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Rad Racer

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1987 video game

1987 video game
Rad Racer
North American NES box art
DeveloperSquare
Publishers
DesignerHironobu Sakaguchi[1]
ProgrammerNasir Gebelli
ArtistKazuko Shibuya
ComposerNobuo Uematsu[2]
PlatformsNES,arcade
Release
  • JP: August 7, 1987
  • NA: October 1987
  • EU: January 15, 1988
GenreRacing
ModeSingle-player
Arcade systemPlayChoice-10

Rad Racer, known asHighway Star[a] in Japan, is aracing video game developed and published bySquare for theNintendo Entertainment System (NES) in 1987. In this game, players drive aFerrari 328 or a genericFormula One racing machine through a racecourse. The game was released in North America and Europe months after its debut. The title became well known for being one of two titles from Square that made use ofstereoscopic 3D, which was made possible by wearing a pair ofanaglyph glasses. Square presidentMasafumi Miyamoto initially conceived the game as an opportunity for developerNasir Gebelli to demonstrate his 3D programming skills. Gebelli developed, and often drew by hand, the graphics for the game's 3D mode.

The game sold 1.96 million copies and is considered one of the best racing games on the NES, but was criticized as being derivative of other racing games from the period. Reviewers widely compared the game toOut Run, though opined thatRad Racer was different in some ways, and they praised the sense of speed. The game appeared in the 1989 filmThe Wizard and was one of three games to feature a unique competition course in the 1990Nintendo World Championship.

Gameplay

[edit]
Players can engage astereoscopic 3D mode by pressing the select button while wearing includedanaglyph 3D glasses.
3D red blue glasses are recommended to view this image correctly.

Rad Racer is aracing game in which the player races in a "Transamerica" race from theWest Coast to theEast Coast.[3] The gameplay is sprite-based, and the player controls the car from a "behind the vehicle" perspective.[4] At the start of the game, the player chooses between two types of car to race, either a328 Twin Turbo or anF1 Machine, though both cars perform exactly the same.[5] The objective is to complete eight driving stages of varying skylines, environments, and locations, includingLos Angeles,San Francisco, andAthens.[5][6] Competitors' vehicles get faster as the stages progress and includeVolkswagen Beetles toFerrari Testarossas.[6] The player's car can accelerate to 100 km/h, whichturbo can then be activated to accelerate to a maximum of 255 km/h.[6][7] The player can brake, steer, and change the background music while driving.[7] Hitting any obstacles or other cars may cause the player's vehicle to flip and crash.[5] Players have a limited amount of time to reach the next "checkpoint" in the course, which is indicated by a checkered flag; passing the flag adds additional time or may signal the end of the course. Players have a simulated dashboard that contains a progress bar,speedometer,tachometer, score, and time remaining.[8] Unlike inOut Run where thegame ends immediately, when time runs out, the player's vehicle coasts and decelerates down to 0 km/h before the game ends, giving the player an extra five to ten seconds to possibly reach the next checkpoint.[9]

Players can activate a 3D mode during play by pressing the "Select" button and wearing3D glasses.[4] Players could also use thePower Glove to control their vehicle.[10] The game was also compatible with theFamicom 3D, an accessory to the originalFamicom released in Japan that utilized LCD "shutter glasses" to simulate 3D.[11]

Development and release

[edit]
Rad Racer was developed with the Famicom 3D System in mind.[12]

The root cause for the game's development was the then-President of SquareMasafumi Miyamoto wanting to implement newly hired programmerNasir Gebelli's skills with 3D programming previously used to develop games for theApple II.[13][14]Rad Racer was the second title by Square to use anaglyph-based 3D: Gebelli worked on both titles and was influenced by his work on the first 3D game titledThe 3-D Battles of WorldRunner.[15][14] Two game programmers had left Square as Gebelli was hired, resulting in Gebelli to begin programming the game by himself.[16] Gebelli remained in Japan to figure out how to create realistic background movement of the game's scenery while the rest of Square was on vacation in Hawaii.[14]

