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User Reviews

A racing game with fabulous backdrops and a few nice touches Katakis | カタキス (42093) 3.5 Stars3.5 Stars3.5 Stars3.5 Stars3.5 Stars

Our Users Say

Category Description User Score
Gameplay How well the game mechanics work and the game plays. 2.7
Graphics The visual quality of the game 3.2
Personal Slant A personal rating of the game, regardless of other attributes 2.9
Sound / Music The quality of the sound effects and/or music composition 2.8
Overall User Score (9 votes) 2.9

Critic Reviews

MobyRanks are listed below. You can read here for more information about MobyRank.
The One (Nov, 1988)
The Amiga version is exactly the same than the ST version reviewed here, though the sound, particularly the samples are clearer.
There's a good variety of creatures and landscapes in Space Ranger, all of them very prettily drawn. While the number of levels is pretty limited - to eight, in fact - the action gets fast and exciting enough to make this very derivative game worth a look.
It's addictive driving stuff which won't be beaten easily. What it lacks is variety in the opposition. A few more levels and types of obstacles would have been nice.
Your Amiga (Dec, 1988)
Once you've had your fill of the three warm-up rounds you can go on to the championship phase. This is much the same as the previous rounds except the scores are logged on the high score table, which would be fine if they were saved onto the disk. All in all a nice game but it didn't really hold my interest for very long.
Info (Jan, 1989)
As is usual with a racing game, you mostly just press the button and steer. The response is so quick that it will take some practice from oversteering. It's also tough at first to get the hang of navigating in three dimensions. I do wish they had added mouse control along with joystick or keyboard. Space Racer is a respectable first Amiga effort by Broderbund, but there's nothing much special about it to set it above the crowd.
Zzap! (Feb, 1989)
Hmmm! Looks suspiciously like the ST version this. All the programmers have done is use the Amiga's power to generate nicer backdrops and intro screens. Where's the extra sprite shading? The smoother hills? The improved sound? Left out, that's where. At the end of the first three tracks of Championship mode, the screen informs you that this was just a practice and you now have to race for your life, only to return you to level one with no apparent changes. Three levels for 20 quid? That's just not on. If you really want this type of game, then wait for it to appear on the bargain shelves.
Commodore User (Sep, 1988)
A quick look at Super Hang-on on the ST will show just what a 16-bit machine can do with a race game. The so-so graphics are made up for by the sound, which comprises a reasonable soundtrack, excellent engine revving effects and the camp "Hello!" at the start of each game. I do have doubts about the game's lastability however. The gameplay is very samey after a while and that's why I can't recommend it.
Power Play (Feb, 1988)
Leider erreicht dieser Defender-Verschnitt bei weitem nicht die Klasse seines Vorbilds. Die drei grafisch unterschiedlichen Planeten samt Lebewesen sind zwar optisch ganz nett anzusehen - spielerisch bietet Space Ranger nur magere Durchschnittskost. Der gerühmte Soundchip Amiga muß sich ziemlich vernachlässigt vorkommen. Außer ein paar Bumm-Bumm-Geräuschen gibt er nichts von sich. Wer unbedingt ein Spiel dieser Art für seinen Amiga haben will, der kommt an Space Ranger momentan nicht vorbei.
Assailants can be shot with a font-mounted cannon, but this too uses up precious power. Luckily, it can be replaced by picking at the offending obstacle after crashing, add little to a repetitive and unambitious game.