\n"}" id="mwBg">
Rally-X | |
---|---|
![]() Arcade flyer | |
Developer(s) | Namco |
Publisher(s) | |
Designer(s) | Hirohito Ito |
Programmer(s) |
|
Artist(s) | Hiroshi Ono [2] |
Composer(s) | Toshio Kai |
Platform(s) | Arcade, MSX, VIC-20, Sharp X1, Fujitsu FM-7, MZ-1500 |
Release | |
Genre(s) | Maze |
Mode(s) | Single-player, 2 players alternating |
Rally-X (Japanese: ラリーX, Hepburn: Rarī-Ekkusu) is a maze chase arcade video game developed in Japan and Germany by Namco and released in 1980. In North America, it was distributed by Midway Manufacturing and in Europe by Karateco. Players drive a blue Formula One race car through a multidirectional scrolling maze to collect yellow flags. Boulders block some paths and must be avoided. Red enemy cars pursue the player in an attempt to collide with them. Red cars can be temporarily stunned by laying down smoke screens at the cost of fuel. Rally-X is one of the first games with bonus stages and continuously-playing background music.
Rally-X was designed as a successor to Sega's Head On (1979), an earlier maze chase game with cars. It was a commercial success in Japan, where it was the sixth highest-grossing game of 1980, but Midway Manufacturing released the game in North America to largely underwhelming results. The game is best known in North America for an often-repeated, though untrue, story involving its demonstration at the 1980 Amusement & Music Operators Association trade show, where the attending press believed Rally-X was of superior quality than the other games presented, specifically Pac-Man . Though it was well-received by attendees, Rally-X failed to attract much attention during its presentation.
Reception for Rally-X, both at release and retrospectively, has highlighted its technological accomplishments and high difficulty. Some reviewers have found it to be influential and ahead of its time. Rally-X received several remakes and sequels, beginning with the slightly tweaked New Rally-X in 1981. It is also included in several Namco compilations.
Rally-X is a maze chase game where the player controls a blue Formula One racecar. The objective is to collect yellow flags that are scattered around an enclosed maze while avoiding collision with red-colored cars that pursue the player. [6] Mazes scroll in the four cardinal directions and are clustered with dead ends, long corridors, and stationary boulders that are harmful to the player. [6] [7] Each level contains ten flags that increase their point value when collected in succession. [8] One of the flags is a "Special Flag", indicated by an S next to it, which doubles the value of each flag collected thereafter. [7] [8] The player can temporarily stun the red cars with smoke screens, which depletes a portion of their fuel meter at the right of the screen. [9] [7] The meter constantly depletes the longer the player takes in a level, and acts as a timer. [7] As the game progresses, more red cars are added and become more aggressive. [7]
The player has a radar beneath their fuel meter, which displays their current position on the map as well as the location of the flags and red cars. [9] [10] The third level and every fourth thereafter is a bonus round (called a "Charanging Stage"), where the objective is to collect the flags in a certain amount of time. In these bonus rounds, the red cars remain idle and will not chase the player unless their fuel is empty.