Game developerTakashi Tokita worked onRad Racer with Gebelli, alongside developerHiromichi Tanaka and artistKazuko Shibuya who had previously worked onThe 3-D Battles of WorldRunner with Gebelli.[17][18][19]Akitoshi Kawazu also contributed to the development as his first game under Square.Hironobu Sakaguchi andAkitoshi Kawazu both worked onRad Racer, causing developerKoichi Ishii to plan for the originalFinal Fantasy by himself briefly.[20]

Though Gebelli found the work challenging, he was able to simulate the moving road in what Tokita described as a "tricky" bit of programming.[16][17] To make the roads look like they were turning in 3D on a typical television, most of which at the time usedcathode-ray tubes, the developers integrated scrolling by individual scanlines.[19]Final Fantasy III used this method to create game effects for the enemy Odin.[19] Since the game was not programmed to display single sprites but was drawn line by line, Gebelli came several times a week memorizing Shibuya's instructions on how the courses should be drawn. Shibuya would point out how many pixels and what color the lines had to be to create roads to Gebelli.[18] Square produced six different versions ofRad Racer for different regions to accommodate the different 3D viewing systems needed if players were using either a typical television or the Famicom 3D System and a different version required for the PAL region.[21] At the time, programmers usually worked on games individually, which Tokita described having someone to work with as an asset.[17] Tokita designed and wrote the program for the billboards that appear in the game.[12] Tokita also made all four levels and during the process, he learned that the middle two levels shared assets, which saved time and memory.[12] Shibuya worked on the character sprites in which Final Fantasy developer Koichi Ishii stated that the sprites of3-D Battles of WorldRunner andRad Racer typifyKazuko Shibuya’s pixel art style.[20] Akitoshi Kawazu’s designed theRad Racer's ending that indicated with dots how far the player's progress.[22]

Rad Racer was announced atCES in May 1987 as3-D Racer[23] and was released in Japan asHighway Star on August 7, 1987.[24] In August 1987, Nintendo released an arcade machine calledPlaychoice-10 that contained up to ten popular NES titles.[25] Amongst the eligible NES games,Rad Racer was also available on the arcade machine.[26] Finally, the game was later released for the NES asRad Racer in October 1987 in North America and on January 15, 1988 in Europe.[27][28]

Reception

[edit]
Reception
Review scores
PublicationScore
Computer and Video Games80%[29]
Famitsu32/40[30]
Family Computer Magazine20.89 of 30[30]

Rad Racer was met with favorable reviews, enjoyed commercial success, and sold 1.96 million copies.[13][31] It also ranked 8th onNintendo Power's player's pollTop 30.[32]Famitsu praised the sense of speed but felt the game was slightly monotonous.[30] Japanese publicationFamily Computer Magazine applauded the variety of game landscapes found in different levels.[33] British magazineComputer and Video Games called it an "extremely playable racing game" and said "things get very fast and competitive as you get further into the game."[29]

Retrospective reviews gave the title a more mixed reception. Skyler Miller ofGameSpot, in his articleThe History of Square, commented that the game bears more than a passing resemblance toOut Run," but went on to say that "it's more than just a clone" and credited the game with "effectively convey[ing] the proper sense of speed."[34] He continued to criticize the 3D effect, stating it created some sense of depth to the gameplay but was hindered by a pronounced screen flickering.[34] He concluded that the game does not require 3D features and that it stands on its own as a "fine racing game".[34] Craig Harris ofIGN stated in his retrospective that the game's simplicity and "race or die" focus make it one of the best racing games of its time.[4] He also mentioned how the power glove does not improve player control, though felt the experience was still fun.[4]Hardcore Gaming 101’s Jeremy Peeples and Neil Foster praised the game's sense of speed and arcade levels of difficulty, but criticized the lack of personality and faulty collision physics.[5][9]

Rad Racer was ranked number 57 onIGN's Top 100 Nintendo Entertainment System games and was called "iconic" and one of the NES's premier racing games.[10]Maxim included the game amongst thirteen others in their greatest 8-bit video games of all time list.[35]

Legacy

[edit]

