Smashing Drive

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Smashing Drive
Developer(s)Gaelco (arcade)
Point of View (GC, Xbox)
DSI Games (GBA)
Publisher(s)Gaelco (arcade)
Namco (GC, Xbox)
Zoo (GBA)
Designer(s)Xavi Arrebola G.
Composer(s)Joan Sanmarti (arcade, GC, Xbox)
Tomas Lorenzo (arcade, GC, Xbox)
Gianni Ricciardi (GBA)
EngineBlue Roses (GBA)[1]
Platform(s)Arcade, GameCube, Xbox, Game Boy Advance
ReleaseArcade
  • NA: December 10, 2000
GameCube
  • NA: February 18, 2002
Xbox
  • NA: May 13, 2002
Game Boy Advance
  • NA: November 3, 2004
  • PAL: February 18, 2005
Genre(s)Racing
Mode(s)Single-player, multiplayer
Arcade systemGaelco PowerVR Hardware

Smashing Drive is a racing video game developed and published by Gaelco and distributed by Namco. The game was released in arcades in 2000 and was ported to the GameCube and Xbox in 2002 by Point of View and Game Boy Advance in 2004 by DSI Games and Namco.

Gameplay

The player races against time and another psychotic cab driver delivering passengers across New York City to earn money. The game is divided into four difficulties, each of which contains three different levels (with the exception of "Dusk and Wired", which only contains one). If the player manages to beat the rival cab in all three levels of a difficulty, they are taken to a bonus stage with the only available route being all of the Risky Routes. At the end of a stage, the player's score is based on the amount of time it took to reach the destination, the cab's condition, the rival being beaten, the number of Turbo powerups obtained, and the number of Risky Routes traversed. Unlike many racing games, the horn actually has a functional use of making (most) mobile vehicles move aside. If the player runs out of time before completing the stage, they encounter a continue screen. A 10-second countdown will be then given to the player if they wish to try again. After it expires, the game is over. However, on the console version's Head-to-Head mode, there is no continue feature. After time runs out, the game automatically ends.

Reception

Reception
Review scores
PublicationScore
ArcadeGBAGCXbox
AllGameStarStarStar[5]N/AStarStar[6]N/A
EdgeN/AN/A3/10[7]N/A
EGMN/AN/A5.67/10[8][lower-alpha 1]5.5/10[9]
Game InformerN/AN/A7/10[11]6.5/10[12]
GameSpotN/A6.1/10[1]3.5/10[13]3.5/10[14]
GameSpyN/AN/A35%[15]N/A
GameZoneN/AN/A6.5/10[16]N/A
IGNN/AN/A3.4/10[17]3.3/10[18]
Nintendo PowerN/A2.6/5[19]3.6/5[20]N/A
Nintendo World ReportN/AN/A4/10[21]N/A
OXM (US)N/AN/AN/A5/10[22]
Aggregate score
MetacriticN/A65/100[2]47/100[3]42/100[4]

The Game Boy Advance version received "mixed" reviews, while the GameCube and Xbox versions received "unfavorable" reviews, according to the review aggregation website Metacritic.[2][3][4]

Jon Thompson of AllGame said of the arcade version, "The visuals of Smashing Drive are certainly decent, although they can't qualify as top-notch in this day and age." Thompson also wrote, "It isn't the most amazing racer ever made, but it has enough interesting ideas and strong enough execution to make it something different in the arcade world. It's tough, it's attractive, and overall, it's fun."[5] Scott Alan Marriott later said of the GameCube version, "Namco's history of delivering feature packed arcade ports to home consoles comes crashing to a halt with Smashing Drive [...]. Smashing Drive was probably not an easy game to port due to so much happening on the screen, and to its credit, the game never bogs down. Unfortunately, the darn thing never speeds up either, so each race feels like it takes place underwater. The graphics are colorful but simple, lacking the detailed textures expected from a GameCube title. [...] Succeeding in Smashing Drive is a simple matter of memorizing the courses, knowing where each turbo is located, and learning the best shortcuts. Once that's done, there's very little replay value."[6]

