Daytona USA

Last updated

Daytona USA
Daytona USA arcade flyer.jpg
Daytona USA arcade flyer with the deluxe cabinet pictured
Developer(s) Sega AM2
Publisher(s) Sega
Director(s) Toshihiro Nagoshi
Producer(s) Toshihiro Nagoshi
Yu Suzuki
Designer(s) Makoto Osaki
Yukinobu Arikawa
Programmer(s) Daichi Katagiri
Koki Koiwa
Hideomi Miyauchi
Composer(s) Takenobu Mitsuyoshi
SeriesDaytona USA
Platform(s)
ReleaseArcade
  • JP/NA: March 1994
  • WW: April 1994
Sega Saturn
  • JP: April 1, 1995
  • NA: May 11, 1995
  • EU: July 8, 1995
Windows
  • JP: September 27, 1996 (Enhanced Board version)
  • EU: November 14, 1996
  • NA: November 6, 1996 [1]
  • JP: December 6, 1996
PlayStation 3
  • NA: October 25, 2011
  • JP: October 26, 2011
  • EU: November 23, 2011
Xbox 360
  • WW: October 26, 2011
Genre(s) Racing
Mode(s) Single-player, multiplayer
Arcade system Sega Model 2

Daytona USA [a] is a 1994 arcade racing game developed by Sega AM2. Inspired by the popularity of the NASCAR motor racing series in the US, the game has players race stock cars on one of three courses. It was the first game to be released on the Sega Model 2 arcade system board. Released by Sega in March 1994, Daytona USA is one of the highest-grossing arcade games of all time.

Contents

Sega partnered with GE Aerospace to develop the Model 2, which renders 3D graphics capable of texture filtering and texture mapping. Daytona USA was developed by AM2 after a meeting of the heads of Sega's regional offices to decide on a game to debut the Model 2 hardware. The concept was suggested by Tom Petit, president of Sega's American arcade division, with input from AM2 director Toshihiro Nagoshi, who became the game's director and producer. Sega aimed to outperform Namco's Ridge Racer (1993). The developers researched motorsports extensively; they mapped Daytona International Speedway, and their experience developing Virtua Racing (1992) helped with lighting and camera control.

Daytona USA was a critical and commercial success, with its graphics, soundtrack and gameplay all receiving high praise. The game was ported to the Sega Saturn in 1995, and was followed by sequels and enhanced versions for consoles and arcades. It has been frequently named one of the best video games of all time.

Gameplay

The player driving through the beginner course (arcade version) Daytona USA screenshot.png
The player driving through the beginner course (arcade version)

In Daytona USA, the player drives a stock car known as the Hornet. [2] The player's objectives are to outrun the competing cars and complete the race before time runs out, passing checkpoints to collect more time. [3] Players begin in last place and compete against a field of up to 39 computer-controlled cars, dependent on the course selected. [4] [5] Three courses are available for play: Beginner, Advanced, and Expert, also known respectively as Three Seven Speedway, Dinosaur Canyon, and Seaside Street Galaxy. [4] Adaptive difficulty is used; the first lap of each race measures the skill of the player and adjusts the difficulty of opponents accordingly. For less skilled players, opposing cars open lanes for the player, while higher-skilled players have to deal with opponents that block their path. [2] [6] The game's physics include realistic driving mechanics, including drifting and power sliding. [2] The steering wheel in the arcade cabinet uses force feedback so players feel collisions and bumps. [4] Shifting is performed with an H-type shifter. [7]

Daytona USA's arcade version on the Model 2 is capable of displaying up to 300,000 texture-mapped polygons per second, [8] nearly double that of the previous Model 1. [9] Visually, the game uses texture filtering, giving the visuals a smooth appearance. [2] As in Virtua Racing , the game's camera system presents four different view perspectives from which the game can be played, and also includes the ability to view behind the car. [10] [11] The arcade version allows up to eight players to compete with each other, depending on the number of cabinets linked together. Linked deluxe cabinets may also include a camera pointing towards the drivers seat, linked to a closed-circuit television to show the player on a separate screen. [2] In multiplayer, only the lead driver needs to reach a checkpoint before time runs out. [12] Rubber-banding is used in multiplayer races to ensure all players stay involved in the race. [4]

The Sega Saturn version does not include multiplayer, [13] but includes an additional "Saturn" mode, which turns off the game's timer and adds more cars for the player to choose from. [14] Additional "Endurance" and "Grand Prix" modes are also included, both of which require pit stops. [15] Sustaining damage in a race in these modes will adversely affect the car's performance. [15] The PlayStation 3 and Xbox 360 versions included online multiplayer with up to eight players. [16]

Development

In September 1992, Sega partnered with the engineering division GE Aerospace to create its new arcade system board, the Model 2. They were connected via a cold call from GE's Bob Hichborn, who met with Sega executives at the division's Daytona Beach, Florida headquarters in 1990, and later at Sega's headquarters in Tokyo in November of the same year. At the second meeting, GE Aerospace executives brought a tape demonstrating the hardware's 3D graphics simulating the Daytona International Speedway. GE estimated that their sale of the Model 2’s graphics technology accelerated Sega's arcade hardware development by 14 months. [2] [17]

