Difference between revisions of "Daytona USA 2: Power Edition"
From Sega Retro
m (Text replacement - "==Production credits==" to "==Production credits== Category:Use Creditstable template") |
m (The game isn't quite the same, the vehicle handling is a bit different. Marubaku notes this in their super replay videos.) |
||
Line 15: | Line 15: | ||
'''''Daytona USA 2 Power Edition''''' (デイトナUSA2 パワーエディション) is an update to ''[[Daytona USA 2: Battle on the Edge]]'', and was released for [[Sega Model 3 Step 2.1]] hardware in 1998. ''Power Edition'' serves as an update to ''Battle on the Edge'' in a similar way to how ''[[Daytona USA: Championship Circuit Edition]]'' updates ''[[Daytona USA]]''. It is mostly the same game, bar a new introduction, rebranding and a few additions. | '''''Daytona USA 2 Power Edition''''' (デイトナUSA2 パワーエディション) is an update to ''[[Daytona USA 2: Battle on the Edge]]'', and was released for [[Sega Model 3 Step 2.1]] hardware in 1998. ''Power Edition'' serves as an update to ''Battle on the Edge'' in a similar way to how ''[[Daytona USA: Championship Circuit Edition]]'' updates ''[[Daytona USA]]''. It is mostly the same game, bar a new introduction, rebranding and a few additions. | ||
− | The obvious change between the two versions if the beginner track's environment, which drops the concept of it being in an indoor forest and returns the setting to a open NASCAR-esque course, similar to other ''Daytona USA'' games. It also adds a fourth "challenge" track - a very long marathon race which combines the three previous courses into one. | + | The obvious change between the two versions if the beginner track's environment, which drops the concept of it being in an indoor forest and returns the setting to a open NASCAR-esque course, similar to other ''Daytona USA'' games. It also adds a fourth "challenge" track - a very long marathon race which combines the three previous courses into one. Additionally, the vehicle handling has been tweaked slightly, with the drift physics in particular receiving some changes. |
It also adds a fourth "Special" car "for Hornet fans" - the ''Daytona USA'' Hornet which is the staple car of the series. The Hornet is a direct copy of the car from the first game, with the same handling characteristics. | It also adds a fourth "Special" car "for Hornet fans" - the ''Daytona USA'' Hornet which is the staple car of the series. The Hornet is a direct copy of the car from the first game, with the same handling characteristics. |
Revision as of 07:38, 19 June 2016
Daytona USA 2: Power Edition | |||||
---|---|---|---|---|---|
System(s): Sega Model 3 Step 2.1 | |||||
Publisher: Sega | |||||
Developer: Sega AM2, Sega AM11 | |||||
Genre: Racing | |||||
Number of players: 1-16 | |||||
|
Daytona USA 2 Power Edition (デイトナUSA2 パワーエディション) is an update to Daytona USA 2: Battle on the Edge, and was released for Sega Model 3 Step 2.1 hardware in 1998. Power Edition serves as an update to Battle on the Edge in a similar way to how Daytona USA: Championship Circuit Edition updates Daytona USA. It is mostly the same game, bar a new introduction, rebranding and a few additions.
The obvious change between the two versions if the beginner track's environment, which drops the concept of it being in an indoor forest and returns the setting to a open NASCAR-esque course, similar to other Daytona USA games. It also adds a fourth "challenge" track - a very long marathon race which combines the three previous courses into one. Additionally, the vehicle handling has been tweaked slightly, with the drift physics in particular receiving some changes.
It also adds a fourth "Special" car "for Hornet fans" - the Daytona USA Hornet which is the staple car of the series. The Hornet is a direct copy of the car from the first game, with the same handling characteristics.
Like Battle on the Edge, Daytona USA: Power Edition saw no home ports. However its three tracks are included as part of OutRun 2 for the Xbox.
Production credits
Director: Makoto Osaki
Design Director: Naotake Nishimura
Program Director: Takashi Fujimura
- Programming Team
Car Control Program: Takashi Fujimura, Masaki Katoh
Network Program: Tetsuya Sugimoto, Takashi Fujimura
Effect Program: Takeshi Iwasaki, Dai Matsuzaki
Enemy Car Program: Koki Koiwa
Navigation & Attract Mode Program: Hideki Tanaka
Crash & Collision Program: Tetsuya Sugimoto, Hiroshi Masui
Camera Program: Takayuki Kazama
Live Mode Program: Hiroshi Masui
Sound & Cabinet Control Program: Koki Koiwa
- Design Team
Course Design: Naoaki Tasaka, Naotake Nishimura
Course Side Design: Jun-ichi Yamanaka, Naoaki Tasaka, Kazufumi Ohashi, Shigetaka Kyoya
Car Design: Shigetaka Kyoya, Jun-ichi Yamanaka
Effect Design: Ringo Manabe, Naotake Nishimura, Takeshi Iwasaki
Scroll Design: Naotake Nishimura, Kazufumi Ohashi
Motion Design: Kazuhiro Izaki (AM11), Ringo Manabe
- Sound Team
Sound Producer & Composer: Takenobu Mitsuyoshi
Sound Director & Composer: Fumio Ito
- Cabinet Development Team
Product Supervisor: Masao Yoshimoto
Industrial Designer: Ztton Design
Mechanical Engineers
- (Chief Engineer) Yasuo Ishikawa, Seiji Ishii
- Motohiko Higashiguchi, Eiji Inoue, Yumiko Ara, Eiji Nishimura, Toshiya Yamaguchi, Masaharu Inoue
Electronic Engineers
- (Chief Engineer) Hiroki Koyama
- Hiroyuki Takahashi, Hideyuki Yamada, Tomoyuki Goto, Yoshiaki Yamamoto
- Publicity Team
Publicity: Ai Kotani
Design: Akira Yamanaka
- Special Thanks
Design Support (AM11): Kazuhiro Izaki, Daisuke Sato, Yukinobu Arikawa, Jun-ichi Yamada
Sound Support (AM2): Hidenori Shoji
Recording & Mix (NY): Atsushi "Sushi" Kosugi (Beat on Beat, Inc)
Recording & Mix (TYO): Tatsutoshi Narita, Naoyuki Machida, Yoshitada Miya
Voice Recording: Yasuhide Takeuchi (Half HP Studio)
Advisor: Masahiro Nakagawa (Sega AM R&D), Bill Freeman (Sega Gameworks FL), Tomoaki Inoue (Sega AM2), Takeshi Inoue (Sega Oversea Dept.), Yuka Sadano (Sega U.S. Sales Dept.), Toshihiko Ikeda (Sega U.S. Sales Dept.)
Producer: Toshihiro Nagoshi
Promotional material
Physical scans
Model 3, JP | ||||
---|---|---|---|---|