Sprint Cars: Road to Knoxville Review
Sprint Cars isn't like most racing games. It hasn't been hyped for years leading up to its release. You won't find full-page ads in every single magazine. You probably won't see it advertised on national television (and if you did, not very often). It's a shorter, quieter game, not only in its marketing punch but also in the way it was designed. Created for a niche market, Sprint Cars uses buggies, real-world physics, and other elements you won't find in the typical racer.
On the physics end, the game has begun to make a name for itself. Steering does not follow the expected, extremely-tight control schemes of most arcade racers. Technically this is not supposed to be an arcade racer, but its simplicity makes it come across as one. Once you've taken the game for a spin, the classification doesn't matter nearly as much as what's under the hood.
At first the steering seems slippery – too difficult to just pick up and get into without a lot of practice. You'll have to almost forget everything you know about the current crop of racers and go with the flow. The game wants you to take turns slowly while maintaining a high speed. Turns can be very slippery, partially because of the type of vehicle you're controlling. The other reason is that nearly every surface you ride on is covered in dirt. These aren't the best driving conditions, but there are ways to work around the most difficult parts.
An easy, cheap, and not always effective gameplay shortcut is to avoid using the brake while going into a turn. Ease off the gas and try to steer as far away from the turn as possible (turn left). If done properly you'll have slowed down enough to make it out of the turn safely, and will be able to accelerate fast enough to keep up with the competition.
If instead you had held onto the gas the whole time and occasionally tapped the brake button (a solution that for old racing titles like Daytona USA), you'd hit the wall or spin out. Solid braking just means you'll slow down, which is fine if you don't mind losing a position or 10 in the race. In all seriousness, you don't want to slow down.
A spin-out is as close to suicide as you can get on these race tracks. On the bright side that means you can hit your opponents from the side (when they get caught up in a turn they cant handle), causing them to spin out and fall victim to spin-out doom. Chances are you won't have to deal with them anymore during that particular race, assuming you don't spin out yourself.
The game isn't that fast to begin with, but when you reach max speed, it's a good idea to try and keep it there. Catching up to a pack of cars that has just gone by is no easy task. The game will tell you that you don't have to win every race to be a winner at the end of the day – that's true (there are practice and qualifying rounds, heats, etc.). But you do have to win the main race if you want to get more than a few points. Without them you'll never crack the top five.
Cracking the top five can be a bit of a challenge when the game also has an illegal lap rule. I don't know the exact definition, but it seems to go something like this: if you, at any given time, decide to veer off course and don't get back on immediately after doing so, the game considers it an "illegal lap." Now all your opponents get to pass you until you've made up that lost time.
It's a smart rule – without it everyone would cut through the middle and rush to the finish line. But it also means having to keep a close eye on where you're going. Sometimes illegal laps can be caused by an uncontrollable spin-out. You'll feel doubly beaten when that happens, as there's little room for recovery outside of the re-start function.
Outside of the music and graphics, which don't make or break any game, the only area where Sprint Cars fails is track design. This, as many hardcore gamers know, is the most important aspect next to great controls. The problem here is simple: all you do is turn left. I kept hoping for a different course style (maybe a right turn here and there?). I kept thinking there'd be something different (a wide left followed by a sharp left?).
Slightly different graphics – various backgrounds, night or day lighting – are about as far as the changes go. The courses are more of an oval shape than a circle, but the idea is the same, and it doesn't take more than a few races before you'll begin to lose interest.
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Review Scoring Details for Sprint Cars: Road to Knoxville |
Gameplay: 6.0
Decent controls,
cool (but repetitive) vehicles, and appropriate gameplay guidelines are this
game’s strongest features. The lack of track variety, however, doesn’t give
the player much to do. After turning left for the 100th time, it doesn’t make
the idea of doing it again too exciting.
Graphics: 4.0
Given that this
is a budget title, top-notch graphics were not expected. But the overall
graininess and lack of detail – it’s enough to make you think we’ve gone back
a generation.
Sound: 5.0
This is a
low-priced racer, and with that comes a lower budget, leading to weaker
graphics and even weaker music and sound effects.
Difficulty: Easy/Medium
Turning left is
no easy task. Actually it is – but not when you have to deal with unforgiving
opponents who know their way in and out of a spin-out.
Concept: 7.0
When’s the last
time you’ve seen a sprint car game on the market? This is a sub-genre rarely
tackled, and it’s especially nice to see a game that does it with
above-average controls. If the courses had been a bit more fantasy and a lot
less reality, with lots of twists and turns (and not just another big circle),
Sprint Cars would’ve easily reached the checkered flag.
Multiplayer: 5.5
Attention spans
lessen when gamers play together. It doesn’t take more than 15 minutes before
the constant, circular driving forces someone to sit up and say, “Are there
any other tracks in this game? Really? Uhhh, well…” Now nobody’s reaching for
the controller.
Overall: 5.9
Sprint Cars
wasn’t going to win any awards for great graphics or some other secondary,
less-important feature. The gameplay mechanics, however, are much more
polished than the courses you’re racing on. Racing games depend on both
(driving mechanics and course layout) to immerse the player in the experience.
When one’s missing, the other falls apart. I’m sad to say that’s what happened
here. Sprint Cars has enough power under its hood to grow as a series, but
it’s going to take more than one element to make it happen.
Sprint Cars: Road to Knoxville Comments (0)
GameZone Review Detail
| Gameplay | 6 |
| Graphics | 4 |
| Sound | 5 |
| Difficulty | Easy/Med |
| Concept | 7 |
| Multiplayer | 5.5 |
| Overall | 5.9 |
5.9
GZ Rating
Racing games depend on both driving mechanics and course layout to immerse the player in the experience. When one’s missing, the other falls apart
Reviewer: Louis Bedigian
Review Date: 08/17/2006
5.4
ESRB Rating
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