Difference between revisions of "Virtua Racing"
From Sega Retro
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Initially created as proof of concept program for the system, ''Virtua Racing'' was given the all-clear to become a fully fledged arcade title during the Model 1's development, thereby becoming one of the first fast-paced 3D racing games to appear in arcades. Prior to this, most 3D racing games had been simulations, and often running very slow. Though [[Namco]] and [[Atari Games]] had put forward 3D arcade racers some years prior with ''[[wikipedia:Winning Run|Winning Run]]'' (1988) and ''[[Hard Drivin']]'' (1989) respectively, ''Virtua Racing'' was among the first to render its worlds in sixty-frames-per-second and offer support for multiple human players, and the first to include multiple camera angles adjustable during play. | Initially created as proof of concept program for the system, ''Virtua Racing'' was given the all-clear to become a fully fledged arcade title during the Model 1's development, thereby becoming one of the first fast-paced 3D racing games to appear in arcades. Prior to this, most 3D racing games had been simulations, and often running very slow. Though [[Namco]] and [[Atari Games]] had put forward 3D arcade racers some years prior with ''[[wikipedia:Winning Run|Winning Run]]'' (1988) and ''[[Hard Drivin']]'' (1989) respectively, ''Virtua Racing'' was among the first to render its worlds in sixty-frames-per-second and offer support for multiple human players, and the first to include multiple camera angles adjustable during play. | ||
− | It was also the first game to feature human characters rendered with 3D polygons, both as mechanics and spectators, in fully polygonal 3D environments. The polygonal 3D human models used in ''Virtua Racing'' later formed the basis for the character models seen in ''[[Virtua Fighter]]''.{{ref|[http:// | + | It was also the first game to feature human characters rendered with 3D polygons, both as mechanics and spectators, in fully polygonal 3D environments. The polygonal 3D human models used in ''Virtua Racing'' later formed the basis for the character models seen in ''[[Virtua Fighter]]''.{{ref|[http://racingdev.com/] ([[wikipedia:Game Developers Conference|Game Developers Conference]])}} |
===Release=== | ===Release=== | ||
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| egm_source={{num|59|page=33}} | | egm_source={{num|59|page=33}} | ||
| famitsu=83 | | famitsu=83 | ||
− | | famitsu_source={{num|275}}, ''[http:// | + | | famitsu_source={{num|275}}, ''[http://racingdev.com/]'' |
| famitsu_r=80 | | famitsu_r=80 | ||
| famitsu_r_source={{num|299|page=38}} | | famitsu_r_source={{num|299|page=38}} | ||
| gamefan=90 | | gamefan=90 | ||
− | | gamefan_source=''Vol 2'', [ | + | | gamefan_source=''Vol 2'', [http://rtsplayers.com/ {{num|7|page=24}}] |
| gamepro=90 | | gamepro=90 | ||
| gamepro_source={{num|59|page=36-38|pdf=GamePro US 059.pdf|pdfpage=38}} | | gamepro_source={{num|59|page=36-38|pdf=GamePro US 059.pdf|pdfpage=38}} |
Revision as of 16:13, 7 April 2017
This short article is in need of work. You can help Sega Retro by adding to it.
Virtua Racing | |||||
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System(s): Sega Model 1, Sega Mega Drive | |||||
Publisher: Sega | |||||
Developer: Sega AM2, Sega AM4 (cabinet) | |||||
Genre: Racing | |||||
| |||||
Virtua Racing (バーチャレーシング) is an arcade racing game developed by Sega AM2 and published by Sega in 1992. Virtua Racing was the first game released for the Sega Model 1 arcade platform, and also the first to use the name "Virtua" in its title (something which would be followed by numerous Sega arcade games, including Virtua Fighter, Virtua Cop and Virtua Tennis. It was a milestone in 3D graphics and the racing genre, and acts as a foundation for most modern racing games. It was ported to the Mega Drive (with the Sega Virtua Processor chip on the cartridge), 32X, and Saturn.
Contents
Gameplay
Virtua Racing is a 3D racing game, where players drive formula one-esque cars around one of three tracks against 15 other vehicles (either computer or player controlled). Like earlier Sega games, it is time-limited, with checkpoints dotted around the track to extend play.
The game was Sega's first foray into 3D graphics, following over a decade's worth of pseudo-3D offerings (starting with Turbo) with 2D sprites scaling in real time. Almost everything in Virtua Racing is rendered with flat-shaded quadrilateral polygons, which means track designs are more complex than in prior Sega racers. The physics model, however, is not dissimilar to earlier games such as Power Drift - it is impossible to destroy your car, and the only penalty for driving off-road is a significant speed decrease.
