"Chase me, chase me; catch me catch me." Steve MacGill tries to give his little red car a turbo-boost and overtake the competition.

There's not enough grunt, flair, or ground-breaking performance in this new top-down racing game from Arcane for it to seriously challenge the, undoubtedly deserved, top-grid positions of Super Skidmarks, Micro Machines and Roadkill.

It is capable, though, of gaining points against the other games' weaknesses, with the exception of Super Skidmarks. An area that lets it gain vital percentage points in the race toward a high score.

Take Micro Machines. While undoubtedly a revered classic, the traction of the cars feels just that little bit too slippy-slidey for complete comfort; a problem that's dogged just about every Codemaster's top-down racer, from Formula One Grand Prix simulator on the Spectrum onwards.

Not so with Turbo Trax. The guys at Arcane have taken a lot of time to get this bit just right. And it shows. The cars are responsive and provide just enough slip-differential feedback for the label of 'intuitive control system' to apply. But the ground gained with the controls is rapidly lost when the options available for multi-player fun are considered.

Other than a serial link - an area I'll come back to - no other options exist to play against another human. It's here that Micro Machines excellent 'chase me, chase me; catch me, catch me' frivolousness gives it the turbo-boost needed to keep it way in front of Arcane's challenge.

Even HypeRace, a top-down PD racer reviewed in AF70's PD Select, splits the screen so that four human players can take part at the same time. Turbo Trax is solo-fare only in this respect. A shame, and a deficiency that could be detrimental to sales.


How Turbo Max compares to...

SUPER SKIDMARKS
Outclassed all round in terms of technical innovations, such as hi-res with AGA machines, split screens and the legendary Super Panoramic View.
MICRO MACHINES
Better traction than the Codies effort, but not enough scope for fun and reckless frivolousness. No baked bean obstacles, or truly bonkers backdrops.
ROADKILL
Serial link is an immediate advantage, but the lack of reactive atmospheric sound and weaponry makes it less absorbing than Vision's racer.

Head-to-head with RoadKill, Trax fares little better than it did with Micro Machines. The combination of reactive atmosphere, enhancing speech, music, weapons, carnage, and hi-octane destruction, accelerates RoadKill into a different racing-stratosphere.

Turbo Trax offers rudimentary SFX or music. There is some speech, but it's for information rather than offering encouragement á la RoadKill style: Trax has "Last Lap" and "Turbo!"; RoadKill has the growlingly grungy, "Go for the Super Jackpot" and "Take his life", followed by a few stirring rock and roll chords when the goal has been achieved.

The only saving graces of Trax when up against RoadKill is that it offers more than double the number of tracks - 25 versus 12 - and has a serial link option which, at least, ensures human contact if the requisite equipment is available.

On the positive side, then, there's nothing really bad about the game. It's attractive graphically; handles well; offers racing practice and time trialling on any of the 25 circuits; is fiendish, but not unconquerable in the difficulty department; and supports a serial link for dual-player competition.

On the negative side, there are areas where the charge of "could do better" applies. All of the corners consist of 90 degree bends, so a lack of variety exists in the structure of the circuits. Imagine owning a Scalextric set where this was true. Boredom would quickly set in.

Collision with other cars can be frustrating when, by rights, they should be pushed out of the way - particularly true when a car shuts the door on a bend and the player's car hits it. Rather than knocking it off its line and giving the player an advantage, damage and deceleration are experienced. Frustrating.

In all, Turbo Trax is competent and enjoyable to play. But it's not outstanding enough to make it an essential purchase.

Publisher Arcane Entertainment
Price £29.99
Versions A500/600/1200
System requirements 1Mb
Release date Early August

Graphics 8 out of 10
Street-racing sections are wonderful. The others are pretty enough.
Sound 7 out of 10
Solid, competent chassis and body work provides adequate feedback.
Addiction 8 out of 10
Yes. Sense of achievement at winning or attaining a place in the race provides impetus to continue.
Playability 7 out of 10
90 degree bends and one set difficulty-level lets this side down.


Overall verdict Nothing's on show that hasn't been done before. Link option provides interest for true competitors - but true racing oficionados will find the game too limited.

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