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NES box art for Rad Racer II, the cover of NEStalgia episode 328

328 · Rad Racer II

▶ Game info
VerdictSkip it
GenreRacing
ReleasedJune 1990
SeasonSeason 6
DeveloperSquare
PublisherSquare
June 7, 2024 · 34 min · transcript available

Rad Racer II is an arcade style racing game which is the sequel to Rad Racer and features similar gameplay. Played with a 3D perspective from behind your vehicle, the goal is to race through a series of different tracks before time runs out. Support NEStalgia directly by becoming a member of our Patreon at https://www.patreon.com/Nestalgia Members at the $5 and above level get access to our brand new show NEStalgia Bytes. A look at the famicom games you can play without any Japanese knowledge! For More NEStalgia, visit www.NEStalgiacast.com

Our verdict: Skip it

Mike, Sean and Joe drove this one. Rad Racer II is the sequel to Square's pseudo-3D racer, which sold half a million copies and was our episode 77. It is the only sequel: there is no Rad Racer III, and Square's next racing game was Chocobo Racing, nine years later. The follow-up is smoother and prettier than the original, and it strips out almost everything else.

What works

  • The car feels good. The physics and traction feel right, the road scrolls without jitter, and few NES games give this much sense of speed and weight. An indicator at the bottom right tells you whether a 90 or 45 degree turn is next, and which way, so you can set up early.
  • A race against checkpoints. There are no laps against rivals. You must reach each checkpoint before time runs out, and our best moments were rolling to a near stop and just making the next one. It's nerve wracking and satisfying.
  • It looks great. Sunset skies, night cities, a New York section, and a snow level that looks cleaner than most. Reviews complain about the missing 3D glasses, but we suspect dropping the gimmick freed up room for better graphics.
  • The turbo boost ignition. Hold Down, fill the gauge, press A, and you launch past 250 miles per hour. The manual tells you the trick, so you don't have to read about it in a magazine years later. Holding Up also boosts on the move, which we only worked out later, so we had a foot on two pedals.
  • Music select. Before each course you pick a track, or the option that tells you to sing to yourself. That made us laugh.

What doesn't

  • Subtraction. The first game offered a Ferrari and an F1 car. This one gives you only the Ferrari, and the 3D glasses are gone.
  • One mode. No two-player, no computer rivals, no missions, just the courses against the clock. Joe calls it a polished mini game and Sean a cool tech demo.
  • Other cars aren't racers. They are obstacles that vanish once you pass them. By the third or fourth course the traffic is solved, and only the windier turns, up to the American Alps, keep things interesting. The sharp turns also look like ordinary turns that fling you sideways faster.

The bottom line

Skip it. All three of us voted no on the Essential Games List. Mike felt it offers nothing very different from the first game, and the lost 3D glasses sealed it. Joe liked how it felt at first but said that's mostly because it's rare on the NES, and the genre doesn't hook him. Sean's vote was given away by "cool tech demo": fun for 15 or 20 minutes at a time, but not enough content.

Written from our conversation in this episode.

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