Showing posts with label Daytona USA 2. Show all posts
Showing posts with label Daytona USA 2. Show all posts

Saturday, October 12, 2013

Things Are Looking Up For 90's Arcade Racer/Arcade Games

A recent update from the guys over at The 90's Arcade Racer.

At this point some of you may feel like we’ve been working on ‘90s Arcade Racer since the ‘90s. That’s not entirely true, while Antonis and I were indeed playing Scud Race (Super GT in the US) and Daytona USA some 20 years--that was just preparation for the game we’re developing now.

Here’s what’s been happening the last couple of months with ‘90s Arcade Racer.

Physics, physics and more physics!

In the 100+ hours I’ve spent on racetracks combined with the thousands of hours logged playing racing video games, there’s something that feels quite counterintuitive to the genre. You would think super realistic racing games would have super accurate and lifelike physics -- but that doesn't necessarily always make a better product. To really give the sensation of speed, gravity, lateral gravity, as a designer you end up removing many functions that make a vehicle simulation “real”, in the theoretical sense. A driving simulator, more often than not feels like a floaty, unresponsive boat. Part of that is because you can’t feel yourself slinking around a bucket seat, you don’t have the sensation of a vehicle’s weight shift between the four corners; there’s an entirely missing dimension in racing games.

Antonis and I are going for a fun and arcade racing feel, we’ve said that from the start. Those two descriptors are equally important to the project. Getting to the balance of an arcade feel while offering a challenging experience and still giving the car some complex real-world behaviors is where our own challenge begins.

Once you start playing a racing game, especially an arcade-style one, terminology like camber, caster, differentials, toe, torque and drivetrain are quickly forgotten. Initially I spent a lot of time trying to get an arcade feel out of a real vehicle simulation. After extensive experimentation what Antonis and I found was that it just wasn’t working.

In this case it’s much easier to build something from zero and create an experience that perfectly recreates the perception and expectation we all have of a typical arcade racer. Version 2.0 of ‘90s Arcade Racer physics is built within the expressed intention of creating a real arcade racing game. What that means is that the game is really feeling like should. The car reacts in a way that is indicative of an arcade racer, it moves and accelerates properly and now we have a really fun grip and drift mechanic within the game. Although it’s been challenging having to build physics from nothing, this has allowed us to really build the vehicles exactly how we want and how they should feel.

I’m pretty confident that we’re very much in the right direction with the physics and you’ll probably agree once you have an opportunity to play it. Antonis, has been doing great work on creating the world of ‘90s Arcade Racer. But I’ll let him do that update.


Recently, I was concerned about the progress that was made towards the car handling in the game.  I even sent them a note beforehand asking "are you going to post a new video of the car handling?  what's it going to be like?" to which they replied "we're working on it."  I get a good vibe from this recent post--that their heart's in the right place and they aren't going to half-ass the most important part of a racing game.  Visuals are great and all but if I putter around in a car that feels like something spawned from a Unity tutorial, then the whole thing is for naught!

I bolded part of the post above because it's really damn important.  I talked about it before--sense of speed in racing games.  Sense of speed is almost incompatible with realism.  As long as you're in your living room sitting on a couch, you're not going to get a sense of speed by looking at realistic car physics on screen--the "floaty, unresponsive boat" feeling--unless you're willing to break some rules and go unrealistic in some aspects (i.e. excessive vibration of the suspension at high speeds).  I'm glad they recognize this golden rule!

You know, I've programmed vehicle handling over different mediums--Unity, Unreal, and stupid OpenGL car sprites.  With Unity and Unreal, you make these "wheel colliders" that you attach to the vehicle and do all the nitty gritty physics work for you--you set the torque, braking, suspension, skidpad, etc. and let the "realistic" car handling take over.  Yet I don't think it's possible to recreate a Daytona, Scud Race, or OutRun using built-in tire physics--the power comes from the entire car itself, not the four wheels.  Since these are 15-20 year old games, I doubt they were so advanced as to use realistic tire physics anyway.

If you're confused, imagine the car is pushed forward by one big invisible wheel instead of four tiny visible wheels.  By not using wheel physics, you're simplifying the vehicle handling but it allows you to precisely program the car handling the way you want, hence giving the car some predictable effects--like being able to slide at a fixed angle or accelerate/steer normally with your tires shredded up from a wreck.   In other words, you look at the handling of a 2D game like Super Sprint that technically doesn't "recognize" wheel torque and whatnot--it's just a block sliding on the screen--nowhere in the code does it mention "suspension" or other real-life handling terms.  The tire effects are dictated by the car, not the other way around, so when the tires kick up smoke and whatnot, the tires aren't really doing "anything," it's just for show.

I really want to see how they pull it off code-wise because I'm a nerd like that, heh.  If Super Sprint has taught me anything, it's that car handling takes a LOT of iteration to get it right--you can't just skimp on it.  Sadly, me passing on realistic car handling is why I'm often confused by real-life tuning like in GT and Forza.  Oh well, it's a fair trade--would rather make fun racing games than realistic ones! :)

There's still more to do.  They really need to implement manual transmission into the game (which I don't doubt they will), plus get some great audio too.  I want to hear roaring engines and a kickass soundtrack.  Good luck trying to do so without Takenobu Mitsuyoshi or Dennis St. James.  If in doubt, then just emulate AC/DC since that's not bad at all. :)

Just an aside while we're on the topic of realistic vs. non-realstic games.  I stumbled upon a very interesting Grand Theft Auto 5 GameFAQs topic and read a very intriguing post.  Yes, something good that came out of GameFAQs, it's a miracle.  But here's a post from NeonYoshi11:

Just played san andreas 3 months ago.

It looks like crap.

any game going for "realism" will eventually looks like crap.

This is why Art Style matters more than realism.

This is why Wind Waker still looks better than most games today, even the GC version.

IF you look closely, to disguise the old tech in the PS3/Xbox360 they use art that resembles realistm mixed with cel shading.

So it's got a bit of Street Fighter 4 in it, but in a realistic way, this allows them to improve "graphics" while not taking away performance of the game.


That's dead on.  Realism is basically an always-moving bullseye.  Even if you hit it, the bullseye keeps moving without you.  It's why a lot of games which sell off realistic graphics (Forza, Madden, etc.) often go through numerous iterations and why games like Daytona USA and OutRun 2, while super-old, still stand out and look fun to play.  Sadly, I wonder if the gaming gods get the memo since they're fine and dandy with destroying console backwards compatibility and DRMs that shred old games.  Just make sure to give your game differentiators so that your game won't become GameStop used game filler ten years down the road.  Antonis and The 90's Arcade Racer have a firm understanding of this!  Okay, you get the idea, I'm done for now.

Wednesday, April 17, 2013

More Stuff On 90's Arcade Racer (With Crying)

A new video from yesterday.


"Games have become too extreme (Burnout), wacky (Mario Kart), photo-realistic (Gran Turismo)." - paraphrase the guy

"We lost these 90's arcade racers that have soul and are really fun to play." - paraphrase the guy again

At 1:00, does the guy wipe away a tear?  I did at at the same time.

Spotted the Aquarium tank (Scud Race), dinosaur skull (Daytona 1), etc.  Stuff from previous games we've already seen before.

