Denshattack: the most innovative scenarios that transform racing into adventure

Denshattack - Reprodução
Photo: Denshattack - Reprodução

The appeal of “Denshattack” goes far beyond its breakneck speed and precise controls, residing heavily in the game’s ability to deliver carefully crafted and spectacular scenarios. Racing quickly through a level is fun, but traversing a track with collapsing buildings, giant fish, or haunted spirits elevates the experience to a new level of entertainment, setting it apart from other more traditional racing titles.

Although some of the stages in “Denshattack” remain closer to reality, featuring dilapidated trails and architecture, natural areas or futuristic cities, many stand out for their wild and unpredictable nature. Given that this is a game where trains are driven irresponsibly at supersonic speeds, the expectation is that the scenarios will also be high octane and surprise players at every turn.

The following list presents ten of the most electrifying regular stages in the game, excluding boss battles, to focus on the environments that in themselves are a spectacle in themselves.

Transforming a data center into a race track

In Chapter 4 of “Denshattack”, after the addition of Shin and Fumihiko to the team, Emi and her companions return to Dead Ball territory for a new clash with Madoka. There, they encounter intensive training focused on the “Tower of Resistance”, an ingeniously constructed test track inside an imposing Miraido data center.

The Tower of Resistance is a three-stage journey, each with distinct objectives to filter out the least capable members of Dead Ball. The first phase requires building trick combos, the second involves dodging server racks and knocking opponents off rails, and the last is a no-rules race against the remaining competitors. The tower’s labyrinthine layout resembles what would be an unlikely location for train races, but adrenaline prevails over logic.

Riding in an electrical storm

The beginning of Chapter 3 has the team searching for a mechanic to fix Emi’s train, requiring a crossing to Shikoku across a series of old bridges. However, a strong storm forms, transforming the metallic architecture into a true magnet for lightning, with constant electrical discharges.

The “Light, Fire, Destruction” level begins as a simple race in heavy rain, but the situation quickly worsens when the rusty tracks begin to spark, attracting lightning from the sky. Even Emi’s train, powered by magnetism and willpower, cannot withstand a direct impact, forcing players to switch between tracks to avoid the discharges and their subsequent shocks. At one point, powerful lightning splits a bridge in half, leading to a thrilling descent to glide over the submerged wreckage of tankers in the bay.

Chase of the literal sharks

In an attempt to gain the trust of a local yakuza family in Chapter 8, Emi is tasked by the Hamamoto Twins, two of her enforcers, to collect protection money from the citizens of Sendai by visiting all the collection boxes spread across the city. After brief consideration, Emi decides to destroy the boxes, provoking the twins’ fury.

“Protection Run” takes players through the streets, forests and waterways of Sendai, destroying yakuza collection boxes. The twins quickly notice the action and begin a relentless chase with their shark-shaped trains. Not only do these machines resemble sharks, but they are also capable of jumping off the tracks and snatching up large chunks of the path ahead, be it ramps or walls. The mission becomes a challenge of dodging across multiple types of terrain while giant shark-shaped trains try to devour you.

Buildings collapsing during the journey

In Chapter 5, Emi’s group traverses the Kansai region, the domain of the Tarantula gang. This gang harbors a deep hatred for Miraido, which is reflected in the deteriorated state of the region and its city. All the crumbling infrastructure makes the “Denshattack” experience even more chaotic than usual, even without actively provoking the Tarantulas.

“Entering Tarantula Territory” takes the player through the rugged streets of Hyogo Prefecture, filled with collapsed buildings and rubble. There is an intensified use of monorail lines at this stage, as most of the conventional tracks are damaged, causing them to fly over a sports stadium in the middle of a game. The high point occurs when passing over a bridge whose segments begin to collapse, and, if using the Yaoyorozudo, an entire abandoned building almost falls on the train, adding an extra layer of danger to the crossing.

An underwater adventure through Japan

Back in Dead Ball territory at the start of Chapter 4, Emi and her new mechs have to cut through Kagawa Prefecture to get to Chugoku. The quickest route is the old Seto Naikai Bridge, but this place is in terrible condition, with much of it submerged. Fortunately, Fumihiko equipped Emi’s train with an underwater module, allowing for an unexpected dive.

At the very beginning of “Adrenaline Wave”, the train jumps off a bridge directly into the water, where huge fish and seaweed abound. Despite the environment, there are still trails to follow, allowing for fluid driving. The stage alternates between diving and exiting the water, with passages past a lighthouse, scaring away seagulls, and jumping over giant jellyfish. Dodging biting moray eels and sliding past the noses of colossal marlins is also part of the journey. Before reaching the final objective, the train is captured by a shark, taken through an underwater trench and, in a surreal moment, swallowed by a blue whale, emerging through its blowhole.

