Category Archives: Consoles

Apex (Racing Evoluzione)

A fine Xbox exclusive racing game

Released in 2003, this was one of the few Xbox exclusive racing games that verges between the arcade racing as seen in Ridge Racer / Metropolis Street Racer and the simulation aspects of Gran Turismo.

The main game mode is the Dream Mode, and features a rags to riches type story where you start off in an old car garage workshop. You are required to race and tune up your vehicle in order to stay competitive. As you win and progress through the game, you are able to finance development of further vehicles that will help with later races. You are provided the choice of which car to develop, which varies based on handling, speed and acceleration.

Essentially you are developing a new series of cars that are financed through the winnings of your races, the better you do, the more funds you can put towards better cars.

You will also see your workshop change and improve over time, with the building expanding as further departments are introduced. The workshop serves as the user interface for the game, using the left. right buttons to move between the different sections of the workshop that are used to access parts of the game. Visiting the garage lets you change settings for the car, and choosing the shelf lets you change game settings (video, audio, controller) and to load/save the game. Its a very creative way of navigation and blends into the game play. Races are started by the LCD display on the wall, giving the impression these races are televised.

1st place isn’t always required but is needed to get more funding for development of better vehicles. You can always repeat races to improve your standing. Some races are set in a Gran Prix series where you must finish a set of races in order. You also have an opportunity to complete a one on one race with a rival opponent, wining these races will give a boost to your research funds.

There are few characters that appears in cut scenes and serve as your staff. These serve a specific purpose in progressing through the game and will appear as you progress through the game.

  • Rick, The Mechanic – Pictured above, One of the first characters you meet, he’s responsible for making and applying changes to the car.
  • Carla, The Receptionist – Handles PR stuff
  • Rebecca – Responsible for managing production of cars which your company sells to also fund research.
  • Benjamin, The Scientist – Appears to the end, mainly responsible for researching high end supercars

The races themselves are straightforward, you start at the bottom and have to race your way to first place. There are typically 6 opponents that you compete with who’s vehicles will also adapt to changes from your vehicle, Keeping the game competitive. Theres a diverse amount of tracks in the game, with some being set in the daytime, evening and nighttime, along with their own background music. As with other Xbox tiles you have the option of using your own playlist if you have imported this onto the Xbox.

There are four main settings for the races, City, Mountain, Stadium and Racetrack.

The racing display is typical of the era, with a mini-map keeping track of your car and opponents, along with a lap counter and time display that shows the current racing time, your best lap and the track record which is shared between the different profiles on the Xbox.

Theres a couple of different camera views to select from, from third person to bonnet view.

No online play, not even system link which is strange for an Xbox exclusive from 2003. There is a head to head display that allows two players to race each other by connecting two controllers.

Sadly this game is not playable on the Xbox One or Series X/S, it is compatible on the Xbox 360 albeit with missing audio on some cutscenes. I suspect due to licensing issues we will never see this emulated officially on another Microsoft console.

Similar games

  • R: Racing Revolution – very similar in driving mechanics.
  • Midnight Club 2 -This is more set in an open world
  • Burnout – A lot more grounded in reality compared to the alter Burnout titles.
  • Ridge Racer V – The tracks and scenery have some similarities

Ghosthunter

A PS2 exclusive developed by Cambridge Studios, Ghosthunter puts you in the role of Lazarus Jones, a rookie detective officer along with his partner Steele, who is tasked with investigating an abandoned school. Unknowingly they unleashed a boatload of ghosts and his partner Steele gets abducted and its up to Lazarus to save her.

Main objective is to navigate your way around several different works, whilst capturing ghosts at you encounter them. Many ghosts require for you to shoot at them in order to capture them, and later on in the game there are multiple techniques needed to be mastered to capture certain ghosts. As you progress through the game you start to understand the backstory of the game.

Not all ghosts can be captured by the device, some you just need to shoot.

Graphics wise this looks pretty good by PS2 standards, although it has a weird effect where black lines start to appear at the side of the screen when the framerate starts to dip, this has been reported by different users, but it is unsure if this affects certain PS2 models, or if it only appears in the NTSC version (which I am using)

Also, it turns out there is a progressive scan mode in the NTSC version, but is hidden and can only be accessed by pressing a button combination upon startup. Nice of the developers to do that, could of at least given us the option on boot-up.

Aside from the graphics, the game also makes use of volumetric water, and cloth physics which can be seen on the swamp and mansion levels. Clearly this is a game that makes use of the PS2 VU0 (Vector Unit) processor to perform these calculations.

Version Differences

The Europe and American versions differ slightly since they had different publishers and due to the reception of the Europe version which was released first.

Seemly some of the puzzles in the game were made easier in the NTSC version. Considering I even struggled with some of these puzzles I’d say they made the right choice here, but a difficulty level could have fixed that.

Characters

Lazarus Jones – A rookie detective from Detroit and the main protagonist of the game, looks and sound’s like Ellis from Left 4 Dead 2

Anna Steele – No relation to the 50 Shades of Grey character, Lazarus’s partner who gets abducted early on in the game, and its up to Lazarus to save her

Professor Richmond – A scientist that was leading the project

Sir William Hawksmoor – The bad guy and the final boss

Astral – Some sort of blue spirit that bonds with Lazarus, she will help you navigate areas and puzzles that Lazarus cannot physically complete, on the count of her being a spirit. Astral has several abilities, of which only one is available at the start with the rest being unlocked s you progress through the game.

Levels

Once you are in a level you are free to navigate and explore the level, making it very open, But you cannot revert back to a previous level unless you load an earlier save file. The game only supports saving and loading from Memory Card Slot 1.

Haunted School – The first level that you explore, where Lazarus accidentally sets off a bunch of ghosts that start to wreak havoc. It s this art where you meet the AI computer that will assist you in the forthcoming levels.

