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Gamers wanting realistic vehicle physics and options to change the oil in their
virtual penis extensions need pay no attention to San Francisco Rush 2049, but
for those who get turned-on by speed boost ramps and power-ups, Rush 2049 might
just be the definitive game to sate your arcade driving hunger once and for all.
Why? Because, simply put, it is one of the finest games on the venerable Dreamcast.
Enough of the superlatives, and on with some justifications: Rush 2049 started
life as a little-known racer in the arcades, characterised by its bright futuristic
settings and eye watering speed. Rush brought something a bit different to the
genre which, at the time, was going through a rather stolid period. Unsurprisingly
the Dreamcast version retains the tight arcade racing and style of its arcade
brother. What is surprising is that the racing is actually the weakest part
of the console port. Recognising the core arcade game has about as much life
as a Butterfly, Midway decided to utilise the same game engine to produce five
games in one.
First under the microscope is the race mode, which is highly accomplished and
allows for up to four players to battle it out around a variety of circuits.
All of the tracks are beautifully designed with a vibrant futuristic feel to
them, not that you will get time to admire the scenery as everything whizzes
past at an incredible rate of knots. Sadly, the frame rate does stutter occasionally
in single player and this gets worse with more players, which detracts from
- but doesn’t ruin - the experience. The circuits themselves are not the
usual restrictive, linear affairs, allowing as they do a certain amount of deviation
from the ‘normal’ path. Indeed, a lot of thought has gone into the
design of each circuit, with shortcuts and switches which open up new paths
and jumps to clear. To assist in the latter each car is equipped with a set
of pop out wings, which are deployed by holding the B button. The wings don’t
allow the cars to glide, but they do afford the player control over the pitch
and roll of the car, essential for making sure the car lands on all fours and
doesn’t explode.
The problem with race mode is that once the light and twitchy tail-happy handling
of the cars has become second nature and the circuits have been played a few
times, most of the shortcuts will have been unearthed and there really isn’t
much challenge in beating the CPU cars, who invariably stick to the road proper.
It’s only worth persevering with the race mode to unlock all of the circuits
for use in the more entertaining practice sub-game.
The practice sub-game isn’t a game mode in its own right, but presents
more of a challenge than the race mode itself. Essentially the same as race
mode, but with no restrictions on the number of laps or time, and with no cars
to race against, players could be forgiven for dismissing this option as a simple
time trial add-on. Far from it - there are hours upon hours of gameplay lurking
within. Scattered throughout all of the circuits in Rush are Gold and Silver
coins to be collected. Some of these can be collected during the regular race
mode just by making a small deviation off of the racing line, but most require
careful manoeuvring and jumping to reach. Some are even hidden way up in the
sky on top of buildings, or deep underground, and just working out the combination
of jumps to reach them is a puzzle in itself. Collect enough of them and additional
vehicles are unlocked. One small gripe is that an awful lot of them need to
be netted before the player is rewarded with anything at all. To make things
a little easier, coins aren’t just the preserve of the race mode: there
are plenty more to be collected in the stunt mode.
Stunt mode at first appears to be a stupid and somewhat lazy addition to the
game. Up to four players are dumped in an arena with some very big ramps to
launch themselves off. Points are scored by performing tricks either in the
air or during the landing. Here the wings really come into play and their operation
warrants some further explanation. Whilst in the air there is no resistance
to the vehicle’s rotation; for example if the wings are deployed and the
analogue stick is moved to the left the vehicle will start to perform a left
roll. Centre the analogue stick and the rate of roll will remain the same, to
correct the roll it is necessary to apply a movement to the right to slow the
roll rate. Extend this principle to rotation along two axes and it’s clear
that controlling the car in the air requires a high degree of skill and patience.
Patience, because it is critical to land the car on its wheels otherwise it
explodes, and any points gained during the last trick are lost. Perhaps the
only gripe with this mode is that landing can be quite random, with (seemingly)
competent landings resulting in a fireball.
Despite the tricky control and, at times, harsh collision detection it is possible
to become skilled at the stunt mode. Novice players will simply take off and
jam the stick to one corner, pushing the car into an insane pirouette and hoping
for the best. An experienced player will precisely move the car through a series
of aerobatic moves and land it nearly perfectly, but not quite, in order to
pick up as many tricks on the ground as possible. This is important, because
it is the variety of the moves executed which dictates the score multiplier,
so it is better to string together an array of single tricks than put in multiples
of the same trick.
The game keeps a running total of the points scored in the stunt mode and unlocks
further arenas with increasingly convoluted and twisted creations to test the
player’s mettle. Once a million points have been reached, a whole new
sub game is opened up called the Gauntlet which is the ultimate test of Rush
car control. Only available to a single player, the Gauntlet is a nightmarish
series of obstacles which have to be overcome one-by-one against a time limit.
Reaching the end of the gauntlet is perhaps the ultimate badge of honour for
a hardened Rush player.
Which leaves the battle mode, best described as Quake on wheels. Once again
four players can go head-to-head in an arena, but this time the objective is
to blast the be-Jesus out of each other. The arenas are all pretty small, which
makes for some very frenetic and tight matches. There are a wide variety of
weapons to pick up and some handy power-ups too. Although this is just a mode
within a bigger game, it is one of the most well-realised vehicular combat games.
Owing largely to the twitchy arcade handling, the cars can really been thrown
around and turned on a sixpence, making the vehicles in other games of this
type seem unresponsive and dull.
Rush offers a comprehensive package and, whilst it is not uncommon to find
games which offer such variety, it is rare to find a gem of a game like San
Francisco Rush 2049 where it not only has the width, but the depth too. Perhaps
this is why even four years after its release the game is a perennial party
game favourite that has many more years of racing, flipping and shooting left
to offer.
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