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Post by Snake on Apr 6, 2023 12:27:23 GMT -5
No・Ri・Ko
I'd say Noriko Ogawa was primarily an actress who also had a good multiyear run in the music industry but maybe wasn't a long term superstar. Brandy is probably the closest US equivalent. It's hard to find an exact comparison since a lot of the people that have the most similar trajectory e.g. Britney Spears and several of her co-Mouseketeers or Ariana Grande, transitioned away from acting rather than continuing to do both in equal measure. Wow, pretty cool to see that idol games were a thing in 1988! And here I thought that Namie Amuro in Digital Dance Mix Vol.1 (was there ever a Volume 2?!) was avant-garde for bringing an idol to Sega Saturn. No-Ri-Ko looks like it has more actual "gameplay" content than Digital Dance Mix though. I'm guessing there must be even earlier idol "games" than even on PC-Engine. Brandy is name I haven't heard in a while. Granted, her hey-day was over 20 years ago. But I have to admit, I had the biggest crush on her!
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Post by dsparil on Apr 7, 2023 6:11:39 GMT -5
No・Ri・Ko
I'd say Noriko Ogawa was primarily an actress who also had a good multiyear run in the music industry but maybe wasn't a long term superstar. Brandy is probably the closest US equivalent. It's hard to find an exact comparison since a lot of the people that have the most similar trajectory e.g. Britney Spears and several of her co-Mouseketeers or Ariana Grande, transitioned away from acting rather than continuing to do both in equal measure. Wow, pretty cool to see that idol games were a thing in 1988! And here I thought that Namie Amuro in Digital Dance Mix Vol.1 (was there ever a Volume 2?!) was avant-garde for bringing an idol to Sega Saturn. No-Ri-Ko looks like it has more actual "gameplay" content than Digital Dance Mix though. I'm guessing there must be even earlier idol "games" than even on PC-Engine. Brandy is name I haven't heard in a while. Granted, her hey-day was over 20 years ago. But I have to admit, I had the biggest crush on her! I think it might be safe to say that this is the first console game directly based on an idol at a minimum. Psycho Soldier comes to mind as a game with idol elements from the vocal song but that's confined to the arcade game. From poking around a little bit, nothing earlier really jumps out at me. It does seem like there must be something maybe for a home computer. Personally, I thought of Brandy because I watched almost every episode of Moesha!
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Post by dsparil on Apr 11, 2023 7:58:46 GMT -5
Bravo! Gateball あっぱれ! ゲートボールDeveloper Westone Publisher Hudson Soft Format HuCard Release (JP) December 22, 1988 Release (US) Unreleased The Japanese sport of gateball is a variation of croquet created in the post-WWII era. In 1984, the Japanese Gateball Union was formed which formalized the rules of the game. In ensuing decades, additional countries join with the organization morphing in the World Gateball Union but still centered on Japan. Two teams of up to five compete to get their balls through the three gates before hitting the central post all under a strict thirty minute time limit. Bravo! Gateball is one of the few digital adaptions of the sport and may possibly be the only one. Two play modes are supported, Action and Simulation. Action mode plays somewhat similar to golf games with use of a swing power meter. If the intended strength is not hit, the accuracy of the swing is also impacted. Simulation drops the use of power and essentially has perfect swings every time. Multiplayer is also supported with either a single controller per team or one shared for everyone. Selectable characters have a very wide age range and some fun designs. The shot position screen gives a helpful first person view of the shot. This portion is automatic in Simulation with the ball stopping exactly where the player wants.
The copyright notice includes a mysterious entry for Azuma. I searched around and could not figure out what that is a reference to. Westone is listed as the developer in various places, and I did confirm this from their old website.
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Post by dsparil on Apr 13, 2023 10:23:02 GMT -5
Bikkuriman Great Goods World ビックリマン大事界Developer Hudson Soft Publisher Hudson Soft Format CD-ROM² Release (JP) December 23, 1988 Release (US) Unreleased The Bikkuriman franchise’s second and final appearance on the platform is not a game but a sticker compendium. There is a tiny amount of gameplay as a trivia question gets asked once the user hits the end of a sticker series in order to unlock the next. The overall collection represents the first thirteen series, but not every sticker is included. Balancing this slightly is the inclusion of lightly animated scenes which unlock along with new series. The basic sticker view. The amulet in the upper right gets filled in as series are unlocked and is how the animations are accessed. The animations presumably depict scenes from the anime. The trivia questions are all multiple choice. If you get the question wrong, you drop back down in the sticker view and can try again with a different question. There's also a main view that lets you jump to an unlocked series directly, but there's no way to get back here once in the sticker view.
