Videogame Review, Stunt Race FX for the Super Nintendo (w/ SNES Controller)
Repeat after me, “AAAAAAAAAAHHHHHHHHH!” I’m only trying to humor my audience about this racing program because over the years it has received mixed reviews and signals from would-be troublemakers. One thing you’ll notice about Stunt Race FX is that there’s constant forms of blind spots hitting the different parts of each road and we’ll have to risk making ourselves look pretty silly; a car may smash up against the walls until it’s built up into pieces again, as the Super Nintendo console has the ability to take floating objects and glue them together in some kind of dimension we can’t really speak of- is it 2D or 3D? Maybe it’s a little of both because the sprites tend to cling onto their shades in a more efficient manner in this SNES “classic” than those in Daytona USA for the Sega Saturn console. When I put it that way it may seem pretty sad until we realize that Stunt Race FX was a late SNES game and Daytona USA was an early Sega Saturn game: often, in the history of videogames, the late games are better than the early games since there’s more visual/auditory awareness with the former. Daytona USA controls decently with the original Sega Saturn’s direction pad although I find the turns, curves, and edges of Stunt Race FX to be more of a thrill when it comes to high-end color and definition. Honestly this is one of those Super Nintendo games that involve a love-and-hate relationship on gameplay due to the challenges presented of drifting over hillsides and mountainscapes on a low, rather consumed, camera angle that may be toggled for whatever our mood makes the boot fit. Controls may be defined under my gaze to be something related to a floatation device. The SNES controller acts on the game in such a high-flying, wilderness-to-approach motion as to make us think more differently of its innovative functions. A “silver bullet” (or airplane) can be seen going across the entire section related to Night Owl, a formidable final set with an upbeat attitude expressed in music given to chance and sincerity on Nintendo’s vivid imagination. Things get pretty real when we’re hearing sound effects which seem to come out of nowhere- the road itself tends to have quite a paper-thin appearance and there’s significant difference between watching the game on YouTube and playing Stunt Race FX yourself. My complaint about this racing program has more to do with that issue just mentioned; that is, how there doesn’t seem to be a comparison between playing the game and merely watching the game. Advertising can be misleading in of itself. The 1994 TV commercial for Stunt Race FX makes the game seem more intense than it really is and I’m afraid, by modern standards, the SNES classic almost dreams of itself along its course designs in remarkable forms of floatation given to racing objects and materials visualized efficiently only by Super Nintendo standards, even if I believe Sega should’ve taken more cue from Nintendo’s rehashing of the FX chip to pursue brighter limits for Daytona USA. I’m someone with okay skills in Stunt Race FX but who is more than pleased by this historical reference despite the fact I’m more of a fan of Super Mario Kart and of course technology in 2D and 3D even from today’s standards ought to leave programmers considerate of remote possibilities.
https://youtu.be/b_KItb_lNLI
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