Difference between revisions of "Daytona USA"

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Revision as of 23:10, 1 December 2015

n/a

Daytona USA Title.png

Daytona USA
System(s): Sega Model 2, Sega Saturn, PlayStation 3 (PSN), Xbox Live Arcade
Publisher: Sega
Developer:
Genre: Racing

















Number of players:
Arcade
1-8
Sega Saturn
1-2
Release Date RRP Code
Windows PC
JP
¥9,800 (10,290)9,800 (10,290) HCJ-0121
Windows PC
US
Windows PC
US
(Expert Software)
Windows PC
EU
CERO
Missing Parameter!

Daytona USA (デイトナUSA) is a Sega Model 2 arcade racing game developed by Sega AM2. It was initially given a limited release in Japan in 1993 to gauge public reaction to the new model hardware before its full, international release the following March.

It is loosely based on the NASCAR racing event at the Daytona International Speedway, located in real life in Daytona Beach, Florida in the United States of America. Daytona USA and all of its sequels and rereleases (except Sega Racing Classic, in which case someone else already held the arcade license) have been officially sponsored by the International Speedway Corporation.

Gameplay

The original arcade release has the player drive a stock car, known as the "Hornet" (number 41, producer Toshihiro Nagoshi's "lucky number") loosely based on a Chevrolet Beretta, racing against numerous other cars around three selectable tracks. Player one's car by default is coloured red and blue (the manual car uses a red, black and yellow colour scheme), and can be seen at the forefront of all game covers, flyers and similar media related to the series with the exception of Daytona USA 2 and its update, Daytona USA 2: Power Edition.

The game features both automatic and manual transmissions, the latter requiring use of the gear stick and which, if used properly, can lead to a faster car than the automatic. Crashing into walls or other cars can inflict damage leading to poor performance - to remedy this each level has a pit lane, which, by sacrificing some time, can fix the car.

Daytona USA has smarter AI than many other driving games from around this period. The computer analyses the player's skill during the first lap, and will instruct rival cars to move out of the way if it feels the player is doing poorly (while doing the opposite if the player registers a fast time). Most notably, however, is Daytona USA's multiplayer features. It was the first arcade game ever to allow up to eight cabinets to be linked together, with each player capable of competing in the same race. Each player assumes the roll of a different coloured Hornet, and each cabinet must be ready to race and agreed on a course before this can happen (otherwise the game may start up with less than eight players).

The game also has Team Hornet inform the player of turns and traffic, and will comment on your driving if you crash.

Tracks

DaytonaUSA Beginner.png Three-Seven Speedway (Beginner)
The beginner track, Three-Seven Speedway (or 777 Speedway), is the simplest and most iconic track of the series, built similarly to real NASCAR tracks and is loosely based on the Pocono Speedway in Pennsylvania. It is essentially a circle, which by default has the user race 8 laps against 39 other cars. Notable features include a cliff face with Sonic the Hedgehog ingraved into the side. It is the only track in the game to offer a "rolling start". In the original Model 2 version of the game, tracks were not given names. It was only subsequent ports (and the official Daytona USA soundtrack) which named them.

Three-Seven Speedway contains strange slot machine banners, which can be manipulated by pressing the  START  button. Getting three 7s will give you seven seconds of extra time, with three BARs giving you an extra five. Three cherries will give you a random amount of extra time. The game only allows you to do this once during a race, though with multiplayer games every user can trigger it.

DaytonaUSA Advanced.png Dinosaur Canyon (Advanced)
The advanced track, Dinosaur Canyon is as expected, more challenging in nature. The number of laps required has dropped to 4, and the number of cars to 20. Both the advanced and expert tracks are designed like more traditional racing games and are not based on NASCAR tracks. They also typically require the player to make heavy use of drifting in order to get around tight corners. One of the dead-end paths from the starting position on the left leads to a sign that says "CONGRATULATIONS You Just Lost Your Sponsors!".

The music played on this track is "Let's Go Away", of which a shortened version is used as part of the attract mode.

DaytonaUSA Expert.png Sea-Side Street Galaxy (Expert)
The expert track, Sea-Side Street Galaxy reduces the number of laps to 2 but raises the amount of oppoents to 30. As expected it is the hardest course in game and is the only track to contain mulitple paths (aside from the pit lane).

One of the sights of this track is a statue of Jeffry, a character from Virtua Fighter. Jeffry can be turned upside down by travelling in the wrong direction for more than two laps. Coming to a stop and tapping  START  (X in the Saturn version) will make Jeffry breakdance.

The music played here is "Sky High", also known as "Blue, Blue Skies".

