Cruis'n USA: Difference between revisions

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(The sluggish framerate is likely more accurate emulation, so we shouldn't be suggesting Overclocking to address in Config. Added note to Enancements section.)
(→‎Testing: ##GHz to ## GHz mass edit)
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{{Infobox VG
{{Infobox VG
|image       = [[File:Cruis'n USA.jpg|300px]]
|image     = [[File:Cruis'n USA.jpg|300px]]
|developer   = Williams
|developer = Williams
|publisher   = Nintendo
|publisher = Nintendo
|platforms = [[Nintendo 64]],[[Virtual Console]]
|series   = Cruis'n
|series       = ''Cruis'n''
|released = '''Nintendo 64'''<br/>{{vgrelease|NA=December 3, 1996|SA=1997|EU|April 12, 1998}}'''Virtual Console'''<br/>{{vgrelease|EU=March 28, 2008|NA|March 31, 2008}}
|released     = '''Nintendo 64'''<br />{{vgrelease|NA=December 3, 1996|EU=March 1, 1997}}'''Virtual Console'''<br />{{vgrelease|EU=March 28, 2008}}{{vgrelease|NA=March 31, 2008}}
|genre     = Racing
|genre       = Racing
|modes     = Single-player, Multiplayer (2)
|modes       = Single-player, Multiplayer (2)
|input     = Classic Controller, GameCube Controller
|input       = Classic Controller, GameCube Controller
|forumlink = https://forums.dolphin-emu.org/Thread-virtual-console-cruis-n-usa
|forumlink   = https://forums.dolphin-emu.org/Thread-virtual-console-cruis-n-usa
}}
}}


'''''Cruis'n USA''''' is an arcade racing game originally released in 1994. It was developed by Midway Games and published and distributed by Nintendo. It is the first game in the Cruis'n series and features locations around the United States. Although Cruis'n USA was advertised as running on Ultra 64 hardware (based on the Nintendo 64's hardware), it was actually implemented on the Midway V-unit hardware. The hardware consisted of a TMS32031 CPU clocked at 50 MHz, an ADSP-2115 DSP clocked at 10 MHz for sound and a custom 3D chip that could render perspective-correct but unfiltered quads at a high resolution (512 x 400 pixels).
Slam the pedal to the metal and hang on for a wild race across the highways of America in '''''Cruis'n USA'''''. Catch all the roadside scenery and famous landmarks from three different driving perspectives - from San Francisco's Golden Gate Bridge, South Dakota's Mount Rushmore to the rolling hills of Appalachia! Select one of five difficulty levels and even remove street traffic or rival racers from the course. Select one of 10 short courses or go the distance on an extended 14-stage road race.


Along with Killer Instinct Gold, it was planned as a launch title for the Nintendo 64. Neither game made it out for Nintendo 64's launch, however, primarily because the arcade versions of both games were done on hardware that was very different and somewhat more powerful than the console. Cruis'n USA, although impressive in arcades in 1994, got panned in 1996 when it was finally released on the Nintendo 64 because the port was less polished than the arcade version and its technology had already been surpassed by other games.
{{GlobalProblems}}
 
== Problems ==
{{Problems|{{#vardefineecho:problems|


<!-- To edit the Nintendo 64 VC Global Problems, navigate to "Template:GlobalProblems/Nintendo 64" (copy to the search box) -->
{{GlobalProblems|Nintendo 64}}


== Problems ==
}}}}


== Enhancements ==
== Enhancements ==
=== Addressing Low Framerates ===
=== Addressing Low Framerates ===
Nintendo 64 emulation is strenuous for the Wii. Sluggish framerates can be improved by using the Dolphin's options to overclock the Wii CPU. A CPU Clock Override of 175% should keep the framerate at a stable 30 FPS (1 player only) with no noticeable side effects. 2 player mode required an even higher override of 250% to avoid slowdown on San Francisco; the most stressful track.
Nintendo 64 emulation is strenuous for the Wii. Sluggish framerates can be improved by using Dolphin's options to overclock the Wii CPU (under Config/Advanced). A CPU Clock Override of 175% should keep the framerate at a stable 30 FPS (1 player only) with no noticeable side effects. 2 player mode required an even higher override of 250% to avoid slowdown on San Francisco; the most stressful track.


