154 lines
9.7 KiB
Plaintext
154 lines
9.7 KiB
Plaintext
|
||
VETTE!
|
||
|
||
Imagine a computer road-racing game that doesn't confine you to a predetermined
|
||
route. Instead, you're given a hefty chunk of real city (San Francisco), your
|
||
choice of four autos and four competitors, more landmarks than you'd find packed
|
||
onto a flight simulator scenery disk, and modem support (so you can race with
|
||
your friends over the phone). In a nutshell, Spectrum HoloByte's VETTE! supplies
|
||
all this, as well as more features than any other racing game. This review is
|
||
based on the IBM-PC version of the game.
|
||
|
||
The flight simulator analogy is particularly appropriate, because VETTE! owes
|
||
much to such programs. Most of the roadway graphics (vehicles, buildings,
|
||
cyclists, pedestrians) are of the 3-D solid-fill polygon variety, common to
|
||
programs such as F-19 and Microsoft's FLIGHT SIMULATOR. The background and
|
||
dashboard are traditional bit-mapped graphics, and the mix of two graphic styles
|
||
works well. For example, as you travel north along the Great Highway, you can
|
||
see the Golden Gate Bridge, bit-mapped, far in the background. When you drive
|
||
onto the bridge, though, it becomes an intricate, articulated 3-D polygon
|
||
structure.
|
||
|
||
As the game begins, you're given a choice of four models of the Corvette, each
|
||
more powerful than the last, and each with different performance and equipment
|
||
specifications. They are: 1989 Stock Model, 1989 ZRI "King of the Hill," 1989
|
||
Callaway Sledgehammer, and 1989 Callaway "Twin Turbo." To a certain extent, you
|
||
can override the equipment specs and add your own preferences (cruise control,
|
||
automatic transmission, etc.), but non-standard equipment changes the
|
||
performance. There's a brief dynamometer sequence allowing you to check out
|
||
several specs of each car before making your decision. Then you choose a
|
||
gameplay level: trainee, rookie, or pro. As a trainee, you can break all the
|
||
laws you want, sustain infinite damage, and take advantage of other amenities.
|
||
Pros must contend with police, realistic damage, and traction. Rookies, as you
|
||
might guess, fall somewhere in between.
|
||
|
||
You then choose your opponent auto; again, all four (Lamborghini Countach,
|
||
Porsche 928S 4, Ferrari Testarossa, and Ferrari F40) have different performance
|
||
specs. (The rotating, configurable wireframe display of each opponent car is
|
||
outstanding.) The computer always drives legally and perfectly. Finally, you
|
||
choose your race. There are four possible races: from the S.F. Zoo to Vista
|
||
Point (the far side of the Golden Gate bridge); from Vista Point to the Bay
|
||
Bridge toll plaza in Oakland; the Bay Bridge toll plaza to the S.F. Zoo; or a
|
||
circuit of all three.
|
||
|
||
Although you do have a lot of flexibility in picking your routes, the optimal
|
||
routes are often clear-cut. For example, the first leg (Zoo to G.G. Bridge) is
|
||
very straightforward; no choices really necessary. In fact, any deviation from
|
||
the obvious route gives your opponent a huge advantage. The second and third
|
||
legs are slightly less clear-cut, and you have to do some planning if you want
|
||
to avoid stoplights, one-way streets, and roadblocks.
|
||
|
||
The roadblocks constitute my primary complaint about the game. There is a _lot_
|
||
of the city -- in fact, I would guess at least two-thirds -- that is not
|
||
accessible. There are roadblocks and yellow fencing for miles and miles, yet you
|
||
can often see traffic moving within the fences, and scenery "just on the other
|
||
side" of the fences, none of which you can get to. Although I was initially
|
||
thrilled with the sensation of driving through an accurate simulation of a city,
|
||
I was quickly dismayed by its limitations.
|
||
|
||
To be fair, the areas that _are_ simulated constitute most of the interesting
|
||
areas of San Francisco: Ghiradelli Square, Fisherman's Wharf, Chinatown, the
|
||
Transamerica Pyramid, the Golden Gate and Bay Bridges, Lombard Street (the
|
||
famous "crookedest street in the world"), the Ferry Building, the piers, Union
|
||
Square, and a lot more. Very conspicuous in their absence are the cable cars!
|
||
But while there are no cable cars, there are a surprising number of _tankers_
|
||
cruising the streets of San Francisco. The bus system seems to be working very
|
||
well. All in all, it's a well-populated and well-travelled city...what there is
|
||
of it. Also, the entire Haight-Ashbury area is somewhere in the Never-Neverland
|
||
of the yellow roadblocks. Is that poetic justice or what?
|
||
|
||
VETTE! is a historic program, one with far more to offer than any other racing
|
||
game to date. But aside from its remarkable concept, how does the game hold up
|
||
from a practical standpoint? It may be breakthrough...but is it fun? Underneath
|
||
its dozens of features, is VETTE! a good racing game?
