Today's review is on a super badass game from way back when, the original The Incredible Machine.
Cannons and boxing gloves and cats, oh my!
The Incredible Machine was designed and coded by a guy named Kevin Ryan and published by Sierra Entertainment in 1992. It was a Rube Goldberg-esque puzzle game with almost a hundred unique puzzles and the ability to create your own, making for a mind-bending blast of a game.
Story: N/A
There really is no story in The Incredible Machine. It's a pure puzzle game at its very best. You don't have lives or motivation; your only goal is to finish all of the puzzles.
Graphics: 7/10
There's not a whole ton to say when it comes to graphics. In essence, every object very clearly looks like what it is. A pair of bellows looks like a pair of bellows, a cat looks like a cat, etc. That's really all you need.
Beyond that, the game doesn't have a whole lot of graphical bells and whistles. The background is completely blue at all times. The score ticker actually looks pretty slick, but doesn't do much other than tick.
A lot of people might not like such barebones graphics, but to me, it completely makes this game. It fits; it just feels right.
Gameplay: 9/10
The Incredible Machine is an exercise in coming up with really complex solutions to simple problems. You get a pretty large range of items to help you create your contraptions, from simple objects like ropes and pulleys to much more complex items like generators, engines, power outlets, and mice in cages. Most objects connect to at least one other object in some way (seesaws to ropes, a conveyor belt to a cable, etc). The objects that don't connect will usually have some sort of interaction with another object instead (cats go towards a fishbowl when it's broken, scissors pop balloons, etc.).
You start with a very simple puzzle: putting a ball in a hoop.
Pictured: simplicity.
From there, you go through a series of 86 other increasingly more complex puzzles, teaching you how to use every item in the game.
Pictured: HOLY FUCK!
Thankfully, the game has a very nice learning curve. Some puzzles also have altered gravity where it's either very powerful so things fall quickly or it's very weak, like the moon, so things fall slowly.
There's always a score ticker at the bottom that counts downward at a set rate, so the faster you solve a puzzle, the more points you'll get. The points are largely meaningless other than to see how much better you've gotten at the game.
The best way to explain this game, though, is just to show it. Here's a short clip showing the first several levels. It clearly shows the entire setup including the start of a puzzle, the tips and information about a puzzle you're given before it begins, the bank of items (and how it changes from level to level), the score ticker, and the completion of a puzzle.
Sound: 6.5/10
The soundtrack in TIM did its purpose well: stayed in the background. A lot of it stands up on its own pretty well, but most of it is very background-y. I'm not a huge fan of listening to it standalone, but I'll say that it never interferes with finishing a puzzle. In fact, it can be quite soothing on some levels.
Here's your standard sample. This is a VERY well done YouTube video; it's long, but when it first starts, there's a popup for a 'tracklisting' of sorts. That way, you can just click and jump around from song to song.
Here's part two of the soundtrack, setup in the same way so you can pick your track.
Replay Value: 10/10
The Incredible Machine actually had a surprising amount of replay value. It was fun enough replaying through so many of the standard puzzles, but on top of that, they also included the freeform mode. Basically, you can build your own puzzles with no time constraints or item limits. There's no end to the Goldberg-style madness you can come up with, creating puzzles to try and stump yourself or having your friends try to solve the ones you've made.
tl;dr
The Incredible Machine is a phenomenally fun game. It's basically Rube Goldberg: The Game. Go, buy it now! If you can't find a copy, since the original is SUPER hard to find, download a freeware/abandonware version of it on the interwebz. It runs perfectly fine in DOSbox. Below are links to buy updated/newer versions of the same style of game.
Today's review was written by a guest reviewer, Megan. This one's 10x better than any I've done, so without further ado, here's her review of Portal.
I'm going to review a 2007 game called Portal, a single-player puzzle-platformer.
It was released for PC, Xbox 360, and PS3. The developer was Valve, who also did Half-Life, Counter-Strike, Left 4 Dead, and a bunch of other awesome first-person shooter type games. The game was actually based off of some students' senior project called Narbacular Drop.
