Post by lucasfawkes on Nov 1, 2023 7:24:46 GMT 2
Hey there, fellow retro gaming enthusiasts! đ
I recently dived back into the world of classic F1 manager games, and my third stop on this nostalgia trip (you might remember my posts about GPM2 and Team F1/Pole Position) was none other than F1 Manager 96. Back in my teenage days, I had only dabbled a bit in this game and its famous successor, F1 Manager Pro. But I vividly remembered why I'd put it on the back burner: it was complex, yet utterly captivating, especially with its unique presentation and those snazzy 3D graphics in the design department. Everything in the game mimicked the real-life F1 scene, and it was mind-blowing. So, how well did I fare in my second shot at this game? đī¸đ¨
I dedicated a considerable amount of time to mastering the art of car setups in the game. In fact, I found myself constantly switching between the in-game window and an Excel spreadsheet to record lap times, calculate average times, estimate tire and fuel consumption, analyze the average differences between tire compounds, assess the car's weight when fully fueled, and evaluate qualifying laps, among other things. This meticulous approach allowed me to draw some initial conclusions: the game's physics engine is quite realistic and functional. This means that adjustments like increasing wing angles, for example, increase downforce but also add drag. I used an experimental method, tweaking one variable at a time, to fine-tune setups.
In this game, you have the flexibility to alter not only the parts on the car, each with its unique attributes, but also the spoiler angles, suspension stiffness, tire compound, and fuel load. As with other managers, like GPM2, you can adjust how aggressively the driver approaches each lap, with a sliding scale that ranges from conservative and safe to full-throttle attack, with higher risks and car wear. Right from the start, I noticed how each driver reacts differently to setups. For instance, even though the aerodynamic load levels were generally similar for both drivers, they often had varying preferences for suspension stiffness. Unlike GPM2 and F1 Manager 2000 (EA Sports), but similar to Team F1/Pole Position, this game doesn't provide direct feedback from the drivers regarding setup, leaving it entirely up to you to decide what works best for each driver, circuit, and weather conditions, including the variable of rain.
I recently dived back into the world of classic F1 manager games, and my third stop on this nostalgia trip (you might remember my posts about GPM2 and Team F1/Pole Position) was none other than F1 Manager 96. Back in my teenage days, I had only dabbled a bit in this game and its famous successor, F1 Manager Pro. But I vividly remembered why I'd put it on the back burner: it was complex, yet utterly captivating, especially with its unique presentation and those snazzy 3D graphics in the design department. Everything in the game mimicked the real-life F1 scene, and it was mind-blowing. So, how well did I fare in my second shot at this game? đī¸đ¨
Intro
Just like my previous reviews, and considering most of these games are set in the '95-'97 era, I decided to start my adventure with the beloved Jordan team. Why, you ask? Well, it's a moderately challenging choice that lets me ease back into the game without getting overwhelmed. Playing with a mid-tier team like Jordan has its challenges, but it's far less frustrating than going straight for the bottom-rung teams (obvious reasons, right?) or the top dogs that expect instant results. The middle-of-the-pack teams, on the other hand, allow you to learn the ropes and plan your rise to glory without constantly worrying about your finances.
In the fictional 1996 season of this game, I began by getting acquainted with its mechanics and features, which I'll delve into in more detail in the upcoming sections of this post. What's particularly fascinating about this real-time, non-turn-based game is how it challenges your time management skills and your ability to handle various aspects of your team, ranging from financial matters to technical and sporting aspects.
One aspect I found particularly enjoyable is that the game starts you off with the cars and parts readily available, leaving it up to the player to choose which components to use and set up the perfect configuration for each track. What's even more intriguing is the ability to conduct pre-season testing whenever you see fit, just like in those days of lavish spending compared to today's standards. Equally cool is the fact that the game simulates realistic testing locations, meaning you can only rent a circuit located in the same region as your F1 headquarters. In the case of Jordan, that means Silverstone, a medium to high-speed track, perfect for a pre-season warm-up.
