Powerdrome
Powerdrome | |
---|---|
Publisher(s) | Electronic Arts |
Designer(s) | Michael Powell |
Platform(s) | Atari ST, Amiga, MS-DOS |
Release | 1988: Atari ST 1989: Amiga 1990: MS-DOS |
Genre(s) | Racing |
Mode(s) | Single-player, multiplayer |
Powerdrome is a 1988 futuristic racing video game by Michael Powell released on the Atari ST and published by Electronic Arts. Players race jet-engined, anti-gravity bikes called blades around closed tracks. Ports for Amiga and MS-DOS were released in 1989 and 1990 respectively. A remake was released in 2004.
Gameplay
[edit]The game includes six tracks, set across five planets. The road-equivalent turning method of yaw is not present, meaning a right turn is achieved by rolling to the right and pitching up.[1] Control is sensitive, but allows use of the mouse for greater accuracy.[2] Gameplay is complicated by the need to equip gas filters to cope with each planet's atmosphere and weather, with further choices to be made over types of fuel.
Control was improved for the Amiga release in 1989 and an extra track made available. A version on the PC in 1990 was soon followed by a re-release on all formats.
Reception
[edit]Released as a budget game, Powerdrome received good reviews, with a few remembering the original and its influence on the futuristic racing genre.[3][4] All were impressed with the smooth sensation of speed and detailed environments, although the music was considered lackluster and the pilots' voices annoying.
Reviews
[edit]Remake
[edit]A remake known as Powerdrome (or Power Drome) was released for the PlayStation 2 and Xbox in June 2004. A Microsoft Windows version was released in August 2005 only in Europe. It was developed by Argonaut Sheffield, for whom Powell was studio head. Mud Duck Productions published the game in North America, Evolved Games in Europe and the PC version was published by Zoo Digital Publishing. Venues for racing still only amounts to six, but reverse and mirrored courses bring the total of unique routes to 24. The previous version's customisation was completely dropped in favour of a focus on racing skill.[6]
References
[edit]- ^ Timothy Trimble;Apr 1990;Powerdrome Review in Amiga World Vol 6 No 4;pp72] "To make a right turn, roll to the right, then pull back on the yoke, which swings the nose of your racer into the turn."
- ^ Mark Higham;(Dec 1988);Powerdrome in ST Amiga Format 6 (Dec 1988);pp 52-53 "This spectacular looking frying pan is about as easy to control as a Lamborghini in the wintry frozen fields of Dartmoor."
- ^ NTSC-UK "the game became an instant cult classic, paving the way for the slew of sci-fi racers that we know today."[dead link]
- ^ GameSpot Archived 2007-10-14 at the Wayback Machine "When speaking of the genesis of futuristic racing games as we know them ... UK developer Argonaut lays some claim to genre husbandry"
- ^ "Jeux & stratégie 55". February 1989.
- ^ Team Xbox Archived 2008-06-12 at the Wayback Machine "The biggest drawback ... is the complete lack of customizing in the game."
External links
[edit]- 1988 video games
- 2004 video games
- Amiga games
- Argonaut Games games
- Atari ST games
- DOS games
- Electronic Arts games
- Multiplayer and single-player video games
- PlayStation 2 games
- Racing video games
- Science fiction racing games
- Video games developed in the United Kingdom
- Video games scored by Christopher Mann
- Windows games
- Xbox games