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Ah, fishing. Tranquil, relaxing, serene. Nothing beats the feeling of sitting
on a calm riverbank and watching the world go by. Not to mention you get to use
superb innuendoes during the course of it: "I’m holding my rod",
"Would you get my tackle out, dear?", “I’ve got a whopper”
etc. Sega, in a bid to release the craziest and most whack concept on the machine
right from the off, it seems, produced Get Bass – a game where all you do
is fish. In typical AM1 style, the gameplay is gutted and cleaned to the core
essentials – fishing rod in hand, you select a lure (the little fishy bit
that goes on the end of the hook) an area to cast into and off you go. A strict
time limit is imposed, and you must tease and coax the wondering Bass onto the
hook with your flashy bait as efficiently as possible. You must reach a certain
weight limit (by catching either a large number of small fish or vice versa -
weight is cumulative) within the time slot to proceed to the next area.
Of course, it isn’t just in angling that a ‘hook’ is needed;
games do too and Get Bass has a superb one: you get to use the dedicated fishing
controller to reel in your catch. This unassuming lump of plastic has everything
a real rod has, bar the pole and line, plus the addition of face buttons and
a mini stick for navigating menus. It can also be used for the one function
the controller fails to replicate: side-to-side motion. Other than that, the
rod has it covered. A motion detector senses the casting motion and the tensing
or slacking of the line by movement on the vertical axis. This combines with
the rumble function to do a pretty darn good approximation of real fishing when
trying to land a catch.
Once a fish is snared onto your lure, it will - naturally - fight to escape.
A bar to the right of the screen shows the tension in the line, accompanied
by a rapid blipping sound that increases in speed if things are getting too
– ahem – tense. If the gauge is going into the red, the line is
about to snap, and you have to adjust line tension accordingly. This is done
by a combination of paying-out more line, lowering the rod and only reeling
back in when the tension decreases. This aspect is well worked, but realism
is harmed both the lack of force feedback in the reeling mechanism and the need
for the stick to make left-right adjustments to the line. A pity, but a rod
with these features would undoubtedly cost as much, if not more than, the real
thing.
The Bass have very basic patterns of movement, but are well modelled and fairly
convincing. When they spot your lure, interest will pique and they will slowly
edge towards your fake plastic fish. Once they bite, your boat-bound avatar
will excitedly scream ‘Fish!!!’ – surely the most redundant
command in the history of videogames. Snared, they behave differently each time
– always trying to escape, but attempting different speeds and directions
in a desperate struggle to avoid going into the pot. Add to this the fact that
varying weights of Bass affect the tension of the line and the methods you will
need to reel them in, and you know each conflict with aquatic nemeses will be
tough and exciting.
In the Arcade mode, only three areas - plus two bonus areas – are available
to the angler. As the time limit is so restrictive, you’ll find yourself
cruising through (with continues) in about fifteen minutes. Disciplining yourself
not to continue once the harsh time limit is up is a tough call, as the game
is extremely random – there is no way to tell if the area you cast into
contains a good stock of be-gilled trophies-in-waiting, and this means you often
have to waste vital seconds scrabbling your line back towards the rod so you
can re-cast (You would think that casting towards the silhouettes darting under
the surface would be a good choice, but no: the shadows you see whilst picking
a spot have no relation to where the Bass actually appear when the lure plops
underwater). This one island of realism in Get Bass’s ocean of unreality
conflicts badly with the harsh time limit, a measure blatantly added to the
arcade version to sucker people into feeding the machine more 10Ps.
Hoorah, then, for the ‘Consumer’ mode – a tournament taking
place in each area over different time periods during the day. The time limit
is as strict as before, but the random casting element is negated by the fact
that scores (again, judged by weight of catch) are carried-over. Do badly in
one round, and you can compensate by landing a spectacularly heavy water-breather
in the next. This competition, needless to say, is tons ‘o’ fun
and extends the life of the game tenfold. Winning the competition is really
difficult, and landing a huge one will have you flying up the rankings with
a big smile on your face.
Graphically, Get Bass has dated, but the bold primary colours and simplistic
interface are still pleasing to the eye. Sadly, the lack of peripheral vision
when viewing your line underwater means that tactics are a little limited, plus
there is often some minor slowdown. Although neither of these drawbacks damages
the gameplay irrevocably, they are enough to take some of the sheen off the
dorsal. Audio is great – loud, brash snatches of Rock when you hook a
Bass, excited cries from the commentator, convincing splashing and bubbling
noises. An added stroke of genius is the computerised voice that asks you to
“Select a casting point” and “Select a lure”: how they
managed to talk Stephen Hawking into laying down his vocals for the game, we’ll
never know.
Get Bass is worth seeking out as a fun curio, and works well as one of those
rare single player games that are almost as fun to watch as they are to play.
Astound your friends with your dazzling ineptitude and angry shouts at digital
fish. Buy the sequel – Sega Marine Fishing – to get further use
from your rod, too. It’s a lively and quirky title that deserves to be
stuffed and mounted in any DC collector’s trophy room.
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