The car doesn’t go flying in the air from crashes, but the spin-outs can be just as bad if not worse with that horrible lack of speed at startup with one halt costing an entire run. This change is to give a reason to use the Power meter to get a boosted launch from zero to vroom in seconds, but the actual implementation is hard to use, requiring a buildup with 2 buttons, then hitting the gas and hoping you down careen into anything. The pickup has been dropped significantly, leading to terribly slow acceleration. The loss of playing with 3D or with an F-1 race car isn’t a huge deal, but what happened under the hood of the red Ferrari is concerning. Things take more cautious turn in the changes to the actual driving. As a humorous gesture, the no music option is called “Sing Yourself”, and is the only means of hearing the car noises and hums in-game, curiously enough. ![]() ![]() The song “Gum Ball Crash” sounds grandiose like the tune of an action hop’n’bop platformer, while “Coast to Coast” gives more of an RPG bonus mode or fancy laid back flight. The music falters again, downgrading from 3 songs to only 2 with no ability to switch on the fly during a level. The new sunset stage, with its choice of violet and orange, is a standout. Most of the stages themselves are re-dos of the same themes are the first game, giving a feeling of déjà vu. ![]() The scenic vistas are far grander in scope with more planes of fake parallax thrown in, though the bars of colors for the ground can come off more distracting. Gebelli’s coding expertise is still in use with some heavy improvements in the background detail. What was released isn’t so much of a continuation than it is a retread with a few additions and tweaks that are questionable at the very least. With the first game garnering majority of its half-million sales in North America, its sequel was developed and sold exclusively in that market.
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