Cruis'n USA, designed by Eugene Jarvis of Defender and Robotron 
fame, was the "other" so-called Nintendo Ultra 64 game released 
to the arcades in 1994. Unlike Killer Instinct, which at least 
had a 64-bit CPU, Cruis'n USA was developed on a 32-bit 
Williams arcade board. Two years later, hot on the heels of 
the spectacular Killer Instinct Gold, comes that "other" game.

Although Nintendo made no mention that Cruis'n USA would be 
a sequel or even upgraded on the Nintendo 64, we at least assumed 
that we would have a fast and smooth port of the arcade without 
any pop-up. Wrong. But, hey, at least they gave us a pretty cool 
two-player mode.

From the very first moment you turn on Cruis'n USA, you know 
that you're not going to get a Killer Instinct Gold-caliber port. 
The cheesy music (yes, it's even chessier than the arcade) doesn't 
bode well for the aural aspects of the game.

The first immediate strike against Cruis'n USA is the extremely 
confusing setup. Most gamers will probably press "B" for options 
before they choose a location to save the game. Wrong move. If
you want your configuration to be saved, then you'll have to press 
start first and pick a memory location (either on the Game Pak 
or on a Controller Pak) for your game. After that, you can press B 
for options so it will save your controller configuration. This 
reviewer and his friend wasted a good 10 minutes trying to 
figure this out. And I thought video games didn't have confusing setup
programs like the PC.

The next problem is that you can only race on US 101 until you 
choose "Cruise the USA" and race across the whole country first. 
The extremely unbalanced nature of level layout means you have to 
go through Redwood Forest as the fourth level in the game and 
Beverly Hills as the fifth level. This can be extremely frustrating 
for inexperienced drivers who are trying to take the 14-level trek 
across the U.S.

Control in Cruis'n USA is odd to say the least. You do have your 
choice between the digital Control Pad or analog Control Stick. 
Even the most staunch digital Control Pad players may want to 
use the analog Control Stick this time around. In the options mode, 
each player can set the sensitivity of the control. But if you set 
it too low, then you won't be able to make some of the sharp turns 
in the game. On top of that, the control is touchier in the two-player 
mode than it is in the one-player mode of the game.

The button configuration is also extremely odd. The default 
configuration sets Z as the gas and L or R on top of the controller 
as the brake. You'd definitely be doing yourself a favor if you changed 
the button configuration. As a plus, you can define any button or any 
direction on the stick or pad to perform the different functions of 
the game. You have to set shifting, braking, gas, displays, view and radio.

Cruis'n USA also presents you with a multitude of gameplay options, 
which is most certainly a good thing. You can change the music 
and/or sound effect volumes, two-player sound (whether sound 
effects come out of both speakers, or if the player's sounds will be 
sent to the individual speakers), difficulty (five different levels, 
from very easy to very hard), racers (how many computer opponents 
you want on the track at once, up to 9), traffic (if you want to race 
with the oncoming traffic or not), metric (KPH or MPH) and center 
screen (Williams' games seem to have this feature).

The Nintendo 64 version of Cruis'n USA does contain a few 
improvements over the arcade version. First of all, there's a 
two-player mode. You can even race with a friend against the
computer in the "Cruise the USA" segment. You also get faster 
cars, which are of a different color, in the game when you complete 
it on the very easy, medium or very hard levels of difficulty. The 
other very nice improvement is the save feature. The game saves all 
of the records for each level. You can also have independent save 
game slots that save the person's initials and their default controller 
configuration. It also saves all of the cars you got. Finally, the game 
saves your progress in both the one- and two-player modes in the 
14-course "Cruise the USA" trek.

The graphics in Cruis'n USA are quite lackluster. They're a straight 
port of a 32-bit arcade game that is two years old. The digitized 
graphics are neat, but when you factor in the excessive pop-up in 
the Nintendo 64 game and the choppy frame rate in the two-player 
mode, you have to wonder what happened. Sure, the graphics are 
arcade-perfect in that respect, but why is there a ton of pop-up 
and a choppy frame rate in the two-player on a 64-bit system? 
Well, at least the game moves at a quick (albeit choppy) pace.

As bad as the graphics are in the N64 version of Cruis'n USA, the 
sound is even worse -- as hard as that may be to believe. The 
"Cruis'n, yeah, Cruis'n USA...yeah" music during the track selection 
screen may give you some hope for the music in this game, but it 
quickly goes downhill from there. Some of the music sounds identical 
to the arcade, which wasn't good to begin with, but most of the musical 
tracks are terribly composed. I can name at least 50 Super NES games
that have better music. And worse yet, I can name some 8-bit NES 
games that have better music.

As always, the sound rating is composed of both music AND sound 
effects. The only thing that brings Cruis'n USA's sound rating up 
to a respectable level is the arcade-perfect voice and engine 
noises. There's actually quite a bit of voice in the game, which helps 
improve the experience somewhat. There's even some new voice not 
in the arcade game such as "Two-Player Challenge!"

There's no sense making a list of improvements to this game because 
everything needs to be improved: graphics, sound, control, 
interface...everything. The only redeeming part of Cruis'n USA is the 
fun gameplay, especially with two-players. Fortunately, the sequel, 
Cruis'n World, looks to be pretty good with multiple paths, better 
graphics, less pop-up and a smoother frame rate. Hopefully that game 
will appear on the N64 with a respectable showing.

Unless you're a die-hard fan of the arcade version -- and I do mean 
a die-hard fan -- then you'd be much better off staying far away 
from this game. Even then you might want to rent the game before 
you blow $60 or $70. If you can get past the horrible aesthetics and 
tricky control, then you might actually have quite a bit of fun 
with this game -- that is, only if you can find a friend that likes 
the arcade game as much as you.

Graphics: 3.0 out of 5 Sound: 2.7 out of 5 Control: 3.4 out of 5 Gameplay: 3.3 out of 5 Lastability: 3.5 out of 5 Overall: 3.3 out of 5