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Cisco Heat

From Alfawiki
Adapted from the English Wikipedia article Cisco Heat, available under CC BY-SA 4.0Updated 9 August 2025
Jaleco
IndustryVideo games
Headquarters
Japan
ProductsCisco Heat (1990)
is a 1990 racing video game created and distributed in arcades by Jaleco. Players take control of a police squad car, competing against AI-controlled rivals to secure first place. The game offers multiple pathways that allow players to circumvent certain parts of the track. Three cabinet variations were manufactured: a standard upright model, a sit-down version, and a motion-enabled "deluxe" cabinet; the latter two supported multiplayer through linked units.

Cisco Heat was developed by a team of former Sega staff who established BitBox, the studio behind Jaleco Rally: Big Run. Following BitBox’s integration into Jaleco, the developers produced Cisco Heat as a spiritual follow-up. The title was subsequently ported to several home computer platforms including the Atari ST, Commodore 64, Amiga, ZX Spectrum, Amstrad CPC, and MS-DOS, with European distribution managed by Image Works. While the arcade release was lauded for its engaging gameplay, polished presentation, and precise controls—marking a notable advancement over Jaleco’s previous efforts—the home computer versions received criticism for their inferior quality.

Gameplay

In Cisco Heat, players pilot a police squad car through San Francisco with the objective of winning the "National Championship Police Car Steeplechase." The gameplay style draws comparisons to Out Run and Chase H.Q., featuring races against AI opponents across stages showcasing iconic city landmarks such as the Golden Gate Bridge, Alcatraz, and streetcars. Courses include steep descents, sharp bends, and offer multiple route options that provide shortcuts. Players choose between two police vehicles modeled after the Cadillac Brougham and the Nissan 300ZX Z32. Up to four arcade cabinets can be linked together to enable multiplayer competition.

Development

Developed and published by Jaleco, Cisco Heat debuted in Japan in October 1990 before launching in North America and Europe in November of the same year. The development team largely consisted of former Sega employees who had formed Bit Box, known for creating Jaleco Rally: Big Run (1989). After Jaleco absorbed Bit Box in 1990, this group developed Cisco Heat as a successor to their previous title. The game shared numerous elements with Big Run and was promoted as a conversion kit compatible with existing Big Run arcade cabinets. In January 1991, Cisco Heat was featured at the Amusement Trades Exhibition International held in the United Kingdom.

Three distinct cabinet styles were released: a standard upright model, a sit-down version, and a "deluxe" unit equipped with limited motion features.

The soundtrack composition was handled by Yasuhiko Takashiba.

Ports

Home computer adaptations of Cisco Heat were produced by UK-based developers ICE Software and Moonstone Computing. Versions for platforms including the Atari ST, Commodore 64, Amiga, MS-DOS, Amstrad CPC, and ZX Spectrum were distributed by Image Works. The Amiga port released in 1992 was programmed by Stuart Campbell.

Although an iteration for the Atari Jaguar was announced in 1994, it ultimately never reached release.

Reception

In Japan, Cisco Heat ranked as the tenth highest-grossing dedicated arcade title during 1991. In North America, it topped the RePlay arcade charts as the highest-earning new video game in January 1991.

The arcade edition attracted favorable reviews. Sinclair User commended its immersive atmosphere, rapid pacing, and visual presentation, drawing positive comparisons to both Out Run and Chase H.Q.. CU Amiga considered it among Jaleco’s stronger arcade releases, emphasizing its engaging gameplay, responsive controls, and vibrant graphics. The One praised its multiplayer functionality and cabinet linking capability, describing it as "an urban Chase H.Q." due to its comparable gameplay style and aesthetic.

Conversely, home computer ports received largely negative feedback. The Amiga version was criticized by Amiga Action for overly sensitive controls, choppy scrolling, and substandard graphics, labeling it amateurish in execution. German publication Power Play echoed these sentiments, highlighting a lack of innovation and disappointing 3D effects. The Commodore 64 port earned a mere 12% rating from Commodore Format, which faulted its visuals, frame rate issues, glitches, and scrolling performance—calling it one of the worst games released in 1991. Similarly, ZZap!64 shared critical views but noted that this version benefited from brief loading times as a redeeming factor.

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