Hot Wheels Turbo Racing Review

Nebojsa Radakovic
Hot Wheels Turbo Racing Info

genre

  • N/A

players

  • N/A

Publisher

  • Electronic Arts

Developer

  • N/A

Release Date

  • 01/01/1970
  • Out Now

Platform

  • N64
  • PS

rating

Now why don’t my Hot Wheels do that?

I don’t remember having a lot of Hot Wheels, but I know for sure that at
some point in my childhood I had at least couple. I’m positive that everyone has
held one of those tiny, little, die-cast cars in their hands at one point or another
in their lifetime. They’re an American icon — like Barbie or G.I. Joe.
Before you’re old enough to have a real remote control car, you have to prove
yourself with Hot Wheels. You build little ramps out of books and whatnot,
or if you’re lucky, you get those little tracks with loops and springs that launch
your cars. It’s amazing how easily entertained I was.

Apparently
today’s kids aren’t so easily amused. In order to cater to the high-tech, fast-paced
and explosion-loving kids of the 90s, EA has delivered Hot Wheels Turbo Racing.
Big on crashes, speed, and stunts, Hot Wheels is definitely more bang for
the buck.

The purpose of Hot Wheels is to win the coveted Hot Wheels Cup- the
premiere event of miniscule-motorsports. The Hot Wheels Cup consists of six different
races (there are 11 different tracks total) that put those flimsy store-bought,
plastic tracks to shame. At the outset of each event you can choose any car in
your arsenal because some cars are best suited for certain tracks. Each of the
40 available roadsters has different characteristics. Some use brute force to
knock opponents around, while others use speed and finesse to breeze by the other
racers.

Hot Wheels appears at first to be your run-of-the-mill racing game,
but you soon see that has an entirely different style of gameplay. Your goal is
still to finish in first place, but the ways and means you accomplish this task
are totally unique. Because Hot Wheels are toy cars, the normal rules of
physics don’t necessarily apply. Thus you can perform dizzying flips, rotations,
rolls, and jumps — just like how you always wanted your Hot Wheels to
act when you were a kid. The game awards your death-defying stunts by giving you
turbos, which in turn can be used to for a much needed speed burst. The tactical
use of turbos is extremely important.

Other modes of play, besides the cup, include air-time challenge, exhibition,
and practice. In the air-time challenge you try to collect as many points as you
can by performing stunts within the allotted time. This can also be played against
another opponent. In exhibition, you simply choose any track and race against
the computer or a friend.

Your Hot Wheels don’t exactly perform like normal vehicles. For one,
they steer much more easily and are less prone to slide. Makes sense, since they
weigh about two ounces apiece. They do have a hand brake though, in case you need
to make a power slide. Once you get used to the toy-like control, racing your
Hot Wheels is simple.

Graphics in Hot Wheels are a mixed bag. The cars and tracks look pretty
good and the frame rate is pretty fast, but the look of the tracks doesn’t seem
quite right. In my imagination, Hot Wheels would be raced on toy tracks
through the back yard, on table tops, or in toy rooms. Instead, the tracks are
a mix of real-life terrain, industrial areas and other random places. If the designers
had truly wanted to capture the feel of racing little toy cars, they should’ve
taken this into consideration and let you burn rubber in the kitchen. What we’re
left with is a game that tries to put toy cars into a quasi-real environment.
There are plenty of jumps and loops, but their toy-like qualities clash with the
natural environments. On the plus side, the cars look true to life and really
bring back some memories.

The
music in Hot Wheels is something to look forward to. Metallica, Mix Master
Mike (of Beastie Boys fame), and Primus, among others, contribute music to the
game. Let me tell you now that Enter Sandman and Unforgiven from Metallica are
NOT in the game, so don’t get your hopes up too much. Nevertheless the choice
of such big name artists adds greatly to the racing experience.

Performing stunts in the game is very intuitive and easy to master. This makes
playing the game especially hectic because you always want to pull off huge stunts
even on the tiniest of jumps. In order to make crashing not entirely unpleasant,
most of the time you screw up you can correct yourself. Or, you can simply press
a button and be instantly reinserted onto the track whenever you pull a huge bomb.

If I had to describe Hot Wheels in one word, it would be “wild.” With
six cars on the track at once, each pulling crazy flips and spins at every jump,
Hot Wheels is insane. You’re sure to see plenty of huge crashes, explosions,
and pileups.

From the perspective of a six-year-old boy, this game would be a blast. But
taken from the standpoint of an adult, Hot Wheels leaves something to be
desired. The major fault is weak long-term value. The game is fun for a while,
but it isn’t going to be sitting in your Playstation for a very long time. All
the pieces of the game work well together, but the sum of all the parts doesn’t
add up to a classic game.

Thus the fate of Hot Wheels is a judgement call for the consumer. If
you’re looking for a game to buy for a child, especially one without blood, then
Hot Wheels is sure to please. But if you’re just a Hot Wheels fan
or are looking for the latest, greatest racing game, I recommend renting before
buying. This game, much like the toys, are meant for the very young at heart.


 

REVOLUTION REPORT CARD

3.5
Rating
All the tracks I couldn't afford to build
Crazy stunts
Tons of cars
Make your own "Vroom Vroom" noises!
Mainly for kids
Level design not quite right