![]() On top of this, Crave is promising the inclusion of all new test tracks, as well as the ability to custom create your own courses. and as would be the case in real life, you get between sections of the course by taking various interchanges and off-ramps. In the game's free run mode, you travel about this course freely, searching for rivals you'd like to challenge in a race. It's an entirely different feel from the claustrophobic course of part 1, and best of all, the entire course from part 1 is embedded as a tiny section of the new map (it's the section in blue, pointed to by the arrow). Most of the new areas are a lot wider - you seem to be on a four lane highway rather than a two lane one. Also clear in the map are features such as intertwining roads and junctions, but what's not shown is the newly added variety to the new sections of the course. Whereas TXR1 had you driving about on a 30km stretch of highway, the sequel gives you a full 180km - the difference shown clearly in the map below. The sequel looks to continue the tradition, with your returning to the great Tokyo Highway, but this time, although still by yourself, you're not limited to the same tiny stretch of road. It was you and yourself as a thug amongst thugs on a digital replica of the Tokyo Highway, challenging various rivals to a race, then speeding past unknowing traffic in an attempt to be determined racing king. TXR1 was all about intermixing the fighting and racing genres, giving cars, of all things, a life bar. Ask yourself this: did you love yourself some Tokyo Xtreme Racer? Chances are, the answer is yes, as Japanese Developer Genki and US publisher Crave unleashed a gem on the public as the Dreamcast launched in America on 9/9/99, a title which managed to do something different with the been there, done that racing genre. Check back soon for new versions.Īhh, Tokyo Xtreme Racer. NOTE: The videos we posted were giving some readers problems, so we removed them. It's looking like, with these fix ups, TXR2 may end up being the system's finest racer this holiday season (although Sega GT and F355 Challenge are going to give it some competition). ![]() This is, of course, in addition to all the other movies we have from the Japanese version. The game is due to release in just a few weeks, and to get you hyped up, we've added a few new screens of the English version, as well as two high res movies. Playing around with car settings should be quite easier with this less harsh allocation system. The costliest tires are only 3,000C, with stickers costing a mere 8C. Remember how some of the Class A cars in the Japanese version cost over 300,000C? We haven't seen a single car over the price of 100,000C in the US rev. But fear not - all cars and parts cost much less. You seem to earn less money for every race. One subtle change that may go unnoticed to American gamers is the newly revamped money system. Clearly, all Genki needed was just a bit extra time and they could've given Japanese gamers a shiner product. You'll also find that the load times have been cleaned up just a bit, for anything from selecting your car, to moving between menus after having seen a replay. The camera still goes a bit wild, passing through cars and what not (although the movement is so quick that it almost looks cool), but the glitchiness at the start of replays seems to be gone. The replays are no longer as glitchy as the Japanese counterpart. There are also a few additional areas that have been cleaned up. While it's possible that faster cars may end up bogging the engine down, it's obvious that Genki has made the graphics engine more robust. We took our cheap start-out car for a drive through the Ginza district, and even when taking harsh turns and passing through multiple cars of traffic, the game kept a consistent frame rate. What we have noticed after a few races and a couple of hours with the quest mode is a remarkable improvement in overall polish.įirst off, the slowdown has been pretty much eradicated. Crave promised to fix all the known bugs in the game, and while we haven't played the game enough yet to have actually encountered any of the bugs, we'll take their word for it. If you've kept up with the news on this title, you know the import was full of problems, ranging from fatal bugs to slowdown issues, to just overall glitchiness. That's not to say Crave has given us a speedy speedy conversion of the Japanese title - that's thankfully not the case.
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