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Cruisin Arcade Game Cheat Code

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I found myself wondering recently, 'What's the arcade experience of today?' Now, I could have gone to an actual arcade – something like Fun Spot or Galloping Ghost – but those are specialty outfits. They're full of old-school games, the novelty and draw being more of an emulation of the past than a representation of the now. I wanted something more organic, to see what one could expect just being around where they live and not traveling to a joint that's famous and been around forever. I didn't want to see old cabinets, to be tempted by the classics I already knew like Donkey Kong or Area 51. But you don't exactly find, just, an arcade anymore, right? I figured the best way to answer my question was to find somewhere that would logically have arcade games, more than just a pinball table or two off in a dark corner. I found a spot, one that ended up being pretty cool, and exactly what I wanted. Turns out, there's some super cool stuff in contemporary arcade machines, and some pretty weird stuff as well. It's also ludicrously expensive, a sad reminder in why a modern arcade is such a myth in America.

We have thousands of cheat codes for every video game system ranging from retro cheats (GameBoy Advance - GBA, Nintendo 64 - N64, Playstation - PSone, etc) to next gen console cheats (Sony Playstation 3 - PS3, Nintendo Wii - Wii, Xbox 360 - 360)! We are adding new cheats every day.

Arcade

What did I end up doing? I went bowling. My area has a Kegler's, a chain that rebranded itself as a family-friendly sort of sports bar-slash-bowling-slash arcade. It is a huge box of entertainment options. I walked in and looked to the side, away from the lanes and bar of course, and saw a space bigger than I expected full of the lights and sounds I was hoping for. And much to my surprise, I didn't recognize a single machine. I even popped at one in particular, which was not only something new, but man did it ever look awesome.

I'm talking about Space Invaders Frenzy. Look this thing up if you haven't heard of it; it's insane. It's a sit-down shooter with massive plastic guns that have those drooping handles, sort of like turrets. In front of the seats is a massive LCD screen, eight feet tall according to the game's official product listing. On the screen is an explosion of high-def color, with the classic sprites of Space Invaders dashing around the screen with a few added visual effects. Playing it was just as fun as it looked – it's super fast, with aliens tearing for the bottom edge of the screen and challenging your speed and precision. Several power-ups made for more visual flair and excitement, and the blaring sound system enhanced the intensity. I played with another player, and we did quite well until the game suddenly ramped up, and the aliens really do make a beeline towards the failstate. Then you're done. Then reality comes crashing down.

You don't just drop quarters in the machine any more. In this case, Kegler's has its own little system, in which you swipe your method of payment and get a new card, with which you swipe at each game to play. You pay x dollars for x credits, and Space Invaders Frenzy sure did take three credits for one life, and boy did we immediately see how expensive that could get. And you don't even get the option to continue! It's start over, try again, die at roughly the same point. Brutal. My group went back to the better value proposition, drinking and bowling.

There were other games of course, and with plenty of interest. Highlights included a sit-down, enclosed Walking Dead game that looked like a new take on the House of the Dead style, but with crossbows. There were also elaborate arcade conversions of popular mobile games, including Candy Crush and Crossy Road. There was even a new entry in the Cruisin' series published by Nintendo, something I didn't realize was still a thing (this one was from 2016!) Finally, there was weird stuff like a mix between beer pong and skee-ball? It all felt like a contemporary version of what I remembered from my childhood, games set up in bowling alleys or other tourist trap-like spots, all featuring familiar IP or unique mechanics you couldn't get anywhere else. No classic games, no classic genres that have sense moved on from arcades.

I looked up Space Invaders Frenzy later, and saw that it costs almost (well over with taxes I'm sure) $14,000. That's insane overhead, and I understood why it costed so much for a short play. I also understood why I saw so few people interacting with these beastly contraptions. America is too big for rooms full of machines as expensive as cars to do well. It seems impossible; nobody wants to pay more than a dollar to point a fake gun at a screen for thirty seconds. It's fun, but not that fun. Only dorks like me are willing to pony up the cash, and even that's not going to go beyond a try or two.

