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==Development== |
==Development== |
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[[File:Famicom-3D-System.jpg|thumb|right|''Rad Racer'' was developed with the Famicom 3D System in mind<ref name="lane" />]] |
[[File:Famicom-3D-System.jpg|thumb|right|''Rad Racer'' was developed with the Famicom 3D System in mind<ref name="lane" />]] |
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The main reason for the game's development was that Square owner [[Masafumi Miyamoto]] wanted to demonstrate newly hired [[Apple II]] programmer [[Nasir Gebelli]]'s 3D programming techniques.<ref name="Next Generation p. 89" /> The game was the second game by Square that used anaglyph-based 3D.<ref name="savage" /> Two game programmers had just departed Square as Gebelli was hired, so he began programming the game by himself.<ref name=shortinterview>{{Cite web|url= https://www.gamasutra.com/view/news/294330/Watch_John_Romeros_90s_chat_with_Nasir_Gebelli_about_coding_Final_Fantasy.php|access-date=July 14, 2021|date=March 22, 2017|publisher=Gamasutra|title= Watch John Romero's '90s chat with Nasir Gebelli about coding Final Fantasy|first=Alex|last=Wawro}}</ref> Gebelli |
The main reason for the game's development was that Square owner [[Masafumi Miyamoto]] wanted to demonstrate newly hired [[Apple II]] programmer [[Nasir Gebelli]]'s 3D programming techniques which he had previously used developing games for Apple computers.<ref name="Next Generation p. 89" /><ref name=hawaii/> The game was the second game by Square that used anaglyph-based 3D, both of which Gebelli worked on, and the knowledge gained from the ''[[The 3-D Battles of WorldRunner]]'' assisted in the development of ''Rad Racer''.<ref name="savage" /><ref name=hawaii/> Two game programmers had just departed Square as Gebelli was hired, so he began programming the game by himself.<ref name=shortinterview>{{Cite web|url= https://www.gamasutra.com/view/news/294330/Watch_John_Romeros_90s_chat_with_Nasir_Gebelli_about_coding_Final_Fantasy.php|access-date=July 14, 2021|date=March 22, 2017|publisher=Gamasutra|title= Watch John Romero's '90s chat with Nasir Gebelli about coding Final Fantasy|first=Alex|last=Wawro}}</ref> Gebelli remained in Japan to figure out how to create realistic background movement of the games scenery while the rest of Square was on vacation in Hawaii.<ref name=hawaii>{{Cite web|url= https://m.youtube.com/watch?v=QJhZ0guRPdM|access-date=July 14, 2021|title=Episode 4 - Nasir Gebelli - Part 2 of 3|website= Apple Time Warp Podcast|date=May 20, 2018|first=John|last=Romero}}</ref> |
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Game developer [[Takashi Tokita]] worked on ''Rad Racer'' with Gebelli, alongside developer [[Hiromichi Tanaka]] and artist [[Kazuko Shibuya]] who had previously worked on ''[[The 3-D Battles of WorldRunner]]'' with Gebelli.<ref name="dimensions" /><ref name="shmup" /><ref name="runner" /> [[Akitoshi Kawazu]] also contributed in the development as his first game under Square. [[Hironobu Sakaguchi]] and [[Akitoshi Kawazu]] both worked on ''Rad Racer'', causing developer ''Koichi Ishii'' to plan for the original ''[[Final Fantasy (video game)|Final Fantasy]]'' by himself briefly.<ref name="solo" /> |
Game developer [[Takashi Tokita]] worked on ''Rad Racer'' with Gebelli, alongside developer [[Hiromichi Tanaka]] and artist [[Kazuko Shibuya]] who had previously worked on ''[[The 3-D Battles of WorldRunner]]'' with Gebelli.<ref name="dimensions" /><ref name="shmup" /><ref name="runner" /> [[Akitoshi Kawazu]] also contributed in the development as his first game under Square. [[Hironobu Sakaguchi]] and [[Akitoshi Kawazu]] both worked on ''Rad Racer'', causing developer ''Koichi Ishii'' to plan for the original ''[[Final Fantasy (video game)|Final Fantasy]]'' by himself briefly.<ref name="solo" /> |
Revision as of 06:01, 14 July 2021
Rad Racer, released in Japan as Highway Star[a], is a racing game developed and published by Square for the Nintendo Entertainment System (NES) in 1987. In this game, players drive a Ferrari 328 or a generic Formula One racing machine through a racecourse. The game was released in North America and Europe months after its debut. The title became well known for being one of two titles from Square that made use of stereoscopic 3D, which was made possible by wearing a pair of anaglyph glasses. Square president Masafumi Miyamoto initially conceived the game as an opportunity for developer Nasir Gebelli to demonstrate his 3D programming skills. Gebelli developed, and often drew by hand, the graphics for the game's 3D mode.
