Difference between revisions of "Outlaw Racing"
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* '''Producer:''' [[Carl Mey]]{{ref|http://web.ncf.ca/au829/OutlawSprintCars/index.html}} | * '''Producer:''' [[Carl Mey]]{{ref|http://web.ncf.ca/au829/OutlawSprintCars/index.html}} | ||
− | * '''Project Lead, Programmer:''' [[Alexander G.M. Smith]]{{ref|http://web.ncf.ca/au829/OutlawSprintCars/index.html}} | + | * '''Project Lead, Programmer:''' [[Alexander G. M. Smith|Alexander G.M. Smith]]{{ref|http://web.ncf.ca/au829/OutlawSprintCars/index.html}} |
| source=Development material, developer statements | | source=Development material, developer statements | ||
| console=MD | | console=MD |
Revision as of 20:55, 8 April 2022
Outlaw Racing |
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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]
Contents
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
- Producer: Carl Mey[1]
- Project Lead, Programmer: Alexander G.M. Smith[1]
Promotional material
Images
Title screen from the January 1994 prototype, shown at Winter CES 1994.
External links
- Post-mortem and project log from Project Lead Alexander G. M. Smith
References
Sega VR | |
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Topics | Technical specifications | Magazine articles | Promotional material | Ono-Sendai Corporation |
Games | Iron Hammer | Matrix Runner | Nuclear Rush | Outlaw Racing |