Friday, March 19, 2010

Congo Bongo (1983)

Congo Bongo is an entertaining video game of platforms published by SEGA in 1983, originally for recreational machines, with a development on the part of Ikegami Tsushinki. The target of the throwing of the game was to face to the tremendous popularity of Donkey Kong of Nintendo, therefore the game system is very similar but from an isometric perspective and with a notable technical progress. Nevertheless, at level of recreational the video game was a commercial defeat but one gave him a new opportunity in the domestic devices where if it obtained a good reception: ColecoVision, Atari 5200, IntelliVision, Atari 2600, TI-99/4A, Commodore 64 and PC.

We take the role of a nice explorer who takes as a target to capture a giant simian known as Bongo, to take revenge, since the above mentioned simian has set fire to us to the shop. Obviously, the giant monkey goes to allow not to hunt easily and he will not hesitate to ask for help to all the animals of the forest, as well as attack straight our protagonist.

The video game consists of four levels (Primate Peek, Snake Lake, Rhino Ridge and Lazy Lagoon) that are recuring in a ringlet increasing his difficulty. Since we have commented, the game was trying to dispute the undeniable mastery of Donkey Kong, therefore we meet many similarities. In fact, basically we will meet the big simian throwing ourselves objects to the purest style of the gorilla of Nintendo. Nevertheless, this the biggest capture does not happen in all the levels and in the game importance the different pitfalls and enemies who are appearing in the way.

In the graphic paragraph he emphasizes his extraordinary coloring and the care in the design of the levels. The isometric perspective is inherited from Zaxxon since, in fact, both video games use the same hardware. In this sense, it is necessary to emphasize the good answer of the control panel before a perspective that still had not been much exploited. The sound-track limits itself to a short melody between level and level, being more out-standing the sound, quite varied effects and with different sounds that try ambientar the stage of the jungle.

In this video you can see how the game is:

Thursday, March 18, 2010

The Blues Brothers (1991)

The Blues Brothers is a video game based on the movie homónima (although in Spain one titled Loose grapes to all rhythm), directed by John Landis, led by John Belushi and Dan Arkroyd and released in 1980. The video game would come eleven years after the hand of Titus Software for diverse platforms (PC, Commodore Amiga, NES, Game Boy, Amstrad CPC, Commodore 64 and Atari ST), being one of the platforms the most entertaining that we can be at the beginning of the 90.

As in the movie, The Blues Brothers is led by Jake and Elwood, whom we will be able to choose indiscriminately and even to take part two players of cooperative form. Since it was of waiting, two brothers have turned to get tangled up, so they will have to go fleeing of the claws of the law along five levels that compose the game. This way, we will have to happen for a shopping center, flee of the prison, to cross the river and to reach the big city to be free.

The video game two-dimensional outstanding figure appears before us as platforms with side sight, where we have to avoid enemies and pitfalls that cross in our way. Our personages protagonists have no skills beyond running and jumping, so they will have to use of the different objects that are to be able to advance. This way, our principal attack weapon there will be the boxes that we take and throw our enemies; we will use helium balloons to reach the highest places; and thanks to an umbrella we will be able to descend gently from big heights.

In each of the levels we will have to gather a special object to be able to finish it (a guitar, a microphone) reaching a pennant that indicates the exit. Also we will be able to be gathering different discs of vinyl that, on having come to certain number, will increase our life. Nevertheless also there exists broken vinyl that the discs book-keeper will reduce to us.

The graphs are created from a comical point of view, with an entertaining representation of two protagonists. Quite the personages move fluently and a speed that provokes a very dynamic game experience, increasing the diversion (that might turns reduced by the repetitive of his development). The designs of the stages are not anything of another world, but they fulfill his function at the time of ambientar the game. With regard to the sonorous paragraph, to emphasize the sound-track with some topics of the movie, although in a few improvable versions. Also, the above mentioned sound-track is the only sound that has the game, by what some effect is lacked.

