Software:San Francisco Rush: Extreme Racing
| San Francisco Rush: Extreme Racing | |
|---|---|
Arcade flyer | |
| Developer(s) | Atari Games[lower-alpha 1] |
| Publisher(s) | Atari Games[lower-alpha 2] |
| Producer(s) | John Ray |
| Designer(s) | Spencer Lindsay
|
| Programmer(s) | Alan Gray |
| Composer(s) | Gunnar Madsen
|
| Series | Rush |
| Platform(s) | Arcade, Nintendo 64, PlayStation, Windows |
| Release | |
| Genre(s) | Racing |
| Mode(s) | Single-player, multiplayer |
| Arcade system | Atari Flagstaff |
San Francisco Rush: Extreme Racing is a 1996 racing video game developed and published by Atari Games for arcades. It was later ported to home consoles under the Midway label, beginning with the Nintendo 64 in 1997 and the PlayStation and Windows in 1998. An updated version named San Francisco Rush The Rock: Alcatraz Edition was later released with more tracks and cars. It was a critical and commercial hit, and became the first in the Rush series, followed by San Francisco Rush 2049 (1999), bounded by the non-arcade Software:Rush 2: Extreme Racing USA (1998).
Gameplay

The game involves racing through locations based on real-life San Francisco cities. Races can take place during day, night and snow.[4]
Development
San Francisco Rush was built around the 3dfx Voodoo Graphics dual chips.[5] The 3dfx hardware was cheaper to develop for than proprietary systems, and Atari used the savings to sell the game at a lower price to arcade operators.[6] It was unveiled at the 1996 Amusement & Music Operators Association (AMOA) show.[7] After originally looking at maps of San Francisco, knowing that the cars would be going 150–160 mph, they realized that they would instead have to craft an alternate version of the city that was more 'fun'.[8]
The new tracks included in The Rock: Alcatraz Edition were actually designed for the Nintendo 64 version of the game, with the sole exception of the Alcatraz track.[9][10]
Release
Arcade
Released in 1996, the original San Francisco Rush: Extreme Racing features three tracks that take place in San Francisco, California, and eight playable vehicles. San Francisco Rush: Extreme Racing is the first game to use Atari Games' Flagstaff engine.
Released in 1997, San Francisco Rush: The Rock was a ROM update for the original game, allowing arcade owners to extend the life of the original cabinet.[9] The update brought four tracks, including the Alcatraz track, and four new cars.[10][11] The arcade cabinet is seen in one clip in the music video for Len's "Steal My Sunshine" (1999).
Released in 1998, San Francisco Rush: The Rock: Wave Net is the third and final installment of San Francisco Rush. It's an updated version of The Rock with support for multi-player online gaming using Midway's WaveNet against other arcades.[12]
Nintendo 64
Rush was ported to the Nintendo 64 in 1997. This conversion contains six tracks, with two of them containing secret stunt courses, plus one hidden track from both San Francisco Rush: Extreme Racing and San Francisco Rush The Rock: Alcatraz Edition. The regular tracks can be run in either reverse or mirrored modes and feature added collectible hidden keys throughout the track that can be used to unlock hidden vehicles. Most of the original cars appeared in this conversion, but some from San Francisco Rush The Rock: Alcatraz Edition are not present. This conversion contains a Practice Mode and a Death Race mode where all cars that crash during a race remain on the track in a wreck,[13] thereby ending the game if the player crashes. The Nintendo 64 port of Rush also includes a Circuit Mode and a save system for Fast Times, circuit progress, and hidden keys that the player can find on secret spots to unlock new cars.
San Francisco Rush The Rock: Alcatraz Edition was presumed to be ported to the Nintendo 64 for release in 1998, but advertisements included in the box of the Nintendo 64 version stating the game was "Coming Fall 1998 for Nintendo 64" were later reported to be in error. The advert was actually intended solely for the arcade version, which includes all of the tracks that were already in the Nintendo 64 version,[14] and Rush The Rock already released in arcades in October 1997. In the end, a Rush sequel with the complete Alcatraz track, Rush 2: Extreme Racing USA, released in 1998 in the US for the Nintendo 64.
