Showing posts with label ps1. Show all posts
Showing posts with label ps1. Show all posts

04/08/2018

FELONY 11-79 / RUNABOUT (PS1)

To paraphrase legendary TV and radio host Alan Partridge – crash, bang, wallop, what a videogame! Strap yourself in and double - nay, triple – check your airbags, because it’s time for automotive insanity in Climax Entertainment’s 1997 Playstation Indiana-Jones-on-wheels-em-up Felony 11-79!


I did check whether “11-79” marks an appropriate section of the US Penal Code and as far as I can tell it does not. However, policecodes.net (which I’m sure is a totally accurate source for such information) claims that 11-79 is the radio code for “traffic accident, ambulance dispatched” and that definitely is appropriate for this game. I still don’t think Felony 11-79 is a great title, mind you. It implies that the police will be more involved than they are. The game’s called Runabout in Japan, which is an even less accurate title. “Runabout” brings to mind the cars that little old ladies use to tootle down to the shops in. So what would I have called this game? I dunno, Drive Fast and Crash a Lot or: How I Learned to Stop Worrying and Love the Pavement? Sure, let’s go with that.


I played Felony 11-79 a bunch when I was younger, but I’d completely forgotten that it has a plot, which is narrated by someone who really should be hosting a knock-off Outer Limits-type anthology show. You see, in the sixteenth century an explorer found an ancient city of riches, including one mysterious casket that cannot be opened even though it’s modern times now and we’ve got pneumatic drills.


The casket ends up in the possession of businessman Albert Brookmond IV, who looks a bit like a rejected design for the final boss in an SNK fighting game. You could just imagine him attending the same gentleman’s club as Geese Howard and Rugal Bernstein. Brookmond discovers that there are three keys needed to unseal the casket and claim the treasure within – a jade statue, some golden wings and a silver staff.


That’s where you, Mr. Runabout, come into it. The mysterious driver is hired by Brookmond to retrieve the keys on the basis that “he’s feared in the business world for his ruthless pursuit and disregard for the law.” I can’t help but notice that there’s no mention of his driving skills.


Felony 11-79 is a driving game, where you drive from one end of a semi-linear course to the other as quickly as possible… although there’s more to it than that, as we shall see. It’s definitely a straightforward game, though. The first mission is Down Town, a mixture of city streets, beachside highways and mountain tunnels. You goal is to “Steal the Jade Statue and run for it!” which tells you how much planning has gone onto this heist.


First you’ve got to select your vehicle, each of them with different strengths and weaknesses, including, y’know, strength and weakness. You start out with five vehicles that cover a decent variety of types, from this pick-up to a moped and a Mini. Given that it’s called the DRM I assume this truck is supposed to be a Dodge Ram, and it’s the Runabout series’ signature vehicle. I won’t be driving that for this first mission, though. In an attempt to stick to a middle ground between speed, handling and durability I’m going with the (I guess a BMW) 318. It’s the most average vehicle, so I’m not sure why the 318 isn’t the series’ lead vehicle. If cartoon and videogame have taught me anything it’s that the leader is usually the most average member of the team.
Right then, so how are we going to steal this statue? Sneak in during the dead of night? Grapple up to the roof, disable the laser grid, blow the safe with C4?


Or just crash straight through the front of the antiques store and grab the bloody thing. That’ll work too. This way you don’t have to worry about your driver getting spooked and leaving you at the scene of the crime. It’s genius, really.


Take me down to the polygon city, where the textures warp and the cars are blocky. Okay, so Felony 11-79 might not be the most visually elegant game on the PS1, but if you’re playing the game properly you should be travelling fast enough that the graphics are hardly important.


Controls-wise, Felony 11-79 is about as basic as this kind of game can get. You can accelerate, brake and steer, with a separate button for reversing. Some cars have manual transmission, so you’ll need to use the shoulder buttons to change gears in that case… and that’s about it. There’s not much in the way of special drifting techniques and no special items or weapons, just driving. And crashing. That happens a lot. Oh, and picking up object! Can’t forget that. If you look at the minimap in the screenshot above, you’ll see some red dots representing sticks of dynamite that you need to drive over and collect because later on in the stage there’s a barrier that cannot by knocked down simply by driving right into it at 100 miles an hour. Don’t worry, that tactic is viable in a lot of other places.


