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This mod is neat! I think it's probably a mechanical tabletop racing game converted to a video game!! 💜😀👍🏻🕹️🚗
I like how there's even lights in the tail lights!!
BTW this would probably make sense as a table/counter/bar top going by the apparent size
by Kris Stag - Atari Age, FB
Need for Speed II (PSX) //community discord// //ko-fi// //twitch channel//
Pinch Reviews: Electro Ride
Electro Ride is a alternative history, soviet themed neon drenched arcade racer that seeks to incentive players to adapt to not only other NPC behaviors but also to the opportunities to speed boost based on the color neon that your car is currently illuminated with. Electro Ride is available on steam as well as the Nintendo switch eshop, however, I strongly recommend that you skip this one, unfortunately.
First, as much as I do not recommend this game, I wish to stress that this game does have positive elements, chiefly in the game's premise and presentation. Both stylistically and substantially, this game has good ideas, notably the alternate history setting and captivating visual style that serve to set this arcade racer apart in an increasingly homogenous pit that is stylization of racing games. When I first came across this game I found that the visual style present in the game was absolutely something to be marveled at. The striking visuals alone somewhat sold me, and the unique color-based speed boost system was only the cherry on top.
Unfortunately, however, my appreciation for the game ends at the style and premise. There is a lot to not like about Electro Ride, first of which is it's gameplay. Electro Ride, to put it extremely blatantly, does not control well, remotely. Between questionable keybinds, and perhaps the most oversensitive M+K steering I have ever had the displeasure of touching, this game controls like sticks of butter on hot pans. However, some may say, "Fear not, for there are many vehicles available to the player, should they work for them." To this, I say, the difference between a stick of margarine and a stick of butter is minimal. There is a clear best car, however it's entirely due to one of the other major issues with this game's vehicle handling.
No car is fast. There is not a single vehicle that feels balanced toward the tracks being driven on. No car has the ability to provide a sensation of speed whatsoever. In an arcade racer, this is a bad thing. It is also a worse thing when the incredibly slow cars, which is all of them, do not allow the ability to actually recoup a loss in time, which is easy to incur due to all of the cars having a severe oversteering tendency. This lack in ability to catch up to competition and another secret third issue compound on one another to make this game profoundly boring, as races do not feel exciting.
I take great issue with the track design in this game, particularly a few key points about it. First, there are far too many lanes in every track, not once is the player forced into a situation where they have to drive close to another racer, and while that's good because you won't be launched off the map at the speed of sound by this game's peculiar collision, it is not good in that it's incredibly boring. Second, tracks, not only too wide, are also far too long. Average lap times for me in my earliest races seemed to sit around an entire minute and a half to two and a half minutes. That is an insane amount of time per lap, and it makes races last approximately six to seven minutes on average as you continue. My final issue with track design lies in the implementation of the game's core arcade racer mechanic, the boost strips that are correlated to your car's color. These are static throughout every track and every lap, and also hitting one of these incorrectly, which is to say, with even the lightest of angles in your steering, will launch you all the way out of the other end of the iron curtain. So, these elements combined mean the following, the boost strips, which you have to be a certain color in order to actually take advantage of, do not change, and are also incredibly risky to actually use as they are, for lack of a better term, janky. The reliance on these boost strips to actually feel any sense of speed playing this game is egregious, and the over reliance on a static, unchanging element of a track, does not make the overly long, tedious laps go by any faster.
My issues with this game combine together to create the following realistic anecdote of playing this game. First, you'll leave the starting line in your awful sedan, an opponent will tap you, you will be sent between dimensions and once you do begin to recuperate, you will have to crawl from 0 KMPH up to a snail's pace, all the while learning the optimal placements of the boosts, so as to keep the inside line. However, while you learn these boosts you will likely, travel through a number of other alternate dimensions as your car is sent straight to Moscow and back because you had the gall to make a slight left in a boost strip. Four minutes later in lap three, you finally catch up to the second to last place racer, and overtake because they are driving perhaps the slowest car in the game. Unfortunately, despite your best efforts, you have taken 5th, and after this eight minutes of monotonous driving you have to do it all again, because anything less than third will not allow the player to continue the story, which will also mean one more race until you can get a car that's remotely usable.
I dislike being negative about games, however this game leaves me very little to be excited about, even looking back at it. I found my time to be wasted, and more than that, not respected. Additionally, there is no online multiplayer, incase that was something you were looking for in your 2020s released arcade racer.
Incase it wasn't obvious, I don't think Electro Ride is worth your time, and you should instead consider another arcade racer.
San Francisco Rush: Extreme Racing
"This Could Hurt." (Game Informer #56, Dec. 1997)
Xenon Racer screenshots
Papercraft Hornet from Daytona USA.
(Source: @PEPPER_B0Y)