Crashing into an obstacle or opponent at a high speed causes one of two animations to play out, both of which simply slow progress for a short period of time (that is to say, the angles and forces of impact have very little bearing on the result of a crash). Crashing will also force the vehicle to face forward, so while it is fully possible to turn 180 degrees and drive in the opposite direction (unlike many previous Sega outings), the game makes every attempt to stop you from doing so. The simplified collision also means it is impossible to run over your pit crew (although you can still drive through them).
In multiplayer modes, Virtua Racing implements a crude "rubber banding" system, in which cars behind the leader have better performance.[3] Every player drives an identical car, save for differences in colour scheme.
Virtua Racing features multiple camera angles which can be selected on the cabinet itself. It also has a seven speed manual mode, the "manual" car being faster than its "automatic" counterpart if driven correctly.
Unlike Sega arcade games both before and since, Virtua Racing is very light on music, with only one of a dozen jingles playing each time the player crosses a checkpoint. Unusually for the era, cabinets also support 16:9 widescreen displays - originally intended for the "deluxe" model, this gives the player a more expanded look of the playfield (although the internal resolution of the game remains the same).
Tracks
The original release of Virtua Racing has the player race around three different tracks divided into difficulty:
Big Forest | |
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"Beginner" track. | |
Bay Bridge | |
"Medium" track. | |
Acropolis | |
"Expert" track |
Versions
Virtua Racing was available to arcade operators as single or twin cabinets. Four of the twin units can be linked up to create an eight-player experience.
Virtua Formula
- Main article: Virtua Formula.
Special "medium sized" attractions, usually only seen at SegaWorlds or other Sega-themed amusement parks, adapt the eight-player setup of Virtua Racing and upgrade the cabinets, creating Virtua Formula.
Mega Drive version
- See Sega Virtua Processor for details on cartridge chip
Virtua Racing was an arcade success, and though expected to avoid home consoles for quite some time due to the complexity of the Model 1 arcade board, saw an initially surprising port to the Sega Mega Drive in 1994. The Mega Drive version utilises a custom made Sega Virtua Processor (SVP) chip, allowing the game to render significantly more polygons than the Super FX chip within Star Fox for the SNES, as the SVP is a great deal more powerful than the Super FX. The Mega Drive port is surprisingly accurate.
Though the Mega Drive Virtua Racing is one of the more technically advanced Mega Drive games in the library, the unusual specifications of the cart mean that it is often one of the first games to not be supported by cost-reduced hardware (for example, it won't work with the Genesis 3). The Mega Drive version also takes a hit in terms of graphics and sound, displaying fewer polygons at a smaller resolution with a restricted palette and lower frame rate. However, it and all of the other home ports include two-player modes, time trials and options usually only available to arcade operators.
The Mega Drive version and the SVP chip were announced at CES in Summer 1993,[4] before releasing in 1994.[5] Sega had originally planned to release a steering wheel peripheral for the Mega Drive specifically for this game, but the idea was shelved.[6]
32X Port
- Main article: Virtua Racing Deluxe.
Mere months later, Virtua Racing was released as a launch title for the Sega 32X, in the form of Virtua Racing Deluxe. Deluxe adds two extra tracks and due to the increased power of the 32X, has a greater resemblance to the Model 1 release.
Saturn Port
- Main article: Time Warner Interactive's VR Virtua Racing.
A Sega Saturn version of the game, officially titled Time Warner Interactive's VR Virtua Racing was brought to the console by Time Warner Interactive in 1995, sporting seven extra courses (on top of the three arcade tracks), four new cars and a grand prix mode among other additions.
Virtua Racing -FlatOut-
- Main article: Sega Ages 2500 Series Vol.8: Virtua Racing -FlatOut-.
More recently, the game has been released as Virtua Racing -FlatOut-, part of the Sega Ages 2500 series on the PlayStation 2. This version includes an extra three new courses and four new cars to the Model 1 version.
Sega VR version
A version of the game was also planned for the Sega VR, a virtual reality headset accessory for the Mega Drive/Genesis that was planned to release in fall 1993. (Electronic Gaming Monthly, Video Game Preview Guide, 1993) However, the game, along with the accessory, was later cancelled.
History
Development
Initially created as proof of concept program for the system, Virtua Racing was given the all-clear to become a fully fledged arcade title during the Model 1's development, thereby becoming one of the first fast-paced 3D racing games to appear in arcades. Prior to this, most 3D racing games had been simulations, and often running very slow. Though Namco and Atari Games had put forward 3D arcade racers some years prior with Winning Run (1988) and Hard Drivin' (1989) respectively, Virtua Racing was among the first to render its worlds in sixty-frames-per-second and offer support for multiple human players, and the first to include multiple camera angles adjustable during play.