4:10, the CHECK sign is back!!!  

4:14, looks like a rocket ship or a scud missile.  Daytona 1 and Scud Race, lol.

4:35 looks like Sonic Mountain turn on Beginner on Daytona 1.

4:40, the glass sheet up above reminds me of the Forest Dome from Daytona 2.

4:56, looks like that little brown tunnel from Advanced course on Daytona 2, after the space port section.

5:08, TWO NEW CARS, the Pelikan and the Stingray cars are the Porsche and Scorpio cars from Scud Race and Daytona 2 respectively!!!  Hell, the Stringray even has that colored front of the car, it's clearly influenced by the Scorpio, no question!!!  Hit the juice!!!

6:36, NIGHT TIME!!!

7:00, get that stupid mouse cursor off the screen!!

Wheel support has been confirmed!  Somewhere in the video, I forgot when the guy said it...

There is no new "racing" footage in the game, just new scenery and cars.  Nothing OutRun related though it's not likely since OutRun was mainly focused in the 80's and 00's.  I am still a bit concerned about drifting, manual transmission, and other sense of speed facets like car shake, force feedback, and tire effects but let's be patient...

I'm at work so I'm trying to rush through this.  I honestly want to punch a hole through the wall that I'm not working on this.  I would rather be working on that game than any other game right now.  Honestly, the only thing I can do to help these guys is to simply give all my disposable income to them.  Seriously, if I can't work on the game, I will do whatever I can to help and unfortunately, all that I can do is provide them with resources and blather on about it on the Internet.  I'm ecstatic while simultaneously crying and feeling depressed right now.  I will get back to you later once I finish working on these other obligations.  Until then, God Speed, Sega Racing Fans...

How I feel about right now.  Jim Mora, eh...................

Tuesday, April 2, 2013

And Another (Good) Announcement About This Blog

Well guys, I should say that the last post I made about the blog closing down is simply not true.  It was a horrendous April Fool's joke I didn't take much pleasure out of and sorry if anyone was hurt by reading that.  I didn't do this to get pity out of you guys or to really bail cause I was on the fence or some nonsense like that--it was a joke from beginning to end.

Unfortunately, though it was a joke, there were some things that were true about it.  The reason it seemed so genuine is because those things I mentioned are true fears of mine--that you'll show up to work at Sumo Digital or wherever and suddenly go stupid and get fired, that your favorite game company or companies will stop making good games, that the things you used to love you won't anymore, and so on and so forth.  I've been in a funk for the last few months, that's obvious.  But this blog will always have a purpose and I won't ever shut it down unless it's for some really good reason, better than "I feel bad, I don't want to post anymore" or some crap like that.

The blog is the only place left I have to vent about games.  It's the only place where I can still remember the Sega racers.  Hey, on the flip side of the coin, Sega, as stupid as they are, has made great strides in the last decade!  Who would've thought that in the last 6 or 7 years, we'd get mounds of new Sega racing footage in the form of pictures, videos, and player testimonials, we'd get Daytona 1 and 2 emulators, that Daytona would get a home port, that OutRun 2, Crazy Taxi, and Sega Rally 3 would get on XBL/PSN, that we'd get not one but two Sega All-Stars Racing games, that the Hornet would appear in two new racing games (Ridge Racer and Sega All-Stars Racing), and that we'd get a serious fan-made racing game called "The 90's Arcade Racer"!!!

The way I see it, this is an American Football game and Sega is advancing the ball down the field.  He's running down the field as his teammates throw blocks to help him advance.  Well he's down to the 10 or 5 yard line and he's still got one more man to beat.  Who's going to block that guy???  I would certainly like to be that guy who throws the block and gets jacked up (but helps Sega reach the end zone).

The main two problems I'm facing right now is that I'm preoccupied with other things and that I need to get motivated once again.  I need to go back to a NASCAR race or an actual arcade again.  I need to get excited again about driving!!!  And I don't give a damn what's going on with the game industry or websites cause I sure as hell am not going to let "evil forces" like Electronic Arts, Activision, Microsoft, etc. try to persuade me otherwise.

Besides, let's face it.  If I were to suddenly quit on Sega and this blog, what else would I be doing with my life?  Where would I go?  Would I be content working at the same job being a "yes-man programmer" my entire life?  Hell no.  And if I get fired for some controversial things I said on this blog, well...good, who wants to work there anyway.

Unfortunately, I will probably not be posting as much as I did before but I will be saying good things about Sega and racing games some more.  I can't let that passion get away from me because without it, I'm a corpse who's assumed room temperature--I'm done for--so it's Sega or bust, dammit. Leave comments, I read every one of 'em, guaranteed, even if I have posted in a while.


Bye guys.  *hops in conveniently placed Ferrari and drives off*

Sunday, March 31, 2013

Happy Easter Driving Updates

Alright, so...we're back.  Happy Easter and have a great day.

Let's cut to the chase--there's a couple of reasons why I've been posting less.  The main thing I've been at work for a month already.  It's a 9-hour workday (includes the 1-hour lunch) in a office with a bunch of nerds floating about.  I'm adding new features to the game but just last week, I've had to play the role of that guy who needs to find the needle in a haystack--basically, solve an easy chicken-shit problem that takes days worth of trial and error to crack and every passing hour puts your job security even more in jeopardy.  I'm kinda bummed out about work now but I'm hanging in there.  Only a matter of time before I get the experience to work at Sumo Digital, I pray to God...

And even worse is that there's really nothing going on Sega-wise...  We got The 90's Arcade Racer plugging along without me.  I'm still bitter about that.  Then there's Sega All-Stars Racing which is getting a patch to fix all the bugs and the difficulty issues but that doesn't change the fact the game has devolved into talking about two things--glitches (they're still at 'em) and tier lists.  The mystery DLC character hasn't been revealed yet and still, if that's the only extra character we'll ever get, that's a bit of a letdown IMO.  Then there's the Supermodel emulator which has basically stalled (Bart's getting a Doctorate, give him a break).  And, well...it's up to me to pull things outta my ass now.

There was also a rainstorm in Orlando which was a 30-minute hurricane that descended upon my house...really strange cause there was a very tiny red blip over where I was.  Huh, okay so it's worth posting about.



But anyway, it's really the little things now that get me by these days.  Like driving to the airport to pick up a friend while accelerating around the terminal blasting AC/DC and Metallica.  God forbid I drive 10 MPH over the speed limit but it was good fun to pretend to be a NASCAR driver.  Then there was this--on a simple trip up the road to a Checkers drive-thru, I drove through a verdant wavy part of International Drive by the convention center, near the Dave & Buster's I visited twice already.  And what I experienced was rather wonderful...



I wish I saw more happy things like this in my racing games.  More trees, more colors, more fancy architecture, more blinking signs (like those in Scud Race and Daytona 2 that flash "3 LAPS TO GO"...why don't they have those anymore???).  And how funny is it that I'm near the place that inspired the Sega-AM2 crew to make Daytona 2 as colorful as it is.  Check out the Saturn Magazine Interview with Makoto Osaki and how he mentions going to Daytona International Speedway and then Disney World & Universal Studios (on this page).  I'm so close to where this magic happened and yet I feel like all these game designers are trying to beat me down.  It's like...people don't even try to make their racing games feel good anymore--it's basically "let's make it as gritty realistic as we can and drown out all the fun."  Boo, hiss, go away bad game designers...

