Description
Future technology paved way to the creation of hovercrafts, which began to gradually replace motorized vehicles. Ben is the leader of the Polecats, one of the toughest biker gangs on the road. One day he drives over and damages a hovercraft limousine which belongs to Malcolm Corley, owner of Corley Motors, the last domestic motorcycle manufacturer. Later, Ben is having a bit of good clean fun at the Kick Stand Bar when Corley drops by for a bit of reminiscing. This leads to a meeting with Corley Motors' vice president Adrian Ripburger, who has his own sinister plans concerning the company, the Polecats, and the future of motorized vehicles. Ben refuses to co-operate and must now face the consequences and do everything in his power to bring Ripburger to justice.
Full Throttle is a third-person puzzle-solving adventure game. The graphics are cartoon-style, similarly to LucasArts' previous adventure games
Day of the Tentacle and
Sam & Max Hit The Road. The game features a revamped interface: instead of choosing a command verb or an action icon and then interacting with an object, the player can now simply point at it, and the available action icons will appear automatically. These include the standard "use", "examine", and "speak" actions, but also a separate foot icon for kicking.
As in other LucasArts adventure games, branching dialogues are used liberally to advance the plot. The game also includes a few simple action driving sequences, during which the player is required to navigate a motorcycle and fight hostile bikers by punching and kicking them, as well as using crude weapons such as chains and planks.
Alternate Titles
- "Vollgas" -- German title
Part of the Following Group
User Reviews
The Press Says
| High Score |
Jul, 1995 |
5 out of 5 |
100 |
| Pelit |
May, 1995 |
93 out of 100 |
93 |
| Just Adventure |
Sep 30, 2003 |
A- |
91 |
| PC Gamer |
Aug, 1995 |
90 out of 100 |
90 |
| Power Play |
Jul, 1995 |
88 out of 100 |
88 |
| Jeuxvideo.com |
Apr 29, 2010 |
17 out of 20 |
85 |
| Electronic Gaming Monthly (EGM) |
Jul, 1995 |
8.5 out of 10 |
85 |
| Adventure Gamers |
Sep 17, 2003 |
     |
70 |
| Quandary |
Aug, 1995 |
     |
70 |
| Aventura y Cía |
Aug 29, 2005 |
     |
70 |
Forums
Trivia
In addition to the SCUMM engine lead programmer Stephen Shaw and Mark Crowley used Vince Lee's Rebel Assault engine for some of the action scenes. This was pretty hard to do since both programs have their own calls to the processor and means of handling data. However, the R.A. sequences were kept discreet and the SCUMM engine was reworked so it could multi-task and keep all of is variable states in their location while the R.A. engine started up, allocated its own memory locations, and shutted down.
The use of the R.A. engine also caused problems in the art department. Since the engine was originally conceived to be as photo-realistic as possible, when the art team placed Peter Chan's drawings as texture maps over the 3D hills they started getting 15-20 k of data per frame of animation, thus causing the desert terrain too look overly realistic in contrast to the rest of the game world. The Over-rendered terrains as well as other features (like parallaxing sky and optimized data flows) were then scaled down to create a continous game world.