After this first title, in 1993 The Blues Brothers would be thrown: Jukebox Adventure for PC, Super Nintendo and Game Boy, with a system of very similar game. Both qualifications would appear in a compilation thrown by Titus Software in 1994 under the title of 10 Great Games. With the throwing of the movie homónima, in 2000 Blues Brothers would be thrown 2000 of exclusive form for Nintendo 64. The latter game uses a system of game similar to Mario 64 but it was not provided with the support either of public or of criticism.

In this video you can see how the game is:

Wednesday, March 17, 2010

Virtua Tennis (1999)

To the thread of the success of Virtua Striker, SEGA entrusted to his study Hitmaker (Harumi Azuma, Akira Fujiki, Takahiro Kajimoto, Yuko Nishimura, Kenji Shizumi and Yashuito Tanaka) the achievement of a video game of tennis for the recreational machine NAOMI. The video game distilled a quality without precedents, what king would end up by making it even more popular than the title based on the sport and that, in spite of being thrown in 1999, there are still to today many recreational lounges that have this video game. On the other hand, it would derive in versions for PC and Dreamcast with the extended game ways, and minor versions for Game Boy Advance and N-Gage.

Virtua Tennis is a video game led by eight real professional players of the highest level of the epoch: Carlos Moyá, Jim Courier, Tommy Haas, Tim Henman, Thomas Johansson, Yevgeny Kafelnikov, Mark Philippoussis and Cédric Pioline. Each of the players has a series of proper characteristics, although in the way Arcade his skill will depend on the level in which we are.

This way, in this way, we will have to win in five parties different on surface (well-worn ground, grass and hard track) against one of these opponents chosen at random (in the end to face a fictitious top rival, King or Master's degree). In this way of game, according to which type of game we have developed, there will be granted to us a series of points that will define the ranking of human players. Also it is possible to realize this game way with doubles parties, in such a way that we will have eight fictitious support players.

In the domestic versions we will have, also, the way World Circuit, of a much more extensive duration. Here we will have up to ten different tracks for discovering (Australia, Paris, New York, London, Los Angeles, Stockholm, Berlin, Moscow, Barcelona and Tokyo), although in an alone beginning we will have two available ones, in addition to a shop with which to unblock new elements with our profit. As soon as he was elected our player, we it will have to evolve by means of competing in the different tournaments and realizing the training tests. With the money obtained with our victories we will be able to buy accessories, I access to new tracks and contracts with other tennis players to be able to take part in the doubles competitions.

In the parties in themselves, he emphasizes the character arcade from the game system, provoked for being a video game focused towards the recreational machines. Until now, almost all the video games of tennis were directed towards the simulation (what had left them almost of exclusive form for domestic devices), but in Virtua Tennis he competes for the direct action and the rapid game. In fact, the parties limit themselves to an only one set, with variable number of games and without politics of "tie break". This way, the type of more out-standing game will be that of attack, the victory being based in voleas and mates.

Virtua Tennis is registered by an excellent technical paragraph, very superior to other games of the saga Virtua seen until now. The design of the players not only was excellent and they were alike his "alter ego" real, but the personages move with an extraordinary gentleness and with very real gestures. To this it is necessary to add an excellent quality in the representation of the different tracks, especially as for the surface of the same ones.

After the success of this first delivery, in 2001 it would be thrown for recreational machines, Dreamcast and PS2 Virtua Tennis 2, very similar to the previous one but that also it was including players of the feminine circuit. In 2005 Virtua Tennis would come from exclusive form for PSP: World Tour, with many resemblances with the first delivery. The principal saga would continue in 2007 with Virtua Tennis 3 for recreational machines, PSP, PC, PS3 and XBox 360. The last delivery up to the date is Virtua Tennis 2009 for PS3, Wii, PC and XBox 360, implementing for the first time the way online.

In this video you can see how the game is:

Sunday, March 14, 2010

To Any Machine XIX: Sony PlayStation

At present, few persons will not know what is PlayStation, the most successful console of the fifth generation (102.5 million units). Nevertheless, the history of his birth is a heap of events that nobody could foresee, including the appearance of Sony as developer of consoles.