Swamp Realm – This introduces the howler ghost where you will need to hide and enter cover to fool the ghost. This relies on stealth and the ability to enter cover whilst keeping track of it. The howler will typically move an object needed for you to progress, so it’s best to hide and see what it does before capturing it. As for the rest of the level, its a bit dreary with it being set on a swamp for most of the level. Eventually, you will encounter an abandoned Mansion that has an issue with its ghost inhabitants, here you must solve a series of puzzles and riddles to progress through the game.

On the swamp, and later levels you have access to the spectral binoculars, which will reveal the health of the ghost enemy when used.

Haunted New School – You are back in the school where there is much more to explore. Here you have to navigate around to the science block and through to the library where you have to collect a series of books. There’s not much in the name of navigation so will need to explore and check closely.

You will be introduced to smoke grenades which are needed to defeat some of the ghosts, you will need to fire these before capturing them.

Ship Realm – Now you are on an army/military base with ghost soldiers. Here you will need to navigate through he base and onto a ship. At some point you will encounter some sort of tentacle monster that requires you to navigate through the rooms stealthy to avoid being killed. You cannot shoot this monster will regular guns, instead you have to locate and find bombs and a detonator to keep it at bay.

Prison Realm – You’re now on a prison Island, where you have to navigate through the cells and corridors to progress. At some points you will need to use Asteral to take over certain guards in order to move or manipulate objects.

Conclusion

The game makes a good addition to anyone’s PS2 library and despite the mixed reception, there’s an immersive environment to explore. The game was later re-released on the PlayStation 3 store as a PS2 classic, and is an emulated version of the PS2 version.

Theme Hospital

A hospital simulation game from The makers of Theme Park. Whilst its not an accurate simulator like Sim Healthcare, its still a lot of fun and has a lot of Bullfrog-type humor.

You start off with a blank empty hospital building, First thing to pop down is the reception desk, which is where patents will flock to when they first enter your hospital, of which they are then referred to the GP’s Office. Here you will want to build further diagnosis and treatment rooms as the patents demand for them.

GP’s Office: Used to find out what’s wrong with the patent. Usually a doctor in the GP’s office will be able to diagnose the patents depending on their skill set, but some will require the patient to refer to another diagnosis room to find out what type of illness the patient has. This room gets very busy as patients will return to this room until they are diagnosed, but not when they are cured. A good tactic is to build one near the diagnosis rooms like the X-ray or Scanner to help deduce the load. If you have a consultant doctor, you will want to place them in the GP’s Office as they are better at diagnosing illness than a regular or junior doctor.

Ward: Used for both diagnosis and treatment, this is managed by a Nurse. Wards can be sized quite large, and more than one bed can be placed. Patents will also rest here before entering the Operating Theatre. Beds can only be placed at a specific angle, so don’t make the room too big otherwise its wasted space.

Pharmacy: Used to administer a wide range of drugs used to cure patients. Operated by a nurse, you will need to build multiple Pharmacy’s later on in the game since this will cure a majority of illness.

Psychiatric: Like the ward this is also used for diagnosis and treatment. Requires a doctor with the Psychiatrist qualification. Bookcases and a skeleton can be added, not sure if this has any affect on the diagnosis?

Further diagnosis rooms consist of the Cardiogram, Scanner, X-Ray and Ultrascan, these are unlocked after research and require regular maintenance by an handyman. These machines get better through further research and can withstand multiple usage cycles and earthquakes. Since these rooms are only used to cure a single illness, you probably only need one per hospital, but in the case of emergency’s where up to 14 patients can arrive at the same time with the same illness, you may need to build another to satisfy demand.

Clinics are also treatment rooms that use machines to cure patients, again these are also unlocked as you progress through the game, the the inflation clinic being unlocked from the start. Slack Tongue Clinic and Fracture Clinic are two examples that are used to treat specific illness.

The Facilities are rooms that help your hospital to function and are required to progress to the next level: Toilets are used to stop patents from making a mess in your hospital, of which multiple toilets will need to be placed in larger hospitals. Usually one toilet per building is needed. A staff room allows staff to relax and replenish their energy with further objects being able to be researched like an arcade video game that reduced the time needed for staff to stay in the staff room. The Research Dept, unlocked from level 3 onwards allows your hospital to unlock new illnesses, rooms and machines, along with improving the effectiveness of your drugs which helps prevent accidental death by your staff. There is also an autopsy function that requires a sacrifice of a patient that will boost research for that illness, but carry’s a risk of a reputation drop if this is discovered.

Lastly there is a training room that allows doctors to learn new qualifications by a consultant level doctor. A problem here is doctors in training can also become consultants, which prevent them from learning new skills. This can be annoying when you are in the middle of training a new surgeon, only for him to become a consultant which stops skill progression.

Micromanagement

As you run your hospital, there are several elements that you need to manage

Staff Happiness: How happy are your staff, placing them in larger rooms with plants and heating will make them happier, otherwise they may demand a salary increase

Heating: Radiators need to be installed and set to an acceptable level, cold hospitals can affect the reputation and happiness of staff

Upkeep: Patients will litter the hospital as they remain in your hospital, ensure you have Handymen to clean up after them. Plants also require watering by handymen. Lastly, rats can infest the hospital and can be shot by quickly placing your mouse cursor over a moving rat.

Emergency’s: These start to appear from level 3 onwards, you must cure the specified amount of patients within the time limited to earn the bonus.

Research: as you build the first Research Department, you can monitor and focus on different aspects of research, if you prefer to have a focus on drug effectiveness or for diagnosis machines

Epidemics: These start to occur past level 6 and require you to treat all patients with the specified illness before the health minister arrives at your hospital.

Earthquakes: These can actually happen which results in the screen shaking rapidly, patients may fall to the ground but I don’t believe they die. The main issue is the damage to the machines, make sure they have been repaired by the handyman and they have adequate strength or the machines will be destroyed, rendering the room to be useless. I recommend replacing machines that have less than 5 units of strength.

