Trailblazer, Commodore 64, Ricochet - RC 022
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Score - 9/109/10
Summary
Trailblazer takes its original Commodore 16 and Plus/4 version and enhances it with multiple game modes, twenty-one courses of difficulty and a fast and furious pace that shows that in the right hands, fast 3D effect racing games on the Commodore 64 are possible. The split screen two player options, whether in arcade or match modes, amounts to plenty of fun with a friend, with thought in the game’s design and difficulty, as well as being very playable. At full price it was essential. At re-release budget price, it is a steal.
User Review
( votes)Trailblazer started life not, as people may think, on the Commodore 64. In fact, it was first released on the Commodore 16 and Plus/4, with the game receiving excellent reviews for its fast pace and superb playability. Although it was one player only, all the main game elements originated from that version, and it was natural that Shaun Southern would convert his own game to the Commodore 64 where more features could be added. It was a little strange that Mastertronic did not pick up the option to re-release the game on the Commodore 16 and Plus/4 (all other 8-bit versions did get a Ricochet re-release) – instead that version was the lead game as part of one of Alternative Software’s Triple Decker compilations.

Blazing the Trail
The aim of Trailblazer is simple enough in its original arcade mode (the Commodore 16 and Plus/4’s original mode too.) Taking inspiration from the arcade game Metrocross, which was something Shaun Southern himself noted, it uses a grid of squares but in a 3D mode instead of the side on view. You must race along the courses whilst avoiding the holes and utilising the coloured squares along the way, along with the seven initial jumps per course that you are limited to, all within a time limit. Any remaining time gets carried over to the next course, and on this version, there are twenty-one courses to complete.
The types of squares are key to note which is which, and these can be used or avoided as necessary. They are as follows:
- Blue – bounces the ball into the air – and allows you to clear holes without using one of your jumps
- Green – speeds you up
- White – warp speed (note: this is only in arcade mode, acts as a blue square in other modes)
- Purple – throws you backwards
- Cyan – reverses left and right controls
- Red – slows you down
Needless to say, but utilising the blue and green squares as you need them are your initial keys to success and progression – more so because the number of jumps per course are limited, and if you run out and face a black hole without the blue or green squares to help, then falling into those holes can prove very costly, eating into your time limit.

Swanky Modes
Once the game has loaded, with Invade-a-Load along the way, a pleasant tune with some filtered drums appears on the title screen, with the courses scrolling smoothly and quickly by in the top half and the records for both arcade mode and each course, with the mode selections at the bottom. In summary the modes are:
- One player arcade – finish as many courses as possible before you run out of time. Player one appears in the top half of the screen only.
- Two player arcade – both players race to finish the courses, with the added impetus that you can if you wish knock each other off the course to affect the time you have left.
- One player trial – practice any course you wish with a 99 second time limit
- Two player match – like the two-player mode in Kikstart, you can choose three courses to race against another player with a 99 second time limit on each course. The fastest time wins.
- Player versus robot – Same as two player match, but with a computer opponent, and you can knock each other off the course like in the two-player arcade mode.
One interesting omission compared to the original Commodore 16 and Plus/4 version is the lack of a password system. On the original, you received a password when completing levels and so could start where you left off there. I suppose it is because you can play any course in the match or trial modes that you could practice them before taking them on in arcade mode, but still worthy of note.

Bouncy Bouncy
Starting the game in arcade mode, you have a time limit to complete the course and seven jumps. Any unused jumps at the end of the level are added to the seven you get to the next course, up to a maximum of nine, which can be quite useful in later courses if you need them. The grey squares also indicate the start and the end of course, with the timer not starting or stopping until you have left them. The key to the game is when to use your jumps, as in succession these can bounce you quite high, more so in combination with the green or blue squares. Of course, having the limited number does mean you need to use them wisely. The first course, Easy Going, gives you a gentle introduction with the second course, Woolly Jumper, adds more features. The fourth course, Meet the Cyan Zone, introduces the cyan squares where the directions are reversed.

