Sega have always been very good at sequels, with Virtua Fighter and House of the Dead growing bigger and better with each addition, but OutRun 2006: Coast to Coast is a very rare find: a follow-up to a follow-up that still manages to feel completely fresh.
Drifting around corners, gliding between traffic and reaching the next stage with seconds to spare feels every bit as good as its 1984 brother. Coast to Coast improves on OutRun 2 by adding routes across America to the classic courses, and the horrible-sounding “Heart Attack” mode, combined with the “OutRun miles” system of unlocking extras, keeps this an engaging single player experience.
I’ve intentionally included this much higher than the original OutRun, even though I said in my first post that only the top twenty are in sequential order. OutRun 2006: Coast to Coast takes all the best elements of the original and updates them; from the cars’ handling to the classic European-flavoured routes, it’s an extremely faithful sequel. The new music isn’t quite so consistent in its quality, but Shiny World stands out as an extremely strong track with a brilliant bassline and a lead guitar line to make your ears explode. That’s to say nothing of the stellar remixes by Richard Jacques, which take the Latino essence of the originals and infuse them with a Euro dance-stroke-carnival euphoria that’s infectious enough to start a conga at a moment’s notice. If you’ve ever seen Mr Jacques play Magical Sound Shower live, you’ll appreciate the dexterity and complexity of these reworkings.
Did I already mention there are rumours of OutRun Online in development by Sega and THQ? Let’s hope Sumo can muscle in there as well!
Almost single-handedly responsible for Sega’s most successful financial year since 1992, it’s easy to forget that for all its success Mario and Sonic at the Olympic Games could have ended up a terrible game, an anomaly in the rivalries between the two heroes.
Enough of its success though – it is actually a good game, at its best in the multiplayer events that combine plenty of frantic Remote shaking with skilful timing. There’s plenty to unlock as well, from extra standard events to the “Dream Events” that mix athletics with game elements such as Green Shells and Super Sneakers. For such a casual game there’s plenty of depth to it, and even if you haven’t got three friends you can still get plenty of life by challenging the scores on the online leaderboards.
Probably one of Sega’s most widely-enjoyed arcade games of its time, and it’s not hard to see why – Crazy Taxi is pure cool, from its wild characters to its sunny take on San Francisco, it drips with style. The core gameplay mechanic is as accessible as they come, as you ferry passengers between landmarks, giving them as many thrills on the way as possible.
Some Sonic fans would rather this was excluded altogether, whereas some would cry out it wasn’t placed higher. In my eyes, Sonic Adventure is a wonderful game with enough small flaws to stop it placing higher.
The first proper attempt to get Sonic into 3D was always going to be difficult, and Adventure’s control and camera problems are notorious. The Gamecube remake DX: Director’s Cut actually exacerbates these, but in their original form they’re still obstacles to be overcome in order to prevent many an accidental death. When the problems behave, the gameplay is slick, fast and beautifully paced as you tear through ancient temples and enormous airships. It’s classic Sonic fare, or rather, it is when you play as Sonic or Tails.
It’s hard to imagine now, but there was once a time when seemingly every other game released was a cutesy platform game (I’m currently playing Wonderdog on Mega CD, a prime example!), but Ristar mixed in some innovation with all the bright colours and big eyes. His key difference lies in his stretchy arms, which can be used to grab hard-to-reach items, ledges and enemies, which he bashes against his head in an extremely satisfying manner. They’re not as flexible as, say, the Bionic Commando‘s arms, but they bring a great sense of freedom to the game’s levels, as you swing between vines and generate speed on hand-cranks. It’s an extremely versatile concept that deserved far greater exploration than Ristar‘s solitary 16-bit adventure suggests – zipping around Angel Island Zone with extending arms would be revelatory.
The Wii version doesn’t boast complete accuracy or fidelity to the original control scheme – it’s based on angles rather than height, so you point your Remote up instead of shaking it above your head. It’s not absolutely perfect, and can get quite frustrating on the more difficult stages, but it’s still a whole lot of fun, especially the brilliant Love mode, which repeatedly told Hannah and me that our relationship keyword was "volleyball". Then we played the volleyball minigame, which I lost, nearly ending our relationship right there. I sense foul play.
My name is James Newton, and this is my website - a collection of my writings about
videogames, music and all my other thoughts.