The dynamite is scattered across Chinatown, so you’ve got to pick your own route through the twisting streets while avoiding obstacles. Or not avoiding obstacles, if that’s your thing. You get cash for crash in this game, with each collision rewarding you a chunk of change depending on the value of the item you’ve just wrecked, from $15 for a traffic cone to a million bucks for the player who’s willing to drive into a subway train. We’ll get on to the subject of money later, but beware: crashing into things also damages your car, and if the damage bar at the bottom of the screen fills all the way up it’s game over.
Felony 11-79 also handles the visuals of crashing in a way that feels pretty unique for the time. Rather than just showing your car from behind all the time, when you crash the camera takes a more cinematic bent, showing the carnage from a variety of different angles. Does this make it more difficult to orient yourself after a crash, especially a crash that makes your car spin across the road wiping out street furniture like the Incredible Hulk leaving his local after kicking out time? Yes, it does. But it also feeds into the idea of "cinematic," movie-style getaway driving, which is kinda what Felony 11-79 is all about.


Having collected all the dynamite and travelled along the palm-fringed seaside road, we reach Private Place Michael. The gates are car-proof but not dynamite-proof. I suspect this is true of a lot of security gates in high-security luxury compounds, although if Michael really wanted to keep his place private he probably shouldn’t have built it right in the middle of a coastal highway.


Once you’re past Michael’s place, the stage is all about pure speed, with wide-open roads and fewer obstacles so you can focus on maintaining a high top speed without scraping up against the canyon walls or crashing into a petrol station. Technically the police are chasing you during this section, but if you’re driving anything but the very slowest vehicles (such as the moped) they never get close to catching you – and if you are on the moped you can get the police cars to ram you from behind. This does damage your vehicle, but it also instantly propels you from about 50 miles an hour to over one hundred and that can be helpful in its own way. Unless you’re facing a wall, of course.


Pedestrians cannot be run over. They scream a lot, but they run out of the way and you can’t hit ‘em, not even when you take a shortcut by driving straight through the lobby of this hotel. It might look like this giant waiter has become embedded within my car, but it’s just where I happened to take the screenshot. Give that waiter a raise, he’s manage to keep his drinks tray perfectly level even as a car smashes through his place of employment


After some more highway driving I reached the goal. The pursuing police cars could not stop in time, crashed into a row of uncommonly sturdy oil drums and exploded. The jade statue is now in our “hero’s” possession. Michael is presumably on the phone with the insurers of his Private Place and I managed to reach the end of the stage without my car exploding. Well, apart from when I filled it with dynamite and rammed that gate, but you know what I mean. I suppose that means it’s time to move on to stage two.


The second course is Sea Side, a sunset jaunt along, well, another coastal highway. There are a lot fewer urban areas in this one but consequently more traffic, so I decided to take the more nimble Mini out for a spin. A literal spin, given my driving skills and my panicked swerving as I tried and failed to avoid crashing into this toll booth.
The goal of this stage is to steal the silver wings, which are inside a limousine that’s driving towards you from the other end of the map. You’ll generally meet the limousine in the middle of the stage.


Yep, there it is. To steal the golden wings, you have to tail the limousine at a distance that doesn’t arouse suspicion until the driver stops for a break, at which point you can slowly drive up and grab the item in question.
No, I’m kidding, you crash into the limo. Head-on, if possible, because if you miss you’ll have to waste time turning around and chasing the limo down and the Mini is hardly the fastest car in the game, so every second counts.


After grabbing the wings, presumably while shouting “yoink!” through a mouthful of shattered glass and scraps of airbag, the stage once again becomes a race to the finish.
So far I’ve been talking about how Felony 11-79 works but it’s time to discuss how it feels, and the answer to that is, in my opinion, it feels great. I kinda love this game, honestly. It’s fast, extremely hectic and utterly unconcerned with anything approaching reality. It’s pure arcade-style action from start to finish, all wrapped up in a madcap shell of campy voice samples, wobbly pedestrian sprites that look like electrified inflatable tube men and pinball-inspired crash physics. The driving itself is definitely what you’d describe as “unpolished,” but either through design or happy accident this only serves to compliment the game’s theme of driving like a maniac.