PlayStation
Rush was ported to the PlayStation in 1998. This conversion contains three tracks, plus an exclusive bonus track. None of the original music from the arcade versions is present, and the announcer voice has been modified, but some of his voiceover is included in the game. Some of the modes from the Nintendo 64 port are included. The Death Race mode was renamed Extreme Race, and circuit mode was included but with fewer tracks. There are two exclusive modes: the GP Mode where the player plays ten races to earn points depending on where he/she finished, and the Explosive Mode which is a single race where the player's car will go ablaze and end the game if it goes under 60 mph. The PlayStation version has all eight original cars but none of the San Francisco Rush The Rock: Alcatraz Edition cars. The gameplay is also different from the arcade version, as the gravity is higher than the arcade version, reducing the jump airtime, and the steering sensitivity was also modified.
Other ports
San Francisco Rush: Extreme Racing was planned to be ported to the Game Boy Color, but the project was cancelled. A prototype was discovered and made public in January 2022.[15]
San Francisco Rush The Rock: Alcatraz Edition was released on PC exclusively with the Quantum3D Raven video card, and was designed to run only on that specific card.[16][17] Versions slightly modified to remove the check for this card can run with some fidelity on other Glide-based cards of the era from 3Dfx, and by using a Glide wrapper, on more modern PCs. It is a near-perfect conversion of the arcade game, although it suffers from several collision detection issues and other bugs.[citation needed]
San Francisco Rush The Rock: Alcatraz Edition was ported in 2005 to the GameCube, PlayStation 2, and Xbox as part of Midway Arcade Treasures 3, and a similar version is also included in Midway Arcade Treasures Deluxe Edition for the PC. The Arcade Treasures version is a recreation of the original game, with a new physics engine and sound changes: The game's audio was replaced entirely with a new announcer voice, uses remixed or altered music tracks, and has completely different sound effects. This version received heavy criticism by fans for the alterations made to the audio along with the new physics engine[citation needed] in the game. The PC version had a critical bug where the car would go over 200 mph and then blow up if gas was held on without braking.
Reception
| Reception | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
San Francisco Rush was a major hit in arcades, and was cited as a comeback title restoring Atari Games' fortunes as an arcade game developer.[6]
Next Generation reviewed the arcade version of the game, rating it four stars out of five, and stated that "what's coolest about this game are the shortcuts: into sewers, off broken-down freeways, onto skyscraper rooftops, and other unexpected places. Camouflaged in the urban settings of San Francisco, these shortcuts can cut players far ahead of opponents, or if they blow it and crash, a shortcut can set them back to the end of the pack. Either way, it adds a thrill of discovery not usually found in driving games and makes the risk well worth it."[31]
Reviews for the Nintendo 64 port ranged from mixed to laudatory. For example, while Electronic Gaming Monthly's Kraig Kujawa called it "a nice-looking racer with major problems", co-reviewer Kelly Rickards described it as "fun to play and a solid addition to the Nintendo 64's already large library of racers",[22] and Next Generation concluded that "SF Rush is just short of brilliant. It's a fun, challenging game that keeps you playing over and over again."[32] Critics widely applauded the game's numerous hidden shortcuts,[22][26][28][32][38] exhilarating and unrealistically high jumps,[22][28][32][38] and inclusion of a multiplayer mode with a solid frame rate.[26][28][32][38] GamePro remarked, "Never mind your heart - the death-defying leaps will make you leave your stomach in San Francisco."[38]
The Nintendo 64 version's controls were more controversial. Next Generation and IGN both praised them as tight and balanced,[28][32] but other critics experienced problems. GamePro, which gave the game a 4.5 out of 5 for fun factor and graphics but a 3.0 for control, said "The analog stick just isn't responsive, and there's no way to power slide."[38] John Ricciardi and Crispin Boyer of Electronic Gaming Monthly both found the brakes so ineffectual that they had to put the car in reverse to handle turns, while Rickards said the control takes getting used to but ultimately works.[22] The game's soundtrack was widely derided as the worst part of the game,[22][26][28][38] though Next Generation deemed it enjoyable,[32] and some critics found that a few of the tunes are so strident that they add a humorous camp value to the game.[22][26]
Critics almost unanimously said the Nintendo 64 port satisfactorily emulated the arcade version,[22][26][32][38] and praised the added console-exclusive content.[22][28][32][38] However, GameSpot concluded that while the port was as faithful as it could be given the limitations of consumer hardware, it could not fully recreate the feel that sitting in the arcade cabinet gave.[26] By contrast, IGN opined that "Because of all [its] new options and modes, SF Rush for Nintendo 64 feels like a whole new game -- a much better game designed for the home." The reviewer particularly noted how the additional secrets and the removal of the need to insert quarters more strongly encourages the player to explore.[28]
Reviewing the PlayStation version, French magazine Player One praised the better steering when it comes to sharp turns, but criticized the graphics.[34] Spanish magazine PlanetStation praised the jumps, speed, music, and multiple game modes, but criticized the graphics that are inconsistent with the framerate, and the minimal distinction between the playable cars.[37]
Sequels
The San Francisco Rush series was followed by three sequels. The first was Software:Rush 2: Extreme Racing USA, released in 1998 exclusively on Nintendo 64. The second was the futuristic San Francisco Rush 2049 which was released in 1999 for the arcade and ported to the Dreamcast and Nintendo 64 in 2000. The third and final one was L.A. Rush released in 2005.
