I wrote this game off when it first came out because it had received some pretty low scores in EGM (stupid of me, I know), and I'd already bought Victory Run for my driving fix. Thank goodness a friend of mine ignored the magazine balderdash and went ahead and purchased the chip. I tried it out at his house and was hooked as soon as I started a game up in the RPG mode. Yes, rather than have me speed around in circles interminably, FLT defied driver tradition and presented a full-fledged, races-based journey to undertake. What a novel idea for a racing game! And hell, it played pretty damn well and had some good tunes too. So of course, I immediately went out and acquired it, and I've played through the adventure a number of times in the years that have passed since then. FLT is a game that all Turbo enthusiasts should try--I have yet to run into someone who doesn't dig the quest mode.
FLT's RPG land is actually pretty fun to explore. Do a little searching and you can find quite a few hidden items and secret messages.
Your car eventually gets cursed, which causes it (and apparently every other vehicle in the land) to shrink.
Maxed-out ratings are nice, and acquiring the secret parts is essential, but you'll still need to track down the mysterious "Mr. Minute" for a last-second upgrade...
1 comment:
Interesting. This goes along the same vein as the Puyo Puyo RPG (Nazo Puyo, I think) and I'm sure others like it. The overworld looks like it was lifted from Dragon Quest, I must say, but racing has got to be more fun than battling slimes.
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