It was also the first game to feature human characters rendered with 3D polygons, both as mechanics and spectators, in fully polygonal 3D environments. The polygonal 3D human models used in Virtua Racing later formed the basis for the character models seen in Virtua Fighter.[7]
Release
The game was a commercial success in the arcades. In North America, RePlay's coin-op charts in April 1993 listed Virtua Racing as the highest-earning deluxe video game arcade cabinet.[8] It remained the highest-earning deluxe cabinet in the May 1993 charts.[9]
The hardware was revolutionary at the time of release, but Virtua Racing was later outclassed by its successor, the Sega Model 2 board, which debuted towards the end of 1993. There are no textured polygons in Virtua Racing, as Model 1 did not support them in hardware. There is one vehicle, and when linked together it is offered in several colours, but the stats never vary. Crashing slows the car down, but there is no damage model. There are differing surface types, with anything not on-road slowing the car down, but it does not affect handling, which would be pioneered by Sega Rally Championship several years later.
There are a few music tracks: during races, and jingles of several seconds play as the user crosses checkpoints and the goal line for laps; this is likely stylistic.
Virtua Racing was succeeded by its logical successor, Daytona USA, which brought the genre further forward. It would also take home systems several years to "catch up" to Virtua Racing in terms of 3D resolution and polygon counts.
Production credits
Arcade version
- Director / Chief Programmer: Yu Suzuki
- Programmers: Takuji Masuda, Masahiko Kobayashi, Masahiro Kawamura, Kazuhiko Yamada, Shin Kimura
- Chief Designer: Toshihiro Nagoshi
- Designers: Seiichi Ishii, Kunihiko Nakata, Toshiya Inoue
- Music Composer: Takenobu Mitsuyoshi
- Sound Effect: Yasuhiro Takagi
- Hardware Designers: Shoji Nishikawa, Keisuke Yasui
- Mechanical Effect Technician: Masaki Matsuno
- Electrical Technician: Futoshi Ito
- Program Supports: Ikuo Taniguchi, Yasuhito Shoji, Satoshi Hosoda
- And Our Fresh Staffs: Kohki Koiwa, Toru Ikebuchi, Yasuko Suzuki, Naomi Ota, Takeshi Suzuki, Yasuo Kawagoshi, Nobukatsu Hiranoya
- Produced by: Sega
Mega Drive version
- Director: Kouichi Nagata
- Chief Programmer: Ryuichi Hattori
- SVP Programmer: Osamu Hori
- Chief Designer: Minoru Matsuura
- Programmers: Kouichi Toya, Eiji Horita
- Music Composers: Thoru Nakabayashi, Tomoyuki Kawamura
- Hardware Designers: Junichi Terashima, Kouji Tsuchiya
- Programmers: Hideya Shibazaki, Yutaka Nishino, Tetsuya Sugimoto
- Special Thanks: Takenobu Mitsuyoshi, Yoshinao Asako
- And Our Fresh Staff: Kazuo Ohtani, Takayuki Yamaguchi
- Produced by: Sega
Gallery
Magazine articles
- Main article: Virtua Racing/Magazine articles.
Promotional material
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Arcade US flyer
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Arcade JP flyer
Mega Drive JP TV advert
Mega Drive UK TV advert
- 1994 06 - Virtua Racing.jpg
Mega Drive ES print advert 1
- 1994 07 - Virtua Racing.jpg
Mega Drive ES print advert 1 (variation)
- 1994 10 - Virtua Racing.jpg
Mega Drive ES print advert 2
- 1994 12 - Mega Drive.jpg
Mega Drive ES print advert 3
also published in:
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also published in:
- Video Games (DE) #1994-06: "6/94" (1994-05-25)A database query error has occurred. Did you forget to run your application's database schema updater after upgrading?[11]
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also published in:
- Sega Force (SE) #1994-05: "5/94" (1994-08-10)A database query error has occurred. Did you forget to run your application's database schema updater after upgrading?[12]
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- Sega Force (SE) #1994-06: "6/94" (1994-09-14)A database query error has occurred. Did you forget to run your application's database schema updater after upgrading?[13]
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Physical scans
Model 1 version