Notes
- ↑ Nintendo 64 version developed by Midway; PlayStation version developed by Climax Development.
- ↑ Nintendo 64, PlayStation, and Windows versions published by Midway
References
- ↑ "Production Numbers". Atari. 1999. http://www.atarigames.com/atarinumbers90s.pdf.
- ↑ Akagi, Masumi (13 October 2006) (in ja). アーケードTVゲームリスト国内•海外編(1971-2005). Japan: Amusement News Agency. p. 112. ISBN 978-4990251215. https://archive.org/details/ArcadeGameList1971-2005/page/n113/mode/2up.
- ↑ "Game Informer News". Game Informer. 1999-02-21. http://www.gameinformer.com/news/nov97/110597e.html. Retrieved 2023-04-06.
- ↑ "SAN FRANCISCO RUSH EXTREME RACING - (PAL)". https://psxdatacenter.com/games/P/S/SLES-01208.html.
- ↑ "NG Alphas: San Francisco Rsuh". Next Generation (Imagine Media) (26): 88. February 1997.
- ↑ 6.0 6.1 "NG Alphas: Atari Comes Alive". Next Generation (Imagine Media) (35): 78. November 1997.
- ↑ "San Francisco Rush Extreme". Electronic Gaming Monthly (Ziff Davis) (89): 144. December 1996.
- ↑ EPNdotTV (2016-01-25), Tomb Raider Visit to Core - S1:E4 - Electric Playground, https://www.youtube.com/watch?v=2cT-Mg_pAkM, retrieved 2018-08-22
- ↑ 9.0 9.1 "NG Alphas: San Francisco Rush: The Rock, Alcatraz Edition". Next Generation (Imagine Media) (35): 78. November 1997.
- ↑ 10.0 10.1 "San Francisco Rush: The Rock: No Rush to Escape from the Rock". Electronic Gaming Monthly (Ziff Davis) (102): 98. January 1998.
- ↑ Johnny Ballgame (January 1998). "San Francisco Rush: The Rock: Alcatraz Edition". GamePro (IDG) (112): 68.
- ↑ The Whizz (May 1998). "Catch a Wave: Wavenet". GamePro (IDG) (116): 36.
- ↑ "San Francisco Rush: Leapin' Lamborghinis!". Electronic Gaming Monthly (Ziff Davis) (100): 36. November 1997.
- ↑ "Rush: The Rock Not Coming to N64 - IGN". Ign64.ign.com. 18 November 1997. http://ign64.ign.com/articles/061/061458p1.html.
- ↑ "San Francisco Rush: Extreme Racing (Game Boy Color) - The Cutting Room Floor". https://tcrf.net/San_Francisco_Rush:_Extreme_Racing_(Game_Boy_Color).
- ↑ "Raven & Ventana". http://www.thedodgegarage.com/3dfx/q3d_other.htm.
- ↑ "Quantum 3D Raven" (in de). http://3dfx-banshee.de.tl/Quantum-3D-Raven.htm.
- ↑ "San Francisco Rush: Extreme Racing for Nintendo 64". https://www.gamerankings.com/n64/198546-san-francisco-rush-extreme-racing/index.html.
- ↑ "San Francisco Rush: Extreme Racing for Playstation". http://www.gamerankings.com/ps/198547-san-francisco-rush-extreme-racing/index.html.
- ↑ McKim, Dustin. "San Francisco Rush Extreme Racing Review". http://www.allgame.com/game.php?id=11709&tab=review.
