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Post a Comment On: The Dreamcast Junkyard

"Retrospective: Stunt GP"

11 Comments -

1 – 11 of 11
Blogger JRod said...

I rank stunt gp as the best of the rc car racers on the console. To me it has the best and most well thought out track designs of the rc and kart racerish type of games. Some of revolt's tracks feel a bit too cluttered for my taste. Biggest drawback for me with Stunt GP is the lack of car variety compared to re volt.

Wednesday, January 20, 2021

Blogger Unknown said...

Nice little summary of the game, tho I disagree with these parts:

"To be honest, the title Stunt GP is a little misleading, as even though the ability to do stunts is imbued on the player, trying to successfully pull them off is an exercise in extreme annoyance, and the 'stunt' aspect of the gameplay can be totally ignored for the most part (unless you're playing the dedicated stunt mode, naturally)...You can choose to sacrifice some of your battery power as a boost, but this will drain the battery quicker meaning you'll need to entry the charging lane during the race to recharge."

The reason being that there is a reason to perform tricks even during regular races: performing stunts successfully refills your battery, the more complex the trick, the more it refills. Once you figure this out, it adds another layer of depth to the game, experimenting where can you perform tricks, which tricks can you perform, how many of them, and this all varies based on cars, as some cars can jump higher/further, and some cars can also perform tricks faster than other cars.

Once you get the hang of performing tricks, you can do entire races without ever having to go to recharge, with a ton of battery to spare to boost a lot as well.

About performing stunts successfully, once you figure out how it works, it's very easy. You hold down the 'stunt' button to initiate a stunt at the start of the jump. Then, during a stunt, accelerate makes the car spin forward, brake makes the car spin backward, left/right makes it spin left/right. The trick is knowing to let go of accelerate/brake/left/right to make the car stop spinning so it lands on its wheels. Obviously the instinct is to never let go of the accelerate, but during stunts it's necessary to judge how many spins you can squeeze into a jump.

I admit, sometimes the physics is pretty wonky, screwing up landings that you feel you should have nailed, but other times you land safely when it looked like you should have failed, so it's not necessarily unfair. But At least 90-95% of the times, I have no problem landing stunts.

Wednesday, January 20, 2021

Blogger Tom Charnock said...

Fair comment unknown, maybe I need to spend more time honing my stunt game!

Wednesday, January 20, 2021

Blogger JúlioSlayer Oliveira said...

The only drawback of this game is the inconsistent frame rate. I think it would be better if Team 17 put a lock in 30fps than leave it all over the pace. Apart from that is a great game, with insane track designs and a lot of fun. It looks that the development team move their efforts into PS2 version and leave the Dreamcast version as it was when they felt what is happening with SEGA. It's important to remember that it's one of the games that was originally planned for the Dreamcast itself. It's not a Ps1 or N64 port. I think that play this game in a overclocked Dreamcast (or in a emulator) must help solve the performance issues a lot. Sadly my Dreamcast is not overclocked.

Thursday, January 21, 2021

Blogger Tom Charnock said...

Yes, totally agree. I wonder what could have been achieved if the game had been created earlier in the Dreamcast's lifespan without the spectre of the console's cancellation hanging over it. It looks like Stunt GP was released in early 2001 after the announcement had already been made so development and fine tuning could have been shortened to get the game out onto shelves ASAP.

Thursday, January 21, 2021

Blogger JúlioSlayer Oliveira said...

Yes Tom! By the way, there's a lot of games in between the last Dreamcast releases, that were launched very late, but had its last build or the last efforts from the development team happening much earlier than the release date. Ex. Max Steel, US esclusive, was released 2001-05-30, but was reviewed by IGN in December 2000. F1 Facing Championship, was launched in January 2001, but the last build, according to SEGA RETRO, was from 2000-05-30. Evil Twin, last official PAL game, released in 2002-04-26, build from 2002-01-09. But even this one looks that In Utero stops working in Dreamcast version around July, 2001, based on all the interviews from gamespot and ign. There was a chance of a North american release, due to september 2001, bug the game had some serious bugs to be removed yet. When Bigben Interactive took the rights to publish the game, looks that in Utero took the last build, fix the most serious bugs and send it to publishing in january 2002. It's a little obvious because despite beign one of my favorite (and EPIC!!) Dreamcast games, the Dreamcast version still had some bugs that were fixed in the PC/PS2 version (which were both released earlier, in 2001, by contrast). Stunt GP was released in June 2001, but the last build is from 2000-10-02. It sounds like the same situation from almost every late Dreamcast release: Developer team stops working/fine tuning the game and the last build stays floating with no effective progress until the publisher decided to release the game (even with SEGA stops manufacturing the Dreamcast). So the developer team rushes to make a last build, fixing some major bug, and the game was released as it was at that point in development. Even Headhunter falls in this category, with the last build still had to receive the last refinements and little bug fixes according to Amuze themselves. There are some exceptions of course, like Sonic Adventure 2 or Visual Concepts projects...