Due to most ofRad Racer's sales being from the United States,Rad Racer II was developed and released only in North America for theNES and the arcade.[31][36][34] The sequel featured eight new tracks and new music but similar gameplay.[37]Hardcore Gamer 101 said that steering was looser than the first game and rival cars more aggressive, leading to a less enjoyable playing experience.[31] Despite the efforts of Square to make unique games with 3D features such asRad Racer and3-D Worldrunner, and high sales, the company was in financial trouble.[38] These events are what led to a final attempt at a breakout hit,Final Fantasy.[38]Rad Racer appeared in a scene in the movieThe Wizard.[39] It was also one of three games, includingSuper Mario Bros. andTetris, featured at the 1990Nintendo World Championship with an exclusive racing level to complete as one of the rounds of competition.[40] The limited-edition release of the game's cartridge used in the tournament is now one of the rarest and most valuable Nintendo games available.[41]

References

[edit]
Notes
  1. ^Japanese:ハイウェイスター,Hepburn:Haiwei Sutā
Citations
  1. ^Barder, Ollie."Hironobu Sakaguchi Talks About His Admiration For 'Dragon Quest' And Upcoming Projects".Forbes. Archived fromthe original on July 15, 2017. RetrievedMay 16, 2020.
  2. ^Fletcher, J.C. (June 17, 2016)."Square Enix offers chance to meet Nobuo Uematsu in London". RetrievedMay 12, 2020.
  3. ^Nintendo staff (1987).Rad RacerInstruction Manual.Nintendo of America. p. 2.
  4. ^abcdHarris, Craig (July 15, 2010)."Legacy Games for Nintendo 3DS".IGN.Archived from the original on June 18, 2013. RetrievedMarch 5, 2013.
  5. ^abcdFoster, Neil (November 19, 2017)."Rad Racer".Hardcore Gaming 101.Archived from the original on October 29, 2019. RetrievedMay 12, 2020.
  6. ^abcBaker, Christopher Michael."Rad Racer - Overview".Allgame. Archived fromthe original on December 10, 2014. RetrievedJanuary 30, 2010.
  7. ^abNintendo staff (1987).Rad RacerInstruction Manual.Nintendo of America. p. 4.
  8. ^Nintendo staff (1987).Rad RacerInstruction Manual.Nintendo of America. p. 5.
  9. ^abPeeples, Jeremy (August 2, 2013)."Graveyard: Rad Racer".Hardcore Gamer.Archived from the original on September 29, 2017. RetrievedMay 13, 2020.
  10. ^abBuchanan, Levi."57. Rad Racing".IGN. Archived fromthe original on October 19, 2009. RetrievedMarch 4, 2013.
  11. ^Plunkett, Luke (April 30, 2010)."Nintendo's First 3D Technology Shot A Spaceship at Mario's Face".Kotaku. RetrievedMay 12, 2020.
  12. ^abc"Square Enix's Rad Racer could be the 3DS's next 3D Classic".gamesTM. Archived fromthe original on June 12, 2015. RetrievedMay 12, 2020.
  13. ^ab""The Man Behind the Fantasies"".Next Generation. No. 50.Imagine Media. February 1999. pp. 89, 90.
  14. ^abcRomero, John (May 20, 2018)."Episode 4 - Nasir Gebelli - Part 2 of 3".Apple Time Warp Podcast.Archived from the original on December 22, 2021. RetrievedJuly 14, 2021.
  15. ^Marchiafava, Jeff (July 1, 2010)."A Look Back at 3D Console Gaming".Game Informer.Archived from the original on August 26, 2019. RetrievedMay 12, 2020.
  16. ^abWawro, Alex (March 22, 2017)."Watch John Romero's '90s chat with Nasir Gebelli about coding Final Fantasy". Gamasutra. RetrievedJuly 14, 2021.
  17. ^abcJeriaska (April 28, 2011)."Interview: Serializing RPG Storylines On Final Fantasy Legends".Gamasutra.Archived from the original on February 26, 2018. RetrievedMay 12, 2020.
