
Um.. I appear to have bought a Dreamcast!
PC Engine
Taito 1990

Ah Chase HQ: an intoxicating slammer of Outrun speed married to a Glenn A. Larson-style car chase. You are a couple of badass, rule bending, 80s cops called Tony Gibson and Raymond Broady, card-carrying members of the Care Bear Club, oh and also the Chase Special Investigation Department. They drive a high powered Porsche 928, chasin’ and shuttin’ down bad guys in high speed pursuits.
It was a massive favourite of mine in the arcades back in the 90s, I spent a fortune on it. A game that big and loud was always going to be a challenge to blend down to a home machine pulp and unsurprisingly it had mixed results. The Amstrad conversion is astounding and the Spectrum version is nothing short of a miracle of optimizing. Every aspect of the game is there: it’s more tightly packed than Sophie Howard’s swimsuit.
Make the switch to the beige machines and it all starts to go terribly, terribly wrong. The Amiga version could sort of, maybe, be picked out of a line-up whilst squinting, but it drives like a tortoise with a grand piano on its back, walking through custard. And the C64 has a face not even its mother could love: blocky, ugly and sluggish.
So we come to the PC Engine version, doesn’t it look great from the screen shot? It is pure racing glamour.

Alas that is where the feel good mood dissolves, as when it moves, it falls over. Your car, an example of precision German automotive engineering, skids and flops around like an old 70s Cadillac on its last legs driving on an ice skating rink.
As a consequence, you will crash on all corners and thump into every single car. I have no idea why but all of the other road users seem to have got up that morning and decided to get in your way deliberately. Due to shocking collision detection and despite the road clearly being a three-lane highway, it just never seems wide enough. You crash into absolutely everything despite being comfortably in your own, empty lane. Forget ramming the criminal's car, it'll take you several continues to even catch sight of the bugger.
I had high hopes for this one, as NEC’s pocket rocket certainly has the potential to do this justice, but it failed. If a Spectrum with its steam-powered architecture can pull it off with such class then this has no excuse. It is simply a very poor, disappointing conversion.

It looks like a driving game from the cart but nope, it's a platform game. You control a little Honda City Car that appears to have no brakes: it is always moving. No doubt, after taking it the garage and had the mechanic exhale and quote you silly prices for fixing it “Ooof you can’t get the parts easily for these Japanese micro cars, mate”, you decided to keep driving it anyway. It’ll sort itself out right?
The old jalopy always tootles along at the same speed; the controls you have over it are left and right turns, a Dukes of Hazzard style handbrake turn and a normal or high jump. I wish every car manufacturer had followed Honda’s lead on that feature.
The idea of the game is paint every bit of the road. You do this simply by driving over it. Like one of those line-painting machines you see old blokes using on football fields presumably. These City Cars truly are amazing, like Swiss army knives.
Of course, nothing is ever simple and The Daily Mail would be very happy as the police have a zero-tolerance for such free thinking expression and will attempt to stop you mid brush stroke. Crash into them and you explode into fluttery hearts like a Michael Bay blockbuster meets the Care Bears. However, you can fight back against John Q Law by bounding over them or firing cans of oil at them. You can collect more of this fossil fuel on your travels.
The other enemy is a cat, well of course it is. This mangy moggy also causes the loss of a life on colliding with it. Occasionally, a balloon may float by. If you touch it you collect it. God knows where, your car is clearly the TARDIS. Grab three of them and you get sent to a warp that sends you a couple of stages ahead, and gives you some good old bonus points to boot.
I was really looking forward to playing this one as many years ago when I owned a Commodore Amiga I had a game by Core Design called CarVuP, which I loved to death and it was based on the arcade original of this.
As is the case with many old Famicom carts, it took me five minutes of cleaning, swearing and pleading until it decided to work. However, first impressions seemed positive, the graphics are nice, with a nice New York Skyline with Lady Liberty and the poor old Twin Towers on the first stage. There is a nice little tinkly tune too, all good stuff.
It wasn’t to last though. Your Honda is a bit of a handful to control, the jumping is fiddly at the best of times and it’s not helped by occasionally poor responses from the controls. Plus in the Amiga’s CarVuP, when you reached the edge of a platform the car would automatically flip round, which was a real help in painting the last segment of the platform and setting off again. Here your car just keeps on going, which means you very often fall into the unknown and out of control.
The lush backgrounds, whilst nice, actually hinder the game. The fine detail makes the baddies hard to spot and the parallax scrolling makes the whole experience a bit confusing, especially on the second level where it’s hard in tense moments to quickly work out where the platforms are.
After several plays you get used to all of this somewhat and there is an enjoyable game to be had with perseverance. But it still feels unnecessarily fiddly and unfair. It’s entertaining but sadly flawed.