There's a few more Bikkuriman games on other platforms, but that's it for PCE. This is sort of a weird release, but I think that NEC/Hudson would have seen potential in non-game uses of the CD-ROM². The multimedia possibilities of earlier computer drives was much more limited plus the prices were astronomical. I could see this being a test case, but they seem to have hit upon karaoke and stuck with that for a few volumes before passing it to Victor.
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Post by dsparil on Apr 18, 2023 8:45:05 GMT -5
VigilanteDeveloper Irem Publisher Irem, NEC Format HuCard Release (JP) January 14, 1989 Release (US) November 1989 Irem’s arcade game Vigilante began life as a straightforward sequel to Spartan X, but morphed into a game set on the streets of 80s New York City after its initial location testing. The final game does retain some similarities to Spartan X, but the fundamental character of the game is completely different. Although there are brawling portions featuring armed and unarmed enemies of various strengths, the focus is on the boss of each of the five stages. These take up most of the game’s play time and running out the timer during them (resulting in a lost life but resurrection on the spot) is a realistic concern. The first four bosses each have a trick to them, but the final boss is completely unfair and highly luck-based in fine quarter muncher tradition. Despite or perhaps because of Hudson’s good work on R-Type, Irem ported the game themselves to the PCE which would remain their standard. Although it is not an enhanced port, Irem made some tweaks that resulted in the best version of the game. First and foremost, the graphics are greatly improved over the arcade game which had a washed out look. They are generally phenomenal on a technical level and are among the best up to this point. The difficulty was also lowered slightly by tweaking some of the enemy attack ranges and AI. The final boss is still unfair, but the generous continue system makes this a relatively “easy” game to see through to the end. This spot is the only obvious change in graphical design (as opposed to quality) between the arcade game and this port in both the US and Japanese version. The gunslinger got partially cropped out and can-can dancers on the metal shutter were removed. Maybe it's just me, but I think scenes like this rival anything on later systems of this generation. This boss pair for the second level at first seems like the hardest in the game, but it's actually the easiest once you've figured out the right strategy.
What's interesting about this game is that it's the first on a 3Mb card although Space Harrier from a month earlier was the biggest at the time at 4Mb. Subjective aesthetics aside, the large cart coupled with the game's small size really let the graphics shine.
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Post by dsparil on Apr 21, 2023 11:20:32 GMT -5
SonSon IIDeveloper Capcom Publisher NEC Avenue Format HuCard Release (JP) January 27, 1989 Release (US) Unreleased In 1984, Capcom released their autoscrolling action-platformer SonSon. 1989’s PCE exclusive “sequel” is not based on this earlier game aside from keeping the Journey to the West inspired theme. It instead began as a port of the dark fantasy action game Black Tiger before drastically changing. The resulting game shares a few things with Black Tiger but largely does not resemble this game either. Rather than either of these Capcom titles, SonSon II instead most closely resembles Namco’s Yōkai Dōchūki. Some of this comes from the shared Buddhist milieu, a bit more from the use of timer based enemy attacks (a soft ten minute time limit here), but it primarily comes from the focus on exploration. Each of the seven levels is divided into multiple areas separated by doors which are sometimes locked. The first level is straightforward, but the later ones can be almost maze-like in their interconnectedness. SonSon II does keep certain elements from its progenitors however. From SonSon comes the extensive use of food. Rather than simply raise the player’s score, it is used in lieu of coins to increase the supply of Zenny, Capcom’s frequently reused currency which was introduced in Black Tiger. From that game, some enemies were kept as was the use of NPCs giving hints and acting as shops selling items, spells and staff upgrades. Unlike some pastiches, SonSon II is greater than the sum of its parts. The original game was a simple score chasing game that became greatly outdated fairly soon after its release. Black Tiger was in a more contemporary style but was ridiculously difficult even on its lowest setting. Yōkai Dōchūki had some good ideas, but its PCE implementation was lacking. SonSon II blends these all together to create what is easily the best game on the platform to this point. These plant monster which pop up from the ground were taken directly from Black Tiger. Keys are also used in that game but to open chests not doors. Capcom's stealth pinwheel logo, the Yashichi, also makes an appearance as the health powerup item. No game inspired by the Monkey King would be complete without his cloud and extending staff.