The white warp square on Woolly Jumper, if used wisely with a combination of jumps afterwards, not only gets you quickly through the course, but also your score ramps up considerably due to the speed achieved. The warp lasts until you either fall down a hole or hit the purple squares to go backwards. The speed really does show off the excellent 3D routine well in that it can handle such a fast pace with accuracy and aplomb. It also then means you can complete the course quicker and this gives you a good time advantage for later courses. Importantly, the controls are both accurate and responsive, making the game immensely playable. If you fall down a hole, it is no fault but your own, and sometimes going down the hole means getting back up can take some time, more so if you land in another hole too.

Brucie Bonus
After so many levels in the arcade mode, you are treated to a bonus stage. The ball will bounce on certain squares and from your start position, you need to tap the joystick left, right up or down the right number of squares to land on where the ball first landed, and press fire. You will need to then do the same for the other bounces the ball did – it starts with three bounces and can progress to as many as seven if you manage to copy correctly. It is a spin effectively of Simon, but done well and the chance of a hefty bonus score and extra time does give you an incentive, especially with a high score being saved too.
If you do manage to complete all twenty-one levels, then give yourself a pat on the back, as later level combinations really do take some getting used to. Memorising the layouts and when to use your jumps and getting in lane, more so when swapping the lane of squares after a jump or a speed up, can really help you get far too. The layouts do become fiendish, with one level having a lane of squares with two blue and three purple for example, so landing on the right lane and square becomes much more important to get far. Even if it was this mode alone that was offered with the game, it would be great fun to play. But there is much more than that.

Two Player Triumph
Where Trailblazer does also excel is the array of two-player options which you and a friend can play. The two-player arcade mode plays the same as a single player but with the added risk of taking each other out at crucial moments. Of course, utilising the warp can mean that you can get ahead quickly, but the added pressure of your opponent possibly doing the same and catching you up can be frenetic. The match mode, where you race the three courses, is very similar to the likes of Kikstart in that you must get a good time and beat your opponent for the best overall time too, with no limits on jumps meaning you can also experiment with where the best place to jump might be – and retaining that information for the arcade mode.
There is also no noticeable slowdown when playing in two-player modes either, with the speed of the courses, especially at warp, being fast and well executed. The thrill of the race is there and the responsiveness of the controls for both players, even with keyboard controls for one player, really helps to give it that polish as well. It is a game you can come back to in either mode with a friend and challenge them to that high score or the best course time. It is a shame you could not enter your names for the best scores or times as that would give you an extra sense of smugness should you win, but nonetheless, it is thoroughly enjoyable.

Graphics and Sound
The graphics in Trailblazer are both fast and effective, with the courses’ squares coming at you smoothly and accurately with the splashes of colour for the squares giving a sense of brightness to proceedings. The title screen by Andrew Morris is also effective with the shiny effects on the ball well done. The ball itself in game with its red dots animates well at speed, and the overall impression is one of pace and smoothness. The music is a fast-paced theme, which you can also have playing in the game by using the Shift Lock key should you wish – not documented in the instructions. The sound effects themselves are simple but effective, with a noise of the ball bounce, a smashed glass effect when you fall down a hole, and a thrusting sound when warp mode is activated. Nothing outstanding, but functional and well done nonetheless.

Final Thoughts
Trailblazer certainly blazed the trail on release, with its fast pace, playability and variety of game options giving it both longevity and retains its pick up and play factor with the arcade mode being one of a time and high score challenge. The supreme playability is what makes the game so good – the controls are tight and responsive, the accuracy when you move on to a square to do the jumps, warps, or speedups and so on works well, and the smoothness of the courses means that if you do well, you genuinely feel a sense of achievement. The first time you will complete a level by activating a warp mode and getting all the way to the end is a special one, and although some of the tight time limits can mean you need to practice to make perfect, the difficulty curve is fair and you are able to progress well. As a pure arcade racer with a twist, it is one of those games you need to try out and enjoy, and it was a shame that its excellent sequel, Cosmic Causeway, only received a Commodore 64 release.

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