I'm going to try not give away any big things about the story. When I played the game, a few things here and there were spoiled for me and it's really fun to find out things as they happen. The following trailer was released by Valve, so I don't consider it to have spoilers.
Story: 9/10
You play Chell, a woman we know nothing about. It doesn't matter; we never learn anything about her. The only other real character is an AI computer named GLaDOS who you hear talking to you from the minute the game starts. When the game begins, you awake in a stasis chamber, a tiny room with glass walls. GLaDOS welcomes you to the Aperture Science Enrichment Center. From here, you are taken to the first test chamber and introduced to the Aperture Science Handheld Portal Device (portal gun) and taught how to use it.
As you progress through the test chambers, GLaDOS talks to you, making you aware of the dangers present in the chambers, new things to do with the portal gun, and how there's yummy cake waiting for you. The atmosphere is creepy and surreal from the start and it just gets weirder from there. You're trapped in this empty testing facility with nothing but the portal gun and the AI's voice to help you (along with some tools they give you in order to advance, such as weighted cubes). The rooms get more and more challenging as you go, with new elements being introduced each room or so.
I thought the overall story was unique and amusing. The humor is great. It's cute, nerdy, and random, with tons of quotable lines. Even if you don't enjoy the humor, the gameplay will make up for it. You'll want to know if the cake really is a lie. This game is worth finishing.
Graphics: 9/10
The graphics are fairly simplistic, which is completely appropriate for the game. If you've ever played Half-Life, you know what the graphics look like. Plain gray walls and floors don't distract from the important part of the game - the puzzles. I thought they did a good job making the equipment and technology in the game look futuristic, but not really ridiculous. You can tell what everything is or what it might do, and you need to in order to figure out what to do next. The portals themselves stick out well from the rest of the environment.
One graphical thing that stuck out to me was when you shake the cursor around in game, your surroundings sort of trail along with you. It looks really nice and makes things more realistic. I haven't noticed this in other games, but then again, I haven't played many of the newest first-person shooters. The game has no visible health bar; the interface is very clean, letting you focus on the task at hand. The only things you see constantly are your gun and the 'crosshair' to aid you in creating portals.
Chell has metal heel springs to prevent injury from falls.
Gameplay: 10/10
The portal gun is your main tool to getting through this 'nightmare'. If you're playing it for PC, the right and left mouse buttons control your two portals - one blue and one orange. It doesn't matter which color you create first; you can enter either one and you will exit from the other. You can jump through them, walk through them, throw stuff through them, fall through them. If you go through one in a wall and exit through one on the floor, you'll come out and land back on your feet. It's dizzying at times. Sometimes you will need to create new portals in mid-air, forcing you to pay close attention and move quickly. If you create a portal on the ground and jump into it from several feet down, you will gain momentum, helping you get to higher places. This technique of creating portals as you're in the air and gaining momentum will be necessary for much of the game. It's also really fun to experiment with.
As you'd expect from a first-person game like this, you will encounter enemies. You don't exactly kill them... More like break them. As I said, you have no visible health bar. You can get hurt from certain things, like turrets, and if you move out of the way quickly enough you will not die. Your health apparently regenerates itself after you are hurt, because if you are damaged again (after your health has gone up) for a short period of time, you won't die. There are indeed plenty of opportunities to die in this game, mostly from falling off of platforms as far as I remember, but there are other things that will instantly kill you. You'll just start over at the beginning of the current test chamber if you die. The game will auto-save when you reach each test chamber or a 'checkpoint'.
The way the game introduces the new obstacles while teaching you how to play flows perfectly. The levels are brilliantly designed. By the end of the game, using the portal gun feels almost natural. The difficulty is just enough for me to want to keep playing. Don't get me wrong, this game can be frustrating... I did end up getting a couple of hints, but if I had thought about it some more, I probably would have been able to figure it out myself. It feels damn satisfying when you finally solve some of the harder puzzles.