On the other hand, Eutechnyx may not be as bad as we thought...

But one more thing, I was on my way to work one day when I found this fun-tastic van next to me.  Tell that Aggressive Appliances of Orlando didn't take AGES to get that good, did it...???


Want to talk about the NASCAR stuff going on (like Joey Logano who "killed" Denny Hamlin) and other garbage later.  Like THIS:

Sunday, January 20, 2013

Daytona USA 2: SHOCKING SECRETS REVEALED

Hi guys, here's some Daytona 2 stuff.  Strange creepy conspiracy tabloid material.


Take a look at this video.  Skip to 3:30.  Now here's the Hornet on the Challenge/Mix course.  When he gets to the Beginner course, he stops and turns around...and drives through the barrier to the finish line.

Now is this a real glitch that can be reproduced every time?  Did the Sega QA just miss this altogether?  I hope not.  This trick may help you save a few seconds but is it crap, yeah it is.

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Now for something new.  Actually it's been known for a few months now but if you haven't been keeping tabs on the Supermodel emulator, the Hornet Classic has been discovered in Daytona 2: Battle on the Edge!!


Yes, it has a big hood scoop on it.  It's kind of cool but unnecessary.  The catch is you need to download a save state to pick the Hornet (somewhere on the Supermodel forums...too lazy to find it).  And sorry to break your heart but  the Hornet sucks in Battle on the Edge.  It has lower top speed and worse handling than in Power Edition.  Obviously, the devs must've left the car in the beta version and didn't bother to fine-tune it or anything.  Overall, it's really not worth getting excited about but still fun to know.  I'm huge into beta stuff, like the Citadel from Goldeneye N64, that was exhilarating.


Now I guess if I may, let me explain why this is from a programming perspective.  In the Battle on the Edge and Power Edition roms, there's four blocks of sequential memory for the four cars: the Chums Gum/JC Eagle, the Scorpio, the Phantom, and the Hornet.  On the car select screen, depending on which car you pick, it assigns a pointer to the memory address of the car you choose (i.e. you pick the Scorpio, it points to address #2 car in the array).  In Power Edition, you can pick from all four cars.  Yet in Battle on the Edge, you can only pick the first three.  The Hornet in BotE is simply inaccessible for the regular player.  Yet, using a hex editor and changing that pointer in the game's current state (point to address #4), you can circumvent the game's UI and load the Hornet up anyway.  I hope this makes sense.

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Ok, how about this.  Just a funny little thing.  Look at the Power Edition intro at about :39-:40.  The wrecked #00 SG8 Cartool car does a slight twitch maneuver as it lies at rest.  You tell me if it's just an emulator thing or if it's really there in the actual arcade cabinet version.  Heh.


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Now for something a bit more SHOCKING.  Anyway, look at your driver in Daytona USA 2.  The four cars are driven by four members of the Brown family.  Johnny, Noel, Mitch (or Mick), and Tom Brown.  I think it goes Johnny = Chums Gum/JC Eagle, Noel = Scorpio, Mitch/Mick = Phantom, Tom = Hornet.  These MAY be mixed (Johnny and Noel) but it's close enough.  When you think about it, all the drivers look exactly the same.  You can see the drivers in the intro cutscenes as well as when you win a multiplayer race (you see your driver celebrating/crying with the pit crew).




Drivers of different cars (I think the top one is the Chums Gum).

Now, who does this guy remind you of?  Let me give you a hint:


That's right, this whole entire time, you've been secretly playing as the Intimidator himself, Dale Earnhardt, Sr.  Here's Dale wearing the faceless helmet & shades just like the Brown family.  Also Daytona 2 came out in '98, the same time at the peak of Dale Sr.'s success (won Most Popular Driver 7 years).  Also again, you look at the color schemes of all 16 player cars (which was a shocking revelation on its own...like discovering the Higgs-Boson particle), player 3's car is BLACK like the #3 Chevy Goodwrench car.  Another reason why #3 fans should flock to this damn game but no, they're perfectly happy playing their Eutechnyx racing simulators.

I'd like to talk about Dale for a moment.  It's funny that this man would drive without the face part of the helmet.  He drove without the head rest.  One fan on the Internet even speculated he loosened the belts.  Why?  Less restrictions, man.  That must've helped in be a better driver.  Problem is it was more dangerous that way...and his hubris got the best of him on February 2001 when he died on the last lap wreck at the Daytona 500 after hitting a wall and getting hit in the head due to lack of the head rest.

From Maddox's store.  Fun t-shirts and bumper stickers in NASCAR country.

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So there's ONE MORE and it's the biggest shocker of them all.  A video posted on September 1, 2012.  A guy at E3 (I guess) asks a Sega booth person when Daytona USA 2 will come out for home consoles.


Narrow movies suck.  Anyway, it's something about spilled nachos and nothing of value was gained from this.  Truth is if you want a new Daytona/Scud Race, it's gonna go through Sumo Digital, guys who legitimately like racing games.  Sega of America isn't into developing games anymore and Sega of Japan is into...well I don't know...Yakuza and pachinko machines.  So this video is FAKE AND GAY, that's your post for today.

Friday, January 4, 2013

The Need For The Sense Of Speed

And a happy 2013 to you...when everyone else was shooting fireworks, I was shooting a Remington 12 Gauge and an AR-15 (at nobody, don't worry kids).  Tell me that those things aren't more impressive (and louder) than sparklers & Roman candles.



When we talk about racing games, I hear this term thrown around a lot--"sense of speed."  Well, what exactly is it?  "It's the feeling that you're going fast."  Well duh, that's what everyone wants.  But other than that, people really don't know what it is.  They just want something that feels good.  Well how do you make that good sense of speed?  I'm going to try to define it the best I can.

First of all, notice the term--sense of speed.  It's the human body's five senses.  It's like trying to explain what and why does certain art is pleasing to look at, why certain food is delicious, why certain scents elicits positive moods.  It just "does" somehow.  Like try to explain what constitutes "good" art or something.  "It's pretty and detailed."  Okay, well what's "pretty" or "detailed."  Besides, there's abstract art which is neither of these and is hugely popular.  You could consult a biologist, anthropologist, or psychiatrist for the answers to these things, but I'm going to explain this sense of speed nonsense as best as I can:

Go back to when you were in a fast vehicle, be it a car, truck, motorcycle, airplane, boat, or roller coaster.  You're sitting there then it takes off.  You start moving, but you're moving faster than usual.  It's "foreign" to you as your body begins to experience weird sensations.  G-forces pull you back.  Then you start turning as this heavy contraption leans in and out of turns, pulling you along with it.  You experience the dopamine rush as your stomach starts to turn and your hair stands on edge.  You rest in-between a state of hopelessness to complete control--you can't predict what'll happen next as you attempt to will the car to your bidding.  You're doing something super-human--the human body was never meant to go faster than, say, 25 mph.  And accompanied with the g-forces are some rumbling as the vehicle trades blows with the road and the engine lets out a hollow roar.  Maybe you're in a cool piece of machinery like a Ferrari or an F1 car.  Maybe there's some token fast-paced music similar to AC/DC or Metallica.  In other words, you're experiencing something out-of-this-world and sense of speed just takes you to that seemingly foreign world.

