Captain of the Dream Harrier & lover of games that are old, jank, and/or dank



AaronDobbe
@AaronDobbe

This was a really cool group effort, and I was glad to be invited! I contributed Goin' Down the Fast Way, but the whole thing is great and well worth a listen. All the music is recorded in-game from DK64 as usual - it's all been rendered in the same way as the original DK64 soundtrack, with all the limitations that implies. I'm really happy that there are somehow enough of us doing this that we can pull off this kind of thing :eggbug:



David Warhol - Title Theme
Title Theme
David Warhol
00:00
David Warhol - Stage 1 Theme
Stage 1 Theme
David Warhol
00:00

For some reason the noises that this game makes are forever burned into my mind. If you were to look at the credits of of Rad Gravity, you would find just a who's who of Interplay's best like Brian Fargo, Alan Pavlish, Todd J. Camasta, and David Warhol. Names you'd find on titles like Neuromancer, The Bard's Tale, Wasteland, Castles, and Battle Chess. Sadly the allure for big bucks on the NES was too much and so these are also the same names you'd find on titles like this and Total Recall. I'm told Swords and Serpents was OK.

In Rad Gravity, you play as the titular hero who must beam down to different planets, armed his trusty baby lightsaber, to gain new items and teleportation codes to then further explore other planets. Honestly, the game isn't that bad. At some point you get a longer weapon and then even a ray gun so the issues with the tiny laser blade disappears. I need to return to this title cause at first glance this title is a bit repelling. It doesn't help that the stage 1 theme is what you'll be hearing through the majority of the adventure. Rad is a Gravity Guy...



djtatsujin
@djtatsujin

I recently took the time to gather all of my Daytona USA footage from Boss Battle Games, and I now have all of this presented in an entry on my site, GemuBaka. I'm probably not quite 100% done with this game as it pertains to media (running on the Expert track and diving even deeper into the SEGA Saturn port stick out in mind), but this is at least a launching pad into discussing some notes and my personal history on the game.

"SEGA’s Daytona USA was something we unfortunately ignored during its time. It largely existed to make everyone laugh and sing along with the “Daytonaaaaaaaaaaa!” that would seemingly loop infinitely, as no one really ever played the game at our Namco-owned mall arcade location. I never put a lot of time into arcade racers over the years, so the vast majority of my experiences on the game came as a result of the SEGA Saturn version I wouldn’t even have a chance to play until 2001 – a good seven years after the release of the original arcade game.

"I didn’t grow up around large arcade locations. Space was a precious commodity at most any location in my area, so, at best, we had the occasional racing machine such as Cruisin’ USA trickle through our arcades.

"Sitting down with Daytona USA on the SEGA Saturn was nice, as I’ll fully admit I’ve been a person who has always hated playing SEGA’s Virtua Racing. The presentation is very '1990s,' and on the Saturn the game still looked and sounded great. There are a handful of secrets to uncover – most importantly in taking the horse to the sponsorship sign – but at the end of the day, the track list and overall options were limited for the game.

"It turns out the missing ingredient was in having other humans to play this game with."

I'll leave everyone with one of the videos directly accessible from this chost: A series of multiplayer matches (6-7 players) on the advanced track. I’ve yet to learn the balance between shifting low to navigate curves on the advanced track, while at the same time not sacrificing a lot of speed in order to hit the checkpoints. This gets even more complicated when multiple racers are actively trying to ruin your progress!