  18. ^ab4Gamer (March 1, 2013)."Kazuko Shibuya – Square Developer Interview".Shmuplations.com.Archived from the original on May 18, 2016. RetrievedMay 13, 2020.{{cite web}}: CS1 maint: numeric names: authors list (link)
  19. ^abc"Final Fantasy III 30th Anniversary Special Interview Vol.1". Square Enix. April 27, 2020.Archived from the original on May 8, 2020. RetrievedMay 13, 2020.
  20. ^ab"Final Fantasy III 30th Anniversary Special Interview Vol.2". Nintendo. May 1, 2020.Archived from the original on May 10, 2020. RetrievedMay 13, 2020.
  21. ^Szczepaniak, John (February 1, 2018).The Untold History of Japanese Game Developers. Vol. 3. SMG Szczepaniak. p. 212.
  22. ^Parish, Jeremy (January 1, 2010)."What's the Deal with Square Enix's Akitoshi Kawazu?".1UP.com. Archived fromthe original on September 21, 2013. RetrievedMay 12, 2020.
  23. ^Tilden, Gail (May 30, 1987). "NINTENDO UNVEILS NEW GAME TITLES" (Press release).
  24. ^"フアミコンソフト 全タイトルスト".大好き! ファミコン倶楽部mini (in Japanese). Kasakura Publishing. December 15, 2016. p. 94.ISBN 9784773058192.
  25. ^"Nintendo's 'PlayChoice-10'".Cashbox. August 30, 1986. p. 41.ISSN 0008-7289. RetrievedJuly 15, 2021.
  26. ^Retrobates (January 6, 2014)."Nintendo PlayChoice 10".Retro Gamer.Archived from the original on July 5, 2014. RetrievedJuly 15, 2021.
  27. ^"Rad Racer (NES) (1987)".Nintendo Life. January 1, 2021. RetrievedJuly 6, 2021.
  28. ^"Recent Nintendo Releases".Insider's Guide to the Nintendo World Championships 1990.Minoru Arakawa. p. 6. RetrievedJuly 7, 2021.
  29. ^ab"Complete Games Guide"(PDF).Computer and Video Games (Complete Guide to Consoles):46–77. October 16, 1989.
  30. ^abc"NEW GAMES CROSS REVIEW: ハイウェイスター".Famitsu (in Japanese). No. 27.ASCII Corporation. July 10, 1987. p. 15.
  31. ^abcKalata, Kurt (November 19, 2017)."Rad Racer II".Hardcore Gaming 101.Archived from the original on October 30, 2019. RetrievedMay 12, 2020.
  32. ^""Player's Poll Top 30"".Nintendo Power. Vol. 1, no. July/August 1988.Nintendo of America.
  33. ^和書 (June 16, 2005). "6月16日増刊号特別付録 クロスレビュー優良ソフトパーフェクトカタログ 上巻".Family Computer Magazine (in Japanese).1.Enterbrain: 8.
  34. ^abcdMiller, Skyler (December 15, 2001)."The History of Square".GameSpot.CNET. Archived fromthe original on December 19, 2001. RetrievedJuly 15, 2021.
  35. ^Sciarrino, John (August 1, 2016)."Here are the greatest 8-bit video games of all time".Maxim.Archived from the original on July 28, 2017. RetrievedMay 13, 2020.
  36. ^"Rad Racer II".Arcade Museum.Archived from the original on August 2, 2017. RetrievedMay 13, 2020.
  37. ^"Rad Racer II". Square Enix. Archived fromthe original on August 5, 2012.
  38. ^abFahs, Travis (June 26, 2009)."IGN Presents the History of Final Fantasy".IGN.Archived from the original on June 18, 2013. RetrievedMarch 5, 2013.
  39. ^Buchanan, Levi (June 18, 2008)."The 90-Minute Super Mario Bros. 3 Commercial".IGN.Archived from the original on June 18, 2013. RetrievedMarch 4, 2013.
  40. ^Grubb, Jeff (April 21, 2014)."NES Remix 2 is great for players who bring the right memories (review)".Venture Beat.Archived from the original on January 11, 2019. RetrievedMay 13, 2020.
  41. ^Machkovech, Sam (August 8, 2019)."$13,000 NES cartridge found at the bottom of a Safeway sack". Ars Technica.Archived from the original on March 16, 2020. RetrievedMay 13, 2020.

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