So a while ago Broodwars mentioned
Beetle Adventure Racing! as a racing game which did things a bit differently than the usual fare.
Split/Second's an easy pick there, along with Sonic All Stars Racing Transformed. Going back to the N64 days, I'd also cite Beetle Adventure Racing and Diddy Kong Racing.
I've since dug up the cart and yeah, it's quite a bit better than you'd expect from a licensed product. A lot of the racing games on N64 are stinkers, so it's helped by its relative quality to others.
Basically you zoom around in Volkswagen New Beetles (or Holden HSVs in Australia's version), barreling down long tracks at full speed, looking for shortcuts and collectable crates.
What's different here compared to racers of its time are a few things:
1. Shortcuts are near-mandatory to look for at the highest difficulty mode.
Each level has like 5 branching paths, most of them not easily spotted, which help you cut corners, collect boosts or lead to risky jumps. They vary in how useful they are, and some are really risky propositions that may hinder you more than help you if you mess up.
The game honestly doesn't have many tracks, so cramming them with alternative routes was a smart move to make it feel more substantial and keep things fresh upon repeat plays.
2. "Dynamic level design" may be overselling it, but most of these tracks change in a meaningful way at least once or twice.
The beach level never sees you return to the start, and the Jurassic Park rip-off level changes positioning of the T-Rex and lets a volcano erupt on the final lap to change the finish straight. Others are less interesting: they'll just gate off a previously accessible road to change the final corner.
While only the T-Rex level really benefits from this, it's interesting how later games like Mario Kart Wii's Bowser Castle and Sonic All Stars Racing Transformed used this mechanic too and were praised for it.
3. Permanence of items.Instead of how items replenish in Mario Kart, here boxes can only be picked up once. This creates a clever risk-reward mechanic that makes you consider future laps. On the beach you want to grab the boxes in the water because you don't return there later, but in the countryside you take the same road thrice; when will that turbo be more useful, for early overtakes, or prolonging your lead later on?
It's clever how this is also applied to road signs. You can trash all the signs in lap one, but that leaves less guidance to tell you about corners in the remaining two laps. Only bummer is that this only affects the player; you don't see A.I. cars missing corners because there's no signs to inform them, but then again that might be asking too much from the N64.
The game definitely has
negatives: there's really just 6 tracks to race on, music is super generic, the sound cuts out in a weird way in tunnels, framerate doesn't always hold it together, there's wonky collission physics when you hit other drivers, the Multiplayer Battle Mode feels like it took way more work than it was worth with this style of game, and the possibilities for recovery are so bad they just gave you a button to reset to the main road.
However, it nails a sensation of speed and makes the best out of a game with just one theme (New Beetle cars) by adding outlandish levels. It holds up a lot better than things like Top Gear Rally/Overdrive, Cruis'n Exotica, and MRC... I don't know that I love it 20 years down the line, but if you're going back to 3rd party N64 racers, you're better off playing this than San Francisco Rush or Roadsters.
P.S.: Bonus, I found the
2003 thread on this game here.