Road Rash II
Road Rash II is a racing and vehicular combat game developed and published by Electronic Arts (EA) for the Sega Genesis in 1992. The game is centered around a series of road races throughout the United States that the player must win to advance to higher-difficulty races, while using a combination of fisticuffs and blunt weaponry to hinder the other racers. It is the second installment in the Road Rash series and introduces a split-screen two-player mode for competing human players, nitrous oxide charges on certain bikes, and chains as offensive weapons.
Road Rash II | |
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Developer(s) |
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Publisher(s) | Electronic Arts |
Director(s) | Kevin McGrath |
Producer(s) | Randy Breen |
Designer(s) |
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Programmer(s) |
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Artist(s) |
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Writer(s) | Jamie Poolos |
Composer(s) |
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Series | Road Rash |
Platform(s) | Sega Genesis, Game Boy Color |
Release |
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Genre(s) | Racing, vehicular combat |
Mode(s) | Single-player, multiplayer |
EA began development of Road Rash II before the end of the 1991 Christmas season, and the game was released before the end of the 1992 Christmas season. Road Rash II met with critical acclaim and commercial success, with reviewers appreciating the visuals and addition of the multiplayer mode while pointing out the lack of innovation in the fundamental gameplay. A conversion for the Game Boy Color was developed by 3d6 Games and released under the title Road Rash in 2000. The game saw additional releases on the PlayStation Portable compilation title EA Replay in 2006 and on the Sega Genesis Mini in 2019.
Gameplay
Road Rash II puts the player in control of a motorcycle racer who must finish in third-place or higher among fourteen other racers in a series of five road races to advance through the game's five levels.[1] The game's races take place in a number of locales across the United States, consisting of Hawaii, Arizona, Tennessee, Alaska, and Vermont.[2] During a race, the player can brake, accelerate, and attack neighboring racers. The player character will punch at the nearest racer with a default input, while holding a directional button during the input will result in either a backhand or a kick. Some opponents wield weapons such as clubs and chains, which can be taken and used by the player if the enemy racer is attacked as they are holding the weapon out to strike.[3][4] The player racer can be ejected from their bike if they crash into an obstacle (such as boulders, cars, deer and cows[1]) or if they run out of stamina (shown in the bottom-left corner of the screen) due to fights with other racers. In this event, the racer will automatically run back toward their bike, though the player can alter their course and avoid incoming traffic with the directional buttons, or stand still by holding the brake input button. Opponents will likewise be ejected from their bike if their own stamina is depleted. The stamina of the nearest racer is visible within the bottom-right corner of the screen, and the color of both stamina meters change from green to red as they deplete.[4]
The player character begins the game with $1,000.[1] When the player wins a race, a cash prize is added to the player's balance.[4] The player can access a bike shop from the game's main menu to view bikes of differing weights, speeds and steering capabilities, and the player may potentially purchase a new bike with the money they have accumulated.[5][6] Certain bikes are equipped with a series of nitrous oxide charges, which can provide a burst of speed if the player quickly taps the acceleration input button twice.[3][4] The player will receive a password at the end of a successful race, which can be entered at a password entry screen in a subsequent session to maintain the player's progress.[5] When the player wins a race on all five of the game's tracks, they will advance to the next level. With each subsequent level, the cash prizes become higher, the courses become longer, and the opponent racers become more aggressive. The player wins the game if they win a race on each track in all five levels.[1]
The player's bike has its own "condition meter" between the player's and opponents' stamina meters, which decreases every time the player suffers a crash. If the meter fully depletes, the bike will be wrecked, the player's participation in the current race will end, and a repair bill must be paid. Motorcycle cops also make sporadic appearances throughout the game's tracks. If the player crashes within the vicinity of a cop, the cop will end their participation in the current race by apprehending them and charging them a fine.[4] With each subsequent level, repair bills and fines become more expensive, and cops appear more frequently.[1] If the player lacks the funds to cover either a repair bill or a fine, the game will end prematurely.[4]