The heads of Sega's regional offices began discussing ideas for games to demonstrate the Model 2's capabilities. Sega's previous board, the Model 1, had debuted in 1992 with Virtua Racing, which was popular in Japan and Europe. Tom Petit, president of Sega's American arcade division Sega Enterprises USA, suggested that NASCAR would be an attractive brand to use for a Model 2 game in the US. Though Sega Europe's Vic Leslie had reservations due to the greater popularity of Formula One in Europe, Sega executives approved the concept. Petit and Sega Enterprises USA chief of finance Masahiro Nakagawa began negotiations with representatives of the Daytona 500 at Daytona International Speedway for a license to develop a game based on the race. To lower costs, Sega decided not to negotiate with NASCAR for a license, and so the game does not contain real sponsors, drivers, or cars. [2]

Director and co-producer Toshihiro Nagoshi Toshihiro Nagoshi 20140125.jpg
Director and co-producer Toshihiro Nagoshi

Sega mandated that Daytona USA had to be better than Namco's 1993 racing game Ridge Racer and it had to achieve higher sales. [2] [18] Ridge Racer had reached the top of arcade sales charts at the end of 1993 and beginning of 1994, [19] [20] [21] and it had received highly favorable reviews of its graphics, especially in comparison to Virtua Racing. [21] [22] [23] Development was assigned to Sega AM2, a development division headed by Yu Suzuki, who had led development on popular racing games including Hang-On , Out Run , and Virtua Racing. [2] AM2 director Toshihiro Nagoshi was given direct responsibility for the project, with Nagoshi and Suzuki serving as producers. [2] [4] The game was Nagoshi's first project as a director. Nagoshi was aware of the racing arcade games already on the market and decided he wanted to take his game in a different direction. [2] [6] While in the US for a meeting on the Model 2, Nagoshi was given tickets to a NASCAR race, and later recalled that it was a new experience for him because it was not a known style of racing in Japan. [4] [6] He chose to design his game to be "funky entertainment", in contrast to the simulation-based style of Ridge Racer. [4]

AM2 split into two teams: one focused on Daytona USA while the other developed Virtua Fighter . [24] As research for the project, Nagoshi read books and watched videos on NASCAR, although he found it difficult to convey the emotions of the sport to his staff in Japan. Game planner Makoto Osaki said he purchased a sports car and watched the NASCAR film Days of Thunder more than 100 times. Programmer Daichi Katagiri was an avid player of arcade racing games at the time and leaned on that experience. [4] The developers used satellite imagery and sent staff to photograph Daytona International Speedway; [2] [8] Nagoshi walked a full lap to get a feel for the banking in the corners. [2] The team considered both Daytona International Speedway and Bristol Motor Speedway for the game's beginner course. According to Nagoshi, because Daytona USA was not intended to be a simulation game, and because it would be sold in Japan and Europe in addition to North America, the oval and tri-oval designs were rejected as too repetitive. The final design for the beginner circuit, Three Seven Speedway, uses the tri-oval layout with a sharper final turn that requires strong braking. [4]

Unlike Virtua Racing's Model 1 hardware, the Model 2 is capable of displaying surface detail on its 3D graphics with texture mapping. [17] As this was new for the developers, trial and error was used to find the most effective approach. [4] Suzuki also reached out to Sega designer Jeffery Buchanan, who suggested placing interesting features, such as a dinosaur fossil and a clipper ship, at various locations within the game. [17] Katagiri said there was no need to develop software for rendering because the Model 2 hardware handled this. For camera control and lighting effects, the team drew on its experience developing Virtua Racing. Daytona USA shares some features with Ridge Racer, including a drifting mechanic. Nagoshi initially planned not to include drifting as NASCAR stock cars do not drift, but changed his mind when the team decided not to focus on simulation. [4] He did not believe in fortune telling, but chose the number 41 for the Hornet player car because he was told by someone close to him that the number would be lucky. [2] [6]

The soundtrack was composed by Takenobu Mitsuyoshi, who had no familiarity with stock car racing. He chose to include vocals after hearing Ridge Racer's techno soundtrack and deciding to try a different approach; he recorded his own vocals as the fastest way to get the music into the game. [4] Each course has a corresponding song. [18] "Let's Go Away", the Daytona theme, uses a mixture of rock and funk instrumentals, [25] while "Sky High" leaned on Mitsuyoshi's background in jazz fusion. A hidden track, "Pounding Pavement", was inspired by "Hotel California" by the Eagles and is accessible by holding the fourth view perspective button while selecting the beginner track in the arcade version. [18] For the arcade version, the songs were sampled onto a Yamaha sound chip, including the drums and Mitsuyoshi's voice, then reconstructed by varying when the tracks would play and loop. [4] This was the only way to include vocals, due to technical limitations of the Model 2. [2] For the Saturn version, the music was remixed. [26]

