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Scud Race
Scud Race
from Wikipedia
Scud Race
European arcade flyer
DeveloperSega-AM2[2]
PublisherSega
DirectorToshihiro Nagoshi
ProducerToshihiro Nagoshi
DesignerYasuo Kawagoshi
ComposersHideaki Miyamoto
Kaoru Ohori
Fumio Ito
PlatformArcade
Release1996[1]
GenreRacing game
ModesSingle player, multiplayer
Arcade systemSega 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

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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

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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

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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

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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

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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

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Notes

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Scud Race, known as Sega Super GT in , is an arcade racing video game developed and published by 's AM2 division for the Sega Model 3 arcade hardware. Released in Japanese arcades in December 1996 and internationally in 1997, it features players competing in high-speed races with licensed GT supercars across fictional tracks set in the urban environment of "Versus City." The game emphasizes arcade-style handling with drifting mechanics, realistic sound effects recorded at , and multiplayer support for up to eight linked cabinets, allowing races with up to 40 cars on screen. Developed under the initial working title SuperCar Race starting in April 1996, Scud Race served as a to Sega's , incorporating about 80% of that game's staff while advancing the hardware capabilities of the Model 3 Step 1.5 system, which rendered up to 750,000 polygons per second. Directed by , the title was designed for accessibility to players of all skill levels, featuring four tracks of increasing difficulty—two beginner courses, one intermediate, and one advanced—along with selectable real-world vehicles such as the , GTE, GTS-R, and , each modeled with approximately 3,000 polygons. Notable innovations included a motion-based deluxe cabinet option and four camera views, contributing to its reputation as a showcase for Sega's arcade technology during the mid-1990s. Although a technology demo was prepared for the console in 1998, Scud Race received no official home port, limiting its availability to arcades until Sega ended online service for Model 3 machines on March 31, 2017. The game's tracks later influenced later Sega titles, such as OutRun 2 on , underscoring its lasting impact on the developer's racing genre portfolio.

Game Information

Gameplay Mechanics

Scud Race employs a realistic control scheme typical of Sega's arcade racers, utilizing a with force feedback provided by the proprietary cradle system motion base for precise handling. Players accelerate and brake using dedicated pedals, with the 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. Vehicle handling emphasizes simulation-inspired physics drawn from the BPR Global GT Series, with each selectable car—such as the , GTE, GTS-R, or —exhibiting distinct characteristics influenced by factors like , , and . For instance, the offers high stability for quick drift corrections, while the demands constant 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 , where maintaining clean lines rewards consistent positioning without penalties. 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. Scud Race integrates 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 and four selectable camera views (including interior and chase perspectives) to convey realistic depth and speed.

Modes and Tracks

Scud Race features two primary game modes configured by arcade operators: Grand Prix and . 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 options present, prioritizing race strategy and overtaking maneuvers over individual lap times. Endurance mode extends 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 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. 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 GT racers, primarily 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 , with cabinet linking enabling up to eight players in multiplayer contests. The tracks are detailed as follows:
Track NameDescription and InspirationLap Count (Grand Prix)Hazards and Shortcuts
Dolphin Tunnel (Beginner Day)A straightforward urban circuit through a modern city featuring underwater aquarium , evoking Japanese urban racing vibes with Sega-themed elements like Sonic references.4Minimal hazards; serve as natural shortcuts for speed maintenance.
Twilight Airport (Beginner Night)A nocturnal layout with high-speed straights reaching 350 km/h, inspired by international hubs but set at dusk for atmospheric racing.4Low visibility from night setting; rolling starts minimize collision risks, with few shortcuts.
Mystic Ruins (Medium)Mountainous path amid Aztec-like ruins and totem poles, suggesting North American waterfall terrains like , demanding precise drifting on winding roads.3Elevated paths offer minor elevation-based shortcuts.
Classic Castle (Expert)Hilly European countryside with , coliseums, and zodiac-named turns, reminiscent of German circuits like the in its undulating terrain and historical motifs.3Sharp, bankless turns pose major hazards; complex layouts hide advanced shortcuts through castle grounds.
In the Scud Race Plus update, reverse versions of these tracks are introduced for added variety, expanding replayability in both modes.

