Difference between revisions of "Sega Super Circuit"

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{{Bob
 
{{Bob
| bobscreen=SegaSuperCircuit Arcade.jpg
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| image=SegaSuperCircuit Arcade.jpg
| screenwidth=320
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| system=[[Large attraction]]
| title=
 
 
| publisher=[[Sega]]
 
| publisher=[[Sega]]
 
| developer=[[Sega]]
 
| developer=[[Sega]]
| romsize=
 
 
| sounddriver=
 
| sounddriver=
 
| peripherals=
 
| peripherals=
| players=2-5
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| players=2-6
 
| genre=Racing
 
| genre=Racing
| releases={{releases
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| releases={{releasesArcade
| arcade_date_jp=1989?
+
| large_date_jp=1988-12{{ref|1=https://web.archive.org/web/20090818195141/http://sega-mechatro.com/products-mt/1988/12/post_33.html}}
 
}}
 
}}
 
}}
 
}}
{{stub}}'''''Sega Super Circuit''''' (セガスーパーサーキット) was a medium-scale attraction developed by [[Sega]] in the late 1980s.
+
'''''{{PAGENAME}}''''' (セガスーパーサーキット) is a [[large attraction]] developed by [[Sega]]. Based on ''[[Mach Vision]]'', a previous joint venture from 1987 which appeared at [[Communication Carnival Yume Koujou '87]], the attraction was developed by personnel who would later become part of [[AM4]] and [[AM5]].{{magref|ssmjp|1996-09|144}} ''Sega Super Circuit'' was released at only a select few events and amusement centers that Sega had a hand in during the late 1980s and early 1990s, serving as a precursor to their later work on other large-scale interactive projects as part of the [[En-Joint]] and [[Amusement Theme Park]] facility concepts.{{magref|bemega|1994-10|96}}
  
''Sega Super Circuit'' is effectively a glorified radio controlled car race around a track, however CCD cameras are mounted to each vehicle and a picture is sent to modified ''[[OutRun]]'' (deluxe) cabinets, creating a "first person" perspective for each of the racers. An unknown arcade board keeps track of information such as player credits (and winners?), although given that the race takes place in the real-world, a human operator is needed to set up each race, keep the track clean and free any vehicle that has got stuck. A human announcer also comments on how the race is going.
+
==Gameplay==
 +
''Sega Super Circuit'' is similar in design to the earlier ''Mach Vision'', featuring radio controlled cars with mounted CCD cameras that relay their image to modified ''[[OutRun]]'' (deluxe) cabinets. ''Sega Super Circuit'' alters things by having a more elaborate track, a means of recording and displaying lap times, and up to five racers (versus four in ''Mach Vision''). Aesthetics aside it is much the same game, with a human operator required at all times to both reset the race and unstick any cars that can't move.  
  
 
Reportedly the track was 80m long and 1.5m wide.
 
Reportedly the track was 80m long and 1.5m wide.
  
''Sega Super Circuit'' was first demonstrated at [[Communication Carnival Yume Koujou '87]] in July 1987, before being brought to [[Amusement Machine Show 1988]] (and officially named). It was then transferred to [[Sega World Tokyo Roof]] in 1989. ''Sega Super Circuit'' is known to have been operational until at least 1990, though its fate since is uncertain.
+
==Versions==
 +
Unlike the one-off ''Mach Vision'', ''Sega Super Circuit'' was designed to be sold, with most iterations using the same track layout and at least five cars. Very few were actually made, however, all appearing at temporary events and a small number of Sega's new-style amusement centers between 1988 and 1991 in Japan.
 +
 
 +
===[[Joy Square in Hamamatsu]]===
 +
''Sega Super Circuit'' first made an appearance at [[Joy Square in Hamamatsu]], opened July 1988.{{magref|gamemachinejp|339|12}} The entertainment complex was created in a business alliance between Sega and three other companies from separate industries. The former provided its amusement produce, planning, and operations know-how that had been cultivated over the past several years through its successful game centers and taikan games, with the brand new ''Sega Super Circuit'' a central part of this.{{fileref|SegaSuperCircut_Arcade_JP_Flyer.pdf|page=4}}
 +
 
 +
This original iteration had six cars, with the cabinets located behind the track on a level above. It is not known how long ''Sega Super Circuit'' was kept in operation at the venue, though Joy Square itself appears to have lasted into the 2000s.
 +
 
