Project Choro-Q, 2026
In August 2026 I played Choro-Q 64 on stream. It's a rough game with an awkward difficulty curve and punishing kart-style weapons, but I had a good time with it.
Having played Road Trip Adventure (AKA Choro-Q HG 2) in the past and enjoyed it, I set out to collate info on how many Choro-Q games actually exist and are playable. I found that, outside of a massive creche of feature phone games, about 25 console games exist.
So it seems to follow, to me anyway, that I should give a try at playing all of them! Or at least the ones I can. Below is a list of the games and, as I chip through them, I'll swing back and say a couple words about them.
I expect this will take quite awhile to finish, and I'll probably take breaks. More as it develops.
| Choro-Q | |||||||||||||
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The first Choro-Q game in the grand prix racer format. Arguably the first real Choro-Q game. The original Playstation article has most of the staples you initially come to expect from Choro-Q: Grand Prix, swappable parts, slow incremental upgrades as you win races, and a janky sort of cutesy charm. | ||||||||||||
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A strong first showing for the series with some rough spots and jank; but it's jank that mostly becomes iconic to the series. The original Choro-Q lacks the open world of later games and begins with only providing access to a one-race mode in which you gain money for a top three finish. Money lets you buy parts, of which there's only 2 or 3 of each category available, but each tier represents a significant boost in capability. At the start you have access to three tracks, but getting a top three finish in them opens up three more; then two after that. Getting a top three finish in all eight finally opens the Grand Prix mode. Getting into Grand Prix feels like you're just starting, but in truth you're near the end of the game. You do a point based cup of all eight tracks again, and winning gives you credits. If you can consistently take first or second in the single races, this isn't that much harder because the AI does not consistently finish in the same placements, meaning their points are spread around evenly. I got this far in two and a half hours. Once you beat the Grand Prix, it doesn't tell you but it unlocks a second Grand Prix, with a new track in the mix and a new opponent that is impossible to beat with your current parts. A second shop also opens, giving access to 2-3 new tiers of parts for most of the types. Honestly, the only way to handle this is throw attempts at the new Grand Prix until you either win, or get enough cash to upgrade parts until you win. Two things I found unusual about this: an entire new type of terrain and tire is unlocked here, previously kept secret from the player. Snow namely. And the tiers of gear you unlock are ludicrous. You can probably win the second Grand Prix with one or two upgrades of one tier, but the best engine, tires, and transmission will turn you into a beast that starts winning races by half a lap or more trivially. It's a blast though. Once you're out of the initial grind and throwing attempts at the Grand Prix, it's incredibly fun. The car handles well, the game feels fast, you feel in control most of the time, and when you're on power curve with your opponents, a fair amount of skill is required to pull out a win. The music is great, the track design is varied and engaging, and it's just full of cute charming vibes. Jank abounds though; first, the frame rate can dip down to 10-12 in some of the busier tracks. Definitely a combination of crowded design and early PSX title issues. Second, you have a very basic downforce mechanic and the ability to buy spoilers to increase it. The way the game informs you you have insufficient downforce is by making your car vibrate against the track, randomly coming up off it to disrupt acceleration and control. The camera moves with it, causing this jarring, sometimes nauseating vibration effect. It took me awhile to realize this was the game's way of saying "Buy a spoiler, dingus!". Finally, as with many Choro-Q games, the way this one handles loss of grip/control is questionable. If you turn harder than your current speed, tires, and terrain allow, you don't just being to lose control and oversteer. You go into an almost Ridge Racer style drift, cannot accelerate, and turning becomes inconsistent and weird; you have to practically come to a complete stop to come out of it. This is all avoided mostly by knowing when to let off the gas in a turn, though. A strong start to the series; a blast. I 100%ed it. |
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| Choro-Q 2 | |||||||||||||
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Not released for English audiences, this title takes the predecessor and adds a couple of bells and whistles including the limited ability to drive out into a town to enter shops and interact with an open world. It's an extremely scaled down mechanic versus later titles, but sets a tone for the direction of the series. | ||||||||||||
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| Choro-Q 3 | |||||||||||||
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The third installment in the original PSX Choro-Q line. I don't know much about this one yet; watch this space. | ||||||||||||
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