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In Rush 2049, the "Extreme" handling level. In the console versions, turning up the difficulty reduces the time limit. The "Extreme"-level cars in San Francisco Rush.
Subverted in the circuit modes dying will end the race but still allow you to move on to the next round.
If no player cars are remaining, it's a Game Over.
Final Death Mode: In the console ports, turning on "Death Mode" causes any car that explodes to remain gone for the remainder of the race. Fake Longevity: The console versions' Circuit Modes are as long as they are because they use not only the base versions of the tracks, but also their reversed, mirrored, and reversed-and-mirrored variations, resulting in four times as many rounds as there are unique tracks. Additionally with an N64 Expansion Pak you can to unlock 2 more tracks and an additional circuit in 2049. Expansion Pack: The arcade version of 2049 got two of them: The Tournament Edition which adds some now-defunct tournament functionality, and the Special Edition which adds the two courses from the console versions with some new paths and shortcuts. However, turning the Suicide setting to "Humans" will cause only human-controlled cars to exhibit this behavior. Even TOUCHING another car causes both cars to explode, with especially hilarious results at the beginning of an 8-car race when the CPU-controlled opponents inevitably bump into each other. Rush 2 adds a "Suicide" mode which exaggerates this trope, found in the cheat menu. Your car will instantly explode if flipped upside down, no exceptions. In the console ports of San Francisco Rush and Rush: The Rock, Track 6 (7 in The Rock) has a hidden cavern where the Sutro Baths would be containing a two-story stunt arena. In San Francisco Rush Track 2, if you can jump across the gap in the Bay Bridge, you'll find a hidden half-pipe stunt area with advertisements for Mace: The Dark Age, one of Midway's other games. Early Installment Weirdness: The Alcatraz course first appears in the N64 version as a Secret Level, but in a far different state than how it would appear in later games, with less guardrails, looser turns, heavier use of generic textures, and less flashy shortcuts. Drive On Water: Except when it just resets you because you're not supposed to be there. It's fairly easy to crash while taking a shortcut, but get through without bursting into pieces and you'll put yourself at an advantage. Difficult, but Awesome: The shortcuts. Decade-Themed Filter: The Playstation intro starts in this manner, using jumpy film stock and vintage piano music, and being presented in black and white. Damage-Proof Vehicle: In 2049, you can make your car go end over end, and, unlike other Rush games, where this trope is averted, if you manage to land on your wheels, the car will be completely undamaged. Cool Car: Some propelled by rockets, some with wings and all get bonus points for doing wicked midair spins. It is possible to get a jump height of over 100 by driving up one of the bridge rails, at which point the height counter will flash, but you get no gameplay advantage for it and you'll likely slow yourself down more than if you just jumped normally, if not outright make a crash landing. Cool, but Inefficient: 2049's Track 3 has a bridge ramp you can jump, and the game will measure your jump height. E.g., the Muscle Car is a Corvette Stingray, the Prototype is a Ford GT-90, the Sportster is a Dodge Viper, and the Panther is a McLaren F1. Benevolent Architecture: Sure, the streets are cordoned off for the race, but someone still overlooked those ramps, subway tunnels, spacious sewer pipes, and hills that are just perfect for shortcuts. Awesome, but Impractical: The Rocket in Rush 2, Has explosive acceleration and handling, and, unsurprisingly for a rocket on wheels, handles like an elephant on ice. Arrange Mode: The N64 San Francisco Rush and Rush 2 have a tag mode where the game lasts 5 minutes and the player who is IT! tries to tag the other player's car to make them IT! Each player has a timer that counts up so long as they're IT! whoever has less time on their clock when the game ends wins. SAN FRANCISCO RUSH 2049 ARCADE SERIES
This game series demonstrates the following tropes:
San Francisco Rush 2049 ( Game Boy Color - 2000). San Francisco Rush 2049 ( Dreamcast and Nintendo 64 - 2000). San Francisco Rush 2049 (Arcade - 1999) note The last arcade game to be published under the Atari name. Rush 2: Extreme Racing USA (Nintendo 64 - 1998). San Francisco Rush: Extreme Racing ( PlayStation - 1998). San Francisco Rush The Rock: Alcatraz Edition (Arcade - 1997). San Francisco Rush: Extreme Racing ( Nintendo 64 - 1997).
San Francisco Rush: Extreme Racing ( Arcade - 1996).