F1 car of speeds over 200 mph.

Suspension cam of stock car at Daytona.

Mindblowing rally racing!!!  So kinetic you can feel it!!!  Skip to 1:22.

Go to 2:50, man that's some serious horsepower.

Now...how do you get sense of speed in a video game?  Well, I'm sure if you were actually in the cockpit of those cars, yeah, the sense of speed would be really easy to pick up.  But you're actually not there (shocker).  Looking at racing sims like GT and Forza, they do a good job of transmitting real-life imagery on the screen, but if you're sitting on your couch looking at a regular TV/speaker combo playing a racing game with a regular video game controller, it's not the same thing--you don't feel the same rush as a real life driver.  So what do we do?  We have to embellish the video game.  Obviously, this is one huge advantage that video games have over real life but often, for the sake of "authenticity," racing games (particularly simulations) don't add anything new and thus the games become boring and people lose interest.

"Hello everybody, we're here in the boring world driving a boring car around a boring track at a boring speed using a boring video game controller.  You're gonna love this game."

So what should we do to improve the sense of speed?  Here, let me throw some suggestions out there, another Top 10 (err, 12) of things:

1. There needs to be some "tactile" feel of the car.  The suspension is a great thing since as the car is flung in certain direction, so do you.  Sometimes, the car trembles at a high speed, which isn't realistic, but the faster you go, the more you shake, the more you "feel" you're moving.  And when the car does some sort of hard cornering, it leans and you can feel yourself being pulled along with it.  And not just cornering to the left or right--elevation changes (going up and down hills) is great too since the car is rocking in all directions (track design is crucial).  If the car doesn't react to steering, then it might as well be a curling puck on ice--no emotion, no feeling at all.

2. Tire smoke, tire tracks, just other parts of the car that react to physics of the car (car damage, perhaps?).  I really cannot think of a good racing game that doesn't have tire smoke/tracks at all--it's mandatory.  Exhaust fumes and car damage can be a plus as long as it isn't too distracting for the player.  When it comes to Burnout, I'm not "anti-wreck" but I want it to be about fast cars, not smashing them to pieces.

Tire smoke on display as the car's rear bumper starts to kick up from excessive rear-wheel torque.

3. There needs to be a lot of easily-identifiable stuff flying by the car.  They give us scale that we've gone from point A to B in X amount of time.  Sparse environments with nothing to drive by is boring and doesn't feel like you're really passing anything.  The original OutRun does this well--there's tons of crowds, palm trees, dotted lines, overpasses, buildings, signs, even stripes in the road that just whip right past you.  Small objects are generally better than large ones since you pass those quicker.  Seriously, I talked about this in June 2011, this is a video game not a real life world.  We want stuff in our worlds.  We want to pass that stuff really quickly.

Colorful, easy to identify objects like clouds, palm trees, traffic, and white lines.

4. Camera angles.  There is no such thing as the "best" camera angle, but typically, you want the camera to hover close to the pavement and get a good view of both your car and environment you're passing by.  It really helps too if the camera doesn't just stay fixed on the car's rear bumper but rather captures the sides of the car as it is cornering to further emphasize that the car is hauling ass in a certain direction.  Ridge Racer violated this rule many years ago and I call it out today.

Should be staring at the driver-side door!  Here, I feel like the camera is fixed in place--it's weak.

5. What about the actual speed of the car?  There really is no recommended limit but going by what my Sega racers say, a good range would be between 180 to 20 mph (290 to 385 kph).  You can get away with going slower or faster if you abide by the rest of the rules...sort of, anyway.  F-Zero goes up to 500+ mph but going too fast can get really nauseating.  People can only intake so much stimuli before they get profusely ill, even if it's just a projected image and not real life.  EDIT: As for going slow (like Mario Kart slow, oooo burn), then you can't have that "sense of speed" if there is no speed in the first place.

Two radically different racing games.

If you DO go outside the speed range, then your game will have to compensate for it.  Like F-Zero GX (made by Nagoshi-San, one of the only few people who can actually handle such a beast), has huge environments with wide, gaping turns.  On the other hand, you look at something like Club Kart at its low speeds and you have to think "put the camera way close to the ground and make really tight, compact courses."  You have to play into the hand of your game's speed range and scale the "size" of the world up/down from there to make sure each is equally difficult yet still playable by the demographic you're aiming at (racing diehards?).

6. 60 Frames Per Second.  I don't care what anyone says--60 FPS is better than 30.  The best analogy is the log in the fireplace--you're gonna go with the smooth, rounded one or the rough one?  The more surface area the log puts on, the faster it will burn (in other words, the smooth log will not burn as quickly).  If you're playing a racing game at a lower FPS, then you're not catching as much of the action as you want to--you're only getting, say, 50-60% of what your brain can actually absorb.  However, with a 60 fps game (the "rough" log), you get to experience more frames of the action and it just caters to your visual senses better.  But if you MUST have 30 FPS or less, then make the frame speed consistent.  Inconsistent FPS just f***s your brain all up and isn't fun to play in any genre of action video game.


7. Control response time is paramount.  You talk about "fast" games nowadays like Super Mario Bros. or Call of Duty and when you turn, jump, or shoot, you do it INSTANTLY.  It makes you feel like you're in charge of your own destiny.  When making a racing game, if the car just slowly flops around or you have no real control over where you go, not only will you get pissed off at it, it feels more like the game is trying to usurp control over the car from you.  That's why I chew out "slow" games like Need for Speed and (now) Forza because I don't get that feeling like I'm 100% in control of the car if it's so sluggish to do anything.  This doesn't mean "make the game piss easy to cater to casuals," but I believe responsive controls are a must.


8. HUD stuff.  You don't need to stray away from HUD pieces.  As a matter of fact, they can top off the sense of speed.  For instance, Daytona USA 2.  The "slot machine" position counter, the tach needle which has a motion trail, the track map which rotates to match your car orientation, how everything shakes when you collide with something.  It blends in with the rest of the gameplay and at the same time stays out of the way of the action so no complaints.

A decent HUD interface, providing meaningful information and giving a clear shot of the car and what lies ahead.

You don't necessarily need fewer HUD pieces to be "immersive."  Split/Second is a great example of this as they chose to include very limited pieces of info in select parts of the screen.  Great.  But taking away the speedometer (only to replace it with that stupid burnt "border" that blocks parts of the screen) doesn't make the game any faster IMO and can be really annoying for racing "diehards" like me who want simple information like "where am I on the track" and "what's my current lap time?"  Is it that hard to ask?  Did Split/Second (and Ridge Racer Unbounded as well) need to reinvent what a racing game HUD needs to look like?

Oh Split/Second, how I missed thee...

EDIT: I should mention that I really do love that lap counter.  Just the flickering numbers, it's great.  Times should be down to the milliseconds (if possible...I know Daytona 1 or Scud Race didn't have three digits).