Network Play

This requires a patch to be installed which adds network play support to the game which can then be accessed by choosing the middle part of the skull in the menu. The game is reliant on IPX or serial protocols to communicate with another player. For Windows 95/98 you need to ensure the IPX protocol stack is installed and enabled, which isn’t done by default. You can install it by clicking on the ‘Add’ button and selecting the Protocol, then IPX Comparable Protocol from the Microsoft group. You will have to reboot your system and might need the Windows 9x install CD to finish install.

I was able to get this working over 86Box using a PCap configured network using two 86BOX VMs, setting the VMWare network adaptors seemed to work the best. Both players have access to the same map and must complete with each other for land, when purchasing land a bidding war is started between all players on the map. Objectives are given every six months which determines who wins the game, the game continues until one player loses.

Original PC MS-DOS/Win32

A hybrid DOS/Windows 32bit game which can run under either environment. Whilst designed for Windows 95 it will happily work under Windows 98 and ME.

A patch was released for the game which fixes a few bugs, adds a difficultly level adjusted and support for IPX network play.

The game is also capable of running under DOS, which might be useful for low end PCs since its not reliant on Windows 95 running in the background.

No Macintosh version was release for this game, which is odd for a simulation game released in this era.

CorsixTH

This is a remake of the original game using a custom engine designed for more modern Windows operating systems, and has been ported to Linux based operating systems. Highly recommend as this allows the game to un in higher resolutions (tested up to 2560×1440) and fixes a lot of bugs that plagued the original game.

Sony PlayStation

The game was ported to the Sony PlayStation shortly after the PC release. Running in a lower resolution and missing the background music which removes a lot of charm to the game. Its also a bitch to play since the game has poorly adapted the user interface from the PC version. You have to use the controller to navigate the cursor onscreen to select the dialog boxes, instead of just mapping them to the PlayStation face buttons which makes it time consuming to perform simple actions.

Rooms are also fixed in size, which does make it easier to play via the controller.

This was also related as a PSone classic for the PlayStation 3 and PlayStation Portable.

Dead or Alive

Virtua Fighter with bouncing physics

Released in 1996, Dead or alive was the fighting game created by Tomobou Itagaki, who is known for hating the Tekken game with a passion.

There are some similarities to the Virtua Fighter series of games by Sega, and have the same input controls and move-sets with Punch, Kick and Guard/Hold.

Characters

The character select screen displays basic stats on the characters and some not-so-useful information like the character’s favorite food and their hobbies. Honestly, this looks more like a dating site profile but does add a bit of personality to the fighters.

As with other fighting games, each character has their own unique fighting style which is tailored to their culture, and there are some obvious inspirations with Jann Lee being based off Bruce Lee.

  • Kasumi: The ginger ninja, or runaway shinobi according to the games lore
  • Zack: Dennis Rodman-inspired character who has a kickboxer moveset. The first opponent who stage is set on a tropical beach set at sunset
  • Ryu: Another Ninja, from the game Ninja Gaiden. The third opponent set on a rural Japanese stage with a hut in the background
  • Bayman: A Russian henchman/assassin, the sixth opponent whose stage is set in an aircraft hangar since he is supposed to have a military background
  • Jann Lee: Bruce Lee, similar to Law from Tekken. The fourth opponent and shares a stage with Tina, which is an American downtown highway set at night
  • Tina Armstrong: A wrestler and daughter of Bass Armstrong
  • Gen Fu: Old dude who is a master in Kung Fu, like Wang from Tekken
  • Lei Fang: A Chinese fortune teller turned fighter
  • PlayStation Only
    • Ayane: Kasumi’s half-sister who are rivals. Looks like a feminist
  • Bass Armstrong: Tina’s father, Hulk Hogan and Randy Savage crossover

Versions

Dead or Alive was released initially in arcades in 1996, and then ported to home consoles in 1997

Arcade (Original)

The game runs on the Sega Model 2 arcade board and is very similar to Virtua Fighter 2 which also ran on the same board. The control movesets and even the background stages are similar. This version of the game renders its stage background in full 3D, allowing for certain moves that use the background elements like a couple of Ryu’s moves on his stage. There is also a ‘Danger Zone’ around the stage that when your opponent lands on it, will be propelled into the air with a mild explosion, dealing some damage.

Sega Saturn

The game was ported to the Saturn and was the first home port of the game. This version is a mostly faithful conversion of the arcade original, with some changes taking place due to the less capabilities of the Saturn 3D hardware. Still, the Saturn has always done good with fighting games, and Dead Or Alive is no exception to this, yet this version of the game was only released in Japan.

There are a few menu options added, with a Time Attack mode being similar to arcade mode but with the goal of completing rounds in the shortest amount of time. V.S being versus, allowing a second player to fight head to head. Survival mode has you fight against multiple opponents, one at a time, using a single life bar. Kumite is somewhat a sparing mode where you can fight from 30/60/100 opponents which the goal of having the highest winning percentage. Lastly, there is also a standard training mode that lets you practice each character move, and test against opponents’ defensive moves.

Like other Arcade to Saturn conversions, an opening FMV is included which gives a quick montage of the characters.

As the Saturn version of the game was only released in Japan, I would avoid this version and get the original Xbox version instead, which is the same game but with added online play and cleaned-up graphics.

Sony PlayStation

An updated version of the game was released for the PlayStation, which came with updated moves, two new added characters & backgrounds. This is considered a remake of sorts, as the stage background and music have been redesigned and are vastly different compared to the Sega versions. Two new characters have also been added which also feature in the arcade version, Dead or Alive ++, not the Model 2 version.

This version also includes the training, Kumite, Survival and Vs modes.