 +
===[[Hi-Tech Sega Nagahama]]===
 +
With its initial appearance at the Joy Square venue a success, ''Sega Super Circuit''<noinclude>'<noinclude>s second appearance was as part of [[Hi-Tech Sega Nagahama]], opened one month later in August on the site of the Seiyu Nagahama Rakuichi shopping district, which had previously launched during March.{{fileref|SegaSuperCircut_Arcade_JP_Flyer.pdf|page=5}} Sega operated the center through a joint venture with Seiyu. Alongside the original Joy Square version, this installation also used a set of six cars and the full layout.{{magref|gamemachinejp|341|3}}
 +
 
 +
Hi-Tech Sega Nagahama was later rebranded and reopened as [[Wonder Land]] in July 1990, at that time still featuring its ''Sega Super Circuit'' installation under joint management by Sega and Seiyu.{{fileref|SegaEnJoint_JP_Flyer.pdf|page=12}} Its longevity at the venue after this point is unknown.
 +
 
 +
===[[Amusement Machine Show 1988]]===
 +
Following its first two permanent installations at venues it had planned, Sega demonstrated a simplified version of ''Sega Super Circuit'' to potential buyers at [[Amusement Machine Show 1988]].{{magref|gamemachinejp|342|8}} As a result of the event's brief open period and the space available, this version featured only three cars, and a downsized L-shaped track with a bump.{{magref|gamest|27|106}}
 +
 
 +
===[[Yokohama Hakurankai]]===
 +
The most widely seen iteration of ''Sega Super Circuit'' later appeared as part of [[Yokohama Hakurankai]], existing for six months between March and October 1989. This featured five cars and the full layout, with the ''OutRun'' cabinets being located on the left side of the circuit.
 +
 
 +
===[[Sega World Tokyo Roof]]===
 +
A final iteration of the game existed at [[Sega World Tokyo Roof]], which ran from September 1990 to June 1991. Like the original two installations, this version had six cars, with the cabinets located behind the track on a level above.
 +
 
 +
==Production credits==
 +
{{creditstable|
 +
*'''Programmer:''' [[Rikiya Nakagawa]]{{magref|dmjp|2000-28|95}}
 +
*[[Koichi Namiki]]{{ref|https://web.archive.org/web/20050109040258/http://sound.jp/namiki/works/index.html#5}}
 +
*[[Shingo Dote]]{{magref|ssmjp|1996-01|181}}
 +
| console=LARGE
 +
| source=Uncredited
 +
}}
  
 
==Magazine articles==
 
==Magazine articles==
 
{{mainArticle|{{PAGENAME}}/Magazine articles}}
 
{{mainArticle|{{PAGENAME}}/Magazine articles}}
  
==External Link==
+
==Promotional material==
*[https://www.youtube.com/watch?v=XqexeuTP0K0 Footage on YouTube]
+
{{gallery
 +
|{{gitem|SegaSuperCircut Arcade JP Flyer.pdf|Flyer}}
 +
|{{galleryPrintAd|gamemachinejp|342|9}}
 +
}}
 +
 
 +
==External links==
 +
* [https://www.youtube.com/watch?v=XqexeuTP0K0 Footage on YouTube]
  
 
==References==
 
==References==
<references />
+
<references/>
 
+
{{clear}}
[[Category:Medium-scale attractions]]
+
{{LargeAttractions}}

Revision as of 04:32, 14 March 2024

n/a

SegaSuperCircuit Arcade.jpg
Sega Super Circuit
System(s): Large attraction
Publisher: Sega
Developer:
Genre: Racing

















Number of players: 2-6
Release Date RRP Code
Large attraction
JP
¥? ?

Sega Super Circuit (セガスーパーサーキット) is a large attraction developed by Sega. Based on Mach Vision, a previous joint venture from 1987 which appeared at Communication Carnival Yume Koujou '87, the attraction was developed by personnel who would later become part of AM4 and AM5.[2] Sega Super Circuit was released at only a select few events and amusement centers that Sega had a hand in during the late 1980s and early 1990s, serving as a precursor to their later work on other large-scale interactive projects as part of the En-Joint and Amusement Theme Park facility concepts.[3]

Gameplay

Sega Super Circuit is similar in design to the earlier Mach Vision, featuring radio controlled cars with mounted CCD cameras that relay their image to modified OutRun (deluxe) cabinets. Sega Super Circuit alters things by having a more elaborate track, a means of recording and displaying lap times, and up to five racers (versus four in Mach Vision). Aesthetics aside it is much the same game, with a human operator required at all times to both reset the race and unstick any cars that can't move.

