Showing posts with label Scud Race. Show all posts
Showing posts with label Scud Race. 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...................

Monday, January 21, 2013

Someone Is Making Their Own Sega Racer!!!



"The three that ate up most of my coins where Scud Race, Daytona USA and Indy 500, my goal is to recreate the feeling these games evoked from players by maintaining the colorful, vibrant look and sense of speed but with modern visuals and car handling models."

Do you hear anyone talk like this anymore!?!?! Besides me!?!?!


Without a moment's hesitation...


Here, take my money.  Take 80 GBP ($127).  I pledged THAT MUCH and I'll pledge more if I have to.   It's not just for the "in-game billboard" I get, it's cause I want the game to be good (for what it's worth, the billboard can be 128x512 or 256x512).  I'm still sitting on my "Lousy Internship Stash Cash" and am now playing the role of "Sega Racer Philanthropist," giving out cash to racing game devs who don't suck ass (in addition to handing out copies of Sega All-Stars Racing: Transformed to strangers).


Just for fun, it's worth pointing out the aquarium is from Scud Race's Beginner Day course.  And the T-Rex is from Daytona USA's Advanced course.  Wait, you say this game was done in the UNITY engine?  Genius?  I've done two games in Unity before for FIEA.  You can make driving games in it like this.  The new Unity engine even works on the Wii U.  This game is CASH GOLD MONEY EPIC BEAST SWAG MODE and it's too bad I got stuck with lousy Super Sprint instead, lol.  The only thing amiss thus far is that the F1/Indy car looks a tad too big.  I'm going to e-mail this guy soon.

Holy shit people, how fucking hard is it for game developers to MAKE GAMES LIKE THIS.  CLEAN, COLORFUL, FAST, HAPPY, SKILLFUL RACING GAMES.  Instead we get this Need for Speed bullshit every three months and I want to vomit.

And Kotaku does the first right thing they've done in the last 8 years and that is mention this damn Kickstarter in a post inferring "You won't get a new Daytona but you'll get this."  Geez, Kotaku, just do open-heart vivisection on me already.  Screw you and your lousy ass site but thanks for the hits cause this game needs all the publicity it can handle.  Oh yeah, by the way, to Kotaku user GunFlame who said "Daytona wasn't a very good game" -- you're wrong, end of story.

First Model2 emulation.  Then Model3 emulation.  Then Daytona, Sega Rally, OutRun 2 ports.  Then the Hornet in Sega All-Stars Racing.  Then this.  This project still needs 7,700 Great British Pounds and 25 days left to do it.  Donate at least 10 quid and get a digital download of the game for free.  Donate more for physical copies of the game.  DONATE, DONATE, DONATE, DONATE, DONATE, DONATE, DONATE!!!!!!!!!!!!

Great, it's like the announcements of the Supermodel emulator, the Daytona USA XBLA trailer, and the Hornet in Sega All-Stars Racing leak all over again.   How am I going to follow up a post like this?  Talk about the NFL games?  Geez...

Just for kicks I'm gonna play the Virtua Racing intro music...DUN DUN DUN, PICK YOUR TRACK THEN PRESS THE PEDAL IDIOT!!!



TIME BONER!!!

Tuesday, November 13, 2012

Two Shoutouts To Great SEGA Gentlemen

I always come on this blog and call out enemies of the Sega Nation all the time.  Yet I should flip it around and mention those guys who do the Sega Nation well.  Here goes.

One, I'm on Reddit Gaming again, and believe me when I say Reddit Gaming (and Reddit in general) sucks.  But I glance over it daily to get a pulse of gamer culture at that moment.  And here's the top story with 900+ comments (that's a frickin hell of a lot)--a guy puts together a "gaming house" full of consoles, PCs, and arcade cabinets.  Okay, sweet, this is a good Reddit Gaming post so I can't complain.  Really need to check out the gallery.

Guess what he's got inside?  MUTHA EFFIN SCUD RACE TWIN CABINET???




A Reddit Commentator -

I wonder how secure is this house. Now that probably every burglar in the world knows that so much stuff is inside, it's pretty tempting to steal all this shit.

Anyway amazing setup, i liked arcade racing machines the most, also i twitched seeing those cds, no matter if they're the cheapest of all of this, he should treat them with respect :P

Another thing that bothered me was screen sizes, shouldn't all be the same? or the owners screen is the biggest and you, little pawns, can have those tiny ones?

I hope to see more photos :D


Thank you so much Reddit user Citizen_Gamer for posting pics of this and doing your part to get Sega Racers a little more exposure.  Nice house and thanks for having that friend of yours making the world a better place...one arcade at a time.  I don't have a Reddit account (and I really don't want one...that site's all about being upvoted) but I wish I could put in a good word for him.

AND THEN, there's this...this is on SEGAbits, same site that had DarthSOL on the podcast to do Q&A'S. Well they did a brief story on Danica's 14th place finish and posted the links to Danica's Sega car gallery and a Fox Sports race recap.  Funny thing is I referenced the same exact two links in my blog post and I don't think these guys are digging around for obscure Danica stuff either.  So is it possible they read my blog?  I'm not mad, obviously I look up to them for Sega news and that's great if we got a little webring going cause us Sega fans need to stick together lest we get cannibalized by this stupid gaming media.  But it's cool bro, good job with the short story and it's great that people know more about Danica's race, that's all.