Rally-X was created by Namco and designed by Hirohito Ito, with hardware developed by Kouichi Tashiro. [11] It was produced as a successor to Head On (1979), an older arcade game from Sega that similarly involved collecting items in a maze while avoiding enemy cars that pursued the player. [12] Head On was a popular title in Japanese arcades, which gave Namco the idea of creating a game that built on its mechanics. [13] Rally-X was created on a version of the Pac-Man arcade system board that supports multi-directional scrolling. The programming was done by Kazuo Kurosu, who went on to design the multi-directional shooter Bosconian (1981), and featured music from Pac-Man composer Toshio Kai. [11]
Rally-X was first demonstrated in Japan in January 1980, [3] [4] before receiving a wide release on October 3, 1980. [5] When preparing to release the game overseas, Namco believed Rally-X had more foreign appeal than Pac-Man with its audiovisual presentation and challenge, which it believed American audiences would prefer to the simplicity and "cuteness" present in Pac-Man. [12] Namco presented Rally-X at the 1980 Amusement & Music Operators Union (AMOA) tradeshow in Chicago, Illinois, alongside Pac-Man, King & Balloon , and Tank Battalion . An often-repeated story is that out of the games presented, specifically Pac-Man, the attending industry analysists believed Rally-X was the stand-out and the one destined to be successful. [6] [14] Though it received praise from the press, [15] Rally-X did not attract much attention during the event. [12] According to Play Meter magazine, both Pac-Man and Rally-X received mild attention at the show. [16] Midway Manufacturing, the video game division of Bally Manufacturing, agreed to distribute Rally-X and Pac-Man in North America. Dave Marofske, the president of Midway, believed the two had the most potential out of the four Namco games presented. Midway released Rally-X in North America in February 1981 in upright, tabletop, and cabaret cabinet variations. [17]
A home conversion of Rally-X was released for the VIC-20 in Japan in 1981. The port was developed by HAL Laboratory and published by the Japanese division of Commodore International. [18] Due to licensing restrictions, HAL changed the game's characters to mice and cats and released it in North America as Radar Rat Race . [18] Namco released a port for the MSX in 1984 that adopted the gameplay of New Rally-X, [19] which was released in Europe by Argus Press Software under the Bug-Byte name. [20] Dempa Shinbun developed versions for the Fujitsu FM-7, MZ-1500, and Sharp X1 computers in Japan the same year. [21]
Rally-X remained relatively obscure for many years until 1995, when it was included in the PlayStation compilation Namco Museum Vol. 1 along with six other Namco arcade games. [22] [14] The port uses a JAMMA emulator running the source code of the original, making it a near-perfect conversion. [23] Rally-X has been included in several Namco compilations including Namco History Vol. 2 (1997), [24] Microsoft Revenge of Arcade (1998), Namco Museum Battle Collection (2005), [25] Namco Museum 50th Anniversary (2005), Namco Museum Virtual Arcade (2008), [26] and Namco Museum Megamix (2010). [27] In 1996, Rally-X was re-released for arcades as part of Namco Classic Collection Vol. 2 . [28] It has also appeared in several Namco "plug'n play" game controllers from Jakks Pacific. Rally-X is also included in both Pac-Man’s Arcade Party (2010) [29] [30] and Pac-Man’s Pixel Bash (2019). [31] In 2021, Rally-X saw a digital release under the Arcade Archives label for the Nintendo Switch and PlayStation 4.
The game was a commercial success in Japan, where it became the sixth highest-grossing arcade game of 1980, and Namco's third highest that year below Pac-Man and Galaxian . [32] In contrast, the game was not as successful in North America. By July 1981, Midway had sold 2,500 Rally-X arcade machines, significantly less than the company's other releases at the time. [33] Dick Pearson of RePlay highlighted its colorful visuals and sound effects in a preview from the tradeshow, comparing its gameplay favorably to Pac-Man and writing that it "shows promise as an entertaining maze video game". [15] A writer for Cash Box provided similar comments, further applauding its scoring system and layer of strategy. [8] In 1991, Gamest listed it as being a "masterpiece" alongside New Rally-X, and believed its underwhelming critical and commercial reception was attributed to it being ahead of its time. Staff considered it a successor to Head On, as well as being influential for the maze genre. [34]
In his review of Namco Museum Vol. 1, Computer and Video Games Ed Lomas said Rally-X was fun at first, but quickly became repetitive and suffered from poor movement controls. [35] Brett Alan Weiss of AllGame was similarly mixed in his review from 1998, where he claimed its only noteworthy aspects were the "merciless" difficulty and smoke screen weapon. Weiss found its visuals and sounds to only be "merely functional", and secondary to the difficult level. [6] IGN staff contrasted their statements, and believed Rally-X, like the other games in Vol. 1, holds up well today. [22] It was listed among the greatest arcade games by Gamest readers in 1998, being selected for its innovation and evolution on the traditional gameplay of maze chase action games. [13]