That's why you find games set up as a part of something else. A bar, a bowling alley, so on and so forth. It reminded me of the discussions we're having now about AAA games and how they ostensibly struggle to make the big bucks. It's a shame that I probably won't see something as awesome as Space Invaders Frenzy again for a while, if ever, but at the same time, curiosity doesn't sustain an industry. But at least I have a new excuse to go bowling sometimes.

Lucas White
@HokutoNoRucas

Writing Team Lead
Date:01/03/2018

Cruis'n
Genre(s)Racing
Developer(s)Midway Games, Eurocom, Gratuitous Games, Crawfish Interactive, Graphic State, Just Games Interactive, Raw Thrills
Publisher(s)Midway Games
Nintendo(USA/World; N64)
Raw Thrills (Blast)
Creator(s)Eugene Jarvis
Platform(s)Arcade, Nintendo 64, Game Boy Color, Game Boy Advance, Wii
First releaseCruis'n USA
November 1994; 26 years ago
Latest releaseCruis'n Blast
January 2017; 3 years ago
Spin-offsThe Fast and the Furious

Cruis'n is a series of racing video games originally developed by Eugene Jarvis for Midway Games and published by Midway and Nintendo. The series distinguishes itself from other racing games with its over-the-top presentation and fast-paced gameplay, featuring a wide variety of vehicles and tracks based on a variety of real world locations. The series debuted in North American and European arcades in 1994 with the release of Cruis'n USA, which, along with Killer Instinct, was advertised as running on Nintendo's Ultra 64 hardware. Two sequels followed, Cruis'n World and Cruis'n Exotica, which featured new vehicles and tracks. All three games were released for the Nintendo 64 as well, with Exotica also being released for the handheld Game Boy Color. The next game in the series, Cruis'n Velocity deviated from the traditional arcade gameplay of the series and was released for the Game Boy Advance.

After Midway exited the arcade business, Jarvis and his new company Raw Thrills released the arcade game The Fast and the Furious, which was based on film of the same name and shared gameplay elements with the Cruis'n games. The game was ported to the Wii with all aspects of the film license replaced and released simply as Cruis'n. Raw Thrills licensed the Cruis'n name from Nintendo for a new arcade machine, Cruis'n Blast, released in 2017.

Games[edit]

Release timeline
1994Cruis'n USA
1995
1996Cruis'n World
1997
1998
1999
2000Cruis'n Exotica
2001Cruis'n Velocity
2002
2003
2004
2005
2006
2007Cruis'n
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017Cruis'n Blast

Original arcade releases[edit]

The original arcade games were developed by Midway and designed by Eugene Jarvis. All of them have the same general gameplay. The objective in each game is to outrun nine cars in various different levels located in different real world places. Players can choose individual levels or 'Cruise' and race each track in order. A variety of different cars in each game is available.

The first title in the series is Cruis'n USA which was released into video arcades in 1994 by Midway. The race starts in San Francisco's Golden Gate Bridge and ends at the White House in Washington, D.C. Arcade units can be linked to provide multiplayer gameplay. The original arcade game, along with Killer Instinct, was promoted as running on Nintendo's Ultra 64 hardware, later known as the Nintendo 64 home console. In reality, the arcade releases use significantly different hardware. Initially slated as a launch title for the home console, Cruis'n USA was delayed for over two months and released on December 3, 1996. It features a downgrade in graphics as well as controversial censorship of the arcade original.[1][2] In the Nintendo 64 version, most of the levels are initially locked except for U.S. Route 101. Along the way players can race in different difficulties to unlock new paint jobs and upgrades. The Nintendo 64 version can also save progress using up to six accounts on the Game Pak, and an additional six accounts by using nine pages on a Controller Pak. Despite the differences from the arcade original and poor reception from critics, the game was a commercial success and re-released in 1998 as a Nintendo's Player's Choice Million Seller title. Ten years later, the N64 version of the game was released on the Wii's Virtual Console. Due to Midway Games' bankruptcy, it was not released on the Wii U Virtual Console, though the game can be played on the Wii U in Wii Mode.

