Metropolis Street Racer
From Sega Retro
Metropolis Street Racer | |||||||||||||||||||||||||
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System(s): Sega Dreamcast | |||||||||||||||||||||||||
Publisher: Sega | |||||||||||||||||||||||||
Developer: Bizarre Creations | |||||||||||||||||||||||||
Peripherals supported: Jump Pack, Dreamcast Modem, Race Controller, Visual Memory Unit, Dreamcast VGA Box | |||||||||||||||||||||||||
Genre: Racing | |||||||||||||||||||||||||
Number of players: 1-8 | |||||||||||||||||||||||||
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Metropolis Street Racer, known as Metropolis during development and frequently listed simply as MSR, is a racing game developed by Bizarre Creations for the Sega Dreamcast. Highly praised at the time of release, MSR was often considered to be the Dreamcast's answer to the PlayStation's Gran Turismo racing series, as it has over 250 circuits (set in real-world locations) and numerous officially licensed cars.
Contents
History
Development
MSR's origins date back to 1997 when Sega's Kats Sato was tasked with finding out who had developed the PlayStation games Formula 1 and Formula 1 Championship Edition for Sony Computer Entertainment. Reportedly Sato purposely pulled the power cable at a display at E3 1996 to see the game's intoductory credits
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[5], and, upon discovering the team was Bizarre Creations, a meeting was arranged with Kazutoshi Miyake in an attempt to get the team to produce games for Sega instead. Sega initially wanted the team to work on Sega Saturn titles, but the plea was rebuffed
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[5]. Bizarre Creation's head, Martyn Chudley, however kept in contact, and was won over when Sega demonstrated a prototype Dreamcast (then codenamed Dural)
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[5]. Bizarre weren't keen on the original proposal to create more Formula One games, but agreed to make a "serious city-based game with real cars"
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[6]. MSR entered production while the console was still being developed[7], which led to numerous engine revisions as the Dreamcast SDKs matured
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Metropolis Street Racer had an extremely rocky development cycle, being announced well in advance of the Dreamcast's Western launch and repeatedly missing deadlines over the course of a year. It was reportedly the first Dreamcast project to be started in the United Kingdom[9].
While initially aimed at the Dreamcast European launch date (1999-09-28 as it was then)[7], the game did not materialise fully until November 2000, at a time when Dreamcast sales were on the decline. Development on a Japanese release was started but never completed.
Thirty hours of real-life footage from the streets of London, Tokyo and San Francisco were captured in order to create accurate representations of the host cities
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[10]-35,000 photographs[11]. Initially the team wanted to let players drive down every street, but to maintain the same level of accuracy across the experience, the task proved too daunting
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[12]. Some of these roads are partially modelled in the final game, but are blocked off by invisible walls. The cars in Metropolis Street Racer are officially licensed and are designed around real specifications supplied by manufacturers
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[13]. The use of licensed cars, however, meant that none of the vehicles were allowed to be deformable
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[12]. The physics model is mostly accurate, but the handling was slightly adjusted to make the game more fun
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[13]. Richard Jacques who had at this point composed many soundtracks for Sega, provided the audio for the game. He recorded car revving noises at a "motor industry research centre" (whose location was not disclosed through fears of tipping off rival developers)
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[14].
Associate producer Jose Aller borrowed Kats Sato's Fiat without his knowledge to obtain engine sounds for the game, taking it up to 140mph on a test circuit[15].
Release
Metropolis Street Racer originally launched in PAL regions with a number of bugs, so much so that the game was recalled and Sega felt the need to issue replacement discs (the later North American version is the bug-fixed version, although not all the bugs were actually fixed). A replay option, included in review copies of the game, was scrapped at the last minute due to time restraints.
Despite initially high expectations, MSR sold 101,757 units in the U.S. through January 2003 according to NPD Group. In the UK 13,297 were sold in the week ending November 4th, 2000 according to Chart-Track. In Germany it debuted at number one in Media Control's November 2000 Dreamcast chart. Martyn Chudley described releasing the game exclusively on the Dreamcast at this time was like "The Beatles exclusively selling The White Album on Mars". £1 million of Bizarre Creations' own money went into the project, and although the team was happy to port the game to the PlayStation 2, management at Sega declined the offer.
Bizarre Creations would use what they learned through Metropolis Street Racer to create their line of Project Gotham Racing games for the Xbox/Xbox 360 which are seen as a spiritual successors.
