Rollcage - a flight and a crash
I talk almost all the time about how I like to play around with games - test them from the inside out, to try and get somewhere I’m not supposed to be or break the physics or whatever. I just enjoy prodding about - I like the feeling of being slightly, inoffensively naughty that goes along with it and I like seeing what lies beyond the limits built up during a game’s creation.
I don’t know where this compulsion began exactly - probably it’s just a pretty boring expression of pretty typical levels of interest - but I do remember quite clearly a few early instances where it came to light, one of which was with Rollcage.
Rollcage is one of the many futuristic racing games that never quite caught on like Wipeout or F-Zero, but they tried their best. They all had their own little twists - in Rollcage the vehicles had four massive wheels and with enough speed they could drive along walls and ceilings, tumbling upside down without a problem. It was fast and slick and fun.
The track Daytona was my favourite. Or at least, the one I remember the most. A very simple track, just a loop really, green and hilly with an optional detour along the sand beside the sea. I spent a long time playing this track in time trial mode, messing around with the destructible buildings which were a really neat idea at the time if pretty inconsequential during play. If all their support pillars were destroyed they collapsed down into giant boulders that I liked rolling around on the beach. But that’s not the thing.
The memory is pretty clear … the track’s last bend is littered with speed pads. Hit all these just right - right, centre, left, centre - and I’m almost flying already, barely in control. The track rises up in the final stretch before the line. It’s a jump, it’s supposed to be dramatic, but I don’t think it’s supposed to be quite like this. I straighten up. 500kph. Gripping the controller tightly, I squeeze down hard on both shoulder buttons at once, firing two turbo boosts simultaneously. The speed counter rockets and so do I. Flying …
Airborne, out of control. Out of the track. It doesn’t even look like a track any more, certainly not a place, not the coastal cliffs I was supposed to be racing through. From this height all pretence of a world, a reality, disappears. The surrounding land is filled with great blank holes. All solid walls are revealed as just these odd, folded two-dimensional shapes placed in front of each other. It’s all set dressing with no substance, an illusion that only works from one low angle. The whole track a series of flat inward-facing planes floating in a weird wide space infinitely blue below and orange above.
I cross the finish line but the time’s not important. I race back around, launch myself up above everything again. Again, again. The flight is most of the fun, really, it feels like I’m straining at the edge of the game’s limits with the speed and the height of it. A great sensation, as though I might break free entirely with just a little more effort. But that half-second sneak peek behind the scenes is what drives me round again, a base intrigue to see out of bounds.
It was around this point in time I think that games became more important to me than before. Not just distractions and slightly more than a hobby, they were a bigger piece of my life than that. There’s lots of reasons for that which come from me, but I think this was one of the reasons which came from the games themselves. I began to see them differently. No longer as solid, indelible objects, but as things with edges and gaps and weaknesses.
Probably a transition most people went through. A slight change in attitude, beginning to analyse things rather than just accept them. Growing up, I guess. That wasn’t the end, though, it didn’t shatter my perfect fantasy worlds or anything like that - it intrigued me, drew me in even more. These things were flawed, with their quirks and accidents of design, and I wanted to see everything behind what was presented to me. Just for the hell of it, or to try and figure out why things were the way they were. I realised that people had made these things, I wanted to see how and why.
Perhaps the time before that transition is why we’re usually quite lenient about the games we played as children. I know when I was younger it never really crossed my mind to question the game itself. Nothing was too hard or badly designed, it just was. I held the controller on its side to play Solstice on the NES because somehow it made more sense to me that way with the game’s isometric viewpoint. And that’s just how I played the game, all there was to it.
Well, I changed, and games changed too. With early 3D worlds there needed to be a lot of trickery and a lot of stagecraft involved to sell the environment as a reality. I’m glad these two changes intersected for me, and my desire to see beyond bounds synced up with the existence of games which allowed such revelations due to their technical limitations.
I remember Rollcage most strongly in one static image - me hanging too far above the track, able to see the cracks between everything below me and the edges of the space it all floated within. Almost free. I’ve kept pushing and prodding at games all my life. It’ll never be quite that same as that picture in my head, but I still feel a thrill every time the curtain lifts a little and I catch a glimpse of something backstage that I know I wasn’t supposed to see.