doug@terak.UUCP (Doug Pardee) (05/13/86)
Richard Petty's Talladega -- Cosmi Curb C-64 disk & cassette both in one package -- $?? list, $12.90 discount If you like playing Pole Position, and/or you're a NASCAR stocker fan, you'll probably like this one. If you're both (like me), you'll probably like it quite a bit. If you're neither, you probably won't like it. It comes up short on modern sophisticated pizzazz. The graphics are, well, Pole Position class. The sound effects are really bush league -- sort of like you get out of the old Atari 2600 VCS video game. There's no question that the underlying, basic concept here is good ol' Pole Position. You've got the qualifying lap stuff, and the graphics are obvious substitutions: stockers instead of open-wheel racers, flags and turn markers instead of billboards, etc. But the game play in Richard Petty's Talladega is considerably more sophisticated than in Pole Position. And that's what makes this program interesting. [There's no way to avoid comparing Talladega with Pole Position, so I'm not even going to try.] In ordinary C-64 Pole Position the game play is pretty straightforward: accelerate to max speed and try not to run into anything for 4 laps. If you use the brakes, you'll never win. If you crash, you are given a new car and can continue on. In Talladega, you have to complete 30 (yes, thirty) laps to finish. And you frequently need to use the brakes to keep from running into the other cars. Some of the other drivers are pretty aggressive. And in contrast with Pole Position, if you crash your race is over. This is really depressing after you've been racing for 15 minutes or more... The standard track is the tri-oval. You can also have the program concoct a random track. Either way, it's 30 laps. And there's no way to pause the game. Pole Position is a race against the clock: you try to finish the 4 laps as fast as possible. Talladega, on the other hand, is a race against the competition. You are trying to get into first place, ahead of all the other cars. Of course, those other cars are each trying to get ahead of their competition, too. Each of the other drivers has his own "personality"; you quickly learn which ones are fast, which are slow, which will do their darnedest to keep you from passing, and which will simply let you drive past. Talladega "drives" quite differently from Pole Position. For one thing, the *button* on the joystick is the accelerator pedal. This seems kinda silly at first, since it would seem to make more sense to have "stick forward" be the accelerator. But it makes sense from a practical point of view. It makes it easy to accelerate and turn at the same time, and you can actually tap the brakes without lifting your accelerator "foot". The optimum cornering technique is to cut the corner, and the program will take you smoothly through the corner if you hit it just right. It essentially has a "special mode" for corner cutting. You'll get a lot of chance to practice this in qualifying -- you've got to cleanly cut at least one corner in order to qualify at all. Talladega also recognizes the technique of "leaning" on a competitor's car (Dale Earnhardt would approve). This is mainly of value in the turns, where you can get beside another car and really rub sheet metal. A lesser degree of leaning is permitted on the straightaways. Of course, if you lean too hard you crash out of the race. Drafting is also possible. Just drive up behind the car you want to draft and keep the accelerator button pushed. But watch out for the next corner -- drafting through a turn is risky stuff. There's no way you're going to make 30 laps on the 22 gallons of fuel that the car holds, even with drafting. So pit stops are important. In the pits, you can choose to add fuel, replace the tires, and/or check/fix the motor. The pit-stop graphics are kinda cute. You watch a crewman walk up to the car with a gas can while another removes and replaces a tire, and a third crawls under the front of the car. This is about the only really original graphics work in the program. When the work is done, you can drive out of the pits. An interesting option you have is to leave before the work is done. This means you can make a "take on minimum fuel" stop late in the race if you want. How long your tires last depends on how frequently you end up at the edges of the track. For me, tires tend to be the limiting factor on how long I can go between pit stops. Obviously, I gotta work on this. The other cars can crash, too. It is really exciting to come blasting out of a turn and find a wreck dead ahead. Sometimes you see the yellow flag first. Just like NASCAR rules say, when the yellow comes out you race until you reach the start/finish line. Say, was the wreck that caused this yellow flag behind you or ahead of you on the track? Once across the "stripe", you are automatically put in the pits for a quite leisurely pit stop. What would I change if I could? First, remove a few of the amateurish things like the screens that say "loading title program" and "loading game program". Put in some decent music and sound effects. And clean up some of the more juvenile facets of the game [like make up real-sounding names for the drivers instead of names like I. M. Fast]. I'd provide a pace lap before the green flag comes out; right now when the racing screen comes up you're instantly "green flag". I'd add an information field that tells how many seconds you're behind the car you're chasing (you're already told which car that is). And I know that this is a matter of taste, but on a program that takes 15 minutes or more to complete a round, I really like to have a game pause feature. Still, it's a lot of fun to play, and at an unusually low price. -- Doug Pardee -- CalComp Display Products Div, Scottsdale AZ -- {elrond,seismo,decvax,ihnp4}!terak!doug (soon to disappear from the net)