The
rules are simple and if you pick up this game you will get the hang of it in a
couple of minutes. However explaining them can be a little long winded and may
read like gobbledegook, but here goes.
The aim of the game is to
collect an allocated number of flags before your opponent. This is achieved by
simply touching them. From the word go you must race around a network of
walkways in a frantic attempt to change the first neutral flag into your color,
be it red or blue. Your opponent heads off in another direction with the same
aim. If you fail to collect the first flag then you're IT, which means you
cannot collect flags until you tag your opponent. You must quickly find the
location of the other player before they collect their allocated number of flags
and make them IT. Once this happens they are teleported away from you and you
must begin collecting neutral flags or preferably the flags that have been
colored by the other player. (Deep breath)
You can hinder your
opponent in a number of ways. You may shoot them with bullets or drop mines
behind you when they are giving chase, while a push of the teleport button is
available for last minute emergencies. There is a speed up button for a quick
getaway but this can be counteracted by a slow down spell that reduces the
players movement to the speed of a moonwalk.
Power ups appear
throughout the game for weapons and spells while the collection of each
hourglass will offer you an extra 5 seconds in the bonus rounds. A bonus round
is available after you have defeated your opponent over three rounds.
Flags
are dispersed throughout the level, although some appear to be set away from the
walkway and seem unreachable. A push of your 'build platform' button will see a
new section of floor magically appear before you. This will allow you to build
bridges that span the divide, but don't hang around as these new platforms are
only temporary and will soon vanish into thin air.
Each of the games 15
levels are divided into 3 different courses with all of them set over various
monster worlds. The earlier homelands are fairly straightforward but as you
progress through the game the monsters become tough, as do the design of the
walkways. Bridging gaps become larger and teleporting grids become an essential
part of survival. Some worlds are strewn with conveyor belts that always seem
to be heading in the wrong direction, while the ice worlds will have you
slipping and sliding around making it more difficult to keep your feet than your
flags.
So how does the game play? As a one player game, you will
compete against 14 monster opponents and a final battle against the evil Vorga.
The game begins at a very slow pace as the first couple of monsters are less
challenging than a snail with a limp. When you reach world ten they will have
you throwing down the control pad in sheer frustration as they chase as fast as
a cheetah with a rocket up it's arse. The mid levels are probably the most
enjoyable where you must think and react instantly which is rewarding, but this
is soon reduced to a gameplay that I could only describe as frenetic.
It
is only when Grid Run is attempted as a two player game that its true value hits
you right between the eyes. This is superb as a multi-player contest. No
computerised interference, just a straight forward, head to head frantic game of
chasey. The reason why such a simple game can bring so much fun is.... well who
knows, but it does. The rounds can last for about half an hour or be over in a
couple of minutes (although I recall a contest that lasted about 45 minutes
leaving myself and opponent screaming for time out).
The two player
mode can be played as a single game from 28 available rounds or an option of
Play Round where a random world is chosen.
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