(Also, after playing the game for too long and you stop, you might get the same feeling you do after you play Katamari Damacy... You'll get the urge to teleport across the room with portals. After Katamari, you size up the objects around you to see if you can roll them up. Am I the only one?)
Sound: 9/10
It won't threaten to stab you.
The sound is appropriate. The portal gun will make noises when you create portals, and also make a noise when you can't create a portal somewhere (like the darker-colored metallic walls). Sometimes all you'll hear is the sound of your footsteps. The best sound, though, is GLaDOS's crazy-ass mechanical voice.
"...all the cake is gone. You don't even care, do you?"
The lack of music for most of the game adds to its empty, surreal atmosphere. And then of course, there's the song, "Still Alive". You can look that up yourself. It's in the ending credits of the game.
Replay Value: 7/10
The game is pretty short. I think it took me about three sittings to beat the storyline, but it could be beaten in one, for sure. Plus, there are bonus levels and little missions to accomplish, like destroying all of the security cameras. I would definitely sit down and play through this game again. It won't be as fun as the first time; learning to play and finding out the story were awesome. If you haven't played this game, you're really missing out.
Portal 2 is set to come out on February 9, 2011.
"When the testing is over, you will be... missed."
Today's review is on an old DOS game, Leisure Suit Larry 5: Passionate Patti Does A Little Undercover Work.
If only it were 1990 and this game was 'Coming Soon'...
Leisure Suit Larry 5 was developed and published by Sierra Entertainment and released in America in 1991. Some of you older gamers might remember the LSL series, the brain-child of programmer Al Lowe. It was a raunchy series filled with both hilarity and bewbs, aimed at the older crowd. Let's check out the 5th (and in my humble opinion, best) entry in this exceedingly strange series.
Story: 10/10
The story for LSL5 requires some understanding of who the main character, Larry Laffer, is. Normally, I'd write this up myself, but the Wikipedia entry is just too hilarious:
"According to his creator [Al Lowe], Larry was a nerdy geek all his life and eventually became a computer programmer. He never had close relations with friends, women, or his colleagues, and every day of his life was identical. He lived with his mother and brother. Around his 38th birthday, his brain hit a sexual alarm and started having his first kinky thoughts. He started reading adult magazines and could not concentrate on his work. Because of this his life was destroyed; he was fired from his job, and upon returning home he found his house had been sold and his mother had left for vacation.
He then decided to turn a page forward in his life; he left everything and decided to live the wild life. He moved to the city of Lost Wages, where, being a fan of the '70s, and assuming that '70s styles were still trendy, he bought a polyester leisure suit and gold chains. He sold his VW 'bug' to a junkyard for $94 and ended up in front of Lefty's Bar, where the first game, Leisure Suit Larry in the Land of the Lounge Lizards, begins."
Leisure Suit Larry 5 stars the same lovable Larry in yet another quest for the elusive vagina. The premise relies on the idea that there was no Leisure Suit Larry 4. There were a few reasons why there was no 4th game; primarily, though, a planned 4th entry would be an online game, allowing players to interact with each other over Sierra's popular online network. Technology at that point wasn't quite up to snuff, though, so it was abandoned. Al Lowe, disgusted with this, declared that there would never be a Leisure Suit Larry 4. Indeed, the first three games played like a trilogy with a complete ending after the 3rd game. When he began working on the 4th game, Lowe was unsure of how to continue the story. Basically, he joked that the floppy disks for the game were lost, so he could start fresh on the 5th title. This also proved him correct in saying there would never be a Leisure Suit Larry 4.
The story revolves around Larry and his old flame, Passionate Patti. A man named Julius Biggs has stolen the floppies for LSL4, causing Larry to have amnesia. Larry's now in the adult film industry, working for a company called PornProdCorp, a seedy Mafia-connected enterprise. His boss sends him around the country to scout for (and maybe even seduce) models to appear in their newest video series, America's Sexiest Home Videos. Larry's chosen because, as his boss says, they need someone who's so disgusting and nerdy that only the most attractive women on Earth could find him sexy.
