IGN64: Just give us a baseball bat and we'll work it out with management.Įd: Hey, I'll provide the bat. Come September it's shipping ready or not. IGN64: Why not delay the game to November, put the tracks in and guarantee Internet play?Įd: You know, I suggested that to management and you know what they told me? No. Otherwise, I'd take all of the existing tracks from the other versions and put them in the Dreamcast game. If we had time we could do that, but we're cutting pretty close on things we want to get into the game already and it's going to take us right to the hairy edge. Will they get the chance?Įd: Uh, for awhile we entertained the idea of getting all the old Rush tracks, taking the high-resolution textures and building them up. IGN64: Dreamcast owners have never seen the Alcatraz track, though. We're dropping Alcatraz because we've already done it twice before and people don't need to see it a third time.
SAN FRANCISCO RUSH 2049 N64 EMULATOR PLUS
They had Alcatraz that they beefed up again plus four new tracks. IGN64: What are the differences between the arcade and home console versions of Rush 2049?Įd: The arcade version had five tracks. And there are some features to the cars (that will be forthcoming) that are very futuristic. You'll see some things in here that are clearly not of this time.
The textures - the look and feel of the game - it's all going to be futuristic.
I can feed you the coin-up storyline, but the important thing is that it's futuristic. Why back to San Francisco for 2049 - and why in the future?Įd: That was the theme for Rush 2049 and I just decided to stick with it. IGN64: In Rush 2: Extreme Racing USA you featured race courses from all over the United States. We're just now getting everything started again. Nothing had been progressing on Nintendo 64 while were been developing tools. We just got a programmer in two or three weeks ago now, so what happened was that I had to take over the Dreamcast project so I dropped the Nintendo 64 stuff. We started back in June, but unfortunately I was a programmer short - I wanted someone to do the Dreamcast version. IGN64: How long has Rush: 2049 been in development now and when do you expect it'll be complete and ready to go?Įd: We're expecting to hit retail shelves for both Dreamcast and Nintendo 64 in September. Everything we proposed to them, though, they'd say, "Nah, nah - EA is doing that," or "Don't do that." We thought, okay, everything we'd like to do, they didn't want from us. We wanted to do something new and different and originally we had proposed a whole bunch of ideas and even gone to Sega. Rush: 2049 was one of the ideas that we proposed to them.
So they finally realized it and I said, "Okay fine, I'm out of here." That's when we started looking around again for other ideas. I had originally told them that it was not a good idea. The project I was working at the time was being met with cold feet. What changed your mind and when did you decide to go ahead with San Francisco Rush 2049?Įd Logg: That was probably back in the end of May, early June.
IGN64: Last time we talked, you were inquiring about possible game ideas and, at the time, you were absolutely opposed to doing another Rush game. In the meantime, though, feast your eyes on the first N64 screenshots of the game in action and enjoy the interview. We'll have a hands-on before the end of the week. Following is what Ed had to say about the 3D racer, which even in its early stage is already looking amazing and a sure bet to surpass all previous efforts. The folks at Atari have been hard at work on the latest addition to the series, San Francisco Rush 2049. IGN64 recently had the chance to meet up with Atari Games' main man Ed Logg, the talent behind the console versions of the winning Rush franchise.