We have to begin the history in Nintendo, since Sony took part actively in the development of the SNES producing the sound chip of 8 channels, they being able in head as sound in the world of 16 bits. Nintendo was trying to develop a progress of the SNES including a breeding animal of CD-Rom, entrusting the development of this one to Sony, with what it would be the germ of Super Nintendo CD.

Nevertheless, the economic motives would lead to the misunderstanding, since Sony wanted to remain with all the rights (and benefits) of all the video games that were developed in CD-Rom for the new Nintendo console. The result would be the break of the negotiations since, also, Nintendo was defending the advantages of the cartridge on the CDs (especially bearing in mind that the consoles that had incorporated the CD, like Atari Jaguar, were a defeat), therefore he would entrust the new project to Philips. Pero Sony believed in his project, therefore one started working to develop its own games console, in such a way that on December 3, 1994 it would be presented in Japan.

Sony PlayStation was counting with a mike R3000A, of 32 bits RISC with a clock frequency to 33,8688 MHz, developed by LSI Logic Group. The GPU was separated from the CPU and was taking the whole contro of the two-dimensional graphs, helping up to 16.7 million colors and a resolution of 640x480. The sound SPU had 24 canalaes up to 44.1 KHz. His 3.5 MB of RAM were splitting into 2 MB of central memory, 1 MB for video and 512 KB for audio, apart from being provided with another 512 KB of BIOS and a buffer for the CD-Rom of 32 KB.

Sony wanted to introduce a change in the world of the games consoles, leaving behind the idea as which only they were serving to play and giving the first strokes of success of a multimedia center. This way, the console was implementing the aptitude to reproduce audio CDs, with a catalog of functionalities that was putting it at a height of a music center. On the other hand, in 1997 it would throw of exclusive form in Asia, a small game of PlayStation Video CD, which had the aptitude to reproduce videos in the above mentioned format. This gives good sample of which PlayStation was knowing about the evolution of the market, as also it demonstrates in the managers' inclusion análogicos (dual shock), as video games were developing in 3D.

Another version emphasized from the console is the PlayStation Net Yaroze, which was including a series of hardware and instructions that were allowing the applications development for PlayStation without need to have a kit of finished development, which supposed a sensitive economic advantage for the programmers. The last version of the console was thrown in 2000 under the name of PSOne, a version of more limited dimensions and the most popular price, what is a big sample of gives that it was the influence of the console on the market.

In these videos you can see a collection of 100 qualifications representative of the console:

Fair weather Bros. (1990)

It does a certain time we speak about the compilation of video games Japanese known as Puzzle and Action: Tant-R, which would come to the western world for slightly legal river beds, but which would go so far as to have a big success (although one of these minigames was injugable without having knowledge of Japanese). The design of the personages protagonists of that title were basing on the game that today we analyze, Fair weather Bros., developed and distributed by SEGA (some domestic versions distributed by US Gold) in 1990, it would be thrown originally for recreational machines although there would end up by being versions for Amstrad CPC, Atari ST, Commodore 64, Commodore Amiga, SEGA Master's degree System, TurboGrafx-CD, Gentle SEGA Drive, Sharp X68000 and ZX Spectrum, appearing recently a version for the Virtual service I Consoled of Nintendo Wii.

The protagonists are the brothers Robo and Mobo (in some versions they are Mike and Spike), who dedicate to small nobleman thieves office. Precisely, it was foreseen that the above mentioned argument might have problems of polemic out of Japan, for what in some versions it presents the protagonists to itself as two personages dedicated to testear the accident control measures of the different buildings (in a slightly vulgar way, since, on having lost the game, we will keep on turning out to be shut up in prison). This way, our mission will be that of leveling different buildings (a bank, the mansion of a millionaire, an art gallery, a casino, etc...), to avoid the guards, to steal a series of objects and to rise up to the roof to be gathered by a zeppelin.