Patti also stars in this one; you play as her for half of the game. In this title, she's working in a dive strip bar with dreams of becoming a famous pianist. As she leaves the bar at the start of the game, she's approached by the FBI to try to find evidence of two big record companies implanting subliminal messages in their albums.
At the same time, PornProdCorp tries to eliminate all competition by donating money to CANE (Conservatives Against Nearly Everything). All three storylines converge at the end.
All you need to know is that this game is completely hilarious. The entirety of it is filled with juvenile humor and references to what a geek Larry is. If you don't laugh while playing this game, you're taking life entirely too seriously.
Graphics: 7/10
The graphics are nothing special. I mean, things move smoothly and look as they should for a 1991 Sierra game. It's not too pixel-y and there's fairly liquid movement throughout. There are some hilarious 'adult' scenes interspersed, none of which will exactly get your juices flowing.
Oh yeah, baby, shake those pixels!
The key, though, is that this game plays more like an interactive comic than anything, and so the graphics really do matter considerably. That being said, you'll never be confused as to what's going on in the game visually (well, you will, but not because of bad graphics, just because of completely 'what the fuck'-inducing visuals).
Put it this way: they came a long way since Leisure Suit Larry 1.
Pictured: Ladies' Man.
Gameplay: 7/10
As I mentioned earlier, this game plays a lot like an interactive comic of sorts. It's an adventure game, similar to the previous games in the series as well as other classic adventure games like Space Quest. However, LSL5 wasn't a text-based adventure game. Rather than typing in explicitly what you wanted Larry to do, it had a GUI with different icons you could pick to make Larry do different things. There were basic icons like some to make him walk, talk to people, pick up objects, and examine objects...others were more silly, like the one icon (a zipper) that removed the clothes (or tried to) of whatever you clicked on. This led to some hilarious text boxes coming on screen when you tried to do things like unzip a statue.
The game switches you from controlling Larry to controlling Patti at various intervals, walking through their respective stories. Both are equally entertaining, though Larry's sections stand out as being much more fun, in my opinion.
This game is interesting in that it's impossible to die. Unlike most adventure games, you can never be trapped and you can never die, and the game can't be put in an 'unwinnable' state. Losing is literally impossible. While this really reduces the difficulty, it also makes it a bit more accessible. I don't know how many of you played older text-adventure games, but the constant deaths do get frustrating after a while.
There's a point system in this game, like in many other old (especially Sierra) text-adventures. Doing certain things at certain times will increase your points (like examining a statue of some boobs), as will advancing the story. The score is largely meaningless other than to give you something to shoot for. Lots of objects you can pick up will increase your score and give you bonus dialogues later on, but most of them are largely superfluous to completing the game.
This game also had an interesting copyright protection system. Whenever you travel on an airplane (which is quite often), a certain code needs to be put in to get your ticket, based on where the flight is going and when it leaves the airport. This doesn't present a problem these days because the passwords are all online, released by Al Lowe himself, but when I was a kid, I remember this used to drive me batshit when I couldn't find the game manual.
Here's a video showing the first few minutes of real gameplay. Keep in mind, the walking speed can be increased to A LOT faster than what this guy has it set as.
Sound: 6/10
The sound in LSL5 is pretty underwhelming. Like a lot of games I've reviewed, the sound effects weren't so great. In fact, they were even kind of shitty. Lots of lag in the noises, and they tended to be very basic internal-speaker-sounding noises.
The music, on the other hand, was...well, also not that great. There were some totally decent tracks, don't get me wrong, but overall, it was a pretty mediocre soundtrack. Luckily, the great gameplay and humor make up for this.
Apparently, the games I review have hit a new level of obscurity. This is the first one that I couldn't find a sample of JUST the music from this game. I suppose in lieu of that, I'll refer you to the above video for a small taste of the music and especially the shitty sound effects.
