Archive for February, 2009

Outrun 2006: Coast 2 Coast (Xbox)

Tuesday, February 17th, 2009
Outrun 2006: Coast 2 Coast for the Xbox

Outrun 2006: Coast 2 Coast for the Xbox

After last week’s prod around the excellent Outrun 2, it seemed like a sensible idea to follow on with a look at what is essentially its sequel; Outrun 2006: Coast 2 Coast is the home computer and console take on the arcade follow-up Outrun 2 SP (or Special Tours), which took the original game, replaced every gorgeous location with a different but equally attractive one and, along with hiking the overall speed of the game up a little, gave the cars the option to ride the slipstream of vehicles in front of them to get their top speeds up even higher than before. As with it’s Xbox predecessor, Outrun 2006: Coast 2 Coast has a straight Outrun mode where the fifteen arcade stages can be attacked in the usual manner of racing a stage and deciding which comes next at intersections in the road but, surprisingly, it also contains the original fifteen from Outrun 2 as well, all of which are exercised regularly during the mission modes.

Gazing at a gorgeous sunset... at over 220Km/h

Gazing at a gorgeous sunset... at over 220Km/h

Yes, along with the all-out Outrun race modes there are mission modes in a similar vein those in Outrun 2, although this time they’ve been divided into two distinct groups; the more driving-oriented activities such as drifting, races against computer-controlled opponents and so forth are all presided over by Flagman, the rotund character who resembles Father Christmas on dress down Friday and usually waves the cars off at the starting line. The more surreal games have been placed under the scrutiny of Clarissa who is, despite her casual attire, a hard task mistress who cracks a metaphorical whip and insists on a high standard of driving skill from the player.

None of the bridges in Outrun 2006: Coast 2 Coast need a toll.

None of the bridges in Outrun 2006: Coast 2 Coast need a toll.

Although the photograph taking and memorising sequences of fruit are no longer present from the previous game, what the petite dominatrix in the passenger seat wants can still be somewhat deviant; along with more mundane tasks such as not crashing or passing as many vehicles as possible (sometimes involving convoys of big rigs), the missions range from the violent, such as smashing every other vehicle off the road with a temporarily indestructible car, to the surreal as the player avoids meteorites that tumble from the sky to embed themselves into the road surface, being caught in the tractor beam from a hovering U.F.O. or dribbling what must surely be ten feet of beach ball along with the nose of the car. No, I’m still not making this up…

Some of the scenery can't be appreciated until you can watch someone else driving!

Some of the scenery can't be appreciated until you watch someone else playing!

One major change between Outrun 2 and this new incarnation is the way that new items are unlocked. Gone are the Top Trumps and ridiculous Ferrari-labelled tat such as teddy bears and paperweights, instead we have Outrun Miles which are accumulated after races or missions are completed; these can be traded in like air miles to gain access to new cars, select paint jobs for the ones already unlocked, add extra soundtracks to the play list and open up missions including two long runs that take the driver through fifteen stages of either Outrun 2 or Outrun 2 SP scenery (the latter being available on some Outrun 2 SP arcade cabinets, apparently only enabled if the operator so chooses). The actual roster of cars is far larger in Outrun 2006: Coast 2 Coast, with each of the fifteen existing in its regular state and a racing-ready “Outrun class” version which is more expensive, but has better performance.

The woodpecker infestation was getting seriously out of hand!

The woodpecker infestation was getting seriously out of hand!

Considering the huge popularity of their original Xbox port of Outrun 2, I’m sure that the temptation was there for developers Sega and Sumo Digital to rest on the laurels of their existing code, merely tweaking it to add the slipstream and extra car roster in order to produce a home version of Outrun 2 SP. The quite brave decision to redesign the mission mode games, the inclusion of the tracks from the first game and particularly the alteration of that unlocking system really are deserving of praise (especially now that I can simply save up for the Outrun class F40 and the two mixes of Magical Sound Shower!) Outrun 2006: Coast 2 Coast still drives like an absolute dream and, with the thirty stages, two different sets of mission modes and a generous helping of Ferraris to choose from, this really should be enough to keep even the most well-practised Outrun 2 player busy for a substantial amount of time.

The versions of Outrun 2006: Coast 2 Coast squealing sideways around corners here were the Xbox and Windows PC ones (I’ve found the latter to play best using a USB analogue Dual Shock clone pad, with the left stick for steering and right assigned to accelerator and brake – it takes a bit of getting used to after the Xbox controls but does work quite well) but it also exists for the Playstation 2 and PSP and of course the arcade original.