Fran Mirabella III of IGN said of the GameCube version, "The only added benefit [from the arcade version] is multiplayer, and that also dries up speedily. Smashing Drive is a neat concept, but fails pretty miserably in execution. It's just far too linear to offer up any compelling gameplay. There are no permanent upgrades for your cab, no cars to unlock, and only one final bonus destination to surprise you." Mirabella called the soundtrack, "Definitely one of the most god-awful soundtracks ever created. The collection of about four or five songs is downright nauseating. [...] We've asked ourselves if anyone could actually like this music. Even the composer -- dare we call them that -- would have to be somewhat crazed to think he/she created something anyone would want to listen to." Mirabella also criticized the game's outdated graphics, and concluded that "after about a half-hour or so I had nearly beaten the game and found most of the shortcuts. It's an arcade game port. It's not a title I feel is made for the home console market."[17] Aaron Boulding criticized the Xbox version for not taking advantage of the console's graphical capability. Boulding also criticized the game's animation, writing, "When you do see pedestrians scurrying out of the way, they look like tiny flat action figures waddling to safety." Boulding also said the game included the, "Worst soundtrack ever", calling it "pure synthesized, acid-washed crap." Boulding also wrote, "The crashes and other sound effects aren't very effective and the attempt at surround sound is laughable."[18]

Gerald Villoria of GameSpot criticized the GameCube version's graphics and generic sound effects, and wrote that "the worst culprit is the game's music, which is just as disappointing as the game's short life span. There are three grungy garage rock songs in total, and all three are of absolutely abysmal production value. A single song loops every 30 seconds or so for each level--listening to the same horrible song over and over again for 20 minutes will practically be enough to drive you mad." Villoria also said "few players will get more than a couple of hours' worth of enjoyment out of the home version."[13] Villoria said the Xbox version "essentially shares all the failings displayed in the GameCube port".[14] Frank Provo said in his review of the Game Boy Advance version, "for a variety of reasons, it doesn't seem like such a bad game" in comparison to the GameCube and Xbox versions, despite duplicating the same "look and feel". Provo said, "Nothing about the music or sound effects is particularly noteworthy [...]. And while the vocal lyrics within the game's music clips are unique, they're not exactly spicy or memorable." Provo concluded that it "isn't a great racing game, and it certainly won't eat up weeks of your time, but it is fine for what it is: a simple, graphically impressive racer that can be played in short bursts." Provo also noted in his review, "As an arcade game, Smashing Drive was something of a laughing stock. Apart from the fact that it was a restrictive knockoff of Sega's Crazy Taxi, albeit with weapons, the ancient polygon graphics looked like they were rendered on whatever home video game console was popular in 1996--which wasn't so flattering for an arcade game that was produced in 2000."[1]

Fennec Fox of GamePro said of the GameCube version, "The trouble is that, unlike in Crazy Taxi, there's very little to actually do. Sure, there are a fair amount of graphical gimmicks (you can bash through basketball arenas and up a skyscraper), but nowhere near enough. You can see everything the game has to offer in an hour or two, and similarly, the two-player split-screen mode gets boring very quickly."[23][lower-alpha 2]

The GameCube and Xbox versions were nominated for the "Worst Game on GameCube" and "Worst Game on Xbox" awards at GameSpot's Best and Worst of 2002 Awards, both of which went to Jeremy McGrath Supercross World and Gravity Games Bike, respectively.[24][25]

Notes

  1. Two critics of Electronic Gaming Monthly gave the GameCube version each a score of 5.5/10, and the other gave it 6/10.
  2. GamePro gave the GameCube version three 2.5/5 scores for graphics, control, and fun factor, and 3/5 for sound.