The game sold half a million copies and is considered one of the best racing games on the NES, but it was criticized as being derivative of other racing games from the period. Reviewers made many comparisons to the arcade game Out Run, though Rad Racer was better in some ways, including a greater sense of speed. The game appeared in the 1989 film The Wizard and was one of three games to feature a unique competition course in the 1990 Nintendo World Championship.
Gameplay
![](https://upload.wikimedia.org/wikipedia/en/b/bd/Radracer3D.gif)
Rad Racer is a racing game in which the player races in a "Transamerica" race from the West Coast to the East Coast.[5] The gameplay is sprite-based, and the player controls the car from a "behind the vehicle" perspective.[6] At the start of the game, the player chooses between two types of car to race, either a 328 Twin Turbo or an F1 Machine, though both cars perform exactly the same.[7] The objective is to complete eight driving stages of varying skylines, environments, and locations, including Los Angeles, San Francisco, and Athens.[7][8] Competitors' vehicles get faster as the stages progress and include Volkswagen Beetles to Ferrari Testarossas.[8] The player's car can accelerate to 100 km/h, which turbo can then be activated to accelerate to a maximum of 255 km/h.[8][9] The player can brake, steer, and change the background music while driving.[9] Hitting any obstacles or other cars may cause the player's vehicle to flip and crash.[7] Players have a limited amount of time to reach the next "checkpoint" in the course, which is indicated by a checkered flag; passing the flag adds additional time or may signal the end of the course. Players have a simulated dashboard that contains a progress bar, speedometer, tachometer, score, and time remaining.[10] Unlike in Out Run where the game ends immediately, when time runs out, the player's vehicle coasts and decelerates down to 0 km/h before the game ends, giving the player an extra five to ten seconds to possibly reach the next checkpoint.[11]
Players can activate a 3D mode during play by pressing the "Select" button and wearing 3D glasses.[6] Players could also use the Power Glove to control their vehicle.[12] The game was also compatible with the Famicom 3D, an accessory to the original Famicom released in Japan that utilized LCD "shutter glasses" to simulate 3D.[13]
Development
![](https://upload.wikimedia.org/wikipedia/commons/thumb/2/20/Famicom-3D-System.jpg/220px-Famicom-3D-System.jpg)
The main reason for the game's development was that Square owner Masafumi Miyamoto wanted to demonstrate newly hired Apple II programmer Nasir Gebelli's 3D programming techniques which he had previously used developing games for Apple computers.[15][16] The game was the second game by Square that used anaglyph-based 3D, both of which Gebelli worked on, and the knowledge gained from the The 3-D Battles of WorldRunner assisted in the development of Rad Racer.[17][16] Two game programmers had just departed Square as Gebelli was hired, so he began programming the game by himself.[18] Gebelli remained in Japan to figure out how to create realistic background movement of the games scenery while the rest of Square was on vacation in Hawaii.[16]
Game developer Takashi Tokita worked on Rad Racer with Gebelli, alongside developer Hiromichi Tanaka and artist Kazuko Shibuya who had previously worked on The 3-D Battles of WorldRunner with Gebelli.[19][20][21] Akitoshi Kawazu also contributed in the development as his first game under Square. Hironobu Sakaguchi and Akitoshi Kawazu both worked on Rad Racer, causing developer Koichi Ishii to plan for the original Final Fantasy by himself briefly.[22]
Though Gebelli found the work challenging, he was able to simulate the moving road in what Tokita described as a "tricky" bit of programming. [18][19] To make the roads look like they were turning in 3D on a typical television, most of which at the time used cathode ray tubes, the developers integrated scrolling by individual scanlines.[21] Final Fantasy III used this method to create game effects for the enemy Odin.[21] Since the game was not programmed to display single sprites but was drawn line by line, Gebelli came several times a week memorizing Shibuya's instructions on how the courses should be drawn. Shibuya would point out how many pixels and what color the lines had to be to create roads to Gebelli.[20] Square produced six different versions Rad Racer for different regions to accommodate the different 3D viewing systems needed if players were using either a typical television or the Famicom 3D System and a different version required for the PAL region.[23] At the time, programmers usually worked on games individually, which Tokita described having someone to work with as an asset.[19] Tokita designed and wrote the program for the billboards that appear in the game.[14] Tokita also made all four levels "by hand", and during the process, he learned that the middle two levels shared assets, which saved time and memory.[14] Shibuya worked on the character sprites in which Final Fantasy developer Koichi Ishii stated that the sprites of 3-D Battles of WorldRunner and Rad Racer typify Kazuko Shibuya’s pixel art style.[22] Akitoshi Kawazu’s designed the Rad Racer's ending that indicated with dots how far the player's progress.[24]