The world sort of got a SonSon III as a character in Marvel vs. Capcom 2 since Udon decided to attach a numeral in their MvC compendium. Anyway, play this game if you haven't! It does have a few weird control quirks though. You have to hold up a bit longer than you'd think to go through doors for one thing. Spells are also selected by pausing and using left and right to pick one. They're actually used by pressing jump and attack at the same time which takes a little getting used to.
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Post by excelsior on Apr 24, 2023 7:31:49 GMT -5
Vigilante was one of my first PC Engine experiences since it turned up early on the Wii Virtual Console. I find it to be decent enough. The gritty textures provide an appropriately violent tone. I kind of wish the character sprites didn't have black outlines since they betray the visual realism, though I can see why they were used. The gameplay lacks a variety of moves, and it's fairly easy to get stunlocked in places.
Son Son II I picked up on a whim at a convention and was a welcome surprise. I actually quite enjoy the original and figured I'd see what the sequel was all about. Of course the games aren't similar in the slightest, with this being something of an adventure styled platformer. It's definitely worth a try.
From the screenshots it looks as though Bikkuriman Great Goods World only uses a small amount of Kanji? It could be a good one for Japanese learners to try if so.
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Post by dsparil on Apr 24, 2023 10:04:42 GMT -5
I didn't bring up the other ports of Vigilante, but stun locking is so bad in basically all of them that they're nearly unplayable. One of the changes from arcade to PCE was actually decreasing the ability of some enemies to stun lock.
Edit: I got confused and thought you meant the grab that enemies will do and drain your health. That's too ratcheted up in some ports and a bit too high in the arcade game.
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Post by dsparil on Apr 25, 2023 13:16:57 GMT -5
Nectaris Military MadnessDeveloper Hudson Soft Publisher Hudson Soft, NEC Format HuCard Release (JP) February 9, 1989 Release (US) February 1990 At first glance, Nectaris seems like a sci-fi clone of Nintendo’s Famicom Wars. Aside from the theming, the lack of unit construction and use of hexes rather than squares mark the main differences. Each of the thirty-two maps can be won by either routing the enemy or using an infantry unit to capture the enemy’s base. Neutral factories are still present in the game and can be captured for their fixed unit supply and repair capability. Battles take place from a side-on perspective with unit strength and HP intertwined and starting at ten. It is not impossible that Famicom Wars spurred Hudson to develop their own turn-based strategy game since it was released nearly a year earlier. However, Famicom Wars itself is a clone of SystemSoft’s Daisenryaku (Great Strategy) series, and the shared elements all originated there. Nintendo essentially abstracted away the real world specifics of SystemSoft’s game while Hudson shifted it to the moon. Nectaris did become a small series, and the original received a fair number of ports over the years. SystemSoft even released the game for the PC-98 and Sharp X68000! Surprisingly, the best port of the game may be for DOS. Produced by Sunflowers—best known for their later Anno series—for the German market, the game is greatly expanded with an additional two campaigns in new environments bringing the total maps to ninety-six. Rather than being more of the same, these campaigns also include new elements like naval battles resulting in a much fuller game. For all the sci-fi backstory, Nectaris doesn't lean into the sci-fi elements all that much. The units might as well be from the modern day, and include aircraft which don't make sense on the moon. The Bison seen here looks like a WWII era tank but is described as having a 105mm calibre turret which was common during the Cold War e.g. the M68 on the M1 Abrams. The game has a sort of sci-fi WWII theme in other ways like use of Axis [Empire] for the enemy side and Allied [Powers] for the player. This post-battle rundown is a nice feature though. The title comes from Mare Nectaris, a region of the moon corresponding to the tip of the bottom ear in the traditional moon rabbit. However, as a volcanic plain, it doesn't actually look like this.
Interestingly, the Game Boy game, Nectaris GB in 1998, also adopted a staggered grid like Game Boy Wars… but Hudson developed 1997's GB Wars Turbo. They actually ended up taking over that sub-series for two more outings ending with GB Wars 3 coming out days before Advance Wars.