9. Motion blur is something that isn't necessary bad but I tend to frown upon.  THIS IS DEBATABLE but IMO, the more effects you introduce to the game, the worse it gets.  Some games feel the need to obfuscate part of the screen when going fast to make it seem "edgy."  Yet I don't think that is necessary.  Particle effects and whatnot that "prevent" you from absorbing the environment (and possibly cause the game to lag) just piss me off.  If you're running at 60 FPS as it is, cruising down the road at 200+ mph, you're going to have a hard enough time trying to understand your environment as it is so motion blur will come automatically.  Don't need to force these things on the user.

I searched for "motion blur" and all I got was this scrambled mess.  Don't do this.


10. Sound is phenomenally important.  After all, visuals are only 1/5th of the human senses so you have to cater to the other ones (hearing is another 1/5th).  If you're playing a racing game for about 20 hours and you have to listen to some whiny piece of crap sound effect for that entire 20 hours, it'll suck.  Get some deep, hollow engine sounds so you can "feel" the horsepower.  Makes it feel like you're situated in a tin can with that loud motor.  Get great tire, transmission, suspension, collision, EDIT: and wind sound effects.  See NASCAR suspension clip for heavenly "air tunnel audio."  You can add "contrast" to pictures to make them more colorful so do the same with sound.  Get some stereo speakers to surround you.  Easier said than done since not everyone can afford that setup.

11. Now about how you physically feel the game.  That's another 1/5th right there.  You play a racing game and there needs to be some tactile feedback like a real race car driver would.  Here's where Sega's state-of-the-art arcade cabinets come in to play.  The force feedback of trying to fight against an aggressive car (much like a cowboy tries to ride a bull) is something you really have to play into.  Not as relevant on home consoles (just make the controller shake) but something you can't discount if you're going for 100% perfection.

12. Last but not least--a racing game NEEDS great music.  It needs to be exciting and fit the tone of the game.  Sega does a great job at creating their own tunes as I've mentioned here.  Great lyrics to accompany fast-paced beats.  But if you can't create your own music, then use licensed music!  Problem is many producers (not just in games but TV & movies too) pick pretty lame "racing" music.  Like I think Coldplay is alright but it sure as hell doesn't inspire me to get up and race cars.  I can think of 100 better bands--AC/DC, Metallica, Tom Petty, Lynyrd Skynard, Powerman 5000, freakin Papa Roach (releases an album for racing game tracks), you get the picture.  But this is a pretty heavy conversation I will probably discuss in a future post.  It'll be great.

TLDR version, here's five bullet points:

1. Work on making the car display "emotion" as it drives. Stoic cars = bad, dynamic cars = good.
2. Use camera angles and track environments to catch as much detail as possible.
3. 60 FPS. Don't get too fancy with the HUD and avoid hindrances to the driving.
4. Go for solid, responsive gameplay that errs on the side of arcade physics.
5. Iterate upon sound & music until it is rich in expression.

That's my list.  You think about these things and say...which racing games are fast and which ones are not?  Do they follow these rules?  Even "bad" racing games (IMO) like Burnout and Need for Speed do some of these things properly but the ultimate ones have to be Sega racers.  Now you know about putting better sense of speed in your video games.  Click on the games on the right panel bar to look at fast game footage.  Now to go to sleep and dream about cars!

Friday, October 19, 2012

On Hiatus & More Model2 Games At Last

I'll try to make this quick as possible.  Anyway, I'm not posting much because right now I'm busy, tired, and lazy at the same time (awesome, huh?).  The racing timeline and Super Sprint are both on hiatus (of course, like I needed to tell you that) but I am working on some other things I have yet to share that might surprise you.  Might change a few things on the blog as well.

Anyway, in case you're just an idiot who hasn't read any of the Sega sites recently, Sega has surprised us with a five-pack of Model2 arcade classics--Virtua Fighter 2, Virtua Striker, Sonic: the Fighters, Fighting Vipers, Virtual On.  Boy, the amount of "Virtua" and "Fighters" in that list is outstanding.  Love me some Sega-AM2 Magical Palm Tree Games.


But I am glad, I really am.  None of the games are on my "OMG MY LIFE IS COMPLETE" list and it seems strange we'd get three fighting games, but what the hell--they are all unique in their own ways.  Plus they will have online multiplayer which is GREAT.  The games are only limited to Japan but Sega would be stupid not to release them in the West.

I think it's great that Sega is really starting to ramp up on the classic ports.  Sega's glory days are relived in a new era for all the little kids to bear witness to.  But a part of me can't help but feel a bit irritated Sega isn't doing anything "new" with these games.  Oh, there' the widescreen support and the online multiplayer (some of them anyway) but when you look at it, we already had these games playable on the emulators.  The fans beat Sega to the home releases.  I would love to see Sega take these games to the next level and "one-up" us fans.  (EDIT: Sonic the Fighters port got Honey the Cat and Eggman as characters--I'm not knowledgeable on the game but that's what I'm looking for).  They have...sort of, but they made some mistakes.  Like this Jet Set Radio port--the game's great but the graphics aren't as stellar as the original Dreamcast version.  And then there's Crazy Taxi without the Offspring and the KFC.  And there's Sega Bass Fishing without the Dreamcast Fishing Controller--a regular joystick doesn't do the game justice at all.  Most of these things are peanuts but they add up.

But it's funny...El Semi, the Nebula Model2 emulator creator, went AWOL for some time and I think he had a role in assisting Sega with some of these recent ports, Daytona USA included.  I think anyway, it's just "cool" to assume that.  Now Bart, Supermodel3 emulator creator, put Supermodel on hiatus for a while and I'M NOT SUGGESTING ANYTHING BUT...what the hell I really am--but we could get some Model3 ports in the future.  Thanks, Bart!  I think seeing these Model2 games really improves the odds of seeing re-releases of Daytona 2, Sega Rally 2, and Scud Race.  What a glorious day that would be though knowing Sega, I wouldn't bet on it just yet.

Just so you know, it was in 2008 that Kotaku hosted an interview with Sega of America's Simon Jeffery.  And he was on record saying Sega "lost the source code" to some of our favorite games.  Which really sucks because if you know anything about game design, it's nigh impossible to expand on games without the source code.  And at the time, we panicked about the prospect of Sega losing the source code to Daytona USA.  I think the superb XBL/PSN ports put that to rest.

But I really wonder if they still have the source code to Daytona 2/Scud Race on source control or some USB drive somewhere.  I mean, those games weren't as successful as Daytona 1 so it's possible that bad things could happen to it..  Either someone deletes it on purpose (assumes the game will never be touched again) or on accident (with the source code to hundreds of Sega games on your computer, a few of them might get wiped out).  Or the computer could break or just die on you like that.  Not trying to downplay the massive devastation that Japan underwent a year & a half ago but God forbid some natural disaster were to occur at Sega HQ or somewhere and take out the source code like that.  It's a possibility.

Really though, I still assume the source code to these games exist SOMEWHERE.  And if I could open that s*** up and check it out, I would.  With the fervor of an AP History teacher getting early copies a day before the exam.  And if the code DOESN'T exist...well, I've said it before and I'll say it again--WE'LL REBUILD DAYTONA 2 AND SCUD RACE OURSELVES!!!  IT CAN BE DONE!!!