The first sequel to the game Cruis'n World was released into arcades also in 1996. The general gameplay remained the same, with different locales. The race now starts in Hawaii and ends in Florida. New to the game was a stunt system, which allowed players to perform stunts and gain time to finish the race. The Nintendo 64 version was developed by Eurocom and originally scheduled for release in fall 1997, but the game was silently delayed until the summer/fall of 1998. It was better received than the port of the original game. In the Nintendo 64 version, most of the levels and tracks are available from the start with additional cars and stages and new paint jobs available as unlockables. There are also new courses and cars only available in the Nintendo 64 version, as well as Rumble Pak support. Progress in the Nintendo 64 version can be saved using up to four accounts on the Game Pak. Again, this version went through some censorship (namely the removal of the ability to kill wildlife). Both the arcade and Nintendo 64 version now allowed for up to four players on the track.

Game

What did I end up doing? I went bowling. My area has a Kegler's, a chain that rebranded itself as a family-friendly sort of sports bar-slash-bowling-slash arcade. It is a huge box of entertainment options. I walked in and looked to the side, away from the lanes and bar of course, and saw a space bigger than I expected full of the lights and sounds I was hoping for. And much to my surprise, I didn't recognize a single machine. I even popped at one in particular, which was not only something new, but man did it ever look awesome.

I'm talking about Space Invaders Frenzy. Look this thing up if you haven't heard of it; it's insane. It's a sit-down shooter with massive plastic guns that have those drooping handles, sort of like turrets. In front of the seats is a massive LCD screen, eight feet tall according to the game's official product listing. On the screen is an explosion of high-def color, with the classic sprites of Space Invaders dashing around the screen with a few added visual effects. Playing it was just as fun as it looked – it's super fast, with aliens tearing for the bottom edge of the screen and challenging your speed and precision. Several power-ups made for more visual flair and excitement, and the blaring sound system enhanced the intensity. I played with another player, and we did quite well until the game suddenly ramped up, and the aliens really do make a beeline towards the failstate. Then you're done. Then reality comes crashing down.

You don't just drop quarters in the machine any more. In this case, Kegler's has its own little system, in which you swipe your method of payment and get a new card, with which you swipe at each game to play. You pay x dollars for x credits, and Space Invaders Frenzy sure did take three credits for one life, and boy did we immediately see how expensive that could get. And you don't even get the option to continue! It's start over, try again, die at roughly the same point. Brutal. My group went back to the better value proposition, drinking and bowling.

There were other games of course, and with plenty of interest. Highlights included a sit-down, enclosed Walking Dead game that looked like a new take on the House of the Dead style, but with crossbows. There were also elaborate arcade conversions of popular mobile games, including Candy Crush and Crossy Road. There was even a new entry in the Cruisin' series published by Nintendo, something I didn't realize was still a thing (this one was from 2016!) Finally, there was weird stuff like a mix between beer pong and skee-ball? It all felt like a contemporary version of what I remembered from my childhood, games set up in bowling alleys or other tourist trap-like spots, all featuring familiar IP or unique mechanics you couldn't get anywhere else. No classic games, no classic genres that have sense moved on from arcades.

I looked up Space Invaders Frenzy later, and saw that it costs almost (well over with taxes I'm sure) $14,000. That's insane overhead, and I understood why it costed so much for a short play. I also understood why I saw so few people interacting with these beastly contraptions. America is too big for rooms full of machines as expensive as cars to do well. It seems impossible; nobody wants to pay more than a dollar to point a fake gun at a screen for thirty seconds. It's fun, but not that fun. Only dorks like me are willing to pony up the cash, and even that's not going to go beyond a try or two.