Arcade (Dead Or Alive++)

Another arcade version was released, this time on the PlayStation-based ZN arcade board, and shared a lot of similarities with the PlayStation home release. Each fighter has 4 different costumes to choose from, and a tag match mode has been added. New characters, Bass Armstong and Ayane have been added to this version.

Xbox

This version was based of the original Sega Saturn release but takes advantage of the Xbox hardware. However, id say it pales graphically compared to the Model 2 version which features full 3D background objects, whilst the Xbox version features the static 2D backgrounds (no moving objects in the background, but some textures are animated) the Saturn uses. Still the character’s models and textures are more detailed, and Xbox Live support is included in this port of the game to allow online multiplayer. This has since been shut down following Microsoft discontinuing support for original Xbox Live titles in 2010.

Still, you miss out on Bass Armstrong and Ayane which is an odd omission.

This version of the game is playable on the Xbox One and Series consoles and can be brought online. You can also play on the Xbox 360 with a compatible hard drive.

Conclusion

Dead Or Alive came at a very hard time for Tecmo, who was facing bankruptcy prior to the release, hence the name of Dead Or Alive.

Dead Or Alive would be followed up in 1999, with the release of Dead or Alive 2 for the Dreamcast, and the PlayStation 2. It would be the last game released for the arcades. Future installments would be released on the Xbox exclusively, before returning to multiplatform with Dead or Alive 5.

Ridge Racer V

One of the launch titles for the PlayStation 2, Sony’s follow-up to the popular PlayStation. Like the first Ridge Racer, this was one of the first games developed and released for the PlayStation 2 and was built from the ground up for that console. Ridge Racer V brought us 60fps which was a staple of the arcade versions but was something that the home console versions had always lacked. Although Namco did treat us to a 60fps build of the original Ridge Racer that was bundled as a bound for Ridge Racer Type 4, a lot of sacrifices had to be made in order to reach that frame rate. RRV gives us an insight as to what the PS2 is capable of, and what to expect from a new generation of racing games.

Although it seems Namco has forgotten to count, with Ridge Racer V being the fifth console installment, it’s not counting the three arcade titles, plus you have Ridge Racer 6 which was released in the same year. The numbering scheme is about as inconsistent s as Microsoft’s

Ouch, you could cut yourself on those jaggies (look at the neck)

Oh and no Reiko, instead she was replaced by Ai Fukami (Fuck-a-me) who appears in the intro. Unlike the R4 intro, the cars don’t stop for Ai as they did for Reiko.
https://www.youtube.com/watch?v=VhQhZyNKqhM

Straight away you will notice how sleek the menu and navigation system are compared to previous titles, borrowing design concepts from Tokyo Racer Drift which was released on the Dreamcast. Each menu selection plays its own quick animation which gives a nice touch to the game, and reminds me of the menu icons from the original WipEout that was created by the Designers Republic.

Whilst the game gives the appearance of reflections, they are not real-time but the game casts generic reflections of trees onto the car to simulate it. This is affected by your car’s position on the track, steer to the left and on the edge of the track and you can see the reflection of trees on your car, even if that part of the track has no trees at all. I guess real-time reflections were beyond the scope of the PS2 at the time of release, or Namco didn’t have enough time to implement this.
Speaking of graphics, you will know how aliased the cars are in addition to the track objects. The PS2 had an unconventional form of AA which took developers some time to get used to and as a result, some games have bad aliasing due to how their field scanning is implemented, as the games run exclusively in interlaced mode. I’m not sure if later releases (Greatest Hits, Platinum in Europe) fix this, or if it’s fixed in the Arcade Battle version.

Race Modes

GP Selection Screen

Grand Prix

Like in R4, RRV features its own unique Grand Prix. This is a departure from one we saw in R4 with the four teams being missing along with their managers can choose your own team name and colour but that’s it. As for the cars, we have a choice of different car manufacturers and models, including Danver & Himmel. These are fictional brands that are used throughout the Ridge Racer, and possibly in Namco’s other games.
Each car has its own unique stats, including top speed, acceleration, handling and control style (Grip or Drift).

Standard Basis GP: Consists of four rounds of different courses, at first you must place 4th or higher to progress to the next found, then 3rd, then 2nd and then 1st for the last race. Winning this GP will unlock a new car based on the machine you have chosen to race with which can then be used in the Extra GP’s. You will also win a trophy, which can be viewed later in the game.
Alternatively known as Frontal GP in Normal difficulty and Fountain GP in Hard mode.

Extra Heroic GP: Tracks have been shuffled around, finish standings are the same as the basis GP, only you now race on the extra car you unlocked.
Known as Bravely GP in normal, and Spartan GP on hard difficulty.

Extra Blast GP: This series uses a sudden death type of gameplay, where if the clock timer runs out, then you are ejected from the race. As you race you will pass through checkpoints which extend the time. If you are familiar with the arcade versions of Ridge racer this will seem familiar to you. For these races, you will still need to satisfy the qualifying rank to progress. Known as Gale Gp in normal, and Tornado GP on hard.

Extra Knight GP: These tracks are now completed in reverse mode.
Also known as Balon GP on normal, and Duke GP on hard.

Extra Throne GP: You race on the airport oval track, with your car being equipped with an oval engine. This is a single long near-circle-shaped track similar to the Rage Racer tracks. Top speed is the priority here.
Known as Monarch GP on normal and Tyrant GP on hard difficulty.

Maxim class: This is unlocked by beating the Tyrant GP on hard difficulty, which opens up the Ultimate GP.

Music track selection screen

Duel

Unlocked later in the game, it’s a 1 vs 1 mode against another opponent. When you beat them, you unlock their car which can then be used in the extra GP.

Time Attack

The goal here is to beat the rival times and come in first, which will unlock that rival for challenge dal. This will also increase your car standing number.