Release

Prior to release, Sega debuted a prototype of Daytona USA at the Amusement Machine Show in Tokyo in August 1993, [27] [28] and it was tested in select Japanese arcades the same month; [4] [29] Petit stated that this was done to measure how the games would be received by the public. [2] The complete version of Daytona USA was released in Japan in March 1994, [2] and made its North American debut the same month at Chicago's American Coin Machine Exposition (ACME); [30] [31] it was subsequently released worldwide in April 1994. [2] According to Petit, Sega delayed the worldwide launch to measure reception before investing in other territories. The standard game was released in a twin-seat cabinet and a deluxe cabinet fitted with detailed seats on top of subwoofers; [2] Sega originally planned to use actual car seats, but management determined the seats were too difficult to enter and exit. [29] Daytona USA debuted at number two on arcade operator publication RePlay's "Player's Choice" chart and stayed on the list for five years, with 16 months at number one. [2] Daytona USA was rereleased in 1996 in arcades as Daytona USA: Special Edition, designed as a smaller, more affordable cabinet. [32]

Daytona USA was a launch game for the Sega Saturn (pictured above) in North America and Europe. Sega-Saturn-Console-Set-Mk1.jpg
Daytona USA was a launch game for the Sega Saturn (pictured above) in North America and Europe.

Around the time of the worldwide release, Sega announced releases for its Saturn and 32X consoles, [9] but a year later, Sega announced their intention to focus solely on the Saturn. [33] In early 1995, Sega AM2's Saturn division split into three departments, each charged with converting a different arcade game to the Saturn: Virtua Fighter 2 , Virtua Cop , and Daytona USA. Due to slow progress on the Daytona USA conversion, several members of the Virtua Fighter 2 team were reassigned to Daytona USA. [34] [35] AM2 completed the conversion in April 1995. [34] [36] It was a Western launch game for Saturn, [37] [38] and was also released for Windows via SegaSoft. [39] [40] In Japan, two separate Windows releases were done in September and December 1996, with the first released version supporting specific graphics cards such as Leadtek's WinFast GD400. [41] [42] A Windows version was released in Europe on November 14, 1996, [43] and in North America in December of the same year. [40]

Remakes and sequels

Daytona USA: Championship Circuit Edition , a reworked and expanded version of Daytona USA, was released in 1996 for the Saturn. [44] Developed by Sega's consumer software division, [4] it uses a modified version of the game engine used for Sega Rally Championship . [45] An enhanced arcade remake, called Sega Racing Classic, was released in 2010 and is the first title in the series not branded with the Daytona name as Sega no longer owned the rights at the time. [4] [46] It operates on Sega's RingWide arcade system board and features high definition graphics and an arranged instrumental soundtrack. [47] Another enhanced version was released digitally for the PlayStation 3 and Xbox 360 in 2012, as Daytona USA. It includes both the original arcade soundtrack and the arranged soundtrack from Sega Racing Classic with vocals by Mitsuyoshi, along with added features including eight player online multiplayer, challenge, and karaoke modes. [16] The Xbox 360 version was later made backward compatible on the Xbox One and extended to the Xbox Series X/S. [48]

Daytona USA 2: Battle on the Edge , an arcade-exclusive sequel using the Sega Model 3 hardware, was released in 1998. [49] It is the only Daytona game that uses no courses or music from the original. [4] Daytona USA 2001 , a remake of Daytona USA and Championship Circuit Edition, was released in 2001 for the Dreamcast, with graphical upgrades, online multiplayer, and new courses. [50] Daytona Championship USA, also referred to as Daytona USA 3, debuted in late 2016 as an arcade exclusive; it was the first Daytona-branded arcade game in 18 years. [51]

Reception and legacy

Arcade

Daytona USA was popular in arcades. In Japan, it was the ninth highest-grossing arcade game of 1994, [79] and the highest-grossing dedicated arcade game of 1995. [80] In North America, it was listed by arcade industry magazine Play Meter as one of the top two highest-grossing arcade video games of 1994, [81] with the twin cabinet receiving a Diamond Award from the American Amusement Machine Association (AAMA) that year; [82] it again received a Diamond Award the following year for being one of America's top three best-selling arcade games of 1995. [83] In the United Kingdom, it topped the dedicated arcade charts for six months in 1994, from May to October. [84] Retro Gamer 's Nick Thorpe said that though Daytona USA is considered anecdotally one of the most successful arcade games for its multiplayer and longevity, exact figures were difficult to find. [4] In 2015, IGN 's Luke Reilly said that the game is "perhaps the most recognisable arcade racing game of all time and the highest-grossing sit-down cabinet ever" and noted the continued presence of Daytona USA cabinets in arcades and bowling alleys. [85]

The original arcade game was critically acclaimed by video game and arcade industry publications alike. Upon its North American debut at ACME 1994, it received a highly positive reception from Play Meter and RePlay, which both considered it the game of the show while praising the graphics and gameplay, [30] [31] but with Play Meter criticizing the expensive cabinet price. [30] Rik Skews of Computer and Video Games considered Daytona USA the best arcade game he had played in years, and praised its "state-of-the-art" graphics, sound, and damage physics. [54] Also highly regarding Daytona USA's graphics were Electronic Gaming Monthly (EGM), which asserted that "the stakes in the arcade wars have been raised again", [10] and GamePro's Manny LaMancha, who argued that Daytona USA is a combination of Virtua Racing's action with Ridge Racer's realism. [86] In contrast, Bob Strauss of Entertainment Weekly compared the game to watching a movie, and said, "Picture yourself watching a sci-fi movie, set in a futuristic arcade, that involves a dizzying car race. 'Wow!' you can imagine saying to yourself, 'How did they do those special effects?' You'll have the same reaction while enjoying Daytona USA". [66]