Replay Value: 5/10
This game gets a big, hearty "meh" in this category from me. It's not that it's not worth replaying, it's just that you won't exactly be running to your PC to play it again immediately after you finish it. Nonetheless, give it a year or two after playing through this one and I guarantee you'll want to play it again. The big thing making you come back will be trying to figure out all the little things you need to do to get a perfect score.
That, and the humor.
I hope you'll give this game a shot. Larry's chauvinistic, raunchy, geeky, horny, vile, dorky, and lovable beyond all reason. The whole series is worth a playthrough, but this is the one I have the most fond memories of playing.
And remember, the Hooter Shooter is sexy, sure--but with a license to kill.
Below is a collection of Leisure Suit Larry 1, 2, 3, 5, and 6, all on CD rather than floppies.
Today's review is of a game I've only recently played, and boy, do I wish I had played it when I was a kid...today's review is on Tyrian.
Tyrian is a game originally released in 1995, developed by Eclipse Productions and published by Epic MegaGames. It's a vertical shoot-'em-up in the same style as 1943 for arcades/NES, but with WAY more features. It packs an epic amount of fun into a small amount of data. Let's check out this piece of mid-'90s software gold.
Story: 8/10
Tyrian's story is split across several episodes. There's 5 in the full version and 4 in the open-source freeware version (more on that at the end of the review).
The overall plot line focuses on a pilot named Trent Hawkins. His job is to find habitable locations on newly terraformed planets. His work has brought him to a planet named Tyrian. Near Tyrian sits the territory of a lizard-like species called the Hazudra. The story centers around the murder of one of the Hazudra (and Trent's best friend), Buce Quesillac. Buce tells Trent that it was all the work of Microsol, the corporation who contracted the terraformation of Tyrian, due to his knowledge of a mineral capable of controlling the force of gravity found exclusively on Tyrian.
Because of Trent's knowledge of the same material, he's next on Microsol's list of people to kill. As Buce dies, he tells Trent to go to Savara, a free world on the edge of the galaxy. Trent steals a small fighter and begins the journey to Savara. Source, as well as a summary of each episode's story: Tyrian's Plot from Wikipedia
The basic plot line, although straight-forward enough, takes a hundred different turns as the game goes along. As you play, you collect Data Cubes, transmissions from both your allies and your enemies, both of which progress the story as well as filling in plot holes and letting you know about special deals on new weapons or ships to purchase from the main menu.
This game also has its fair share of humor. Certain Data Cubes will have you rolling on the floor with laughter, and others are very tongue-in-cheek references to other old video games. The story won't ever leave you wanting.
Graphics: 7/10
This game looks beautiful for being a PC game in 1995. It was intended to be ran on DOS initially, and before Windows 95 came along, most graphics-heavy games looked just piss-poor. Compared to Doom 2, a game released in 1994 (and an all-time favorite of mine), Tyrian looks like a work of art.
Compare Doom 2...
...to Tyrian. The difference is pretty extreme.
The graphics even hold up to today's standards; it's not exactly HD-quality, but you'll never be confused about what anything is or what it is you're trying to kill. What really sets Tyrian apart from a lot of shooters from the same era (Raptor: Call of the Shadows being one that comes immediately to mind) is the cartoony graphics. These just serve to add to the overall humorous vibe.
Gameplay: 10/10
This game, for a shoot-'em-up dork like me, is bliss. It's not overly hard on any of the difficulties (though people new to the genre might have troubles on Hard), and it's not too easy anywhere, either. It's an even balance of challenge vs. fun. It is a bit easier than the previous game I reviewed, though (U.N. Squadron). It's not bullet hell, by any means.
From the main menu, you can view your Data Cubes (which give you valuable hints about story, as well as some great humor), you can view your Ship Specs (mostly unimportant, although still comical), you can Upgrade Ship (more on this in a second), go to the Options menu (set controls, music and sound volume, etc.), or Exit Game.