Rally-X has continued to earn praise in retrospective commentary. [9] [7] [14] Writing for Eurogamer in 2007, Sir Clive believed the game was unique enough to discern it from Pac-Man and similar maze-chasers. He identified its high difficulty and design, and that it gave an adrenaline rush to players. Clive commented: "When you are playing the game, just imaging a yellow circle where your car is and repeat the mantra 'wakawakawakawaka' as you play and you will start to see just how huge this game could have been". [9] Retro Gamer staff were positive towards its colorful graphics, smooth scrolling, and increasing level of difficulty, writing it makes for a unique derivative of Pac-Man and was worth playing in its own right. [7] Phosphor Dot Fossils's Earl Green found its gameplay addictive and commented on its similarities to Pac-Man. Green believes Rally-X failed to catch on as it lacked Pac-Man's abstract characters and design, and was too similar to other driving games from the era. [14]
Rally-X is credited as being one of the first games to feature continuous background music [36] and a bonus round, predating Sega's Carnival , [37] which was released in June 1980. [38]
In response to player feedback from the original, Namco released a sequel named New Rally-X in 1981, which was designed to improve on the original's flaws and make it easier for newcomers. [13] It also adds a "Lucky Flag" that awards bonus points based on how much fuel remains. [39] New Rally-X has been seen as an improvement over the original and has been ported to several consoles and compilations, such as mobile phones and the Xbox 360. [39] [40] [41] Rally-X Arrangement, included in Namco Classic Collection Vol. 2 (1996), is a remake of the original that implements power-ups and new enemy types. [35] A similar game titled New Rally-X Arrangement is included in Namco Museum Battle Collection (2005). [25] The 2007 Wii game Namco Museum Remix and its 2010 update Namco Museum Megamix include a 3D remake named Rally-X Remix, which replaces the player's car with Pac-Man. [42] [27] Namco Bandai Games released a sequel for iOS in 2011, Rally-X Rumble, that uses a neon-inspired graphical motif in the style of Pac-Man Championship Edition DX (2010) and is designed as a multiplayer battle royale game. [43] [44]
The Special Flag has become a symbol for Namco and has made frequent appearances in games, usually as an item that awards an extra life. It has appeared in games such as Xevious (1983), [45] Gaplus (1984), [46] Tinkle Pit (1994), [47] Tales of Phantasia (1995), [48] Xevious Resurrection (2009), [49] Super Smash Bros. for Nintendo 3DS & Wii U (2014), [50] and Super Smash Bros. Ultimate (2018). [51] Namco Bandai's "game consulting" service, which provides insight on the company's design philosophies to clients, is named Special Flag, [52] as are its indoor restaurants located in its VR Zone amusement centers. Merchandise such as enamel pins and keychains featuring the Special Flag have also been produced. [24] [53]
Pac-Man, originally called Puck Man in Japan, is a 1980 maze video game developed and released by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The player controls Pac-Man, who must eat all the dots inside an enclosed maze while avoiding four colored ghosts. Eating large flashing dots called "Power Pellets" causes the ghosts to temporarily turn blue, allowing Pac-Man to eat them for bonus points.
Ms. Pac-Man is a 1982 maze arcade video game developed by General Computer Corporation and published by Midway. It is a spin-off sequel to Pac-Man (1980) and the first entry in the series to not be made by Namco. Controlling the title character, Pac-Man's wife, the player is tasked with eating all of the pellets in an enclosed maze while avoiding four colored ghosts. Eating the larger "power pellets" lets the player eat the ghosts, which turn blue and flee.
Galaga is a 1981 fixed shooter arcade video game developed and published by Namco. In North America, it was released by Midway Manufacturing. It is the sequel to Galaxian (1979), Namco's first major video game hit in arcades. Controlling a starship, the player is tasked with destroying the Galaga forces in each stage while avoiding enemies and projectiles. Some enemies can capture a player's ship via a tractor beam, which can be rescued to transform the player into a "dual fighter" with additional firepower.
Dig Dug is a maze arcade video game released by Namco in 1982. It was distributed in North America by Atari, Inc. The player digs underground tunnels to attack enemies in each level, by either inflating them to bursting or crushing them underneath rocks.
Pac-Land is a 1984 side-scrolling arcade platform game developed and released by Namco. It was distributed in North America by Bally Midway, and in Europe by Atari Games. Controlling Pac-Man, the player must make it to the end of each stage to return a lost fairy back to its home in Fairyland. Pac-Man will need to avoid obstacles, such as falling logs and water-spewing fire hydrants, alongside his enemies, the Ghost Gang. Eating large flashing Power Pellets will cause the ghosts to turn blue, allowing Pac-Man to eat them for points.