|
||
|
||
Unfortunately, there _are_ superior racing games on the market. VETTE! goes so
|
||
far in attempting to break down the barriers, to "stretch the envelope" of
|
||
what's possible with today's machines, that it ignores some of the basic
|
||
amenities. The primary problem is one of control. The game's digital control is
|
||
just a bit too clunky for smooth driving. The car turns in discreet bites of
|
||
angle...too discreet for realism. To compensate, the game provides a centering
|
||
key, one that will straighten your car instantly on whatever roadway you're
|
||
using (provided it falls into the grid pattern of the city; it doesn't work on
|
||
some of the angled roadways). While the centering key (which also makes up for
|
||
the fact that the mouse is non-centering) is a nice touch, it defeats the
|
||
purpose in serious competition. Of course, you don't have to use it if you don't
|
||
want to. For joyriding, it's fine. But it's no substitute for a high degree of
|
||
control in competitive situations. Also, the difference in handling among the
|
||
four cars, aside from speed and acceleration, is subtle at best (as it might be
|
||
in real life).
|
||
|
||
Another smaller problem is the way the scenery shifts from one area to the
|
||
next. Often the roadway, background, and surrounding scenery will suddenly shift
|
||
with no warning whatsoever. For example, you're driving through the Presidio (on
|
||
Lincoln Blvd, presumably) and you can see the mountains, the city, and the
|
||
bridge in the background. The foreground is simply a featureless brown plain.
|
||
Suddenly, pop! You're on the bridge, surrounded by water. This is slightly
|
||
jarring, but not a serious problem.
|
||
|
||
The instructions were obviously printed long before the program was finished,
|
||
and the result is really two manuals: the basic manual and a six-page pamphlet
|
||
of errata, corrections, and clarifications. Add to this two maps of San
|
||
Francisco (one detailed street guide, and one more general topographical map),
|
||
plus a keyboard reference/dashboard guide, and you have a confusing mass of
|
||
paraphernalia. Fortunately, the game is much easier to learn than it looks. And
|
||
the exhaustive background of the VETTE! is interesting (if not required)
|
||
reading.
|
||
|
||
I enjoyed VETTE! quite a bit, but in its current incarnation, it won't replace
|
||
my other racing games. The graphics, despite the sudden scenery changes, are
|
||
very impressive. There's an enormous variety of views available: regular
|
||
"cockpit" view, out the left window, out the right window, and an amazingly
|
||
flexible helicopter view (my favorite) that lets you change the angle and height
|
||
of the view. The dashboard provides a concise, handy guide that gives you a
|
||
constant readout of the street names (the one you're on and the cross street
|
||
you're approaching), the current speed limit, the cross street's direction
|
||
(one-way or two-way), and the upcoming traffic marker. There's a small
|
||
toggleable dashboard map that displays your (and your opponent's) approximate
|
||
position in the city; there are side mirrors and an optional rear view mirror.
|
||
The buildings can be eliminated completely from the scenery, or merely their
|
||
windows can be removed. The more "extras" you turn off, the faster the animation
|
||
will run -- an important consideration because slower machines will really be
|
||
crippled by the game's graphic intensity. And the modem feature is a unique
|
||
addition, one that should make other manufacturers ask themselves why they
|
||
didn't think of it first.
|
||
|
||
Three versions of the game are included in the IBM package: the CGA version on
|
||
a 5-1/4" disk, the CGA version on a 3-1/2" diskette, and the EGA version on a
|
||
5-1/4" high density disk. The EGA version is also available on a 3-1/2" diskette
|
||
(for an extra charge). However, because the files themselves are unprotected
|
||
(the game uses a document check as copy protection), you can copy the files from
|
||
one format to another, if you have access to a machine with both format drives.
|
||
The game will also run in Hercules mode. Though the driving portions of VETTE!
|
||
are in 320x200 resolution, some of the more static screens -- the opening and
|
||
closing screens, dynamometer, and other portions -- are in an excellent 620x200
|
||
mode.
|
||
|
||
The CGA version of the game requires 512K; the EGA version requires 640K. The
|
||
game can sense the speed of your processor (a minimum of 7 MHz is required) and
|
||
will adjust the display accordingly. However, you may want to reconfigure it to
|
||
add more graphic detail (at a cost of speed) or more speed (by sacrificing
|
||
graphic detail). I would say that 12 MHz or better is optimal; if your machine
|
||
runs at 8 MHz, you may not be satisfied with the frame rate/graphic compromises
|
||
you'll have to make. Joystick and mouse are both optional.
|
||
|
||
Spectrum HoloByte certainly deserves congratulations for VETTE! What is less
|
||
certain, though, is whether their efforts have produced a program that is as
|
||
satisfactory from a gaming standpoint as it is fascinating from a technical
|
||
standpoint. That will depend on how important precise control is to the racing
|
||
game fan. For joyriding, VETTE! is nonpareil.
|
||
|
||
VETTE! is published and distributed by Spectrum HoloByte.
|
||
|
||
*****DOWNLOADED FROM P-80 SYSTEMS (304) 744-2253
|
||
|