Upgrading your ship is one of the best parts of the game. While playing through levels, every enemy you kill will give you a certain amount of money which can be used to purchase upgrades for your ship. Certain enemies will also drop money icons, giving you even more cash. Upgrades include shields (you can take several hits before dying), generators (determines rate of fire as well as how fast shields recharge), front and rear weapons (both of which are linked to the same fire button), left and right sidekicks (smaller weapons that fire along with your main weapons), and even entire new ships. Each new ship gives more armor as well as more shields. Some ships are hilarious, too, like the infamous carrot:
Yes, that really is a carrot shooting bananas. This game is fucking AWESOME.
Other than the massive amount of upgrades available and tons of story elements, the game plays like most other vertical scrolling shoot-'em-ups. You pick your level, you fly through it, destroying everything in your path. There's between 0 and 4 Data Cubes in every level, making themselves apparent upon killing certain enemies. At the end of every level, there's a boss to be killed, most of which aren't terribly difficult. After you kill the boss, you pick the next level...wash, rinse, repeat.
Well...the washing's not necessary...but whatever boats your float.
Sound: 9/10
The only reason this game gets a 9 instead of a 10 is because of the damned alarm sounds when you're near death. On Hard mode, this happened to me often, and it's painful to listen to after a few minutes of it.
Most of the rest of the sound effects are pretty great, though. The music, especially, is amazingly awesome. There's not a single bad song on this soundtrack. They really hit the jackpot when they composed it. It's perfect music for a shooter, and it never gets old. Even the music that plays on main menu is amazing. I'll shut the fuck up and just post a song or three.
Ignore the graphical quality, the music is the main focus here. The game looks MUCH better than this video makes it seem.
Replay Value: 10/10
This game has replay value out the ass (not literally). There's lots of points where the story splits and you can pick your level, altering the remaining levels in the episode. The upgrades that become available also change depending on certain circumstances like how many Data Cubes you collect and what levels you play. There's also several mini-games which are an absolute riot to play through like Destruct, Zinglon's Ale, Zinglon's Squadrons, and Zinglon's Revenge.
You will come back to this game time and time again. There's actually someone sitting next to me playing Tyrian right now...I should get back to playing Final Fantasy XII again, but Tyrian looks so fun, I might just give it another playthrough tonight.
Added Bonus:
Like Death Rally, Tyrian was re-released as a completely free, open-source game. This means it's available for anyone to download in its entirety (almost--it's missing the last episode) for no cost. I HIGHLY advise you check this game out. It's well worth the time you'll put in.
From the downloads menu, under Windows, grab both the first and second links and put all the files in one folder, then just run opentyrian.exe...good times will be had by all.
Go before me, my followers! Download this game! Play it until your fingertips bleed! And most importantly, ALL HAIL ZINGLON!!
Next up, I've decided to switch gears and focus on some classic PC gaming with one of my favorites, Death Rally.
Holy FUCK driving through fire is awesome.
Death Rally was a great racing game developed by Remedy and published in 1996 by Apogee (3D Realms), the same company that published some super badass shareware titles by idSoftware like Wolfenstein3D and Commander Keen, as well as developing classics Duke Nukem in 1991 and Duke Nukem 2 in 1993, back before good ol' Duke was even in 3D (yes, seriously! Duke was a sidescroller back in the day!).
Yes, this is really what it looked like...and it's STILL more fun than most new games.
Death Rally really is a damned fun game, and super satisfying to boot. Let's take a closer look at this frenetic fireball of awesome.
Story: N/A
The story in this game, just as with Turtles in Time, is largely meaningless. For some reason or another, you're involved in a series of races to the death, ultimately leading up to a match with The Adversary, the baddest racer on the block. To put it simply, you race or you die.
Graphics: 8/10
The graphics in this game aren't exactly mind-blowing, but they certainly get across exactly what the game means to get across. It's a top-down view of cars racing around various tracks, with the camera placed close enough to see the cars but not close enough to see the drivers.
All of the bullets and explosions look as you would expect from a game developed in 1996: adequate, but not phenomenal. The different cars you can purchase all look distinct enough that you'll never really get confused who's driving what car.
