AeroGauge[a] is a[2] hovercraft racing game designed for the Nintendo 64 game console and released in 1998 (1997 in Japan). The game was developed by Locomotive and published by ASCII it is conceptually similar to Psygnosis' Wipeout or Acclaim's Extreme G. The main difference is that the vehicles in the game fly instead of hovering.[3] AeroGauge garnered mediocre reviews, with criticism directed at its routine concept, excessive pop up, lack of weapons and power-ups, and overly high difficulty.

AeroGauge
North American Nintendo 64 cover art
Developer(s)Locomotive Co. Ltd.
Publisher(s)ASCII Entertainment
Designer(s)Akira Otsuka
Programmer(s)Koji Nakanishi
Artist(s)Yasuyuki Nomura
Composer(s)Kazuhisa Kamifuji
Platform(s)Nintendo 64
Release
  • JP: December 19, 1997
  • PAL: March 1998
  • NA: May 21, 1998[1]
Genre(s)Racing
Mode(s)Single-player, multiplayer

Gameplay edit

AeroGauge is a cyber racing game in the vein of the Wipeout and F-Zero series as well as Extreme-G, the only major difference being racing in aircraft; the racers fly in futuristic Aero Machines on tracks consisting of banked turns, bridges, hills, spiraling tunnels, and alternate routes.[4][5][6][7][8] There are four modes (a four-race grand prix, a single match, a time trial, and a two-player vs. mode) that can be played from a choice from six tracks, four of which are already unlocked and have varying levels of difficulty (the beginner Dug Rug, an ocean-themed level, the neon-colored China-themed Chinoispolis, and the metropolis Earth Cream Circuit for experts).[5] All of them are playable at three different difficulty settings, which only determines the speed of the vehicles.[7] In grand prix and single match, the player races with seven computer opponents.[9][10]

AeroGauge features ten Aero Machines, five of which are available from the start.[6] Each of the vehicles is rated based on speed (maximum air speed), steering (turning capability), accele (acceleration), aero limit (speed needed to get airborne), shield (endurance), and stability (gripping power).[citation needed] The white, old-school Mitia is the weakest car, Fusaha has the quickest descending and floating, Zero has the greatest handling, the orange Gazpecs is the fastest, and Interceptor has good movement ability and is meant for beginners.[4] An N64 controller is also usable as a vehicle, although must be unlocked.[3] An Aero Machine can move up to 186 miles per hour and have its position from the bottom changed, allowing for alternate routes at different ground levels.[4][6] The hovercraft also has a damage meter that increases when it collides with rocks and walls, and each course has a pitstop to re-charge.[6][9] Too much damage results in the race being over.[7] Most Aero Machines have flats for turning tight corners. A button combo is used to activate turbo boosts, which can only be done when getting out of corners.[6]

Development edit

AeroGauge was presented at the 1997 Nintendo Space World event.[11] The game's North American release date was initially set for February 1998,[11] but it was delayed to April 2,[12] then to May 1998 a day later as a result of manufacturing issues.[13]

Reception edit

AeroGauge was met with mixed reception. The game held a 58% on the review aggregation website GameRankings based on 12 reviews.[14] Chief among the criticisms were the extreme pop up,[17][3][10][23][24] the absence of weapons and power-ups,[17][3][23][24] the limited variety of tracks,[17][10][23][24] and the excessively high difficulty, with controls that make it difficult to master even basic maneuvers and AI opponents which race so flawlessly that even a single mistake is enough to cost the player all chance of victory.[17][3][24] Kraig Kujawa of Electronic Gaming Monthly said the pop-up is "so extreme in places that it can mess you up by inconveniently popping things up in front of you at inopportune times. This adds a little frustration to a game that isn't too much fun to begin with."[17] GamePro remarked, "Aero Gauge looks impressive at first, serving up wickedly fast hovercraft racing in 3D space, tight two-player split-screen battles, and tracks packed with thrilling loops and tunnels that harken back to the arcade classic Stun Runner. Unfortunately, the game's sparse features (a skimpy lineup of vehicles and tracks and no weapons) and serious draw-in problems quickly limit the fun."[24]

Kujawa and GamePro, along with GameSpot's Joe Fielder, also criticized the music as being dull in composition and grating in tone.[17][3][24] Fielder said it "has a tinny, old-school coin-op-type sound, like that of an old Ninja Gaiden machine, and has perhaps the most grating tunes this side of Midway's San Francisco Rush for the N64."[3] However, Kujawa's co-reviewer Shawn Smith found the music catchy,[17] and Nintendo Power said it "keeps you pumped." Nintendo Power also praised the hovercraft physics ("there is a soft, realistic feel to the steering controls similar to flying an airplane in [Diddy Kong Racing]."), but summed up the game as "not as involving as we'd like. Frankly, we wanted more courses, more cars, and more things to do."[23] Game Informer said the game is simply dull due to its overdone concept.[19]

Reviews almost unanimously compared AeroGauge unfavorably to its contemporary Extreme-G.[17][3][10][24] Next Generation, however, argued that the game "may not stand up to the speed, multiplayer action, and track diversity of the upcoming F-Zero X (or for that matter, Extreme-G), but considering that it beats Nintendo's cyber-racer to the punch by more than six months, this should help tide over racing fans nicely."[10] Contrarily, GameSpot and GamePro both concluded that N64 owners should stick with Extreme-G as their holdover title for futuristic racers, with GameSpot describing AeroGauge as "just an all-around pretty dull experience."[3][24]

