peak has acquired the licenses to real cars and real sponsors, allowing you such diverse
choices as modified street cars, rally-worthy kit cars, and suped-up sport cars. Each then
has adjustable settings including tires, steering response, suspension, and gear ratio.
This is where the game is at its best because these choices will make all the difference.
Yes, your car can and will sustain damage (represented on the game screen by a blue print
diagramming your engine, suspension, and tires), so you will want to note both the track
and the conditions. Rainy tracks, often flooded, require the right tires for finesse; your
suspension will be tested in a course with a lot of turns and jumps; and so on. Any of
these things could send you headfirst into the guardrails, and if you think navigating a
snow-covered track is hard, try doing it with a mangled steering system.
The
controls are standard racing fare, except for the annoying lack of a reverse gear in both
the Manual and Automatic transmissions which forces you to take even more damage by
correcting against objects you either could have avoided or have already crashed into.
Also, there are only two viewpoints available: the typical view from just behind the car,
and the in-car view with the handy rear view mirror (the rear view mirror unfortunately
disappears in Multi-Player).
Graphically, Rally Challenge 2000 is quite effective on the starting line. As
the countdown ticks away you can appreciate the vibrant Nintendo-trademark color scheme,
the eclectic locale, the meticulously rendered car, and most impressively, the completely
realized reflection-mapped rear window. Then you begin to move. The cars tilt and wobble
unconvincingly. The backgrounds become so pixilated that what was intended to be texture
becomes distortion and draw-in occurs a paltry 50 feet or so ahead of youjust enough
to see the corners as you approach them. Nuances like dust and mud or water splashes are
grainy and undeveloped. Weather conditions such as rain are represented by straight,
vertical lines, which do not even hit the ground. And the lighting effects are so poor
that the headlights project solid cones of white light in front of the car and do not
augment their surroundings, but cover them up. The only saving grace is again the
reflection in the rear window, which is so smooth, even in transition between exterior
skies and lighted tunnel interiors, that it actually looks incongruous to the rest of the
game. There is significant slow-down in the Multi-Player Mode. And if all that isnt
bad enough, the replays are presented in motion blur which has all the pizzazz of a cake
that was dropped on the floor.
The sound is capable, but not exciting. The engines roar, tires squeal, and for some
reason the breaks beep. The only complaint here is the announcer, whose uninspired,
repetitive, and irritatingly nasal comments I could have done without.
Still,
the game might have been salvaged if it had adhered to the mud-drenched, gear-grinding,
suspension-pounding essence of rally racing. Instead, Rally Challenge 2000 entrenches its
tracks between obstacles so that the cars cant loose control, spin off of the track,
or become bogged down. The cars merely collide or nudge up against the walls and come to a
stop. Although the damage done to the cars greatly affects their performance, none of it
is visible, which diminishes the fun factor. The cars do not so much roll as glide along
the track like an air-hockey puck, so that all of the terrain feels the same whether it be
a cobblestone street in a German village or the American desert. And in the end it
doesnt even follow the rules of rally sport, for although you begin the race alone,
you will randomly encounter other cars as you race. The result is astoundingly below
average given the N64s current track record and for avid rally race fans only. I
recommend a rental. After all, at about seven minutes per race, and nine tracks in all, it
will take little more than an hour to finish with one car, even considering the time it
takes to cycle through the screens between levels.
An interesting side note: as with any racing venue, the cars in this game are
plastered with sponsor adsCastrol, Clarion, and the like. My car of choice, the VW
Golf GTI, however, sported huge Sony banners. Ballsy move. How many games can you think of
that reserve product placement for the competition?