And then there's NASCAR--everyone's golden boy Dale Jr. suffered a concussion at Talladega, the second of the season, and by doctor's orders is forced to sit out two races, erasing any chances that he had at being the Chase victor.  The first concussion seemed to have an impact on his performance.  You never truly recover from these things anyway and too many and you have to retire.  Surely all the talk about wrecks and we tend to forget that these drivers can actually get hurt (hell, we have Dan Wheldon die on us a year ago) and it takes away these guys' abilities to do what they love to do and that is friggin race cars.

All I have to say is even if you are out of the picture and have no chance at getting a trophy, an accolade, or even a pat on the back, then go out there and perform for pride.  I don't mean the deadly sin but say, "You know what, I'm alive, I have opposable thumbs, I'm gonna do this to make myself and the Lord above happy," so go get 'em guys.  Win anyway, even if there's no reward if you do.

Hah, turns out this post wasn't quick at all.  Until then, check out some slippin and slidin from the Hornet.

Tuesday, October 9, 2012

Talladega, Oh The Humanity!

NASCAR is boring.  BAWWWWWW...watch the last few laps of the Good Sam "DAD I FOUND A TURTLE!!!" 500.

These cars are going 190 mph.

This is RaceBuddy--Dale Jr. on the left, Jeff Gordon on the right.  You thought changing lanes on the highway was bad, well try doing that here, slick!

Then with less than a half to go, they all died. Tony Stewart went for the block but was pit maneuvered sideways into the crowd.  I can't totally blame him...he's trying to win.  Had they made it just a few more seconds they would've made it to the finish like okay.  But no, like Ahnuld Schwarzenegger in the Jingle All The Way movie, they all made a mad dash for DA TURBO MAN action figure at the finish line and the result?  OH THE HUMANITY!!!


Good Guy Junior givin Jimmie Johnson a ride to the garage.

I know there's a good saying "People only watch NASCAR for the wrecks," and I don't really believe that's the case for most people.  I enjoy the pure adrenaline of going 190+ mph and defying those wrecks.  But when I saw that 20-car pileup, I wasn't impressed or entertained, I was saddened.  Saddened because Junior's championship hopes were shot (though Jeff Gordon is back in the hunt) but also because of the carnage that ensued.  Nobody was hurt, but there was a lot of twisted metal.

TOTAL CAR-NAGE!!

To quote Sheriff John Bunnell, a stock car is a "beautiful and exciting machine."  Man, that horsepower, that transmission, the suspension & tires, I mean I like stock cars the way they are.  I mean I don't mind rubbin' cause it is racing after all, but when a car is incapacitated, it's a damn shame.  The car sort of becomes its own entity like "There goes that Diet Mountain Dew car!" and you can't help but smile (if you're a Junior fan).  It's intent was to go fast, not to wreck.  Sure, it's meant to take damage if the situation goes bad, but I'm fairly certain every team wants to see their car finish in one piece.  And it sucks that a lot of the fans assume these things are expendable tin cans or something.  Boy, I would kill to own my own stock car.  If you owned one, would you want to wreck it.  HELL NO.


Daytona USA 2 has possibly the most violent damage models in any Sega racer I know of, but I shrug it off because A. wrecks have no real effect on car performance and B. pit stops miraculously rid your car of all cosmetic damage.  This is apparently different in real life since stock cars can take even the slightest of hits and they may be done for the day.

Besides, think of this--when a few cars wreck and a caution comes out, it's "cool" to see the wreck, but then the action stops for a few minutes.  Is that what you want to see?  Maybe time for a restroom break I guess.

EDIT: Dale Jr. lost his cool after the race and says that anyone who likes these race results are "bloodthirsty."  Said he would quit if every race ran that way.  I know he was frustrated at the moment (I was too for Junior) but I agree--if you want to see wrecks, go watch a damn destruction derby.  Or play Burnout.  I mean, G-dammit, not every car needs to get smashed like a pinata.  I'm f***in sick of it too.

But what can you say?  If there were no wrecks, then there would be no fear or excitement of going fast and apparently, too long of a green flag stretch would bore viewers out of their minds.  So as long as stock cars race, wrecks will happen and that's the breaks.  You live with it, even if it hurts your poor little feelings.  It's like finding out about the poor baby turtles on the beach trying to swim into the ocean and many get mauled by seagulls and crabs and it sucks ass but what can you do about it?  NOTHING.

Sheesus...I made a post about wrecks in racing like two years ago.  A damn good post too.  And basically all this crash talk illustrates why I have so much disdain for wreck 'em racers like Burnout and Split-Second. But I don't want to talk about those two anymore cause they make me vehemently ill when I do.

Tony Stewart the insane maniac, always looking out for the fans.
A figure 8 in NASCAR...holy s***, give this guy a cigar.

Oh, and one more thing.  Don't give me this nonsense about how NASCAR is all about the wrecks and Formula 1 is the real deal.  I think I've seen about three F1 races this season where there was a wreck ON THE FIRST TURN of the race.  Monaco, Suzuka, and some other one that got a month's worth of footage on Speed Channel (cause some driver's head was nearly taken out by a flying car).  Besides, those that talk down of NASCAR and say F1 is better probably don't watch F1 either--they're just sticking it to the rednecks.  Screw 'em, I love F1 cars but I love them stock cars too.  BOOGITY BOOGITY BOOGITY!!!

Thursday, October 4, 2012

Burnout 2, WTF Man...

As I said earlier, I'm working on this massive racing game timeline and that means looking up tons of pictures on racing games I seldom remember.  Like Burnout 2.  Oh hey, that was Burnout before the series sucked ass and...wait, what's that I see--




OMFG THE NUMBER 2

PANIC AND ZOOM IN BOTH NUMBERS NEXT TO EACH OTHER


We should consider ourselves fortunate they are NOT exactly the same but for a good minute or so, I thought they were.  Clearly Criterion stole the scratchy number 2 idea from Sega seeing as Daytona 2 preceded Burnout 2 by a few years.  JERKFACES.

Oh, and another funtastic thing I found...who died and made Raw Thrills the "#1 Game Studio"?


Sunday, September 30, 2012

SNK Made Racing Games Too

As you know, I'm working on this stupid "Racing Game Timeline" thing which means I have to dig up images and release dates of a hundred different racing games.  Doesn't sound too bad except because of my obsession with details, a hundred games quickly became a thousand.  In other words, I have to look up 1000 racing games, get a title/box art icon of each, and put them into a chart according to their year of release using Photoshop.  Sounds like fun!

Burning through the racing games, it's not bad at first.  Just hit the big names first.  We know about all the Sega racers like Daytona and OutRun.  Then there's Need for Speed, Gran Turismo, Forza, Burnout, Mario Kart, DiRT, etc.  Then it gets really tedious as hell as you're listing every Wangan Midnight Maximum Tune and Ridge Racer iteration (damn you Namco) as you're also digging through the back of your mind thinking of semi-relevant racing games Midtown Madness and Screamer.  Then you go to websites besides GameFAQs or Wikipedia for help, like The System 16 Arcade Museum.  Damn, all these Alpine Skiers and miscellaneous Sega clones from Namco, yeah I hate you too.  But I'm learning new things about the racing genre!  If you can believe it.  How about this:

I get to SNK arcade section of System 16 and the last thing I expected was to find a racing game.  When I think of SNK, I think Metal Slug, King of Fighters, Fatal Fury, Samurai Shodown, basically weird arcade games that don't even fit the norm of more mainstream devs like Sega, Namco, or Capcom.  But RACING GAMES???  No...there is one (technically two but they're so similar) and here it is:


It's Road's Edge (or Round Trip RV), a 1997 SNK arcade racer.  Pick one of several trucks and go rally racing on dirt and pavement.  Like Sega Rally, Road's Edge will move you to the next track after you've completed one lap.  The goal is to complete three tracks within the time limit and come in first.  Nothing spectacular.