Reception
Rad Racer was met with favorable reviews, enjoyed commercial success, and sold over half a million copies.[15][26] It also ranked 8th on Nintendo Power's player's poll Top 30.[27] Famitsu praised the sense of speed but felt the game was a bit monotonous.[25] Japanese publication Family Computer Magazine applauded the variety of game landscapes found in different levels.[28]
Retrospective reviews gave the title a more mixed reception. In their article The History of Square, GameSpot conceded that "Rad Racer bears more than a passing resemblance to Out Run," but went on to say that "it's more than just a clone" and credited the game with "effectively convey[ing] the proper sense of speed."[29] Though the 3D effect created some sense of depth to the gameplay, it was hindered by a pronounced screen flickering.[29] The article concluded that the game "stands on its own as a fine racing game."[29] IGN states in their retrospective that the games' simplicity and "race or die" focus make it one of the best racing games of its time.[6] They also mentioned how the power glove does not improve player control, though the experience was still fun.[6] Hardcore Gaming 101’s retrospective praised the game's sense of speed and arcade levels of difficulty but criticized it for lack of personality and incorrect collision physics.[11][7]
Rad Racer was ranked number 57 on IGN's Top 100 Nintendo Entertainment System games and was called "iconic" and one of the NES's premier racing games.[12] Maxim named the title as the number four 8-bit title of all time.[30]
Legacy
Due to most of Rad Racer's sales were from the United States, Rad Racer II was developed and released only in North America for the NES and the arcade.[26][31][29] The sequel featured eight new tracks and new music but similar gameplay.[32] Hardcore Gamer 101 said that steering was looser than the first game and rival cars more aggressive, leading to a less enjoyable playing experience.[26]
Despite the efforts of Square to make unique games with 3D features such as Rad Racer and 3-D Worldrunner, and high sales, the company was in financial trouble.[33] These events are what led to a final attempt at a breakout hit, Final Fantasy.[33]
Rad Racer appeared in a scene in the movie The Wizard.[34] Rad Racer was also one of three games, including Super Mario Bros. and Tetris, featured at the 1990 Nintendo World Championship with an exclusive racing level to complete as one of the rounds of competition.[35] The limited-edition release of the game's cartridge used in the tournament is now the rarest and most valuable Nintendo games available.[36]
References
- Notes
- Citations
- ^ "Recent Nintendo Releases". Insider's Guide to the Nintendo World Championships 1990. Minoru Arakawa. p. 6. Retrieved July 7, 2021.
- ^ a b "Rad Racer (NES) (1987)". Nintendo Life. January 1, 2021. Retrieved July 6, 2021.
- ^ Barder, Ollie. "Hironobu Sakaguchi Talks About His Admiration For 'Dragon Quest' And Upcoming Projects". Archived from the original on June 15, 2017. Retrieved May 16, 2020.
{{cite web}}
:|archive-date=
/|archive-url=
timestamp mismatch; July 15, 2017 suggested (help) - ^ Fletcher, J.C. (June 17, 2016). "Square Enix offers chance to meet Nobuo Uematsu in London". Retrieved May 12, 2020.
- ^ Nintendo staff (1987). Rad Racer Instruction Manual. Nintendo of America. p. 2.
- ^ a b c d Harris, Craig (July 15, 2010). "Legacy Games for Nintendo 3DS". IGN. Archived from the original on June 18, 2013. Retrieved March 5, 2013.
- ^ a b c d Foster, Neil (November 19, 2017). "Rad Racer". Hardcore Gaming 101. Archived from the original on October 29, 2019. Retrieved May 12, 2020.
- ^ a b c Baker, Christopher Michael. "Rad Racer - Overview". Allgame. Archived from the original on December 10, 2014. Retrieved January 30, 2010.
- ^ a b Nintendo staff (1987). Rad Racer Instruction Manual. Nintendo of America. p. 4.
- ^ Nintendo staff (1987). Rad Racer Instruction Manual. Nintendo of America. p. 5.
- ^ a b Peeples, Jeremy (August 2, 2013). "Graveyard: Rad Racer". Hardcore Gamer. Archived from the original on September 29, 2017. Retrieved May 13, 2020.
