Motor Toon Grand Prix

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Motor Toon Grand Prix
MTGP front.jpg
Cover art
Developer(s) Japan Studio (Polys Entertainment) [lower-alpha 1]
Publisher(s) Sony Computer Entertainment
Director(s) Kazunori Yamauchi
Producer(s) Toshiyuki Miyata
Yukio Nagasaki
Designer(s) Kazunori Yamauchi
Programmer(s) Yoshihiko Kurata
Artist(s) Susumu Matsushita
Composer(s) Seiji Toda
Hideya Nagata
Platform(s) PlayStation
Release
  • JP: December 16, 1994 [1]
Genre(s) Racing
Mode(s) Single-player, multiplayer

Motor Toon Grand Prix [lower-alpha 2] is a racing video game developed by Japan Studio's Polys Entertainment and published by Sony Computer Entertainment for the PlayStation. It was released exclusively in Japan on December 16, 1994. The game and its sequel were directed by Kazunori Yamauchi, and are precursors to his subsequent racing series Gran Turismo .

Contents

Development and release

Kazunori Yamauchi was the game's director. Festival automobile international 2015 - Kazunori Yamauchi - 006.jpg
Kazunori Yamauchi was the game's director.

Motor Toon Grand Prix was developed by Polys Entertainment, a division within Japan Studio, the first-party software developer for Sony Computer Entertainment (SCE). Japan Studio was established to create software for Sony's debut home console, the PlayStation. Although they had assisted Media.Vision on the PlayStation title Crime Crackers , Motor Toon Grand Prix would serve as SCE's first major in-house project. [2] They received additional support from third-party developer Bandit, [3] a company which specialized in localizing games for overseas markets. [4] Development was led by Polys Entertainment director Kazunori Yamauchi, who had joined Sony in the hopes of utilizing the 3D graphical capabilities of its next generation console to craft an exceptionally accurate racing simulation. However, as Yamauchi was new to the industry, his proposal was seen as too ambitious by SCE and was initially rejected. [5] With the success of simpler kart racing games (most notably Super Mario Kart ) proving highly successful, he instead opted for a less sophisticated work with a potentially broad appeal. [6] [7] The project began under the working title "Poly Poly Circus Grand Prix". [8] [9] [10] Illustrator Susumu Matsushita was brought in to provide his signature art style for the game's exaggerated character and vehicle designs. [1] [9] [11]

Production on Motor Toon Grand Prix lasted a year and a half. [12] The team strove to replicate a realistic gameplay experience in spite of its largely cartoon aesthetic. This meant attempting a sophisticated driving simulation without distracting from the game's enjoyment. "Basically we're not trying to fake reality – I'd rather create the sensation of handling a remote control car but with the kind of dynamics that you'd expect from a real car," Yamauchi stated. "The cars' suspensions actually work – we've attempted to simulate the dynamic forces as they go around corners." [9] Akihiko Tan was hired as the game's car simulation engineer. Enthralled by the capability of a home console running 3D computer graphics he only thought was possible on expensive workstations, Tan eagerly joined the staff half way through production and wrote the physics models for all the cars. [13] As development progressed, the Gouraud shaded polygons of the characters and vehicles were given texture mapped anthropomorphic features while its environment graphics were simplified to maintain a smooth frame rate. [3] It was originally announced that the game would have PlayStation Link Cable support for its multiplayer option, but a split screen mode was implemented instead. [3]

Staff rushed to finish the game during the final three months of development in order to meet a target completion date coinciding with the PlayStation's launch. Blaming exhaustion and lack of sleep, Yamauchi recalled that he was ultimately convinced by studio higher-ups that their work up to that point was "good enough" and that they should skip resolving certain technical issues in favor of just releasing it. Yamauchi regretted this decision as he claimed consumers shared concern of these issues when critiquing it. [12] Motor Toon Grand Prix was released exclusively in Japan on December 16, 1994, less than two weeks after the PlayStation debuted in the region. [14] Months later, Sony executive director Phil Harrison called Motor Toon Grand Prix a launch underperformer and "not indicative of the products that are coming down the line" when previewing the PlayStation's retail availability in North America and Europe. [15] Despite this claim, a direct sequel, Motor Toon Grand Prix 2 , was released internationally in 1996. [6] As the first installment had not been localized, the sequel dropped the number "2" in its title in North America. [16] [17] Shortly thereafter, Polys Entertainment was rebranded as Polyphony Digital. SCE allowed them to complete work on the first entry in the long-running, realistic racing franchise Gran Turismo, basing its gameplay engine on the one originally crafted for Motor Toon Grand Prix and refined in its sequel. [18] [19]

Reception

Next Generation gave it two out of five stars. They highly praised the Time Attack mode, but said that the two-player modes are disappointing due to the split screen cutting away too much of the player's forward view and players not being allowed to choose the same car. They further criticized that "the odd foibles of MTGP and the unnatural way in which the cars handle means it falls well short of Ridge Racer in challenge and excitement." [25]

Notes

  1. Additional work by Bandit.
  2. Japanese: モータートゥーン・グランプリ, Hepburn: Mōtātoūn Guranpuri

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