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Cruis'n USA

From Alfawiki
TV Games Inc.
IndustryVideo game development
Founded1994
ProductsCruis'n USA

Cruis'n USA is a racing game created by TV Games Inc. and distributed by Nintendo. Originally launched in arcades in 1994 through Midway Games, it was later adapted for the Nintendo 64 by Leland Interactive Media in 1996. As the initial installment of the Cruis'n franchise, the game offers racing experiences set across multiple locations throughout the Continental United States.

The title debuted as the first release under the "Ultra 64" partnership between Midway and Nintendo, although it operated on Midway’s V-unit arcade system, which differed from both the hardware used for Killer Instinct arcades and the Nintendo 64 console. Nintendo handled publishing duties for the home console edition within this collaboration.

The arcade version was met with both critical acclaim and commercial success, often drawing favorable comparisons to Sega's Daytona USA. Despite receiving unfavorable critiques, the Nintendo 64 adaptation also achieved strong sales figures. Subsequently, it was reissued on the Wii Virtual Console—first appearing in Europe on March 28, 2008, becoming the first third-party Nintendo 64 title available on that platform, followed by a North American release on March 31, 2008.

Gameplay

Competitors race along one-way tracks modeled after authentic American sites, navigating obstacles such as opposing traffic and construction zones. Players can select from seven different vehicles and choose between automatic or manual transmission settings. Courses feature notable locations like Golden Gate Park in San Francisco and Washington D.C..

Progression requires finishing each race in first place within a countdown timer extended at checkpoints. If time expires before completing the race, gameplay ends unless a continue option remains. A distinctive feature of this title is the ability to switch music tracks during races.

Vehicles

The roster includes four stylized cars inspired by real-world models: a 1963 Chevrolet Corvette (1963 Muscle Car), a 1991 Ferrari 512 TR (Italia P69), a 1940 Ford V-8 De Luxe ("La Bomba"), and a Hyundai HCD-II Epoch ("Devastator IV"). Additional unlockable vehicles consist of a 1991 Chevrolet Caprice police cruiser, a school bus, and an All Terrain Vehicle resembling a Jeep Wrangler.

Development

In early 1994, Nintendo granted Midway’s parent company WMS Industries a license to produce two arcade games under the Ultra 64 hardware brand, establishing "Williams/Nintendo" to facilitate their console ports. Nintendo's objective was to rival Sega's Daytona USA and Namco's Ridge Racer. Development was led by Eugene Jarvis, notable for titles such as Defender and Robotron: 2084. The arcade version premiered at the June 1994 Consumer Electronics Show running on modified JAMMA hardware labeled Ultra 64, preceding Nintendo’s own MIPS-based console development kits.

The game operates on Midway’s V-Unit system equipped with a 50 MHz TMS32031 CPU, a 10 MHz ADSP-2115 DSP dedicated to audio processing, and custom-designed 3D graphics chips delivering high-resolution visuals.

The Nintendo 64 adaptation was developed by Williams Entertainment’s San Diego branch, Leland Interactive Media; however, graphical fidelity had to be reduced to accommodate console limitations. Initially announced as a Nintendo 64 launch title alongside Killer Instinct Gold, it was withdrawn shortly before release due to not meeting Nintendo’s quality benchmarks. The N64 version also censored content such as running over animals and scenes featuring Bill and Hillary Clinton in a hot tub. This censorship sparked criticism from fans as well as Jarvis himself, who publicly voiced his dissatisfaction with Nintendo’s imposed restrictions.

Reception

The arcade iteration of Cruis'n USA achieved notable success both critically and commercially. In the United States, it secured the position of the second most popular deluxe arcade game by the end of 1994 and was among the top five best-selling arcade titles nationwide that year, earning a Diamond Award from the American Amusement Machine Association (AMAA). In 1995, it stood out as the highest-earning dedicated arcade cabinet. Although Next Generation pointed out that its graphics were somewhat inferior to those of competing games, they commended other aspects that made it competitive with titles like Sega's Out Run.

The Nintendo 64 port garnered mixed feedback, holding a GameRankings aggregate score of 50.63% based on 16 critiques. Common criticisms included inconsistent frame rates, inadequate collision detection, and an unsuitable soundtrack. Next Generation labeled it a "half-hearted, rough-shod conversion," suggesting it tarnished the N64's reputation. While some critics such as Jeff Gerstmann from GameSpot acknowledged the responsive controls, they ultimately found the overall experience lacking. According to GamePro, it was a faithful arcade adaptation worth renting but not necessarily buying. The split-screen mode for two players received frequent praise despite exacerbating frame rate problems.

Despite lukewarm critical opinions, strong sales were propelled by the N64's widespread popularity and limited game selection at launch. It ranked sixth in sales during the 1996 holiday season and surpassed one million copies sold by late 1997. Additionally, the arcade version was placed 63rd in Flux magazine’s "Top 100 Video Games" list for 1995.

In a review of the Virtual Console release, Damien McFerran of Nintendo Life reiterated concerns about frame rate issues, collision detection flaws, and a general lack of excitement, concluding that even the original arcade edition is a relatively subpar title.

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