Saturn

The Saturn version received a positive reception, with high scores from most critics, though a number of them criticized it for graphical issues. [4] Maximum highly regarded the challenging course design and realistic game mechanics, particularly the impact of wind resistance, but criticized the low-resolution graphic texture mapping, clipping, and lack of multiplayer. [13] While identifying improvements on the North American version of the game compared to the Japanese version, two sports game reviewers for EGM found problems with the frame rate and animation. [55] By contrast, a reviewer for Sega Saturn Magazine found the game graphically impressive aside from the pop-up and asserted it had strong arcade-style gameplay, [75] and one from Next Generation argued that, while "Daytona USA suffers from an accumulation of weaknesses, if it's a fast, thrilling racing game you're after, the Saturn conversion has a great deal to recommend". [62] The Windows version was a port of the Saturn's, and was not as well-received for inheriting the Saturn version's graphical issues despite being released a year later. [4]

Several reviewers compared the Saturn version to Ridge Racer's PlayStation conversion. Computer and Video Games considered the Saturn's Daytona USA better than the PlayStation's Ridge Racer, with Mark Patterson claiming that, while "nowhere near as polished as Ridge Racer, it does play better, mainly because you can ram the other cars off the track and smash your own car up". [14] While Air Hendrix of GamePro concluded Daytona USA's "intense gameplay and breathtaking graphics will exhilarate any racing fan" and had positive feedback for the additions of Saturn mode and mirror mode, he argued it "pales in comparison" to the PlayStation version of Ridge Racer in terms of "features, gameplay, and graphics". [59]

Retrospective

Daytona USA was named one of the best games of all time by Next Generation in 1996, [87] GamesMaster in 1996, [88] Computer and Video Games in 2000, [89] EGM in 1997 and 2001, [90] [91] Yahoo! in 2005, [92] and Empire in 2009. [93] It was named one of the best coin-op games by EGM in 1997 [94] and by Killer List of Videogames , [95] and one of the best retro games by NowGamer in 2010 [96] and EGM in 2006. [97] Edge named it the 70th "best game to play today" in 2009. [98] In 2015, IGN named it the sixth-most influential racing game, [85] asserting that it "remains a shining example of arcade racing done oh so right". [85] Thorpe wrote that Daytona USA "doesn't just stand alongside the likes of Turbo , Out Run, Super Monaco GP and Sega Rally as part of a proud arcade racing heritage, but perhaps defines it". [4]

According to aggregator Metacritic, the Xbox 360 version received "generally favorable reviews" and the PlayStation 3 version received "mixed" reviews. Justin Towell of GamesRadar+ regarded Daytona USA as "a joyous, jubilant celebration of everything that made arcade games so exciting" and the new survival mode "a brilliant test of memory, logic and dexterity". [61] 1Up.com 's Ray Barnholt praised this version but expressed disappointment at the lack of new features. [16] By contrast, Eurogamer 's Martin Robinson asserted that "age doesn't seem to have ravaged Daytona USA's core" and wrote that the game serves as "fitting tribute to one of arcade racing's enduring icons". [3]

See also

Notes

  1. Japanese: DAYTONA(デイトナ) USA, Hepburn: Deitona USA

Related Research Articles

<span class="mw-page-title-main">Sega Saturn</span> Home video game console

The Sega Saturn is a home video game console developed by Sega and released on November 22, 1994, in Japan, May 11, 1995, in North America, and July 8, 1995, in Europe. Part of the fifth generation of video game consoles, it is the successor to the successful Genesis. The Saturn has a dual-CPU architecture and eight processors. Its games are in CD-ROM format, including several ports of arcade games and original games.

<i>Virtua Fighter</i> (video game) 1993 video game

Virtua Fighter is a fighting game created for the Sega Model 1 arcade platform by AM2, a development group within Sega, headed by Yu Suzuki. An early prototype version was location tested in Japan by August 1993, before the complete game was released worldwide in December 1993. It was the first arcade fighting game to feature fully 3D polygon graphics. The game was ported to Sega Saturn as a global launch title in 1994 and 1995, and also received a port to the Sega 32X.

<i>Virtua Cop</i> 1994 video game

Virtua Cop is a 1994 light gun shooter game developed by Sega AM2 and designed by Yu Suzuki. It was originally an arcade game on the Sega Model 2 system, and was ported to the Sega Saturn in 1995 and Windows in 1996. The Saturn version included support for both the Virtua Gun and Saturn mouse, as well as a new "Training Mode" which consists of a randomly generated shooting gallery.

<i>Sonic the Fighters</i> 1996 video game

Sonic the Fighters, also known as Sonic Championship, is a 1996 three-dimensional fighting video game from Sega. The game, developed by Sega AM2 and built on their Model 2 arcade system, pits players in one-on-one battles with a roster of characters from the Sonic the Hedgehog series. Sonic the Fighters was made using the fighting engine for Fighting Vipers (1995), and it was the first 3D game in the Sonic series; the idea for a Sonic fighting game was conceived when a Sega AM2 programmer experimented with a 3D Sonic the Hedgehog model in Fighting Vipers, its animation impressing and convincing the Sonic Team to approve the project.