Cheats

Daytona USA has a number of strange features and hidden options.

All music can be overridden in game by holding one of the VR buttons during the "Gentlemen start your engines" screen. VR1 plays "The King of Speed", VR2 plays "Lets Go Away", VR3 plays "Sky High" and VR4 plays the secret bonus track, "Pounding Pavement". The latter can be accessed in the Saturn game by holding Z on this screen.

Interestingly you'll still get time extensions for driving around tracks in reverse. Also, if you are off-road and stopped, pressing  START  will return you to the track.

Time attack mode can be enabled by holding  START  in the transmission select screen. Also by holding VR2, VR3 and VR4 at once, a secret fifth birds eye view is enabled.

Like some of Sega's other games, giving specific initials in the results screen will trigger jingle tracks from previous Sega titles:

NAG Virtua Racing MAS ??? GOS ??? MIT ???
ARI ??? YAS Virtua Racing DEK ??? OSA ???
GOM ??? D.K ??? MAC ??? KAG ???
MIY ??? KEN ??? H.O Hang-On S.H Space Harrier
O.R OutRun A.B After Burner P.D Power Drift V.R Virtua Racing
V.F Virtua Fighter SHO Super Hang-On SMG Super Monaco GP G.F Galaxy Force
R.M Rad Mobile S.C Stadium Cross EXN F1 Exhaust Note S.F Strike Fighter
GLC G-Loc: Air Battle TOR Turbo OutRun ORS OutRunners GPR GP Rider
F.Z Fantasy Zone E.R Enduro Racer SDI SDI QTT Quartet
VMO Vermillion T.B Thunder Blade

Saturn Exclusive Cheats

"Karaoke mode" (i.e. show the lyrics of the music in game) can be enabled by using a normal number of laps, holding Up and selecting a track using C.

"Maniac Mode" (depicted by a small "M" in the top-left hand corner of the screen) can be enabled by entering the code UpUpDownDownLeftRightLeftRightABC. This makes the opponent cars far more faster and aggressive.

Japanese/PAL versions of the game use kph as a measurement of speed while the US version uses mph. This can be reversed by holding XYZ on controller 2 and pressing  START  on controller 1.

By far the most interesting addition to the game is the "horse", usually seen as part of the scenery. It can either be unlocked by landing in first place on every track, or by holding Up-leftABX and Z on the title screen, then pressing  START . The "automatic" horse is brown, while the "manual" horse is grey and both can travel as fast on grass as they can on tarmac. They also cannot take damage and so can use the pit lanes like normal roads. Other cars are unlocked along the way by finishing first on certain tracks.

"Saturn Mode" allows you to "officially" race tracks in reverse by holding  START  and selecting a track with C.

History

Development

The idea of Daytona USA was conceived during one of Toshihiro Nagoshi's visits to North America, where he went to watch a NASCAR race. At the time, his team were looking for new ways to expand and develop the racing genre, and the simplistic-yet-exciting nature of NASCAR prompted the team to try and emulate this in video game form.

The soundtrack was composed and performed by Takenobu Mitsuyoshi, however in the Model 2 version he does not sing entire songs at once. Instead parts of his vocals were recorded and played at various pitches and lengths in order to construct songs, hence their arguably simplistic nature. This is because Model 2 hardware has comparatively limited sound capabilities compared to systems which rely on CD audio.

Daytona USA's original arcade release was notable for a number of reasons. At the time, it was considered perhaps the most detailed 3D racing game ever created. Unlike Sega's previous creation Virtua Racing (released in 1992), the 3D world was fully texture-mapped, giving the impression of a more realistic world. It was also the first game to use texture filtering, allowing smoother graphics. Coupled with the graphical advances, Daytona USA is able to keep a constant full 60 FPS refresh rate, even with multiple on-screen opponents.

The 1994 worldwide arcade release has slightly better AI than the 1993 Japanese original, but is otherwise identical. Other arcade revisions of the game involve advertisements for the Sega Saturn. The deluxe cabinet version features a large 50-inch display. [3]

During development the game was originally known simply as Daytona, and then briefly as Daytona GP.

Legacy

Due to its popularity, Daytona USA was released as a western launch title for the Sega Saturn in 1995. This version, like the Sega Saturn itself, was rushed for a quick release and was widely criticised for its lower framerate (~20FPS) and numerous graphical concerns. The Saturn's draw distance is shorter, meaning that only the scenery close to the hornet is rendered, and suffers heavily from "clipping" as the game fails to disguise the problem (later Saturn games would use "fogging", which gives the impression that the world "fades out" when it reaches the end of the draw distance). The camera is considerably more jerky in some sections of the game also.

