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Formula One 99 (PSX) ReviewBackground Info
Sporting a full FIA license, Formula One has the big names like Mika, Eddie,
brothers Schumacher, Heinz-Harold Frentzen, and the soon-to-be-retired Damon
Hill. Likewise, every team is represented, including the familiar red cars
of Ferrari and Jordan's yellow-colored machines. If that's not enough to
get you excited, how about every 1999 track, including the first year for the
Malaysian track? So strap yourself into the canopy, attach that steering
steering wheel, and hang on for fast and furious road course racing.
Presentation/Graphics : 88
The buildings that line the courses are remarkably well done. The developers
took great pains to model each course exactly, and it shows. The downtown
streets of Monaco are done impeccably, complete with the appropriate elevation
changes. Clouds in the distance look realistic, as do most of the weather
effects. Rain, when present, is somewhat spotty. Cars exhibit rooster tails
in wet conditions, although the lengths of the tails are unrealistically
short. Tires smoke and leave a rubber scratch mark on the track during quick
accelerations and decelerations, but the effect is overused. Virtually every
acceleration from a low gear leaves some rubber on the track.
The game runs fluidly with no apparent slowdown at all. Even with all 22 cars
bunched somewhat closely at the beginning of the race, Formula One keeps up the
pace. On some courses, there is just a small bit of slowdown which is almost
unnoticeable. This occurs mainly in hairpins or when the rain is pouring down.
Pop-up occurs but is not a factor in the game. Limited mostly to trees and
signs, a spruce will rapidly grow out of nowhere. The only significant
graphical glitch I found, if you would call it a glitch at all, is that some
of the walls on the tracks are transparent. The traffic around a turn is
clearly visible on the other side of the wall.
Perhaps the biggest graphical issue is the camera. Formula One 99 offers four
camera views. Two of the views are third-person views from a near or far
perspective. The other views are a cockpit view or a nose view. In the
cockpit view, two side mirrors provide a view of the action behind you.
Unfortunately they are too small to be useful. All cameras share the same
problem - the track is difficult to follow in the distance. To set up turns
you need to know exactly how the course is bending, and in Formula One 99, the
detail of the road surface is inadequate for the task. Unless you take time
to memorize each track and learn to set up each turn based on the trackside
details, you'll repeatedly end up hitting the walls. Some courses I can map
out visually in my mind from being a fan of F1 racing and F1 racing games, but
in Formula One 99 my ability to mentally duplicate the track was useless. To
mitigate the problem, the more distant third-person view became the view of
choice. The two first person views were too difficult to use, even though
they provide the best action. Even in the third person view some turns were
difficult to navigate initially. Some tracks feature distance signs to signal
an upcoming turn. While present in this game, the signs are too small and
almost invisible. I can imagine that if this series makes it to the next
Playstation, the issues will be moot, as the detail will be better and the road
will flow well graphically. But on the aging Playstation, the blocky track
surface graphics just blend into the horizon.
Presentation/Audio : 75
As mentioned earlier, the tires leave some rubber on quick starts and stops,
and a lot of it. If you like tire squeal, you are in luck. Tires squeal on
almost every acceleration from first or second gear and every time you get a
wheel on the grass and come back on the track. While the tire squeal is a
decent sound sample, it's overused. Unfortunately tire squeal never makes its
way to the game to let you know if you are on the ragged edge of instability
in a turn. I tend to take curves to the limit and depend on the sound of the
tires to provide some audible feedback. If I start to squeal I'll let off the
gas. In Formula One 99, squeal is limited to the aforementioned situations
and not to those that could be useful.
Formula One 99 has no in-game music but does have the commentary of Murray
Walker and Martin Brundle. The commentary seems to have changed little since
the first Pysgnosis release. The comments are trite and repeated
incredulously. The TV gang would make incorrect calls on the action at times,
and the vocabulary of the commentators was so limited that Pysgnosis should
overhaul the voice track or lose it completely. The commentary added no value
to the game whatsoever. If I hit a wall, the boys in the booth would state
the obvious.
Interface/Options : 80
The game is simple to control. Gas is applied with the X button and brakes
with the square. If needed, reverse is controlled with the circle button. For
a manual gearbox, the L2 and R2 buttons shift the gears down and up,
respectively. The R1 button cycles through the available driving views, and
the L1 button snaps to a rear view. The dual analog was also easy to use,
although initially either my controller was reprogrammed or there is a bug in
the game. The functions for steering and brake/gas were reversed.
The menus can be difficult to navigate through. In setting up a car, each car
has three presets and three custom settings. For the presets, only 3 of the
settings can be changed, although all the settings are shown on the screen.
Finding the OK button on screen can be challenging at first. The layout of
the screen was a overly complicated and at times confusing. The options menu
to set up a race is also not as simple as it could be.
The biggest complaint about the race options is that they appear to be reset
to their defaults after you exit a race. If you don't mind the defaults, this
is not an issue, but if you want some extra challenge (or even easier racing),
than you'll have to set your preferences for each race in the single race
modes.
The manual mentions all of the options in the game, but I found the manual
to be poorly written for this type of game. Little explanation was given for
each of the car options.
Gameplay : 65
But even if we take my personal preferences out of the mix, you are left with
a mediocre arcade racing game. The game truly is arcade with some sim-like
components. First, consider the car setup. If you skip the presets for the
car, each car has a limited number of options. The front and rear wings each
have a limited number of angles - low, medium, or high. Likewise, gears only
have a couple of presets like long and short. Driving simulation fans will
no doubt be disappointed by the lack of a tunable car, but I guess the game
is aimed at the masses rather than the sim fan.
