The Nintendo 64's first racing title is a conversion of 1994's coin-op game by Midway Games. As in the quarter-munching original, the object is to travel across the continental U.S. in a series of 14 point-to-point races. Two play modes include "Single Race" and "Cruise the USA." The former offers a choice of ten individual courses, while the latter includes the entire cross-country trip. Four non-licensed sports cars and three bonus vehicles are available to drive. As you travel from California's Golden Gate Park to Washington, D.C., you'll view such landmarks as Mount Rushmore, the Grand Canyon, and the White House. Eight computer-controlled drivers are your primary competition in each race, as you carefully weave through traffic-filled highways spanning multiple lanes. Options consist of five difficulty settings, two transmission types, multiple controller configurations, and customizable traffic. Head-to-head racing is also available via split-screen display.
~ Scott Alan Marriott, All Game Guide
Roots & Influences
While many assumed that the first racing game for the Nintendo 64 would be an improvement over the 1994 arcade title from which it was based, the end-result was a critical disappointment. Frame rates were sluggish, the graphics were simple 2D bitmaps instead of 3D polygons, sound was muffled and features were cut. For example, Nintendo did not want players to hit animals while driving, nor could gamers view the original ending sequence: the President of the United States relaxing in a hot tub with his wife!
Despite the critical backlash, Cruis'n USA went on to sell over one million copies, becoming one of Nintendo's "Players Choice" cartridges on January 26, 1998. Cruis'n USA seems to be most inspired by Sega's 1986 coin-op hit Out Run, where players could drive a Ferrari Testarossa at high speeds while avoiding oncoming traffic.
~ Scott Alan Marriott, All Game Guide
Review: Overall
Cruis'n USA as an arcade unit sold in droves and became an instant classic. It was a racing experience that featured a wide variety of automobiles, well thought out track design and a relatively crisp mixture of polygonal and 2D pixel graphics.
It held its own against the competition in the arcade going head to head against Sega with its DaytonaUSA and Namco and their Ridge Racer series. Both Sega and Namco were able to achieve faithful home translations of their respected racers, Nintendo was not.
Cruisin USA as a home conversion lacked in every sense of the word. What was executed as an arcade classic, originally programmed by game industry legends, recieved quite a hack job in its arcade to home conversion. The conversion team was made up by only 6 members total. The publishers reason for this was simple, sighting that the arcade version of Cruisin USA was run on similar hardware as the Nintendo 64. The only glaring difference lies in the storage medium, the Nintendo 64 features 8MB cartridges, the arcade board reads off of seemingly limitless ROM's, giving it more space to store textures and frames of animation. The two most obvious things the Nintendo 64 version lacked were textures and frame of animation.
The home conversion was an obvious sloppy rushed project. It suffered from the immortal sins of polygonal pop-up, jerky animation, loose un-responsive controls and even worse, the sound track sounded like '70s cowboy B-Movie score.
Despite Cruisin USA's inferior testimony, it is a million seller and is due atleast a rental before you go by some game reviewer's opinion. If you have never played the arcade version or never played a racing game at all, you just may like Cruisin USA for Nintendo 64.
~ Adam Ziegler, All Game Guide
Review: Enjoyment
Cruisin USA really could be an enjoyable game if you look beyond its obvious down falls. I've actually heard of people really enjoying the experience Cruisin USA provides.
~ Adam Ziegler, All Game Guide
Review: Graphics
Bad, even for its time. If any game needed a graphical overhaul before it came home it was Cruisin USA
~ Adam Ziegler, All Game Guide
Review: Sound
The best thing to come from the sound in Cruisin USA was it proved that it would take real work to get good sound out of the Nintendo 64's sound processor. Thankfully, developers learned how to not make game music on the Nintendo 64 thanks to Cruisin USA.
~ Adam Ziegler, All Game Guide
Review: Replay Value
You will not play this game any longer than you will have it if you rent it.
Cruis'n is a series of racingvideo gamesdeveloped by Eugene Jarvis for American based company Midway Games, and published by Nintendo and Midway Games. The series debuted in North America, and Europe in 1994. Initially, the series was exclusive to the fifth generation consoles and was brought back later in the seventh generation video game consoles by 2008. The games consist mainly of racing with various cars on various tracks, and to some extent, including stunts in races.
Cruis'n USA' was released for the Arcade in 1994, then later for the Nintendo 64 on December 3, 1996. This game was developed by Midway Games and published by Nintendo. The race starts in San Francisco's Golden Gate Bridge and ends at the White House in Washington, D.C. The objective in this game is to outrun nine different cars in fourteen different levels. In the Nintendo 64 version, the first time you play all the levels are locked except for the U.S. Route 101. Along the way you can race in different difficulties to unlock new paint jobs and upgrades. The Nintendo 64 version can save different accounts by using the Game Pak. Both the Arcade and Nintendo 64 versions allow two players to race on each course or cruise the U.S.A.