Oh yeah, one more thing.  Also on Reddit Gaming, there's a classic Sega Genesis plug-in-and-play console with 80 games already built in to the console.  Supposedly $30 bucks at Best Buy, Rite Aid, any generic store.  I mean, I hear from one or two people it's crummy but others say it's alright so I can't attest to its quality.  The packaging looks okay so it doesn't look like a Chinese knockoff like the "Greatstation 3."  So I wanna let you know there's a new Sega console floating around out there in stores so keep your eyes peeled on it.  It's not a Dreamcast 2 but it'll do for now.


Speaking of which...Dreamcast 2 coming out in a month.  ERMAHGERD GUYS I CAN'T WAIT.

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.

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 11, 2012

Good Racing Games Not Made By Sega (Curb Your Enthusiasm)

What if I told you...
there were good racing games not from Sega?

I can't be bothered to photoshop text in this pic.  So anyway, one of the unfortunate things that I (and I guess you to) have to do is find a new racing game to play.  This is tough.  Games like Scud Race, OutRun, and Daytona are great, but it's clearly obvious Sega's going nowhere (other than this Sonic All-Stars Racing 2 which I'm still cautious about).  I think you could get by on Dreamcast & arcade emulators which I guess is a good thing.  There's Metropolis Street Racer (good guy rjay's favorite) and Sega GT (my Sega Gran Turismo game come true?) which is good, but I sure as heck wish there were current-gen games worthy of being played.  Forza 4 is great but even with the DLC cars, driving the same tracks over and over again gets super-duper old.  Honestly, I don't have the patience to look at all of these racing games--I'm on break and I'm a tired programmer who's just too impatient to wade through this crap anymore.

One game I'd like to talk about though again is...Need for Speed: Most Wanted 2012.  The game by Criterion.  Now don't get me wrong, I still don't like this game, but looking at the gameplay footage AGAIN, I still notice a few things:



One thing I notice that is quite good is that there's a tactile sense of speed.  Well, what do I mean.  The camera tends to rock back and forth when you turn.  The suspension cradles the Porsche on the turns.  I haven't seen stuff like this since Daytona USA and OutRun.  In other words, NFS: Most Wanted's sense of speed is...not so bad.

The problem I still have with the game is that it's basically as Burnout-ish as you can get while still remaining a NFS game.  Cops everywhere, dingy orangish-teal hues, wreck cams, same damn Porsche/Ferrari/Lambo lineup of sports cars (I like licensed cars but it gets old when you abuse them like this), the Facebook "beat your friends' scores" concept don't matter to me (I have no friends), and the car handling still looks like crap.  I truthfully give Criterion props where it's due but the rest of the game doesn't sit well with me.  Plus I sure as hell ain't giving EA any more of my money so that's the breaks.

Seriously, I reiterate--just the way the camera & the car react to the turns makes all the difference in the world when it comes to racing games.  Most racing devs opt for fancy production value over simple stuff like sense of speed and it's no wonder some of my favorite racing games ever were just regulated to mere arcade racers.  OutRun, Daytona, etc. were meant to be these brief arcade experiences but instead, they still stick with us today, a lot more than all these crummy Need for Speed/Burnout clones that have come and gone.

Right now if I really had to pick a racer, I would go with some sims like Nascar: The Game, F1 2012, or even i-Racing.  Need to buy a steering wheel too.  I just want something rewarding to play that doesn't feel aimed at the "CoD bros/epic win/YOLO idiots" of the gaming world.  I have mad respect for Formula 1 although I know little about it.  Now's my chance.


A CodeMasters game better than that Derp racing game.


BOOGITY BOOGITY...again, yeah.

I don't know...NASCAR the Game comes off as a bit bland but it's NASCAR, what did you expect.  Meh, I don't even know how you can call me a racing game fan anymore when I've fallen behind the curve.  It's my fault, I apologize.

------------

Oh by the way, another Sonic & Sega All-Stars Racing Transformed Update!   Two Sumo Digital employee (DarthSOL and SumoRex) have been answering questions on the Sega official boards.  The thread has been in existence for two months and nothing interesting has popped up but we do know now that there will only be seven Sonic characters in the game (Sonic, Tails Doll, Sanic the Hegehog, Emo Shadow, Pingas, a bean from Dr Robotnik's Mean Bean Machine, and Sally Acorn.  EDIT: DLC includes Froggy, neutral Chao with paper bag over head, Chris Thorndyke, and Mighty the Armadilluh) so thanks Sol buddy.  Prepare for the "Blaze the Cat for DLC!!!" topics.  Sawnik fans are hard to please.  If you're curious, keep tabs on the topic and asks some questions if you want.

BTW, there's a special OutRun track that you can only get by pre-ordering the game which is lame, but do it for Sega, please.  I assume it'll be both land and water, seeing as it's a beach, after all.  Prolly will look like something from the Sonic Tennis OutRun stage : D

BTW, logging into the Sega official forums is a pain.  Can't tell you how many times it says I successfully logged in only to log me out on the main page.  I say don't log in using the quick forms on the top of the page--click the login button to be taken to the "main" Login page and try from there.  Check off the "Stay Logged In" box and try different web browsers if it helps.