This was not seen as a good thing for the Saturn, as the PlayStation's port of Namco's Ridge Racer, released at a similar time, was neither rushed nor struggled to mask graphical concerns (it is also widely considered that the arcade version of Daytona USA is more technically advanced than the arcade version of Ridge Racer). These sorts of issues in early Saturn games gave users the impression the PlayStation was much better equipped to handle 3D worlds, which, in the west at least, was seen as the way forward for video games.

The Saturn version does include some enhancements however, such as the option to play as the other cars seen in the arcade version and the use of a higher quality CD audio soundtrack (Takenobu Mitsuyoshi re-recorded each song from beginning to end rather than splice clips around like in the model 2 version). It is compatible with the Arcade Racer Joystick and surprisingly, the 3D Control Pad (released a full year after Daytona USA). The game interprets the 3D Control Pad as an Arcade Racer Joystick when it is set to "analog".

In 1996 a Windows port of the game was released, offering superior graphics over the Saturn version. In Japan (and possibly elsewhere), two versions of the PC port were released due to the changing nature of the PC market of the time. The first "Requires Expansion Board" version (HCJ-0110) is optimised to take advantage of the Diamond Edge 3D and Leadtek WinFast 3D GD400 video cards, while the second (HCJ-0121) utillises Microsoft's DirectX technology (and requires Windows 95). Content wise the two versions are identical.

In an attempt to win back consumers, Sega would also release another version of Daytona USA in the same year - Daytona USA: Championship Circuit Edition. Like Sega Rally, this version was tuned up by Sega AM3 and offered a more stable framerate with more tracks and features. Championship Circuit Edition would mark the first in a long line of sequels, which, with the exception of Daytona USA 2, simply took the formula of the original arcade game and "upgraded" it, rather than offering a brand new experience. Sega Racing Classic, released fifteen years after Daytona USA is even worse in this regard, as it is almost identical in nature bar some increased screen resolutions and missing Daytona branding (as another arcade company already acquired the arcade license at the time).

In 2011 Daytona USA was released for Xbox Live Arcade and PlayStation Network, sporting high definition visuals and online multiplayer. It is otherwise identical to the original Model 2 version, containing similar low-polygon graphics (with improved draw distances) and music (a remixed set is also available).

Production Credits

Arcade Version

Sound Composer: Takenobu Mitsuyoshi, David Leytze
Planner: Yukinobu Arikawa, Makoto Osaki
Programmers: Kouki Koiwa, Daichi Katagiri, Hideomi Miyauchi, Masahiko Kobayashi
Designers: Yasuo Kawagoshi, Yasuko Suzuki, Takafumi Kagaya, Hiroyuki Nakagomi
Chief Programmer: Takuji Masuda
Chief Designer: Toshihiro Nagoshi
Producer and Director: Toshihiro Nagoshi
Producer: Yu Suzuki[4]
Special Thanks: Yu Suzuki, All Staffs of Sega R&D Dept. #4, #2
Presented by: Sega, AM2

Saturn Version

(US Manual)
Producer: Wallace Poulter & Gerald DeYoung
Executive Proucer: Watne Townsend
Lead Test: Tracy Johnson
Assistant Lead: Aron Drayer, Mark Paniagua, Lorne Asuncion, Howard Gipson
Testers: Richie Hideshima, Sean Potter, Craig Drummong, Crisi Albertson, John Jansen, John Amirkhan, Gregg Vogt, Darin Johnston, Dermot Lyans, Rick Greer, Lance Nelson, Steve Wong, Kim Rogers, David Paiagua, Mike Borg, Dylan Manger, Eric Molina, Don Carmichael, Steve Bourdet
Product Manager: Craig Ostrander
Manual: Wendy Dinsmore
Sega Sports: Mike Meisheid, Chris Smith, Scott Rohde, Chris Cutliff, Rosie Freeman, Kelly Ryan
Chief Programmer: Yutaka Noshino
Programmers: Hideya Shibazaki, Takayuki Yamaguchi, Kazuo Ohtani, Matsuhide Mizaguchi, Koue Tsukada
Designers: Yoshinao Asako, Youji Kato, Ryoya Yui
Sound Engineers: Takayuki Nakamura, Takenobu Mitsuyoshi, Kazuhiko Kouchi
Special Thanks: Keiji Okayasu, Toshihiro Nagoshi, Yu Suzuki, Joe Miller, Mike Latham, Yukimi Shimura, Toshiro Nakayama, Jef Feltman, Larry Loth, Willie Mancero, Scott Bayless, Jesse Taylor, Eric Rawlings, Mike Weiner, Blair Bullock, Mark Lindstrom, Tim Dunley and Nemer Velasquez