That's why you find games set up as a part of something else. A bar, a bowling alley, so on and so forth. It reminded me of the discussions we're having now about AAA games and how they ostensibly struggle to make the big bucks. It's a shame that I probably won't see something as awesome as Space Invaders Frenzy again for a while, if ever, but at the same time, curiosity doesn't sustain an industry. But at least I have a new excuse to go bowling sometimes.

Lucas White
@HokutoNoRucas

Writing Team Lead
Date:01/03/2018

Cruis'n
Genre(s)Racing
Developer(s)Midway Games, Eurocom, Gratuitous Games, Crawfish Interactive, Graphic State, Just Games Interactive, Raw Thrills
Publisher(s)Midway Games
Nintendo(USA/World; N64)
Raw Thrills (Blast)
Creator(s)Eugene Jarvis
Platform(s)Arcade, Nintendo 64, Game Boy Color, Game Boy Advance, Wii
First releaseCruis'n USA
November 1994; 26 years ago
Latest releaseCruis'n Blast
January 2017; 3 years ago
Spin-offsThe Fast and the Furious

Cruis'n is a series of racing video games originally developed by Eugene Jarvis for Midway Games and published by Midway and Nintendo. The series distinguishes itself from other racing games with its over-the-top presentation and fast-paced gameplay, featuring a wide variety of vehicles and tracks based on a variety of real world locations. The series debuted in North American and European arcades in 1994 with the release of Cruis'n USA, which, along with Killer Instinct, was advertised as running on Nintendo's Ultra 64 hardware. Two sequels followed, Cruis'n World and Cruis'n Exotica, which featured new vehicles and tracks. All three games were released for the Nintendo 64 as well, with Exotica also being released for the handheld Game Boy Color. The next game in the series, Cruis'n Velocity deviated from the traditional arcade gameplay of the series and was released for the Game Boy Advance.

After Midway exited the arcade business, Jarvis and his new company Raw Thrills released the arcade game The Fast and the Furious, which was based on film of the same name and shared gameplay elements with the Cruis'n games. The game was ported to the Wii with all aspects of the film license replaced and released simply as Cruis'n. Raw Thrills licensed the Cruis'n name from Nintendo for a new arcade machine, Cruis'n Blast, released in 2017.

Games[edit]

Release timeline
1994Cruis'n USA
1995
1996Cruis'n World
1997
1998
1999
2000Cruis'n Exotica
2001Cruis'n Velocity
2002
2003
2004
2005
2006
2007Cruis'n
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017Cruis'n Blast

Original arcade releases[edit]

The original arcade games were developed by Midway and designed by Eugene Jarvis. All of them have the same general gameplay. The objective in each game is to outrun nine cars in various different levels located in different real world places. Players can choose individual levels or 'Cruise' and race each track in order. A variety of different cars in each game is available.

The first title in the series is Cruis'n USA which was released into video arcades in 1994 by Midway. The race starts in San Francisco's Golden Gate Bridge and ends at the White House in Washington, D.C. Arcade units can be linked to provide multiplayer gameplay. The original arcade game, along with Killer Instinct, was promoted as running on Nintendo's Ultra 64 hardware, later known as the Nintendo 64 home console. In reality, the arcade releases use significantly different hardware. Initially slated as a launch title for the home console, Cruis'n USA was delayed for over two months and released on December 3, 1996. It features a downgrade in graphics as well as controversial censorship of the arcade original.[1][2] In the Nintendo 64 version, most of the levels are initially locked except for U.S. Route 101. Along the way players can race in different difficulties to unlock new paint jobs and upgrades. The Nintendo 64 version can also save progress using up to six accounts on the Game Pak, and an additional six accounts by using nine pages on a Controller Pak. Despite the differences from the arcade original and poor reception from critics, the game was a commercial success and re-released in 1998 as a Nintendo's Player's Choice Million Seller title. Ten years later, the N64 version of the game was released on the Wii's Virtual Console. Due to Midway Games' bankruptcy, it was not released on the Wii U Virtual Console, though the game can be played on the Wii U in Wii Mode.

