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.
![]() Outclassed all round in terms of technical innovations, such as hi-res with AGA machines, split screens and the legendary Super Panoramic View. |
![]() Better traction than the Codies effort, but not enough scope for fun and reckless frivolousness. No baked bean obstacles, or truly bonkers backdrops. |
![]() Serial link is an immediate advantage, but the lack of reactive atmospheric sound and weaponry makes it less absorbing than Vision's racer. |
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.
Price £29.99 Versions A500/600/1200 System requirements 1Mb Release date Early August
Graphics 8 out of 10
79% |