PlayStation Network/Xbox Live Arcade Version

Daytona USA Conversion Staff:

Producer: Noriyuki Shimoda
Director: Tohru Murayama
Programmers: Hitoshi Iizawa, Takuji Masuda, Masanori Sato
2D Graphics Design: Hiroshi Kandou, Saori Furutani
Planners: Yusaku Egami, Masahide Hiroike, Masataka Arai
Sound Designers: Seiichi Hamada, Fumio Ito

Sega Racing Classic Staff:

Director: Makoto Osaki
Programmers: Hideki Tanaka, Tetsuya Sugimoto, Hajime Take, Junichi Arai
Designers: Kazuya Morita, Yasuyuki Inomata, Ayami Hasegawa
Sound Designers: Tatsutoshi Narita, Keisuke Tsukahara, Fumio Ito, Tomoya Koga, Seiichi Hamada, Kazuki Takagi, Yasuyuki Nagata
Planner: Keiichi Matsunami

Special Thanks: Hiroshi Kataoka

Sega of Japan:

Project Management: Takeshi Shimizu, Yasushi Yamashita
Localization Support: Tatsuya Shikata, Satomi Okuma
Asia Release Support: Saori Fukuda
Publicity: Yasushi Nagumo, Syou Nanmoku
Website: Mutsuhiro Fujii
Product Test: Junichi Shimizu, Akira Nishikawa, Osamu Sato, Satoshi Kuwano, Naoki Sugiyama, Yuichi Kirihata, Mai Yoshizaki
Special Thanks: Yoshihiro Toyao, Takahiro Otomo, Eiichiro Zento, Hayato Hirai, Atsuro Nishiki, Ikou Ishizaka

Sega of America:

CEO: Mike Hayes
President/COO: Masanao Maeda
Senior Producer: Frank Hom
Associate Producer: Bryant Green
Development Director: Patrick Riley
Executive VP of Marketing and Sales: Alan Prichard
Senior VP of Publishing and Content: Rob Lightner
VP of Digital Business: Haruki Satomi
Publishing Director: Katrin Darolle
Senior Digital Brand Manager: Mai Kawaguchi
Digital Brand Manager: Ben Harborne
Associate Digital Campaign Manager: Hilarree Wong
Digital Coordinator: Mia Putrino
Public Relations Manager: Thu Nguyen
First Party Manager: Sarah Elliot
Assistant First Party Manager: Queenie Magasakay
Director of Creative Services: Jen Groeling
Media and Events Manager: Teri Higgins
Production Manager: Mary Disbrow
Graphic Designer: Marco Garcia
Video Production Manager: Carl Smolka
Assistant Video Editor: Greg Ammen
Senior Web Producer: Shawn Storc
Associate Web Producer: Jacqueline Lee
Senior Flash Designer: Mike Dobbins
Senior Web Designer: Annie Shaw
Community Manager: Kellie Parker, Julian Mehlfeld
Customer Support Manager: Robert Miles
Customer Support: Evan Dombrowski
Director of Legal: Liana Larson
Legal Associate: Jerusha Herman
Creative Director: Ethan Einhorn
QA Manager: Mark Cartwright
QA Supervisors: Shawn Dobbins, Demetrius Griffin
QA Lead: Jason Bianchi
QA Assistant Lead: Andrew Wong
QA Testers: Justin Honegger, Jason Lam
Standards Supervisor: Stephen Akana
Standards Lead: Dan Buchman, Dimitryi Khlynin
Standards Assistant Leads: Maxfield Atturio, Dennis De Bernardi, Tim Erbil
Standards Testers: Jake Alejo, John Belcher, Bernard De La Torre, Robert Hamiter, Richard Hideshima, Charles Lam, Luke McLaughlin, Tony Stamer
Text Proofreading: Inbound
Mastering Lab Supervisor: Rey Buzon
Mastering Lab Technician: Christopher Rilles
Hardware Technician: Matt Ellison
Special Thanks: Wendy Beasley, Ryan Morgan, David Martinez, Erin Fan, Ken Balough, Mad Catz Inc.

