Beetle Crazy Cup

Miguel Tartaj, an executive producer at Xpiral, explained that the idea for the game's concept "came from doing all sorts of driving trials.

[4] Tom Price of Computer Gaming World wrote that it "is a near-perfect replication of the unique sensation of owning and driving an older Volkswagon [sic]."

[3] Amer Ajami of GameSpot wrote that the different game modes keep Beetle Crazy Cup "fresh and enjoyable", but criticized the Jump and Monster events for difficulty relating to the controls.

Ajami wrote that the vehicles "are modeled with a fair amount of detail and are skinned using adequate texture sizes.

Because of the "sluggish" controls, Nash wrote that the Monster event was "a bore to play as the slow movement makes it very difficult to stay interested."

Nash praised the sound effects, but wrote that the music "is so abysmal that it could drive almost anyone to the brink of insanity in no time.

The cars are shiny and realistic, but there is no damage modeling, so plowing headfirst into a guard rail won't cause a scratch.

Preston concluded that Beetle Crazy Cup was an "unpretentious little game that doesn't claim to be anything more than a budget title.

This little tidbit lends to the hypothesis that either the title was changed towards the end of production and there wasn't enough time to alter the intro, or that this was simply a glaring error of the quality assurance team."

Rouse called the graphics "extremely impressive," but criticized the music: "Sounding like a cross between old school country and a circus clown melody, the orchestration here is more than disturbing.

Kosak noted the large number of race tracks and game modes, and wrote that "the engine is fast and smooth, and the gameplay is a blast.