References

  1. 1.0 1.1 1.2 Provo, Frank (December 3, 2004). "Smashing Drive Review (GBA)". Fandom. https://www.gamespot.com/reviews/smashing-drive-review/1900-6114416/. 
  2. 2.0 2.1 "Smashing Drive critic reviews (GBA)". Fandom. https://www.metacritic.com/game/smashing-drive/critic-reviews/?platform=game-boy-advance. 
  3. 3.0 3.1 "Smashing Drive critic reviews (GC)". Fandom. https://www.metacritic.com/game/smashing-drive/critic-reviews/?platform=gamecube. 
  4. 4.0 4.1 "Smashing Drive critic reviews (Xbox)". Fandom. https://www.metacritic.com/game/smashing-drive/critic-reviews/?platform=xbox. 
  5. 5.0 5.1 Thompson, Jon. "Smashing Drive (Arcade) - Review". All Media Network. http://www.allgame.com/game.php?id=37555&tab=review. 
  6. 6.0 6.1 Marriott, Scott Alan. "Smashing Drive (GC) - Review". All Media Network. http://www.allgame.com/game.php?id=37549&tab=review. 
  7. Edge staff (May 2002). "Smashing Drive (GC) [NA Import]". Edge (Future Publishing) (110). 
  8. Chou, Che; Bettenhausen, Shane; Nutt, Christian (March 2002). "Smashing Drive (GC)". Electronic Gaming Monthly (Ziff Davis) (152): 139. https://retrocdn.net/images/f/f8/EGM_US_152.pdf. Retrieved October 2, 2023. 
  9. Bettenhausen, Shane (June 2002). "Smashing Drive (Xbox)". Electronic Gaming Monthly (Ziff Davis) (155): 120. https://retrocdn.net/images/9/93/EGM_US_155.pdf. Retrieved October 2, 2023. 
  10. Saltzman, Marc (March 4, 2002). "Smashing Drive (GC)". Greedy Productions Ltd.. http://www.elecplay.com/review.html?article=8460&full=1. 
  11. Kato, Matthew (April 2002). "Smashing Drive (GC)". Game Informer (FuncoLand) (108): 79. http://www.gameinformer.com/Games/Review/200204/R03.0804.1021.26505.htm. Retrieved October 2, 2023. 
  12. Kato, Matthew (May 2002). "Smashing Drive (Xbox)". Game Informer (FuncoLand) (109): 87. http://www.gameinformer.com/Games/Review/200205/R03.0731.1423.45822.htm. Retrieved October 2, 2023. 
  13. 13.0 13.1 Villoria, Gerald (February 20, 2002). "Smashing Drive Review (GC)". Fandom. https://www.gamespot.com/reviews/smashing-drive-review/1900-2849110/. 
  14. 14.0 14.1 Villoria, Gerald (May 16, 2002). "Smashing Drive Review (Xbox)". Fandom. https://www.gamespot.com/reviews/smashing-drive-review/1900-2865872/. 
  15. Chick, Tom (March 12, 2002). "Smashing Drive (GCN)". GameSpy Industries. http://www.gamespy.com/reviews/february02/smashingdrivegcn/. 
  16. Bedigian, Louis (February 25, 2002). "Smashing Drive - GC - Review". https://www.gamezone.com/reviews/smashing_drive_gc_review/. 
  17. 17.0 17.1 Mirabella III, Fran (February 14, 2002). "Smashing Drive (GCN)". Ziff Davis. https://www.ign.com/articles/2002/02/14/smashing-drive-2. 
  18. 18.0 18.1 Boulding, Aaron (May 14, 2002). "Smashing Drive (Xbox)". Ziff Davis. https://www.ign.com/articles/2002/05/14/smashing-drive. 
  19. "Smashing Drive (GBA)". Nintendo Power (Nintendo of America) 188: 116. February 2005. 
  20. "Smashing Drive (GC)". Nintendo Power (Nintendo of America) 153: 150. February 2002. 
  21. Rojas, Andres (April 10, 2002). "Smashing Drive (GC)". NINWR, LLC. https://www.nintendoworldreport.com/review/3892/smashing-drive-gamecube. 
  22. "Smashing Drive". Official Xbox Magazine (Future US): 77. June 2002. 
  23. Fennec Fox (May 2002). "Smashing Drive (GC)". GamePro (IDG) (164): 97. https://retrocdn.net/images/c/c4/GamePro_US_164.pdf. Retrieved October 2, 2023. 
  24. GameSpot staff (2002). "GameSpot's Best and Worst of 2002 (Worst Game on GameCube)". CNET. http://www.gamespot.com/gamespot/features/all/bestof2002/gc26.html. 
  25. GameSpot staff (2002). "GameSpot's Best and Worst of 2002 (Worst Game on Xbox)". CNET. http://gamespot.com/gamespot/features/all/bestof2002/xbox27.html. 

Features

Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]

Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

History

Logo used until March 2014

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]

In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]

On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]

In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]

See also

  • IGDB – game database used by Twitch for its search and discovery functions

References

  1. 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/. 
  2. Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/. 
  3. "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1. 
  4. "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards. 
  5. 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel. 
  6. "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/. 
  7. 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521. 
  8. "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media. 
  9. Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned. 
  10. Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner. 
  11. "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames. 
  12. Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games. 
  13. "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/. 
  14. "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/. 
  15. Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/. 
  16. Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/. 
  17. "MobyGames on Patreon". http://www.patreon.com/mobygames. 
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