Tag Archives: 2000

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.

X-Squad

One of the PS2 launch titles, try doing this on a Dreamcast

A third person sort of FPS where you shoot stuff. The main plot of the game is set in the year 2037, terrorists have taken over a military base and it’s up to the X-Squad to restore it, following the failure of the previous W-Squad mentioned in the game.

The game is similar in concept to SOCOM and Ghost Recon where you can issue squad commands to your teammates, typically 3 members. These are fairly basic as you can only command them to be oppressive or stealth/defensive.

The game UI, screams early 2000 era design and is where you can manage your inventory. At the end of each level you will earn points depending on the difficulty the level was completed at. You can use these to purchase new weapons, ammunition, shields and gadgets to help complete the next level. You can also find pickups, like leftover ammunition when you kill an enemy to keep your character going.

You can also manage your teammates inventories, and can juggle weapons, health kits between them.

The Squad

John Ash Connors: The main character and the only character you can control. Only 26 years old and has grey/silver hair.

Maya Esteves: One of your teammates who is with you the most, has a tendency to get shot and run out of health, which requires you to constantly transfer health packs to keep her in the game

Judd: A large son of a bitch, standing 6ft 8 and weighing 250 pounds. For his height he appears out of scale since compared to his squad mates, appearing only slightly taller.

Melinda Swanson: Not one for conversation from going by the cutscenes, both her and Judd will occasionally go and do their own thing mid-mission, leaving you stuck with Maya

Colonel Clifford: You encounter this geezer midway through level 4 and he becomes a teammate for the rest of levels 4 and 5. Although his health indicator is set on yellow, he cannot die thankfully, but he ain’t a good shooter.

Dr. Biana: Not a direct squadmate but you encounter her often. Walks around with a briefcase and talks about some Medusa project

As mentioned, Your squadmates can be ordered around to some extent, by giving them commands. You can choose for them to be offensive where they will attack when they come into contact with enemies, or defence/stealth where they will only shoot when attacked.
Each member has a limited amount of weight they can handle, which affects the number of weapons they can carry, with Judd being able to carry the most. It’s best to leave the heavy weapons with him.

The game gives off a very Unreal Tournament / Perfect Dark-like vibe when you look at the level design and the electronic/techno-inspired background music. The main characters also look like UT player models. Considering UT came out one year before this game did (1999), you can see they were influenced by it.

Levels

There are 9 levels in total

Most levels consist of you going from one area to another, in order to get to the end. Many have areas blocked off and require you to find a switch in order to unlock the door/lasers in order to progress through, some of which are located on the exact opposite of the level.

A Switch, you will encounter this often


The design of the levels isn’t very diverse, with you running around an underground tunnel/area. There seem to be no areas set outside

  • Level 1: Set in a waste disposal facility, a pleasant start to the game and an introduction to the game mechanics.
  • Level 2: Has nice chilled music to listen to as you explore the level which is nice since it starts off in a sewer and ends in a waste disposal unit.
  • Level 3: This one gets frustrating, since you are stuck in an ugly maze-like environment, it’s easy to get confused due to how similar the corridors look, with the only major difference being the floor colour. It took me half an hour to find all the switches needed to progress. There’s no end boss but you do have to free the prisoners at the end.
  • Level 4: Set in an abandoned tramway, here you meet the cornel and his side chick for the first time. The objective here is to escort the two of them to the lab using the tram tunnels. The end boss of this level is a horde of guards, so make sure you have plenty of ammo and health kits.
  • Level 5: We battle our way in a laboratory, this time we are missing Judd, who has been replaced with Clifford
  • Level 6: More of the same, it’s set in some sort of a recreation area, although it looks just the same as the other areas. Boss level is set again a large tank, of which your teammates will be incapacitated almost immediately.
  • Level 7: There are a few areas where you will be ambushed and will have enemies firing from all sides, thankfully there are spaces where you can take cover, although try telling your AI teammates that.
  • Level 8: This one was a bit awkward as some corridors are a bit tight, and some are set near ledges where you can fall to your death. You simply walk around the map flipping switches until you unlock the least door. There is one switch that is placed in an awkward spot, where your character can easily fall through and die. There’s no jump button so you have to run over the gap and hope for the best. The end boss is brutal, you get ambushed by four enemies that will continuously respawn even if you kill them, and Simpson who is equipped with an overpowered weapon.
  • Level 9: This is where the game shits itself. At the start, you have to contend with enemies that are triple shields, and a good amount of ammo is wasted just having to deal with these. Then you have a boss battle with a large chopper, which will fire heat-seeking missiles repeatedly. At this point the game becomes a glitch fest, in one instance I got landed with a Game Over screen even though my character was still moving and my health bar still have some life it in, Other times my character was alive but the camera had glitched out to an overhead view and was unable to shoot.