Car selection screen

Other Modes

  • Design: Similar in concept to the decal feature in R4, you can customize the colour and patterns on your team’s car. Here you can only change the colour combinations.
  • Garage: View cars that you have unlocked by winning the GP races with that car, along with any unlocked engines.
  • Records: Best lap times and the player names for time attack mode

Courses

In GP Mode, a quick tour of the race track is played

RRV included a brand new set of courses, most of which are based on the original course from the original Ridge Racer game, But these new courses are interlinked somewhat, with many taking place within Ridge City but branching out into different paths that take you into a different direction, with some leading you into the main downtown whilst others take you onto the highway. The tracks are fixed, it’s not an open world like Burnout paradise, instead different paths are blocked off depending on which track you select, very similar to how it functioned in Rage Racer and Ridge Racer Type 4.
Speaking of which, none of the tracks featured in those games appear in Ridge Racer V, only the track from the first arcade game, or which many of the RRV tracks are based around.

Despite this, you get a good feel of the Ridge Racer city,
Some tracks can be raced at different times of day, such as Day, evening & night. Unlike the first Ridge racer game where the sun will set or rise during the race which results in a day/night cycle, The sky will remain constant through the race, giving the game a realistic passage of time. This is the case even with the 99 trial.

  • Park Town: Probably the first track in RRV you will race if you follow the Grand Prix, this starts off the same as Above The City but then branches out to a different track which gives an alternative view of Ridge City, of which the scenery consists of high-rise building. A tram/monorail system can be seen in some parts of the track.
  • Outer Pass: This track looks a lot like the original track from Ridge Racer judging from the course map, but it’s set using the background roads that we can finally race in. It starts off on the bottom road where you can see the onpass ramp for Park Town and Sunny Beech before it leads to its own side of the tunnel. Towards the end it branches back to the original track before diverting back to its own path. A few sharp turns make this track more challenging and there’s an extra turn where the seaside part is.
  • Above the City: Starts off the same as park town but branches to its own path, again filled with buildings and highways, although there are a few parts of open grass and trees, it’s clear there’s less scenery diversity than in R4.
  • Bayside Line: One of the longest tracks in the game, complete with sharp turns. This one takes you out near the highway and then branches back to the start of Outer Pass.
  • Greenfield: The advanced track from the original Ridge Racer, now updated with modern visuals.
  • Sunny Beach: It’s the original track that we all know and love, only now its been modernized 7 years later, and has been remastered of sorts. Compared to the original there’s been a few changes with different skyscrapers and building placement, and minor changes to the shops opposite the beach area where the first checkpoint resides. Sadly the Pac-Man easter egg no longer appears in the building at night.
  • Airport Oval: Unlike other tracks, this one takes place independent of the other tracks, it’s a large oval-shaped track designed for top speeds, although there is a sharp turn that will require a drift, depending on your car. Since the other tracks feature low-flying airplanes, it can be assumed this is the Ridge City airport.

Additional Notes

This is one of the games that insist on funning in 480i mode (or 440i mode, PS2 games use this weird resolution) and trying to force it to 480p using GSMode results in only half the screen being rendered, as such there is no official way to run this game in progressive mode.
It’s a shame because this game has some bad aliasing, and could benefit better from progressive scan. Even the lap timer suffers from noticeable interlacing effects.

The game does not fare better with emulation either, with various texture and shading issues in PCSX2, and even had issues running in Sony’s official PS2 emulators on the PS3 and PS4. Supposedly this is due to how Namco implemented the texturing and shading for these games:
https://github.com/PCSX2/pcsx2/issues/2427#issuecomment-590020696
https://github.com/PCSX2/pcsx2/issues/3278
The intro sequence is also messed up and requires switching between hardware and software rendering modes in order to display.

Saving to a memory card larger than 8MB may take a while to read and write. With a 128Mb card it took a minute to save the game. I’m not sure if replacing the MCM IOP driver could help with this, or just break/corrupt the file entirely.

Conclusion

Whilst in some regard it’s a step back from Ridge Race Type 4 with the reduction of cars, tracks and the story mode, you have to take in mind the game was possibly developed in a short timeframe that R4 had, and Namco’s desire to have is a launch title for the PS2, the 1999 copyright date is very telling of this and one of the few games on the PS2 to have this copyright date. As a launch title it makes a huge splash with its high resolution, 60fps gameplay, and the intro sequence with Ai, possibly the highest poly model on the PS2.
But this would be the only installment of Ridge Racer for the PlayStation 2 whilst the original PlayStation enjoy four mainline Ridge Racer titles, the PS2 would only have RRV and R: Racing Evolution which is more of a spinoff rather than a follow-up game. It wouldn’t be until 2004 that a proper followup to Ridge Racer would be released for the PlayStation Portable. And even then, it’s considered a compilation game rather than a true sequel. Ridge Racer 6 for the Xbox 360 would be the proper sequel with unique tracks. As for why only one title? Possibly due to higher budgets required for PS2 development and the popularity of sim racing games like Gran Turismo. Hopefully we get another proper Ridge Racer titles from Namco at some point in the future.

TopGear Daredevil

Shortened to TG daredevil in PAL-land

One of the launch period games for Sony’s PlayStation 2 and part of the Top Gear series of games (Not the TV show) although this one was developed by Papaya Studio’s

The Trailer/opening

From the trailer and the title of the game you would think this would be some sort of Burnout or Need 4 Speed type game, as the trailer features two racers having a dual set in the urban city-like landscape (think Midtown Madness) with some optional stunt tasks,

The actual gameplay

You just drive around collecting cunting coins. That’s it

The single-player mode has the choice of four locations, Rome, London, Tokyo and San Francisco. The objectives are the same, collect around 20 0r 25 coins before time runs out in order to progress and unlock the next level. There are a few powerups scattered around the level which will help make it easier to complete the level.
The locations are nice and detailed and have a GTA-esque quality to them, certain street objects can be destroyed and you can drive into certain buildings, some of which contain hidden coins or powerups. You can say the graphics are nice until you play Crazy Taxi or San Francisco Rush on the Dreamcast, which blows it out the water and that features pedestrians also. Then again maybe the game was set in 2020 and the pedestrians were in a lockdown.
Still, there’s a nice blur effect that appears when you complete a level, try doing that on the Dreamcast…

There are a choice of cars throughout the game, many of which will have to be unlocked. I believe this is done by completing the levels, but might also be achieved by collecting the spanner items hidden per map.

