Difference between revisions of "Outlaw Racing"

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==Quotes==
 
==Quotes==
{{quote|I ([[Alexander G. M. Smith]]) worked on this three dimensional prototype game on the [[Sega Genesis]] in 1993 and 1994 at [[Artech Digital Entertainments]] (17 employees at the time, mostly working on other projects), in Ottawa Canada, under remote direction from [[Carl Mey|Carl]] at [[Sega of America|Sega]]. The idea was to see if the Genesis could do 3D fast enough to make a game which could use a [[Sega VR|3D headset]]. That's why you can look all the way around the car's cockpit, and look up and down too. The end result wasn't fast enough to be a good game, so that's why the project was ended. Also, the [[Sega 32X]] (Mars) faster CPU + Video adapter for the Genesis was around the corner, and the [[Sega Saturn]] and other later hardware that could do better 3D were in the pipeline too.|ref={{ref|http://web.ncf.ca/au829/OutlawSprintCars/index.html}}|''Project Lead and Developer [[Alexander G. M. Smith]]''}}
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{{quote|I ([[Alexander G. M. Smith]]) worked on this three dimensional prototype game on the [[Sega Genesis]] in 1993 and 1994 at [[Artech Digital Entertainments]] (17 employees at the time, mostly working on other projects), in Ottawa Canada, under remote direction from [[Carl Mey|Carl]] at [[Sega of America|Sega]]. The idea was to see if the Genesis could do 3D fast enough to make a game which could use a [[Sega VR|3D headset]]. That's why you can look all the way around the car's cockpit, and look up and down too. The end result wasn't fast enough to be a good game, so that's why the project was ended. Also, the [[Sega 32X]] (Mars) faster CPU + Video adapter for the Genesis was around the corner, and the [[Sega Saturn]] and other later hardware that could do better 3D were in the pipeline too.|ref={{ref|http://web.ncf.ca/au829/OutlawSprintCars/index.html}}|''Project Lead and Developer [[Alexander G.M. Smith]]''}}
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==Production credits==
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{{creditstable|
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* '''Producer:''' [[Carl Mey]]{{ref|http://web.ncf.ca/au829/OutlawSprintCars/index.html}}
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* '''Project Lead, Programmer:''' [[Alexander G.M. Smith]]{{ref|http://web.ncf.ca/au829/OutlawSprintCars/index.html}}
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| source=Development material, developer statements
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| console=MD
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}}
  
 
==Promotional material==
 
==Promotional material==

Revision as of 20:31, 8 April 2022

OutlawRacingtitle.jpeg

Outlaw Racing
System(s): Sega Mega Drive
Developer: Artech Digital Entertainments
Genre: Racing
Number of players: 1
Status of prototype(s): Unreleased
Peripheral(s): Sega VR

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Outlaw Racing is an unreleased Sega Mega Drive racing game for use with the Sega VR headset, developed by Artech Digital Entertainments and slated to be published by Sega. Problems with achieving an acceptable framerate led to the game’s eventual cancellation.[1]

A Sega 32X port was planned but never developed.[1]

History

The game was briefly described in the August/September 1993 issue of Sega Visions magazine, where it was advertised as a racing game with vehicular combat and advanced stereo sound.

Development

Originally known as Sprint Cars, the game was in development from 1993 to 1994. Working with Sega of America producer Carl Mey, the small Canadian studio was one of few developers granted access to the upcoming Sega VR peripheral for the Sega Mega Drive.

Development progressed to a fairly playable point before framerate issues forced the project’s cancellation. The engine was only able to generate 7 frames per second, and drawing the ground in 3D would drop that to nearly half.[1]

Quotes

I (Alexander G. M. Smith) worked on this three dimensional prototype game on the Sega Genesis in 1993 and 1994 at Artech Digital Entertainments (17 employees at the time, mostly working on other projects), in Ottawa Canada, under remote direction from Carl at Sega. The idea was to see if the Genesis could do 3D fast enough to make a game which could use a 3D headset. That's why you can look all the way around the car's cockpit, and look up and down too. The end result wasn't fast enough to be a good game, so that's why the project was ended. Also, the Sega 32X (Mars) faster CPU + Video adapter for the Genesis was around the corner, and the Sega Saturn and other later hardware that could do better 3D were in the pipeline too.

Project Lead and Developer Alexander G.M. Smith[1]


Production credits

Source:
Development material, developer statements


Promotional material

1993 Sega Catalog.pdf

PDF
1993 Sega of America trade catalogue. The game’s logo is erroneously swapped with Nuclear Rush.
1993 Sega Catalog.pdf

Images

External links

References


Sega VR
Topics Technical specifications | Magazine articles | Promotional material | Ono-Sendai Corporation
Games Iron Hammer | Matrix Runner | Nuclear Rush | Outlaw Racing