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 Home › Articles › Hands On with Encore Software's Kawasaki ATV PowerSports Mac Game

Hands On with Encore Software's Kawasaki ATV PowerSports

by Jaap "jot" Tuinman

When Kawasaki ATV PowerSports was announced earlier this year, it was easy to get excited about it; the Mac's not exactly been over-run by racing games, and there definitely haven't been many that feature both off-road action as well as a license by a major vehicle manufacturer.

Let's clarify two things before we get started: the first release of Kawasaki sported some bugs, and the subsequent patch also offers some gameplay tweaks (you can get it at developer Monkey Byte's Web site). Just so you know, this review deals with Kawasaki ATV 1.1.2. Secondly, the game is published by Encore Software, who are primarily known for educational software and casual gamer titles like Colt's Wild West Shootout and the Games Interactive 2 collection of word puzzles. Kawasaki ATV is meant to be value-priced entertainment, not a super-realistic simulation.

Choosing  a Player

But even with the above caveat, Kawasaki ATV isn't likely to meet many gamers' expectations. It looks pretty good initially; there's half a dozen riders you can choose from, spanning a number of body-types and outfits, and two Kawasaki ATV vehicles that you can decorate with 8 different skins. Although the variety is nice, it's disappointing when you realize that the bikes behave virtually identically and that there are no skill levels associated with the riders.

Once you've picked your avatar of choice you're off to the races. The main Circuit contains 30 courses, and you'll need to place in the top three of each race -- as well as maintain a 3rd overall ranking -- in order to progress to the next track. Clearing stages as results in your gaining six more skins for your ATV.

Choosing a race

Kawasaki ATV makes a good effort to extend its fun factor and replayability through four other game modes. Rally is just more checkpoint racing, but you can pick your terrain and track rather than following the circuit's pre-defined sequence. Treasure Hunt and Finders/Keepers have you scurrying at manic speeds in order to beat the clock or the computer-controlled racers in a quest for gems that are randomly placed on the landscape. The most fun can be had in Derby, where you attempt to control as many gates as possible by the end of the race; you can steal your opponent's gates, and they can return the disservice in a second.

Two bikes

Unfortunately, Kawasaki ATV's AI just isn't challenging. In the Circuit races the competing bikes follow waypoints with a bloody-minded determination, and don't deal with obstacles in the terrain -- including each other -- very well. It's too easy to win the races, and subsequently there isn't much in the way of satisfaction earned once you complete the Circuit. Even simpler are the non-checkpoint based modes; each game type ends up being more about competing against your own score than it is about beating the computer's pack of riders.

It's for this very reason that it's an absolute shame that Kawasaki ATV doesn't sport any multiplayer capabilities. I can see racing against friends, or engaging in a team-based version of Derby where a last-minute dash results in a surprise victory as genuinely being fun, and it's too bad that it couldn't be included.

Catching air in the rain

The physics model, in fact, could work in favor of multiplayer gaming. As mentioned in the beginning, Kawasaki ATV isn't a simulation ... but it does behave like a decent arcade racer. Bike control isn't very subtle, but is appropriately fast and snappy. You can't flip the bike, dislodge the rider, or otherwise damage the quad or yourself -- one of the drawbacks of being sponsored by a real vehicle manufacturer who are doubtlessly afeared of being held legally responsible for inspiring madcap real-world stunts -- but it's the kind of dizzying quick-reflex environment that can be a lot of fun to bomb around in. Come to think of it, instead of ATVs, the engine feels like it would have been a much more natural fit for a high-powered racer featuring Kawasaki's Ninja sportbikes or Naked streetbikes. Catching air off of ramps and steep inclines still feels a bit weird, as the bike behaves a little more like a yo-yo than like a vehicle that's dealing with the laws of gravity, but it's a definite improvement over the game's initial release which never let you leave terra firma.

At any rate, the ATV models do look good, and if you're used to the kind of 3D vehicle where wheels are just a fixed part of the body then the independently operating tires are a novel treat. The areas the ATVs roam across look pretty nice too, with races taking place over six distinct terrain types. The salt flats, desert, meadows, island, badlands, and strip mine areas each have unique qualities, and decorative touches range from island huts to mining equipment. Bushes and cacti can get in your way, and water or rough patches of ground can slow you down, but neither obstacle type is overly difficult to spot and navigate around.

Catching a gate

The included course editor lets you build new tracks on each terrain, but only gives you the ability to set flags and waypoints for the competing bikes. You have no way of altering the scenery, or even seeing if there's a big ol' dump-truck between your intended A and B points. What can be fun -- if you're dedicated enough -- is playing around with the bike and rider textures in your favorite paint program, as they're just bitmap files lying around on your hard-drive/

System requirements call for System 7.6.1 or later, a 603e/180MHz or faster, 32MB RAM, 50MB hard drive space, 4x CD-ROM, Game Sprockets 1.4 or later, and a 3D video card with 4MB of VRAM or more. The game retails for US$24.99 or less.

Given its price-point, Kawasaki ATV Powersports does attempt to deliver a great deal for the money, but the AI's dull competitive edge and the missing multiplayer mode mean that it won't hold your attention for a terribly long stretch of time. Think of it as the gaming equivalent of a sugar-high: a quick 10 or 15 minute buzz, and you're done for the day. On the system requirements side it's worth mentioning that although there is a software rendering mode available, machines on the low-end of the spec will require a RAGE Pro or better in order to get playable results.