Outrun 2 (Xbox)

Tuesday, February 10th, 2009
Outrun 2 for the Xbox

Outrun 2 for the Xbox

Hopefully, the name Outrun should immediately be recognised by any reader of Retro Tat but, on the vague chance that it isn’t, the original was released into arcades during 1986 by developers Sega and, due to some hefty electronics under the hood coupled with a hydraulic cabinet, it wowed arcade gamers with it’s fast-paced action, a superb in-game soundtrack and quite frankly beautiful graphics. Outrun was a very learnable game, the simple objective was to race from the start line to one of five possible finishing points, the route taken being decided at junctions in the road; each leg of this road race had a different theme and the roads themselves were full of sharp bends and heavily populated with other traffic which really didn’t understand the concept of giving way! Outrun 2 took that ball and drove off with it to exciting new and rather gorgeous places. The overall feel of the game remains but a shiny 3D engine has taken over from the scaling sprites and the soundtrack has been remixed to match the new scenery.

A little dappled sunshine... hard to appreciate when sideways at 125MPH.

A little dappled sunshine... hard to appreciate when sideways at 125MPH.

This isn’t a serious racing game by any stretch of the imagination but to my mind that’s a good thing; a lot of developers seem to have forgotten that the point of playing a game is to have fun and the majority of driving “simulations” that bend the rules of reality to breaking point when it suits them simply don’t manage to be anywhere near as enjoyable as Outrun 2. As with it’s predecessor, it’s learnable and becoming good requires some effort because, although players will spend their early races acclimatising to the controls and particularly how to take corners at truly ridiculous angles, the real skill comes from not only being able to drive the thing sideways at full tilt but knowing at which points the power slide shouldn’t be used; since the throttle is on the right shoulder button and that’s pressure sensitive, getting around the shallower bends by easing back just a little is far more economical on time than a tyre-shredding blast of sideways action.

To begin with there are four cars to choose from, two for novice drivers and two for intermediates, with the remaining four vehicles in the roster being unlockable; the unlocking system itself is based on Top Trumps style trading cards, most of which are dished out when challenges in the mission mode are completed. There are a hundred and forty two cards in all and the bulk of them are absolute tat, lots of Ferrari-branded bits and bobs such as the Silverstone alarm clock, gear lever paperweight, notebook computer and a couple of cuddly toys. Some unlocks are well worth the effort of gaining however and, along with the extra cars, there are several alternative soundtracks (the Euro remix of Magical Sound Shower being a personal favourite), two bonus tracks that become available in the various rival race modes and even the original coin-op Outrun itself, running under emulation.

As usual, a quick flurry of snow and Britain ground to a halt!

As usual, a quick flurry of snow and Britain ground to a halt!

The designers have really thought about how to convert Outrun 2 for the home as well, the arcade version is a straight high-octane run from start to finish (with the option of playing in Heart Attack mode where, along with the driving, the girl in the passenger seat tells the driver what she wants) and whilst that’s hugely entertaining in short bursts with a large sit-down arcade cabinet and an audience to play to, it would rapidly have lost it’s shine if the Xbox version didn’t offer more. Which is where the mission mode comes into play, the regular Outrun 2 course is divided into stretches and various games are played over them ranging from simple time trials, manoeuvring through cone gates and opponent races to more unconventional tasks such as trying to line up photographs whilst drifting corners and committing groups of large hovering fruit to memory (no, I’m honestly not making this up) before driving through the correct cone gates to repeat the sequences. There are also party games where two to four players take turns to clock up the best times in mission mode games, link up options for some multi-player road rage and a series of rival race modes where the player hares around any unlocked course against up to seven computer-controlled opponents.

Possibly one of the prettiest moments in Outrun 2.

Possibly one of the prettiest moments in Outrun 2.

And the scenery is beautiful, in fact that doesn’t really do it justice; the car squeals its way through deserts, industrial complexes, snow-covered mountain roads or seaside towns and just everywhere looks like there should be a bus full of tourists parked up to exercise their cameras, even the spookily named Ghost Forest where Hugh Jackman in a long coat and wielding a stake wouldn’t have looked out of place. Probably the most picturesque moment in the entire game (which I’ve tried to capture above) is the Cloudy Highland stage where the player zooms over the crest of a hill to see a winding road cutting through a picturesque valley as it fades into view through the mist, an almost breathtaking moment the first time and maybe I should try getting a gig as a travel writer. Overall Outrun 2 is about driving like a total lunatic in a shiny high-performance car, impressing the girl in the passenger seat and enjoying the vistas; even those of us who aren’t usually inclined to that kind of thing can enjoy what is fundamentally a world holiday without the grind of sitting around in airport departure lounges or having to worry about travel insurance.

