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Atari Games, the makers of San Francisco Rush, have topped themselves in the release of Rush 2: Extreme Racing USA. This game, though flawed in places, is a blast to play. But, if you are looking for a simulation-type racer, this game is not for you. It is filled with shortcuts, stunts, and jumps that give the player the sensation that he is not driving a sports car, but a Lear Jet. Rush 2 features a few modes that can be played. These include Practice, which is self explanatory, a Single Race mode, where you can challenge 5 other computer controlled opponents, circuit mode (where you race over 25 tracks, trying to rack up the most points), and a Stunt Track mode. All of these features are enjoyable, but some are less, or more enjoyable than others. The circuit mode is far too long, and can become downright annoying.. And while you can save at the end of any race, get ready for long nights of racing and controller throwing. On the other end of that spectrum is the Stunt Course. This is by far the most innovative feature of any racing game I've ever played (with the possible exception of the director option in GT's Driver). Racers are dropped into a course with a plethora of hills and jumps. Big stunts are awarded with big points, which leads to many hours filled with fierce multiplayer competition. Trust me, it gets no better than the Stunt Mode with 2 players. The graphics and sound of Rush 2, while slightly tweaked from San Francisco Rush, are not a standout feature. Most of the cars are bright neon colors that, while not distracting, could have been improved over SFR. Subtle improvements have been made, such as the reflections on the surface of the car, but these are not enough to make the visuals stand out any more than the previous game. Again, this is not a bad thing, but Atari could have made some improvements. Anything could be an improvement over the sound in San Francisco Rush, and Rush 2 does it's share to improve on it's predecessor. Techno music pumps out of the speakers, which goes well with the driving. This can get annoying over time, which is why I recommend putting your own CD in the stereo and driving away. Each car in Rush 2 features it's own engine sounds, and while you can tell the difference, they don't vary enough to make a big impact. Otherwise, the sounds are great. Car collisions, brakes screeching, and sounds relating to each specific track are very well represented. Rush 2 features many different cars and tracks. Details of each car, such as wheel rims, color, handling, and engine can be altered to each player's tastes. And while it doesn't make a whole lot of difference what engine is in your car, it does give a fresh perspective on the arcade racing genre. Each car handles differently, but the control is much tighter than San Francisco Rush. The cars in Rush 2 do not have official manufacturer stamps on them, but they are obvious mock ups of existing cars. For example, the Stallion is a Ford Mustang, and the Pickup is a Chevy S-10. Other cars include a VW Bus and Bug, and a 40's roadster. Let me tell you, seeing a VW bus to a barrel roll is a strange thing. The tracks in Rush 2 span the entire United States. They include Las Vegas, Alcatraz, Los Angeles, New York Uptown and New York Downtown, Seattle, and Hawaii. In addition, the Stunt Course, as well as a Halfpipe and a Trick Course can be driven. These courses mostly all have breathtaking jumps, as well as accurate locations for landmarks. What also stands out are unique structures for each course. For example, the Alcatraz course has a huge loop-the-loop, while the Seattle course has parallel freeways which can be jumped from one to the other.
All in all, Rush 2 is a great game, which soars above it's predecessor, and most other
Arcade racing games for the N64. In my opinion, although flawed, this game is a must
have for any arcade racing fan.
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