One aspect I found particularly enjoyable is that the game starts you off with the cars and parts readily available, leaving it up to the player to choose which components to use and set up the perfect configuration for each track. What's even more intriguing is the ability to conduct pre-season testing whenever you see fit, just like in those days of lavish spending compared to today's standards. Equally cool is the fact that the game simulates realistic testing locations, meaning you can only rent a circuit located in the same region as your F1 headquarters. In the case of Jordan, that means Silverstone, a medium to high-speed track, perfect for a pre-season warm-up.
Pre-season testing
I dedicated a considerable amount of time to mastering the art of car setups in the game. In fact, I found myself constantly switching between the in-game window and an Excel spreadsheet to record lap times, calculate average times, estimate tire and fuel consumption, analyze the average differences between tire compounds, assess the car's weight when fully fueled, and evaluate qualifying laps, among other things. This meticulous approach allowed me to draw some initial conclusions: the game's physics engine is quite realistic and functional. This means that adjustments like increasing wing angles, for example, increase downforce but also add drag. I used an experimental method, tweaking one variable at a time, to fine-tune setups.
In this game, you have the flexibility to alter not only the parts on the car, each with its unique attributes, but also the spoiler angles, suspension stiffness, tire compound, and fuel load. As with other managers, like GPM2, you can adjust how aggressively the driver approaches each lap, with a sliding scale that ranges from conservative and safe to full-throttle attack, with higher risks and car wear. Right from the start, I noticed how each driver reacts differently to setups. For instance, even though the aerodynamic load levels were generally similar for both drivers, they often had varying preferences for suspension stiffness. Unlike GPM2 and F1 Manager 2000 (EA Sports), but similar to Team F1/Pole Position, this game doesn't provide direct feedback from the drivers regarding setup, leaving it entirely up to you to decide what works best for each driver, circuit, and weather conditions, including the variable of rain.
Getting sponsors and other things done
After wrapping up the pre-season, I checked my personnel and contracts: everything locked in until the end of 1997, except for the drivers, which is a bit unusual. Most games grant you the freedom to recruit new team members for the second season right from the get-go. However, I decided to hold off on renewing Barrichello and Brundle's contracts until roughly midway through the season. I wanted to base my decision on my duo's performance and gather insights into other drivers' capabilities. In the meantime, I dived into planning the calendar, specifically contemplating the development path I should take.
My choice? Crafting "medium" parts that would suit most tracks on the calendar, along with parts tailored for high-downforce circuits (e.g., Monaco and Hungaroring) and low-downforce tracks (e.g., Monza and Hockenheim). This is where the game gets intriguing because research and development consume time and money. The production of new parts, of course, can only commence once the basic research is completed. At the outset, another concern I had was that my cars lacked identical components. This not only affected the drivers' performance but also made it challenging for me to determine who was the superior driver. After all, only with perfectly matched equipment could I judge whether Rubens or Martin was the better pilot. Hence, my early focus was on manufacturing the existing parts from the catalog that I believed best suited the cars, ensuring that the production would soon make both cars equally equipped.
When it comes to the financial aspect, if my memory serves me right, the game starts with some cash in the bank. So, I felt secure enough not to rush into closing sponsorship deals right away. Instead, I invested time in negotiating a solid 5-star sponsorship, specifically with Mild Seven (referred to as Wild Seven in the game). The resulting contract turned out to be quite favorable, even though the company expressed skepticism and hesitance about the team's ability to deliver good results for their investment. Naturally, lower-star sponsors pay less but are content with mediocre outcomes.
As a result, I secured about 50% of the sponsorship quotas early in the season. I chose to explore whether further negotiation efforts with sponsors could yield more money for the same space on my cars. It seemed like it did, especially for the 5-star principal sponsor. This is how, as you can see in my illustration, I ended up with the Mild Seven Jordan Grand Prix. Being the game's 5-star main sponsor, I thought it was only fair to rebrand the team with the sponsor's name and its primary colors, blended with the traditional Irish green of Jordan. So, in this fictional 1996, Jordan, instead of its usual yellow/golden look, ended up with colors reminiscent of what the real Benetton F1 team sported in the 1990s.
