Cruis'n World

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Cruis'n World
Cruis'n World Box Art.jpg
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[1]
SeriesCruis'n
Platform(s)Arcade
Nintendo 64
ReleaseArcade
  • WW: November 1996
Nintendo 64
  • EU: June 25, 1998
  • NA: September 28, 1998
Genre(s)Racing
Mode(s)Up to 4 players simultaneously
Arcade systemMidway V Unit

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.

The game was later released on the Nintendo 64 in 1998, being the best received of the Cruis'n ports.

Gameplay[]

Arcade version screenshot.

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, such as Hawaii, Japan, Australia, China, Kenya, Egypt, Moscow, Germany, Italy, France, England, Mexico, New York City and 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.[2] Should the player win all stages including Florida, the car would be taken by a Space Shuttle for a trip to the moon.

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.[3]

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[]

The game was displayed at the 1996 AMOA show, where it won the award for Most Innovative New Title.[17] Electronic Gaming Monthly named it a runner-up for Arcade Game of the Year.[18] 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.[15]

The Nintendo 64 port was met with mixed reception, as GameRankings gave it a score of 62.76%.[4]

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".[16]

References[]

  1. ^ Vince Pontarelli. "Vince Pontarelli Sound Designer & Composer". Vince Pontarelli. Archived from the original on 2014-04-26. Retrieved 2012-02-16.
  2. ^ "Cruis'n World". GamePro. No. 99. IDG. December 1996. p. 54.
  3. ^ IGN staff (April 17, 1997). "Eugene Jarvis Interview: Part II". IGN. Retrieved November 15, 2014.
  4. ^ a b "Cruis'n World for Nintendo 64". GameRankings. Retrieved November 15, 2014.
  5. ^ Cook, Brad. "Cruis'n World (Arcade) - Review". AllGame. Archived from the original on November 15, 2014. Retrieved November 15, 2014.
  6. ^ Marriott, Scott Alan. "Cruis'n World (N64) - Overview". AllGame. Archived from the original on November 15, 2014. Retrieved November 15, 2014.
  7. ^ 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.
  8. ^ "Cruis'n World". Electronic Gaming Monthly. 1998.
  9. ^ 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.
  10. ^ Hsu, Tim (November 1998). "Cruis'n World Review". Game Revolution. Retrieved November 15, 2014.
  11. ^ Gerstmann, Jeff (October 6, 1998). "Cruis'n World Review (N64)". GameSpot. Retrieved November 15, 2014.
  12. ^ Casamassina, Matt (October 8, 1998). "Cruis'n World (N64)". IGN. Retrieved November 15, 2014.
  13. ^ "Cruis'n World". Nintendo Power. 112: 103. September 1998.
  14. ^ 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.
  15. ^ a b "Low Rider". Next Generation. No. 29. Imagine Media. May 1997. p. 158.
  16. ^ a b "Finals". Next Generation. No. 48. Imagine Media. December 1998. p. 124.
  17. ^ "Cruis'n the World". Electronic Gaming Monthly. No. 89. Ziff Davis. December 1996. p. 143.
  18. ^ "The Best of '96". Electronic Gaming Monthly. No. 92. Ziff Davis. March 1997. p. 86.

External links[]

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