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Club DriveBy: The J Man
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There's two kinds of people who are going to look at Club Drive. The first are casual game historians who are willing to place the game in context, consider what Atari was trying to do versus what they were able to achieve, pat the game on the back, and congratulate it on giving it The Old College Try. The second kind, only somewhat criticizing the game from a modern perspective, is going to rip this game apart mercilessly for wasting their precious, precious time and/or Ebay money. The entire game can be quickly summarized as a loose driving simulator in 3D worlds of shaded polygons. You have four creative stages to tackle in the race mode. Two tracks are somewhat realistic approaches to San Francisco and an Old West town. The other two are fantasy levels that place you in an outdoor stunt track or inside a toy car speeding around a ground-level view of a house. Up to two players can spin around the rooms, leap off towering furniture, and even weave between the legs of a cat chasing a mouse. I have no complaints about the variety and imagination of these zones, and the house level is especially cool and inventive.
These levels are the content for the "race" mode, though there are no traditional AI cars to challenge you. The goal thus becomes to beat your own time, or to challenge a friend in split-screen two player (which places larger demands on the hardware and becomes more choppy and less enjoyable). Or, you could elect to simply drive around the various levels and take in the sights. Your car is indestructible and you can find small hidden zones off the standard paths; both of which encourage exploration. Should you travel off a cliff or get trapped in the terrain, you can hold down the Option key and rewind your run in real-time. You can wind back to before your mistake, release Option, and seamlessly pick the game up from that point. You can even rewind all the way back to the start of the track, if you wish, and pick your control up at any point in time along the way. Very cool. Unfortunately, creating your own merriment inside these levels won't last too long. Every zone, except the house, is laid out like a standard race track. There's a start, finish, and course boundaries that automatically engage the rewind system if you pass them. This means your exploration is really quite restricted. You can launch yourself freely around about seven blocks of San Fran, and zip around the non-linear house, but there aren't many ways you can take a canyon, coastal road, or the entire stunt track. It's great that the game doesn't limit you from just exploring the levels, but it quickly becomes clear that they aren't designed for this. A freeroaming lack of purpose can get you through a couple plays, or maybe thirty minutes with a buddy just figuring out what you're able to do, but the return diminishes significantly after that. This is especially true when you consider that the engine doesn't make the existing driving all that exciting to begin with, and without other cars to race, the race mode doesn't offer a true challenge on its own. If racing/casual driving isn't your interest, you can play "tag" with a second player in split-screen, or engage in a "collect" mode. You drive your car around a trackless area, picking up power spheres that act somewhat like checkpoints for impromptu laps. You truly can tackle them from any direction, and you're rewarded with a high score for figuring out the fastest and most efficient path to catch all the spheres. Some levels have holes in the wall to help you quickly teleport and come out on the other end of the map (think Pac-Man).
I could go on, but let's be honest, very few people are actually going to play Club Drive anyway. It requires a Jaguar console, which only a handful of modern gamers are going to purchase, and its clearly been defined well before this review as a title not worth getting. The snippier of reviewers (those that like to make you believe games like this are entirely without merit) are missing out on some of the worthy aspects, like the creative levels and the rewind feature. Unfortunately, their final scores are still correct. There's no longevity to this game; there wasn't even when it was released. If you still enjoy playing it, then it's for other reasons (like nostalgia) that can't be attributed to the code on the cart. And I can pretty much guarantee that the average, modern gamer won't turn this cart on more than five times in their lives. There's just not enough to do. -reviewed 9/23/07 - game copyright 1994 Atari
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