A special mention has to go to Felony 11-79’s soundtrack – a collection of surf rock tracks performed by Japanese band the Surf Coasters. It turns out that the urgent guitar work and occasional organ riffs of surf rock is the perfect accompaniment to this kind of driving game. Who knew? Maybe I’m a little biased because I like surf rock in general, but I’d still say that the soundtrack is one of Felony 11-79’s strongest features.


Here you can see me attempting to take one of the game’s many shortcuts. I swear, the bridge looked a lot less raised when I started driving towards it. I was hoping to be able to leap over the partially-open bridge and save some time, but alas. Now I know it’s there, though, and that’s a big part of the fun of Felony 11-79: finding all the alternate routes and shortcuts, of which there are plenty. If you go back to the previous screenshot you can see that I had a choice between a longer route, or a shorter path that can be faster, assuming you’re good enough to navigate through the large amount of other road vehicles. Good job I decided to bring the Mini, then. Felony 11-79 is at its best during these kinds of sections, where you've got a good turn of speed and you're slaloming between obstacles and smashing through billboards. It all comes together in a viscerally satisfying way, as all the most enjoyable racing games do when you squeeze through a dangerous shortcut.


Stage complete, and golden wings acquired. The police cannot stop our mysterious driver. Not with threats of legal punishment, not by chasing him down and not even by physically blocking the road. I don’t know what that cop at the top thinks he’s going to do; beat our car to a halt with his truncheon? His superior officer must be near by and he’s just trying to look busy.


After clearing the first two courses, you unlock the third and final stage: Paris. That’s right, there are only three courses in Felony 11-79. It’s a very short game… if you’re just trying to get to the ending. There’s more to the game than that, though. As mentioned, there are plenty of hidden shortcuts to find, and you can always try to beat your high scores: there’s even a separate time trial mode. Plus, there are a bunch of extra cars to unlock, ranging from more powerful “normal” vehicles and rally cars to more interesting offerings like a city bus, a remote controlled car and a goddamn tank. The extra cars are unlocked in a variety of ways; sometimes by just clearing a stage, or by racking up a certain amount of cash by crashing into lots of things. Some are less easy to unlock, like the ones that require you to finish a stage without taking any damage. I regret that I will not be able to show you any vehicles unlocked via that method. Getting through a Felony 11-79 course with no damage is like trying to get through your friends’ Facebook feed without the feeling the existential dread that everyone is doing way better than you.


Back to France, and the mission has a slightly unusual set-up this time. You’ve got to find the silver staff, which is hidden in a statue. Crash into the statue to get the staff, naturellement. However, you also have to hit a telephone booth in order to summon your extraction helicopter, and the phone booths are everywhere. You can see a bunch of them on the map here, often placed in awkward, out of the way places, and the first time through this stage I wasted a bunch of time travelling backward to investigate these dots in case one of them was the statue. As it turns out, you can just ignore them and hit a telephone booth much later in the stage.


The statue is actually located at the far end of the game’s trickiest section: a maze-like warren of twisting paths and dead ends full of Parisian glamour and smashable flowerpots that don’t half slow your car down. It’s a nightmare to navigate at any kind of speed.


Good job you can avoid it by driving into the tunnels of the Paris Metro, really. Of course, getting your car back out of the subway is tricky, but it’s still faster than than negotiating Labyrintheville.


There’s one other major drawback to travelling via the subway, of course. Can’t argue with one million dollars, I suppose, but hitting the subway car did seem to ram me five hundred meters back the way I came, as you might expect. Swings and roundabouts, as they say.


I’ve found the statue and obviously I crashed into it, so now all I need to do is hit a phone box and dash towards the docks where the helicopter will be waiting to pick me up. From here it’s mostly smooth driving – and the opportunity to drive through a river, if you like – until you reach the docks.


Unfortunately some inconsiderate fool built a supermarket right in front of the docks, and you must drive through it to reach the goal. I imagine the driver is used to this. He didn’t bother getting out of his car to steal the priceless artefact, so why would he do so when he’s stocking up on toilet roll and chocolate biscuits? I can just see him blasting through Aldi, hanging a basket out of the window to scoop up tins of hlaf-price chicken soup.


