Ridge Racer’s Latest Port Marks A New Era For Arcade Archives

Ridge Racer is an all-timer. Namco’s arcade racer was the culmination of their years of experimenting with pseudo-3D and actual 3D racing games, from Pole Position to Winning Run, that basically invented its own kind of physics for drift-heavy racing through one track that was actually two, if you were willing to challenge yourself on its tougher version.
That’s all you needed for an arcade racer back in the day, really: one exceptionally difficult track to master, where the goal wasn’t so much finishing in first as it was completing your laps in a time no one else was going to be able to touch. The PlayStation port was evidence of this, as well: Sega, with Daytona USA and their own long history of successful arcade racers, was seen as the inherent favorite for that kind of experience on their home console, given Sony’s newness. But Namco, Sega’s long-time rival, came along armed with an exceptional port of Ridge Racer that not only translated a killer arcade experience to the living room, but added in selectable cars, tracks you drove in reverse, unlockables, and more, all to Sony’s benefit. And things just kind of got worse from there for Sega.
That was a port of the arcade game, however, one designed for the PlayStation’s controller. As great as it was, it had to be downgraded a bit from Namco’s arcade release: the resolution was lower and it ran at 30 frames per second, neither of which hurt the game by any means, but the actual arcade game had never been released anywhere besides, well, the arcade, and that version ran fast and smooth. Of course, unless you stumbled upon it in an arcade at some point, then you wouldn’t be aware of the difference between the two.
That’s changed in the present, thanks to Hamster’s Arcade Archives range. This is an at-home version of the arcade game, as the releases in this series always are, with the only true modification made to it outside of adding in optional quality of life settings being that you can use a controller to play. The original Ridge Racer, you see, controlled with a steering wheel and pedals: converting that and getting the feel just right is difficult, and you know this is true because reactions to Ridge Racer’s Arcade Archives release are sometimes mixed, with complaints about the controls being a little too touchy or twitchy. Like with any other Ridge Racer game, it’s a feel thing: it takes practice to get it just right, even if you consider yourself a veteran of racing games or Ridge Racer titles in general.
There are four modes here to choose from. Original lets you play with whatever kind of settings you’d like and gives you the ability to save or load your progress, while also granting you access to either the Japanese or English versions of Ridge Racer, as well as the regional DX editions which utilized a clutch for shifting gears, controlled here by default by the right analog stick. There’s a Hi Score mode, which uses predetermined settings and doesn’t allow for saving your game—or even pausing it—since the idea is that this one is for leaderboard sickos. Practice the game all you want with save scumming and modified settings, but if you want the score to count for something? Hi Score mode is right there. There is also a Caravan mode, which converts distance driven into points over a five-minute span. And there’s Time Attack mode, which allows you to compete to see who can clear Ridge Racer the fastest. Basically, you can still fail and register a score here, so long as you make it to at least one checkpoint.
Time Attack mode is also different from the Time Trial mode, which is a specific one from Ridge Racer itself, where it was known as “T.T.” T.T. is included within the Hi Score and Caravan modes as an option, along with Novice, Intermediate, and Advanced difficulties: these determine the length of the track you can race on as well as your car’s top speed. There’s more to Advanced than just faster opponents and more difficult handling, since the track itself is significantly altered and requires even more mastering of the game’s drift mechanics.
The one downside is that Nintendo has left analog triggers behind, so on the Switch and Switch 2 (the Switches?), you can’t completely mimic feathering the gas pedal in order to pull off perfect drifts, as you could in the arcade edition of the game. You can learn the proper touch all the same, however, through some practice—I know this first hand since my spot in the online leaderboards keeps dropping as more and more people play more and more Ridge Racer and best my times. Just like how the analog stick isn’t a perfect replacement for the steering wheel, the Nintendo’s triggers aren’t perfect brake or gas pedals, but you can get yourself close enough to the real thing with time, at least.