Sega Europe:

CEO: Mike Hayes
SVP of Production: Gary Dunn
SVP of Marketing: Gary Knight
Technical Director: Chris Southall
Senior Producer: Carlie O'Connor
Producer: Mariusz Szlanta
Publishing Manager: Lee Harris
SVP of Business Planning and Operations: Yusuke Suai
Head of Business Analysis: Martin Benneyworth
Purchasing Manager: Caroline van Venrooji
Production Manager: Natalie Forsyth
Head of Digital Marketing: Mike Evans
Digital Marketing Manager: Richard Willis
Digital PR Executive: Amy White
Online Community Manager: Kevin Eva
Head of Creative Services: Alison Peat
Creative Services: Ed Bostock, Morgan Gibbons, Akane Hiraoka, Francesca Stella, Arnoud Tempelaere, Ranjan Vekaria, Jeff Webber
Head of Legal & Business Affairs: Nicky Ormrod
Legal Counsel: Polly Bennett
Legal Executive: Saad Choudri
Licensing Manager: Nivine Emeran
Head of Development Services: Mark Le Breton
Production Manager: Ben Howell
Resource Manager: Ben Jackson
Mastering and Equipment Manager: Dave Pither
Senior Mastering Technician: Phil Adams
Assistant Mastering Technicians: Cara Gifford-Pitcher, Michael Veness
Project Lead: Renee Teloka
Compliance Supervisor: Darran Wall
Compliance Coordinators: Shiva Allari, Chris Barnett
Compliance Senior Technician: Arron Caney, Martin Walker
Compliance Technician: Alexander Abbott, Anthony Phillips, Chris Davidson, Paul Hann, Louis Li, Leo Paine
Administration and Finance Coordinator: Chirs Bien
QA Administrator: Chris Geiles
Shift Monitors: Chris Bailey, Tony Langan

Sega UK:

UK Managing Director: John Clark
UK Marketing Director: Amanda Farr
UK Senior Product Manager: Anna Downing
UK PR Manager: Fay Burgin, Stefan McGarry
Head of Channel Marketing: Clare Hawkins

Sega International:

International Sales Director: Alison Gould
Head of International Sales: Simon Inch
International Sales Administrator: Alice Jakubiak

Sega Germany:

Managing Director: James Rebours
Marketing Director: Henning Otto
Product Manager: Chinh Vu
PR Executive: Susanne Ortega

Sega Spain:

Managing Director: Javier Fuentes
Product Manager: Alex Fernandez
PR Manager: Diana Radetski

Sega Benelux:

Managing Director: Jurgen Post
Head of Marketing: Johan de Windt
PR Manager: Roel Peeters

Sega France:

Directeur General Europe du Sud: James Rebours
Responsable Marketing: Thomas Grellier
Chef de Profuits: Alexander Chapt
Responsable RP: Franck Sebastien
Attachee de Presse: Alexandra Fiore

Sega Australia:

Managing Director: Darren Macbeth
Marketing Manager: Gareth Gower
Junior Product Manager: Neroli Harpur
PR Manager: Vispi Bhopti
PR Executive: Rebecca Charalambous

NASCAR and ISC:

Licensing: Catherine Kummer, Clem McDavid
Legal: Jason Weaver, Ben Odom

©SEGA

Gallery

Screenshots

Model 2

Model 2 Bootleg Versions

Artwork

Promotional Material

Physical Scans

Model 2 Version

Sega Retro Average 
Publication Score Source
96 №154, p66/67
Arcade
96
Based on
1 review
Sega Retro Average 
Publication Version Score
Arcade
N/A
Based on
0 reviews

Daytona USA

Model 2, US (deluxe)
Model 2, US (twin)
Model 2, US (upright)
DaytonaUSA Model2 Manual Upright.pdf
Manual
Model 2, JP (deluxe)
Model 2, JP (twin)
Model 2, UK (deluxe)
Model 2, UK (twin)
DaytonaUSA Model2 UK Manual Twin.pdf
Manual