Road Rash II features a two-player mode that can either be played intermittently between players or simultaneously with the use of a split-screen display. Two players can either race against each other along with other computer-controlled racers or engage in the "Mano a Mano" mode, in which the two human players are the only competing racers on the track. In this mode, the players can select a weapon to wield prior to the start of the race, and no money is won or lost, though cops still appear as an obstacle and can end the race if they apprehend one of the players.[5] The Game Boy Color version also features a two-player mode via use of the Game Link Cable.[7][8]
Development and release
Before the conclusion of the 1991 Christmas season, EA decided to create a sequel to Road Rash, and set a deadline for the following Christmas. Although the development team considered the deadline tight given the length of the previous game's development, the established framework given by the preceding title allowed the team to focus on enhancing the gameplay and visuals for the sequel.[9] The development team of Road Rash II consisted of three programmers, five graphic artists, and four track builders.[10] Returning crew members from the previous game include producer and designer Randy Breen, designer and programmer Dan Geisler, programmer Walt Stein, and artists Arthur Koch and Peggy Brennan.[11] Carl Mey, the technical director of the original Road Rash, was promoted to Director of Technology at EA following the first game's development, and thus had limited involvement with the sequel.[12] Mey's game director position was inherited by Kevin McGrath,[11] and Mey would leave EA to work for Sega before the conclusion of Road Rash II's development.[12]
Breen expanded the sequel's setting to explore the United States outside of the Californian locales of the previous game. Breen explained that he "was trying to maintain a certain progression through the fantasy of the product, which was that the first Road Rash was a roots-oriented thing. It happened locally, and people would run these races surreptitiously and do them in back roads where nobody knew about them – kind of a Fight Club thing. And they gradually expanded outward." For the game's locations, some of the artists incorporated photos by reducing their colors, while others used the photos as reference and drew the locations from scratch. Road Rash II introduced the chain as an offensive weapon. To create reference material for the body mechanics of swinging a chain, Koch filmed himself performing the action.[9] The expansion to an 8-megabit format from the original game's 5-megabits allowed the team to implement a split-screen two-player mode that they were unable to incorporate into the preceding title.[10] The two-player split screen took Geisler approximately three months to create. Road Rash II includes cutscenes that play at the end of a race, which were conceptualized as a reward based on the player's performance. The cutscenes were roughly storyboarded and created by Koch in low resolution to fit within the console's memory. The characters in the cutscenes were ten pixels tall and informally referred to by the development team as "little dudes".[9]
The artificial intelligence of the opponent racers was improved to be less predictable and more individualistic; certain racers would be more focused on the road than on the human racer, while others would be more aggressive.[10] The cops were also enhanced with the ability to take damage and fight back against the player, after previously being immune to player attacks and restricted to bumping against racers in the first game; Koch claimed that "Road Rash II was the first game in which you could beat, and get beaten, by a cop."[9] Controversy surrounded this feature due to the recent beating of Rodney King, which made the development team uncertain on its incorporation.[9] Some potential new features that were omitted due to hardware limitations include weather conditions and a Harley-Davidson-style bike.[10] The game's audio was created by Rob Hubbard, Don Veca and Tony Berkeley. The game's character banter and instruction booklet were written by Jamie Poolos.[11] The yellow Yamaha FZR1000 featured on the cover was Breen's own bike, and would later be featured in the full-motion videos of the 32-bit versions of Road Rash.[13]