I’d say the game was rushed towards the later levels since there are quite a few glitches. Even in the ending cutscene on Youtube they had issues animating the mouth of the characters

Misc Notes

The game only supports 4:3 output, no widescreen here.

From browsing the games disc, Internally the game seems to compress most files into multiple BZP archives, this includes the levels and the opening movies themselves. I have not found a way to decompress these files, and its likely an internal format that EA/Square use.

Links

EA X-Squad Homepage

R.I.P

DirecTV: UltimateTV

Ultimate TV was a partnership between DirecTV and Microsoft, who were looking to expand their WebTV platform. The DISH Player had launched a year prior with DISH network, and has also used the WebTV platform as a basis of its DVR software.

DirecTV also launched a DVR with Tivo, known as the DirecTivo which integrated two DSS satellite tuners into the Tivo system, which allowed for two channels to be recorded at the same time. Something that could not be done on the regular Tivo’s of the time, which required an external set top box to be connected.

Hardware was manufactured by RCA and Sony who had also made standalone WebTV hardware. Receivers typically came with a 40GB hard disk and twin DSS tuners

My Shows

List of all recordings made, and any upcoming shows to be recorded

Another screenshot of the My Shows section, this time with recordings grouped by title name

More recordings of different episodes of the same show

At launch dual channel recording was not possible, and inital functionality c

Interactive

An interactive prompt, WebTV was one of the main interactive platforms

Pay-Per-View

PPV movie and events could be ordered and recorded

Favourite Channels

Separate lists can be made to store favourite channels

Category Search

Searching for a specific program, you can choose from various filters

Searching by actor and a combination of categories

Someone here was clearly a fan of Friends

Searching by Day

You can filter to a specific feature that a program supports, like subtitles

Search by age rating

Filtering by the period of day

Or by decade period

Or by a search term / keyword. This was similar to what Tivo had offered

Additional Search terms

DISH Player

Dish Network also had their own DVR which ran using the WebTV middleware, known as the DISH Player. This was very similar to the UltimateTV but was released one year prior. Two models were released, the 7100 and 7200, both manufactured by Echostar and feature a single tuner. The 7100 has a 8GB Hard Disk, whilst the 7200 has 17.8GB.

A software update was released in December 1999 that enabled full DVR functionality. Prior to that it was only possible to live pause TV for 30 minutes. A $10 subscription fee was required, reducing to $5 if you took out a WebTV subscription also.

Images were originally captured from iwantptv.com before the site went offline

Channel 1 is the PTV (personal TV) channel, which is where the DVR is managed. You can view recorded shows which the DVR can self manage, older watched shows are deleted automatically to make space for upcoming shows.

  • TV Home: The main screen where you can access the guide, personal TV and any other services offered by WebTV and DISH Network.
  • Settings: Change receiver settings
  • TV Listings: The main TV guide and search engine
  • Web Home: Opens the WebTV browser
  • Help: Gives you information on how to use the receiver
  • Purchases: Pay Per View shows will appear when when purchased
  • TV Sites: TV Channel related sites like Fox News, CNN, etc
  • Games: Basic games that have been downloaded to the hard drive
  • Notices: Displays any messages sent to the box like service announcements

Only satellite programs can be recorded, OTA terrestrial ATSC channels can not be recorded, only watched live.