Inept message board...just like Sega in general

I still am worried about this Sonic All-Stars Racing game.  Does it look good?  Yeah.  Does it do Sega's heritage a great service?  Of course!  I am just curious if the driving in the game is actually up to par with Daytona/OutRun.  The game already runs at 30 FPS which is a minus right there.  It looks more into production value than actually having that tactile feel of being a great racer.  A great deal of the game's fanbase aren't really into racing games per-se--they're just into requesting Sonic characters and other miscellaneous Saturn/Dreamcast characters (please put Segata Sanshiro in the game).  But frankly, love or hate this game, it's practically Sega's last-ditch effort to make a unique racer so I pray it does well.

------------

Back to racing games: I'm still trying to polish Super...err, Hyper Sprint and get it out there as soon as possible.  No online modes yet, those got all fudged up on the last month or so.  The goal is hopefully to make something small yet fun for everyone, particularly those not into big expensive racers that require steering wheel peripherals they don't own.  But yeah, I'll see what I can do in the future.  Until then, keep updated since I may post my next entry in less than four days.  Laters....

Friday, May 25, 2012

Model 3 SUPER Widescreen Mode

We knew that the Supermodel emulator permitted Widescreen (16:9 ratio) view without having to distort the screen, as such:



Another way you can tell it's widescreen if the HUD items don't conform to the screen edges, hence the gap.   But what some of us certainly didn't know about the aspect ratio is that you can go further than that.  Here, check this out.  Triple-screen, 16:3 ratio, 5760 x 1080 resolution!!!!!







It really is incredible.  And what makes it so unusual is that the game still renders objects way out of the normal field of view.  Technically, you could turn off the two side screens and still play the game like normal.  It doesn't "stretch to screen" like many other games do.  You're not supposed to have peripheral vision that wide yet it still draws the objects anyway.  But why???

I've been working with the UDK game engine for some time now.  It's rather flexible with whatever game resolution you choose but remember--this isn't UDK, this is Model 3.  Did Sega deliberately include this somehow?  And for what purpose?  There's only three Daytona 2 cabinets and they are the single, double, and deluxe versions, all of which use the standard 4:3 screen ratio.

Perhaps Sega was planning some sort of "widescreen" versions of Daytona 2/Scud Race.  A big fancy cabinet like the Virtua Formula or Initial D machines at Gameworks/Joypolis but with a wider screen.  Something so frickin cool & insane that only Sega could pull off. 

Unfortunately, if I played Daytona 2 like this with full audio, I think I'd black out from the excitement.

But maybe the inclusion of widescreen wasn't deliberate at all.  Maybe it was a useless feature included with the engine.  The HUD items don't move at all when you change ratios so that suggests Sega wasn't trying to set up anything fancy--they were anticipating 4:3 ratio always.  But after the recent discoveries such as 16-player car colors, Grand Prix modes, and Live Vision Cam, I don't doubt there's a few more trivial things left to discover with these games.  Maybe they had planned widescreen at some point but it was never used until now.  Who knows, I'm throwing out ideas here.

EDIT: NVM, it's due to third-party tool: check out this website here.  Would've been great if Sega could've implemented widescreen somehow but I guess it didn't cross their minds.  OH THE POSSIBILITIES!!!!!!

And it is still A DAMN SHAME that the fans beat Sega to the punch here.  We're the ones who brought Model 3/Daytona 2/Scud Race home, not Sega.  I can't believe we've had to put up with this crap for years.  Sega is such a sorry company and we're the only ones who can bail them out.  Nuff said.  To all you "cool" kids out into the Triple-B's (Blizzard, Bethesda, Bioware), just go play your platinum sellers and let me mourn in peace...I suppose.

Sunday, March 18, 2012

Sega's Screws Are Coming Loose???

What's going on over there at Sega???

Oh Panzer Dragoon, Phantasy Star, Sonic 4, that Olympics game no one seems to care about, Jet Set Radio, Hatsune Miku, Shogun 2, and Binary Domain pimpage.

And SHENMUE 1 AND 2 HIGH-DEFINITION PORTS????

And according to the rumor (probably some bumbling idiot at Sega), the ports have been completed for more than a year now.  And Sega's just waiting to gauge the popularity of the series and the likelihood of Shenmue 3.


WHY DO YOU SIT ON THESE GAMES FOR SO LONG???  WHAT'S NEXT--THEY HAVE DAYTONA 2/SCUD RACE/OUTRUN 3 ALREADY MADE BUT THEY'RE TOO SCARED TO RELEASE IT???  SHOW SOME GUTS, SEGA!!!

I know, I know, game publishers don't just release all their games at one time but IIRC, there's been a drought of Dreamcast titles over the years (remember Mike Hayes' 18-24 DC ports prediction???).  It sure as hell wouldn't have hurt to release Shenmue 1, then 2 later, then ultimately 3!!!

Then again, if the fans had it their way, we would've gotten Shenmue 3 much earlier and this whole delay wouldn't be an issue.

Nice to have the good old Sega back.

------------

So.  Onto my next point.  And that is about RACING GAMES!  Please bear with me, I'm not going to turn this into a "Dear Sega, please hire me to make Daytona 3" post, but here's what I wanna know, Sega...:

When are you making any NEW racing games?

I know there's a few. There was Sega Rally Revo (2007), Sega Race TV (2008), OutRun Online Arcade (2009), Sonic Free Riders (2010), Sonic & Sega All-Stars Racing (2010), Sega Rally Online Arcade (2011), Initial D Stage 6 (2011), and obviously Daytona USA (2011).  So that's great right?