Saturn Version

Sega Retro Average 
Publication Score Source
60 №7, p102-105[5]
90 №7
96 №163, p15-21[6]
№165, p32[7]
80 №21, p72-75[8]
90 №342, p33
88 Vol 3, №7, p13
90
83 №73, p52[9]
84 №30, p58/59
93 №12, p78
94 №15, p69
88 №27
92
85
100 №1, p146/147[10]
92 №32, p58-63[11]
96 №35, p88[12]
95 №55, p58/59
87 №67, p42-45
94 №45, p40/41
92 №49, p51
100 №1, p95[13]
84 №7, p68-73
74 №93
90 №8/95, p66[14]
Sega Saturn
89
Based on
25 reviews
Sega Retro Average 
Publication Version Score
Alaab Alcomputtar (SA)
91
[15]
CD Consoles (FR)
60
[16]
Computer & Video Games (UK)
96
[6]
Computer & Video Games (UK) PAL
96
[7]
Digitiser (UK)
90
[17]
Edge (UK)
80
[8]
Electronic Entertainment (US) NTSC-U
75
[18]
Electronic Gaming Monthly (US) NTSC-U
78
[19]
Famitsu (JP) NTSC-J
75
[20]
GameFan (US) NTSC-U
88
[21]
Game Players (US) NTSC-U
90
[22]
GamePro (US) NTSC-U
83
[9]
Games World: The Magazine (UK) NTSC
93
[23]
Games World: The Magazine (UK) PAL
94
[24]
HiTech (ES) NTSC-J
80
[25]
Level (TR)Level (TR)
50
[26]
MAN!AC (DE) NTSC-J
85
[27]
MAN!AC (DE) PAL
85
[28]
Maximum (UK)
100
[10]
Mega (UK) NTSC-J
95
[29]
Mega Force (FR) NTSC-J
95
[30]
Mega Fun (DE) PAL
87
[31]
Magazina Igrushek (RU)
75
[32]
Mean Machines Sega (UK) NTSC-J
92
[11]
Mean Machines Sega (UK) PAL
96
[12]
Next Generation (US) NTSC-J
75
[33]
Player One (FR)
95
[34]
Players (BR)
69
[35]
Power Unlimited (NL)
85
[36]
Saturn Fan (JP) NTSC-J
87
[37]
Saturn+ (UK) PAL
82
[38]
Secret Service (PL)
80
[39]
Sega Magazin (DE)
90
[40]
Sega Magazine (UK) PAL
94
[41]
Sega News (CZ)
88
[42]
Sega Power (UK) NTSC-J
87
[43]
Sega Pro (UK)
94
[44]
Sega Pro (UK) PAL
92
[45]
Świat Gier Komputerowych (PL)
75
[46]
Sega Megazone (AU)
88
[47]
Sega Saturn Magazine (JP) NTSC-J
93
[48]
Sega Saturn Magazine (JP) NTSC-J
86
[49]
Strana Igr (RU)
60
[50]
Super Juegos (ES)
89
[51]
Todo Sega (ES)
93
[52]
Top Consoles (FR) NTSC-J
80
[53]
Total Saturn (UK) PAL
63
[54]
Ultimate Future Games (UK)
84
[55]
Ultimate Future Games (UK) PAL
84
[56]
Última Generación (ES)
88
[57]
Video Games (DE)
90
[58]
Video Games (DE)
90
[14]
VideoGames (US) NTSC-U
80
[59]
Sega Saturn
85
Based on
53 reviews

Daytona USA

Saturn, US
Daytonausa sat us backcover.jpgDaytonausa sat us frontcover.jpg
Cover
Daytonausa sat us disc.jpg
Disc
Daytonausa sat us manual.pdf
Manual
Saturn, US (Not For Resale)
DaytonaSaturnUSBack-NFR.jpgNospine-small.pngDaytonaSaturnUSFront-NFR.jpg
Cover
DaytonaSaturnUSDisc-NFR.jpg
Disc
Saturn, EU
DaytonaUSA saturn eu cover.jpg
Cover
DaytonaUSA saturn eu cd.jpg
Disc
DaytonaUSASaturnEUManual.pdf
Manual
Saturn, JP
Daytonausa sat jp backcover.jpgDaytonausa sat jp frontcover.jpg
Cover
DaytonaUSA Saturn JP Spinecard.jpg
Spinecard
DaytonaUSA Saturn JP Disc.jpg
Disc
DaytonaUSA SS jp manual.pdf
Manual
Saturn, BR
DaytonaUSASaturnBRBack.jpgDaytonaUSASaturnBRSpine.jpgDaytonaUSA Sat BR cover.jpg
Cover
Saturn, KR
DaytonaUSA Saturn KR Box Back.jpgNospine-small.pngDaytonaUSA Saturn KR Box Front.jpg
Cover

PC Version

Sega Retro Average 
Publication Score Source
56
80
86 №21, p58
52 №11/96, p144
Windows PC
69
Based on
4 reviews
Sega Retro Average 
Publication Version Score
576 KByte (HU)
93
[60]
Digitiser (UK) PAL
76
[61]
The Games Machine (IT)
88
[62]
Hacker (HR)
51
[63]
Intelligent Gamer (US) NTSC-U
75
[64]
PC Action (DE)
75
[65]
PC Gamer Po Polsku (PL)
65
[66]
PC Team (FR)
86
[67]
Power Play (DE)
52
[68]
Secret Service (PL)
85
[69]
Windows PC
75
Based on
10 reviews

