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Beetle Adventure Racing (N64) ReviewBackground Info
Presentation/Graphics : 98
Menu graphics are simple, with options spelled out over background shots taken from race
courses; it may even pay to watch the introductory sequence to get some tips on what's coming
next.
As for cars, well, what we have are variations on the modern Beetle (I don't yet see any power-up
that would result in the appearance of the original vehicle). It's not exactly a hard car to render;
however, the details of the rendering, to the point that you can see through the tinted windows, is
a treat. Brake lights, tire tracks, skid marks, kicking up dust--all here. Crash, however, and the
car may shatter into hundreds of pieces . . . before it reappears, ready to go. You can choose from
a number of basic paint jobs; as you gain access to more vehicles, different designs or body paints
appear (as well as a few more functional flourishes, such as a rear wing). There's also a police car
for those so inclined (complete with a siren).
Ah, but the tracks . . . here's where the game really shines. There are six basic tracks (two
available at the start of the game; four more to be opened up as you progress through a series of
championship circuits). Each has its own distinctive setting:
Now, I'm a great fan of environments, for I believe they make or break racing games. Some of
the more fanciful racing games (Motor Toon Grand Prix 2, for example) contain imaginative and
colorful courses; others offer engrossing renditions of real tracks. When this doesn't happen, the
game suffers (remember GT 64?). BAR will remind players of Top Gear Rally /Top Gear
Overdrive and the Rush series, offering what at first seems like a realistic environment that on
inspection offers a few surprises. Want to find one? Drive off the first long bridge you encounter
along the main route in Mount Mayhem and into a cave to understand why helicopters are all over
the place. The environment includes moving items, some of which startle, while others intervene
(there's a tracked crane in Coventry Cove, just over the river that runs through a small town, that
can drop its load right in front of you). Elsewhere you can bash into crates and damage the
terrain. The result is an inviting array of courses that contribute greatly to one's enjoyment of the
game.
In addition, there are a number of far more contained courses for one game option known as
Beetle Battle. These environments are fun but nothing exceptional.
Now, people might applaud EA for all this, but dedicated drivers will notice that BAR is
developed by Paradigm Entertainment, the same folks who developed F-1 World Grand Prix.
They do nice games that are visually appealing.
Finally, there are three camera angles (cockpit and two up-and-behind views), but no rear-view
mirror (just the infamous "look back" button).
Presentation/Audio : 88
Interface/Options : 85
Gameplay : 97
The Championship Circuit is the heart of the main game. Racers advance up levels of difficulty,
and, if successful, open up new tracks (and make more cars available). Moreover, along each
course are a series of bonus items, nitro power-ups (a short speed burst), and well-concealed
boxes which, when hit, announce their presence with a well-delivered "groovy." There are jumps,
ramps, dives, and so on; while traction suffers on snow, ice, and sand, driving over grass presents
no problem (and does not hurt speed). Moreover, there are a number of alternative routes
branching off the main course, many of which offer rather well-developed environments of their
own. Collect boxes totaling a certain value (that total varies by difficulty level) and gain a
continue; gain them all and you open up a new Beetle Battle track. To achieve that end, one must
explore the shortcuts; but if you take too long, you may be disqualified and lose what you just
gained. Moreover, although the shortcuts contain goodies, they are not always "shortcuts" in
terms of cutting seconds off one's time, especially if one is collecting boxes along the way. Miss
that box, and it's unlikely you'll get a second shot. One of the reasons why a player should
become as familiar with each course as possible (use single race for this) is to map out a pattern of
taking shortcuts by lap (take the same shortcut each time, and you'll miss out on something else).
Some cuts are obvious to the eye; others involve bashing through doors, windows, boarded-up
entrances, and so on; still more involve jumps and ramps. Explore! That's part of the adventure.
Advice: build up those continues on the early tracks (although you may have to sacrifice a spot or
two in the standings to do so). Set certain contests aside for getting all the bonus boxes;
otherwise just shoot for the number needed to score a continue (the points do not carry over from
race to race).
The so-called "groovy" boxes (which are not mentioned in the directions) open up cheats (one,
which is "near" a barn on Coventry Cove, shows the cheat menu) for both single-race games
(which can take place as a time trial, a two-player head-to-head contest, a one-player-versus
one-CPU car, or one player against a full grid).
The cars drive well, with fairly realistic physics; players will soon learn to employ their brakes and
handbrakes for the old powerslide. Just hitting the accelerator, especially as one advances
through the tracks and up the difficulty levels, won't hack it. However, aside from determining
the color of your vehicle, forget any notion of setting it up; the selection of cars on each level
offers an array of mixes between top speed, acceleration, and handling, which are otherwise not
adjustable.
Difficulty : 92
Overall : 92
© 1998-2006 Sports Gaming Network. Entire legal statement. Feedback
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