Let's go thru the list:

*Sega Rally Revo - good Sega racer with loads of content, but handling is not as good as original, EDIT: made by Western Sega developer so that's okay
*Sega Race TV - arcades only, unique idea but not that great of a game
*OutRun Online Arcade - port of an already existing game, no longer available
*Sonic Free Riders - mega crap tied to the Kinect
*Sonic & Sega All-Stars Racing - good but ALSO MADE BY SUMO DIGITAL
*Sega Rally Online Arcade - port of an already existing game (sort of) with less content
*Initial D Stage 6 - arcades only, just a expansion pack obviously
*Daytona USA - best thing Sega's done recently but it's just the original Daytona with better graphics and (dead) online play (already available on the Model2 emulator)
*Any other racing games out there I never heard of...SEGA PLEASE ADVERTISE THEM MORE AND MAYBE I WOULD ACTUALLY MENTION THEM

In all honestly, I think Sega is skimming the surface of the racing genre.  And I'm not talking "Daytona 3" but other stuff.  I want Scud Race, Daytona 2, Initial D, even f'n Sega Race TV to come home.  Maybe even a new Sega GT, Virtua Racing, Crazy Taxi, F-Zero, F355 Challenge.  Or even a new IP altogether!!

"Eric, you're overdoing it, Sega can only do so much."  Come on man...you look at the 80's and 90's and Sega was the King of Speed.  Spittin out OutRun, Daytona USA, Scud Race, Virtua Racing, Crazy Taxi, Initial D, yada yada yada.  Sega NEVER backed down.  All in, balls out, but look at 'em now.  They're scared.  They assume the racing genre is dead.  They play it safe like....oh, here's a Dreamcast port, here's a semi-decent Sonic game, here's a new Yakuza, here's a Hatsune Miku game for the Japanese kiddies, HERE'S A MUTHA-F***IN URINAL GAME!!!  WHAT NOW, BITCH???

I occasionally talk Sega to people at school.  It's unanimous among everyone that Sega has simply lost their identity.  They impress no one anymore.  They need to go back to the drawing board, they say.  And IMO, going back to the drawing board doesn't mean "here's an HD Dreamcast port, not STFU and go play it."  Sega doesn't go the extra mile anymore. EDIT: Lest you forget, Marvel parted ways with Sega so we're not getting any more crummy movie-based games so perhaps Sega should exert more energy into actual GOOD games...

EDIT: "Eric, put a smiley face on everything."  If you want a happy blog, go read SEGAbits, SegaShiro, Sonic Stadium, official Sega blogs, etc. where everything's all good.  I'm shooting from the hip here baby.  Not everything Sega does is perfectly great and someone's gotta say it.

This rant is crap, I know, but sometimes, you gotta kick someone's ass to get them to step up to the plate. God forbid I actually run out of Sega racer related material to talk about!!!  If it weren't for the fans (and Sumo Digital) making arcade emulators, fan games, art, etc. then there would hardly be anything to talk about.    Otherwise I would become the clean-up hitter on the gaming media and crap racing games.  Sure, it's great the new Daytona port got people talking about the game again BUT WE WANT MORE THAN THAT!!!  UNLEASH THE AM2 STUDIO FOR ONCE!!!  BRING BACK YU SUZUKI...yada yada yada, you already know what I'm driving at.

The fans have to save Sega, no doubt about it.  Clamoring for more ports on Twitter/Facebook/message boards is nice and all BUT GET ACTIVE AND DO/MAKE STUFF WHENEVER YOU CAN!!!

AMERICA (and the west in general), taking back racing games from the Japanese cause Japan sucks at making games now.  Sadly, with what???  Burnout, Need for Speed, Forza (well that one's actually good so it gets a pass), Flatout, Trackmania, Motorstorm, Fast & Furious, Split/Second...I mean, GOOD LORD CAN JAPAN STEP UP FOR ONCE AND SAVE US FROM THIS GARBAGE????????  Whatever. Yeah, this is a jackass post, but SOMEONE'S GOTTA SAY IT and if I don't, then who will????

------------

EDIT: A brief addendum and I'll say this about what Sega should do.  This reminds me of a real-world experience.  My father manages a small chain of fishing/tobacco stores along the Gulf Coast.  Don't give me any crap about cigarettes cause if people want to smoke then let 'em.  The government taxes the crap out of tobacco anyway so you sure are sticking it to us.

So anyway, when asked how he can compete against major retailers like Wal-Mart, he said "It's a more personal experience...if you need help with your fishing reels or your technique, we're there to help."

So here's what I think.  Sega is VERY FAR from outmuscling big players like Activision, Electronic Arts, Sony, Capcom, and Nintendo.  If Sega takes the bland route by releasing a couple of super hero/military/puzzle games, they'll squeak by and nothing else...

What can Sega do?  Do what Sega does best.  Make those wacky blue-sky games you can't get anywhere else.  Not the same lock-step march that every other publisher does.  Sega barely cashes in on their nostalgia.  Will Sega get a clue?  No, cause they stink.  You don't necessarily need a Dreamcast 2 to do this.  Get some new talent, some bold new producers cause Sega is blowing it as far as I'm concerned.  Make some good in-house games for once.  That's all, later.

Thursday, February 2, 2012

Lots Of Sega Fan Stuff: Bonus Points For Trying!!

Check out some new Sega-related media I found.  This pic I think I fluked out on since it's not even on a "website."  I found it in a Google image search:


Man, I ain't even that good at Etch-A-Sketch, props...

