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Scud Race
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| Scud Race | |
|---|---|
European arcade flyer | |
| Developer | Sega-AM2[2] |
| Publisher | Sega |
| Director | Toshihiro Nagoshi |
| Producer | Toshihiro Nagoshi |
| Designer | Yasuo Kawagoshi |
| Composers | Hideaki Miyamoto Kaoru Ohori Fumio Ito |
| Platform | Arcade |
| Release | 1996[1] |
| Genre | Racing game |
| Modes | Single player, multiplayer |
| Arcade system | Sega Model 3 |
Scud Race,[a] 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.[3] Despite being released well within the lifetime of the Sega Saturn, no Saturn port was ever announced.[4] A Dreamcast port was announced for the system's 1998 launch lineup[5] and was shown as a tech-demo in the Dreamcast Presentation in 1998,[6] but was cancelled.
Gameplay
[edit]Scud Race came in either Twin or Deluxe cabinets, which can be linked together for up to eight players. The game was modelled after the BPR Global GT Series, featuring the cars of four prominent teams in the 1996 season. The game features four different courses of varying difficulty, though two are beginner level (daytime and nighttime).[7] Just like Daytona USA, an arcade operator can put the game in Grand Prix or Endurance Mode for longer races. There has never been a console release, although there was a tech demo of this game for the Dreamcast in the late 1990s (which may have turned into the Sega GT series).
The four Scud Race tracks are presented as an unlockable bonus in the Xbox version of OutRun 2, rearranged as a whole OutRun route instead of separate tracks with a number of laps each to race.
The opponent cars, aside from the selectable cars at the main screen, are all Renault Alpine GTA/A610s.
Development
[edit]After the success of Daytona USA, fans wanted a sequel. Director Toshihiro Nagoshi recounted, "The development team is the same, and so many believed that we would automatically be doing the sequel to Daytona. We wanted to change the team in order to ensure a different kind of game, but we never did. In the end, we need not have worried, because we've succeeded in producing something with a completely different look."[8] Sega later had an arcade test game known as Supercar, but this evolved into Scud Race/Super GT. The most notable similarities include the HUD display with most features in the same positions on screen, and the handling style of the game. The main difference between gameplay is the addition of acceleration while drifting, which caused a radically different drifting strategy.[9]
AM2 head Yu Suzuki, though not part of the Scud Race development team, gave advice on how to do the drift handling and the sound sampling.[8] The cabinet design was by Sega AM4.[8]
Scud Race was originally planned to be the first game to be released for the Model 3 arcade board, but marketing considerations led Sega to push it back to follow Virtua Fighter 3.[8] During the test phase, key members of the development team raced the four cars depicted in the game in real life.[7]
The game made its world debut on January 21, 1997, at the Amusement Trades Exhibition International show in London.[10] Sega unveiled the official sequel to Daytona USA, Daytona USA 2, in 1998. Depending on what version of the game (Battle on The Edge or Power Edition) and cabinet the player is on (Single or 1–16), the three-four cars have different colors.
Release
[edit]Scud Race had a location test in early 1997 at the Sega City arcade in Irvine, California, before being released throughout North America.[11] The game was released as Super GT in North America because in the U.S. the word "scud" evoked memories of the Scud missiles used by Iraqi forces in the then-recent Gulf War.[11]
Scud Race Plus
[edit]Sega released Scud Race Plus as an update to the game in 1997. This version allowed players to play any of the four courses in reverse. Scud Race Plus also included the bizarre "Super-Beginner" course, an oval track inside a giant-scale children's playhouse.[12] This featured a rocking horse and bowling pins which the player could hit. Exclusive to this course, players could press Start at the car select screen to race as a cat, a tank, an "AM2 crew" bus or a tin racing car.[12] There is also an attract mode, which is not in the game, in which a red sports car runs in an Italian village and destroys the Roman Colosseum. The background with the giant wheel is actually blue rather than yellow-orange. There was no American release of Scud Race Plus. Apparently, Sega never marketed this version outside Japan, but it is possible to switch the country to "USA" and get "Sega Super GT Plus" which features everything from Scud Race Plus, but in the American format.