- ^ a b Levi Buchanan. "57. Rad Racing". IGN. Archived from the original on October 19, 2009. Retrieved March 4, 2013.
- ^ Plunkett, Luke (April 30, 2010). "Nintendo's First 3D Technology Shot A Spaceship at Mario's Face". Kotaku. Retrieved May 12, 2020.
- ^ a b c "Square Enix's Rad Racer could be the 3DS's next 3D Classic". gamesTM. Archived from the original on June 12, 2015. Retrieved May 12, 2020.
- ^ a b ""The Man Behind the Fantasies"". Next Generation. No. 50. Imagine Media. February 1999. p. 89, 90.
- ^ a b c Romero, John (May 20, 2018). "Episode 4 - Nasir Gebelli - Part 2 of 3". Apple Time Warp Podcast. Retrieved July 14, 2021.
- ^ Marchiafava, Jeff (July 1, 2010). "A Look Back at 3D Console Gaming". Game Informer. Archived from the original on August 26, 2019. Retrieved May 12, 2020.
- ^ a b Wawro, Alex (March 22, 2017). "Watch John Romero's '90s chat with Nasir Gebelli about coding Final Fantasy". Gamasutra. Retrieved July 14, 2021.
- ^ a b c Jeriaska (April 28, 2011). "Interview: Serializing RPG Storylines On Final Fantasy Legends". Gamasutra. Archived from the original on February 26, 2018. Retrieved May 12, 2020.
- ^ a b 4Gamer (March 1, 2013). "Kazuko Shibuya – Square Developer Interview". Shmuplations.com. Archived from the original on May 18, 2016. Retrieved May 13, 2020.
{{cite web}}
: CS1 maint: numeric names: authors list (link) - ^ a b c "Final Fantasy III 30th Anniversary Special Interview Vol.1". Square Enix. April 27, 2020. Archived from the original on May 8, 2020. Retrieved May 13, 2020.
- ^ a b "Final Fantasy III 30th Anniversary Special Interview Vol.2". Nintendo. May 1, 2020. Archived from the original on May 10, 2020. Retrieved May 13, 2020.
- ^ Szczepaniak, John (February 1, 2018). The Untold History of Japanese Game Developers. Vol. 3. SMG Szczepaniak. p. 212.
- ^ Parish, Jeremy (January 1, 2010). "What's the Deal with Square Enix's Akitoshi Kawazu?". 1UP.com. Archived from the original on September 21, 2013. Retrieved May 12, 2020.
- ^ a b c "NEW GAMES CROSS REVIEW: ハイウェイスター". Famitsu (in Japanese). No. 27. ASCII Corporation. July 10, 1987. p. 15.
- ^ a b c Kalata, Kurt (November 19, 2017). "Rad Racer II". Hardcore Gaming 101. Archived from the original on October 30, 2019. Retrieved May 12, 2020.
- ^ ""Player's Poll Top 30"". Nintendo Power. Vol. 1, no. July/August 1988. Nintendo of America.
- ^ 和書 (June 16, 2005). "6月16日増刊号特別付録 クロスレビュー優良ソフトパーフェクトカタログ 上巻". Family Computer Magazine (in Japanese). 1. Enterbrain: 8.
- ^ a b c d Skyler Miller (2002). "The History of Square". GameSpot. Archived from the original on April 13, 2010. Retrieved May 11, 2006.
- ^ Sciarrino, John (August 1, 2016). "Here are the greatest 8-bit video games of all time". Maxim. Archived from the original on July 28, 2017. Retrieved May 13, 2020.
- ^ "Rad Racer II". Arcade Museum. Archived from the original on August 2, 2017. Retrieved May 13, 2020.
- ^ "Rad Racer II". Square Enix. Archived from the original on August 5, 2012.
- ^ a b Fahs, Travis (June 26, 2009). "IGN Presents the History of Final Fantasy". IGN. Archived from the original on June 18, 2013. Retrieved March 5, 2013.
- ^ Baker, Levi Buchanan. "The 90-Minute Super Mario Bros. 3 Commercial". IGN. Archived from the original on June 18, 2013. Retrieved March 4, 2013.
- ^ Grubb, Jeff (April 21, 2014). "NES Remix 2 is great for players who bring the right memories (review)". Venture Beat. Archived from the original on January 11, 2019. Retrieved May 13, 2020.
- ^ Machkovech, Sam (August 8, 2019). "$13,000 NES cartridge found at the bottom of a Safeway sack". Ars Technica. Archived from the original on March 16, 2020. Retrieved May 13, 2020.