Kind of an oddball in the Genesis' pool of 1st party super-scaler racers, being more focused on the Original mode than the Arcade mode. The original cabinet for Super Monaco GP was a single looping track based on the real-life Monaco course. It was barren on content, but very visually rich in that small space it occupied. There was obviously no way to replicate that on console - both for technical and commercial reasons. You can't jam that many scaling objects onto an M68000, and even if you could, a single looping track is a quick holiday return in this business' eyes. So the game's very visually truncated by comparison. In exchange, however, there's a bonus 16-track grand prix, plus free-lap time trials for every course unlocked from the get go, making it arguably more content-rich than any other racer on the system.

But Super Monaco GP's campaign is hard as fuck man, we're talking downright violence. Hairpin turns define Monaco's game; take them too cautiously and lose multiple seconds off your lead. But take them too hard and risk losing even more time from spinning out - or just flat-out crashing and losing the run, permanently. Practice and memorization becomes key, a performance anxiety inducing twist that highly sets it apart from the 'A-to-B' driving in Outrun and Super Hang-On. Even with multiple days of attempts, I was scarcely getting better than 5th on each race. But I didn't take this insane difficulty as a discredit - it was an ass-knocking that made me respect it, like falling short of a tall mountain climb.

I spent the bulk of my time just in free run, learning the tracks casually and challenging my own times with a podcast in the background. Someday I'll return to this with more practice.

Reviewed on Sep 14, 2022


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