Road Rash II was released in North America and Europe in December 1992.[14][15][16][17] Versions for the Master System and Game Gear were announced in December 1994, but were not released.[18] The Game Boy Color version was developed by 3d6 Games,[19] with graphics created by Stoo Cambridge. This version is simply titled Road Rash despite being a conversion of the second title.[13] The game was announced in October 2000, released in December, and features rumble support built into its cartridge.[7][8][19] The Genesis version of Road Rash II, along with the original Road Rash and Road Rash 3, was included in the PlayStation Portable compilation title EA Replay in 2006.[20] On June 4, 2019, Road Rash II was announced for inclusion on the Sega Genesis Mini console, which was released on September 19, 2019.[21]
Reception
Publication | Score |
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EGM | 31/40 (GEN)[17] 8/10 (GBC)[19] |
GameFan | 93%[14] |
GamePro | 18.5/20[16] |
Mean Machines Sega | 93%[15] |
MegaTech | 89%[22] |
Mega Zone | 92%[23] |
Sega Force | 85%[24] |
Road Rash II met with critical acclaim upon release. Skid and Brody of Diehard GameFan praised the general improvements to the gameplay, particularly the addition of the two-player mode.[14] Richard Leadbetter and Radion Automatic of Mean Machines Sega commended the two-player mode, additional bikes, fast visuals and varied backgrounds, but felt that the fundamental gameplay was barely changed from the previous title, and they considered the music to be inferior to that of the original game.[15] Gideon of GamePro was grateful for the inclusion of the split-screen two-player mode, the lack of which he felt "kept the first Road Rash from achieving 'instant classic' status", and deemed the sequel to be "a noteworthy improvement on an already excellent game." He additionally described the graphics as "sharp", "smooth and believable", and the musical themes as "hip".[16] Anthony Mansour of Mega Zone approved of the addition of nitro charges and the ability to beat cops. Brian Costelloe of the same publication attributed the game's addictive quality to the increased challenge, and welcomed the additions of the chain and two-player mode, but found difficulty in recommending the title to those who already own the first game.[23] Paul Wooding and Adrian Pitt of Sega Force warned readers of the game's similarity to its predecessor, but praised the multiplayer modes as "magic" and the sense of speed and graphic effects as "amazing".[24] The four reviewers of Electronic Gaming Monthly considered the gameplay to still be solid and fun, but saw little difference in that factor from its predecessor, and were disappointed in the lack of detail in the two-player mode's graphics compared to the single-player campaign, though the audio was said to "really pop".[17]
Sales of Road Rash II exceeded those of its predecessor.[9] In its debut month, Road Rash II was the sixth highest-selling Genesis title at Babbage's,[25] and stayed within the top-ten chart for the next six months.[26][27][28][29][30][31] Road Rash II first charted on Blockbuster Video's highest-renting Genesis titles at #7,[32] and charted within the top ten on five subsequent months.[33][34][35][36][37] Mega placed the game at #19 in their Top Mega Drive Games of All Time,[38] and the game has been included in "greatest games of all time" lists by Stuff and FHM.[39][40][41]
Shawn Smith of Electronic Gaming Monthly wrote positively of the Game Boy Color version; he praised the "awesome" scaling effect on the tracks as the game's most impressive feature, and commended its "surprisingly solid" controls and level of challenge. However, he pointed out that the tracks were largely similar to each other, which led to eventual boredom.[19]
References
- Road Rash II (Genesis) instruction manual, p. 3
- Road Rash II (Genesis) instruction manual, pp. 17–18
- Road Rash II (Genesis) instruction manual, p. 2
- Road Rash II (Genesis) instruction manual, pp. 10–14
- Road Rash II (Genesis) instruction manual, pp. 4–9
- Road Rash II (Genesis) instruction manual, pp. 15–17
- "Preview Gallery: Road Rash" (PDF). Electronic Gaming Monthly. October 2000. p. 122.
- "ProNews: Boy Scout – What's New in Handheld" (PDF). GamePro. October 2000. p. 38. Archived (PDF) from the original on 2019-05-12. Retrieved 2019-11-26.
- Wallace, Mitch (April 2017). "The Making of: The Road Rash Trilogy". Retro Gamer. No. 166. pp. 20–27.
- "Behind the Screens: The Making of Road Rash 2" (PDF). Electronic Gaming Monthly. January 1993. pp. 126–127. Archived (PDF) from the original on 2018-07-21. Retrieved 2019-11-17.
- Road Rash II (Genesis) instruction manual, inner cover
- "Behind the Scenes: Road Rash". GamesTM. No. 99. Imagine Publishing. August 2010. pp. 138–139.
- Hunt, Stuart (April 2011). "Grazing Saddles: The Complete History of Road Rash". Retro Gamer. No. 88. p. 47. Archived from the original on 2020-01-14. Retrieved 2019-11-28.
- "Viewpoint: Road Rash 2" (PDF). Diehard GameFan. December 1992. p. 9.
- Leadbetter, Richard; Automatic, Radion (November 1992). "MegaDrive Review: Road Rash 2". Mean Machines Sega. pp. 20–23.
