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1[[quoteright:323:https://static.tvtropes.org/pmwiki/pub/images/RollcageStage2_4241.jpg]]
2[[caption-width-right:323:Rollcage Stage II]]
3
4A futuristic racing game series (of the VehicularCombat sort) developed by Attention To Detail in the late nineties and published by Creator/{{Psygnosis}} on the Platform/PlayStation and [[Platform/IBMPersonalComputer PC]].
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6Unlike the ''VideoGame/{{Wipeout}}'' series, the vehicles involved are still cars and subject to gravity, they're just huge and built with wheels on their sides big enough for the car to continue to drive either way up. And they can move at insanely high speeds.
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8The tracks contained a lot of destroyable elements, including being able to bring down entire buildings onto the track. The high speeds of the cars also allowed them to drive on the ceilings of tunnels.
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10It was followed by a sequel, ''Rollcage Stage II'', which discarded what little plot the original had in favor of more cars and tracks. It also added in a whole bunch of single and multiplayer mingames including a devious puzzle mode called Scramble with a look quite similar to ''VideoGame/TrackMania''. Stage 2 also appeared on the PC, but under the name ''Death Track Racing'' for reasons never explained.
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12A LighterAndSofter version was later released called ''Firebugs''. This was aimed at the newly emerged 'children given a [=PlayStation=] now that their older siblings have a Platform/PlayStation2' market.
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14It never quite sold as well as it could've, thanks mainly to having to [[DuelingGames compete with Wipeout]] for advertising budget. Nobody really knows who owns the IP rights, but a SpiritualSuccessor made by two of the original devs entitled ''GRIP: Combat Racing'' is [[https://store.steampowered.com/app/396900/GRIP_Combat_Racing/ on Steam.]]
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16Recently, one of the original devs dug up the source code for the games and recompiled them for modern systems. You can download them [[http://www.codemonkey.me.uk/rollcage_redux.php here]] and [[http://www.codemonkey.me.uk/rollcage_extreme.php here.]]
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19!!Contains examples of:
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21* AIBreaker: In stage 2 one of the tracks has a short loop in it, because of this loop the game won't always know exactly who is in the lead, this means the leader missiles will keep circling the loop until the leader is long gone, making it very unlikely that they will actually hit something.
22* AsteroidMiners: Leviathan Mining Corp, [[https://static.tvtropes.org/pmwiki/pub/images/leviathanminingcorp_502.png plundering the galaxy for you]].
23* CoolCar: All of them.
24* CutsceneIncompetence: After the race ends the AI controlling your car ''will'' crash into something, usually within half a lap. Strangely the regular AI doesn't do this as much.
25* DeflectorShields: One of the pickups. In stage 2 having a double shield active makes the leader missiles ignore you on their first pass.
26* DieChairDie: Most of the plants, signs, buildings, etc can be destroyed. ''Stage 2'' also has the "Annihilation" game mode where you have to destroy every object on the track in the shortest time possible.
27* DrivesLikeCrazy: [[CaptainCrash You]].
28* DuelingGames: ''Wipeout XL/2097'' and ''Dethkarz''.
29* EverythingBreaks: Well, not quite everything, but lots of the trackside scenery can be taken out.
30%%* FictionalSport
31* FloatingPlatforms: The Skyway tracks and Scramble mode in Stage 2.
32%%* FragileSpeedster: Ria's car in the first one and the Scorpion in the second. ( As well as everything else Vostok produces, to some degree. )
33* FreezeRay: The laserblades cause cars driving next to you to lose grip. The upgraded ones have a turbo boost effect to hit as many cars as possible.
34* GameBreakingBug: The teleporter doesn't update your lap number when you use it, forcing you to drive an extra lap if you happen to skip the finish line.
35* GameplayAutomation: After finishing you can watch your car drive around the track until you decide to end the race.
36* GettingCrapPastTheRadar: In the first game, the song Gotta Learn by Danmass features the lyrics "Tear shit up." repeated through the backend of the song, completely uncensored.
37* GlassCannon: Vostok cars generally have a lot of firepower and tend to fly off the track with even the slightest nudge.
38* GuideDangIt: Some of the longer scramble tracks in ''stage 2'' have shortcuts, some of which can save you up to a minute on your time. None of these are marked in any way, and some may have been entirely unintentional. Fortunately you can get gold on all tracks without using the shortcuts.
39* HerdHittingAttack: One of the weapons in stage 2 will hit all nearby cars, in both games the driller missile will curve along the track launching everything in it's path and most other weapons can be used to take out multiple cars, directly and indirectly.
40* HomingProjectile: The 'leader missile' pickup is basically the same as the blue shell in ''VideoGame/MarioKart''. The regular missiles can be used to target the cars as well.
41* InfinityMinusOneSword: The [[FragileSpeedster Scorpion]] and the [[JackOfAllStats Wolf]] in the second game.
42* InfinityPlusOneSword: Yuri's car in the first game and the genesis in the second. Unfortunately the genesis is so [[LudicrousSpeed insanely fast]] that it's almost impossible to use on most tracks.
43* JackOfAllStats: In the second game unity cars generally have the most balanced stats.
44* NitroBoost: Both a powerup, and dash pads on the tracks. The upgraded laserblades do this as well.
45* MirrorMatch: In ''stage 2'' using the best car at the start of a masters league will cause all opponents to use the same car.
46* MultinationalTeam: The available racer characters. A Brit, Russian, Italian, German, Irish American and a Japanese duo.
47* NintendoHard: While the regular races certainly aren't the easiest, the scramble game mode in ''stage 2'' can be downright ridiculous at times. Finishing it with all gold medals will make you feel like a badass driving god.
48* NewNeoCity: Some tracks are based in Neoto, a Tokyo inspired level.
49* OneHitPolyKill: Most of the more powerful weapons can hit ( and take out ) multiple targets when used correctly. It's not even all that difficcult to take out several cars and a building in one shot.
50* PaletteSwap: In ''stage 2'' the Type 2 and Type 3 cars are palette swapped versions of the type 1 cars, with slightly better stats and more weapons.
51* PlayerVersusPlayer: Up to four players via splitscreen or lan.
52* PostCyberpunk: The general flavor of the future setting.
53* PowerUp: How you get the weapons. They're spawned by passing spaceships.
54* RampJump: There are plenty of ramps in this game.
55* RealSongThemeTune: Much like ''VideoGame/{{Wipeout}}'' the games had contemporary dance music sound tracks. Stage II specifically uses Breakbeat Generation by the EZ Rollers as it's title theme.
56* ScoringPoints: In ''stage 2'' you have the option to choose between "classic racing" and "total racing". Classic racing let's you play with just the tournament points you get for finishing a race. Total racing requires you to score points during the race by destroying stuff, staying in first place and harassing your opponents as well as actually finishing in a good position. the final ranking is determined by who has the most points, ''then'' you get tournament points.
57* VehicularCombat: [[NintendoHard Weapons, insane speeds and precision driving, yay]].
58* WackyRacing: Cars driving on the ceiling at over 300mph definitely counts.

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