You can help us out by submitting a description for this title. This originally being a Japanese game, the cars are set up to favour the Nipponese penchant for powersliding. You don't have a visual of your tire conditions or even a gas gauge so you pretty much have to take your best guess on when to pit. All of the usual game modes are here including a two player split screen battle mode. And I tried, believe me. First off, I did not notice much difference in the control of any of the cars and only minimal difference when I tweaked the settings.
If this is the way that these cars handle in real life, I think I would want no part of driving one. Great N64 racing games, however, seem to be a rarity. Since everything was so average in the game it ended up being letting me down. Make a turn and your car sails gracefully sideways into the nearest crash barrier. I also like the simple format used to customize vehicles. Chances are, that since you are here, you must have either played or are going to play this game.
Not only were there not enough tracks, the tracks that were there were not overly exciting either. Which would obviously help the tracks no end, as well as the lighting, which already includes some brilliant features, including super-detailed car reflections. In fact, I didn't feel anything for it at all. Being the avid racing fan that I am, I have to say that I have been pretty disappointed with the majority of racing games that have been released on the N64 to date. That is the best word to describe the graphics in this game. It keeps drawing you back in for the next race, and the next, etc.
I think that with a little more time and some refinement this game could have been a lot better. Code - Unlock Racers Select the listed track, highlight the ''Select Car'' option, and enter the following code in under four seconds: Code: Effect: Bristol Track: Speed, Trigger x8, R x2, A Alan Kulwicki Darlington Track: L, R, L x3, R x2, Speed Benny Parsons Talladega Track: Up, Speed, Left, Speed, Down, Speed, Right, Speed, L, R Button, L, R, L, R Davey Allison Martinsville Track: Up, Speed x2, Down, Speed x2, Left, Speed x2, Left, Speed, Right, Speed, L, R Richard Petty. I continue to hold out a small glimmer of hope that the next racing game will finally be the one that combines speed, great gameplay, awesome tracks and most importantly fun. It has all of the things that are pretty standard in racing games and has a few neat little specifics but it just does not have what it takes to break away and really make a statement as a great racing game. I personally had mixed feelings about the control. The first thing that I am going to do is go through the options and highlight some of the things that I think the game does decently. So far, we've seen the snowy backgrounds of an Alpine-style village, the neon glitter of a city and the windmills of mid-America.
I really would have liked to see the graphics in a bit higher resolution because this machine is supposed to have the power to pull it off. Sure they are always learning but I still think they should be able to do something a bit more inspired. You might argue that since the courses are based on real tracks, they may actually be accurate. Choosing from 14 cars and six international tracks, one or two players will hit the gas in three modes: Championship, Time Trial, and head-to-head Battle mode. As it stands, you only pit on the 24 lap race.
For game players who enjoy the strategies involved with managing their cars instead of just blasting to the finish line, this mode will be very satisfying. Basically, if you own one, you are really not missing out on much by not buying the others. I just think that there was not enough of a variety to hold my interest. However, what makes this kind of racing a crowd-pleaser when compared to the current McLaren-led procession that is Formula 1, are things like close-quarter battles between the drivers, loads of overtaking in evenly-matched cars, tight courses where a mistake results in a wipeout and, of course, the expectation of seeing expensive pieces of machinery reduced to their component parts in as spectacular a manner as possible. The moment they are approved we approve submissions twice a day.
Ocean have tried to camouflage this by offering short and long versions of each course, and there's also a secret American track which becomes available if you win the championship game, but really you're faced with just three circuits. There were not very many times that I was actually racing neck and neck with someone either. This is where you will compete against a field of other racers across the different tracks. In this day and age, I think you should have a minimum of six totally different tracks. The teams of Nissan, Acura, Toyota and others are represented by their respective drivers and co-drivers.
Once your tires grab the road again, put the pedal to the metal. I really never got sucked into the excitement because there wasn't any. Granted the cartridge limitations have a lot to do with that, but it still bothers me. Maybe all those rather grainy digitised pictures of real cars occupy 32 megabits, but I doubt it. Even though it moves at a reasonable pace, you never end up with sweaty palms after barely making it through a series of tight corners. This is not nearly enough tracks.
People don't watch motor racing for displays of precise cornering and good old-fashioned sportsmanship. Selecting the 'auto' option gives a basic setup that will get you around the course, but you can adjust tyre compounds, suspension stiffness, spoilers and gearing to suit your preferences and the needs of the track. Let's hope even better sims are to follow. After all of the races are complete, the person with the most points wins the championship. This, I'll have you know, is yet another middle-of-the-road racing game that will stand alongside the swelling ranks of similar titles on the N64. I think that I would have to sum it up as disappointing. I guess I just felt like I was racing alone most of the time.