High Velocity


It's always dangerous when videogames drop to prices so outrageously low that they become potential impulse purchases, like "Titanic" for $12 or a bag of Reeses Peanut Butter for under 35 cents; hell, Funcoland has so many brand-new crappy PSX games under $10 ("Newman-Haas Racing", "Deathtrap Dungeon") and N64 under $20 ("Dual Heroes", "Forsaken") that even I take a walk on the wild side every now and then. Sometimes I hit paydirt with these random purchases with oddities like Dreamwork's "Skullmonkeys" (a seriously wicked and underrated 2D platform game) or underrated oldies like Tantalus' port of "WipeOut" for the Saturn (better than I expected!); sometimes, though, I'm stuck with crappy wannabe next-generation software like Atlus' first-generation racing game "High Velocity". Oh well, I paid $5.36 w/taxes for the game used, which is less than what I have to pay when a rent a game at Blockbuster (and I can always add another coaster to my already large list of Acclaim Saturn CD's :-P).

Based on the Japanese concept of racing against the clock while competing with another vehicle in mountains and assorted highways surrounding the hills around metropolitan areas of the island (don't ask... they invented Godzilla and Hello Kitty too!), "High Velocity" is a fine example of simplicity taken to such an extreme that it becomes even boring to think about the experience. The graphics are OK, but the musical department and the gameplay rush of racing against the CPU or another gamer is simply non-existent; it looks better than the rushed and pop-up plagued "Daytona U.S.A." released around the same time this came out (late '95), but that early accolade could only carry the game so far until gamers took a look under the visual hood and found that Atlus was pulling a fast one.

GRAPHICS / VISUALS: C+
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Although "Time Warner's Virtua Racing" had frame-rate and speed problems comparable to those in "High Velocity" (20-24 frames-per-second, pixely low-resolution, etc.), it at least had an appeal based on the heritage of Sega's pioneering arcade machine. "High Velocity" features simple-looking vehicles (with names taken straight from the alphabet: A, B, C, D, etc.) and flat movie-set backgrounds and environments through which to race that seem just a gentle push away from collapsing like a house of cards; the colors are not bright and cheerful, and tend to go more toward the saccharine and low-end of the hue scale (light browns and pine green abound). The standard camera angles are there, and a plethora more open during the replay of the race which allow you to take a good luck at every curve and hill in this mountaneous racing simulation (think of a cheapo version of the replays in "Gran Turismo"); even the menu/option screens seem clunky and amateurish, with cheerful fonts and an out-of-place musical theme complete with car horns (don't ask!).

As a result of the low-resolution and repetitive environments that get recycled through the game's three tracks (which can be raced forward and backward, which would make them six tracks if you use the Saturn "Manx T.T." formula), Atlus' engine can display plenty of horizon and scenery with no pop-up whatsoever, even on the two-player split-screen set-up when racing against someone else (horizontal or vertical, unless both vehicles are racing next to one another, in which case the game will switch to a single screen... pretty cool!). Despite the positives, this game simply can't stand next to the speed demons from Sega's roster of racers: "WipeOut", "Sega Rally", "Sega Touring Car Championship", etc.

MUSIC / SOUND EFFECTS: C-
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The engines sound authentic, I think (??!!)... I really have no idea if these arcadey vehicles are based on real-life Japanese mountain cars, but the engines at least sound robust and consistent. The rest of the game's audio package has to be harshly criticized for not only being sampled and a low rate (besides the engines, EVERYTHING sounds staticky and fuzzy), but sounding cheap and crappy; the music sounds like a mix between a drunk jazz composer and a bad music skit on "Mystery Science Theatre 3000"... horrible, horrible ear-piercing tunes; make them stop, Arghhhh! Adrenaline is guaranteed to start flowing out of your ears, if exposed for too long to the atrocious sounds of "High Velocity".

GAMEPLAY / FUN FACTOR: C
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Time Trial, Two-Player Mode and Race (w/ several 'Heats' per race) are at your disposal to claim the title of 'King of the Mountain' (yawn). Basically you race trying to beat your single opponent AND get the best time in your 'Heat' (which you can replay as many times as you want to get the best possible score), and then move through a series of 'Heats' in which the CPU opponent will start giving you some serious competition. Memorization of the tracks, which can be rather lengthy because they involve circling an entire mountain, is essential to knowing when to apply the brakes and take the curves with your little Japanese cars. Control with the d-pad (no analog support) is stiff and initially very frustrating, which is why the races reward the player with dough that can be used to upgrade the car's many performance inhibitors: brakes, mufflers, suspension, etc. But even with the improvements from the upgrades, the cars in "High Velocity" are nowhere near as responsive or controllable as the one's in Namco's "Ridge Racer" series (and we all know how awkward those cars handled!), let alone those in other better games like "Gran Turismo" and the "Test Drive" series; powersliding and taking curves with the correct brake and acceleration combinations is only fun for a few seconds unless there is meat behind the racing premise, and Atlus' first Saturn racer was definitely going for a niche audience that simply was too small a percentage of the gaming population to make the game stand out (why it was brought to the States is beyond me, since it's appeal mostly resides with weekend Japanese drivers).

OVERALL: C
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It's a pity that the Saturn is gone from the 32-bit next-generation picture, but it's easier to understand how Sega lost a crucial early lead when you consider that games like "High Velocity" sold for $60 and shared space in a 1995 library of first-generation Saturn releases like "Bug!", "Clockwork Knight", "Astal" and "Robotica"... is it any wonder Sony's hip ads and flashy games ("WipeOut", "Destruction Derby", "Tekken", "B.A.Toshinden") won the early battles? Atlus tried and failed to do a good racing game, but it's Sega of America who should be recriminated for bringing such a dog to the United States; feel free to look for this $5.36 dog at the local NYC Funcoland where I dumped it for a handful of bucks... on a broken Saturn CD case of course (my "Scorcher" box was broken and the "HV" box was in good shape; oh well, at least Scavenger's game has cool wannabe techno music instead of jazzy but horrendous Atlus music samples)!
- J.M. Vargas