The game appears before us as platforms with action dyes, in such a way that our protagonist will be able to move for the stage and make use of a weapon to finish with the guards, although also we will be able to choose to hide in certain areas so that they do not find us.

At graphic level we meet a simple but original design, a few personages who move of entertaining form. It uses a horizontal division of the screen for the way of two cooperative players, with each of the areas showing the area where every player is. Curiously, although we play in the way of a player, the screen will remain divided, leaving a message urging another player who takes part in another game area.

In this video you can see how the game is:

Saturday, March 13, 2010

The crisis of 83

A brief introduction to the possible causes of the well-known "Crisis of the Video games of 83":

Outlaws (1997)

In 1997, the slope of the graphic adventures was beginning being a fact and his principal exponent, Lucas Arts, was increasing his interest in another type of genres that were allowing him to support his leadership position. This way, we would meet a big effort in the development of the licenses of Star Wars. Following this development policy, in 1995 Star Wars would throw herself: Dark Forces, a FPS that was presenting a novel graphic engine known as Jedi Game Engine. Making use of this technological jump, there would develop a video game which setting was diametrically different: Outlaws, a FPS that uses the same graphic engine but with western esthetics. The title would leave of exclusive form for PC and his development would be directed by Daron Stinnett, Stephen R. Shaw yAdam Schnitzer.

The protagonist of the history is James Anderson, a member withdrawn from the Deputies' Body of the United States (the acquaintances US Marshall) who, on having returned to his house of a trip, is that his wife Anna has been murdered and his daughter Sarah has been kidnapped by two outlaws (Matt "Dr. Death" Jackson and "Slim" Sam Fulton), who work for Bob Graham, who tries to convince with violence all the citizens so that they sell to them his cheap grounds. After the burial of his wife, James Anderson will set out to find his daughter.

Since we have commented, Outlaws is a FPS containing the principal characteristics of the genre but ambientado in the West (something that not habitual at all in the genre in that epoch, although later more similar qualifications would appear). Inside the campaign, he was emphasizing the way of major difficulty, which was limiting the life of the protagonist to one or two bullet impacts, what was providing him with a major realism and was modifying the strategy of game that one usually applies to the FPS. Apart from the principal campaign, Outlaws is provided with "historical missions" that they report as James Anderson goes so far as to turn in an US Marshall. Also, in 1998, an expansion would be thrown with new missions not connected straight to the principal plot.

At graphic level he emphasizes a styles miscellany, you miss at first sight, but that ends with a very curious result. The personages have a style design cómic calmed down enough for what it usually see in video games of the epoch. On the other hand, the stages are formed by extensive three-dimensional areas with a big setting, resembling the mythical movies of the west. The sound-track would be composed by Clint Bajakian, with the use of a real band (slightly slightly habitual in the video games of the epoch) and that can be reproduced introducing the CD of the game in a traditional CD breeding animal.

Outlaws would take a good reception as the criticism and a few discreet but sufficient sales so that it was not entering the negligence and was ending up by turning into a cult title. The system multiplayer turned out to be very interesting, but it would not end up triumphing for the participants' absence and, especially, for the compatibility difficulties with the different versions of Windows that were appearing after the throwing of the game.

In this video you can see as it is the game:

Pac-Mania (1987)

To say that Pac-Man is the whole icon of the video games is an obviousness, nevertheless, to try to relaunch the exemption eight years after his initial appearance needed a deep renewal of the title, and this is what was tried by Pac-Mania. The proper Namco would be the manager of his development, although the distribution in the United States and Europe would be carried out by Atari Games. Pac-Mania is only a reinterpretation of the pseudothree-dimensional outstanding figure (rather, with isometric perspective), supporting the essential props of his jugabilidad. The title would appear originally for recreational machines although they would not take in versions appear for Friend, Atari ST, Commodore 64, Gentle SEGA Drive, Nintendo Entertainment System, SEGA Master's degree System, Sharp X68000, ZX Spectrum, MSX and Acorn Archimedes.