Daytona USA

PC, US
DaytonaUSA PC US Box Front.jpg
Cover
PC, US (Expert Software)
DaytonaUSA PC US Box Back Expert.jpgNospine.pngDaytonaUSA PC US Box Front Expert.jpg
Cover
DaytonaUSA PC US Disc Expert.jpg
Disc
DaytonaUSA PC Box Front JewelCase Expert.jpg
Jewel Case
PC, EU

PC, JP (Alt)
DaytonaUSA PC JP Box Front Alt.jpg
Cover
PC, JP (2nd Edition)
DaytonaUSA PC JP Box Front.jpg
Cover
PC, JP (Ultra 2000)
DaytonaUSA PC JP Box Front Ultra2000.jpg
Cover

External Links



Daytona USA series of games
Arcade
Daytona USA (1994) | Daytona USA 2: Battle on the Edge (1998) | Daytona USA 2: Power Edition (1998) | Sega Racing Classic (2009) | Daytona Championship USA (2017)
Sega Saturn
Daytona USA (1995) | Daytona USA: Championship Circuit Edition (1996) | Daytona USA Circuit Edition (1997) | Daytona USA: CCE Netlink Edition (1998)
Sega Dreamcast
Daytona USA 2001 (2001)
LCD handheld game
Daytona USA (199x) | Daytona USA (199x)
Windows PC
Daytona USA (1996) | Daytona USA Deluxe (1997) | Daytona USA Deluxe Special Edition (199x)
Xbox Live Arcade
PlayStation 3 PlayStation Network
Daytona USA (2011)
Daytona USA related media
Music
Daytona USA (1994) | Daytona USA Circuit Edition Original Sound Track (1997) | Daytona USA 2 Sound Tracks (1998) | Let's Go Away: The Video Game Daytona USA Anniversary Box (2009)
Book
Daytona USA Koushiki Guide Book (1994) | Sega Saturn Hisshou Hou Special: Daytona USA Kanzen Guide Book (1995) | Daytona USA Official Guide Book (1995) | Daytona USA Circuit Edition Hisshou Kouryaku Hou (1997) | Sega Saturn Hisshou Hou Special: Daytona USA Circuit Edition (1997) | Daytona USA 2 Official Guide (1998)
Film
Daytona USA CGMV (1994)
  1. File:CVG UK 181.pdf, page 49
  2. http://mamedb.com/game/daytona
  3. File:EGM US 059.pdf, page 68
  4. http://www.gdcvault.com/play/1014723/Yu-Suzuki-s-Gameworks-A
  5. File:CDConsoles FR 27.pdf, page 102
  6. 6.0 6.1 File:CVG UK 163.pdf, page 15 Cite error: Invalid <ref> tag; name ":File:CVG UK 163.pdf_p15" defined multiple times with different content
  7. 7.0 7.1 File:CVG UK 165.pdf, page 32 Cite error: Invalid <ref> tag; name ":File:CVG UK 165.pdf_p32" defined multiple times with different content
  8. 8.0 8.1 File:Edge UK 021.pdf, page 72 Cite error: Invalid <ref> tag; name ":File:Edge UK 021.pdf_p72" defined multiple times with different content
  9. 9.0 9.1 File:GamePro US 073.pdf, page 52 Cite error: Invalid <ref> tag; name ":File:GamePro US 073.pdf_p52" defined multiple times with different content
  10. 10.0 10.1 File:MAXIMUM UK 01.pdf, page 146 Cite error: Invalid <ref> tag; name ":File:MAXIMUM UK 01.pdf_p146" defined multiple times with different content
  11. 11.0 11.1 File:MeanMachinesSega32UK.pdf, page 58 Cite error: Invalid <ref> tag; name ":File:MeanMachinesSega32UK.pdf_p58" defined multiple times with different content
  12. 12.0 12.1 File:MeanMachinesSega35UK.pdf, page 88 Cite error: Invalid <ref> tag; name ":File:MeanMachinesSega35UK.pdf_p88" defined multiple times with different content
  13. File:SSM UK 01.pdf, page 95
  14. 14.0 14.1 File:VideoGames DE 1995-08.pdf, page 64 Cite error: Invalid <ref> tag; name ":File:VideoGames DE 1995-08.pdf_p64" defined multiple times with different content