<i>Sega Rally Championship</i> 1995 video game

Sega Rally Championship is a 1995 racing game developed and published by Sega. Originally released for arcades using the Sega Model 2 board, ports were published for the Sega Saturn in 1995 and Microsoft Windows in 1997. The Sega Rally Championship simulates driving on different surfaces, with different friction properties, with the car's handling changing accordingly. As the first racing game to incorporate this feature, Sega Rally Championship is considered to be one of the milestones in the evolution of the racing game genre. It was also an early rally racing game and featured cooperative gameplay alongside the usual competitive multiplayer.

<i>Virtua Racing</i> 1992 racing game

Virtua Racing or V.R. for short, is a Formula One racing video game developed by Sega AM2 and released for arcades in 1992. Virtua Racing was initially a proof-of-concept application for exercising a new 3D graphics platform under development, the "Model 1". The results were so encouraging that Virtua Racing was fully developed into a standalone arcade title.

<span class="mw-page-title-main">Sega AM2</span> Japanese video game developer

Sega AM Research & Development No. 2, previously known as SEGA-AM2 Co., Ltd., is a video game development team within the Japanese multinational video game developer Sega. Yu Suzuki, who had previously developed arcade games for Sega including Hang-On and Out Run, was the first manager of the department.

<i>Virtua Cop 2</i> 1995 video game

Virtua Cop 2 is a light gun shooter arcade game, released in 1995 and developed internally at Sega by their AM2 studio. It was ported to the Sega Saturn in 1996, PC in 1997, and Sega Dreamcast in 2000. It was bundled with Virtua Cop in Virtua Cop: Elite Edition for PlayStation 2 in 2002.

<i>Fighters Megamix</i> 1996 video game

Fighters Megamix is a 1996 fighting game developed by Sega AM2, a crossover between Sega's 3D arcade fighting games Virtua Fighter 2 and Fighting Vipers, with unlockable characters from several other AM2 games such as Virtua Cop 2 and Daytona USA. Developed for Sega Saturn, it had a global release in 1997; unlike most of AM2's games of the era, Fighters Megamix did not have an arcade release.

<i>Virtua Fighter 2</i> 1994 arcade video game

Virtua Fighter 2 is a 1994 fighting video game by Sega. It is the sequel to Virtua Fighter (1993), and the second game in the Virtua Fighter series. Created by Sega's Yu Suzuki-headed AM2 team, it was designed on the purpose-made Sega Model 2 hardware which provided a significant upgrade in graphical capabilities. Following its release on the arcades, Virtua Fighter 2 was ported to the Sega Saturn home console in November 1995, while ports for some other platforms appeared later.

<i>Fighting Vipers</i> 1995 video game

Fighting Vipers is a 1995 fighting video game developed by Sega AM2. A 3D fighter, it uses the same game engine as AM2's Virtua Fighter 2 (1994) but features enclosed arenas and an armor mechanic, and was targeted more towards Western audiences, using a U.S. setting and more freeform styles of martial arts.

<i>F1 Challenge</i> 1995 video game

F1 Challenge is an officially licensed Formula One game developed by Bell Corporation and produced by Sega for the Sega Saturn. The game contains only three of the many Formula One circuits – Hockenheim, Monte Carlo, and Suzuka – while having another three based on the fictional Neo City, containing three different configurations.

<i>Virtua Fighter 3</i> 1996 video game

Virtua Fighter 3 is a 1996 fighting game developed and published by Sega, the sequel to 1994's Virtua Fighter 2 as part of the Virtua Fighter series. Released originally in arcades, Virtua Fighter 3 was the first arcade game to run on the Sega Model 3 system board. The use of this new hardware gave the game revolutionary graphics for its time. Two new characters were added to the roster: Aoi and Taka-Arashi, both of whom are oriented around traditional Japanese martial arts.

<i>Rad Mobile</i> 1991 video game

Rad Mobile is a racing arcade game developed by Sega AM3 and published by Sega. It was first published in Japan in October 1990, followed by an international release for arcades in February 1991. Rad Mobile was Sega's first 32-bit game, using Sega's System 32 arcade system board. It was also the first ever appearance of Sonic the Hedgehog, who appears as an ornament hanging from the driver's rearview mirror.

Virtua Fighter is a series of fighting games created by Sega AM2 and designer Yu Suzuki. The original Virtua Fighter was released in December 1993 and has received four main sequels and several spin-offs. The highly influential first Virtua Fighter game is widely recognized as the first 3D fighting game released. The latest mainline release was Virtua Fighter 5 in 2006; this version has since been continuously updated.

<i>Scud Race</i> 1996 video game

Scud Race, known as Sega Super GT in North America, is an arcade racing video game released by Sega in 1996. It is the first racing game to use the Sega Model 3 hardware. Despite being released well within the lifetime of the Sega Saturn, no Saturn port was ever announced. A Dreamcast port was announced for the system's 1998 launch lineup and was shown as a tech-demo in the Dreamcast Presentation in 1998, but was cancelled.

<i>Ridge Racer</i> (1993 video game) 1993 racing video game

Ridge Racer is a 1993 racing video game developed and published by Namco, and the first title in what would become the Ridge Racer series. It was released initially on the Namco System 22 arcade system board and ported to the PlayStation home console in 1994. Ridge Racer was notable for being the first arcade video game with 3D texture-mapped graphics, with its System 22 hardware capable of texture mapping and Gouraud shading.