The principal target is the same, the personage protagonist will have to cover the labyrinthine stages eating up all the balls of every level. In ours against tendremos a series of bogeys that will try to reach us so that we could not obtain ours targets, although we will be able to eat them during a short period of time on having eaten a special ball.

Nevertheless, Pac-Mania contains a series of differences with regard to the original. Most emphasized from all it is his isometric perspective, which does not remain in a simple change of sight, since it allows the implementation of the jump of our personage, who will be able to be used to avoid to the bogeys. To four original bogeys (Blinky, Pinky, Inky and Clyde), they join one purple (Sue), another green (Funky) and one gray (Spunky), the most dangerous since it will jump simultaneously that Pac-Man, what it will make impossible to jump it.

At visual level more progress exists apart from the change of perspective. We are at four different levels (Block Town, Pac-Man Park, Sandbox Land and Jungle Steps), with different motives in the stages, more a fifth secret level, Coin Town, which is unblocked if we finish Block Town without using any special ball.

Of this version in particular there does not exist a clear consequence (in fact, later only we find the oddness of Pac-Man VR in 1996), but if that inspired changes for the multiple clones of the saga, being a good ejempo Mad Mix 2 of Mole Soft.

In this video you can see as it is the game:

Gallery of the horrors II: E.T. the Extra-Terrestrial

Today we are going to check a video game that had the majority of fault of the crisis of the video game of 1983 and that would be a valuable lesson for the distributors, teaching that a good exemption is not for anything synonymous of a good video game and, especially, synonymous of success and income.

We are located in 1982, when the phenomenon of the movie E.T: The alien is in full boiling and that did not happen unnoticed for the Atari managers. Steve Ross, CEO of Warner Communications (company of which it was subsidaria Atari) those days, got in touch with Universal Pictures and proper Steven Spielberg to be done by the rights on a global scale of the development of the movie in a video game. At the end of July, 1982, Warner was announcing that it had been done by the rights and, although he never went so far as to know in an official way, it is anticipated that the agreement had to be about the sea number for 20 million dollars.

How you will have observed, the history so far only treats about rights and money, being in the long run the principal problem, since it was negotiated on a video game, but nobody was thinking about the video game in himself. In fact, when Ross communicated to Atari the need to develop it, the person in charge of the subsidaria, Ray Kassar, it described the matter as a stupid idea. But (and the payment) was already harmed, by what it was continued by the project.

By request of the proper Spielberg, I satisfy with the adaptation of Raiders of the Lost Ark, the development of E.T. The Extra-Terrestrial would be entrusted to Howard Scott Warshaw. But after the hard negotiations, Warner was not ready to wait very much for the throwing of the title (his intention was to come to the Christmas campaign), setting on September 1, 1982 like deadline of delivery of the product. That was implying that only five weeks were staying to realize an order that, in circustancias normal, had taken a minimum of six months of work. Nevertheless, they had to give a good offer to Warshaw since he accepted the work and one started working.

Warshaw had the original idea of creating a video game that was following somehow the argument of the movie, but considering the closeness of the delivery, little by little it would be rejecting many of his ideas simplifying increasingly the title. The game was delivered in the fixed date and the Atari hurries, it did that there not even realized the acceptance tests between the public, which they usually do to this type of products before to the throwing. In spite of it, Atari had an excessive optimism and he would entrust four million copies. Of these, only they sold to themselves one million and a half, what provoked that, in spite of being the eighth game of major sale of the history of the company, it was accumulating a few losses for 536 million dollars in 1983, what it would derive in the Atari division in 1984. From here on there began one of the urban legends most known about the video games, when one affirms that the remaining cartridges were buried in a dump of New Mexico, close to The Step, and that they would be covered by a concrete layer.