As a result, I secured about 50% of the sponsorship quotas early in the season. I chose to explore whether further negotiation efforts with sponsors could yield more money for the same space on my cars. It seemed like it did, especially for the 5-star principal sponsor. This is how, as you can see in my illustration, I ended up with the Mild Seven Jordan Grand Prix. Being the game's 5-star main sponsor, I thought it was only fair to rebrand the team with the sponsor's name and its primary colors, blended with the traditional Irish green of Jordan. So, in this fictional 1996, Jordan, instead of its usual yellow/golden look, ended up with colors reminiscent of what the real Benetton F1 team sported in the 1990s.
Season summary - part one
Alright, let's dive into the season summary. Things kicked off a tad tricky for me. Besides the first race always being a challenge in a new game, I had to face the rain during the opening Grand Prix in Australia, at the now-neoclassic Albert Park circuit in Melbourne. Rain in the game doesn't let up, and the weather conditions stay consistent throughout the GP weekend. So, if it's raining on Friday, it'll be raining come Sunday... and I didn't know this!
Another factor that threw a wrench into my first GP with Jordan was tire choice. Before each race, you have the freedom to select how many sets of tires you want to bring for each car, ranging in tire hardness/softness, in addition to, of course, wet weather tires. Typically, I'd go for a diversified set of dry tires since I didn't know the track wear in advance. This meant I often took only one or two sets of wet tires for the entire weekend. However, for this first GP, I believed it was crucial to set up the car for the rain. The issue was that by using a set in practice, I'd only have one fresh set available for the entire race. This proved to be my Achilles' heel in the Australian GP.
Another factor that threw a wrench into my first GP with Jordan was tire choice. Before each race, you have the freedom to select how many sets of tires you want to bring for each car, ranging in tire hardness/softness, in addition to, of course, wet weather tires. Typically, I'd go for a diversified set of dry tires since I didn't know the track wear in advance. This meant I often took only one or two sets of wet tires for the entire weekend. However, for this first GP, I believed it was crucial to set up the car for the rain. The issue was that by using a set in practice, I'd only have one fresh set available for the entire race. This proved to be my Achilles' heel in the Australian GP.
Brundle and Barrichello qualified in 11th and 12th positions, respectively. During the race, if I recall correctly, I had some trouble figuring out how to make the tire change happen. It finally dawned on me that I couldn't switch tires because I only had one fresh set. Fortunately, the situation was eased by the fact that rain tires wear very slowly in this game. So, while it's possible, it's not advisable, but you could complete an entire GP with just one set of wet tires.
The other part that tripped me up was understanding the fuel calculation. The game provides an estimate of liters per lap, but it's not exact. It's recommended to keep track of how much fuel your cars are actually consuming during practice and the race. This knowledge would prove crucial throughout the season. It took me a while to realize that I should run with as little fuel as possible, I mean, literally, the bare minimum, even risking running out of fuel, because the trade-off of having a lighter car is definitely worth it. And so, the first race concluded with Rubinho in an unremarkable 11th place, while Brundle tumbled down to a bitter 16th.
The other part that tripped me up was understanding the fuel calculation. The game provides an estimate of liters per lap, but it's not exact. It's recommended to keep track of how much fuel your cars are actually consuming during practice and the race. This knowledge would prove crucial throughout the season. It took me a while to realize that I should run with as little fuel as possible, I mean, literally, the bare minimum, even risking running out of fuel, because the trade-off of having a lighter car is definitely worth it. And so, the first race concluded with Rubinho in an unremarkable 11th place, while Brundle tumbled down to a bitter 16th.
Well, I'll be back soon to share more about the remaining races, how I fared in my first championship, and of course, my verdict on the game's appearance, UI/UX, management features, and gameplay in F1 Manager 96. I hope you've enjoyed the read and the illustrations! Until next time, folks! đđšī¸