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| Issue 48 - October 7, 1999
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Preview
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| Roadsters page 2 of 2 |
| N64 |
Tell me more about this Roadster Trophy business.
It's set over multiple seasons across three racing classes. At the start, two thirds of the cars and one third of the circuits are inaccessible. You begin with a bog-standard racer and, as mentioned before, you have to accumulate cash to buy and upgrade vehicles so you can compete at a higher level (you race against seven others). The main source of income is prize money, but there's also an option which allows you to gamble on your races. Stick a bet down on yourself to win and you could march into the next racing class quicker than you think. The main difference between the classes is horsepower. In Class C the cars have less than 250 horsepower, but this jumps up by 100 horsepower in each of the next two classes.
What about the circuits?
There are 10 tracks (which are reversed and mirrored), set in different parts of the world. Naturally, weather conditions vary dramatically, but the weather can change during races, in which case you have to make pit stops to swap tyres or whatever. Some of the courses are tricky, with sudden 90 degree bends, and you may find yourself driving into the odd wall or tree.
How do the cars handle?
Titus have attempted to mirror the handling of the cars in 'real life', which is often a double-edged sword. Realism verses playability? We'd always plump for the latter. Some of the cars demand a high level of concentration, and as you move up a class, so the more 'frisky' they become.
Chequered flag or left in the garage, then?
Roadsters looks pretty neat and the betting option is quite an interesting prospect, but a thorough playtest is required.
30 convertible cars and 10 tracks
Up to four can play
Neat betting system
Tricky handling
Bit derivative
You can find more screenshots on the Future Gamer Website...
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