Review: Moto Racer GP: Part 1


© Dan Finkelstein

The problem with arcade racing games is that, in my opinion, it is very hard for the computer to simulate the same sensation of actually playing a real arcade game in a real arcade: The monitor is usually much smaller on a PC, the graphics are almost always much slower and less detailed, and the controllers on the PC are woefully inadequate for playing arcade-type games.

Such is the major problem with Moto Racer GP, a very good attempt to bring the classic Motorcycle racing game from the arcade to the home computer. My main beef with the game is the way you control your on-screen motorcycle. In the arcades, most popular motorcycle games (like the ones from Namco), actually have a special motorcycle rig that you sit on and actually lean to the left and right depending on the direction you want to turn. Unlike in the arcade, controlling a motorcycle with the keyboard is almost impossible. A mouse and joystick is a little better, but it will take most players some time before they actually win a race, let alone finish one without running out of time.

This game, designed by Delphine Software (makers of one of my all-time favorite games, "Out of this World"), is obviously designed for the next generation of 3-D graphics cards, which are finally coming down in price and increasing in performance. The game supports any Direct3D graphics card, although since I don't have one, I can't really say how well it works. The "plain" 600x480 graphics mode is actually pretty fast, although it suffers a noticeable slow-down when you are around several other racers. As usual, I did have problems with this Windows 95 game and Microsoft's DirectX. For some reason, the 600x400 graphics mode produced a strange "double image," which was unplayable. Fortunately, the other graphics mode did not suffer the same problem.

Next Week: The conclusion

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