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DS

North America

Ridge Racer DS

by Steven Rodriguez - December 22, 2004, 6:43 pm EST

6

You can use your thumb for drifting, but just make sure the car that picks you up doesn't have a copy of the game around.

First and foremost, let's get some things out of the way. Ridge Racer DS is a straight port of Ridge Racer 64. The same tracks and cars that you remember from the N64 game are here, with a few changes in the names and paint schemes of some cars to include Nintendo-themed racers. The game runs fast and smooth, which is even more impressive for a handheld. The cool-cat announcer and the snazzy music tracks from the console version are also here on the DS. The multiplayer choices, all wireless of course, are superb in both the multi-card and single-card options. You would think that a good racing game on the N64 would easily translate into a fine DS launch title. Well, it almost does, except for one rather large oversight.

Touch screen steering does not work as well as we all thought it would.

Sure, it looked promising from the first screenshots. Using the touch screen to steer your car seemed like a really cool idea, since it would make a suitable replacement for the analog stick the DS doesn't have. Unfortunately, this is not the case at all. The two touch screen steering options both have their own set of problems. The first choice, appropriately called Hard Play, uses the stylus. To go straight, you either do not touch the screen, or touch the stylus against the dead center of the screen's x-axis. If you move to the left or right just the slightest bit, you will turn in that direction. If you reset your stylus off-center, you will turn as severely to the side in proportion to how far from center you missed. Dragging the stylus back and forth happens a lot, since there are a lot of twisty sections, but since you really don't have a solid reference point for where the center is, you will find that when you think you've returned to center, you are in fact off to the side, and therefore are not going straight. On top of that, the button mapping is a little dumb, in where you must hit X for gas and B for brake, which translates to up and down on the D-Pad side. This means you can't press both buttons at the same time without accidently shifting (A to shift up, Y to shift down), a must for expert drifting.

Expert Play is the thumbstrap option. Instead of relying on the center of the screen for straight ahead, wherever you place your thumb will be considered the center point. New problems arise from trying to steer a car in this fashion. For one, if your thumb was put on the touch screen too close to the left side, you won't be able to slide your thumb over to the left far enough without running out of space, and therefore will understeer into a wall around some of the tight left turns. The problem with no solid center point reference is much worse when using your thumb, as the length your thumb needs to travel to fully turn a direction gets cut in half. If you were off a little bit from center with the stylus and gently veered into a wall, being slightly off-center with the thumb pad will make you slam into the wall instead. The button mapping is worse in this mode, as you can only use the action buttons to go and stop, shafting left-handed people. Both the touch screen modes completely neglect the L and R buttons, which could have been used for acceleration, shifting, or anything.

The final, and "best" option you're going to have available to you if you want to play Ridge Racer DS with any sort of success, is the D-Pad option. Drifting and turning around corners is easiest with it. A for acceleration and B for brake, that's the rule for racing games on handhelds, and this control mode follows it. If it weren't for some other problems that will be mentioned in a moment, this would have worked just fine. For the most part, it does great in the slower speed classes on the easier tracks. The steering wheel turns just the right amount for the length of time you hold the direction down (once you get the hang of it), and steering too much can be quickly corrected by steering back the other way in time to avoid the wall, something that's virtually impossible to pull off with the touch screen.

Now, what you lose with D-Pad steering is the precision of staying on a line that will take you around a corner and getting around slower cars without hitting anything. As cars speed up and it gets harder to pass, you will find that trying to get by three cars at the same time is hard enough to do on a straightaway, let alone a curve. You will hit other cars and the wall when trying to pass the majority of the time. The thing that sucks about this is that the same funky collision that plagued the N64 version is here too, meaning that if you hit a car, a car hits you, or you hit the wall, you will slow way down. Hitting walls and other cars in this game is inevitable. Since you need to be perfect (and then some) when doing car attack races on the three Expert tracks and Ridge Racer Extreme track, you can either put up with countless frustrations on track memorization and turn patterns, or you can give up entirely.

If you decide to put up with it, the rest of the game is actually rather decent. The game runs quite fast for a little screen, but it should be said that this is an N64 game we're looking at, and even though it looks good for a DS game, it should have looked better given this new hardware is more powerful than the N64. That aside, the racing action is okay after you've conquered the control issues. It does take a good deal of skill to get past the lead cars, and every so often, taking the lead doesn't mean you're going to keep it, so you need to race hard even while out front.