Away I go, carried off in a shipping container that I hope someone thought to poke breathing holes into. That marks the end of Felony 11-79’s story mode; a mode that ended too soon. I was having a lot of fun with it, and I wish the game did have more courses. Oh well, we’ve got the ending to look forward to, at least.


It’s not a long ending. The keys are assembled, Albert Brookmond IV opens the casket and immediately gets his face melted off, Raiders of the Lost Ark style. The casket is shown to be full of gold coins, though, so maybe Brookmond simply wasn't pure enough of heart to receive the trasure within. That hubris, that is.


The driver looks real smug about this turn of events. He must have been paid in advance. Game over!
And what a fun little game it was. Something of a minor hidden gem, I’d say, and quite possibly that most arcade-y videogame I’ve ever played that wasn’t, you know, an arcade game. Felony 11-79 is one of those games that picks one thing to do and does it in a way that’s wholly it’s own, resulting in an experience that’s by no means perfect but which possesses a certain energy, a sense of uniqueness, that I can’t help but find very appealing.


The negatives are significant enough to make Felony 11-79 fall a long way short being a true classic, of course. Technical issues with messy (and sometimes downright ugly) graphics and occasionally frustrating camera twirls can make the game a bit of a pain at times, especially when the random nature of the crashes causes you to lose more time that you ought to because you can’t see how to extricate yourself from the twisted wreckage. The controls can be slippery, and it's surprisingly dificult to get your car driving in a straight line rather than veering across the road. Then there’s the crashes themselves. Smashing into every available object, vehicle and roadside decoration is a big part of Felony 11-79's appeal, but this does mean that the slightest contact triggers a “collision” and the game would play a bit more smoothly if this wasn’t the case and, for example, gently rubbing the side of another car as you pass it didn’t cause it to explode. It doesn’t help that the hitboxes (especially on the cars) feel very big and, well, boxy; I had plenty of crashes where I was sure I’d avoided the obstacle in question but the hitbox decided otherwise.


None of that stops Felony 11-79 being a ton of fun to play, though. Unlocking the secret vehicles gives the game some much-needed extra longevity, and I like how the game’s various meters and scoring systems come together. You need to get to the goal within the time limit, but you might also want to score lots of cash… but your car can’t be allowed to blow up, so you’re playing those three things against each other. You choice of vehicle also factors into this, as you decide whether to take something like the city bus that can ram its way through any traffic jam but isn’t exactly nimble or maybe plump for the Vespa scooter, which is so small it can find extra shortcuts. All this adds just enough complexity to “drive fast” formula to keep Felony 11-79 interesting beyond the initial novelty of playing a driving game that hands out cash prizes for crashing.


In short, I love Felony 11-79 and all its goofy charms. You should give it a try. It’s also got a few sequels, including one on the 3DS, so maybe I’ll check those out at some point. For now, though, I’ll crank up the surf rock and try to get the hang of some of the cars in this game that are manual transmission only. And you though I crashed a lot before.

15/09/2017

STREET SK8ER (PLAYSTATION)

This article’s all about a Playstation skateboarding game. Not that Playstation skateboarding game, though. However, please don’t take the fact that I’m writing about a much less well-known PS1 skate-em-up as proof that I’m purposefully choosing more obscure games to cover here at VGJunk. It’s just that if I tried to cover the Tony Hawk’s Pro Skater games I’d end up playing them for ages and getting nothing else done. Instead, I’m going to get my extreme sports thrills with Atelier Double and Micro Cabin’s 1998 big-air-em-up Street Sk8er!


Street Sk8er has a few names, actually. It was first released in Japan as Street Boarders, before coming to the US and being renamed to the much more “hip” and “urban” Street Sk8er. This was far too x-treme for the staid, reserved palate of European consumers, and so in PAL regions the name was changed again to Street Skater. Then the game was re-released as part of the Japanese “Simple 1500” budget range - the name once more changed to the rather severe-sounding The Skateboard. That’s a lot of different names for one game about rolling down hills on a plank of wood, so let’s hope the game itself contains just as much variety.


On that front, the early signs are not good. There are only two gameplay modes, Tour and Free Skate, and three courses, plus a couple of minigame modes. That doesn’t necessarily make for a bad game, though. How many tracks did Ridge Racer have? Exactly, and that turned out pretty well.