The scenery almost makes you want to park and go for a walk around. Almost.

The scenery almost makes you want to park and go for a walk around. Almost.

The version of Outrun 2 played here was for the Xbox – the only other option is playing the arcade original.

Atari TV Games 10-In-1 (DTV)

Tuesday, February 3rd, 2009
Atari 10-In-1

Atari 10-In-1

One of the earliest examples of tat I went out and purchased is the Atari TV Games, more commonly known as the Atari 10-In-1. It was produced in 2002 by DC Studios for Jakks Pacific and uses titles licensed from Infogrames before they started trading under the Atari banner full time. The shape of the case is based on the Atari CX-40 joystick (which ironically is itself more iconic than some of the games that have been included) but the addition of a compartment for the four AA batteries that drive everything and some selection buttons have added a few pounds to the midriff, meaning that although looking at the thing is enough to stir rose-tinted childhood memories for a lot of thirty somethings it just doesn’t quite feel “right” in the hand. And on powering up that sense of things not being quite kosher is reinforced because the resolution of the menus immediately shouts that this isn’t some kind of ASIC-based Atari VCS, the front end screens are far too high a resolution so they’re [shocked intake of breath] remakes… or more accurately, they’re ports of the original games that have been reprogrammed to work with a licensed NES On A Chip system.

The menus themselves are at least well presented, a copyright notice screen is followed by the main menu and, after selecting a title, a text screen explaining the basics of play and game-specific controls appears before handing over to the action. The menu contains dishes that are mostly recognisable Atari originals, the ten games being Adventure, Asteroids, Breakout, Centipede, Circus Atari, Gravitar, Missile Command, Pong, Volleyball and Yar’s Revenge, all of which are all reproduced with varying degrees of faithfulness to the originals. As titles go, that list is a somewhat mixed bag; Asteroids is easier on the eyes than the VCS original (the flicker of it’s interleaved graphics being all but removed by the more powerful NOAC hardware) but at the same time the game itself is also radically easier to play to the point where the only real challenges are staying awake and the onset of some kind of repetitive strain injury.

Atari 10-In-1 - Yars Revenge

Atari 10-In-1 - playing Yars Revenge

And I’d have to say that the publisher’s decision to include both Breakout and Pong can only be driven by the historical weight of those names, neither was designed for joystick control and the conversions have become somewhat inflexible so Breakout now suffers from overly sensitive movement and the previously fine control over the ball is all but lost. And since the unit doesn’t have the option of another controller for a second player, Pong has been equipped with a shiny new AI-driven opponent, but apparently one that simulates a disinterested two year old who is pretty much going through the motions until you become bored, at which point he’ll presumably reclaim the television for “In The Night Garden”.

But despite some unusual choices of title, a few ham-fisted modifications to get games working and the faux nature of the hardware generally, it isn’t all bad news; apart from the near legendary Adventure Easter egg being “broken” (the room itself is present but the message corrupted) it does retains it’s playability and Yar’s Revenge is equally enjoyable, marred only by some slowdown of the pyrotechnics at the end of a level after the Quotile has been destroyed. Add to those two the rather fabulous Circus Atari (which has also been converted from paddle to joystick control but hasn’t been damaged in the process in the way that Breakout seems to) and for the ten or thereabouts quid the unit currently costs second hand from Amazon or eBay, its pretty much worth the money for those three alone and having Centipede, Gravitar and Missile Command there is a bonus; the truly phenomenal hits such as Space Invaders or Raiders Of The Lost Ark are noticeably by their absence (no doubt because the rights aren’t held by Atari) but I’d say the selection of titles present is more hit than miss.

Atari 10-In-1 - Circus Atari

Atari 10-In-1 - playing Circus Atari

Of course, the primary market for this unit is the aforementioned thirty somethings who have some vague memories about their misspent youth and want to relive parts of it; despite a few corners being cut here and there, the Atari 10-In-1 manages ring those nostalgic bells pretty well and at the same time is still be enjoyable for those of us whose memories are a little less vague on how the games were because we’ve played them more recently.