Production

Development History

, who had directed the groundbreaking in 1993, led the development of Scud Race at , incorporating about 80% of that game's staff while seeking to evolve the arcade racing formula beyond stock car racing. What was initially perceived as a potential Daytona USA sequel instead shifted focus to high-performance grand touring supercars, drawing inspiration from the real-world BPR Global GT Series—a short-lived championship that ran from 1994 to 1996 and showcased production-based vehicles like Porsches and Ferraris. The project began in April 1996 under the working title SuperCar Race, with the team recording authentic engine sounds at in October of that year to enhance immersion. To capture the essence of GT racing without the restrictive licensing demands of Formula 1, the developers opted for a lineup of recognizable supercars styled in an F1-inspired format, including the , , , and , each modeled with approximately 3,000 polygons for visual fidelity. A evolved into the full under Nagoshi's direction, emphasizing thrilling speeds up to 300 km/h while prioritizing arcade accessibility over depth. The game completed development in late 1996, with a finished version unveiled at a private event on December 10, leading to initial location tests that refined balance. Key challenges included striking a balance between realistic handling—such as varied physics and motion feedback from Sega's cradle system—and the high-energy, player-friendly fun of arcade racers, amid evolving specifications for the underlying hardware. Nagoshi reflected on the process: “Changing things is easy but evolving them is tricky,” highlighting the pressure to innovate without alienating fans of prior s. No home console ports were planned from the outset, and although a adaptation was speculated, it was ultimately cancelled due to the console's hardware limitations in replicating the demanding visuals and . The made its international arcade debut at the Amusement Trades Exhibition International (ATEI) in on , 1997, marking a pivotal showcase for Sega's lineup.

Technical Specifications

Scud Race utilizes the Model 3 Step 1.5 hardware platform, featuring a 32-bit PowerPC 603 RISC processor running at 100 MHz for the main CPU and a 16-bit 68EC000 at 11.3 MHz for sound processing. The graphics subsystem employs dual Real3D Pro-1000 chips operating at 66 MHz, enabling 3D polygon rendering at up to 750,000 polygons per second, alongside and alpha blending to create effects such as fog and environmental reflections. As the inaugural on this advanced arcade architecture, it pushed the system's boundaries to deliver immersive, high-speed visuals. Graphically, Scud Race incorporates real-time for smoother vehicle rendering and enhanced surface details, distinguishing it from prior racing titles on less capable hardware. The game achieves consistent 60 frames per second performance in arcade environments, with resolution at 496 × 384 pixels, supporting dynamic particle effects for exhaust trails and boost activations that integrate seamlessly with mechanics like nitro surges. The audio system delivers a dynamic featuring , and electronic tracks, enhancing immersion through with on-track events. Voice samples provide announcements for race starts, finishes, and multiplayer interactions, adding to the arcade atmosphere. Cabinet configurations include the Twin variant for two players in a compact dual-seat setup and the Deluxe model equipped with a motion platform for simulated and tilting. Both support network linking via fiber optics, allowing up to eight cabinets to connect for simultaneous multiplayer racing across linked machines. The intricate demands of Model 3 hardware precluded viable home ports, culminating in the cancellation of a adaptation after a technical demo was showcased at a 1998 Sega presentation.

Release

Original Arcade Release

Scud Race was initially released in Japanese arcades in December 1996 by , marking it as one of the earliest titles to utilize the company's Model 3 hardware platform. Developed by following the completion of its production cycle earlier that year, the game launched exclusively in arcade venues without any contemporaneous home console adaptation plans. The title saw a worldwide rollout in 1997, with distribution handled directly through Sega's arcade operations network, providing operators with dedicated cabinets in configurations such as twin and deluxe models, accompanied by official service and operator manuals for maintenance and setup. In , it was retitled to circumvent negative connotations associated with "Scud" missiles, a change implemented alongside minor audio localizations to suit regional audiences. Prior to full release, the game underwent location testing in early 1997 at the City arcade in , where it garnered positive initial feedback on its graphics and overall appeal, though some adjustments were made to address perceived difficulty levels. Initial marketing efforts highlighted the game's debut at the 1997 Amusement Trades Exhibition International (ATEI) in , showcasing its immersive supercar racing experience to arcade operators and enthusiasts across and beyond. This event underscored Sega's strategy to position Scud Race as a premium arcade attraction, building on the success of prior racing titles like .