<i>Ace Driver</i> 1994 arcade game

Ace Driver is a 1994 racing arcade game developed and published by Namco. The player controls a Formula One racer, with the objective being to complete three laps of a race course and to avoid a collision with opponents and other obstacles. Three difficulty levels are available, as is a mode to enable a gear shift. Similar to Namco's own Final Lap series, the arcade cabinet can be linked together with another unit to enable eight-person multiplayer. It ran on the Namco System 22 arcade hardware.

<i>Daytona USA: Championship Circuit Edition</i> 1996 video game

Daytona USA: Championship Circuit Edition, or Daytona USA: Circuit Edition in Japan, is a racing game by Sega, specifically designed for the Sega Saturn. Released in 1996, it is a reworked and extended version of the original Daytona USA, and was developed by Sega AM3, the same team that oversaw the Saturn port of Sega Rally Championship, by using a modified version of the Sega Saturn engine of Sega Rally Championship.

<i>Indy 500</i> (1995 video game) 1995 video game

Indy 500 is a 1995 arcade racing game developed by Sega AM1. Based on the IndyCar Series, the game possesses a license from the Indianapolis Motor Speedway, home of the Indianapolis 500, and includes the speedway as one of its courses. Indy 500 was AM1's second game developed using 3D computer graphics and their first to utilize color textures. While planned as a Model 3 arcade system board release, delays in the hardware's completion led to use of the Model 2 instead. A Sega Saturn port was planned, but later canceled. Reception to Indy 500 was mixed, with some critical comparison to other games such as Sega AM2's Daytona USA and Namco's Ace Driver and Rave Racer.