Still, where are the races? Or the duels? Or the stunt modes?

MultiPlayer

A lot of the content is hidden behind the multiplayer mode, which is fine if you have a companion to play with. Would it be too much to ask to have an AI player, at least to compete against?

Conclusion

There are games that do this better, like Midtown Madness, San Francisco Rush, or Midnight Club. The main appeal of this game would have been its launch title status for the PS2, something to play on your new console whilst you waited for better games to be released.

Fun Fact: The game’s font is based on the Ren & Stimpy fontface


The ending cutscene

Ridge Racer 64

Ridge Racer, now 64bit

Released in 2000 and was the first Ridge Racer that was released not on the PlayStation. Very similar to Ridge Racer Revolution but with a different track appearance and a new soundtrack.

There are signs of a limited draw distance, as you can see a billboard-like objects that pops into view when you move close, this occurs on long stretches of the track, mainly near the start line. The N64 exclusive track does not seem to suffer from the issue, possibly due to it being designed for the console’s limitations, the other tracks were designed for the arcade hardware and the PlayStation respectively.

On the actual console itself it is not as noticeable. But on an emulator with an increased resolution, you can definitely see the pop-in.

A minor annoyance is the same replay audio track plays after each race. Why not play another track at random like Type 4 does?

Bootup animation which is reminiscent of the PlayStation boot screen

Tracks

All tracks from Ridge Racer and Ridge Racer Revolution appear here and are considered updated versions with some scenery changes. Given this game was released in 2000, that’s 7 years compared to the arcade original released, Let’s see what changed in Ridge city:

The original Ridge Racer track has appears since the arcade original to Revolution. There the city looks similar to how it’s presented in Ridge Racer V, which also came out around the same time for the PlayStation 2. Below is a comparison of the arcade version of Ridge Racer, and Ridge Racer 64, Showing the differences between the track details.

The seaside area has been updated with different shop buildings but remains the same with its palm trees

Hmmm, one of the shops on the left appears to have been removed

Still some construction on the add-on section, you would think this has been completed by now but after 7 years – nothing. Funnily enough, Ridge Racer V shows this to be a grass area, with no construction at all.

Maybe planning permission is an issue in Ridge City?

An exclusive track appears that only appears in this game, set in the desert which is a significant departure for the Ridge Racer series.

Cars

Most cars from the earlier games also appear here and are the main focus of the game as there is a dedicated car attack mode to unlock new cars, which can be used in Grand Prix mode. The teams from Ridge Racer Type 4 also make an appearance in car design form only, it does not feature the managers from Type 4. Car designs from the early Ridge Racer game also make an appearance.

Nintendo DS

The game was ported, or remade somewhat on the Nintendo DS. The graphics have seen a downgrade due to the limited 3DS graphics capabilities.

Fantavision

A PS2 techdemo turned into a game

It’s a simple game where you set off fireworks by combining various flares of the same colour together to set off a chain. You are limited to chaining flairs of the same colour together, but you can use the rainbow-colored flairs to combine flairs of a different colour. Bonus can also be combined to increase your score, and some will help spell out the word Starmine, which is used to enable a special mode to increase your score.
If you fail to set off a flare, you will lose a certain amount of life, which the game ends when this has been depleted, You can lose life even by chaining a few flares and have them go out since flares will last on screen for around 10 seconds. This does give a risk element when combining flares of multiple colours and means you will have to gamble between setting off your flares or waiting to see if you can increase your chain combo.

There is also a two-player mode which is similar to the single-player mode, but players have the ability to swap the screen with a unique powerup.

Red/Green/Blue: Common flair colours
Wild flare: this will be white and is one of the flairs that allows you to combine flares of different colors
Star item: Adds a letter to the Starmine meter below, appears as a star
Energy item: Replenishes your life meter, appears as the letter E
Bonus point: Multiplies your bonus score, appears as a letter B

After you complete a level, the game will automatically save a replay to your memory card which you can replay later, and can apply different effects and change the angle and the weather whilst you watch the fireworks.

When you complete all eight levels, the extra section is unlocked.

Music and Region differences

Each region has its own unique soundtrack which was meant to reflect the popular genre of the time. Europe as dance/trance-like music whilst the US has NewWave/Pop music. These also carry over into the cutscenes of the game.

On the topic of sound, this is one of the games that does not output audio over the PS2 Optical audio connection (sometimes known as S/PDIF) and you have to revert to the AV Multi out audio, I’m not sure why this is, or if the game is outputting audio my AV Receiver (Yamaha RX-V481D) does not understand.

Cutscenes

I’m not sure what relevance these have to the game, they seem to appear after every few levels showing a sub-urban family playing and talking with one another, set in a 1950s period,, yet you can see them playing with PS2 controllers. Since the later levels feature you being in space, maybe it’s a reference to the 1950s space race.

I’m more confused why the main menu has phonetic pronunciations of the above text?

A PS2 classic

Sony later re-released this game onto the PS4 as part of the PS2 classics, which is a collection of PS2 games running in an emulator. Here the game benefits from improved graphics as the emulator runs in a higher resolution and trophies.

Depending on your PSN Store region, you will get either the EU/ US or Japan version of the game with its own soundtrack. This can also mean if you’re in Europe, you’re still getting the PAL version of the game, complete with its 50Hz goodness, although it’s very hard to notice on the emulator (The PS4 will output 60Hz regardless of when the game is running)

Conclusion

Considering this was originally conceived as a tech demo, it’s a good title if you disregard the wacky cutscenes, and its music makes it compelling to play. Fantavision would be the only game of its type to be released on Sony, no sequels or ports to other systems were developed, shame since it would be ideal on the PSP or as a PSN exclusive title, a simple puzzle game that’s easy to get into.