Navigating blindly by intuition

While exploring the Tarantulas’ territory in Chapter 5, Emi discovers a special wind current that the trains can utilize, known as the Yukaze, or “Ghost Wind”. She observes some of these currents initially, but Lieutenant Ryusaku of the Tarantulas offers a more effective training method for her senses: piloting through the lines of Mie Prefecture completely blindfolded. This is one of the most irresponsible ways to drive a train in the game.

In “The Pilgrimage of the Ghost Wind”, most of the scenery is completely dark, with only the immediate surroundings of the train visible in blurred, indistinct forms. In this state, the player needs to be more attentive than usual to signs of drift and changes in terrain, which only become visible when they are ahead. This phase is crucial to mastering the Yukaze, with multiple wind currents appearing consecutively, sometimes in different lines, requiring rapid changes in orientation to continue bouncing through the air.

Ferris wheels and erupting volcanoes

As Emi familiarizes herself with “Denshattack” in Chapter 1, she and Fernando enter the Dashing Queens’ territory in Kagoshima, where they face one of their lieutenants, Rikka. Rikka challenges Emi to her first official Denshattack duel, and the two set off on a race through the sun-soaked lanes, a perfect setting for some intense summer action.

Despite being an initial clue, “Confronto à Beira-Sea” serves as an excellent sample of what the rest of the game offers. Starting simply on tracks along the beaches of Kagoshima, the action quickly unfolds in unexpected ways when Emi jumps off the tracks and lands on a Ferris wheel, sending her spinning and rolling across the bay. Next, both she and Rikka dive into an active volcano, bypassing igneous rocks and lava, before the volcano erupts, spewing fireballs as Emi is expelled from the top in a glorious eruption of magma. Fortunately, the world is already post-apocalyptic, or the eruption could have caused serious damage.

Between the heat of lava and the cold of ice

Speaking of active volcanoes, as the group tries to escape the Miraido Task Force in Chapter 6, Fumihiko proposes an audacious strategy: outwit them in the forested mountains of Yamanashi prefecture. In other words, take a trip to the famous attraction, Mount Fuji. Or in this case, a trip in and out of Mount Fuji.

The “Fuji Escape” phase begins with MTF (Miraido Task Force) attacks on the residential tracks of Yamanashi, before an escape to a hillside mining cave filled with enormous crystalline formations. After sliding down some of them, the team emerges into the lava depths of Mount Fuji itself, where giant waves of magma constantly cover the tracks, requiring precise jumps. After successfully escaping the mountain’s interior, the characters reach its frozen surface, sliding across a vast expanse of ice-covered terrain and through a snow-buried city. There are almost no tracks in this second half, but as Shin notes, Emi has already surpassed the need for tracks, with the ice and Yukaze chains being more than enough to get down the mountain.

Meeting with yokai neighbors

After meeting and impressing Shin in Chapter 3, he makes a request of Emi: help him bring his brother Fumihiko back from the mountain. Emi accepts, but to reach Fumihiko’s point, they will need to cross a cursed track, inhabited by the restless spirits of those who died in a fateful Denshattack duel. Yes, ghosts are a reality in this game universe.

“Cursed Track” initially appears normal, but as you enter a dark tunnel, giant spirits with smacking mouths appear in the sky and the shadowy track is lit up by will-o’-the-wisps. Inside this tunnel, there is an entire cursed ocean, from which giant humanoid spirits with gaping mouths and sharp teeth emerge, striking abandoned ships. Additionally, there is a huge tunnel filled with wanyudo, flaming wheeled yokai, that the player needs to go around to avoid being burned. Despite all the danger, the train emerges intact on the other side, as if there was a tacit agreement never to speak about what happened again.

Direct confrontation with giant monsters

To impress Sei in Chapter 7, Emi challenges Tokyo’s infamous Yamanote Line, causing the destruction of a large portion of Miraido’s infrastructure in the process. Unfortunately, the excessive noise seems to have angered Morzilla, the titanic kaiju who emerges from the nearby seas, in a bad mood, and begins attacking the city with his atomic breath. It’s time to speed up before the train gets crushed.

“Kaiju Attack!” is the natural conclusion of any game that constantly raises its stakes in spectacle: a full-scale giant monster attack. Morzilla immediately begins devastating the city, destroying segments of the tracks with his atomic breath and stomping the path, forcing the player to jump on his feet and tail, as well as dodge his direct attacks. To complete the chaos, Panzeta, another kaiju, joins the chase through a canal, launching atomic blasts directly at the train as it rolls away in a giant sphere.

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