The development for the Nintendo 64 version of Cruis'n USA was announced in 1995. Nintendo promised the game would look and act the same as the arcade version by using Ultra 64 technology. Williams got the Cruis'n USA license to port the game over to the Nintendo 64, but the game was too advanced for the Nintendo 64 hardware due to the reality engine that Midway Games used. Therefore, due to hardware they had to downgrade most of the graphics in order to get the game over to the Nintendo 64. In 1996, Cruis'n USA was announced to be a launched title for the Nintendo 64. However, the game got delayed before the Nintendo 64 was released due to the censorship problems that game had.[1] During the last couple of months of development, people sent letters or emails about the censorship.[2] This game was re-released in 1998 as the part of Nintendo's Player's Choice series. In 2008 the game was re-released on Wii's Virtual Console.
Cruis'n World
Cruis'n World was released for the Arcade in 1996, then later for the Nintendo 64 in 1998; the sequel to Cruis'n USA. This game was developed by Midway Games for the arcade version and Eurocom for the Nintendo 64 version. This game is published by Nintendo and Midway Games. The race starts in Hawaii and ends in Florida. The object in this game is to outrun nine different cars in fourteen different tracks; this time the new stunt system was introduced to gain time to finish the race. In the Nintendo 64 version when you first play the game most of the levels and tracks are unlocked. Along the way you will unlock new cars and stages and allow new paint jobs. New courses and cars are only in the Nintendo 64 version. The Nintendo 64 version can save up to one account. The Nintendo 64 version can allow the Rumble Pak to be used during the game. Both the Arcade and Nintendo 64 can allow up to four players on the track.
The implementation on the game started in 1996 after the development of the Nintendo 64 version of Cruis'n USA. Eugene Jarvis admitted that the Cruis'n USA port wasn't the greatest quality. So they promised that the game would be arcade perfect. Eurocom took the Cruis'n license and decided to spend more time on the game than had been with Cruis'n USA. In early 1997, Nintendo had announced that Cruis'n World would be coming to the Nintendo 64 sometime during the fall, but the game was silently delayed until 1998. Months later, the game was released to stores.
Cruis'n Exotica
Cruis'n Exotica was released for the Arcade in 1999, then later for the Nintendo 64 and Game Boy Color in 2000. This game is developed by Midway Games for the arcade version, Gratuitous Games for the Nintendo 64 version, and Crawlfish Interactive for the Game Boy Color version. This game is published by Midway Games The race starts in Hong Kong and ends on Mars. The objective in this game is to outrun nine different cars in twelve different courses while listening to various kinds of music, and doing different kinds of stunts to gain time. Unlike the first two games you can make your own account by typing a PIN.
Exclusive to the Arcade version are real cars (ex. Ford Mustang), where the console versions used created cars like the previous games in the series. In the Nintendo 64 and Game Boy Color version when playing the game for the first time most of the tracks are locked. Along the way you unlock new cars and stages by gaining miles. The Nintendo 64 version can save different accounts while the Game Boy Color version uses the password system. The Nintendo 64 version can allow players to use the rumble pak during the gameplay. Both the Arcade and Nintendo 64 version can allow up to four players on the track.
Cruis'n Velocity
Cruis'n Velocity was released for the Game Boy Advance in 2001. This game was developed by Graphic State Games and published by Midway Games. The race takes place in exotic places like Las Vegas, Holland, Alaska, and Mars. The objective of this game is to outrun seven other cars in fourteen different courses by the new boost system. The players can unlock new kinds of stages and cars. This game uses the password system to save your progress. This game can allow up to four players by using the Game Boy Advance Link Cable.
Cruis'n
Cruis'n was released for the Wii in 2007. This game is developed by Just Games Interactive, and published by Midway Games. The race starts in New York's Time Square, and ends in Los Angeles's Muholland Drive. The objective of this game is to outrun seven different cars by cruising through twelve different courses, doing different kind of stunts, and using the new nitrous system. This game introduces the money system which you gain money to unlock new cars. When you start the game only four tracks and four cars where unlocked. Along the way you unlock different stages and cars by gaining money or racing in the Circuit Challenge. This game allows up to two players on the track.
Back in 2001, another Cruis'n game was planned to be in for works for the Nintendo Gamecube as a console conversion of Cruis'n Velocity, but the idea was scrapped. But in 2006, Midway was planning to bring The Fast and the Furious to home consoles, but lost the license during the game's production cycle. Midway then changed the name of the game to Cruis'n and hired game developers Just Games Interactive to develop the game for the Nintendo Gamecube, but then the project was moved to the Wii shortly after the development has started. The game was announced in the summer of 2007 and was planned for release on the Wii exclusive.
During the summer of 2007, Midway released three screenshots demonstrating somewhat dated graphics. Later, Midway released additional screenshots and announced a two-player mode as well as a car customization feature for the game like its original arcade counterpart The Fast and the Furious. A few months later, Midway released the game, despite experiencing some manufacturing difficulties.
Cruis'n fared poorly in reviews by both gamers and critics. Many thought it was a slapped-together version of The Fast and the Furious arcade game with few new features. The main areas of criticism were its outdated gameplay, poor sound, lack of extra features (the title is a straight port), and lack of depth; the game can be beaten in less than an hour. Its loading times were considered problematic as it takes up to a minute to load and start a race. The game's graphics were also heavily criticized for resembling a game from the Nintendo 64 era. The game was often praised for its responsive controls, but the overall experience of the game was hampered by its other flaws. Some reviews expressed the belief that Cruis'n was a quick cash-out for Midway.