Today is Game Lab day, so I have the scans and translations of the newest vol. 8!
Photo caption: Mana-Sama enjoying a cockpit style race game at a game center when he was a teenager.
Mana-Sama's Deep Game inferno
This Month's Pickup
Road & Track Presents: The Need for Speed
Sales Agency: Electronic Arts Victor
Release Date: December 9, 1994
You don't have to race!? A new concept for a driving simulator
In this corner of the July issue, I didn't get to touch upon car games even though I posted a picture of my beloved car. So this time I want to talk about car games that left a deep impression on me.
Since I've already talked about my memories of the arcade game "Out Run," I'm going to introduce my favorite consumer game.
A surprising car game that isn't racing
By nature I love race games, but I completely got into the at-home version of "Road & Track Presents: The Need for Speed" on the world's first 32 bit system, the 3DO. You could even say its the first consumer polygon driving game. 2D games up until then had been a completely different world. The graphics were overwhelming to me because it looked like you were watching an actual live video or an optical illusion.
Going at as high of a speed as you want in a super car and driving through an open road is such an amazing experience that it makes it inevitable for super car maniacs to raise their voices in excitement. Preparing a machine I had always longed for such as a Ferrari, Lamborghini, or Porsche made me even happier.
Also, the most characteristic quality of "Road & Track Presents: The Need for Speed" was that it wasn't fundamentally a race. The city, mountain, and sea side courses were 3 types of my-way [courses], but the objective of the game was left up to the user.
Up until then, racing games had a circuit and the standard was to compete with rival cars and time. However, in this game the course wasn't a circuit type loop, but a straight road you could drive through. Furthermore, there were no rival cars ahead of you in the course, so there was a sense of ordinary cars that would just drive around normally.
So this game was not a race game so to speak, but more of a driving simulator. You were liberated from time which was usually bound to racing games! It was really ground-breaking, and back then I let out a shout of joy saying, "This is something I've always wanted!"
I would also prepare myself by chasing rival cars so I would be able to enjoy a competition just in case there happened to be one. Although, there were police around supervising the area that would chase you if you broke the law by speeding (laughs). I remember that made it have a very fresh feeling [to the game] because with that kind of component added in, it was definitely not a racing game at that time.
Furthermore, in order to run away from the police your car was equipped with a radar detector. This was also something fresh! Since I really love the Lamborghini Diablo I was always that guy who used it. It reproduced the real engine sound so this also excited me quite a bit! The graphics of the instrumental panel were even reproduced for every car model, so I was immersed in the feeling of actually being able to operate the kind of car I've always wanted.
Since it was a super car you could operate the shifts and change gears as you watched the techno-meter. Having it at an extremely high speed was very fun. In addition to that, since it was a simulator, compared to a common racing game, the movement of the steering wheel and tires was slower, which made it something extremely new.
Moved by the realistic depiction of crash scenes
It felt amazing to be able to leisurely look at the scenery in your surroundings while playing! In the city course it felt just like being on a high way with green signs appearing and such, so the atmosphere was exactly as if you were really driving.
This course had more straight lines than normal, so at that time I would race with the drummer of MALICE MIZER, Kami, at extremely high speeds. However, although I say it was at an extremely high speed, just as I mentioned before, this game had regular cars driving around as well. If you hit the normal cars you would crash.
Actually this was something that felt amazing with the polygons created by the 32 bit system. The crash reproduced in 3D really shocked me. Now days this is an ordinary component, but back then I would get into accidents on purpose just so I could gloat as I watched the car fly into mid-air (smiles).
In the mountain course the green trees were beautiful. However, since there were a lot of twists on the sloped road it was easy to get into an accident, making it kind of faulty......
My most favorite was the sea side course. It felt so good to drive through the coast lands in the game! Also, the reason why it was my favorite course is because of the end. The Statue of Liberty was buried in the ocean like in "Planet of the Apes". The production of that last scene really moved me, and even now it leaves a vivid impact in my mind.
Unfortunately, as for the businesses side of "Road & Track Presents: The Need for Speed" on the 3DO, it ended up in a failure and never caught the attention of many people in Japan. However, I really value it as an extremely high quality piece.
Various components were added in the 1996 PS release of "Over Drivin' DX". This work still continues to this day as the first game in "Need for Speed". In addition to that, there was a motorcycle race game for the 3D0 called "Road Rush", and you could get hit by metal pipes or kicked by your opponent causing traffic accidents, which made the contents [of this game] full of violence! That also really shocked me. (Mana)
The picture in this one is really cool, isn't it?
By the way,
the picture above I posted of myself is my new coordinate for the Holy Angel print!
I also have a full coordinate shot.
Unfortunately the picture isn't particularly good quality but its all I could do for right now.
A few days after buying the JSK I ended up going back to Moitie and getting a new blouse because I had nothing to match it. When I was at the shop I was really pressed for time and someone else was in the dressing room, so I bought the blouse on a whim.
I was extremely nervous because I wasn't sure if it would actually look good with the dress but as it turns out, it makes a perfect combination! The top of the blouse is sort of a mesh material that balances out the JSK.
When I was younger I used to not worry too much about how different Moitie pieces matched together, but I've found through the years I've become a little bit more style conscious so I tend to hunt down items and consider the material type and structure of clothing articles to create the right image I'm going for.
So as a result, I think I'm now happy with what I have to coordinate a white x gold dress.
Its also perfect for summer!
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