info

platform:

Genesis

Genre:

Racing

Publisher:

Ubi Soft

Developer:

Vivid Image

Difficulty:

Moderate

No. of Players:

1 -4 players (via mu

Released:

1995

Media

In Game Picture

In Game Picture

In Game Picture

In Game Picture

Review

Street Racer

By: Tom Clark | January 30, 2005

Street Racer appeared on several formats in 1995. The goal when creating this game appeared to be to produce a racer that didn't just involve using the cars to race, and while this doesn't make for an exactly unique experience, it certainly made for a refreshing alternative for all the racing game players out there.

Of course, in today's gaming world we are flooded with cartoon racers. Crash Bandicoot's done it, Diddy Kong's done it, Mario has done it a further three times. Hell, even the Toy Story characters have revved up their engines to join in the fun. Back in 1995, however, the only really well known cartoon racer was the original Mario Kart, so at the time, Street Racer seemed kind of different, with not a franchised character in sight. The characters that were available were a lovable bunch - there was Sumo San: the sumo wrestler from the future, Surf Sister: the Australian beach bunny, Hodja the old guy, and Frank the....Frankenstein's Monster, among others (8 in total). Each character had three home courses, and a hidden course was also unlockable, meaning the number of courses available was pleasingly large.

As well as the standard championship modes, it was also possible to select which courses you wanted to use in the Custom Cup option. This added much more variety into the mix, and was a welcome addition - you could make the game longer or shorter this way, making it perfect for long sessions, or quick games before you went down the pub. Other options available were the Soccer mode, in which you used your (still car-bound) characters to play a game of football, the aim being, obviously, to score the most goals, and the Rumble mode, which came in two difficulty settings, which involved trying to knock your fellow racers off the edge of the arena. This mode, however, tended to get repetitive, and the arena seemed to become a little too empty when it was down to the last few players.

In keeping with the less serious approach, your characters came armed. In true Road Rash style, you were able to beat the life out of your opponents in your attempt to make it to the pole position. Additionally, dynamite could be picked up and passed onto other players. The player holding the dynamite when it detonated ground to a halt, costing precious seconds. F-Zero-style speed boosts were accumulated after each lap, and could also be picked up on the course, although unlike F-Zero, there were no tactics as to when was best to use them.

The graphics and sound in this game really seemed to push the Mega Drive - you could tell that a lot of effort had gone toward making something special for the ailing console. The added bonus of four player potential meant that this became one of the Mega Drive's better party games, and added an extra sheen of quality to the mix.

At the time the game wasn't quite original, and it is even less so now, but it still manages to be great fun, and isn't that what really matters?

Reviewer Score: 8.0   |   Avg. Reader Score: 5.8
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Current Comments:
User:Score:Date:Comment:
Alianger 6 July 10, 2009 On a technical level, I prefer this over any mode 7 racer. However the track design is bland (nowhere near Mario Kart in terms of variety and obstacles to avoid), and the controls are primitive.
 
jesus.arnold 8 June 09, 2009 Though I'd agree that it doesn't compete with it's SNES precursor it's still easily in the higher echelon on Mega Drive racers, it all moves at a good speed, has good graphics, boosters and punching to liven up the experience, and most importantly it is I think the only good racer on MD that supports 4 player split screen.
 
kool kitty89 8 May 01, 2009 I dissagree about SNES, it's different (the SNES using Mode 7), and rumble mode plays differently, but I find the Genesis version more fun. In some ways the Gen version is smoother than mode 7. Power-ups as sprites rather than tiles, better music IMO (SNES Amiga-esque music is a bit boring). ANd it still looks good for a gen game. And this coming from a Nintendo fan.
 
Blaze 1 February 25, 2009 sorry Tom but if you've played the snes version of this game (the system it was originally designed and released for)...you'l realize the sega version jus plain suks It was a desperate move to push more units thats all, its why they even released it on the PS1 and Gameboy later on (both wich also suked). The original version of this game (snes) rivaled mario kart but this crap? Tsk...