Scud Race Plus

Scud Race Plus is a 1997 update to the original Scud Race arcade game, released exclusively in for Sega Model 3 hardware as an upgrade kit available to arcade operators. This ROM-based enhancement required no additional hardware, allowing existing Model 3 cabinets to receive the update via software installation, thereby extending the game's operational lifespan in arcades without necessitating a full . The update introduced several new features to enhance accessibility and replayability, primarily in response to player feedback from location testing that highlighted the original game's steep difficulty curve for novices. A key addition was the "Super Beginner" mode, an easy oval-shaped track designed for introductory play, featuring fictional animal-themed vehicles such as a , alongside opponents like buses, tanks, and rocket cars, with adjusted lower difficulty settings to make more approachable. Additionally, reverse (mirror) versions of all four original courses were added, accessible by holding the START button on the track select screen, providing fresh challenges for experienced players. Other modes, such as Time Lap for , and extra vehicle options unlocked via specific inputs, further diversified the experience. While these additions significantly boosted replayability by offering varied content and difficulty options, the core mechanics of Scud Race— including vehicle handling, power-ups, and multi-car racing—remained unchanged, preserving the game's high-speed arcade essence. The update's focus on feedback-driven improvements helped sustain player interest in arcades, though its Japan-only distribution limited its global reach.

Reception and Impact

Critical Reception

Upon its 1997 arcade release, Scud Race received widespread acclaim from gaming magazines for its technical achievements and engaging experience. awarded it 8.75 out of 10, highlighting the game's demonstration of Sega's Model 3 hardware capabilities through realistic car handling and immersive multiplayer races that encouraged repeated play. Similarly, Brazilian publication Ação Games rated it 9 out of 10, praising the stunning 3D visuals and addictive boost mechanics that added strategic depth to races without compromising accessibility. French magazine Player One gave it a near-perfect 97%, lauding the innovation in track design that blended real GT cars with fantastical environments for a fresh take on arcade . Critics consistently commended the title's graphics as a leap forward, with detailed polygon models of licensed vehicles like the and rendering smoothly at high speeds, setting a benchmark for arcade racers. The multiplayer mode was another highlight, supporting up to eight players in linked cabinets for chaotic, fun sessions that amplified the game's replayability. However, some reviewers noted a steep due to the precise drifting and boost management required for advanced tracks, which could frustrate newcomers. Additionally, the limited selection of four cars was seen as a minor drawback, though it focused attention on mastering each vehicle's unique handling traits. In modern retrospectives from the , Scud Race has earned cult status among arcade enthusiasts for preserving the "pure" essence of Sega's racing legacy, with emulation communities praising its enduring appeal through tools like the Supermodel emulator. Top Gear's 2025 feature emphasized the game's innovative fusion of real-world GT racing with imaginative settings like Aztec temples, crediting it for influencing later arcade titles while lamenting the lack of a that left it inaccessible to broader audiences. Without a equivalent for arcade games, the title's reception is reflected in consistent high rankings among 1990s racers on retro databases, often placed in the top tier of Sega Model 3 offerings.

Commercial Performance and Legacy

Upon its release, Scud Race achieved significant commercial success in arcades, particularly in where it was ranked as the second most popular dedicated arcade game for the month according to Game Machine magazine's charts issued on March 1, 1997. In the United States, early testing at locations like Sega City in , demonstrated exceptional revenue potential, with the game grossing over $1,800 in its first week at $1 per play and outperforming Sega's single-player titles, including , within five weeks. The game's linked cabinet configurations, supporting up to eight players across deluxe units, contributed to strong operator earnings by encouraging group play and extended sessions in entertainment venues such as family centers. No official home console ports of Scud Race were ever released, although it was initially planned for the before development shifted to a planned version. A tech demo of the port was showcased at Sega's 1998 New Challenge Conference, highlighting its graphical fidelity to the arcade original, but the project was cancelled amid shifting priorities toward exclusive home titles. However, the game's tracks were repurposed as unlockable content in the 2004 Xbox release of , providing players with a nod to its enduring design elements. Scud Race left a notable legacy within Sega's lineup, serving as a to and influencing subsequent titles like through its emphasis on realistic GT car handling, smoother drifting mechanics, and multi-player networking. It has garnered a dedicated among retro gaming enthusiasts, bolstered by advancements in emulation; the emulator achieved full compatibility with the game, including online networking for up to eight players, by 2021. Further advancements came with a major update in September 2025, which included numerous fixes and UI improvements for Model 3 games, enhancing Scud Race's playability. Preservation efforts for Scud Race are challenged by the rarity of surviving arcade cabinets, with operational units now scarce outside dedicated collections and restoration projects. Recent documentary-style videos on from 2023 to 2025 have spotlighted the title as a "lost masterpiece" of Sega's Model 3 era, emphasizing its inaccessibility due to the lack of home releases and calling for greater archival attention. Culturally, Scud Race symbolizes the pinnacle of arcade , drawing inspiration from the real-world BPR Global GT Series and later influencing media revivals of similar endurance racing themes in games and documentaries.
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