Free
roaming and objective-based racers are no longer a rare occurrence on
gaming platforms. This is due to the fact that games such as the
original Runabout and Driver on the PlayStation as well
as Crazy Taxi at the arcade have popularized the genre. Now, a
multitude of titles that are available right now or are currently in
development on various platforms fit into this category. The game in
question here is Super Runabout: San Francisco Edition, which
is the third Runabout title to be released but the first on the
Dreamcast game console. Aside from Crazy Taxi, it’s also the
second free roaming objective based racing title that has yet graced
the console.
Unlike the aforementioned
Crazy Taxi, Super Runabout actually has a storyline,
although it’s a bit shaky and shallow. Depending on which scenario
gamers pick upon starting the game, you get two different storylines.
One follows the hardships of a struggling courier business while the
other follows a pair of officers who, unbeknownst to them, are sent on
missions as decoys to lure terrorists away from the real
investigation. The starting intros are the only time you actually get
a storyline however, since the missions that follow only loosely
relate to it. Missions range from likely events, such as trailing a
terrorist, to the absolutely fruity, like collecting and delivering
hot dog condiments to VIPs at City Hall. Gameplay is similar to Crazy
Taxi in that you go from point to point on the map, completing the
various objectives before time runs out.
It’s
hard to judge graphics in the case of Super Runabout. The
engine is obviously lacking sophistication since the draw-in distance
and pop-up is somewhat close for a Dreamcast game and there is
noticeable slowdown when the action on screen gets a little too
intense. The texturing ranges from the functional to the downright
ugly, as is the case of grass, mud, and bush textures. It’s also
apparent that the game isn’t really pushing all that much geometry
that would invite slowdown or such a close draw-in distance. What
doesn’t show up on a first glance however, is later revealed after
some intensive gaming. Every pedestrian has a finely detailed textured
face, every news box you knock over has a very clear “SFC Today”
lettering as well as newspaper texturing to show that it actually
contains newspapers; water bottles and racks tumble out of trucks when
wrecked, fruit gets dumped on the street when stands are hit and
trash, such as cola cans and banana peels, spill out of tipped over
trash bins. This shows the incredible detail that went into some of
the objects in this game and it’s quite a treat once it's noticed.
However, during normal and frantic gameplay, those details are
virtually lost. Climax did pack in some nice graphics in this title
but it’s safe to say that the priorities were perhaps a bit skewed.
Why spend time with objects that players will hardly ever notice
instead of fixing the clipping and frame rate problems? The detail
that is present is welcome but if it came at the expense of more
noticeable flaws, I’d take a better frame rate and a further draw-in
distance instead.
There’s not much to
complain about the sound effects and music except that they’re only
slightly better than average with nothing really spectacular to
distinguish them. The music is reminiscent of the Crazy Taxi
soundtrack but without vocals. It has a distinct “Surfer Rock”
sound that fits perfectly with the San Francisco location and over the
top theme of the game. The sounds of the various vehicles are above
average overall. You can really hear the revs of some of the faster,
high performance sports cars. Collisions with other vehicles sound
good, although collisions with walls and hard landings sound more like
the quick clash of cymbals. Some of the pedestrian vocals repeat often
and sometimes don’t make sense. Playing through the Police scenario,
I found myself growing tired of hearing, “Oh my God! Someone call
the police!” repeated over and over even though I was in fact using
the Police Cruiser with the lights on.
One
thing I’ve found disturbing is that a number of other review sites
have mentioned how terrible and unresponsive the control is in Super
Runabout. Although the control does take time to get used to --
10-15 minutes max -- it is no worse than games like Sega GT or Gran
Turismo, both of which lack a handbrake or a functional way to
pull off an easy power slide. If you’re uncomfortable about slowing
down before making a ninety-degree turn, then Super Runabout
might not be your bag of tea. Similar to simulation racers, Super
Runabout requires that you take corners in a more realistic
manner. Yes, in Super Runabout, you will have to use that
forgotten brake button or find yourself slamming into just about
everything. Frankly, I found myself enjoying the controls. They
actually make you think about the route you need to take. Instead of
taking the straightest path to get to your objective, it might be
faster to take a route that has the least amount of turns. It gives
the otherwise arcade-like game a bit more intelligence since the
quickest path isn’t found by trying to drive as the crow flies but
rather through careful path finding. Although I can’t comment on how
others conduct their reviews, it does seem as though not enough time
was given to properly learn the controls. A game like Super
Runabout doesn’t have to control like Ridge Racer or Crazy
Taxi to be playable or enjoyable.
While I felt
comfortable with the controls, there were a few gameplay flaws that
were hard to ignore. Most everything you run into and hit in Super
Runabout will crunch properly from trashcans to limos. The bad
news is that while trees and telephone poles will stop your speeding
car in an instant, after the initial impact you can drive right
through them as if they weren’t there. This might be a collision
detection bug or perhaps an intentional flaw to make it easier to
recover from a crash but who knows for sure. There’s also the matter
of the exaggerated physics. While your vehicle behaves naturally as it
should when all four wheels are in contact with the road, occasionally
a collision will leave you in a massive barrel roll that never seems
to end. To compound this, the computer seems to take its sweet time to
auto-correct your vehicle when left upside down. Luckily, it only
seems severe with the mini-van, as most of the smaller cars don’t
flip as easily. Of course, there is an upside to the exaggerated
physics. Often you can see wrecked cars tumbling down hills Hollywood
style, often wrecking other cars in the process. Not terribly
realistic but an awesome sight indeed.
Super
Runabout is simply a blast to play, just like Crazy Taxi.
However, considering its relatively shallow gameplay and low replay
value, it’s also hard to recommend buying it. All sixteen single
player missions can be completed in one sitting and although you can
adjust and tune-up cars in the garage and take them out for a free
drive or race, there really isn’t much to come back to. Super
Runabout is a definite rental. You will have fun once you get used
to the non-arcade controls. It’s just not a game you can expect to
play beyond the first week or so.
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