Virtua Cop

An on-the-rails arcade shooting game, here you only have to worry about aiming and shooting and all the movement is done automatically. There is still a challenge though and fast reflexes are essential to get a good score in Virtua Cop. If you’ve played Time Crisis you will be familiar with the concept, but Sega have implemented different mechanics.

Don’t Shoot! Proceeds to run in front of player

By default you start off with the revolver, which is a standard pistol. Over the course of the game other weapons can be picked up like the shotgun or an automatic, which holds more ammunition and can fire more rounds without being reloaded, but can only be used through one ammo clip.
You will lose the additional weapon if you get shot by an enemy or if you hit a civilian, when this happens you will revert back to the standard revolver.

The whole objective of the game is to shoot the bad guys, whilst avoiding the civilians. Shooting a civilian will cause you to lose a life whilst shooting and disarming an enemy gives you a justice shot bonus. You can use the environment to help you, by shooting the red barrels you can create explosions that can take out several enemies.
Occasionally enemies will pop up on the screen and will throw an axe, you will need to shot them before their axe makes contact otherwise you will lose a life. These can take you by surprise, but remain consistent through multiple playthroughs, so over time you can memorise the enemy sequences.
Some enemies will also throw a grenade, you must shoot the grenade before it lands.

Levels:

There are three stages in total, at the end of each stage is a boss fight where you will need to shoot both the boss enemy and their projectiles.

Stage 1: Arms Black Market, Starts off on a shipping yard, where this is suspected criminal activity going on with the illegal import of weapons. The end boss is Kong, who uses a rocket launcher.

Stage 2: Underground Weapon Storage, Takes place on a construction site. Here the enemies start to become more frequent, with many popping up on screen, and environmental hazards involving vehicles now talking place. End boss here is called King (No, not the one from Tekken), and uses a flame flower that shoots balls of fire.

Stage 3: Gang Headquarters, We’re here in the EVL corporation headquarters. You fight shoot your way through the Skyscraper, through the various offices (equipped with Apple Macintosh Quadra 900s, guess we know what computers Sega was using back then). Here the enemies are a lot more quicker to react compared to the previous stages. At the end there are two gang bosses, Boss and Fang. Boss desk transforms into a mecha-suit that fires missiles, whilst Fang is an attack helicopter.

Versions

Arcade

Virtua Cop debuted on the original Model 2 arcade board and was a light gun based game. The player uses the gun to aim at targets to fire and shoot enemies. Reloading is done through aiming the gun away from the screen and shooting.
In total there are 3 stages, and can be played in any order. By default you have 5 lives, which can be amended in the games test mode. After all your lives have been lost, you need to insert credit in order to continue, but the game does allow you to pick up where you left off instead of starting from the first level again.

Sega Saturn

Sega ported the game to the Saturn in 1995 and was one of the fist games to be developed using the Saturn Graphics Library, which was intended to make it easier to develop games for the Saturn. Like other Model 2 to Saturn ports, the graphics quality has been reduced in order to adapt to the Saturn’s graphics hardware.
The Saturn does make use of pre rendered FMV for some of the opening sequences, however the arcade opening sequences is rendered in engine, although modified to account for the Saturn’s design.
The Saturn compensates for this with the addition of a couple of features like the training mode which helps you get used to the shooting mechanics by shooting a set amount of targets under a time limit. There is also a two player mode that can be access through the training menu.

The Saturn version also makes use of the Virtua Gun which is a light gun that functions only on CRT TV’s or the Saturn mouse.

Windows

Sega also ported the game to Windows in 1996 and makes use of DirectX X
Like the Saturn version it also features a couple of features. However it still lacks the visuals of the arcade, even though some high end systems of the time were capable of Model 2 like graphics. It’s likely Sega assumed most players would be using software rending as opposed to a dedicated 3D card, and designed the game as such rather than targeting high end hardware.

Settings screen in glorious Comic Sans, and when 640×480 was considered high res

The PC port does suffer from a few issue’s in regards to how it is controlled. Navigating the menus is a pain, as you have to use the keyboard arrow keys and the enter key to select, the mouse cannot be used at all. Seems like the game was designed to be used mostly with the gamepad. The mouse can be used to aim and shoot, with reloading being done by double clicking the right mouse button quickly.

In terms of support the game was meant to be used for Windows 95, but will also work with Windows 98. No support for NT (Not tested yet). The game makes use of DirectX 2 for its 3D API. There is also support for the Nvidia NV1 accelerator, which Sega’s early 3D PC titles had support for, this also makes use of a special executable that runs on that graphics card only. No modern API wrapper for that card exists, and many emulators (PCem/86Box/QEMU) have no support for this unique card.

As with all CD-ROM based games from this era, this makes use of CD Audio for the games background music. In order for this to play back you must have the game in a BIN/CUE format since this preserves the audio subchannel data. PCem and 86Box do support this form of audio when mounting those images directly into the emulator, providing the correct image format is used. On an actual system an IDE hard drive with the CD Audio header must be connected to the CD Audio port on the soundcard, otherwise the music will not play, modern SATA drives and onboard soundcards will likely lack this interface.

Ridge Racer Type 4

Widely considered to be the best in the Ridge Racer series, its soundtrack and the opening FMV are defiantly most memorable. This would be the last Ridge Racer game released for the original PlayStation.

The game improves on the mechanics from Rage Racer and Ridge Racer Revolution, complete with eight brand new tracks and a soundtrack that’s a complete departure from the drum & bass themes from the previous instalment. Graphics-wise the game sees a shift that pushes the PlayStation hardware to the extreme, thanks to the use of Gouraud shading that gives a shade of depth to the polygons, giving the game a realistic appearance.