So pre-Daytona 2 guide days were brutal since we couldn't make Daytona 2 art at all.  Like this:


Compare to the real thing:
Is this nightmare fuel???

A blog called "Mapstalgia" consists of user contributions of video game stages/levels drawn from memory.  Like this, holy cow.  Someone attempted to draw the Crazy Taxi city.  Here it is:


Alright, let's see how you did today--let's take a look...

Take this real map, try to get it to lined up with the sketch and it's impossible.  Looks like you twisted the city into a pretzel (both coasts parallel to each other) but nonetheless, this lineart is very piretty!  Quick, now I will try to draw track layouts from memory:


That's some mad skills right there.

Also, I saw some French dudes drew up a concept logo for Sega.  Here it is:


If Sega were to change their logo, it would be the kiss of death...

Remember Rare??  Remember long ago when they made awesome games like Goldeneye, Perfect Dark, Banjo Kazooie, Donkey Kong, etc?  Now remember the time they changed their logo and were forced to make pathetic sports Kinect games for their tenure at Microsoft?  C'mon man!!!

And Kotaku posted a link to some music video--an "ode to arcade games" or something.  Gee whiz, the last time a band tried to do this, the results were shocking.  But this music video is pretty much all about Streets of Rage 2 (a modified version that is).  If you love Streets of Rage and pop music, then this is most definitely your thing.  But I also spy with my little eyes a Daytona USA 2 cabinet.  And Time Crisis 4.  Seriously, I know that Time Crisis 4 even with the crap "Game Over" logo you pasted on the screen.




Also, this is THE BEST FAN ART EVER!!!

Friday, December 30, 2011

Daytona USA 2 In Forza Four!!!! (Plus More)

THE HEAT
IS
BACK....

Daytona USA 2 cars have been ported to Forza Motorsport 4!!!




They're on the Forza Storefront (all 15, 5 per car) for FREE!!!  Money is not a problem for me.

So Forza 4 will not import car designs.  However, they will import car vinyls.  So I took my Forza 3 cars, copied all 5 sides of the car to their own layer, and pasted them on the Forza 4 cars.  It took a bit of alignment to do so but it was relatively easy I suppose.  So WHY THE HELL couldn't Forza 4 just import car designs from Forza 3 and save us the inconvenience???  The Ford and Chevy stock cars are EXACTLY the same as before.  Oops, way to drop the ball, Turn10.

Sadly, many designs for Forza 2/3 will never make it to 4 unless the previous owners redo the layer process above.  Only the original designer can edit and upload designs.  It's stupid.  Will I ever be able to drive the Seinfeld "Assman" car in Forza 4?  Don't count on it.

Now I was presented with one dilemma while making designs and you may have spotted it already.  They removed the Dodge stock car from Forza 4.  Now why the hell did they do that.  First of all, three car models align perfect with the trio: Chums Gum = Chevrolet, Scorpio = Pontiac (in our case, Dodge), Phantom = Ford.  But now the Phantom and Scorpio share the same model.  Second is that you can't just Ctrl-V, Ctrl-C the vinyls from a Dodge to a Ford/Chevy and have them line up.  So I copied pieces of the Scorpio and lined them up.  Ironed out some of the flaws while I was at it too.

For the Scorpio, I picked the Ford for three dumb reasons.  One, because the Ford has the black spoiler and the Scorpio in Daytona 2 has a black spoiler as well.  Chevy has a while spoiler that's really lame.  Two, because I felt that Ford has the more "stout" stature of the two cars.  Three, because most fan Hornets are using the Chevy model so I wanted to balance it out (Hornet & Chums Gum = Chevy, Scorpio & Phantom = Ford).

I want to talk more about the actual Forza 4 gameplay itself later.  Until then, I'll leave you with some more Sega cars on the Marketplace, none of which I made (except the other Phantom car):



I did this myself...I have an affinity for old boxy cars--in this case, a '71 Nissan Skyline GT-R.  Easy to move vinyls around, ha.



I think you might've seen these two cars from an old arcade game that involves driving on dirt.


The McLaren from Scud Race.



Well, it's not the most perfect Hornet I've seen though it's the most complete.  The Chevy stock car just doesn't do this justice--it needs some old Buick or something.


Nice to see Daytona: Championship Edition get some props--this is a very well done car.  Taco Bay, HAHA!!



Yes, the two Ninja drone cars from Daytona, sweet!

Ok, cya later.

Sunday, December 25, 2011

NAGOSHI TALKING ABOUT DAYTONA USA, WHAT IS THIS

I didn't even watch this video before posting it, IT MUST BEEN SEEN BY EVERYONE...!!!  NAGOSHI COMES OUT ON DAYTONA USA!!!


EDIT: I will go back and add what he said:

* 41 was a lucky number he heard from a fortune teller.

* Racing games were one of his team's strong points.  He was on a business trip when he happened to spot a NASCAR race on TV.  It was simple and fun so he presented it as a different direction for the market.

* The AI in Daytona USA is vastly different per car.  Some try to block you, some move out of the way.  It's randomized for that true arcade experience.

* Driving games should be "exciting and refreshing."  He wants players to feel like a race car driver...that they feel "better" after playing the game (I AGREE!!!).

* He had a chance to visit a NASCAR track (not drive, unfortunately) and the track was so steep he couldn't stand on it.  For this reason, the Beginner track is what made the game so great.  He loves this course and the vast amount of time to make it shows.