- ↑ Barnes, J.C.. "San Francisco Rush Extreme Racing Review". http://www.allgame.com/game.php?id=7957&tab=review.
- ↑ 22.0 22.1 22.2 22.3 22.4 22.5 22.6 22.7 22.8 "Review Crew: San Francisco Rush". Electronic Gaming Monthly (Ziff Davis) (101): 192. December 1997. https://archive.gamehistory.org/item/7d2a7347-8628-4fc8-a98b-7634e6c59fc8. Retrieved August 25, 2025.
- ↑ Kelly; John R; Kraig; Crispin (June 1998). "San Francisco Rush". Electronic Gaming Monthly (107): 117. https://archive.org/details/electronic-gaming-monthly-issue-107-june-1998/page/n119/mode/2up. Retrieved September 1, 2025.
- ↑ "San Francisco Rush Extreme Racing". Game Informer. June 1998. http://www.gameinformer.com/cgi-bin/review.cgi?sys=psx&path=jun98&doc=sanfran. Retrieved September 1, 2025.
- ↑ "Viewpoint". GameFan 5 (12): 20, 22, 24. December 1997. https://archive.org/details/Gamefan_Vol_5_Issue_12/page/n25/mode/2up?q=. Retrieved December 5, 2021.
- ↑ 26.0 26.1 26.2 26.3 26.4 26.5 26.6 Fielder, Joe. "San Francisco Rush Review". https://www.gamespot.com/reviews/san-francisco-rush-review/1900-2545151/.
- ↑ Brody, John. "San Francisco Rush Review". https://www.gamespot.com/reviews/san-francisco-rush-review/1900-2549224/.
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 28.6 28.7 Casamassina, Matt (November 7, 1997). "San Francisco Rush". https://www.ign.com/articles/1997/11/08/san-francisco-rush.
- ↑ Chen, Jeff (April 2, 1998). "San Francisco Rush". https://www.ign.com/articles/1998/04/03/san-francisco-rush-3.
- ↑ Weaver, Tim (January 1998). "San Francisco Rush". N64 Magazine (Future Publishing) (11): 34–39.
- ↑ 31.0 31.1 "Finals". Next Generation (Imagine Media) (28): 134. April 1997.
- ↑ 32.0 32.1 32.2 32.3 32.4 32.5 32.6 32.7 32.8 "Speed 3". Next Generation (Imagine Media) (36): 161. December 1997.
- ↑ Scott; Dan; Ench; Terry (November 1997). "San Francisco Rush". Nintendo Power 102: 93. https://archive.org/details/nintendo-power-issue-127-december-1999/Nintendo%20Power%20Issue%20102%20November%201997/page/n101/mode/2up. Retrieved December 5, 2021.
- ↑ 34.0 34.1 Chon (July–August 1998). "Vite Vu" (in fr). Player One: 138. http://download.abandonware.org/magazines/Player%20One/playerone_numero088/Player%20One%20088%20-%20Page%20138%20%281998-07-08%29.jpg.
- ↑ "ESPORTE TOTAL" (in pt). SuperGamePower: 44. June 1998. https://archive.org/details/SuperGamePower_Ano_04_No._051_1998-06_Nova_Cultural_BR_pt/page/n43.
- ↑ "San Francisco Rush: Extreme Racing" (in de). Video Games: 88. January 1999. https://archive.org/details/video-games-de-1999-01/page/88/mode/2up. Retrieved September 1, 2025.
- ↑ 37.0 37.1 "SAN FRANCISCO RUSH: No es lo mismo volar a San Francisco que volar en San Francisco" (in es). PlanetStation: 25. December 1998. https://archive.org/details/PlanetStation_02/page/n23.
- ↑ 38.0 38.1 38.2 38.3 38.4 38.5 38.6 38.7 Dan Elektro (December 1997). "Nintendo 64 ProReview: San Francisco Rush Extreme Racing". GamePro (IDG) (111): 138.
External links
- San Francisco Rush: Extreme Racing at the Killer List of Videogames
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
- ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.
Wikidata has the property:
|
External links
- No URL found. Please specify a URL here or add one to Wikidata.
- San Francisco Rush: Extreme Racing at Arcade History
- San Francisco Rush: Extreme Racing (N64) at GameRankings
- San Francisco Rush: Extreme Racing (PS1) at GameRankings
Template:Atari Games Template:Rush series