And the game in itself? Since for what it is possible to expect from a game realized in five weeks, a botched job injugable. The original idea of his author, remained limited to the search of three pieces that compose an intergalactic phone. One is provided with a bar of energy that diminishes in the course of time, but that recovers if we eat peanuts. When the level recovers the sufficient thing, E.T. can call Elliot and ask him for a new piece of the phone. When the phone is finished, we will have to go to the "area of call", contact with the ship and to mount us in her. The title turns out to be enough injugable and, why not to say it, miser. The different stages sin of excessively simple, with little variety of colors and unrecognizable designs. And especially, the most important thing, it is tremendously boring, what does that it is usually qualified like one of the worst video games of the history.

In this video you can see how the game is:

Friday, March 12, 2010

Game Over by PES

An excellent work of animation, which represents some of the most mythical video games, across daily objects:

The Settlers (1993)

Today it has to check another strategy game, thrown in 1993 for PC and Friend. There talks each other of The Settlers developed and distributed by low Blue Byte design of Volker Wertich and that is framed inside the genre of the strategy in real-time. Although it would not be best sellers, if that would mark certain rules in his system of game of pioneering form, which today are indispensable inside the subgenre, as there are the creation of camps and the resources compilation. This way, the video game centers more on the preparation of the battle than on the battle in itself, being a title that provides very long games that can come to an important quantity of hours of game.

To begin a new game, The Settlers gives us a pair of options. On the one hand, we can begin a predefined game with a concrete stage and a few prearranged opponents. Another option is to define a stage size and to choose up to three opponents, so that the computer generates randomly a new game, what gives us an infinity of different games.

After beginning the game, we will have to choose the emplacement of our castle. This one will do the times of store and refuge of our subjects. Little by little we will have to go colonizing ours surroundings up to managing to dominate the whole map. For it we will have to go gathering different resources as stone, wood or meal, with which we will be able to support our population and create new military structures to be able to expand our domains, occupying them with our military units that, once prepared and strengthened, will be able to attack hostile territory.

The game control is based on a simplification of "point and click", since we will not be able to control units of isolated form, but we will have to indicate areas where to create buildings or, places that we want to attack with our army. On the other hand, we will have to create a system of transport of resources, in such a way that we will define the transports routes, as well as the resources that will be priority in the same one. On the other hand, he emphasizes the system of professions that we will be able to assign to our subjects and that will derive in the development of one or another field. Since we have indicated earlier, The Settlers would be pioneering in this system of game that, later, would be exploited by qualifications as Warcraft or Age of the Empires.

At graphic level we meet a very attractive aspect, especially for for what it was possible to wait in a strategy title, as well as an interesting introductory video. The stages are truly extensive and varied, with different elements that define the type of area. The personages, although of small size, they move fluently and have a design adapted to the activity that they redeem. In this sense, The Settlers also would mean an inflection point inside the genre, which artistic paragraph would be taken care in later qualifications.

After this first title there would begin a long saga, which first consequence would be in 1996 with The Settlers II: Vini, vidi, vici, appearing also in Mac. In 1998, of exclusive form for PC The Settlers III would be thrown and in 2001 The Settlers IV, also for PC. The jump to 3D would come in 2005 with The Settlers: Heritage of Kings and in 2007 The Settlers: Rise of an empire. At the end of March, 2010 it has the date of exit The Settlers: Paths to to Kingdom.

In this video you can see how the game is:

Thursday, March 11, 2010

Nintendo World Cup (1990)

Nintendo World Cup is a video game of soccer published by Technos originally for NES in 1990 and for Game Boy in 1991, being in the latter version where the title would become extremely popular. Designed by Noriyuki Tomiyama, Hiroyuki Sekimoto and Mitsuhiro Yoshida, his original title is Nekketsu Kōkō Dodgeball Bu: Soccer Hen in the version of NES and Nekketsu Kōkō Soccer Bu: World Cup Hen in that of Game Boy, being the fourth title of the exemption Kunio-Kun. This exemption is little known in the western world, where the qualifications changed to locate them and did not join under a saga, although his deliveries are recognizable for the ridiculous design of his personages, having between his qualifications games as unlike as Renegade or the one that today we analyze. Of these original versions conversions would be done for Gentle Drive and PC Engine, but exclusively in Japan, being an exclusive Nintendo title for the rest of the world. Recently it has returned to the candlestick for his inclusion in the Virtual service I consoled of Nintendo Wii.