Reportedly the track was 80m long and 1.5m wide.

Versions

Unlike the one-off Mach Vision, Sega Super Circuit was designed to be sold, with most iterations using the same track layout and at least five cars. Very few were actually made, however, all appearing at temporary events and a small number of Sega's new-style amusement centers between 1988 and 1991 in Japan.

Joy Square in Hamamatsu

Sega Super Circuit first made an appearance at Joy Square in Hamamatsu, opened July 1988.[4] The entertainment complex was created in a business alliance between Sega and three other companies from separate industries. The former provided its amusement produce, planning, and operations know-how that had been cultivated over the past several years through its successful game centers and taikan games, with the brand new Sega Super Circuit a central part of this.[5]

This original iteration had six cars, with the cabinets located behind the track on a level above. It is not known how long Sega Super Circuit was kept in operation at the venue, though Joy Square itself appears to have lasted into the 2000s.

Hi-Tech Sega Nagahama

With its initial appearance at the Joy Square venue a success, Sega Super Circuit's second appearance was as part of Hi-Tech Sega Nagahama, opened one month later in August on the site of the Seiyu Nagahama Rakuichi shopping district, which had previously launched during March.[6] Sega operated the center through a joint venture with Seiyu. Alongside the original Joy Square version, this installation also used a set of six cars and the full layout.[7]

Hi-Tech Sega Nagahama was later rebranded and reopened as Wonder Land in July 1990, at that time still featuring its Sega Super Circuit installation under joint management by Sega and Seiyu.[8] Its longevity at the venue after this point is unknown.

Amusement Machine Show 1988

Following its first two permanent installations at venues it had planned, Sega demonstrated a simplified version of Sega Super Circuit to potential buyers at Amusement Machine Show 1988.[9] As a result of the event's brief open period and the space available, this version featured only three cars, and a downsized L-shaped track with a bump.[10]

Yokohama Hakurankai

The most widely seen iteration of Sega Super Circuit later appeared as part of Yokohama Hakurankai, existing for six months between March and October 1989. This featured five cars and the full layout, with the OutRun cabinets being located on the left side of the circuit.

Sega World Tokyo Roof

A final iteration of the game existed at Sega World Tokyo Roof, which ran from September 1990 to June 1991. Like the original two installations, this version had six cars, with the cabinets located behind the track on a level above.

Production credits

Source:
Uncredited


Magazine articles

Main article: Sega Super Circuit/Magazine articles.

Promotional material

SegaSuperCircut Arcade JP Flyer.pdf

PDF
Flyer
SegaSuperCircut Arcade JP Flyer.pdf
Logo-pdf.svg
Print advert in Game Machine (JP) #342: "1988-10-15" (1988-10-15)
Logo-pdf.svg

External links

References


Large attractions
Sega Super Circuit (1988) | CCD Cart (1990) | Cyber Dome (1990) | Ghost Hunters (1994) | Astronomicon (1994) | Virtual Shooting (1994) | VR-1 (1994) | Rail Chase: The Ride (1994) | Mad Bazooka (1994) | Aqua Nova (1996) | Halfpipe Canyon (1996) | Time Fall (1996) | Treasure Panic (1996) | The Crypt (1996) | Fortune Museum (1996) | Beast In Darkness (1996) | Weird Photo Studio (1996) | Sega Rally Special Stage (1996) | Super Ranking (1996) | Shocking Maze (1996) | Sega Touring Car Championship Special (1997) | Aquarena (1997) | Lost Cemetery (1997) | Drift Cart (1998) | Fortune Cave (1998) | Viva! Skydiving (2000) | Speed Boarder (2000) | Dark Chapel (2004) | Ikiningyou no Ma (2005) | Spin Bullet (2006) | Fortune Forest (2006) | Tsukutte Hashirou! Dekoboko Motors (2008) | Initial D Arcade Stage 4 Limited (No results?) | Sonic Hopper! (2009) | Lola and Carla the Beauty Contest (No results?) | Dekoboko Crane Company (2011) | Veil Of Dark (2012) | Halfpipe Tokyo (2012) | Ace Attorney in Joypolis (No results?) | Sonic Ghost Shooting (2013) | Psycho-Pass The Shooting (201x) | Zero Latency VR (No results?) | VR Ikiningyou no Ma (2016) | Gekion Live Coaster (2016) | Psycho-Pass The Shooting 2 (2016)