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Post by dsparil on Apr 28, 2023 9:03:23 GMT -5
Moto RoaderDeveloper NCS Publisher NCS, NEC Format HuCard Release (JP) February 23, 1989 Release (US) November 1989 The first racing game on the platform to provide multiplayer brings all the chaos that would later be associated with Mario Kart. Up to five players are supported, and seven tracks sets of eight races each are available. Strangely, only the US version provides a course selection. In the Japanese version, all but the first track set requires the use of selection codes. Where the chaos comes from is in the strange decision to include near literal rubber banding with car positions. All racers are limited to being on the same screen, and rather than dragging along slowpokes, they are teleported to the center of the screen with the same heading and position. This can result in anything between wildly careening off track to gaining the lead depending on luck and the exact track layout at the time. This creates a strong penalty for racing well as it is both very difficult to see what’s ahead due to being on the leading edge and the potential for being overtaken by someone in the back at nearly any time. In a purely five player scenario, this chaos might actually be beneficial especially with a group of mixed skill levels, but even a single AI opponent upsets the balance. Money is awarded at the end of each race in order to purchase upgrades, but the computer is always upgraded greatly in excess of their resources and possibly beyond what a human player can possess. This makes for an especially miserable experience as it can become nearly impossible to actually race due to the constant warping. There's no collision detection so human and AI alike are free to drive through each other. It's possible to purchase Specials like bombs, grenades and the above free jumping, but while the AI occasionally possesses them, it never uses them well. This makes the lack of a time trial mode or ability to disable racers extra puzzling since they already act like they're the only car on the track. Tracks occasionally have names, but ones named after a real track might have a single similar feature (if it's not a coincidence) while the rest is complete fictitious.
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Post by dsparil on May 4, 2023 5:10:24 GMT -5
Winning ShotDeveloper Data East Publisher Data East Format HuCard Release (JP) March 3, 1989 Release (US) Unreleased Winning Shot is a perfectly serviceable but also unremarkable golfing experience. Only a single course is provided, but a variety of golfers with differing skills are available. What mainly holds the game back is that it is behind the state of the art including older consoles in using a simple top down view. Computer simulations had been moving towards a behind the golfer view, and even Nintendo’s Golf in 1983 did its best to include a rudimentary version. This is nothing compared to Sega’s 1987 game Masters Golf on Mark III (Great Golf on SMS) which provided both a behind-view first perspective and a more in-depth simulation. 1989 was practically the Year of Golf on the PCE with numerous releases over the course of the spring, and Winning Shot is a rather inauspicious start. The game uses a simple power bar rather than the two push system pioneered by Golf that would eventually become the genre standard. Winning Shot is not unique in sticking to power only, but it is a little strange that power seems to be both non-linear and not a smooth curve. There's jumps and there's a noticeable difference between a full power shot and single pip less. The greens also only slope in a single direction which is a definite downgrade over competitors. The tournament mode does include bonus challenges like this one for getting within 5 yards of the hole in a single shot. These types of challenges do occasionally show up in real tournaments so it's a little surprising that they seem to rarely appear in games.
Masters Golf has some performance issues as it takes a few seconds for the scene to redraw, but that was on slower hardware. Confusingly, Great Golf is also the title of the Japan exclusive prequel which uses an overhead perspective.