The most interesting aspect of the game is the track design.  Rather than create one-way traditional race circuits (various shaped ovals and stuff), most of the track funnels drivers down the same road going both ways.  It's a sprint from point A to B and back to A and there's trucks racing in the opposite direction of where you're going and head-on collisions are possible.  No barriers or anything going down the road to keep drivers from colliding.  They don't happen as often as it seems but it's a unique twist I don't think I've seen in racing games until now.


EDIT: When you catch air, your guy says "Yahoo" and for some reason, it reminds me of Banjo-Kazooie.  Rofl.

I mentioned two games which both follow this same formula. The second is Xtreme Rally (or Off Beat Racer) released in 1998. It has different cars, tracks and HUD elements but other than that, there's not much of a difference.


It's obvious that back in the arcade heyday when racing games were actually SUCCESSFUL that a lot of these arcade distributors like Sega, Namco, Capcom, Atari, Midway, Taito just went to town making as many racing games as they could with the arcade hardware they designed.  Pick from a handful of cars, three or four tracks, automatic or 4-gear manual, and go race.  See Virtua Racing, Daytona 1 & 2, Indy 500, and Scud Race.  I wouldn't say Road's Edge/Xtreme Rally is perfect--the graphics are underwhelming for a 97'/'98 game and the sound & music could be improved.  Daytona USA, Scud Race, and Daytona USA 2 set the benchmark in terms of arcade graphics and sound in '94, '96', and '98 respectively.  With a great soundtrack too.  Props to AM2; that's why Sega racers frequently come up in arcade conversations and why I named this site "Sega Racing Fan" instead of "SNK Racing Fan."  Ha ha ha, the more you know.

Saturday, August 25, 2012

Daytona USA 2 Saved/Ruined My Life

EDIT: Fixed some typos & stuff a day later.

Well guys, I'm back.  Let me tell you what's been going on.  Recently, I had a two week break which I spent at home in Slidell, Louisiana.  Then I drove back to Orlando, Florida and I've already completed one week of my internship.  Just didn't bother mentioning it until now.

Driving to and from Orlando by myself was a nine-hour nightmare (that happened twice).  It rained a lot both times (precipitation for about 40% of the distance) and there were two traffic jams in which I had to come to a complete stop.  The only excitement came from a "race" between me and a geriatric couple in a white Dodge Caravan.  I pass these guys and two hours later, they start creeping up on me (at 76 mph) so I slingshot past them (at 77 mph).  Hey, anything to keep me alert is fine by me.

Me driving with my little furry friend.  I'm not ashamed.

BTW, Florida toll booths are crap.  There's this one booth that charges $3 for a two-axle car.  What a piece of crap.  What's worse is that I didn't have $3 in change on me (sorry I don't walk around with tons of cash in my pocket) so I offered the toll booth lady my debit card.  They don't take cards of any kind.  Are you serious???  The hot dog cart lady outside of the FIEA building takes credit cards but the State of Florida doesn't???  So they took my license & plate number and now I have to mail them a $3 check within a very limited amount of time that my dad agreed to pay for me.  But he got lazy and said "you got a Louisiana license plate that's crap, don't bother."  So now, if Florida law enforcement tows my car, confiscates my license, and makes me face a judge, then I know who to thank.  Thanks, dad.

So now I will tell you about this old town of Slidell, Louisiana.  That's my home.  You check out what has changed and, as usual, nothing really has.  So I made another pilgrimage to Northshore Square Mall.  Not even this mall has changed.  That's not bad seeing as indoor malls are "on their way out" but whatever, it's still good to know.  Buy some expensive cookies, some flat greasy pizza, check out the arcade, sit on the bench, I have zero interest in buying clothes so what else is there to do so I left.

It is properly fitting that as I begin working in the game industry we visit the place that actually got the ball rolling on this career path.

This is the water fountain, a picture taken while sitting on a bench.

Another water fountain...ooo, that's pretty, I love palm trees.  Yu Suzuki does, that's why the AM2 logo is a palm tree (omg, symbolism).

This is the shot directly behind where I was sitting.  It's the arcade.  That's hallowed ground there.

As usual, my head was swimming with thoughts at the time.  Now I already told my arcade story a while back and how this all began, but I omitted some details.  I should mention these now.

I practically lived in Slidell my entire life until a year ago when I moved to Orlando.  I've always known about this arcade.  At first it was "Pocket Change," then it was "Namco Arcade," now it's "Coin It Up."  Pocket Change had a Turbo (1982 Sega arcade racer) cabinet and that was great.  I loved race cars as a kid and that was one of the many games that I played at the time.  Unfortunately, my parents were always reluctant to take me to the arcade for many reasons--it costs money, the mall is a ghetto full of gangsters and miscreants, and so forth so I didn't play much Turbo.

Never mind that, let's move on.  It was about 2000.  At the time, my greatest extent of racing game knowledge was Cruis'n World and Mario Kart.  Didn't know much else.  But Penny Arcade brought in a California Speed cabinet!  That was great--the first time I played it, I thought it was the greatest that racing games could ever get.  Stupid, I know.  Then what happens?  Penny Arcade closes down.  Aww, that sucks. I felt a bit sad but whatever, let's zip ahead a year when Namco Arcade opens a month or two later.  This is the make-or-break moment.  I mean, I had an It's a Wonderful Life moment and wonder if that arcade never opened.  Like if it were replaced with sporting goods, cell phones, or a hair salon.  Let me explain why.

What I've seldom said is that those years from 2000 to 2005 were some of the worst in my life.  I'm not going to paint a picture of doom & gloom--I had two parents who loved me, I lived in a nice house, and I didn't suffer any terrible injuries or sickness.  But I did suffer from extreme anxiety which I apparently got from my mother.  There's many reasons, most of which has to do with social situations.  EDIT: I wouldn't say I was a nerd (like Napoleon Dynamite) but I was just foolish when it came to these social situations.  I went from home school to a private school and I acted like an idiot--a Socially Awkward Penguin.  I also spent a lot of time on various internet message boards, making social blunder and blunder and not knowing why.  I was a fool who had just lost all of his childhood friends and made none other at that time.  School was miserable and all I really focused on was getting good grades--I maintained all A's from 9th grade up until my Senior year of College, true story but not like it matters now.  My loving grandmother died in 9th grade.  Took tons of anti-depressants.  I spent a lot of time playing "grind-it-out" games like The Sims which really proved to be a waste of time in the long run.  9/11 just happened and that was depressing.  And finally, I had some religious questions pertaining to my Christian faith that hung over me--not stuff like the existence of God but stuff like,  "What is Heaven like and what are you supposed to do for eternity," and "If the world is supposed to end soon, why bother doing anything?"  (please, for the love of God, no one comment on these things or I will probably delete it).  Oh, and puberty, that probably made me depressed too.  I try to block out this clusterf*** part of my life as much as possible.