The title presents two ways different from game to us. In the way I Turn, once elected team, we will have to face one for one to thirteen remaining cocktails before rising with the long-awaited glass. The way Versus went so far as to turn in very popular for the entertaining thing that proves to compete against another human opponent on different fields of play (sand, dirt or ice). Also, the game allows up to four players in NES using the NES Four Score or the NES Satellite.

Nintendo World Cup gives us a vision enough arcade of a meeting of soccer. The teams are formed by six players (including the doorman), existing not neither out of game nor the absences. In fact, on the aggressive earnings our possibility of victory will depend, since we will be able to achieve that one of our opponents remains an injured person during a short time period. Also, during the party we will be able to make use of up to five special throwings that will turn out to be much more difficult to tackle for the opposite goalkeeper.

The graphs continue the cánones of the exemption, with a few personages obstructionists and paticortos. The animations are not spectacular but although loaded with sense of humor, in such a way that he adapts himself perfectly in the style of game. At sonorous level it is not an outstanding title, with a quite forgettable sound-track and a few standard sound effects of the games console. Nevertheless, this does not steam up the fact that Nintendo World Cup is one of the video games of soccer more entertaining that we can try.

In this video you can see how the game is:

Re-Volt (1999)

Traditionally, the careers video games try to simulate to the most rapid racing cars of the world, which most of the users are never going to lead in a not virtual way. Nevertheless, occasionally we have proposals more original that have given video games of excellent invoices. It is the case of Re-Volt, a video game that gives us the control of the typical cars to radiocontrol that we have handled many in the infancy. Re-Volt would be published by Acclaim in 1999 for Play Station, Dreamcast, PC and Nintendo 64 (it went so far as to develop a version for XBox that in the end would never see the light). The team of development would be led by Paul Phippen and Simon Harrison.

Re-Volt presents to us 28 different vehicles belonging to three categories: electrical, of internal combustion and special. We will handle the above mentioned cars in fourteen emplacements different from the most varied thing, although recognizable many for his routine character. Both cars and circuits are not available in its entirety to the beginning and we will be unblocking them as we are obtaining achievements in the game. The learning curve is one of the principal pros of Re-Volt, since we will be provided with five difficulty categories, and in turn, the circuits are categorized in four levels, for what we will be able to form an acceptable challenge for our skill with the managers in every moment.

But the careers do not limit themselves to running and that the most rapid gains. During the trip we will be able to be gathering different items to use them like help. This way we will be able to put oil spots by means of the circuit so that other cars skate or to use special batteries to increase our speed during a short period of time. So that these helps do not unbalance of disproportionate form the competition, the "quality" of these objects will depend on our position in career, therefore the best items will go to stop to last classified. On the other hand, if the challenges that the title presents to us do not seem sufficient to us, we will always be able to make use of the powerful publisher that it includes to create our own circuits.

Other of the points, to be emphasized in Re-Volt, his functionalities are a multiplayer. In the PC version, up to twelve human competitors they can play simultaneously in two game ways. In Single Race we will dispute a career in one of the circuits, be already the prearranged ones like the exported ones in the publisher. In Battle Tag, it will be necessary to find a star that is hidden in some place of the stage and to preserve it during a period of time before another car steals it from us clashing with us.

At technical level we meet a very elegant game. The setting of the circuits is very elegant, with a few stages full of details and with a big work at the time of realizing the proportions with regard to the car, providing him with a major realism. This detail level does not prevent the game from moving with a big fluency and, in the PC version, it allows to do changes of resolution to optimize the yield. At audio level, we meet a very well obtained sound of the engines of the cars of radiocontrol and of the different elements with which we are crossing.

In this video you can see how the game is:

And in this one, the publisher: