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Another Midtown Madness review

4 posts by 3 people · 17 May 1999 - 21 May 1999

I couldn't wait to buy Midtown Madness. I was looking for a driving game that gives me the freedom and physics of Carmageddon but with opponents that are focused on racing rather than crushing you to death with their vehicle. I wanted to be able to perform the amazing reverse 180's and 90 degree power slide turns I did in Carmageddon (and especially Carmageddon 2) in order to win the race Midtown Madness seemed to offer this plus another desirable I hadn't thought of: driving in a REAL American city with modelled traffic and everything. Midtown Madness delivers the latter but falls a little behind in the physics and stunt driving compared to Carmageddon. The graphics are very good with reflections and pleasing textures. The "civilian" cars are modelled much more simply to accomodate their sheer number, but the opponent cars have as much detail as your own car. The environent however seems a little washed out in the colors they chose; Carmageddon2 seems so much more vibrant. There are neat attentions to detail that I really enjoy; like the flying garbage when your car smashing into a garbage can and drags it down the street, the doppler effect as opponent cars drive by you honking, and civilian traffic obeying traffic signals. It does seem wierd that smashing your car into a light post will topple the post but a thin tree is a totally immoble pole in the MM world. You get the choice of 4 different play styles: cruise (great for just driving around the city running red lights, honking obnoxiously at other cars, and weaving at 120 mph down the highway), timed (race yourself against the clock through check points), check point race (a race against opponent in a live city, the path you take to the check points is your choice alone), and track (where you race against opponents in blocked off route through the city). All of them work pretty well, and the computer AI is a good challenge. Too bad you can't change difficulty levels of the computer opponents. Multiplayer is fun even through a 33.6 modem on the internet. But as of this post (May 1999) Microsoft *** Zone isn't ready for MM play on it's server because of lack of a released "DirectPlay" update. Besides the races, multiplayer will also allow you to play "cops and robbers" where 2 or more teams race to find the "gold bar" and bring it to their "home base". This game is fun. There are 9 vehicles to drive, but most are locked until you win some of the races. The vehicles range from VW bug to mustang to Ford truck to city bus and more, allowing many different styles of driving, and they handle accordingly. The cars have a strong (artificial) habit of staying upright and besides the handbrake spin, the engine doesn't really allow much stunt driving (Carmageddon2 wins here). The cars sustain damage, but are not visibly crushable (like Carmageddon2). But MM is a cleaned up Carmageddon for the sensors; you can't kill anyone. Pedestrians are always able to jump out of the way and or hug a wall to "avoid" being killed. There are also cops which try to maintain law and order in the Windy city. But what's great about driving in MM is the fact that you are in the very real city of Chicago. Supposedly New York and San Francisco add ons will be made available too. Although simplified (generic buildings, no back alleys, only a few landmarks), the city is reasonably modelled to scale. The bridges over the river are always up (totally unrealistic) but it makes the game more fun with the necessary bridge jumps. Overall, this is a fun game and worth buying. It's still just a racing game and the novelty of being the obnoxious driver in simulated America that you can't be in real life will fade, but it's fun while it lasts. It's the "cops and robbers" of multiplayer that will keep me coming. Honking, cutting off, and crashing into people in real life means trouble, but doing the same thing to the same people in Midtown Madness is entertainment and laughs for all. -- - [link lost in import: /~gbchoy/geckobeach] - Healing from Carpal Tunnel and other RSI's: - [link lost in import: /~gbchoy/geckobeach/rsi] --== Sent via Deja.com http://www.deja.com/ ---Share what you know. Learn what you don't.---
>The bridges over the river are always up (totally They go up and down, though they do seem to be going up nearly every time you approach them! I actually 'rode' on top of the brigde opening as it went up and down the other day. ~daxe -----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==---------- http://www.newsfeeds.com The Largest Usenet Servers in the World! ------== Over 73,000 Newsgroups - Including Dedicated Binaries Servers ==-----
> >The bridges over the river are always up (totally > > unrealistic) but it makes the game more fun with the necessary bridge > > jumps > They go up and down, though they do seem to be going up nearly every time you > approach them! I actually 'rode' on top of the brigde opening as it went up and > down the other day. > ~daxe > -----------== Posted via Newsfeeds.Com, Uncensored Usenet News ==---------- > http://www.newsfeeds.com The Largest Usenet Servers in the World! > ------== Over 73,000 Newsgroups - Including Dedicated Binaries Servers ==----- Whoops... you guys are right... actually I must have left out a word because what I meant to say was that the "bridges are almost always up". I must have omitted the almost. -- - http://www.autobahn.org/~gbchoy/geckobeach - Healing from Carpal Tunnel and other RSI's: - http://www.autobahn.org/~gbchoy/geckobeach/rsi --== Sent via Deja.com http://www.deja.com/ ==-- ---Share what you know. Learn what you don't.---

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