Scorcher

Scorcher, developed by Zyrinx and published by Scavenger Team in 1997. Also released in 1996 for Dos/Windows.

REPLACEMENT OF SATURN LONGPLAY 016

Longplay Information

Author(s): MadMattyMadMatty
System: Saturn
Region:
Language:
Subtitle Language:
Additional Info: No information available
Publication Date: 25/08/2022
YouTube Release: 31/12/2028
Duration: 00:48:47
File Size: 900.88 MB (922496.31 KB)
Downloads: 109 downloads
File Links:

Archived Submission Thread

Screenshot

Player's Review

"Ever been Fried at 30 Frames per second? The adrenaline overload... The synaptic surge... The complete loss of reason as 32,000 colours blaze past you in magnificent blur. This 3-D racer puts players behind the wheel of a futuristic cyber-cycle while manoeuvring through a manic barrage of twists, turns, dips, pits, jumps, tubes, tunnels, bridges, chicanes, barriers, and concrete-stretches, all presented in full 3-D futuristic landscapes. Scorcher, blink and you're history."

Zyrinx was formed in 1992 consisting of developers who started out in the Amiga demo scene. They later went on to create Subterrania and Red Zone on the mega-drive. Scorcher would be their last game due to their publisher going bankrupt. They later reformed into Reto-Moto and joined Nordisk film to make IO Interactive to develop Hitman.

Scorcher, the game that inspired Super Money Ball! ... Maybe. This is one of those games that looks better than it plays. There are six courses and you job is to simply make it round and beat the other 3 contenders. You control a bike that looks like its encased in a virtual ball and plays just like it. I say simple, but there is nothing simple about the game. You travel up and down tunnel like levels with tight corners, many obstacles including pits to fall through. If you hit a wall or a bump in the road you are gonna bounce off somewhere. Taking control while you bounce off the walls takes some doing and colliding with other players is not good for you. There is also a timer counting down against you. As well as your normal left/right movement, the L/R buttons add additional hard steering for tight cornering. Correcting can be challenging so it again needs to be used strategically.

Along the way you can collect green speed boost power and blue jump power. These get used up quickly so they do need to be used strategically. At some points in the game it can be a case of close your eyes and hold the button down as you speed along through a winding tunnel and somehow make it unscathed at the other end. Course six in particular can be nasty as its hard to stick to a spiral track, half the usual width and full of holes. Later on you move upwards with many walls in your way requiring some momentum and a little jumping to get through .. nightmare.

In the previous longplay, only easy was played which has no ending. In this longplay I play through Normal and Hard difficulties. Hard difficulty has a tighter time limit and very slightly more competitive opponents and ads an additional hard to see trophy at the end of the game before the credits. Overall, its a game that looks good but quite frustrating to play after the first few tracks. The green wireframe outline doesn't look that great though and makes you wonder if it should have been a transparent ball but unable to get that looking nice on the Saturn. Kind of like the dithered shield effect in wipeout.

00:00:00 Normal Mode
00:24:30 Title Music Demo
00:25:40 Hard Mode