* He saw Daytona's success in Japanese arcades but was unsure in the rest of the world.  Fifteen years after the game's launch, he saw a Daytona cabinet in a London airport arcade and thought, "Wow, this game is for real."

* He's proud to be the game's producer and it's something that kept him in the game industry for 23 years.  So he thanks you and I for being such great fans.

------------

I don't have much to say.  Judging from what he said, it's clear that he's the "main man" behind Daytona, not Yu Suzuki, not Makoto Osaki.  Nagoshi came up with the #41 car...too bad the luck didn't translate to Daytona 2.

I think it's strange that it took him fifteen years to realize the game's worldwide impact.  Has he EVER browsed the Internet before???  Anyway, did he pitch the idea for the XBLA Daytona remake as a response to his newfound discovery?  Maybe so.  Now maybe he is loosened up to the idea behind another Daytona?  I don't buy it.

We may have learned a few new things, but I don't know what else he could've said.  Funny that this would proceed my philantropic gaming rant.  So if it's okay if I make the games I like, then doesn't the same apply to Nagoshi?  What can I do about it?  Disregarding his ridiculous lifestyle, it's his choice on what games to make.  Well, at least he could stop acting ridiculous and come out and say, "Thank you Daytona USA fans" (with that sympathetic English translator's voice) which is exactly what he did so...what else can he do?  Just say, "I was completely wrong, I will only make racing games from now on"?

I think with the resurgence of Sega media, now more people know about Scud Race and Daytona 2 than ever before so Nagoshi may see some pressure.  I think most of us are wising up to his antics.

I get on Nagoshi's case a lot but I have to say thanks for the work you've done for racing games so far and good luck with the future.  Even if it's just a bunch of Yakuza sequels.  Maybe he'll wise up but who knows.

Sunday, November 20, 2011

Sega Racers Are Slicker Than Grease

I read an interesting article on Kotaku lately.  And I normally skim over 95% of that site because a lot of it sucks but this one really got my attention.  It pertains to Sega racers, don't worry.  Will get to it in a sec.

Is this the reason why people love Call of Duty?  Yes, I know there's many haters out there reading this.  But what is it that makes the game so popular...?

IT RUNS FAST.  Call of Duty runs at 60 frames per second and delay from controller to game is just 50 milliseconds.  Compare that to Battlefield 3 which runs at 30 frames per second and has a delay of 110 milliseconds.  This is huge when you think about it.  It's a subtle thing that very few people mention.  It's that ingrained into the experience that you're too engrossed with the controls to even notice.

Now CoD haters can come up with all sorts of complaints--the game takes no skill or teamwork, it's horribly unbalanced, there's no tanks or jet fighters.  I'm not here to disagree with these points.  But that means nothing to many since CoD at its core runs fast.  It's very responsive and also very rewarding to shoot people.  I mean, that's a fact.  Battlefield 3 sounds great but in terms of good old-fashioned arcade shooting, Call of Duty wins.  Well, that's the general consensus, I suppose.

Now Call of Duty trades graphical prowess for pure speed.  CoD, in its 5th iteration on the X360/PS3, is running on a dated engine.  From a technical standpoint, Battlefield is leagues ahead in terms of visuals.  But do graphics really matter??  I'd much rather play a fast game with lesser graphics and better performance than one that looks great but isn't as responsive.  I know many gamers won't admit this, but I believe more people feel the same way too.  There's a reason why Call of Duty outsold Battlefield by a mile...

Also, this is why I personally prefer GoldSource Valve games to Source games...Counter-Strike 1.6 runs faster than Counter-Strike Source, especially on older computers.  So shove it, Source...

EDIT: I do read from a few places that some would gladly sacrifice 30 frames for a much better looking games.  I don't know...isn't the game all about GAMEPLAY and not graphics?  And that 60 FPS instead of 30 would have better gameplay?  It's an opinion, but one that I believe holds some credibility.

So about Sega racers.  Is that one of the reasons why games like Daytona USA, Daytona USA 2, Scud Race, and OutRun 2 are so amazing?  Because Sega, first and foremost, put the most emphasis on ensuring optimal graphic performance and top-notch handling?  I hear plenty of people complain about next-gen racers like Forza, GRID, DiRT and (dare I say it) Sonic & Sega All-Stars Racing because they run at 30 FPS.  Well, some of those may run at 60 FPS, I don't know for sure, but you get the idea.  Even if the human eye can only detect up to 25 FPS or so (maybe faster in certain situations), me and many others do notice the difference between 30 to 60 FPS.  It makes a big deal and now you know that.

And obviously, I haven't talked about the response time between the controller & the game for said racing games.

So there you go.  Another reason why game devs should get off their high horse on outstanding graphics and make a game that just plain runs fast.  It's much more satisfying that way.  Then you can go for great graphics (which is what Sega did...Scud Race and Daytona 2 both look gorgeous and run fast because of the outstanding Model3 hardware).  And Sega racers (most of them anyway), got that aspect down.  Not much else to say here.  That's just my brief rant.

There's a big NASCAR race this Sunday.  Final race of the Sprint Cup season at Homestead, FL...Carl Edwards vs. Tony Stewart.  Should be interesting.  Thankfully the Saints have a bye so I should be able to watch it.  Too bad I'll be doing schoolwork in the meantime!  More on school stuff later, things are getting interesting...  EDIT: Read my take on the race here.