Game Players called the graphics outstanding, highlighting the tracks' visual differentiation.[20] N64 Magazine commented that "zipping through one of the horrible strobing tunnels is possibly the best method ever devised for discovering your susceptibility to epilepsy."[22] AllGame noted how the elevation of the hovercrafts changed by holding up or down on the joystick, which went against natural instinct of holding up to move forward.[15]

Notes edit

  1. ^ AeroGauge (エアロゲイジ, EaroGeiji)

References edit

  1. ^ GameSpot staff (May 15, 1998). "videogames.com Game Calendar [date mislabeled as "March 14, 2000"]". GameSpot. CBS Interactive. Archived from the original on February 9, 1999. Retrieved December 17, 2020.
  2. ^ Irwin, Jon (February 10, 2017). "Don't Just Drive: 10 Non-Traditional Racing Games". Paste. Paste Media Group. Archived from the original on August 5, 2020. Retrieved December 17, 2020.
  3. ^ a b c d e f g h i j Fielder, Joe (June 10, 1998). "Aero Gauge [sic] Review [date mislabeled as "April 28, 2000"]". GameSpot. CBS Interactive. Archived from the original on May 11, 2021. Retrieved December 17, 2020.
  4. ^ a b c "Aero Gauge". IGN. Ziff Davis. May 20, 1998. Archived from the original on May 1, 2022. Retrieved May 1, 2022.
  5. ^ a b c Casamassina, Matt (May 21, 1998). "Aero Gauge [sic]". IGN. Ziff Davis. Archived from the original on November 16, 2018. Retrieved November 15, 2018.
  6. ^ a b c d e "Nintendo 64 Previews: AeroGauge". Electronic Gaming Monthly. No. 103. Ziff Davis. February 1998. p. 53. Retrieved May 1, 2022.
  7. ^ a b c d Mark; Alex; Noely; Steve; Jones, Chris (March 1998). "Aero Gauge [sic]". N64 Pro. IDG Media. pp. 26–29. Retrieved May 1, 2022.
  8. ^ a b Pullin, Keith (May 1998). "Future Shock". VSixtyFour. No. 3. pp. 62–65. Retrieved July 27, 2021.
  9. ^ a b c Fish, Eliot (June 1998). "Aero Gauge [sic]". Hyper. No. 56. Next Media Pty Ltd. pp. 60–61. Retrieved December 17, 2020.
  10. ^ a b c d e f "Aero Gauge [sic]". Next Generation. No. 39. Imagine Media. March 1998. p. 108. Retrieved December 17, 2020.
  11. ^ a b "Aero Gauge [sic] Rockets to America". IGN. Ziff Davis. November 26, 1997. Retrieved December 17, 2020.
  12. ^ "Aero Gauge [sic] Slows Down". IGN. Ziff Davis. March 17, 1998. Retrieved December 17, 2020.
  13. ^ IGN staff (March 18, 1998). "Aero Gauge [sic] May Release". IGN. Ziff Davis. Archived from the original on March 31, 2024. Retrieved December 17, 2020.
  14. ^ a b "AeroGauge for Nintendo 64". GameRankings. CBS Interactive. Archived from the original on May 12, 2019. Retrieved December 17, 2020.
  15. ^ a b Sackenheim, Shawn. "AeroGauge - Review". AllGame. All Media Network. Archived from the original on November 14, 2014. Retrieved December 17, 2020.
  16. ^ Huhtala, Alex (May 1998). "Aero Gauge [sic]". Computer and Video Games. No. 198. p. 72. Archived from the original on November 24, 2022. Retrieved May 1, 2022.
  17. ^ a b c d e f g h i "Review Crew: Aerogauge". Electronic Gaming Monthly. No. 104. Ziff Davis. March 1998. p. 115. Retrieved May 1, 2022.
  18. ^ "エアロゲイジ [NINTENDO64]". Famitsu (in Japanese). Enterbrain. Archived from the original on March 31, 2024. Retrieved December 17, 2020.
  19. ^ a b "AeroGauge". Game Informer. No. 58. FuncoLand. February 1998. Archived from the original on September 8, 1999. Retrieved December 17, 2020.
  20. ^ a b Sanchez, Rick (April 1998). "AeroGauge". Game Players. No. 90. p. 67. Retrieved July 27, 2021.
  21. ^ Nash, Jonathan (February 1998). "Aero Gauge [sic] (Import)". N64 Magazine. No. 12. Future Publishing. p. 68. Archived from the original on March 31, 2024. Retrieved December 17, 2020.
  22. ^ a b Kitts, Martin (July 1998). "Aero Gauge [sic]". N64 Magazine. No. 17. Future Publishing. p. 60. Archived from the original on March 31, 2024. Retrieved December 17, 2020.
  23. ^ a b c d e "AeroGauge". Nintendo Power. Vol. 105. Nintendo of America. February 1998. p. 95. Archived from the original on March 31, 2024. Retrieved December 17, 2020.
  24. ^ a b c d e f g h Air Hendrix (March 1998). "Nintendo 64 ProReview: Aero Gauge". GamePro. No. 114. IDG. p. 84.

External links edit