There are also four characters to choose from, each with different ratings in a variety of skateboard-related stats. All the statistics are important for effective skateboarding, but given how likely it is that I’m going to spend my first few attempts at the game constantly slamming into walls I think that I’ll get the most use out of TJ here thanks to his high acceleration stat. Hopefully it’ll allow me to get back into the action that bit more quickly.
The character designs are about what you’d expect for a group of young skate punks, and you get the obvious mix of stat allocations (some slower but easier to handle, others faster but more slippery than a greased eel) with a design philosophy of typical late-nineties skateboarder gear.


That said, Jerry’s shirt is so violently unpleasant that having to look at it means I’ve got a decent case to prosecute him for assault. Also, I know “goofy” in this context means that he rides with his left foot at the back of his board, but that doesn’t mean I can’t chuckle at a character being labelled with “style: goofy” because I'm assuming they shout "oh, gawrsh!" when they fall off their board.


Okay, here we go with the skateboarding. I decided to give Free Skate mode a go so I could get used to the action, and immediate impressions are that it handles just as I was expecting. Left and right to steer, X to jump, hold circle to crouch and build up speed. All very straightforward, with your character having a good sense of momentum when they’re moving: enough that you can’t turn on a sixpence unless you come to a complete stop, but responsive enough to get you where you want to go, especially with a little forward planning. All in all, I think I’m getting the hang of this skateboarding lark and I’ll soon be impressing everyone with my sick moves.


Or perhaps not. Here’s the first ramp I saw, and rather than soaring majestically into the air and doing some kind of flip, I skated right into the side of it. If the commentator’s anguished cry of “medic!” is anything to go by, TJ’s bones now have the consistency of cat litter, but skaters are made of sturdy stuff and he’s soon back on his board, albeit with a -300 point penalty. I think that’s what they mean when they say “adding insult to injury.” Well, the joke’s on them – I didn’t even have any points to lose.


Okay, here we go – I’ve managed to pull off my first trick, a simple grind along the edge of brick planter. Simple is the operative word here, because all you have to do to grind is jump onto the grindable rail at a reasonable angle – that is, not perpendicular – and you’ll be “locked” on to the rail, scoring some points in the process.


Ramps took a bit more figuring out. Obviously you can do tricks off the various ramps and half-pipes that make up the course, but my early issue with the mechanics of doing so were twofold. The first was that it took me a while to realise that simply shooting off the ramp isn’t enough, and you have to manually jump at the ramp’s edge. Then the problem was that I kept holding down the jump button, something ingrained into my muscle memory through years of playing, you guessed it, the Tony Hawk’s games.


Once I’d got it into my thick head that tapping the jump button is the way to go, Street Sk8er’s gameplay clicked into place, and it turns out that pulling off tricks is extremely simple. When you go off a ramp or the top of a pipe, press jump and hold one of the directional buttons to do a move. That’s all there is to it. Up, down, left and right each perform a different trick. Like I say, it’s very simple and doubly so when you realise that unless you really mess up, for example by falling off the edge of a half-pipe and slamming face-first into the unforgiving concrete or jumping straight into a wall, you’ll always land your trick. There are no extra points awarded for a good landing and almost no mid-air adjustments to make, so as long as you’re going to land on a “viable” surface then you’re going to score points. The same is true with grinding, as there’s no need to balance on the rail and once you’re on there, you’re on there.


With the basics of Street Sk8er’s action roughly figured out, I decided to head into the Tour mode, as that’s where the meat of the game’s content lies. I switched to the all-rounder character Ginger, because she’s the only one sensible enough to be wearing knee pads. The Tour is a series of score-attack challenges across the game’s three courses – New York, Los Angeles and Tokyo – interspersed with a couple of minigame challenges. You’re given a target score to beat before you can progress to the next stage (although you can retry as many times as you like) and a time limit to consider, which can be topped up by skating through various checkpoints.


