Developer: NDcube Publisher: NEC Interchannel Release: 04/17/03 Genre: Racing
The news that NEC was returning to the video game market in the US was surprising. While they left the US market in the mid-90s they remained a prolific publisher in Japan across all platforms. Their first title, the weird Dreamcast game Industrial Spy: Operation Espionage was certainly a choice. But Tube Slider was more interesting. Who could say no to more futuristic racing games especially after seeing what Nintendo and Sega were doing with F-Zero GX? Apparently everyone as the end result did not live up to expectations. While Tube Slider did not live up to expectations it is still an above average game with some good if flawed ideas.
If Tube Slider resembles F-Zero that is intentional, it was originally conceived as another title in that series. Developer NDcube worked on F-Zero: Maximum Velocity and looked to take that experience to the next level. The central conceit of the game is that every track takes place in a transparent tube that you can ride on all sides of, hence the title. F-Zero flirted with this mechanic but in Tube Slider that is the game. It is a bold choice and one that makes for creative level design. But it also comes with its fair share of problems.
Tube Slider is very similar to F-Zero not just in its look but also its control. The controls are near identical, down to using L & R to make sharp turns. But there are a few unique mechanics to differentiate the two. You have two options for speed boosts: Turbo and boost. Turbo is a continuous boost of speed that uses your meter. Aside from the meter the limit to turbo is that you must wait a few seconds in between uses. Boost is an instant burst of nitro that is faster but has a few limitations. You can only hold three charges and each need to be refilled before reactivation. The other potentially cool way to gain speed is to tailgate rival hovercraft and steal their boost to slow them down. Of course they can (and will) do the same to you!
Mastering the mechanics of Tube Slider is critical as it has an unbalanced difficulty curve. The initial circuit is exceedingly easy, so much so that you can ignore all of the mechanics I just described. Once the second circuit opens up it skyrockets to the point of absurdity. The opponents effortlessly keep pace and use every mechanic to lap you. If you so much as crash or come to a dead halt once you will end up in last place. In terms of on boarding new players the game does an awful job at it. The Free Run mode allows you to memorize the layout of tracks you have unlocked in Grand Prix. But in terms of dealing with the competition you are on your own.
Aside from the vicious competition the inconsistent track design does not help. The game makes full use of its tubular design with boost panels and such along all sides of the course. There are also arrows along the track that indicate the best line to take corners and drops. But frequently if you follow these they will send you flying of course or smack dab in to a wall at which point you might as well start over. As annoying as this all sounds I will say it is not all bad. When everything comes together you can see the potential. Driving on a wall to leave your fellow challengers in the dust never gets old when it works. The problem is it frequently does not.
I have mentioned boosting and turbo yet surprisingly the sense of speed is lacking. The regular pace of the game is agonizingly slow. As you unlock the later crafts it picks up slightly but you never get the sensation that you are actually blasting off at 700 mph. Racing games live or die by their speed; it is a race after all. If I wanted to feel like I am taking an evening stroll I would ride a razor scooter. I cannot believe no one noticed this; how do you design a possible sequel to F-Zero but have only a fraction of its speed?
Part of my disappointment with Tube Slider is that I love the art direction and wish the game were better. The artists studied roller coasters to better construct courses that are a thrill ride you won’t see in other games. That is evident when you flip upside down and ride on the ceiling to blow past the computer at hundreds of miles an hour. The game runs at a smooth 60 fps and features a large number of themed tracks. Although the track is confined to a tube you will frequently drive through transparent glass or mesh roads that offer a picturesque view of the environment. You can see the sacrifices to achieve this such as a lack of advanced lighting and shadow effects that leave the world a bit flat. Also the hovercraft are a bit simple though well designed. It is worth it as the game is fluid.
In Closing
There are interesting ideas in Tube Slider but they do not come together in the end. The game could have used a few more months of tweaking to make its mechanics work in sync to provide an exciting racing experience. Instead it will leave you reaching for the very games that inspired it instead.