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Post by dsparil on May 8, 2023 9:09:23 GMT -5
Dungeon ExplorerDeveloper Atlus Publisher Hudson Soft, NEC Format HuCard Release (JP) March 4, 1989 Release (US) August 29, 1989 The second half of the 80s was a tumultuous time for Atari which had splintered into multiple companies with varying rights and ownerships. The beginning of this period also brought the arcade classic Gauntlet and its RPG-inspired but fully action oriented gameplay. However, the home console port got caught up in the turbulence and failure of the Atari 7800. It wasn’t until the late 80s that the game moved beyond 8-bit computer ports. Considering that the arcade game was just as popular in Japan as it was in the US, it may come as a surprise that Japan did not see another official release until 1993’s Gauntlet IV on Mega Drive. In this vacuum, Hudson published Atlus’s take on the game. Atlus was still a relatively new company, but one of their first games was a Gauntlet-y Famicom action game based on the film Labyrinth. Staff from this this game would return for Dungeon Explorer including the designer. Rather than being simply RPG-inspired, Dungeon Explorer instead moves towards towards a true RPG. Aside from every available character having a ranged attack and the requisite monster generators, gameplay is typical for an action RPG. Up to five players are tasked with retrieving the ORA stone and traverse a linear progression of overworld and dungeon. Levels are only gained after defeating a boss although permanent stat boosts may be found in dungeons and as very rare monster drops. Although it is a classic of the system, the game is not without its faults. Ironically, the main issue stems from the RPG elements. The ten characters only vary in starting stats and which two spells they have available. The stat differences fade away considering that stat boosts are fairly plentiful. There is also only a fairly small pool of spells that is shared between characters aside from the Bard’s two spells one of which merely changes the music. As a result, the gameplay doesn’t quite hold up to multiple plays. There are a handful of interesting environments, but the game is mostly not that visually exciting. It is a bit interesting that you can have your continue password permanently displayed with it changing in realtime.
Few extra notes. Wikipedia claims with no source that Gauntet: The Third Encounter for Atari Lynx was released in Japan in 1990 (so after this anyway), but other sources say that the Lynx never launched in Japan at all. It's possible that it was semi-officially available via importers, but it did not an official release as far as I can tell. There's also conflicting information about when this game was released in the US with dates being given as either September or November 1989. The closest thing the US seems to have for release dates is the Computer Entertainer newsletter which has it as a soft launch title in the October '89 issue which would put the release as August 29 1989 despite the heading being September.
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Post by dsparil on May 15, 2023 12:24:02 GMT -5
Out LiveDeveloper Sunsoft Publisher Sunsoft Format HuCard Release (JP) March 17, 1989 Release (US) Unreleased Although they were not well known for their RPGs, Sunsoft did publish or develop a handful. One of their earliest is the mecha dungeon crawler Out Live. The game is set on the planet Lafura with the player taking the role of a government agent posing as a “duelist” i.e. a gladiator, in order to stop the nefarious group Mars. Each town has a progression of other duelists that must be fought although these are mostly tied to the storyline rather than completely anonymous opponents. Once a town has been cleared out, the next opens up and trying to enter it beforehand warps the player back to where they started. The dungeon crawling itself takes the form of traversing the segmented tunnels that connect pairs of towns. Sometimes areas are described by other characters as ruins, but everything has the same appearance differing only by one of four colors. This coloring is not purely aesthetic and actually indicates the elemental affinity of each dungeon section. Yellow is neutral, red is Fire/Blast, blue is Ice and beige is Magnet/Laser. Slightly confusingly, these boost the enemy's damage values but mainly lower player's especially for the matching element aside from neutral. Despite being a full RPG, Out Live only features a single explicit statistic, the player’s Armor Class. Each weapon has a hidden attack value although they are labeled by element and numeric sequence indicating general power. The strength of Options, essentially spells, can be discerned from their cost. However, the game does feature two types of experience and corresponding level. As the names suggest, Attack Level is gained from defeating enemies while Defense Level is gained from taking hits. As a result, DL requires much more concentrated grinding to raise. Out Live is a simple game which is not always a negative, but it feels simple to the point of possibly being unfinished. For example, only a single early enemy imparts a status effect, the poison-like Acid. Certain inventory limit checks are also missing from some shop screens leading to wasted money, and the game tends to repeatedly spawn the same enemy multiple times in a row as if there are issues with the RNG. Most annoyingly, continue passwords must be input exactly correctly as there is no way to erase a character; the entire game must be reset if a mistake is made! Mecha fans and hardcore dungeon crawler fans might find something to like here, but the game’s late beta feel largely holds it back. Enemies are a mix of robots and monsters or perhaps monstrous robots. In lieu of money, you gain Target Points which are then converted to money when entering a town. The only penalty for dying is losing your accumulated TP. Enemies are only fought one-on-one, but one minor point in favor of the game is that random battles can happen when turning so you can just stay near an exit and spin in place to grind. There are a handful of in-dungeon bosses attached to mandatory quests.
There is a fan translation (obviously based on the screenshots), but the Fire/Blast and Magnet/Laser dual nomenclature seems also exist in original text and isn't a result of sloppy translation. Neutral damage is also called Nitro in one or two places. This is a game I really wanted to like, but there isn't a whole lot to it. This also seems fairly obscure even in Japanese and the scant info available seems to only exist because it got added to Project EGG at some point.
