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All these parricular changes lead me to believe that that they were made ultimately to accomodate the Stunt Wing feature so its implementation feels more natural and organic than merely something that was tacked on to the games original intended design scheme in the arcade. There is also mention that the tracks both versions share are actually different via certain shortcuts and branching pathways. Handling feels tighter, more arcade like physics, while the latter feels looser, floatier and more open ended. The feature was created for the home versions to increase the products replay value for that particular market.įurthermore, people who have played both Arcade and DC versions of 2049 has stated that both handle very different. This feature was meant to be for the arcade but was scrapped for any number of reasons, or B. My theory in this one feature that set appart arcade and console ports of the game is that either A. The biggest tell tale though, is the "Stunt Wing" feature in gameplay.
San francisco rush 2049 dreamcast vs n64 update#
It had additional tracks over its arcade brethren (although its quick to note the final Arcade update to the game eventually received those tracks and then some). I havent invested much time on both arcade or Dreamcast versions of the game, but its rather clear that the console port is a more of a variation than a direct arcade port. Rush 2049 on consoles is an interesting subject.
I personally feel the platform did a rather stellar job at representing the racing games especially with regards to the arcade type racing sub genre, so it goes without saying that I very much look forward to reading your article!
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