Los Angeles is the first course, and because I’d already played it before I managed to get through it with the minimum of fuss… on my second attempt. The first time through, I spent too much time trying to rack up points on the half-pipe, which isn’t a great tactics for several reasons. One is that you gradually score fewer and fewer points for each trick you pull off on the same obstacle, forcing you to move on to fresh, ankle-shattering pastures. That makes sense, and it keeps the action flowing at a good pace. The other thing is that you get a big points bonus if you reach the goal with a lot of time left on the clock, and especially later in the game you need this big points bonus to meet the score requirement. So, Street Sk8er tries to squash two kinds of skating gameplay together: the trick-centric score-em-up and the straight race to the finish line, and it does an admirable job of combining the two into a game that’s fast-paced but still gives you a chance to show off.


After each of Tour mode’s main stages, you’re given some points with which to improve your character’s abilities. I decided to keep Ginger as an all-rounder, although it was tempting to slam it all into jump power and see if I could send her into a low-Earth orbit, or at least out of bounds.


Next up is the half-pipe minigame: thirty seconds to score as many points as you can without severely injuring your character by trying to get them to grind along every available surface. That’s definitely an issue with Street Sk8er, it’s often not clear about which ledges are grindable and which aren’t. Anyway, the half-pipe. There’s not much to it, but you should still try your best because the higher the score you get, the more bonus time you’re given to complete the next “proper” course and those extra seconds can be vital.


Here we are in New York, grinding our way to success and definitely not about to smash into that chainlink fence once this brickwork runs out. I’m sure I’ll avoid that hazard, have my time refilled and do a backflip off that ramp in the distance. That’s the plan, anyway. Because Street Sk8er only has three full stages, you’ll eventually come to learn the layout and location of every ramp and obstacle, and honestly the earlier comparison to Ridge Racer is a surprisingly apt one. Despite being a PS1 exclusive, Street Sk8er feels very much like an arcade game: short, score-focused stages where playtimes are generally under three minutes per course, bold, chunky graphics and not much else to it rather than the core gameplay.


Fortunately, that core gameplay is a lot of fun. Limited, sure, but it moves at a good clip and the feeling of nailing a series of tricks, grinding along a rail to the next half-pipe and backflipping over the finish line with time to spare is enjoyable enough to keep you coming back thanks to good controls and some fun presentation. There’s definitely room in my heart for an arcade-style skateboarding game, and that’s exactly what this is, to the point that I’ve almost convinced myself that there really was a Street Sk8er arcade cabinet with a motion-sensitive fake board for you to stand on. The brevity of a Street Sk8er play session relly works in the game's favour, too - keeping each run to a couple of minutes forces you to avoid getting hung up on the same areas of the course, being able to retry with no fuss prevents things getting frustrating.


The second between-round minigame is the bowl, which is functionally the same as the half-pipe. Thirty second timer, score points, etc. The main difference is the added anxiety that comes from constantly worrying I was about to smash Ginger’s head into this crane dangling over the middle of the bowl.


The final “big” course is Tokyo, and personally I found it the most fun of the three, probably because it’s a little less realistic than the other two, with menacing, vertiginous quarter-pipes and almost sci-fi themed tunnels – an aesthetic that fits nicely with the overblown, oversaturated arcade feel of Street Sk8ter’s action.


It’s also fun because while it technically has the highest points requirement to clear the stage, it also has the most ramps and jumps so you can score some big points without having to slow down too much. In fact, Street Sk8er’s Tour mode is one of those rare games that gets easier as you progress through it, mostly because of the bonus time you can get from the minigames which isn’t available to you on the first stage. This is especially noticeable once you’ve completed the Tour mode once, because the next time you play it the score requirements will be even higher.


It doesn’t take long to finish Tour mode, and you reward for doing so – the first time through, at least – is that some gates in the stages become unlocked, giving you access to different routes though each course. It’s a decent way to expand on the game’s replayability, even if it was surprisingly difficult to see the new routes when I went back and tried the stages again.


And I did go back, because I was having so much fun playing Street Sk8er that I figured I’d try to unlock a few more things. I hit a bit of a stumbling block when I went back into tour mode and the point requirements had been increased, mind you – especially on the first course, where there simply aren’t that many things to trick off and to get through you have to nail every available point-scoring opportunity and get to the goal as quickly as possible. One thing it took me a while to realise is that when you level up a character’s stats, it also increases the “level” of tricks that they can perform. You start out with fairly “standard” skateboarding tricks like kickflips, but once you’re up to level eight you can pull off ridiculous helicoptering moves, mid-air handstands and the like, all of which get you the extra points that you’ll need to meet the new targets. While there’s not really a combo system as such, it does seem that you can only perform the bigger tricks after knocking out a few of the smaller ones, making hitting as many potential jumps as possible very important.