References

  1. "SEGA ENTERTAINMENT ACCELERATES PC POWER WITH ALL-TIME ARCADE HIT DAYTONA USA". Sega Central. Sega of America. November 6, 1996. Archived from the original on December 19, 1996. Retrieved October 29, 2024.
  2. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Horowitz, Ken (2018). The Sega Arcade Revolution: A History in 62 Games. McFarland & Company. pp. 199–204. ISBN   9781476631967.
  3. 1 2 3 Robinson, Martin (October 26, 2011). "Daytona USA Review". Eurogamer . Archived from the original on December 19, 2020. Retrieved September 4, 2019.
  4. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 Thorpe, Nick (August 2018). "The Making of Daytona USA". Retro Gamer . No. 184. pp. 20–29.
  5. Freeman, Will (October 6, 2017). "Daytona USA: why the best arcade racing game ever just won't go away". The Guardian . Archived from the original on November 11, 2020. Retrieved December 9, 2020.
  6. 1 2 3 4 Nagoshi, Toshihiro (December 19, 2011). Daytona USA Dev Diary (YouTube). Sega . Retrieved June 7, 2023.
  7. "テイ トナ USA". Gamest (in Japanese). Vol. 112. April 1994. p. 124. Retrieved June 7, 2023.
  8. 1 2 "Prescreen: Daytona". Edge . No. 7. April 1994. pp. 27–28.
  9. 1 2 "CVG Work-In-Progress: Daytona USA". Computer and Video Games . No. 150. May 1994. pp. 32–33.
  10. 1 2 "Arcade Action: Daytona USA". Electronic Gaming Monthly . No. 59. June 1994. p. 68.
  11. Reeves, Greg (October 1994). "Player's Perspective: Simulators and scary creatures in videoland". Play Meter . Vol. 20, no. 11. pp. 115–9.
  12. Baize, Anthony (November 14, 2014). "Daytona USA – Overview". AllGame . Archived from the original on November 14, 2014. Retrieved September 5, 2019.
  13. 1 2 3 "Daytona USA". Maximum: The Video Game Magazine . No. 1. October 1995. pp. 146–7.
  14. 1 2 3 Lord, Gary; Patterson, Mark; Clays, Simon; Rad Automatic (May 1995). "Daytona USA". Computer and Video Games . No. 163 (June 1995). pp. 15–21.
  15. 1 2 3 "Testscreen: Daytona USA". Edge . No. 21. pp. 72–75.
  16. 1 2 3
  17. 1 2 3 Ismail, Adam (March 24, 2023). "'Daytona USA' Was Built on Lockheed Martin Defense Technology". Jalopnik . Archived from the original on May 20, 2023. Retrieved June 7, 2023.
  18. 1 2 3 Jeriaska (July 28, 2009). "Interview: A Daytona USA Audio Reunion". Gamasutra . Archived from the original on October 15, 2020. Retrieved October 10, 2020.
  19. "Game Machine's Best Hit Games 25 - アップライト, コックピット型TVゲーム機 (Upright/Cockpit Videos)". Game Machine (in Japanese). No. 462. December 1, 1993. p. 25.
  20. "Equipment Poll - Video & Pinball Combined". Play Meter . Vol. 20, no. 3. February 1994. p. 8.
  21. 1 2 "Arcade Action". Computer and Video Games . No. 149. April 1994. pp. 82–86.
  22. "New wave graphics dominate AMS '93". Edge . No. 2. November 1993. pp. 16–18.
  23. "Prescreen". Edge . No. 6. March 1994. pp. 20–23.
  24. "Yu Suzuki: Sega's driving force". Edge . No. 9. June 1994. pp. 45–50.
  25. Greening, Chris (August 1, 2012). "Daytona USA Anniversary Box -Let's Go Away-". Video Game Music Online. Archived from the original on December 19, 2020. Retrieved December 16, 2020.
  26. Williamson, Colin (December 21, 2000). "A Brief History of Daytona". IGN . Archived from the original on August 27, 2012. Retrieved July 8, 2023.
  27. "Daytona USA". Electronic Gaming Monthly . No. 51. October 1993. p. 222.
  28. "Once Again, JAMMA Says "Bigger is Better"". RePlay. Vol. 19, no. 1. October 1993. pp. 129–150.
  29. 1 2 Sega Arcade History (in Japanese). Enterbrain. 2002. pp. 39–40, 178. ISBN   978-4-7577-0790-0.
  30. 1 2 3 "ACME '94". Play Meter . 20 (5): ACME 22–3, 42, 62, 68, 70. April 1994.
  31. 1 2 "News Digest / ACME 94". RePlay. Vol. 19, no. 7. April 1994. pp. 25, 93, 120.
  32. "Driving Force". Electronic Gaming Monthly . No. 89. Ziff Davis. December 1996. p. 144.
  33. Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World . Prima Publishing. pp. 508, 531. ISBN   0-7615-3643-4.
  34. 1 2 Ogasawara, Nob (May 1995). "The Creation of Daytona, and the Future Projects of AM2". Electronic Gaming Monthly . No. 70. Sendai Publishing. pp. 70–71.
  35. Leadbetter, Rich (November 1995). "Virtua Fighter: The Second Coming". Sega Saturn Magazine . No. 1. pp. 36–41.
  36. "Virtua Fighter 2 Development Diary". Sega Saturn Magazine . No. 2. December 1995. p. 46.
  37. "1995: The Calm Before the Storm?". Next Generation . No. 13. January 1996. p. 47.
  38. "Sega Hopes to Run Rings Around the Competition with Early Release of the Saturn". Electronic Gaming Monthly . No. 72. July 1995. p. 30.
  39. McWhertor, Michael (November 1, 2016). "Sega's bringing Daytona back to arcades". Polygon . Archived from the original on March 30, 2019. Retrieved September 4, 2019.
  40. 1 2 "Release List". Ultra Game Players . No. 89. October 1996. p. 75.
  41. "Sega PC: Daytona USA" (in Japanese). Sega. Archived from the original on November 2, 2001. Retrieved March 4, 2023.
  42. "Sega PC: Daytona USA Expansion Board Version" (in Japanese). Sega. Archived from the original on April 6, 2004. Retrieved March 4, 2023.
  43. "Events and Software Releases". Computer and Video Games . No. 181. November 1996. p. 49.
  44. "In the Studio". Next Generation . No. 22. October 1996. p. 19.
  45. "Daytona USA: Championship Circuit Edition". Sega Saturn Magazine . No. 12. October 1996. pp. 12–14.
  46. "Sega Racing Classic". Sega. Archived from the original on October 2, 2016. Retrieved September 4, 2019.
  47. Robinson, Martin (October 19, 2009). "Daytona HD Confirmed". IGN . Retrieved July 11, 2023.
  48. Robinson, Martin (March 21, 2017). "Daytona USA is coming to Xbox One today". Eurogamer . Archived from the original on December 19, 2020. Retrieved March 21, 2017.