Formula One 99 has two game modes - a Quick Race and a Grand Prix mode. In
the Quick Race mode, you have a one-lap qualifier and a three-lap race. The
emphasis is on fast and furious racing. In the Grand Prix mode, you take part
in either a championship season or a single race. However, in this mode you
experience the entire race weekend, including all the practice sessions, a full
qualifying session, and the race.
For any of the races, the difficulty of the AI can be set to easy, normal,
hard, or expert, with normal being the default. To get a sense of the arcade
nature of the game, the difficulty settings seem to only affect the lap times
of the opponents. Throwing reality out the window, I posted a quick qualifying
time on Monaco. In fact, I beat the actual lap record by a few seconds. I
certainly thought I'd be sitting on the pole. Nope. Playing on the hard
setting, I was stuck at the back of the grid, with the pole sitter nearly
twelve seconds better than the all-time fastest time for the course! So I
decided to see how the settings affect the qualifying the times. On the easy
setting, Mika qualified first with a time about three seconds better than
the record. On normal, Mika again landed the pole with a time seven seconds
better than the record. On expert and hard, Hakkinen and Eddie Irvine split
the pole, each with times far better than reality. The times were similar at
Monza, where on easy the pole sitter posted a time four seconds better than the
all-time best, and on expert the difference was around thirteen seconds.
But even with the unrealistic lap times, I never found the game to be one of
driver against driver and course, but rather just driver against course. As
an example, at Monza I raced the course on easy with the default settings. I
deliberately skipped qualifying to be placed last. By the end of the first lap
of the race, I was in first place. Thinking this was simply due to the
difficulty setting, I tried the race again in expert with all the settings set
to be as "realistic" as possible. While I failed to take the lead on the first
lap, I did come in first on a five-lap race, even after a nasty spinout and
a crash. Likewise, on the Quick Race mode, I won the Spanish Grand Prix on
the expert level my first time out. And again it was just as easy in the Grand
Prix mode, even with the settings set to make the game more difficult.
What I perceived in these experiments is a game in which the programmers want
you to win. Everybody is a winner! I don't want a politically correct racing
game. I want real racing. What I got was a watered down AI that left a bad
taste in my mouth. On quick races, the AI cars would jump out on the first
lap, but by the third lap, the AI was such that all cars experienced bad gas
in the tanks. The game's challenge, for me at least, was to not finish first
on any difficulty level.
Other questionable AI aspects include Mika Hakkinen going into the pits at the
end of the last lap at Australia. I was leading Mika by a few car lengths
when all of a sudden, on the last turn, he heads to the pits, placing him out
of the points. This was in the full season championship mode, so I picked up
an easy ten points on the actual 1999 F1 champion. I'm sure if Mika had seen
what just transpired he would have pulled the disc from my PlayStation and
burned some rubber on it. No driver in their right mind would pull into the
pits on the last turn. Even if he had mechanical trouble, he'd pop the car
into neutral and coast across the finish line. He had a decent lead over the
third place car and would have at least scored some points.
Other bugs with the game include crashes. During one race, I tapped the back
end of another car. As soon as I tapped the car, I was vaulted backwards about
60 miles per hour and left a tire mark on the course. I couldn't believe my
eyes, but fortunately the replay confirmed this completely bizarre act. Newton
would be aghast with this new brand of physics. Crashing into the walls at a
slight angle usually sends the car bouncing right back onto the track. The
entire crash system appears flawed.
Formula One 99 features damage, but for the most part, damage is limited to
your opponents. In all my time with the game, I only once encountered damage
to my car, even with the damage set to maximum. It appears that damage is
mostly limited to the opponents rather than your own car. Heading into a wall
at 200 miles per hour simply sends you backwards, with absolutely no damage.
The only time I ever experienced damage was when I clipped an opponent and my
steering was messed up. The car developed a significant pull to the left,
where if I let go of the controller I quickly hit the wall. But even with a
severely damaged car, I had no problem achieving speeds close to 180 miles per
hour.
The driving physics of the game are unrealistic but decent. If you speed down
the straights at top speed and jerk the wheel you'll start a turn rather than
spin, as you would in a real F1 car. The control, therefore, is tight. In
fact it is so good that you never fishtail. Cars never get squirrely going
down the straights. About the only times you will be in jeopardy of losing the
back end is to brake heavily while turning or accelerating from first gear
and turning.
Once you get the handle of braking in the game, the game becomes easy. The
key to victory (almost every time) is to tap the brakes repeatedly rather than
holding the brakes down. Since the game lacks any audible feedback when you
are about to lose grip in the turns, as you drift to the outside of the turn,
lightly tap the brakes or let off the gas to remain in control.
Replay Value : 70
But if you are a beginning racer, this game may actually be for you. The
variety of F1 tracks is always a good thing. Racing at Monaco requires a
different mentality than a wide open course like Monza or Hockenheim, and it
will give the beginner good insights on the skill required to race on the
different types of courses. Heck, it beats driving in circles (or ovals).
The lack of realistic driving physics plays to the casual racer. I know that
when I first got my PSX some years ago, I loved the original F1 game from
Psygnosis. It was a great introduction to console racing on the PSX and to
F1 racing. And this version is much better than the original, both graphically
and control wise.
Overall : 73
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