Another reason to keep playing Tour mode is that you can unlock some new characters, with a couple of stand-outs. One of them is a bonobo ape called, appropriately enough, Bonobo. Who could fail to be charmed by the concept of a skateboarding chimp? Especially in a videogame, because this way you get the fun of seeing a monkey busting out killer backflips without any of the ethical concerns you might feel when viewing, say, an old PG Tips advert. More skateboarding monkeys, that what videogames need.


The other “weird” character is a ninja lady called Saho, who’s unique in that she rides rollerblades rather than a board. It doesn’t affect the gameplay any, but it’s a nice touch and I assume the thinking was “ninjas stab people, so she should use rollerblades, ah ha ha.” Once of Saho’s moves is a jumping board-grab where she stretches her legs out like she’s doing a flying kick, so she’s worth unlocking for that reason alone.


By this point, I’d spent a good few hours playing Street Sk8er, and I was having a lot of fun. More fun than I expected to, if I’m honest. It’s a straightforward, uncomplicated but action-packed and very engaging piece of arcade excitement, and part of me wants to describe it as the skateboarding equivalent of Crazy Taxi. It’s a particularly impressive achievement when you consider that it’s one of the first – if not the first – fully 3D 32-bit skateboarding games, preceding even the first Tony Hawk’s Pro Skater.


Ah yes, that game. Well, there was always going to be a point in this article where I had to compare Street Sk8er to Tony Hawk’s, wasn’t there? However, it’s not a fair comparison, because they’re very different games. Street Sk8er’s all about straightforward, uncomplicated action, while THPS simply has much more to it. That said, I’m still going to compare them by saying that THPS is the better game, because it has even sharper controls, more locations, bigger combo potential and (starting with THPS2) the Create-A-Skater option... but Street Sk8er offers a nice change of pace, and is a fun game for when you’ve got twenty minutes to spare. One thing that THPS did that Street Sk8er doesn’t quite manage is that it made regular suburban kids feel as though they were, in a small way, a part of a cool “underground” subculture. That might sound like I’m taking the piss but I genuinely think that’s a good thing - I’m sure there were kids out there who got into skating and other related topics because of the THPS games and I think that’s neat.


On the theme of comparisons between this and THPS, I should mention Street Sk8er’s soundtrack, which is probably exactly what you’re expecting – licensed pop-punk and ska tracks from lesser-known bands of the time like The Pietasters and I Against I. The exception is a couple of tracks from Less Than Jake, including “All My Best Friends Are Metalheads” which later graduated to the big leagues by appearing on the soundtrack of Tony Hawk’s Pro Skater 4. Obviously it’s all down to personal taste, but I enjoyed the soundtrack and whatever your feelings about ska-punk I don’t think I’m going too far out on a limb to say it’s the perfect genre to soundtrack a 1998 PS1 skateboarding game. Personally, “All My Best Friends Are Metalheads” comes attached to a lot of fond, alcoholically-fuzzed memories, so I was glad to hear it while I tried to steer a monkey in a baseball cap around a half-pipe. There’s nothing quite as iconic as holding on to what you are and pretending you’re a superman or as straight-up good as Adolescents’ “Amoeba,” but yeah, I enjoyed the soundtrack.


That’s Street Sk8er, then. If you’ve read through this article and spotted an instance where I typed “Street Sk8ter” and forgot to fix it, feel free to let me know because I’m sure I did it at least a dozen times. It’s a really enjoyable little game with a pleasingly straight-ahead arcade feel, and it’s particularly impressive when you consider when it was released. Honestly, I'm struggling to think of anything negative to say about it besides the lack of content. There's a stretch or two ineach course where there's not much to do besides "go fast," and it could maybe do with a button to reset your position when you get stuck in the smaller crevices of the play area, but other than that it does what it does very well.
So is it inferior to Tony Hawk’s Pro Skater? Just about, and especially when compared to that venerable franchise’s later sequels, but that’s nothing to be ashamed of.  And hey, skateboarding ape. You can’t argue with that.

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