Super Pac-Man is a 1982 maze chase arcade game developed and published by Namco. It was distributed in North America by Midway, and is Namco's take on a sequel to the original Pac-Man; Midway had previously released Ms. Pac-Man, which Namco had little involvement with. Toru Iwatani returns as designer.
Namco Museum is a series of video game compilations developed and published by Bandai Namco Entertainment for home video game consoles. The first title in the series, Namco Museum Vol. 1, was released for the PlayStation in 1995. Entries in the series have been released for multiple platforms, including the Game Boy Advance, PlayStation 2, PlayStation Portable, Nintendo DS and Xbox 360. the latest being Namco Museum Archives Vol. 2, released in 2020.
Galaga '88 is a 1987 fixed shooter arcade video game developed and published in Japan by Namco and in North America and Europe by Atari Games. It is the third sequel to Galaxian. It features significantly improved graphics over the previous games in the series, including detailed backgrounds, larger enemies and greater ship details. The game runs on Namco System 1 hardware.
New Rally-X is a maze chase arcade video game released by Namco in 1981. It is a lightly tweaked version of 1980's Rally-X, with slightly enhanced graphics, easier gameplay, a new soundtrack, and a "Lucky Flag" that gives the player extra points for remaining fuel when collected.
Pac & Pal is a 1983 maze chase arcade game developed and published by Namco. It is part of the company's Pac-Man series and the third to have been produced in-house. Players control Pac-Man as he must eat the items in an enclosed maze while avoiding four colored ghosts that pursue him. Pac-Man is assisted by a green-colored creature named Miru, the titular "Pal", who brings the items back to the center box. Pac-Man can also collect power-ups that allow him to briefly stun the ghosts.
Grobda is a 1984 multidirectional shooter arcade video game developed and published by Namco. It is a spin-off from Xevious, as the player's tank first appeared in that game as an enemy. It runs on Namco Super Pac-Man hardware but with a video system like that used in Mappy and The Tower of Druaga, and it also uses a DAC for the "Get Ready" speech sample at the start of each round.
Dragon Spirit is a 1987 vertical-scrolling shooter arcade game developed and published by Namco. In North America, it was distributed by Atari Games. Controlling the dragon Amur, the player must complete each of the game's nine areas to rescue the princess Alicia from the demon Zawell. Similar to Namco's own Xevious, Amur has a projectile weapon for destroying air-based enemies and a bomb for destroying ground enemies. It ran on the Namco System 1 arcade board.
Genpei Tōma Den is a side-scrolling hack and slash video game produced by Namco that was released as a coin-operated video game in 1986 in Japan. It runs on Namco System 86 hardware. Over a decade later, the game was released in America and Europe in the video game compilation Namco Museum Vol. 4 under the title of The Genji and the Heike Clans for the PlayStation.
Tinkle Pit is a maze arcade game released by Namco in 1993 only in Japan. It features many of the characters from the company's earlier games.
Namco Classic Collection Vol. 2 is a 1996 compilation arcade game developed and published by Namco. It is a collection of four of Namco's popular games: Pac-Man (1980), Rally-X (1980), New Rally-X (1981) and Dig Dug (1982). Alongside the original games, three new "Arrangement" games based on each game are included.
Cutie Q is a 1979 block breaker/video pinball hybrid arcade game developed and published by Namco in Japan. The player controls a set of paddles with a rotary knob, the objective being to score as many points possible by deflecting a ball against blocks, ghosts, spinners and other objects on the playfield. It was designed by Shigeru Yokoyama, with spritework done by Toru Iwatani. It is the third and final game in the Gee Bee trilogy.
Head On is an arcade video game developed by Sega/Gremlin and released by Sega in 1979. It was the first maze video game where the goal is to run over dots. Designed by Lane Hauck at Sega/Gremlin in the United States, it was the fourth highest-grossing arcade game of 1979 in both Japan and the US.
Quester is a 1987 block breaker arcade game developed and published in Japan by Namco. Controlling a paddle-like craft, the player is tasked with clearing each stage by deflecting a ball towards a formation of bricks towards the top of the screen. Power-up items are hidden in some blocks, which can increase the size of the player's paddle, a barrier that prevents the ball from moving off the screen, and a forcefield that will release eight other balls when touched.