Wild Wheels
In the third of his series of retrospectives
of games that might have passed you by, Thomas Wellicome reviews a Speedball type game with a difference
Wild Wheels is basically a football game with a twist. All the players are motor vehicles. These can range from a basic 4x4 through to a giant tracked tank. All the vehicles have ludicrous names like The Shrimp and The Tadpole, and are equally unlikely on the physical probability front.
The game-play borrows a lot from the likes of Speedball and Brutal Sports Football, with the basic premise being that you must get your ball in to the opposition's net under any circumstances. This usually involves driving your vehicle at full tilt into whichever member of the opposition has the ball. Of course the bigger the vehicle the more likely your opponent is going to end up needing a slight bit of body work.
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Pick a vehicle, any vehicle... well as long as you can afford it anyway.
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Each vehicle can withstand a certain amount of damage before it explodes, therefore you can win games by simply turning the opposition into a
collection of bent hub caps and battered rear axles. You drive one of your
team's cars while the others are controlled by the computer and can be set up to behave in different fashions, such as chasing the ball or trying to
clobber the opposition. Your own car has a couple of lives while the other
cars in your team have one and once they're gone, they're gone. You also
lose points for every car that the opponent manages to send to the scrappy.
The opponent's team behaves in the same fashion. Points are gained from
scoring goals, the amount of points depending on how close you get to the
lethal net, or from keeping the ball in your opponent's half for the majority of the game. This acts like a running bonus that increases while you are in your opponent's end and decreases while they are in yours.
Every now and then bonus tiles appear on the pitch and distract you from
scoring goals. Extras gained include missiles, bonuses which allow you to
drive the more powerful vehicles and a tile which blows up the opposition's
main car. Beware though, as the bonuses are not all good news. Some
throw your car off all over the place, while ice can sporadically form in
certain parts of the pitch making control twice as hard. The opponent cars
can also pick up bonuses giving them a bit of advantage over you. Every so
often, as if this wasn't enough, the ball multiplies itself until someone
manages to get one of the resulting balls into a goal. These can result in
crazy free-for-alls as you try to be first to score. The amount of points you
score in a match determines how much you get to spend on a new team of
vehicles for the next match. You have to buy new vehicles for each game
and scores are only rolled over into the next game (meaning you can lose them) if you choose a car that does not use up the full amount of your
score. This makes getting the better cars quite difficult, or quite possibly I'm just a bit rubbish.
The graphics consist of two-dimensional sprites operating over a three-dimensional pitch and are slightly reminiscent of games like I Play 3D Soccer. For the most part the graphics work well, though they can
occasionally jerk about like any over-ambitious ST title can if too much gets
on the screen at once. Generally though the effect is fairly convincing for a
16-bit game, though the word garish does spring to mind when describing
the arenas. The cars and the over-sized ball are nicely drawn, and the
animation when the cars turn has not been skimped on too much. The few
still screens are reasonably well drawn, though the game falls for the usual
trap of including slightly wonky drawing of a babe who seemingly has
forgotten to put on any underwear beneath her rather tight dress. Her mum
must be so proud. As probably was the programmer's mum.
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Wild Wheels in full flow!
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Control is fairly realistic with each car having a limited turning circle. As you
might expect this leads to a few irritating situations when trying to line
yourself up with the ball, get it wrong and you can end up turning in a circle
right round the ball! Also the cars have a certain amount of inertia which
varies depending on the model, which can lead to all sorts of over-shooting
target antics. This becomes particularly unpleasant when you find yourself
heading to fast towards the opponent's goals, something you have to get as close to
as possible to score the most points, which are lethal to touch.
Moving the vehicle about is amazingly straightforward to get into. Push the control pad/stick in a direction and the car turns and moves in this direction,
gradually accelerating up to some pretty pacy speeds. Turning isn't
instantaneous, however, so beware and the inertia means you'll be skidding
all over the place.
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Going for Goal!
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Sound is the usual Ocean affair. The menu screen music is acceptable if
not outstanding chip music, while the in-game effects are at best puny,
though they just about convey the atmosphere they are meant to suggest, a
few beefier samples wouldn't have gone amiss though. The silly thing is that
the game seems to play all its music and effects through one channel, so
when an event happens, any other sound effects stop. Now call me Mister Silly but although a bit on the underwhelming side I thought the ST sound chip had three sound channels and a noise generator, so why is everything through the one channel?
The artificial intelligence of the opponents is reasonable, with them putting
up a reasonable fight for the ball. Occasionally they do some quite sneaky
manoeuvres, though whether this is down to good programming or just sheer
fluke is a matter of some debate. Your team mates don't seem to be all that
bright and spend most of their time getting in your way, though a lot of their
more useful moments occur when you're not watching, so I might be being a bit harsh.
One annoying aspect of the game is the slightly restricted 3D view you get.
Going towards the opponent's goal is fine, however, start trying to follow an opponent back towards your own goal and the pitch does not rotate as you
expect it to. As such you find yourself roaring at high speeds with virtually no
idea of where you are going, though it's usually the back of your own net and
instant death. The game allows you to adjust the distance from which
you view your car which makes things a little easier, and there is also a
basic radar to help you work out where the ball is hiding. More irritatingly
you can also occasionally be tackled by an "invisible" opponent which grabs the
ball straight off you and roars down the other end of the pitch and scores.
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Things are getting a little hectic!
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Progress in the game can be quite slow, and it will take even some of the more
hardened players out there a while to master it and get to drive the
more powerful vehicles. You may not even bother to, as the game is quite
fun as a quick pick-up-and-play game for every now and again.
On the plus side the game is hard drive installable, a welcome and unexpected feature. Two players can also participate via a null modem cable
which makes the game all the more fun and irons out a few of its more
ropey AI problems.
I was pleasantly suprised by Wild Wheels. I was expecting a jerky unenjoyable bore fest, particularly as the game was released by Ocean,
which is generally a bad sign in my book. Red Rat has done a good job here though and the game is a pretty enjoyable romp and a lot of fun in two-player mode. It's not quite Speedball 2, lacking the slickness and
polish, but if you can put aside your Bitmap Brothers snobbery for a few
moments then this is well worth a look.
thomas@myatari.net
Verdict
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Name:
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Wild
Wheels
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Developer:
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Red Rat Software
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Publisher:
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Ocean
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Year:
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1991
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Requires:
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Any
ST with double-sided
disk drive
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Rating:
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