Saturday, November 12, 2011

500th Post Special: EPIC Daytona USA Multiplayer Battle

Well, let's see here...this is supposed to be the 500th post (on my Blogspot dashboard here) but seeing as there's a few posts that went AWOL (I deleted them), I don't know if this is really the 500th.  Nonetheless, let's party!!!



You know what.  I'm done talking about this FIEA game pitch nonsense.  The way I see it, The Powers That Be wouldn't have green-lit a racing game anyway, even if it made it to the Top 10.  So f*** it, I don't care anymore.  Let everyone else haul the load of planning & presenting these games.  I'll just sit back, eat popcorn, and watch as everyone else trips over their own shoelaces.

I'm going home now.  You should all be ashamed of yourselves.

This doesn't mean that I have a 0% chance of making another racing game.  During the 2nd thru 4th semesters, we may get the chance to make more minigames of our choice.  So if we get another racing game going just for kicks, then it'll be awesome.  Prove the doubters wrong--just check out my l33t game.  Thumbs up their asses...

So anyway, good news: We now know that Team Marubaku, a pro Sega-racer team out of Japan, is on YouTube now.  Now their speed runs have been on YouTube for some time as uploaded by other users.  But they've asked anyone who posted their videos to remove them and make way for their account.  So I was happy to oblige and got rid of my Scud Race videos (the ones they made).  They DID upload Sega racer vids way before any of us did (before the days of YT when you had to download huge .avi/.wmv vids) so give them props.



I will end on one thing.  Most racing games really come down to one thing--repetition.  Kind of like a golf swing or a free-throw.  It's a matter of learning what works best and practicing it until you can do it consistently.  A racing game involves learning how the car handles and how to handle each turn.  Once you learn it, you can do it nearly consistently...assuming you have no interference, that is.

"An amateur practices something until he gets it right. A professional practices until he can't get it wrong." - an unknown author from a year between 1 AD to 2011 AD.

See the Marubaku video above.  Guy just runs the same routes over and over and over again.  I think this is one reason why people are turned off by racing games.  Disregarding the learning curve and difficulty to be able to do this consistently, there's not much variety there.  For the record, most every video game relies on repetition to say racing games are so repetitive compared to other genres is a bit absurd.

But....this makes me think.  I was playing Daytona USA online again recently.  And I was playing against evenly matched competition.  And I remember going two-wide with some people on the turns.  And that's when my rote memory flew out the window.  This guy is blocking my optimal driving line.  What do I do?  Red alert--figure out another way to take this turn.  Usually this involved fighting for position as we just bumped each other around.

Sometimes, due to opponent interference, I would wreck or my speed would drop below normal.  Turning at a different speed than normal affects how you perform.  Yeah, you'd think driving slower makes turning easier but it doesn't always.  Like I'm used to taking the Sonic turn on Beginner at 180 mph.  If I somehow drop to 150, it gets complicated because I don't know exactly how I should shift and when to slam on the gas.

Then later, he was drafting me on a straightaway.  Do I try to cut him off?  Now let's flip flop positions.  Can I keep drafting him?  When should I make my move and try to overtake him?  Really, I must decide these things on the fly and prepare for the worst.

And at least there's the intimidation factor.  If this were a time trial, I would drive 100% full-speed always--take all the risks and restart if I make a mistake.  But with multiplayer, time doesn't matter--just finish before everyone else.  So there's a guy about a second behind me.  Should I continue to drive to the max but risk crashing?  Or should I play it safe and hope he can't catch up?  Any slight mistake on my part would lead to me falling back.  It's a nail-biter.  Can I hold him off?  Or what if I'm behind in 2nd place--do I take extreme risks to move up to 1st when I could possibly wreck and fall way back to 5th or 6th or so?

I did pass a few people on the very last turn on the Expert course.  I nailed that turn PERFECTLY while everyone else floundered.  An exhilarating comeback.  If I were in the presence of company, I would've yelled and gave everyone a high-five.

Then all of a sudden, a "repetitive" racing game took on a whole new layer of complexity.  Another reason why Daytona USA is so legendary.  Bravo, Sega, bravo.

Friday, October 28, 2011

Electronic Arts: What It Means For Daytona USA & My Future Career

Okay, there's still a few things on the stack for me to talk about but this is one of 'em and it's sort of relevant.

------------

Here at FIEA, there's this HUGE wave of advertising for Electronic Arts.  EA has studios all over the country.  Speakers show up on occasion to talk about stuff.  Even my programming teacher worked at EA for some time.  The main reason why is because EA is probably one of the most accommodating to entry-level game designers.  Clearly, one of their goals is to stroll by the building, advertise, and hire as many new employees as possible.  Then assign them to Madden, FIFA, Rugby, whatever the hell there is.


OBEY.

But I'll get to careers at EA in just a second.  We had a speaker from EA today who has 17 years worth of experience with them.  What his name was, I forgot...I'll probably update this if I find out.  EDIT: It's Dave Ross.  He was talking about licensed content.  About how you must balance working within the demands of the license's owners come hell or high water.  He was talking about Madden, NCAA Football, Lord of the Rings, all that good stuff.  Also, he mentioned EA is bringing back NFL Blitz...awesome, though I thought NFL Street 1 & 2 were awesome too (though NFL Street 3 and NFL Tour sucked ass).

He got to the subject of NASCAR (this is when the vast majority of the audience groans).  He was talking about the hoops they had to jump through to get the games made.  They needed the actual NASCAR license which also came with the drivers & teams.  Then they needed advertisements and all that crap.  They also needed to license the tracks which were separate from the NASCAR name.  It costs about $10,000 per track to license.

