![]() The element of icon-collecting is integral to the gameplay simply due to the fact that if you don't grab them, you'll either run out of time, or not finish the race in the qualifying place. The action is relatively smooth, but not altogether fast ¿ the game's pace is dependent entirely on your ability to pick up power-up icons that will boost your car's speed for a second or two. There's no Golden Gate Bridge, Bay Bridge, or Transamerica building either ¿ the game could have had any title attached to it, and probably would have benefited from that simply to reduce the expectations gamers might have. The problem is, it looks like the graphics and track designers wanted to focus more on the futuristic element rather than the San Francisco location, so don't expect Lombard, Market, or Mission Streets to be portrayed here. It's more positioned at a side angle to create a more 3D look to the graphics, which work pretty well ¿ the nine tracks are very surreal and futuristic, and many of them twist under and over each other to produce the individual circuits. What I'm saying is, don't expect San Francisco Rush in the portable version of San Francisco Rush 2049 ¿ it's a rather straight-forward racing game borrowing the namesake.īut if you just look at the game for what it is, it's a relatively fun little racer in the top-down style of games like Micro Machines and Test Drive 6 for the system. The Game Boy Color version's developer was given the task to move the game from arcade to handheld, and obviously the 12-year-old hardware isn't quite up to the task of emulating the 3D-accelerated graphics and floating-point math-calculated physics. That said, I'm a bit disappointed in San Francisco Rush 2049 simply because while it's using the name of the Midway franchise, it really doesn't capture any of the elements that makes the series so unique and fun to play. ![]()
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