The first sequel to the game Cruis'n World was released into arcades also in 1996. The general gameplay remained the same, with different locales. The race now starts in Hawaii and ends in Florida. New to the game was a stunt system, which allowed players to perform stunts and gain time to finish the race. The Nintendo 64 version was developed by Eurocom and originally scheduled for release in fall 1997, but the game was silently delayed until the summer/fall of 1998. It was better received than the port of the original game. In the Nintendo 64 version, most of the levels and tracks are available from the start with additional cars and stages and new paint jobs available as unlockables. There are also new courses and cars only available in the Nintendo 64 version, as well as Rumble Pak support. Progress in the Nintendo 64 version can be saved using up to four accounts on the Game Pak. Again, this version went through some censorship (namely the removal of the ability to kill wildlife). Both the arcade and Nintendo 64 version now allowed for up to four players on the track.

The third and final game in the original arcade series, Cruis'n Exotica was released into arcades at the end of 1999. The game featured twelve new tracks, with the race starting in Hong Kong and ending on Mars. The game retains the stunts feature of the previous game and adds a PIN system by which players can store their in-game history by establishing a personal passcode using the cabinet's keypad. Home versions were released for the Nintendo 64 and Game Boy Color in fall 2000. Gratuitous Games developed the Nintendo 64 version, which replaced some licensed cars from the arcade (e.g. the Chevrolet Corvette (C5), Plymouth Barracuda and Plymouth Prowler) with generic equivalents. The Game Boy Color version, which was developed by Crawfish Interactive and the Nintendo 64 version all feature unlockable tracks and cars. The Nintendo 64 version can again save different accounts while the Game Boy Color version uses a password system. Yet again, the Nintendo 64 version was censored to remove the ability to kill wildlife, and both the arcade and Nintendo 64 versions can allow up to four players on the track.

Subsequent titles[edit]

Cruis 'n Blast arcade cabinets

The next game in the series, Cruis'n Velocity was released exclusively for the Game Boy Advance in 2001. This game was developed by Graphic State and published by Midway Games. The race takes place in exotic places like Las Vegas, Holland, Alaska, and Mars. The objective of the game is to outrun seven other cars in fourteen different courses by using the new boost system. Just as in the previous games, the player can unlock new kinds of stages and cars. The game uses the password system to save progress and allows up to four players by using the Game Boy Advance Link Cable.

In 2004, Eugene Jarvis's new company, Raw Thrills, released The Fast and the Furious, an arcade game based on the 2001 film. The game was heavily based on the original Cruis'n games, with players choosing from seven different cars and cruising through twelve different courses. The race starts in New York's Times Square, and ends in Los Angeles's Mulholland Drive. The game features a nitrous system, which gives cars a brief boost of speed. The game also has a money system by which players earn cash to unlock new upgrades. It was later ported to the Wii by Just Games Interactive and released by Midway in 2007 as Cruis'n, which featured none of the original game's The Fast and the Furious branding. The Wii version was heavily criticized for its dated presentation, shallow gameplay and long loading times.

A new entry, Cruis'n Blast (play-tested under beta names Cruis'n Adventure and Cruis'n Redline) licensed to Raw Thrills by Nintendo was released in January 2017.[3]

Cruisin The World Arcade Game

References[edit]

  1. ^'Nintendo to censor Cruis'n'. IGN.
  2. ^'Results of Cruis'n USA Poll'. IGN.
  3. ^Sam Machkovech (November 2, 2016). 'You'll need to hit the arcades to play new Daytona USA, Cruis'n'. ArsTechnica. Condé Nast. Retrieved February 26, 2017.

External links[edit]

Cruisin Exotica Arcade Game

  • Cruis'n at the Killer List of Videogames
  • Cruis'n series at NinDB

Cruisin Arcade Game

Retrieved from 'https://en.wikipedia.org/w/index.php?title=Cruis%27n&oldid=997082701'




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