Cruis'n World
Cruis'n World is the 1996 sequel to the 1994 arcade racer Cruis'n USA. Cruis'n World allows players to race on various tracks around the world. The game also features more cars than Cruis'n USA. This game introduced stunts to the Cruis'n series. They served to dodge obstacles, take close curves and so. If the stunt makes the vehicle fly in the air, the game gives the player extra seconds of time. The game also uses small rocket boosts to speed up.
Cruis'n World | |
---|---|
North American arcade flyer | |
Developer(s) | Midway Games (arcade) Eurocom (Nintendo 64) |
Publisher(s) | Midway Games (arcade) Nintendo (Nintendo 64) |
Designer(s) | Eugene Jarvis |
Programmer(s) | Eric Pribyl Scott Posch |
Artist(s) | Xion Cooper Ted Barber |
Composer(s) | Vince Pontarelli |
Series | Cruis'n |
Platform(s) | Arcade Nintendo 64 |
Release | Arcade
|
Genre(s) | Racing |
Mode(s) | Up to 4 players simultaneously |
Arcade system | Midway V Unit |
The game was later released on the Nintendo 64 in 1998, being the best received of the Cruis'n ports.
Gameplay
Cruis'n World features the same core gameplay as its predecessor, in that the player races on different tracks under a time limit to reach the goal, passing checkpoints along the way to help extend this time limit. The races take place in different countries around the world, starting in the State of Hawaii and crossing five continents until reaching the Kennedy Space Center at Florida. The cars now have the ability to perform stunts during races such as wheelies, which give short speed bursts, and aerial flips, which deduct seconds from the final race time, allowing for the player to achieve a better position in the records' table.[1]
The Nintendo 64 version adds an extra track on the Moon, which is unlocked once the player reaches the end of the "Cruise the World" mode, and also features an exclusive Championship mode, in which players race on circuit tracks set in the game's different stages rather than the arcade's road tracks, competing for points which allow the player to unlock upgrades for the cars.
Development
The developers of this game sent artists on a round-the-world trip to digitally capture sights and major tourist attractions.[2]
The development of the Nintendo 64 version started in 1996 after the development of the Nintendo 64 version of Cruis'n USA. Eugene Jarvis had admitted that the Cruis'n USA port was not good, so they promised the game to be an arcade perfect port. Eurocom took the Cruis'n license and decided to spend more time on the game than in Cruis'n USA. In early 1997, Nintendo announced that Cruis'n World would be coming to the Nintendo 64 in the fall, but the game was silently delayed until 1998.
Reception
Aggregator | Score |
---|---|
GameRankings | 62.76%[3] |
Publication | Score |
---|---|
AllGame | (ARC) [4] (N64) [5] |
CVG | 1/5[6] |
EGM | 6.37/10[7] |
GamePro | [8] |
GameRevolution | B−[9] |
GameSpot | (N64) 5.9/10[10] |
IGN | 6.5/10[11] |
Next Generation | (ARC) [12] (N64) [13] |
Nintendo Power | 7.7/10[14] |
The Cincinnati Enquirer | (N64) [15] |
The game was displayed at the 1996 AMOA show, where it won the award for Most Innovative New Title.[16] Electronic Gaming Monthly named it a runner-up for Arcade Game of the Year.[17] A Next Generation critic commented that, like Cruis'n USA, Cruis'n World has an unsurpassed sense of arcade-style driving: "You can sit down, drive fast, knock cars off the road, kill animals (in a funny, road-kill kinda way), and get into chaotic multi-car collisions - all without knowing too much about videogames, or, for that matter, driving." At the same time, he found this a shortcoming, since the game is very quickly mastered. He praised the track design as being more elaborate and requiring more skill than its predecessor, but said the pop-in remains as bad as before.[12]
The Nintendo 64 port was met with mixed reception, as GameRankings gave it a score of 62.76%.[3]
Next Generation reviewed the Nintendo 64 version of the game, rating it two stars out of five, and stated that "The real problem is that the game demands only minimal technique and gets old quickly."[13]
References
- "Cruis'n World". GamePro. No. 99. IDG. December 1996. p. 54.
- IGN staff (April 17, 1997). "Eugene Jarvis Interview: Part II". IGN. Retrieved November 15, 2014.
- "Cruis'n World for Nintendo 64". GameRankings. Retrieved November 15, 2014.
- Cook, Brad. "Cruis'n World (Arcade) - Review". AllGame. Archived from the original on November 15, 2014. Retrieved November 15, 2014.
- Marriott, Scott Alan. "Cruis'n World (N64) - Overview". AllGame. Archived from the original on November 15, 2014. Retrieved November 15, 2014.
- Alex C. (1998). "Nintendo 64 Review: Cruis'n World". Computer and Video Games. Archived from the original on June 24, 2007. Retrieved November 15, 2014.
- "Cruis'n World". Electronic Gaming Monthly. 1998.
- Air Hendrix (1998). "Cruis'n World Review for N64 on GamePro.com". GamePro. Archived from the original on December 13, 2004. Retrieved November 15, 2014.
- Hsu, Tim (November 1998). "Cruis'n World Review". Game Revolution. Retrieved November 15, 2014.
- Gerstmann, Jeff (October 6, 1998). "Cruis'n World Review (N64)". GameSpot. Retrieved November 15, 2014.
- Casamassina, Matt (October 8, 1998). "Cruis'n World (N64)". IGN. Retrieved November 15, 2014.
- "Low Rider". Next Generation. No. 29. Imagine Media. May 1997. p. 158.
- "Finals". Next Generation. No. 48. Imagine Media. December 1998. p. 124.
- "Cruis'n World". Nintendo Power. 112: 103. September 1998.
- Bottorff, James (1999). "'Cruis'n World' takes players beyond 'USA'". The Cincinnati Enquirer. Archived from the original on October 9, 1999. Retrieved November 15, 2014.
- "Cruis'n the World". Electronic Gaming Monthly. No. 89. Ziff Davis. December 1996. p. 143.
- "The Best of '96". Electronic Gaming Monthly. No. 92. Ziff Davis. March 1997. p. 86.