Production credits
- Managing Director: Martyn Chudley
- Business Director: Sarah Dixon
- Technical Director: Walter Lynsdale
- Design, Structure and Frontend: Martyn Chudley
- Technical Coding: Roger Perkins
- Engine and Dynamics Coding: Walter Lynsdale
- Tools and Effects Coding: Phil Snape
- AI Coding: Dave Al-Daini
- Sound Coding: Jonathan Amor
- 3D modelling and Textures (Tokyo): Jon Dugdale, Paul Spencer
- 3D modelling and Textures (San Francisco): Matt Sharatt, Glen Griffiths
- 3D modelling and Textures (Tokyo): Julie McGurren, Derek Chapman
- Car Modelling: Steve Heaney
- Car and City Textures: Lee Carter
- Frontend Artwork and City Textures: Gren Atherton
- Senior Producer: Brian Woodhouse
- Associate Producer: Peter Wallace
- Production Support: Glynn Williams
- Bizarre PR: Sarah Dixon
- Office Management: Michelle Langton
- QA Manager: Ged Talbot
- QA: Kevin Reilly
- Director of Product Development: Naohiko Hoshino
- Executive Producer: Kats Sato
- Sound Producer: Richard Jacques
- Associate Producer: Jose Aller
- Test Manager: Jason Cumberbatch
- Lead Tester: Pete O'Brien
- Technical Support Manager: Serge Plagnol
- Hardware Engineer: Tamer Tahsin
- Support Engineer: Sandeep Bisla
- Spanish Translator: Roberto Párraga-Sánchez
- German Translator: Angelika Michitsch
- French Translator: Caroline Ruiz
- European Product Marketing Manager: Jim Pride
- European Product Marketing Executive: Mathew Quaeck
- UK: Tunde Orelaja
- Localization Producer: Howard Gipson
- Supervising Producer: Jason Kuo
- Lead Tester: Benji Galvez
- Assistant Lead Testers: Shawn Dobbins, Robert Reich
- Localization Manager: Osamu Shibamiya
- Testers: Gabrielle Brown, Jason Jensen, Steven Jee, Devin Tomcik, Jason Mercer, Todd Slepian, Rafael Meza, John Saito, Eric Ling, Joseph Amper, Derek Wong, Aaron Poser, Walter Kim, Daniel Airey, Shaheed Khan, JR Villatuya, Raymond Kwan, David Taleg, Chester Lee, Michael Jones, Joseph Mora
- Product Manager: Rob Alvarez
- Associate Product Manager: Dennis Lee
- Director Product Marketing: John Golden
- Public Relations: Heather Hawkins, Gwen Marker
- Creative Services: Robert Schonfisch, Angela Santos
- Special Thanks: Peter Moore, Chris Gilbert, Charles Bellfield, Karen Brown, Terri Higgins, Molly Fitzpatrick, Kathleen Joyce, John Amirkhan, Todd Slepian, Paulita Escalona, Sandy Castagnola
Magazine articles
- Main article: Metropolis Street Racer/Magazine articles.
Promotional material
also published in:
- Official Dreamcast Magazine (US) #12: "March 2001" (2001-01-28)A database query error has occurred. Did you forget to run your application's database schema updater after upgrading?[17]
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Artwork
- MSR DC Art IMAGE01.jpg
- MSR DC Art IMAGE02.jpg
- MSR DC Art IMAGE03.jpg
Physical scans
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Based on 31 reviews |
References
- ↑ 1.0 1.1 File:CVG UK 229.pdf, page 82
- ↑ File:SegaMagazin DE 85.pdf, page 13
- ↑ File:ODCM US 10.pdf, page 87
- ↑ 4.0 4.1 File:Hyper AU 088.pdf, page 44
- ↑ 5.0 5.1 5.2 ', "" (; ), page 46
- ↑ ', "" (; ), page 47
- ↑ 7.0 7.1 7.2 7.3 File:NextGeneration US 55.pdf, page 32
- ↑ ', "" (; ), page 48
- ↑ File:Arcade UK 07.pdf, page 13
- ↑ 10.0 10.1 ', "" (; ), page 47
- ↑ File:EGM US 132.pdf, page 64
- ↑ 12.0 12.1 ', "" (; ), page 48
- ↑ 13.0 13.1 ', "" (; ), page 49
- ↑ ', "" (; ), page 50
- ↑ File:NextGeneration US 55.pdf, page 34
- ↑ File:Metropolis Street Racer DC US Manual.pdf, page 25
- ↑ ', "Holiday 2000" (; 2000-11-28), page 24
- ↑ File:ConsolesPlus FR 107.pdf, page 88
- ↑ File:Edge UK 091.pdf, page 98
- ↑ 20.0 20.1 File:VideoGamer UK 01.pdf, page 46 Cite error: Invalid
<ref>
tag; name ":File:VideoGamer UK 01.pdf_p46" defined multiple times with different content - ↑ ', "12/2000" (; 2000-11-02), page 40
- ↑ ', "12/2000" (; 2000-11-02), page 47
- ↑ ', "12/2000" (; 2000-11-02), page 50
- ↑ ', "12/2000" (; 2000-11-02), page 24
- ↑ ', "12/2000" (; 2000-11-02), page 88
- ↑ ', "12/2000" (; 2000-11-02), page 82
- ↑ ', "12/2000" (; 2000-11-02), page 84
- ↑ ', "12/2000" (; 2000-11-02), page 62
- ↑ ', "12/2000" (; 2000-11-02), page 98
- ↑ ', "12/2000" (; 2000-11-02), page 193
- ↑ ', "12/2000" (; 2000-11-02), page 131
- ↑ ', "12/2000" (; 2000-11-02), page 58
- ↑ ', "12/2000" (; 2000-11-02), page 105
- ↑ Game Station (UK) (+0:00)
- ↑ ', "12/2000" (; 2000-11-02), page 123
- ↑ ', "12/2000" (; 2000-11-02), page 69
- ↑ ', "12/2000" (; 2000-11-02), page 44
- ↑ ', "12/2000" (; 2000-11-02), page 52
- ↑ 39.0 39.1 ', "12/2000" (; 2000-11-02), page 38
- ↑ ', "12/2000" (; 2000-11-02), page 54
- ↑ ', "12/2000" (; 2000-11-02), page 96
- ↑ ', "12/2000" (; 2000-11-02), page 8
- ↑ ', "12/2000" (; 2000-11-02), page 86
- ↑ ', "12/2000" (; 2000-11-02), page 41
- ↑ ', "12/2000" (; 2000-11-02), page 30
- ↑ ', "12/2000" (; 2000-11-02), page 42
- ↑ ', "12/2000" (; 2000-11-02), page 12
- ↑ ', "12/2000" (; 2000-11-02), page 48
- ↑ ', "12/2000" (; 2000-11-02), page 102
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