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Daytona USA
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Daytona USA
Daytona USA is a 1994 racing video game developed by Sega AM2 and published by Sega for arcades. Inspired by the popularity of the NASCAR motor racing series in the United States, 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.
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 became one of the highest-grossing arcade games of all time, and was a critical and commercial success, with its graphics, soundtrack and gameplay 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.
In Daytona USA, the player drives a stock car known as the Hornet. The player's objectives are to outrun the competing cars and complete the race before time runs out, passing checkpoints to collect more time. Players begin in last place and compete against a field of up to 39 computer-controlled cars, dependent on the course selected. Three courses are available for play: Beginner, Advanced, and Expert, also known respectively as Three Seven Speedway, Dinosaur Canyon, and Seaside Street Galaxy. 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. The game's physics include realistic driving mechanics, including drifting and power sliding. The steering wheel in the arcade cabinet uses force feedback so players feel collisions and bumps. Shifting is performed with an H-type shifter.
Daytona USA's arcade version on the Model 2 is capable of displaying up to 300,000 texture-mapped polygons per second, nearly double that of the previous Model 1. Visually, the game uses texture filtering, giving the visuals a smooth appearance. 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. 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. In multiplayer, only the lead driver needs to reach a checkpoint before time runs out. Rubber-banding is used in multiplayer races to ensure all players stay involved in the race.
The Sega Saturn version does not include multiplayer, but includes an additional "Saturn" mode, which turns off the game's timer and adds more cars for the player to choose from. Additional "Endurance" and "Grand Prix" modes are also included, both of which require pit stops. Sustaining damage in a race in these modes will adversely affect the car's performance. The PlayStation 3 and Xbox 360 versions included online multiplayer with up to eight players.
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.
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.
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Daytona USA
Daytona USA is a 1994 racing video game developed by Sega AM2 and published by Sega for arcades. Inspired by the popularity of the NASCAR motor racing series in the United States, 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.
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 became one of the highest-grossing arcade games of all time, and was a critical and commercial success, with its graphics, soundtrack and gameplay 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.
In Daytona USA, the player drives a stock car known as the Hornet. The player's objectives are to outrun the competing cars and complete the race before time runs out, passing checkpoints to collect more time. Players begin in last place and compete against a field of up to 39 computer-controlled cars, dependent on the course selected. Three courses are available for play: Beginner, Advanced, and Expert, also known respectively as Three Seven Speedway, Dinosaur Canyon, and Seaside Street Galaxy. 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. The game's physics include realistic driving mechanics, including drifting and power sliding. The steering wheel in the arcade cabinet uses force feedback so players feel collisions and bumps. Shifting is performed with an H-type shifter.
Daytona USA's arcade version on the Model 2 is capable of displaying up to 300,000 texture-mapped polygons per second, nearly double that of the previous Model 1. Visually, the game uses texture filtering, giving the visuals a smooth appearance. 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. 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. In multiplayer, only the lead driver needs to reach a checkpoint before time runs out. Rubber-banding is used in multiplayer races to ensure all players stay involved in the race.
The Sega Saturn version does not include multiplayer, but includes an additional "Saturn" mode, which turns off the game's timer and adds more cars for the player to choose from. Additional "Endurance" and "Grand Prix" modes are also included, both of which require pit stops. Sustaining damage in a race in these modes will adversely affect the car's performance. The PlayStation 3 and Xbox 360 versions included online multiplayer with up to eight players.
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.
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.