CYBER SPIN (SNES)
It’s always nice being able to drive and wreck cars that will probably never exist, and Cyber Spin lets you do this with ease. A game which apes the kind of top-down driving of arcade racers before it, Cyber Spin lets drivers zoom around ten tracks from all over the globe as you try and win the tournament. It nails a good sense of speed, and the challenging racing will certainly satisfy most players, but a lack of content – especially compared to Cyber Spin’s Japanese counterpart – is saddening.
You take the role of a driver in a futuristic tournament. This comprises of ten races which take place around the world, from Kenya to Norway. Tracks become progressively harder, with more tight corners and even some additional hazards such as cliffs and ice. There’s a good sense of progression, as earlier tracks appear simple in comparison to what’s thrown at you later on. Each location is split into two races. The first is a time-trial which determines your starting position in the second race. This next race pits you against several other drivers, with the winner gaining a set amount of points. These carry over until the end of the 10-track tournament. Weirdly, you cannot start losing even after dominating earlier races, as the game forces you to retry. A password mode allows you to load up progress between each race, making things a little bit easier.
Even in the future they still need umbrellas...
On track, things get even more challenging. The boost system adds challenge as it also powers the car. If you run out of Power then you are automatically knocked out of the race. The track design becomes tricky towards the later races, as sharp turns are more frequently thrown into the mix which can cause your boost meter to drain should you go off the track. Thankfully, the responsive handling at least aids you somewhat with steering. That being said, time trials are fair with the Boost factored in. Races are more difficult, and sometimes not for the fairest reasons. It feels like you are a motorbike among a legion of tanks, as all collisions cause you to spin out and leave the other driver clean. This is also coupled with the inclusion of non-participating cars on the track, which can easily cause you to spin out too. The rubber-band A.I. can exacerbate this, but it’s easy to get over this when you start to gain a solid lead.
The problem with Cyber Spin is that it feels a little bare. You merely get the 10-race tournament, and while its brutal difficulty makes completion quite a lengthy task, once you do finish it, there’s nothing else to do at all. This is worsened by the comparisons drawn to Shinseiki GPX: Cyber Formula, Cyber Spin’s Japanese counterpart. Included in that version is a special Scenario Mode, adding cut-scenes based on the anime of the same name and a story about a young up-and-coming driver. A free-play mode was also present, allowing you to choose from several drivers each with their own visually unique cars. It’s a real shame this extra content was cut from the North American version, as the racing would have been solid enough to make it a worthwhile package.
The problem with Cyber Spin is that it feels a little bare. You merely get the 10-race tournament, and while its brutal difficulty makes completion quite a lengthy task, once you do finish it, there’s nothing else to do at all. This is worsened by the comparisons drawn to Shinseiki GPX: Cyber Formula, Cyber Spin’s Japanese counterpart. Included in that version is a special Scenario Mode, adding cut-scenes based on the anime of the same name and a story about a young up-and-coming driver. A free-play mode was also present, allowing you to choose from several drivers each with their own visually unique cars. It’s a real shame this extra content was cut from the North American version, as the racing would have been solid enough to make it a worthwhile package.
Shane's car is sabotaged as the marshal gets distracted
Cyber Spin does seem to be a pretty game at least. Each track feels quite different from one another, from the cloudy England to the mud-covered Kenya. Tracks feel vibrant and feature a decent degree of detail such as crowds and trackside scenery such as gates. The game runs smoothly, meaning a sense of speed is instilled. The main cars look pretty good, though one of the non-participating cars looks more like a taxi-cab than a futuristic racer. Ears won’t be too tortured either, with catchy music that fits the futuristic style perfectly. The engine noises sound good, but the boost effect is more akin to a gas pipe leaking.
Cyber Spin is the skeleton of what could’ve been a great racing game. Its actual driving is enjoyable, and while it does wander into unfair territory at times, the satisfaction you get from nailing each race is ever present. It’s aesthetically pleasing too, with good graphics and solid audio. Unfortunately, Cyber Spin is thwarted by a lack of content. Its 10-track tournament certainly is a mountain to climb, but once you get past it there’s little to do afterwards. This is especially disheartening when you discover the features cut from the Japanese edition of the game, which easily could’ve boosted Cyber Spin up a couple of laps. As it stands, it is a tempered racer with a solid engine but not enough to maintain interest for long.
Cyber Spin is the skeleton of what could’ve been a great racing game. Its actual driving is enjoyable, and while it does wander into unfair territory at times, the satisfaction you get from nailing each race is ever present. It’s aesthetically pleasing too, with good graphics and solid audio. Unfortunately, Cyber Spin is thwarted by a lack of content. Its 10-track tournament certainly is a mountain to climb, but once you get past it there’s little to do afterwards. This is especially disheartening when you discover the features cut from the Japanese edition of the game, which easily could’ve boosted Cyber Spin up a couple of laps. As it stands, it is a tempered racer with a solid engine but not enough to maintain interest for long.