Gameplay: 8/10
When it comes to gameplay, Death Rally is, quite literally, a blast. The game starts you off with almost nothing. You get $500 and a car called the Vagabond, a really super shitty slow beast that looks just like an old VW Beetle. The goal is to go through a series of races, always with 4 cars including you, doing whatever you can to come in first place. Weapons are not only allowed, but encouraged (but for you racing purists/pacifists, there is an option to play with no guns--but why would you want to?). As you race, you gain points, moving yourself up in rankings. When you finally do get to 1st in the rankings, you end up racing the Adversary, and only when you beat him do you truly win. As you race, you also get cash, to be used primarily for upgrading your current car's tires, engine, and armor, or even buying a better car and starting the process over. You can also get cash by picking up little icons that randomly appear on the racetracks.
Speaking of icons, the track is also littered with all sorts of other goodies. See, Death Rally, if you couldn't pick up from the name, isn't your average racer. You have a set amount of machine gun bullets to start with and other weapons like mines are able to be purchased before each race. You can also purchase spikes for the front of your car as well as sabotages of the other racers' vehicles, making them start out with less than 100% armor. Around the track, there are cash icons, bullet refills for your main gun(s), turbo icons that make you go faster for a brief period, and mines dropped by your bastardly opponents.
For each race, you have the choice of difficulty. The only thing that changes between difficulties is the car the opponent racers use: in easy, they drive really slow, shitty cars, just like you start with, and as the difficulty goes up, so does the quality of their cars. The game will even tell you what cars you should use for what difficulty. With the increase in difficulty also comes an increase in rewards if you win.
The only downside to this whole scheme is the ranking system. Eventually, you'll get to a point where you have the best car (the Deliverator - it seriously wails) with all the upgrades and more money than you know what to do with, but you still won't be in first place, so you still have to keep doing races until you finally get there. This can get super tedious after a while. If you can manage to plow through it and make it to the top, you get to race the Adversary. This fucker is HARD. Every time I've beaten this game, I've gotten to a point where I can easily finish a hard race a lap ahead of every other car, but no matter what, the Adversary takes me more than 10 tries to beat. The track you race him on is very straightforward, just one large oval, but if you miss a single turbo icon on the track or tap a lamppost, you WILL lose. Persist, though, and fame and glory will be your reward.
Sound: N/A
To be completely honest, it's been a while since I've played Death Rally, but from what I recall, there is no music. Now, this could mean one of two things: 1) there really isn't any music, or 2) the music is so ambient/backgroundy, it's meaningless. My guess is it's #2, but trust me, the music's nothing phenomenal. Either way, music won't be a huge priority playing this game. The sound I remember most strongly, though, is the sound of crashing into a mine, usually one that I laid and forgot about. Replay Value: 7/10
This is a game I've gone back to several times to replay through, mostly because it's so easy to jump into and get started. There's no huge incentive to replay through the game other than how damned fun it is to breeze through a few races here and there. One thing that might keep you coming back, though, is a counter that shows how many races you've done before you made it to the Adversary. The score I have on my list I posted several posts back isn't my highest score (lowest races to Adversary), and it's really not even a great one, either. If you get a chance to check this game out, shoot for less than 50. It's tough, but it can be done. Overall, this is a good one to play through once every 2 years or so since it doesn't take too long to finish.
Added Bonus:
As an added bonus, in 2009, a programmer named Jari Komppa got in touch with the developer of the original game, Remedy, and expressed an interest in making Death Rally open source. Although they couldn't reach an agreement, Jari downloaded the source code and began tweaking it to convert Death Rally to be able to run on modern operating systems. Sure enough, the game was released as freeware. Give it a download here: Freeware Death Rally
All things considered, Death Rally was one of a great line of games made by Remedy, and one of a great line of games published by Apogee/3DRealms. It's totally worth checking out...it won't cost you anything but time.
Tell Sam Speed and Jane Honda I said, "Hi," while you're there.