

And yes, the Golden Gate Bridge, Lombard Street, and trolley systems are still in use in the year 2049, so if you're a fan of the City By the Bay, you'll find lots of recognizable landmarks all over the circuits. The Bay Area Rapid Transit has been replaced by a more timely monorail system, and you'll bump into these things all over San Francisco - many times as scenery, but other times as part of the track, so watch it. Apparently purple, blue and yellow neon, floodlights, and Slim Jims (gotta love product placement) are in ample supply in the future, and the cityscapes are filled with them.

The racing mode has six solidly laid-out racing tracks based on existing routes in the city of San Francisco - if it were the year 2049, of course. And if you're a fan of vehicular combat against one, two, or three of your buddies.get your trigger finger ready. If you want to put the physics engine to work, hit some of the crazy jumps in the stunt mode. So if you just want to get out and race, go right ahead. Rush 2049 is split into three easy pieces - racing, stunts, and multiplayer battle - and each of these modes is given equal focus in the game design. And what's more, it's a whole bunch of fun to play. This isn't a racing game 's a driving adventure.

Naturally the team based everything the console game is around the arcade version, but you'll quickly realize there's so much more to do in the game, and so much more playability involved. The Dreamcast version of Midway West's (formally Atari Games) arcade racer has expanded beyond the "mere" racing design. Whether or not the developers had this in mind with the original game, it wasn't the main focus the first time around - but it certainly evolved this way for the console rendition of San Francisco Rush 2049. I mean, when you leap over a jump with a helicopter spin, and wall grind down the side of a building, it's a real rush to land on all four wheels without exploding - especially when you've still got some momentum to launch off another incline for a secondary trick. Well, that and the kick-ass subwoofer in the seat, and force-feedback steering wheel didn't hurt, either.īut the reason why the game was so fun to play for many fans wasn't the game's original intention - what gamers discovered was that it was a hell of a lot of fun exploiting the physics and shortcuts, allowing them to create their own freestyle stunt mode. Most racing games out on the market were of the usual "follow-the-track-and-go-really-fast" fare, so when Rush hit the arcade market it offered more variety in the way people raced their video vehicles. All the tracks in the game were modeled after real-world locations in San Francisco, which made it more dear to the heart of folks living in the Bay Area (yours truly included). With the original San Francisco Rush, Atari produce a fast-paced, go anywhere racing game with some odd shortcuts and an exaggerated physics engine.