Conclusion

Microsoft didn’t last long in the North American DVR market, and the WebTV based DVR’s would be replaced not long after. DirecTV continued their partnership with Tivo and would eventually introduce their own branded DVR’s running NDS XTV software. DISH would replace the DISH Player with their own DISH DVR models.

Part of the reason was the poor initial reception due to the poor and buggy software during the early years of WebTV DVR’s, with reports of freezing and missed recordings, along with audio and visual glitches. It would be some time before these issues were sorted out, and Microsoft wasn’t very engaging on the software side of things which made it difficult for DirecTV or DISH to push software updates.

This wouldn’t be the last we would see of Microsoft attempting to enter the set top box market, the Mediaroom middleware would launch and power the ATT U-Verse and BT Vision services, and would also demo the Microsoft TV Foundation Edition for the Comcast/Motorola DCT platform.

Looking at early Sky Interactive

Sky digital 1998 logo

Sky and BIB (British Interactive Broadcasting) launched their interactive service in late 1999, one year after the launch of Sky Digital. Designed to be an alternative to the world wide web being delivered through the TV, the early service looked promising.

The service was originally to be branded BIB, but changed to Open…., I’m not sure if this is in reference to the OpenTV middleware stack used by BSkyB at the time. The Open interface was to mimic the experience of a TV High Street, with various banking, shopping and entertainment services being offered.

Open….

One of the loading bumpers for Open….

Austin Powers 2

Open main menu

The main Open…. menu

open shopping

Shopping Menu – Shows a list of retails who have a storefront through Open

open shopping

Even more shopping, E-commerce was supposed to be a huge draw for the service, considering the popularity of shopping channels of the time. Payment is made via a credit card, which the customer enters, and information is sent back encrypted via the phone line. At some point it was planned to use the interactive card as a form of payment

open banking

Home banking services were offered, designed after the popularity of online banking

open entertainment

Entertainment sections, which leads to the popular game section

open music

Music section, where you can check the latest charts, and purchase physical albums

open film

Another loading screen, these were common to see on interactive satellite TV, since data is fed through a carousel like system, this means the digibox has to wait for the data to be transmitted

Film section, surprisingly there isn’t much integration with Sky Movie channels at the time (Premier & MovieMax)

open email

Email – initial offerings were BT’s talk21 service. Email was not push based, you were not alerted when an email came through, instead you had to load the service and connect to open via the telephone line which would then display your inbox. Emails could be typed using the Open keyboard.

open whats new

Whats New section

Any new additions to the service would appear here

Sky digital open games

Games – games were originally delivered on open itself, they later had their own dedicated section (Game Attic), before being spun off into Sky Gamestar and having its own place on the interactive menu.

Sky Sports Active

Sky sports active, one of the defining feature was the ability to choose your viewing angle when watching a main sports event, which was offered when Sky had first launched digital. This could be done via the interactive service, but it was also possible to tune into the stream via the other channels feature

Games

Beehive bedlam open....

Beehive Bedlam

One of the classic games on Sky Digital, and the most well known. Beehive Bedlam was one of the only games that stayed free to play, with the exception of the master levels update in 2004, however the classic levels were still free to play

Corporal Cluck sky games

Corporal Cluck

King Tutti Sky games

King Tutti

Early EPG concept

Sky guide movies 1998

An early pre launch EPG background design, also note the channel text below the Sky logo

sky guide tv listings

Another look at the Sky guide design

Sky guide 1999

Meanwhile, here’s the actual EPG design Sky launched with, note how it says TV GUIDE LISTINGS rather than ALL CHANNELS