  15. Alaab Alcomputtar, "" (SA; 1995-08-xx), page 74
  16. CD Consoles, "Mai 1995" (FR; 1995-xx-xx), page 102
  17. Digitiser (UK) (1995-07-12)
  18. Electronic Entertainment, "August 1995" (US; 1995-0x-xx), page 76
  19. Electronic Gaming Monthly, "July 1995" (US; 1995-0x-xx), page 114
  20. Famitsu, "1995-04-07" (JP; 1995-03-24), page 1
  21. GameFan, "Volume 3, Issue 7: July 1995" (US; 1995-xx-xx), page 13
  22. Game Players, "Vol. 8 No. 8 August 1995" (US; 1995-0x-xx), page 40
  23. Games World: The Magazine, "June 1995" (UK; 1995-0x-xx), page 78
  24. Games World: The Magazine, "September 1995" (UK; 1995-0x-xx), page 69
  25. HiTech, "Mayo 1995" (ES; 1995-0x-xx), page 50
  26. Level, "5/97" (TR; 1997-xx-xx), page 1
  27. MAN!AC, "06/95" (DE; 1995-05-10), page 44
  28. MAN!AC, "08/95" (DE; 1995-07-12), page 45
  29. Mega, "May 1995" (UK; 1995-04-30), page 4
  30. Mega Force, "Mai 1995" (FR; 1995-0x-xx), page 30
  31. Mega Fun, "08/95" (DE; 1995-07-19), page 80
  32. Magazina Igrushek, "2/1995" (RU; 1995-xx-xx), page 88
  33. Next Generation, "July 1995" (US; 1995-06-20), page 68
  34. Player One, "Juillet/Août 1995" (FR; 1995-0x-xx), page 60
  35. Players, "Dez 95" (BR; 1995-1x-xx), page 18
  36. Power Unlimited, "Jaagang 3, Jul/Aug 1995" (NL; 1995-06-28), page 42
  37. Saturn Fan, "1995 June" (JP; 1995-05-08), page 38
  38. Saturn+, "Christmas 1995" (UK; 1995-12-14), page 57
  39. Secret Service, "Maj 1996" (PL; 1996-05-01), page 67
  40. Sega Magazin, "August 1995" (DE; 1995-07-12), page 60
  41. Sega Magazine, "August 1995" (UK; 1995-07-13), page 58
  42. Sega News, "Říjen 1996" (CZ; 1996-xx-xx), page 13
  43. Sega Power, "June 1995" (UK; 1995-04-20), page 42
  44. Sega Pro, "May 1995" (UK; 1995-04-13), page 40
  45. Sega Pro, "September 1995" (UK; 1995-08-10), page 51
  46. Świat Gier Komputerowych, "9/1996" (PL; 1996-xx-xx), page 1
  47. Sega Megazone, "August 1995" (AU; 1995-0x-xx), page 20
  48. Sega Saturn Magazine, "April 1995" (JP; 1995-03-08), page 106
  49. Sega Saturn Magazine, "Readers rating final data" (JP; 2000-03), page 12
  50. Strana Igr, "" (RU; 1996-xx-xx), page 97
  51. Super Juegos, "Agosto 1995" (ES; 1995-0x-xx), page 50
  52. Todo Sega, "Agosto 1995" (ES; 1995-0x-xx), page 36
  53. Top Consoles, "Mai 1995" (FR; 1995-0x-xx), page 78
  54. Total Saturn, "Volume One Issue Four" (UK; 1996-12-29), page 21
  55. Ultimate Future Games, "June 1995" (UK; 1995-05-01), page 68
  56. Ultimate Future Games, "September 1995" (UK; 1995-08-01), page 91
  57. Última Generación, "Mayo 1995" (ES; 1995-0x-xx), page 66
  58. Video Games, "8/95" (DE; 1995-07-26), page 66
  59. VideoGames, "June 1995" (US; 1995-0x-xx), page 75
  60. 576 KByte, "Február 1997" (HU; 1997-xx-xx), page 12
  61. Digitiser (UK) (1996-11-20)
  62. The Games Machine, "Gennaio 1997" (IT; 199x-xx-xx), page 62
  63. Hacker, "12/1996" (HR; 1996-xx-xx), page 17
  64. Intelligent Gamer, "November 1996" (US; 1996-1x-xx), page 108
  65. PC Action, "12/96" (DE; 1996-11-20), page 129
  66. PC Gamer Po Polsku, "Styczeń 1997" (PL; 1997-xx-xx), page 68
  67. PC Team, "Février 1997" (FR; 1997-xx-xx), page 58
  68. Power Play, "11/96" (DE; 1996-10-09), page 144
  69. Secret Service, "Styczeń 1997" (PL; 1997-01-01), page 32