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Super Chase H.Q. (SNES) artwork

Super Chase H.Q. (SNES) review


"Gaining Perspective"

Taking cues from Sega's OutRun, Taito's Chase H.Q. puts you in control of a souped-up police car from a behind-the-view perspective, speeding through traffic as a time limit counts down. A checkpoint racer? Not in the sense that you're probably thinking. The first objective of every stage is to reach a criminal's getaway vehicle at the halfway junction before time runs out, and the countdown will replenish when you successfully catch up to them. From here, the goal changes: you must now ram the vehicle several times and completely drain their health meter, doing so while again fighting traffic and a timer.

That's the main template for the series, which had several modifications and features added to its sequels over the years. So by the time Super Chase H.Q. was released for the Super Nintendo, expectations for this 1993 release was for it to be an exceptional successor; the company had five years from the IP's beginning to get its act together by this point.



Being a toned-down remake of the 1992 arcade game, Super Chase - Criminal Termination, the SNES "port" did something different from its predecessors: it changed the perspective. With the vantage point now taking place inside the car, you get a more personal, in-your-face view of the action. Vehicles on the road are now visually bigger and the road is fitted with smooth Mode 7 textures. There's also a rear view mirror that serves no purpose other than to show the reaction of your driver. None of this holds a candle to the visually-intense Super Chase, which the Super Nintendo version had to omit a ton of segments from; that's to be expected, especially since every other console port prior has never matched the power of their arcade counterparts.

In spite of all these changes and exclusions, the core gameplay has remained the same. That's actually a very concerning thing. Just like with its predecessors, there's a grand minimum total of five stages, sometimes a sixth if you're good, and they all pan out the same: easily dodge traffic and then play bumper cars with a criminal. There's "variety," like when a helicopter shoots at you, or when a gang of bikers throw explosives on the road, but these are things that were present in earlier titles; the devs were content with repeating these encounters with no attempts at improving them, as if that was good enough. These sections also don't last long, but that's more the fault of stages themselves not lasting long, since this console remake is so adamant with replicating the arcade experience.



But that's why these games work in the arcades: because they are constructed as quick thrilling experiences where people can get into them for a few minutes at a time. This structure doesn't stick well at home, unless it either has solid replay value or expands on its core by giving the player more to do. Super Chase H.Q. has neither. In fact, if you were to compare this to the other console Chase games, then the SNES game is shockingly bare bones; the SMS port of Chase H.Q. has a shop menu and three loops to get through; like its arcade version, the SMS release of S.C.I. allows you to shoot at cars; Chase H.Q. II for the Genesis gives you three different vehicles with varying attributes to choose from.

What's Super Chase H.Q.'s defining feature?

A different camera angle...

Taito fumbled and went about Super Chase H.Q. the wrong way. Instead of trying to relegate Super Chase into a 16-bit "companion piece," they could have made a fully original Chase H.Q. title for the Super Nintendo. Unshackled by arcade rules that the devs imposed on themselves, the game could have been a merger of all the aspects and mechanics featured in previous titles, within a structure that could have been longer and more in-depth. But this is what was released, a retread that is somehow inferior to the other port jobs that came before it. The SNES library has way too many engaging and fun racing titles for you to waste time on something that even its own company seems to take for granted.



dementedhut's avatar
Community review by dementedhut (December 26, 2024)

Happy new year!

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honestgamer posted December 31, 2024:

Yesterday, while ringing up groceries at work, I was thinking about how Marble Madness is a really fun game. I saved up my money as a kid and finally managed to buy it, and I liked what was there. But you can get through the whole thing in 5 minutes. If you take longer, you'll probably just have to try again. A perfect arcade experience, really, but not so ideal when you buy a pricey cartridge that will have the job of entertaining you for months. It reminds me why I fell in love with RPGs. There were many other reasons too, but length was definitely a factor. As for Super Chase H.Q., I wouldn't mind its brevity now. Sometimes, I like to go back to old retro games and play around with them for a bit before moving onto something else. The brevity might in that case be a mark in its favor. It sounds like it would have been a bummer of a game to receive as my annual Christmas gift game, though!
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dementedhut posted January 02, 2025:

Oh believe me, I love brevity in my games when they're done right, but sadly this wasn't one of them for me.

Picking up on the discussion we had in the Chase H.Q. II review, there really is an art in trying to make an arcade-style game for a home release, and again it feels like Taito fumbled the attempt here. There's just something about arcade ports during the early to mid 1990s where it feels like some developers either didn't "get" that they needed to add more variety or replay value to these games or they simply didn't care; or they had really, REALLY short development periods before release.

I think that's why companies like Namco hit a stride during the mid to late 90s with some of their home conversions like Soul Blade and Tekken 3, because not only did they bring the arcade experience home, but they went beyond that and delivered some unique extra content.

This is also why I'll always mock the Dreamcast port of 18-Wheeler whenever the opportunity presents itself (i.e. my "recent" DC reviews), because that game is an absolute trash port that doesn't work as a home game.
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honestgamer posted January 03, 2025:

You're right, I think, but it's weird. The NES era had some amazing ports, made by developers who clearly understood how to modify their games to take advantage of the console. It's sad those same developers apparently forgot the art when the SNES rolled around. I suspect it was because they had so much more power, they thought, "Hey, a perfect port is almost within reach!" They chased after horsepower without getting their ducks in a row first. Kind of like how modern developers go after the latest tech bells and whistles, but the game hiding behind all that flash might not be super worthwhile.
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Masters posted January 08, 2025:

Nice review, DH.

The game being crap aside, the inside-the-car viewpoint is pretty novel, no? I can't recall seeing too many 16 bit games that did this--they always have the little car on the screen. Looks kind of impressive.

What did you guys think of the Top Gear series for the SNES? I recall really liking those games.
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honestgamer posted January 08, 2025:

I liked the Top Gear games pretty well. They recently released a compilation of them for Switch, but due to clashing trademarks (probably the more recent television show with that name), they changed the title. It's called Top Racer Collection and features the three SNES entries.
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dementedhut posted January 09, 2025:

Interesting you bring up the viewpoint being novel, because prior to submitting that review I played some Hard Drivin' for the Sega Genesis and I played Test Drive II for the SNES after that review. Both weren't what I was expecting them to be: the former being very short (fair for the ARCADE version I guess, considering the game itself was novel when it first came out) and the latter being much more of a challenge than I expected.

I actually got the first Top Gear about a month or so ago for the SNES (even after knowing about the recent collection). I played it for a little bit, seemed fun, but haven't returned to it since I was occupied with other stuff. Also, I was a little burned out from playing another game the devs made prior to Top Gear called Lotus Turbo Challenge for the Genesis; a checkpoint racer similar to OutRun, I tried beating all its courses, but the final two courses were sadistic.

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