The game works in the same way that the N64 did. You start off with a few cars, and the easy version of the three tracks. When you win the three races in the stage, you can race the middle difficulty version of the tracks in a higher speed class, or race other against a car one on one to win the right to drive it. After first going forward, the extra tracks will have you do the tracks in reverse. You'll eventually reach the speed course Ridge Racer Extreme track that was made exclusively for the Nintendo versions of the game. Along the way, you'll unlock Namco and Nintendo race cars, like the DK Racing Team three-wheeler and the Princess Peach car (colored pink, of course). Secret cars are also in the game, but unlocking them requires you to some crazy things.

The best part of Ridge Racer DS is easily the multiplayer options. Obviously, you have access to all cars and tracks you've unlocked if you play the the multi-card mode. The single-card mode is actually quite good, allowing everyone access to a pretty good variety of cars and tracks. The best part of it is that both modes support six players, which is awesome if you can get that many people together, with or without the game. At least the multiplayer options are great, turning a pretty disappointing single player game into a better overall game.

The bottom line for Ridge Racer DS is that the game looks and feels a little dated (despite it being "new"), and control and gameplay issues combined make for a sometimes frustrating game. If you can turn a blind eye to these problems, you'll get some fun out of this game, especially if you can take advantage of the multiplayer. Since this is really just a straight port of Ridge Racer 64, though, if you've played that version of the game to death and are already familiar with it, you're better off not picking up the DS version, instead looking for someone else that has it to play the multiplayer.

Score

Graphics Sound Control Gameplay Lastability Final
7.5 7 3 5 6 6
Graphics
7.5

The game moves quickly and smoothly, giving a real sense of speed. Strictly within the realm of the early DS titles, the graphics are good. However, this is basically a straight port of the console version, so the game does look a little dated, handheld or not. No real improvements were made from the N64 version to the more powerful DS, so those that remember playing it on a TV won't be impressed at all.

Sound
7

All the catchy music is still in there, along with a few new music tracks, though most of the new stuff is a little bland. (Driving to the Mario 2 theme is interesting, though.) Mister announcer is as excited and repetitive as ever. Tires screech when drifting. That's all there is to say.

Control
3

The touch screen control options simply do not work. Both touch screen options lack a solid center reference point and poor button mapping for gas, brake and shifting. It's better to stick with the D-Pad; while it does work fine in the beginning, you'll still be hitting a lot of walls toward the end of the game.

Gameplay
5

In the slower cars on the easier tracks, the game plays just fine. The same problem that happens when exiting a drift that occurred on the N64 version also happen here, but that's just how the Ridge Racer drift system works, and you'll get used to it. The major problem lies in precision driving at high speeds. Oh, that funky collision from RR64 is here too, meaning hitting anything will slow you way down, and it gets frustrating that you don't have that much control over it. Once you're over that, the racing isn't half-bad.

Lastability
6

If you've played the N64 game, you won't have much trouble getting most of the game done in a few hours. If you haven't, it might take you a great deal longer to get used to how Ridge Racer physics work. Either way, you'll be spending the majority of your time with this game trying to figure out how the hell to beat the Ridge Racer Extreme tracks without hitting the walls using only the D-Pad. It replaces the "pick up and play" mantra with "play for a bit, put it down, then try again a few minutes later." Either way, you're still going to want to try to unlock everything. The multiplayer is awesome if you can get five other humans in a race who bounce off the walls just like you do.

Final
6

Everything you liked about the N64 game is still in here, but unfortunately, that isn't enough. The touch screen control options have failed to replace the solid feel of a control stick under your thumb, though the D-Pad alternative works well enough to make the game playable and somewhat enjoyable. It takes a lot of effort and dedication to master the controls and get a good experience out of Ridge Racer DS, but it's an effort that shouldn't be required of someone who just wants a racing game. You might not want to get this one if you're familiar with Ridge Racer 64, but if you haven't played the N64 game, give it a try; it's not all that bad once you adjust to the control scheme.

Summary

Pros
  • Catchy music tracks
  • Frame rate is smooth and fast, giving a good sense of speed
  • Very good multi-card and single-card mutiplayer options
Cons
  • Collision annoyances make it it hard to stay at top speed
  • RR64 veterans might find the game too easy
  • The above combine to make the final challenges near impossible
  • Touch screen control does not work; D-Pad control barely works at higher speeds
Review Page 2: Conclusion

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Genre Racing
Developer Nintendo Software Technology
Players1 - 6

Worldwide Releases

na: Ridge Racer DS
Release Dec 07, 2004
PublisherNamco
RatingEveryone
eu: Ridge Racer DS
Release Jun 03, 2005
PublisherNamco
Rating3+
aus: Ridge Racer DS
Release Jan 04, 2006
PublisherNamco
RatingGeneral

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