Reception
[edit]In Japan, Game Machine listed Scud Race on their March 1, 1997 issue as being the second most-successful dedicated arcade game of the month.[13]
The game received positive reviews.[14] The game was reviewed by Hyper magazine and rated 5 out of 5 stars.[15] Next Generation rated it four stars out of five, and stated that "Sega's newest Model 3 creation is the most gorgeous driving game ever to grace an arcade. Simply put, Sega Super GT is a visual masterpiece, boasting never-before-seen graphics and providing realistic driving speeds gamers simply have never ever experienced (unless, of course, they're Mario Andretti)".[16]
References
[edit]- ^ a b "Scud Race - Videogame by Sega". Killer List of Videogames. Archived from the original on 31 July 2017. Retrieved 11 April 2018.
- ^ "The Arcade Flyer Archive - Video Game Flyers: Scud Race, Sega". Archived from the original on 2019-03-25. Retrieved 2011-04-03.
- ^ Webb, Marcus (April 1997). "New Games Coming!". Next Generation. No. 28. Imagine Media. p. 28.
- ^ "Video Game Timeline". Electronic Gaming Monthly. No. 102. Ziff Davis. January 1998. p. 137.
- ^ "Sega's Comeback: The Most Powerful System Ever Created?". Electronic Gaming Monthly. No. 100. Ziff Davis. November 1997. p. 22.
- ^ "Scud Race tech demo on Dreamcast". YouTube. 4 October 2008. Archived from the original on 2017-02-16. Retrieved 2016-11-30.
- ^ a b "Coin-Operated". Sega Saturn Magazine. No. 17. Emap International Limited. March 1997. pp. 92–95.
- ^ a b c d "NG Alphas: Super GT". Next Generation. No. 28. Imagine Media. April 1997. pp. 60–64.
- ^ http://www2.marubaku.com/en/spg/[permanent dead link]
- ^ "ATEI London Show". Electronic Gaming Monthly. No. 92. Ziff Davis. March 1997. p. 94.
- ^ a b Webb, Marcus (May 1997). "Sega's First 'Model 3' Driver". Next Generation. No. 29. Imagine Media. p. 28.
- ^ a b Harrod, Warren (December 1997). "Coin-Operated: Scud Race Plus". Sega Saturn Magazine. No. 26. Emap International Limited. p. 91.
- ^ "Game Machine's Best Hit Games 25 - 完成品夕イプのTVゲーム機 (Dedicated Videos)". Game Machine (in Japanese). No. 536. Amusement Press, Inc. 1 March 1997. p. 37.
- ^ "Arcadia: Sega's First "Model 3" Driever" (PDF). Next Generation. No. 29 (May 1997). 15 April 1997. p. 28.
- ^ "Arcade". Hyper. No. 42. April 1997. p. 21.
- ^ "Finals". Next Generation. No. 33. Imagine Media. September 1997. p. 146.