Friday, January 22, 2021

Blogger James Harvey said...

Stunt GP looks great even today.

Saturday, January 23, 2021

Blogger Anthony817 said...

@JúlioSlayer Oliveira, unfortunately even my 20% overclock to 240mhz does not help the frame rate. Typically when that happens in games it is an indication of the RAM being the bottleneck. Perhaps with a 30fps lock on it like you said it could give way more consistent frames. But I have tested some other games like Half-Life with the overclock and it also does not help it due to the RAM being the real bottleneck for the system.

However that being said, this is one of the prettiest games graphically on the system for sure.

Sunday, January 24, 2021

Blogger JúlioSlayer Oliveira said...

@Anthony, you answer one old question of mine about this game. I always suspect that the bottleneck in this case "could" be the overall RAM issue because some tracks are really big in scope and there's almost NO draw-in in this game. It has a really huge draw distance! By the way, since you have a overclocked Dreamcast could you see/test if the bottleneck for slowdown/frame skipping in some games happened for the CPU or main RAM issues (or another issues, like the non use of mipmaps in Shenmue 1/2)? I have this doubt about a lot of games, but by fastly, without think to much, I would like to know if a 240mhz overcloked CPU can solve the frame rate issues of: F1 World Grand Prix 1 and 2, Evil Twin, Slave Zero, Soul Reaver, Ecco The Dolphin, 90 Minutes Football/J. League Spectacle Soccer, Power Jet Racing/Surf Rocket Racers, (mainly in Surf Rocket Racers, on tracks like Amazon River), Exhibition of Speed, Draconus: Cult of the Wyrm, Max Steel (it juts happens in more open areas, with bigger draw distance) Urban Chaos (WinCE), Sega Rally 2 (WinCE), Soul Reaver and the "minor" fps issues in games like Sonic Adventure 1 and Hydro Thunder. There's a lot more, but if you already test some of them i'll be glad to know the results. Thanks for the Stunt GP information. One less reason for overclocked my dreamcast :), although I still wishing to have some day the "Ultimate Dreamcast"k with a Overclocked CPU (with turn on/off) and 32mb of main RAM :)

Tuesday, January 26, 2021

Blogger Anthony817 said...

I haven't tested those games, but i have tested in some like Test Drive 6, and Soldier of Fortune. It absolutely helps remove slowdown in those games. You wouldn't think Test Drive 6 would have performance issues but it does slow down at points. The Overclock mode helps it run silky smooth. SOF especially in the 2econd act with the helicopter and train has some pretty noticeable slowdown. OC mode makes it much better. Also with a GDEMU it loads levels in around 10 seconds vs the up to 2.5 minutes to load some levels.

I do know that Shenmue does run much better with OC mode turned on.

Wednesday, January 27, 2021

Blogger JúlioSlayer Oliveira said...

Thanks Anthony. I already knew about Soldier of Fortune and Shenmue 1 and 2 (mainly 2), but not about Test Drive 6. If one day you test some of the games that I mentioned, let me know :). I THINK that the slowdown in games like 90 Minutes Football may be the RAM issue, because I look at some videos on Youtube with this game played in emulators and in all of them the slowdowns remains terrible, like it's on my real not overclocked Dreamcast. The slowdown in this game reminds the way the slowdown happens in Draconus Cult of The Wyrm (Dragon's Blood in Europe), for example. It's a very strange kind of stutter/slowdown and happens in a no-standard way, with no logical patterns (in contrast with the obvious ones that occurs in Shmups, when the screen is full of bullets and explosions, for instance).

Wednesday, February 03, 2021

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