The ultimate off-road driving adventure for the Nintendo GameCube!
- NA release: 7st August 2002
- EU release: 18th October 2003
- JP release: N/A
- Developer: Angel Studios
- Publisher: Rockstar
- NGC Magazine Score: 78%
- Mods Used: Widescreen Code


The Smuggler’s Run series of games are an example of something that came out at the wrong time. Not only is multiplayer a huge focus on the game, but the multiplayer modes in Warzones are based on either two teams of three competing against each other, or a large number of players competing individually. As the GameCube version only supports four people, you can never play a full match.
The original PS2 version (Smuggler’s Run 2) only supported two players, so the GameCube version is still an improvement, but it’s still not what it should be – this game should have been on PS2/Xbox later on when online was more of a thing.

In Smuggler’s Run: Warzones, you have to smuggle contraband on large, open maps. Despite the size of the maps and the live-action games making it seem serious, this “smuggling” is nothing more than driving between coloured checkpoints. You don’t even need to slow down or stop – just plough right through and the delivery is complete. The strangest thing about this is that the game never feels anywhere near as frantic or exciting as Crazy Taxi. The singleplayer really feels like it’s just practice for the multiplayer mode.

The multiplayer has a few modes, but the main one – and the one you’ll see often in singleplayer – is a 3v3 battle for contraband. Four packages will spawn together and you have to grab them and take them to your checkpoint. Bashing into a car with contraband will transfer it to you.
The loading screens give you loads of hints and tactics. Various cars are useful for particular roles and, due to this, teamwork is heavily important. Which is a big issue when there’s always CPU players, as you can never put these into practice. You can’t even give simple commands to your teammates.

The various areas are vast, however that’s all there is to them. They’re all rather bland and devoid of landmarks, which makes all missions and multiplayer maps feel like they’re just taking place on random sections of the area, instead of having areas built for missions and then connecting them in a more open world.
With the full amount of players, this game could be a lot of fun – but it’s not something that the game supports.

Fine
If you buy Warzones expecting it to become more complicated the longer you play, you’re likely to be disappointed. The objectives you fulfil in the early training levels are the sort of thing you’re still doing as the game reaches its conclusion. If that doesn’t bother you, it’s difficult to feel let down by what’s on offer: fast, tense, skilful driving combined with expertly-recreated chase sequences and some excellent – and, decisively, different-feeling – vehicles. It is a little bland, and it’s definitely repetitive, but Warzones is always suitably entertaining.
Tim Weaver, NGC Magazine #73
Remake or remaster?
This game was made for online, so a remaster with online would finally show off its potential.
Official Ways to get the game
There is no official way to get Smuggler’s Run: Warzones

Europe

Japan

North America
GameCube Games by Date
2002: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2003: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2004: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2005: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec
2006: Jan, Feb, Mar, Apr, May, Jun, Jul, Aug, Sep, Oct, Nov, Dec













This game sounds fascinating. What motivated publishers to even approve this pitch? “Let’s make a console-exclusive multiplayer game meant to be played between 6 people minimum” sounds like something that should’ve died on the whiteboard. Maybe it was meant for PC, but pivoted into consoles early on?
The early 2000s were a wild time for getting nonsense projects developed and published. I kinda miss that, honestly.
Meanwhile, they were working on a big western project with Capcom who ditched them, leading to the Smuggler’s Run publisher buying the studio and publishing their western game. It was some unknown game called Red Dead, so it’s not like Capcom made a mistake there.