For a month or two, Power Drift sat in a backroom corner of PJ Gamers. Not functioning, there wasn’t a reason to place it alongside the likes of Gyruss or Star Wars Trilogy Arcade. It was around this time that I was experiencing Shenmue II and developing an appreciation for Yu Suzuki. Being one of his lesser known games, I was interested in playing it. Released in 1988, I’d only recently read about it in a Retro Gamer profile of Yu Suzuki. Thankfully, it’s operational now, and although it lacks the fun hydraulic cockpit (it’s a stand-up cabinet), it’s unique.
What makes it unique amongst other racing games that could’ve been found in an eighties arcade are the roller coaster-inspired race tracks. These tracks feature massive climbs and drops and every turn is an opportunity to kick out the rear wheels and drift around competitors. The visuals helped sell the roller coaster feel of the tracks thanks to a sprite-scaling effect. As the name implies, the sprites grew and shrunk seamlessly as I played the game. This was doubly impressive as the game ran at a very fast clip. Watching the tracks rise, fall, and twist was mesmerizing – like watching a snake slither in the sand.
As with most arcade games, it didn’t take me long to understand what to do and how to do it. Progressing in the game became tough quickly though. I forewent ever hitting the brakes and instead began massaging the gas pedal around corners. Falling off ledges and colliding with other drivers was the key to success. The latter was challenging; I didn’t feel like I had the level of control over my racer as I’d like. Of course I also was zooming around stages NEVER HITTING THE BRAKES! Sometimes the hit detection seemed a little dodgy too, perhaps forming my opinion of the controls. It’s clear that to get a higher score and experience more stages, I’ll need to evolve my strategies. It’s a fun and unique game, especially to watch, but the loose controls took me a while to adapt to.
2 thoughts on “Power Drift [Arcade] – Review”