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Galaxy 5000

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Reviewed by Felix T. Cat GALAXY 5000 RACING IN THE 51st CENTURY System- Nintendo Entertainment System Category- Racing/ Action # of Players- 1 or 2 Publisher- Activision, 1990 In the 51st century (a long time from now), turbocraft racing will be the new trend. What's a turbocraft you ask? Well, it's a race car that travels at high speeds, just hovering over the track, that's capable of jumping and firing weapons. It's the vehicle of choice in Activision's Galaxy 5000 for the NES. Galaxy 5000 is a racing game similar in style to R.C. Pro-Am. You control one turbocraft and race clockwise, around an overhead-view track, against 3 other competitors. Your goal is to finish the race (not necessarily win), by avoiding obstacles and track hazards, while collecting valuable items along the way. The basic game is a 36 heat race across 9 planets... that's right, the 9 planets of the solar system. Race 1 takes place on Mercury and then eventually extends out to the other planets, to the final race on Pluto. Each planet has a total of 4 races, each one getting progressively more difficult. Each planet has one track each, that has a variety of hazards. Everything from mines, pits, spikes, rocks, laser cannons, black holes, and walls, are designed to make the race more challenging. With each race, the number of obstacles and hazards increase, while each planet has a progressively harder course. It's important to avoid these hazardous implements, as they will not only slow you down, but damage your craft in the process. There are 4 competitors in Galaxy 5000. Each opponent is a different color- red, yellow, blue, and white. No matter what, you're always the white vehicle in a one-player game. It's a minor complaint, but they could have made it so that the player can choose the color of their craft. Each turbocraft has a "damage" meter and two weapon types. The damage meter increases each time the craft takes a hit. There is a "normal" weapon for each of the different turbocrafts, and a "special" weapon that is gained by picking up the special weapon icon. The weapons can be fired both forward and backwards. You also have the ability to "jump" your craft over obstacles and pits on the track, as well as the other vehicles. This makes the game a blast since you can fire at your opponents to slow them down, then jump ahead of them. The result makes it a wild acton-packed frenzy of firepower and leaping deftness, while still maintaining the feel of an actual race. There are 5 available crafts in the game that can be accessed depending on your performance. Each new craft is slightly faster and more maneuverable than the previous, and has a stronger weapon and can take damage better. The items you collect are called "bonus stars", and they look like little spiked ball thingies *. By driving over the *s (bonus stars), you can get more "points", reduce damage to your craft, and enable the more effective "special weapon". Some tracks have the *s already in place on the track, but more can be uncovered by eliminating obstacles that may be hiding them. Some of the *s may be located in hard-to-reach places, that are risky to attempt, but are definitely worth it. Your opponents can get the *s as well, so keeping them from getting the * is one of the more strategic elements of the game. Among other things, there are also hidden "warp zones" that will take you to areas with a ton of bonus items. These special warp can also be revealed through destruction of obstacles, or by just sheer accident. They provide one of the biggest advantages in the game. The races are surprisingly close every time, and can sometimes come down to a last second leap to the finish. Learning the structure of each course and finding "shortcuts" are the keys to victory. Each individual race is 4 complete laps. The main purpose of each race is to survive and beat the rather strict time limit. Once the time limit is up, the track will disintegrate into nothing, and the game will end. As long as you continue to complete the races in time, you'll be allowed to continue, even if you come in last every time. It helps to win the race though, as winning has its benefits. You get "money" based on your performance in a race. Getting 1st place guarantees the largest purse, but you also gain extra cash by scoring "points" in the race. These "points" include: destroying the obstacles on the track, collecting the "bonus stars", destroying your opponents turbocraft , and time remaining when you complete the race. Money is used to purchase the other, more powerful turbocrafts, and to repair the damage inflicted on your current craft. At the end of each race, you'll have the option of repairing your vehicle. It will cost more money, the more damaged it is. It's best to keep it from being severely damaged, as to save money for obtaining the better turbocrafts. A new turbocraft is purchased automatically when you get enough money for it. Each of them most be bought in order from the next level up from the last, so it's important to keep your earnings up. One of the best aspects of Galaxy 5000 is the competitive fairness. The computer controlled opponents are all equal in strength and speed, and endure the same hardships as you. The computer crafts will get damaged by obstacles, fall off the track, crash into hazards, and fire their weapons at each another. They'll get money and obtain the better crafts as well, but only if they're progressing well. For example, if the yellow c.c. turbocraft is winning races or placing high, and the red c.c. turbocraft is constantly coming in last, then the yellow craft will most likely acquire the next more powerful vehicle BEFORE the red one. So if YOU do really well and win several races in a row, you can actually get the next turbocraft a few rounds before the other racers do. That's what you call great game designing. The graphics in Galaxy 5000 are simple, but more than acceptable. The vivid color contrasts ensure that everything's easy to see. Each planet has its own color and design (although all of the tracks look like they're in outer space, due to the starry black sky in the background). The paths are very clear and the game has a very smooth flow to it. Even when the screen is cluttered with obstacles, moving vehicles, and projectiles, there is absolutely no flicker or slowdown- a common problem in a lot of NES games. The turbocrafts, however, are somewhat generic looking and lack detail. They are well animated though, with a bouncy appearance to their jump and a fluid turning motion. The sound effects are good, particularly the "BOOM!" of when something blows up, or the various digitized voice sounds like the "yelp" from when you drive off of the track or fall in a pit, to the "Excuse me!" you hear when passing another racer. The music is minimal and practically unnoticeable, but the sound effects make up for it. Play control is excellent. The craft is very responsive. It's easy to steer and you can even control the direction of the jump in mid-air. The game has a choice of two control modes. One is where you steer using directional movement, and the other where it's controlled like an R.C. car by holding up to accelerate forward, and use left/ right to turn. The latter is the more difficult to learn by far, but won't result in as much "thumb soreness". "Thumb soreness" is major problem with this game. There's very few negative things about Galaxy 5000. One is the fact that a few of the later racetracks have absolutely ridiculous designs (the Neptune course has so many pitfalls and strips of track that are so narrow that falling off is all to frequent). Another is the "Two-player Mode" which only gives you access to the Mercury track, and is designed so that both players have to be on the screen together. If one player gets more than a screen ahead of the other, then the trailing player will receive a "push" to keep up. It probably would have been much more difficult to create a split-screen mode, but the two-player race is not one of the game's strong points. This is primarily a one-player game. What a GREAT game it is though! It's certainly among the top NES racers. It's the high playability factor and action-based game play that make it stand out. It may not be a "racing game" in the purest sense of the term, but it still puts the emphasis on winning the race other than just a destruction derby. If you enjoyed R.C. Pro-Am, then you would definitely enjoy Galaxy 5000. It's Pro-Am of the future!

GRAPHICS= 6 SOUND= 8 MUSIC= 3 CONTROL= 9 PLAYABILITY= 9 THEME/ FUN= 7 BEST FEATURE- Competitive edge, fair game play WORST FEATURE- Two-player mode OVERALL RATING= 8

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