Tag Archives: Williams

Cruis’n USA

Wooo! ahhh! ohhhh – The House Special Lady

A racing game set across the USA, you play from point A to point B with a single lap, giving the impression you are travelling through (Cruising) the USA. Each track has unique scenery and opponents, with rival cars and traffic becoming a hinderance, thankfully the controls are easy to adapt although collision detection can be an issue.

Not to be confused with Cruising in my 64, An Eazy-E song

Tracks

All of these tracks are set around different parts of the USA, and vary in environmental scenery and difficulty.

Golden Gate Park: The first track in the game which features the golden gate bridge. Very easy with only slight bends and wide roads

San Francisco: Featuring rolling hills and an increase of traffic from the previous track, ends with a tunnel.

US 101: Set in a rural desert, the track here is narrower and features a lot more bends, there are also gaps in the road which your car must drive over

Redwood Forest: Continuing from the desert and into the forest, the road here is a lot more narrow which gives little space to navigate through opposing traffic and rival cars.

Beverly Hills: Featuring Bel-Air style houses and mansions along with the Hollywood sign. The scenery here can be distracting so try to focus and concentrate on the road.

LA Freeway: There’s a lot more traffic on this one

Death Valley: Sounds a bit morbid but is set in a rural desert area, this one also features a narrow road so watch for traffic

Arizona: Set in a rural desert in the first half, this one has powerlines as obstacles that can be knocked down but will impact your cars speed.

Grand Canyon: Drive through the Grand Canyon itself, again has powerlines as obstacles that can be knocked down, also features Mount Rushmore

Iowa: Set on rural green farm which looks more like an English countryside, has narrow roads and powerline obstacles and a toll booth which you have to be careful not to hit the hubs in between

Chicago: Features factories and an urban like environment with large buildings and an underpass. Be careful not to hit the overhead railway columns

Indiana: Very similar to Iowa

Appalachia: Track with a bumpy road and a lot of curves and hills, defiantly one of the more challenging tracks.

Washington DC: The final stage with a lot of nice scenery but equally as difficult as Appalachia, Ends with a money tunnel

Completing Cruse the USA mode unlocks a faster car, and the arcade features a very special ending FMV featuring the then current Present and the First Lady

Arcade Version

Released in 1994 on the Midway V Unit arcade board, it was one of the early textured 3D racers alongside Ridge Racer and Daytona USA.

Not much is known about Midway’s V unit 3D hardware, originally believed to be based upon the Nintendo Ultra 64 that was in development at the time, however closer inspection of the specification revels the hardware to be very different. With the V Unit running a Texas Instruments TMS32031 CPU at 50Mhz compared to the NEC VR4300 MIPS CPU in the Nintendo 64. Whilst the N64 is complemented by the SGI Reality co-processor, the V unit uses an currently unknown 3D processor, which accelerates the 3D graphics used. As it was released in 1994, there are a few possible vendors:

  • A PC graphics accelerator like the Yamaha Tasmania 3D or Matrox Millennium
  • SGI (Possible the V Unit is a very early design of the N64? unlikely since SGI have always used MIPS CPU’s, unless they wanted to cut costs and use a TI CPI instead)
  • Or it could be an entirety custom chip Midway had designed…

The boot screen of the arcade version is interesting, the first seems to going into some hardware test routine, whilst the second looks like its downloading something off a remote server, or simulating it. OS-WMS is mentioned, and the next line reads WMS Satellite COMM, CHANNEL 42, which makes me think the game was capable of being distributed over the air via satellite? its not out of the ordinary since that’s how Nintendo’s Stellaview worked, and BSB’s data service allowed you to broadcast data in the early hours of the morning whilst its TV channels were off air. The last command looks like it’s trying to retrieve something off an external FTP server, despite the game being stored in ROM. These messages appear every time you start the game, so its not some first-time utilisation process.

Graphics-wise its similar in vein to the other arcade racers of the time, Ridge Racer and Daytona USA, however this is clearly running on lower-end hardware with the framerate and resolution being reduced. Winning first place nets you a free race (adjustable in the games test modes) otherwise you will need to add credit to progress onto the next track. Completing the game gives you an ending cut-scene set on top of the White House.

Nintendo 64 Versions

Released early in the N64 life, Cruis’n USA took a downgrade in the resolution and censored a few aspects of the game. The former caused critism since this was one of the first racing games on the Nintendo 64, and the game was promoted as being built on Nintendo 64 technology, so it was expected to be a perfect port of the game. Meanwhile the PlayStation enjoyed a satisfactory port of Ridge Racer, however by that point it was already two years old by the time it was released in 1996, had the N64 came out in 1995 as originally planned, the port may have been better received.

NTSC

Graphics took a reduction in this version with the textures being downgraded to fit into the Nintendo 64 memory limitations. The framerate is also inconsistent, since having many cars and track objects on screen to reduce it to a crawl, which can frequently happen when you crash into another car, CPU cars will also crash into you and have no awareness of the track, often resulting in a slideshow when there are a lot of cars and track objects on screen. Saying that, the N64 does benefit from perspective correction, which means no warping polygons or textures, and there is also bilinear filtering for the textures, although for this game the arcade unfiltered textures look better.

The sound has also been altered, since the Nintendo 64 didn’t have a dedicated sound processor and had to render the sound on either the CPU or the reality co-processor, depending on how the game was designed, the arcade version has extra fidelity since it was done using the Midway DCS sound system.

One other thing to mention was the saving issues on the Everdrive64, as the game uses the gamepak in order to save data, but upon starting the game it complains about the pack being corrupted/invalid and will not start, removing the gamepak results in another error messages instructing you to insert the pak back into the controller. The only was to start the game was to boot without the controller-pak connected, which results in the game saving to the cartridge memory, which the Everdrive can emulate.

Comparison

Left: Nintendo 64 – Right: Arcade, which has the indicator on the bottom

Textures are generally more detailed on the arcade release, but the Nintendo 64 makes use of texture filtering with the arcade being unfiltered.

N64 version looks more blurry, whilst the arcade version looks sharper.

Transmission select screen

Heads up display of both versions, the N64 compensates of the PAL/NTSC overscan by creating a buffer for the HUD design. The arcade cabinet has illuminated lights which indicated the games status which MAME emulated as an on screen display which can be seen at the bottom.

An example of censorship of the N64 version, either that or the woman must have felt cold. A nice feature with the arcade version was you got a free race if you came in first place (dependant on that feature being enabled in the games settings)

I wonder if that’s the same Matt Booty at Microsoft Studio’s?