Well, except for one thing: Daytona USA 2.

No, really, the new Namco Arcade had a twin Daytona USA 2 cabinet.  I can't remember the first time that I played it (purely on a whim, nonetheless) but it was pure joy every time that I played it.  What was otherwise a miserable time of my life was capitalized by the times I got to go visit the arcade and play it.  But like I said before, my parents hated going to arcade.  I only got to play Daytona 2 only a handful of times every two weeks.  I kept track of my fastest times with each car, bought Namco Arcade coupons to increase my number of plays, and ingrained the soundtrack in my head (whatever bits I could hear over the roaring engines).  In other words, old racing games that I thought were "good" were now bad because Sega moved to #1 in my book.

But as you know, Daytona USA 2 never came to home consoles.  I always read the occasional story while browsing lousy Reddit Gaming about how video games changing peoples lives for the better.  Pokemon, Halo, Portal, OH MY GOD GUYS they saved my life, thank you developers!  Yet the distinct difference between those games and Daytona is that you could actually play those games at home.  YOU COULD NOT PLAY DAYTONA USA 2 AT HOME AND IT HONESTLY BROKE MY HEART WHEN I THINK ABOUT IT (and still do today).  So I look up more Sega games, I buy a Dreamcast & find out about OutRun, Crazy Taxi, Sega Rally, the Dreamcast version of Daytona, all of which were great but why Sega chose to cast Daytona 2 away made no sense to me.

Then I always talked about that day: February 1, 2005.  Aaaand, it's gone.  Goodbye Daytona USA 2, it disappeared from Namco Arcade and never came back.  I stood in the rain and cried all night while my dad thought I was bats*** crazy.  He offered me the three most encouraging words from a father that you could ever hear: "GET OVER IT...."

I felt like a goldfish whose fish tank just cracked.  There goes my primary source of happiness.  And I did the only thing that I could--frantically post on the internet about Daytona, research more about Sega, learn about game design, and ultimately wallow in a state of depression.  I even e-mailed a 20-page document directly to Sega-AM2 with a bunch of ideas for a new Daytona--yeah the ideas were stupid but at least it was a valiant attempt.  They never replied back, to no one's surprise.

Then one day, I was sitting in a chair thinking about life.  You see, up until this moment, I didn't have a clear career track in mind for the future.  Until then, my mother was trying to groom me into this preppy, intellectual type--piano lessons, Latin classes, chess club, all sorts of honors societies.  But then, just like Forrest Gump, I had a revelation and got up out of that chair and said,  "There is no doubt what I'm going to do with my life.  I'm making a new racing game.  If Sega ain't doing it, then I will.  I'm bringing back the Daytona USA name once and for all and may the Lord Jesus Christ have mercy on those who try to stop me!!"  In Forrest's case, he just ran.


But I'm running too, sort of.  Running down a dream!  Go to Southeastern Louisiana University, get a computer science degree.  Never programmed anything before then!  Then I went to grad school and I'm nearly done with that.  I also made the Northshore Square Mall Counter-Strike map to exorcise some of the demons--it helped but it's still a sad state of affairs.

But it's so easy to lose track of the "goal."  Daytona USA 2 was released FOURTEEN YEARS AGO.  A lot has changed since then.  Arcades are dead, Sega is a deplorable, hollow shell of their former selves (which'll probably die out in a few years), I've been locked in a war of attrition with this new commercial-obsessed model for game design/publishing from the likes of EA and other game companies that have been stripping me of my morale.  Oh, and the racing genre is a complete joke now but that brings me to my next point...

Maybe Daytona USA 2 was a flash in the pan?  Look, most/all of us racing aficionados can say that Daytona 2 is a "good" game.  But is it a great game?  Perhaps it left that emotional impact on me because of the circumstances--it was one of the only good things going for me during those years, I seldom got to play it, it's gone now so it makes an emotional story...to bring the game back.  And all it does is make me irrational to think about it...to get mad at stupid video games (usually other racing games that I'm supposed to "like" so much) I don't like and ostracize myself from the rest of the community.  And it makes working on games especially difficult.  Other programmers are a happy-go-lucky type--they'll work on games X, Y, and Z without problem.  Yet with someone like me, whose has become so hung up on a 14-year-old game no one remembers, I'll work on X but struggle with Y and Z simply because "I hate it" or "I wish I was working on Daytona USA."

And then there's Bart's Model 3 emulator.  Once Daytona USA 2 (and Scud Race) finally came home, I wasn't overjoyed, I was FUCKING ANGRY.  Angry cause it took me so damn long to get this game back.  Angry that Sega did next to nothing to try to bring this game back...that it took the efforts of rogue fans to save the game to make some 50-100 people on the Internet happy.  Angry at whatever outside forces, directly or indirectly, held back any chance for Sega to redeem the game.  Angry that this game got no credit until now.  Angry at video games in general which have done nothing that let me down over and over again.  I played the emulator, yes, and I was thrilled, but it's not the same as it was before.  All I could do was throw rocks at the proverbial abandoned Sega building as hard as I could before giving out.

Of course, I learned more about Sega's situation at the turn of the century and clearly they were on hard times like I was.  So beating up on Sega is equivalent of beating up the special kid on the playground and it was no use.  So while I feel inclined to help Sega not just for myself but everyone else's sakes, I don't even know if I'll work there someday.  Whatever happens to Sega, I'll still bust my ass on that definitive racing game...the "utopia project"--whether it's Daytona 3 or some other game altogether.  It's only a matter of finding out who'll help me, whether it's Sega or some other studio or group of developers altogether.

So even though Daytona 2 was made available at home, my job's not done yet.  Which leads me to me and my very first game design "job."  Like I said, I can't tell you where I'm working or what game or platform it is, but I've just submitted a few lines of code to my very first game.  It really is a legitimate game--you could Google it and find out plenty of information on it.  But otherwise, it's a mellow job in which I work alone having just ditched all my old friends at FIEA.  See, I was the only person offered an internship from my cohort.  I did my best to leave FIEA on a good note--have fun, tell jokes, take people to Wendy's for lunch, etc. so I'm demoralized.  Despite my inability to make friends, those that I do become accustomed with over the years usually go away and I never see them again.  And this will inevitably happen--if I'm trying to go to Sega (or some other important place), well....goodbye, friends!

Back to Namco Arcade, I wondered if that arcade had never opened.  Maybe I had never played Daytona USA 2, I would've probably shed that depression, grown up, and become a fully responsible adult, never having to suffer the burden of dealing with "bad" racing games that let me down.  Maybe I would've been a pianist, a lawyer, a scientist.  Or maybe I still would've been a game programmer but I would've been a much happier person, able to work on anything at anytime with no emotional encumbrances whatsoever.  Stupid things like this can be morale killers which explains why I lose the motivation to do "necessary" things like post on the blog, work on Super Sprint, and engage in racing-related activities in general.  But my brain is full of f*** and I can't continue talking anymore so yeah, that's it, I'm done, I'll return when I feel like it.  Not proofreading this for a while.

TLDR: I was miserable from 2000-2005, then I played Daytona USA 2 which made me very happy.  I wonder what would've changed with my life had I never played it and never had that burden of living up to that game in my head.