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Mega Drive version
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87 | |
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Mega Drive, SE (Rental) |
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Mega Drive, SE (Rental; alt) |
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References
- ↑ http://racingdev.com/
- ↑ http://mamedb.com/game/vformula
- ↑ File:GameOn US 06.pdf, page 10
- ↑ File:CVG UK 141.pdf, page 16
- ↑ 5.0 5.1 File:CVG UK 150.pdf, page 50
- ↑ File:GamePro US 074.pdf, page 14
- ↑ [1] (Game Developers Conference)
- ↑ File:ElectronicGames2 US 09.pdf, page 14
- ↑ File:ElectronicGames2 US 10.pdf, page 14
- ↑ ', "June 1994" (; 1994-xx-xx), page 26
- ↑ ', "Juni 1994" (; 1994-05-11), page 2
- ↑ ', "4/94" (; 1994-06-01), page 45
- ↑ ', "4/94" (; 1994-06-01), page 48
- ↑ File:CVG UK 149.pdf, page 86
- ↑ File:EGM US 040.pdf, page 54
- ↑ File:ConsolesPlus FR 033.pdf, page 159
- ↑ File:CVG UK 152.pdf, page 107
- ↑ File:Edge UK 008.pdf, page 82
- ↑ File:GamePro US 059.pdf, page 38
- ↑ File:Joypad FR 030.pdf, page 126
- ↑ File:Joypad FR 031.pdf, page 60
- ↑ File:MeanMachinesSega19UK.pdf, page 49
- ↑ File:PlayerOne FR 042.pdf, page 52
- ↑ ', "4/94" (; 1994-06-01), page 259
- ↑ ', "4/94" (; 1994-06-01), page 19
- ↑ ', "4/94" (; 1994-06-01), page 102
- ↑ ', "4/94" (; 1994-06-01), page 159
- ↑ ', "4/94" (; 1994-06-01), page 50
- ↑ ', "4/94" (; 1994-06-01), page 107
- ↑ ', "4/94" (; 1994-06-01), page 82
- ↑ ', "4/94" (; 1994-06-01), page 84
- ↑ ', "4/94" (; 1994-06-01), page 33
- ↑ 33.0 33.1 ', "4/94" (; 1994-06-01), page 1
- ↑ 34.0 34.1 ', "4/94" (; 1994-06-01), page 78
- ↑ ', "4/94" (; 1994-06-01), page 26
- ↑ 36.0 36.1 36.2 ', "4/94" (; 1994-06-01), page 36
- ↑ ', "4/94" (; 1994-06-01), page 38
- ↑ ', "4/94" (; 1994-06-01), page 17
- ↑ ', "4/94" (; 1994-06-01), page 61
- ↑ 40.0 40.1 ', "4/94" (; 1994-06-01), page 60
- ↑ 41.0 41.1 ', "4/94" (; 1994-06-01), page 22
- ↑ ', "4/94" (; 1994-06-01), page 29
- ↑ ', "4/94" (; 1994-06-01), page 126
- ↑ ', "4/94" (; 1994-06-01), page 8
- ↑ ', "4/94" (; 1994-06-01), page 96
- ↑ 46.0 46.1 ', "4/94" (; 1994-06-01), page 44
- ↑ ', "4/94" (; 1994-06-01), page 42
- ↑ ', "4/94" (; 1994-06-01), page 4
- ↑ ', "4/94" (; 1994-06-01), page 49
- ↑ ', "4/94" (; 1994-06-01), page 51
- ↑ ', "4/94" (; 1994-06-01), page 142
- ↑ 52.0 52.1 ', "4/94" (; 1994-06-01), page 28
- ↑ ', "4/94" (; 1994-06-01), page 53
- ↑ ', "4/94" (; 1994-06-01), page 97
- ↑ ', "4/94" (; 1994-06-01), page 54
- ↑ ', "4/94" (; 1994-06-01), page 18
- ↑ ', "4/94" (; 1994-06-01), page 34
- ↑ ', "4/94" (; 1994-06-01), page 35
- ↑ ', "4/94" (; 1994-06-01), page 85
- ↑ ', "4/94" (; 1994-06-01), page 6
- ↑ ', "4/94" (; 1994-06-01), page 32
- ↑ ', "4/94" (; 1994-06-01), page 219
- ↑ ', "4/94" (; 1994-06-01), page 91
- ↑ ', "4/94" (; 1994-06-01), page 86
Virtua Racing series of games | |
---|---|
Virtua Racing (1992) | Virtua Formula (1993) | |
Virtua Racing (1994) | |
Virtua Racing Deluxe (1994) | |
Time Warner Interactive's VR Virtua Racing (1995) | |
Sega Ages 2500 Series Vol. 8: Virtua Racing FlatOut (2004) | |
Sega Ages Virtua Racing (2019) | |
Virtua Racing related media | |
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- Pages with broken file links
- Stubs
- No players field
- Old content rating field
- Use romtable template
- All games
- Credits without source
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- Creditstable with no console field
- GalleryPrintAd file defined
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- Use magref
- Old-style rating (egm)
- Update ratings template
- 2 old ratings
- No ratings
- Old-style rating (consolesplus)
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- Old-style rating (eg)
- Rating without PDF source
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- External rating reference
- Old-style rating (famitsu r)
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- Old-style rating (playerone)
- Old-style rating (pu)
- Old-style rating (segapower)
- Old-style rating (segapro)
- Old-style rating (sfsw)
- 24 old ratings
- Virtua Racing (franchise)
- Model 1 games