
It's almost as if Shigeru Miyamoto himself decided to sit down and make an arcade racer. Hidden items are everywhere, but they aren't obvious. In trying to obtain all the keys, we spent many hours in practice mode and in doing so accidentally discovered numerous hidden paths, jumps and other various secrets. By including this option and numerous others, the development team has managed to pull off a game that has much more replay value than the coin-up version. See a suspicious path while racing? Go into practice mode and check it out. Practice mode, another Nintendo 64 exclusive, gives players 1,000 seconds to simply explore each track to the fullest. Using a memory pak, keys are automatically saved so that players needn't look for them again. Lots of strategy, luck and fun will ensue. Players have to find a part of the track that might, when used, launch them high enough into the air to obtain the key. Others are suspended hundreds of feet in mid-air. Some are hidden behind walls or inside buildings. If all keys are obtained, the second secret car is revealed. If players find half of them, one of two secret cars will be unlocked. In a nutshell, there are six to eight hidden keys in each track. Atari Games has also included a 'hidden keys' option exclusive to the Nintendo 64 version. In any given track there are a number of hidden alternative paths, some of which are even short-cuts that house secrets and gravity defying jumps. Not likely to happen in reality, but we don't play games for a dose of reality, do we? While a standard racer is certainly imbedded in SF Rush's core, secret paths, keys, jumps, stunts, loops, rolls, caves and even skate parks make up the world beyond the track, and this is what separates and boosts Rush above the average racer. For example, hitting a ramp at 100 mph may send a player's car soaring into the air and onto the roof-top of one of the surrounding buildings. The control is well-balanced and the car physics are realistic, despite the fact that the gravity in the game is not. Quick turns, cliffs, jumps, dead-end walls, and every other obstruction known to man has also been included for added enjoyment.

Seven computer-controlled opponents swerve in and out of player's paths in attempts to foil a qualifying finish. Gameplay is simple players race through six tracks (each with different degrees of difficulty) and try to rank as highly as possible. Because of all these new options and modes, SF Rush for Nintendo 64 feels like a whole new game - a much better game designed for the home. Rush 64 features brand new tracks (in addition to the originals), secret cars, new hidden keys options, circuit racing, Rumble Pak support, and even a very addictive practice mode. First of all, this is much more than a port. 64 Rush Many of you are no doubt wondering how well the game ported to Nintendo 64. Also in the arcade game, exploration was limited to how much money a person was willing to spend, as straying off track was likely to cost another quarter due to time constraints, and the short-cuts were risky. Using the Hard Drivin' style of driving realism and feedback, the game took on even more hurdles, so to speak.
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The game had pretty graphics, interactive control through the use of a force-feedback steering wheel and lots of jumps, ramps, and secrets to keep gamers busy. San Francisco Rush originally started out as an arcade game, and an impressive one at that. Unlike Top Gear Rally, though, Atari Games' San Francisco Rush puts more emphasis on catching air, finding secret areas, and good old-fashioned exploration. Oddly enough, the two best car racing games on Nintendo 64 (Top Gear Rally and San Francisco Rush) both come from a third-party publisher, Midway Home Entertainment.