- Gideon (January 1993). "Genesis Pro Review: Road Rash II" (PDF). GamePro. pp. 52–53. Archived (PDF) from the original on 2018-12-29. Retrieved 2019-09-17.
- "Review Crew: Road Rash 2" (PDF). Electronic Gaming Monthly. January 1993. p. 30. Archived (PDF) from the original on 2018-07-21. Retrieved 2019-11-17.
- "Game Spy: Road Rash 2". Mega Zone. December 1994. p. 9.
- Smith, Shawn (December 2000). "Review Crew: Road Rash (Game Boy Color)" (PDF). Electronic Gaming Monthly. p. 240.
- Sinclair, Brendan (August 31, 2006). "EA confirms retro Replay". GameSpot. Archived from the original on November 28, 2019. Retrieved November 27, 2019.
- Gera, Emily (June 4, 2019). "Kid Chameleon and Road Rash 2 Coming to Sega Genesis Mini". Variety. Archived from the original on June 8, 2019. Retrieved November 27, 2019.
- MegaTech rating, EMAP, issue 22, page 99, October 1993
- Mansour, Anthony; Costelloe, Brian (June 1993). "Mega Drive: Road Rash 2". Mega Zone. p. 51.
- Wooding, Paul; Pitt, Adrian (February 1993). "Force Tested!: Road Rash II". Sega Force. pp. 48–49. Archived from the original on 2020-02-01. Retrieved 2020-02-01.
- "EGM's Top Ten" (PDF). Electronic Gaming Monthly. March 1993. p. 40. Archived (PDF) from the original on 2019-11-05. Retrieved 2019-11-05.
- "EGM's Top Ten" (PDF). Electronic Gaming Monthly. April 1993. p. 40. Archived (PDF) from the original on 2019-11-05. Retrieved 2019-11-05.
- "EGM's Top Ten" (PDF). Electronic Gaming Monthly. May 1993. p. 40. Archived (PDF) from the original on 2019-11-05. Retrieved 2019-11-05.
- "EGM's Top Ten" (PDF). Electronic Gaming Monthly. June 1993. p. 46. Archived (PDF) from the original on 2019-11-05. Retrieved 2019-11-05.
- "EGM's Top Ten" (PDF). Electronic Gaming Monthly. July 1993. p. 42. Archived (PDF) from the original on 2019-11-05. Retrieved 2019-11-05.
- "EGM's Top Ten" (PDF). Electronic Gaming Monthly. August 1993. p. 44. Archived (PDF) from the original on 2016-01-31. Retrieved 2019-11-05.
- "EGM's Top Ten" (PDF). Electronic Gaming Monthly. September 1993. p. 44. Archived (PDF) from the original on 2019-07-26. Retrieved 2019-11-05.
- "ProNews Report" (PDF). GamePro. March 1993. p. 195. Archived (PDF) from the original on 2016-03-02. Retrieved 2019-10-31.
- "ProNews Report" (PDF). GamePro. April 1993. p. 177. Archived (PDF) from the original on 2016-04-02. Retrieved 2019-10-31.
- "ProNews Report" (PDF). GamePro. May 1993. p. 142. Archived (PDF) from the original on 2019-10-31. Retrieved 2019-10-31.
- "ProNews Report" (PDF). GamePro. August 1993. p. 145. Archived (PDF) from the original on 2018-07-21. Retrieved 2019-10-31.
- "ProNews Report" (PDF). GamePro. September 1993. p. 136. Archived (PDF) from the original on 2018-07-15. Retrieved 2019-10-31.
- "ProNews Report" (PDF). GamePro. October 1993. p. 169. Archived (PDF) from the original on 2019-01-24. Retrieved 2019-10-31.
- Mega magazine issue 26, page 74, Maverick Magazines, November 1994
- "100 Greatest Games". Stuff: 116–126. October 2008.
- "100 Best Games Ever". stuff.tv. Stuff.tv. 2011. Archived from the original on December 15, 2011. Retrieved October 26, 2019.
- Clack, David (January 11, 2010). "FHM's 100 Greatest Games of All Time". FHM. Archived from the original on April 30, 2013. Retrieved October 28, 2017.