To keep a stable 30FPS, which was the game’s target framerate, certain changes are made to the enemy opponents, where you only have up to 4 cars on screen at the same time, of which the AI-controlled cars are more spread out across the track. In contrast to the early titles where you will pass multiple cars in the same area, in R4 the opponents feel spaced out and you pass by them in a linear fashion.

Grand Prix

There is a story mode of some sort, you can choose from four teams that will have their own unique manager representing the company. Here you have a direct dialog that gives more detail into the backstory of the teams and how they tie into the Ridge Racer Grand Prix. After every race you will have a meeting with them and their dialog is dependent on how you perform (which place you finish in). There is no dialogue for when you lose or fail to qualify, as the game will prompt you to retry or will go straight to a game over screen.
The team choice will also affect the ending epilogue (although on some emulators there is a bug that causes only the MMM epilogue to play)

The Teams

Four teams come with Ridge Racer Type 4, all of which are some reference to another Namco arcade game franchise.

Conversation with your team representative

Micro Mouse Mappy: A French racing team led by Sophie Chevalier. The easiest team in the game which is recommended for new players.
R.T.S: Lead by Enki Gilbert, He starts off as a perfectionist, expecting you to come in first place in every race but eventually softens u after learning of the Pac Racing Club’s entry. Its implied the manager looks to the player as a second son, due to his actual son being involved in an accident that cost him his life. Towards the end he wants the player to take the race easy, fearing history could repeat again like the death of his son.
Dig Racing Team: My favorite team since I like the underdog teams, They’re a struggling team that is under budget and as a result will enable to provide fast cars from a majority of the races, meaning you will need to rely on skill in order to get ahead of the competition.
Pac Racing Club: Lead by Shinji Yazaki, seems to only care about the results of the race, but will open up over time about a past Gran Prix where Enki’s son died during a race in which he was involved in.

The Cars

There are lots of cars included in the game, over 320 in fact. Many of these are unlocked by beating the Grand Prix modes across various teams and car manufacturers.

Garage cars are the cars you unlock during the Grand Prix events and can come from four manufacturers, across four different teams, giving 16 different design variations. However the game will reward you with a different car depending on your performance of the early events, ie, if you come 1st 2nd or 3rd during the first heat, will influence the type of upgrades you have, which the game counts as an additional car. Therefore in order to unlock all cars, you have to play the Grand Prix with the same manufacturer/team combo several times, coming deliberately in 3rd/2nd and 1st place for each run.
The garage can only hold a limited amount of cars, and will you have to swap out locked cars in order to play them in time attack or link/multiplayer.

There are also a few preset cars that are already unlocked for use in time attack or for two-player mode, these are also in grip or drift varieties. These don’t seem to have any defined name, other than Preset G3, Preset D4, etc. Most players will refer to them by the color, which comes in (red, black/Grey, white or yellow)

And then you have the cars unlocked using the extra trials, you can only unlock these by winning a Grand Prix with a specific manufacturer, although the team does not matter much, except for the performance tuning.

The Tracks

  • Helter Skelter: The first track you will probably play, set in Japan Yokohama and shares with Out Of Blue. A good track that serves as an introduction to the game’s drift mechanics and style. The song Pearl Blue Soul always plays on this course.
  • Wonderhill: The second track that is played on a late spring afternoon that gives a sunset sky. This track shares with the Heaven and Hell track that appears later in the game. The music on this track can differ if you are racing with the RTS team (Revlimit Funk plays), otherwise Naked Glow will usually play, and it really suits this course
  • Edge of the Earth: Set at night in an airport that leads into a small city, one of my favourite courses since you can go full speed, but also must be mindful of the courses.
  • Out of Blue: In contrast to the previous track, this one is set very early in the morning and shared with Helter Skelter, with OOB separating into its own path, which features locations near a shipping dock. Some of the scenery here reminds me of the original Ridge Racer track. The corners on this track can be brutal, so make sure you are used to the car’s handling.
  • Phantomile: It’s a very short course in comparison to the others, and the corners are rather savage. The Motor Species song always plays for this course. Also just so happens this race is set on the same day as my birthday.
  • Brightest Nite: Another course set at night time, this one also shares with Edge of the Earth. This one is set later at night and features a huge drop towards the end of the tack
  • Heaven and Hell: Shares with Heaven and hell, although it’s set earlier in the day which gives off a different feel of the track, being much brighter.
  • Shooting Hoops: The last track to race and it’s a good and simple one, set at midnight of December 31st 1999 on the eve of the new millennium. The song Movin’ in Circles always plays for this track and on the last lap you can see fireworks being set off as the new millennium is upon us (Cue airplanes falling out of the sky due to the Y2K bug)

Vs and Link Battle

Link battle adds the ability to play with up to four different players, across two consoles. This is similar to how early titles handled multiplayer where two consoles are connected together using the official link cable, along with two displays and copies of the game.
If the game detects another console connected using the serial link cable, the link battle option will appear in the main menu. Sadly in PCSX-R whilst we are able to establish a link between two instances with a Linux Virtual machine (running Ubuntu & Pop_OS), the speed is incredibly slow and unplayable, and whilst we can navigate the link mode menus, the game will display an error message when we try to start the race.

The regular VS mode can also be accessed by having two controllers connected to the console, where the game plays in a split-screen mode allowing for both racers to race at the same time through one console. You can combine this with the link battle to have a total of four players in a single race, with two players per console.

The multitap is not supported here, only a maximum of two players per console.

Further Information

Decal Editor

Like in Rage Racer, a decal can be created and applied to your team’s car which can be any pattern. Here the PlayStation mouse is best used

The Namco NeGcon is fully supported for steering and acceleration, in addition to the DualShock analog sticks.

A visual blur effect can be applied when a race is being replayed, activated by pressing the L1 or R1 buttons.