Now this is where things get dicey.  We all know that Sega made Daytona USA (1994), Daytona USA 2 (1998), and Daytona USA 2001 (uh...2001).  Now I actually asked this guy after the presentation what he knew about the Daytona license and how it pertained to EA.  Now some may have a hunch about what happened, but this is what I got out of this.  I think I'm right but I'm not 100% sure.  Please correct me politely if I'm wrong (with proof, of course).

Sega got exclusive rights to the Daytona name back in 1994.  How did they pull it off???  I don't know...but basically, EA couldn't put the Daytona track in their NASCAR games until 2001.  That's right--Sega basically denied EA the Daytona track.  So while we hate on EA for taking the Daytona name from us, bear in mind that Sega did the same thing back in the day.

Yeah, TAKE IT EA!!!

This also explains why Sega had an influx of Daytona games in the late 90's.  Daytona 2, Daytona DC, Daytona CCE/Deluxe.  Sega was sort of "obligated" to make an arcade sequel to Daytona 1 so they went ahead and did it.  Scud Race (1996) was originally some Daytona 2 prototype but they changed it to the touring car them we know today.  Then they went ahead and made an actual Daytona 2 (1998) based off the engine they used for Scud Race.


This game did not have Daytona in it thanks to Sega.  Hmm, would you rather Daytona USA 1 & 2 OR a Nascar '98 game with Daytona in it?  The choice is obvious.  Although I am eternally grateful to EA and NASCAR '98 for introducing me to Flirting With Disaster by Molly Hatchet.

By 2001 (give or take a year), after the license had run its course, Daytona struck exclusive rights to three companies--EA, Papyrus, and Monster Games.  This meant that Sega couldn't make another "Daytona" game even if they wanted to.  So basically, EA returned the favor with a haymaker to Sega's face.  But that's to be understood since EA made a friggin official NASCAR game WITHOUT the hallmark Daytona International Speedway.

Then again, even if Sega could've used the Daytona trademark, odds are they wouldn't have because they're incompetent like that.

After EA made their last NASCAR game (2009), the Daytona licensed was liberated.  Then anyone could get it.  Which explains why NASCAR: The Game (made by Eutechnyx) and Daytona USA (XBL/PSN) both held the same license.  So the Daytona trademark owners were just stingy like that.  Now they've loosened up a bit which is good.  No excuse now for Sega to make more Daytona games!  I guess.  Once Nagoshi-San wakes up from the tanning salon.

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Speaking of the great gods of gaming over there at EA, let me describe this drive for EA to hire new students.  Like I said, they do a lot of advertising over at FIEA.  You know they're gunning for us newbies.  When entering the marketplace, it's like the NFL draft.  Except that EA owns two-thirds of the picks.

In the eighth pick of the FIEA draft, EA selects...Eric (last name excluded).  You'll begin working on Need for Speed immediately.  Have fun!

Other companies that have expressed interest in new students is Xynga (oh boy, love working on gimmicky games like Farmville), Interactive Studios (Epic Mickey), and uh....I think Bioware (Dragon Age, Mass Effect, OMG ROXOR MY SOXORS).  They had a couple of FIEA alumni from Bioware come back to speak so maybe this means they're hiring...?  I don't know.

Compare that to companies like Blizzard and Valve who have little interest in "newbies"--they go for experienced employees more than anything.  Though that's not set in stone--if you're a good student and you strike gold, you MAY get lucky.

Anyway, I'm not going to come on here and bash EA more than I do.  Yeah sure, many of their games are mediocre.  Yeah sure, Origin is spyware in a box.  EDIT: They're going over the line pressuring game journalists over Battlefield 3 reviews.  Way too easy to take pokes at "evil corporations" these days.  Although if you hate EA for that reason, then you might as well hate Sega too since they're on par (sort of...Sega isn't as strong as they used to be).

Though my main goal is to work Sega.  Well DUH, you know that.  But Sega is risky business.  For one, they're located in California...San Francisco to be intact.  Is that good for me to travel that far to an economically-reeling state where you can smoke pot all you want but can't even get toys in your Happy Meals anymore?  EA has studios everywhere in North America so they're much more flexible to work for.  They're even opening a studio near Baton Rouge (an hour drive from my hometown of Slidell, LA).  It's a stable company and working for them would be easy sailing.

But is that why I entered the game industry to begin with?  To work on perennial Madden titles for the rest of my career?  I don't think so.  We're here to HELP SEGA.  That's one of my primary goals.


Take the blue pill, go work for Electronic Arts.  It's an easy job with a decent salary but hardly rewarding at the end of the day.
Take the red pill, try to work for Sega.  Travel half-way across the country and be forced to live a different lifestyle.  Possibly get fired and are stranded from home.  But you get a shot at flying to Japan, meeting the Sega crew & Yu Suzuki, and working on a new Daytona title.
So what's it gonna be???

Though EA is prevalent here, not everyone kisses up to them.  Some say that EA is a good place to begin working at to gain experience but it's not someplace that many people want to stay.  While EA publishes a lot of self-made sports titles and coolio games like Mass Effect, they're stale when you think about it.  So if I do work for EA, just consider that it's not permanent at all.  Though this makes EA sound like a revolving door of good little drones and that's not fun.

Anyway...not much else for me to say.  EA is EA.  Haters gonna hate.