== Configuration ==
== Configuration ==
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== Testing ==
== Testing ==
{{testing/start}}
{{testing/start}}
<!--Use this template for test entries: {{esting/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=AMD FX 4130 @ 3.8GHz|GPU=AMD Radeon HD 6670|result=Slow but playable|tester=skittyz321}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=AMD FX 4130 @ 3.8 GHz|GPU=AMD Radeon HD 6670|result=Slow but playable|tester=skittyz321}}
{{testing/entry|revision=4.0-6245|OS=Windows 8.1|CPU=Intel Core i7-3630M @ 2.4GHz|GPU=NVIDIA GeForce GTX 660M|result=Accurate emulation, exhibited occasion bug when switching from Wii menu to game.|tester=akasha}}
{{testing/entry|revision=4.0-6245|OS=Windows 8.1|CPU=Intel Core i7-3630M @ 2.4 GHz|GPU=NVIDIA GeForce GTX 660M|result=Accurate emulation, exhibited occasion bug when switching from Wii menu to game.|tester=akasha}}
{{testing/entry|revision=4.0-9399|OS=Windows 7|CPU=Intel Core i5-4460 @ 3.2GHz|GPU=NVIDIA GeForce GTX 970|result=Accurate emulation. Very slow framerate in-game with default settings. A CPU Clock Override of 175% kept the framerate at a stable 30 FPS (1 player only) with no noticeable side effects. 2 player mode required an even higher override of 250% to avoid slowdown on San Francisco; the most stressful track I've encountered. No noticeable bugs at 250% either, just a shorter draw distance in 2 player mode (probably just an engine limitation). I only played about 8 races in 'Cruise the USA' mode, so that gives me a pretty good idea on how the rest of the game will play out.|tester=Jodeth}}
{{testing/entry|revision=4.0-9399|OS=Windows 7|CPU=Intel Core i5-4460 @ 3.2 GHz|GPU=NVIDIA GeForce GTX 970|result=Accurate emulation. Very slow framerate in-game with default settings. A CPU Clock Override of 175% kept the framerate at a stable 30 FPS (1 player only) with no noticeable side effects. 2 player mode required an even higher override of 250% to avoid slowdown on San Francisco; the most stressful track I've encountered. No noticeable bugs at 250% either, just a shorter draw distance in 2 player mode (probably just an engine limitation). I only played about 8 races in 'Cruise the USA' mode, so that gives me a pretty good idea on how the rest of the game will play out.|tester=Jodeth}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
<!--A full list of options is available at Template:VideoGallery/doc-->
{{VideoGallery
}}


[[Category:Virtual Console games]]
[[Category:Virtual Console games]]
[[Category:Nintendo 64 games]]
[[Category:Nintendo 64 games]]

Revision as of 23:20, 5 February 2022

Cruis'n USA
Cruis'n USA.jpg
Developer(s) Williams
Publisher(s) Nintendo
Series Cruis'n
Platform(s) Virtual Console, Nintendo 64
Release date(s) Nintendo 64
NA December 3, 1996
SA 1997
EU April 12, 1998
Virtual Console
EU March 28, 2008
NA March 31, 2008
Genre(s) Racing
Mode(s) Single-player, Multiplayer (2)
Input methods Classic Controller, GameCube Controller
Compatibility 5Stars5.pngEdit rating: Cruis'n USA
Perfect
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Slam the pedal to the metal and hang on for a wild race across the highways of America in Cruis'n USA. Catch all the roadside scenery and famous landmarks from three different driving perspectives - from San Francisco's Golden Gate Bridge, South Dakota's Mount Rushmore to the rolling hills of Appalachia! Select one of five difficulty levels and even remove street traffic or rival racers from the course. Select one of 10 short courses or go the distance on an extended 14-stage road race.

Problems

There are no reported problems with this title.

Enhancements

Addressing Low Framerates

Nintendo 64 emulation is strenuous for the Wii. Sluggish framerates can be improved by using Dolphin's options to overclock the Wii CPU (under Config/Advanced). A CPU Clock Override of 175% should keep the framerate at a stable 30 FPS (1 player only) with no noticeable side effects. 2 player mode required an even higher override of 250% to avoid slowdown on San Francisco; the most stressful track.

Configuration

This title does not need non-default settings to run properly.

Version Compatibility

The graph below charts the compatibility with Cruis'n USA since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21264 (current)
Δ
Δ
Δ
Δ
Δ
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
4.0.2 Windows 7 AMD FX 4130 @ 3.8 GHz AMD Radeon HD 6670 Slow but playable skittyz321
4.0-6245 Windows 8.1 Intel Core i7-3630M @ 2.4 GHz NVIDIA GeForce GTX 660M Accurate emulation, exhibited occasion bug when switching from Wii menu to game. akasha
4.0-9399 Windows 7 Intel Core i5-4460 @ 3.2 GHz NVIDIA GeForce GTX 970 Accurate emulation. Very slow framerate in-game with default settings. A CPU Clock Override of 175% kept the framerate at a stable 30 FPS (1 player only) with no noticeable side effects. 2 player mode required an even higher override of 250% to avoid slowdown on San Francisco; the most stressful track I've encountered. No noticeable bugs at 250% either, just a shorter draw distance in 2 player mode (probably just an engine limitation). I only played about 8 races in 'Cruise the USA' mode, so that gives me a pretty good idea on how the rest of the game will play out. Jodeth

Gameplay Videos