  49. "Finals". Next Generation . No. 45. September 1998. p. 144.
  50. "Daytona USA 2001". IGN . March 14, 2001. Archived from the original on April 18, 2019. Retrieved June 26, 2014.
  51. McWhertor, Michael (November 15, 2016). "Sega gives us our first look at Daytona 3". Polygon . Archived from the original on December 19, 2020. Retrieved September 4, 2019.
  52. "Daytona USA for Xbox 360 Reviews". Metacritic . Archived from the original on November 29, 2020. Retrieved December 17, 2020.
  53. "Daytona USA for PlayStation 3 Reviews". Metacritic . Archived from the original on November 16, 2020. Retrieved December 17, 2020.
  54. 1 2 Skews, Rik (August 15, 1994). "Arcade Action: Daytona USA". Computer and Video Games . No. 154 (September 1994). pp. 66–67.
  55. 1 2 "Team EGM: Daytona (Saturn) by Sega". Electronic Gaming Monthly . No. 72. July 1995. p. 114.
  56. "NEW GAMES CROSS REVIEW: ディトナUSA". Weekly Famicom Tsūshin (in Japanese). No. 329. April 7, 1995. p. 33.
  57. "Legacy Review Archives". Game Informer . Archived from the original on December 14, 2018. Retrieved October 3, 2021.
  58. "Daytona USA". GameFan . Vol. 3, no. 7. July 1995. p. 13.
  59. 1 2 Hendrix, Air (August 1995). "ProReview: Daytona USA". GamePro . No. 83. IDG. p. 50.
  60. "Daytona USA". GamesMaster . No. 30. Future plc. June 1995. pp. 58–59.
  61. 1 2 3 Towell, Justin (November 16, 2011). "Daytona USA review". GamesRadar+ . Archived from the original on December 19, 2020. Retrieved June 7, 2023.
  62. 1 2 "Finals". Next Generation . No. 7. July 1995. p. 66.
  63. "Daytona USA". PlayStation Official Magazine – UK . Future Publishing. January 2012. p. 114.
  64. "Daytona USA". Xbox 360: The Official Xbox Magazine. No. 79. December 2011. p. 104.
  65. "Daytonna USA". Player One (in French). No. 55. Média Système Édition. pp. 58–59.
  66. 1 2 Strauss, Bob (August 12, 1994). "Daytona USA". Entertainment Weekly . Archived from the original on December 19, 2020. Retrieved September 4, 2019.
  67. "Daytona Racing". Games World . No. 1. July 1994. p. 25.
  68. "Daytona USA". Games World . No. 15. September 1995. p. 69.
  69. "AOU". Gamest (in Japanese). Vol. 113. May 1, 1994. p. 69. Retrieved June 7, 2023.
  70. "IG Reviews: Daytona USA". Intelligent Gamer. No. 6. November 1996. p. 108.
  71. "Saturn Round-Up". Mean Machines Sega . No. 35. p. 88.
  72. "Daytonna USA". PC Team (in French). February 21, 1997. p. 58.
  73. "Die Hits de Leser" [The Reader Hits]. Sega Magazin (in German). No. 28 (März 1996). February 14, 1996. p. 21.
  74. "Daytona USA". Sega Pro . No. 45. pp. 40–41.
  75. 1 2 "Review: Daytona USA". Sega Saturn Magazine . No. 1. November 1995. p. 95.
  76. "VideoGames Best of '94". VideoGames - The Ultimate Gaming Magazine . No. 74 (March 1995). February 1995. pp. 44–7.
  77. "AMOA Jukebox And Game Awards Nominees Announced" (PDF). Cash Box . July 23, 1994. p. 30.
  78. "Coin Machine: AMOA JB And Games Awards Nominees Announced" (PDF). Cash Box . July 22, 1995. p. 30.
  79. "第8回 ゲーメスト大賞" [8th Gamest Awards]. Gamest (in Japanese). Vol. 136. January 1995. pp. 40–59.
  80. ""Virtua Fighter 2" and "Virtua Cop" Top Videos" (PDF). Game Machine (in Japanese). No. 511. Amusement Press, Inc. February 1, 1996. p. 22.
  81. "1994". Play Meter . Vol. 20, no. 13. December 1994. p. 92.
  82. "ACME Awards". RePlay. Vol. 20, no. 7. April 1995. pp. 68–9.
  83. "And the Winner Is..." Next Generation . No. 17. Imagine Media. May 1996. p. 21.
    • "Charts". Edge . No. 11. August 1994. pp. 80–1.
    • "Charts". Edge . No. 12. September 1994. pp. 82–3.
    • "Charts". Edge . No. 13. October 1994. pp. 80–1.
    • "Charts". Edge . No. 14. November 1994. pp. 88–9.
    • "Charts". Edge . No. 15. December 1994. pp. 90–1.
    • "Charts". Edge . No. 16. January 1995. p. 98.
  84. 1 2 3 Reilly, Luke (April 3, 2015). "The Top 10 Most Influential Racing Games Ever". IGN . Archived from the original on December 19, 2020. Retrieved September 4, 2019.
  85. LaMancha, Manny (August 1994). "Hot at the Arcades". GamePro . No. 61. p. 20. Retrieved January 4, 2021 via Internet Archive.
  86. "Top 100 Games of All Time". Next Generation . No. 21. September 1996. p. 63. Archived from the original on February 3, 2017. Retrieved September 13, 2015..
  87. "Top 100 Games of All Time". GamesMaster . No. 44. July 1996. p. 77.
  88. "Top Games". Computer and Video Games . No. 218. January 2000. pp. 53–67.
  89. "Best Games of All Time". Electronic Gaming Monthly . No. 100. November 1997. pp. 101–155.
  90. "Top 100 Games of All Time". Electronic Gaming Monthly . 2001. Archived from the original on December 20, 2001. Retrieved April 12, 2017.
  91. "The 100 greatest computer games of all time". Yahoo! . 2005. Archived from the original on August 1, 2005. Retrieved April 12, 2017.
  92. "The 100 Greatest Games". Empire . 2009. Archived from the original on May 15, 2011. Retrieved April 12, 2017.
  93. "The 10 Best Arcade Games of All Time". Electronic Gaming Monthly . No. 100. November 1997. p. 130.
  94. "The Top Coin-Operated Videogames of All Time – The International Arcade Museum". Killer List of Videogames . Archived from the original on April 1, 2013. Retrieved September 13, 2015.
  95. "100 Greatest Retro Games". NowGamer . 2010. Archived from the original on December 13, 2014. Retrieved September 5, 2019.
  96. "The Greatest 200 Videogames of Their Time". Electronic Gaming Monthly . February 6, 2006. Archived from the original on October 17, 2012. Retrieved November 19, 2013.
  97. "The 100 Best Games To Play Today". Edge . March 9, 2009. Archived from the original on February 2, 2014. Retrieved January 21, 2014.