Notes
[edit]Scud Race
View on GrokipediaGame Information
Gameplay Mechanics
Scud Race employs a realistic control scheme typical of Sega's arcade racers, utilizing a steering wheel with force feedback provided by the proprietary cradle system motion base for precise handling. Players accelerate and brake using dedicated pedals, with the gas pedal allowing variable input for controlled drifting and the brake pedal enabling light taps to initiate powerslides without full stops. A clutchless four-speed manual gear shift adds depth, requiring players to upshift or downshift based on speed ranges—such as 0-68 mph in first gear—to optimize acceleration and maintain momentum around corners.[3][2] Vehicle handling emphasizes simulation-inspired physics drawn from the BPR Global GT Series, with each selectable car—such as the Porsche 911 GT2, Ferrari F40 GTE, Dodge Viper GTS-R, or McLaren F1 GTR—exhibiting distinct characteristics influenced by factors like wheelbase, weight distribution, and downforce. For instance, the Porsche offers high stability for quick drift corrections, while the McLaren demands constant countersteering due to its lighter weight and looser yaw. Drifting is achieved by releasing the accelerator, tapping the brakes, and turning the wheel before reapplying gas, allowing players to navigate tight turns at high speeds without losing excessive traction; tire wear accumulates from prolonged sliding, subtly affecting grip over longer races. These mechanics apply across game modes like Grand Prix and Endurance, where maintaining clean lines rewards consistent positioning without overtaking penalties.[3][2] The game lacks traditional collectible power-ups, focusing instead on skill-based speed management through drifting and gear selection for temporary bursts of acceleration. AI opponents, primarily modeled as Renault Alpine GTA/A610 vehicles, populate the field with up to 40 cars per race, exhibiting aggressive behavior such as intentional collisions in certain cabinet configurations to increase challenge. Multiplayer supports up to eight players via linked cabinets, fostering competitive races where human drivers can activate a "Real Players Only" mode to exclude AI fillers.[1][3] Scud Race integrates Sega Model 3 hardware across two cabinet variants for enhanced immersion: the deluxe model features hydraulic motion controls that simulate powersliding leans and impact vibrations, paired with a 50-inch display and adjustable seating, while the twin upright version accommodates two players per unit and supports linking up to four units for eight-player sessions. Visuals leverage the system's capabilities, rendering up to 3,000 polygons per car with 16 million-color texture mapping and four selectable camera views (including interior and chase perspectives) to convey realistic depth and speed.[2][3]Modes and Tracks
Scud Race features two primary game modes configured by arcade operators: Grand Prix and Endurance. In Grand Prix mode, players participate in a championship consisting of sequential races across the four available tracks, aiming to accumulate points based on finishing positions to claim overall victory. This mode highlights competitive positioning against AI opponents, with no time trial options present, prioritizing race strategy and overtaking maneuvers over individual lap times.[4] Endurance mode extends gameplay into prolonged races on a single track, requiring completion of numerous laps—typically 40 on intermediate difficulty or up to 80 on beginner levels—while managing vehicle wear through mandatory pit stops for repairs and refueling. This format underscores sustained performance and resource management, simulating extended GT racing challenges without segmenting into multiple courses.[1] The game includes four tracks of increasing difficulty, each set in the fictional Versus City and drawing loose thematic inspirations from global racing locales, though rendered as unique environments. Opponent AI fields consist of fixed computer-controlled vehicles modeled after 1990s GT racers, primarily Renault Alpine GTA and A610 models, which compete aggressively without player-selectable variations. Win conditions revolve around securing top positions for points in Grand Prix or surviving the full lap count in Endurance, with cabinet linking enabling up to eight players in multiplayer contests. The tracks are detailed as follows:| Track Name | Description and Inspiration | Lap Count (Grand Prix) | Hazards and Shortcuts |
|---|---|---|---|
| Dolphin Tunnel (Beginner Day) | A straightforward urban circuit through a modern city featuring underwater aquarium tunnels, evoking Japanese urban racing vibes with Sega-themed elements like Sonic references. | 4 | Minimal hazards; tunnels serve as natural shortcuts for speed maintenance.[1] |
| Twilight Airport (Beginner Night) | A nocturnal airport runway layout with high-speed straights reaching 350 km/h, inspired by international aviation hubs but set at dusk for atmospheric racing. | 4 | Low visibility from night setting; rolling starts minimize collision risks, with few shortcuts.[1] |
| Mystic Ruins (Medium) | Mountainous path amid Aztec-like ruins and totem poles, suggesting North American waterfall terrains like Niagara Falls, demanding precise drifting on winding roads. | 3 | Elevated paths offer minor elevation-based shortcuts.[1][5] |
| Classic Castle (Expert) | Hilly European countryside with castles, coliseums, and zodiac-named turns, reminiscent of German circuits like the Nürburgring in its undulating terrain and historical motifs. | 3 | Sharp, bankless turns pose major hazards; complex layouts hide advanced shortcuts through castle grounds.[1] |