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Post by dsparil on May 19, 2023 10:06:34 GMT -5
Modified Townsman Shubibinman 改造町人シュビビンマン Cyber Citizen ShockmanDeveloper NCS Publisher NCS, Ratalaika Games Format HuCard Release (JP) March 18, 1989 Release (US) May 19, 2023 The initial game in NCS’s eventual four game series is a competent action-platformer. The story takes a few cues from Mega Man with it taking place in the year 200X among other elements. Protagonists Tasuke and Kyapiko have been turned into cyborgs by a scientist and must defeat a rogue villainous cyborg before a time limit of 18 days is up. Each character only differs graphically, but two player cooperative play is supported. The gameplay is standard for the genre, but it does have a few quirks. Levels are chosen from a world map with three initial levels available. Completing a level may restore the player’s health, give an item or impart an upgrade. Like some other games of this period, the score is used as a sort of experience system for raising health. The most interesting aspect is the minor religious element in the game. After clearing the Christian church or the Shinto shrine, the player can elect to receive a holy symbol from one which imparts a different upgrade to the long range Shubibeam. Purely from a gameplay perspective, the reward from the church is significantly better the one from the shrine does have a few uses. Combined together, these elements give the game a feeling of a more expansive action-adventure even though the fifteen levels cannot be re-entered to grind for points or money. Decades later, indie publisher Ratalaika Games brought the game to the English speaking world for the first time. Unlike their rerelease of NCS’s horizontal shooter Gleylancer originally for Mega Drive, it is not an enhanced port aside from the official translation; only a partial translated script dump was previously available. The emulation is generally good, but the ending text has some minor graphical issues. The low price of $6 makes these issues a bit easier to bear. These robot monkeys are both weirdly common, the most memorable in design and completely unexplained. Most enemies are generic robots though. This dragon is one of the two recurring bosses and the spongier of the two by a huge margin. Most variations are easy if time consuming, but a few are nearly impossible without the armor upgrade. On the other hand, the missile robot bosses can be taken out with a single upgraded Shubibeam attack.
I would have put this up a day or two ago, but the imminent release of an English version delayed things a bit. Cyber Citizen Shockman is a decent choice for a title. The Townsman part of the title, 町人, is a bit of a play on words as it sounds the same as the word for superman, 超人 , including the DC superhero. Like I mentioned before in the game finish thread, Shubibin is sort of a made up word but it could be derived from "strong defense".
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Post by dsparil on May 25, 2023 7:32:29 GMT -5
F-1 Pilot — You're King of KingsDeveloper Pack-in-Video Publisher Pack-in-Video Format HuCard Release (JP) March 24, 1989 Release (US) Unreleased The only noteworthy element of F-1 Pilot is that it is the first Formula One game on the system and not by a particularly close margin. Eight period appropriate tracks are featured along with a several engine manufacturers. Oddly, the game seems only partially licensed despite the presence of the Lotus 100T on the game’s cover. Timing aside, pretty much everything about the game is a total misfire. The game has plenty of issues both large and small, but the core problem is that the game feels soulless. Each track varies in background, but they all have the same green grass foreground even for the urban environment of the Circuit de Monaco; it should be no surprise that the tunnel isn’t represented either. This ends up reducing each track to a bland series of straightaways and turns, but those turns don’t even match up to reality despite the realistic pre-race map. Every single one is optimally taken at 280 km/h regardless of how tight the turn actually is which further saps any distinctiveness from the tracks. Ultimately, there really isn’t anything in F-1 Pilot to recommend. In retrospect, there are better racing games on the platform. Even for someone in the spring of 1989, Victory Run was a better all around choice. Perhaps a diehard F1 fan could have clung onto the vague fantasy, but that time is long gone. I am being a little overly harsh on the Monaco track which does at least slight capture the feeling of the real place even though the race actually uses the city streets. Other backgrounds are very generic though. This could just as easily also be the mountainous periphery of Monaco, and I can't even remember what this is supposed to represent. The fake brands are a little strange despite the cover being full of actual brands. One of the big minuses is that you have the choice of sounds effects or music but not both.
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