Is this what cruis'n is like?


Publisher: Nintendo
Developer: Midway Entertainment
Genre: Racing

Cruis'n USA was a hit in the arcades, won industry awards, and still takes in a lot of quarters. Despite this, Cruis'n' USA for Nintendo 64 is a game that fails to deliver the slightest bit of fun.

A straight port, Cruis'n feels like it was rushed; Why would a two-year old arcade game come to the N64 and look the same, and play even worse? Well, despite the cool abilities to change music and other options, earn different cars by performing well, and race across the same U.S. courses as in the arcade, the game falls flat on the N64. Why? Look at the amazing graphic effects on the N64, and then look at game -- it's not an improvement over the arcade version. Second, look at what it is (currently) up against -- possibly the greatest racing game ever -- Wave Race 64. Wave Race blows Cruis'n away in every single way: playability, graphics, speed, sound effects, replay value, originality, music, etc., etc.

Technically, the game runs at a completely unacceptable frame rate given the lack of geometry actually needed for its combination of scaled sprites and simple car shapes. With the exception of the drivers' seat perspective, which conveys immediacy and the rush of oncoming traffic, the feeling of speed simply isn't apparent when playing the game, and it is even further diminished when playing two-player split-screen. We would prefer to play a direct port of OutRun on the N64 than this.

The music is enough to drive one crazy. It ranges from a completely poorly composed country twang, to a somewhat more appropriate, yet still poorly composed light techno (there are four more annoying songs). Clearly, the musicians working on this project were not used to being limited to the voices of general MIDI. For a far better example of how such compositions should be done, listen to Star Wars: Shadows of the Empire's music which is infinitely better.

The game does take advantage of the analog control, but it is exceedingly touchy. As in the arcade version, the cars are extremely loose, and with just the slightest touch, you're on the other side of the street. This takes some getting used to, but it's the way Cruis'n plays, and with a little practice, players will get the hang of it. But, the incredibly poor and cheap collision detection, which seems to exist far outside the normal perimeter of the car, does little to add to the fun factor.

The cars' general physics are still intact, and the feel of driving a Cruis'n car -- the pull and lurch of the shocks and brakes, unique to this game -- is perfectly ported. And, of course, the full range of selectable cars (including secret cars) are chooseable.

The game does take advantage of the analog control, but it is exceedingly touchy. As in the arcade version, the cars are extremely loose, and with just the slightest touch, you're on the other side of the street. This takes some getting used to, but it's the way Cruis'n plays, and with a little practice, players will get the hang of it. But, the incredibly poor and cheap collision detection, which seems to exist far outside the normal perimeter of the car, does little to add to the fun factor.

All in all, we were able to drive across the U.S. and complete the entire game in less than an hour and a half. Certainly not worthy of paying full price for this game. With all of the amazing possibilities, improvements, and changes that could have happened to this game, Cruis'n USA, as it is, is not as good as the arcade version, and an utter disappointment, especially compared to the competition.