Showing posts with label Top 10. Show all posts
Showing posts with label Top 10. Show all posts

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!

Sunday, December 30, 2012

Top 10 Posts Of Twenty-Twelve

EDIT: Added one more thing to this post lol

Well kids, I hate New Year's but because everyone's doing the "reflection" thing nowadays, I'm going to do it too.

2012 was a mixed year.  Great for several reasons--got to go to two Daytona races, got to finish Super Sprint and Battle Fortress Tortoise, got to make plenty of friends, got to play Sega All-Stars Racing: Transformed.  But it also sucked for several reasons too--I got fired, I'm still unemployed, Christmas time wasn't all that great for me, could've done better at Super Sprint, school was obscenely difficult at times, etc.  All I know is that, despite all the naysayers, we lived to 2013.

I did this the last two years so I'll do it again--these are my Top 10 posts of 2012 (in no particular order):

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1. DAYTONA USA AT THE DAYTONA 500 - For the euphoric memories of holding a Daytona USA sign at the Daytona race as cars whizz by...it's the best photo I've ever been in.

2. !1!1!1!1!1!1!1!1!1!1!1!1 DAYTONA !1!1!1!1!1!1!1!1!1!1!1!1 - Also for euphoric memories of discovering the Hornet Classic in Sega All-Stars Racing: Transformed for the very first time.

3. Our Third Festivus Airing Of Grievances! - The best Airing of Grievances yet, it just nails a lot of things I've complained about all year.

4. Report: History & Corporate Culture Of SEGA - Need to read an essay about the history of Sega?  Read mine, it's just seven pages.

5. Going It Alone Without Sega - Can we get a job at Sega?  If not then can we make racing games without them?

6. Nobody Loves Sega - Everyone in the gaming media dumps on Sega.  Therefore I will dump on the gaming media for dumping on Sega.

7. Danica In The #7 Sonic Car Whole Race Recap - Need to know the events of Danica's Sega Sonic car race at Texas?  Read this and see how thrilled/depressed I get as stuff goes down.  Loaded with tons of funny jokes.

8. Need For Speed Movie??? Run That Moniker Into The Dirt - Why I don't like Need for Speed all that much anymore.

9. NASCAR Is Very Serious Business (Kurt Busch Sucks) - Why NASCAR and auto racing in general is one of the most frustrating sports/games ever made.

10. Can't Be Mad At Nagoshi-San Anymore (Call To Arms) - We love you Toshihiro Nagoshi, I will never be mad at you again (maybe).  Also includes cool music and the official declaration for "Sega Racing Day/Week/Month."

Honorable Mentions because I'm too lazy to eliminate other ones:

11. Forza On The Horizon...(Open-World Racing!!) - More ranting about modern racing games, this one's about Forza and this new "open-world" trend going on with street racers.

12. Daytona USA Championship Edition: That Other Daytona Game... - Comprehensive discussion of Daytona USA Championship Edition, the red-headed stepchild of the Daytona series.

13. Battle Fortress Tortoise - My FIEA capstone game.  I worked on it for months so it deserves a mention.

14. Super Sprint Intricate Design Details (Under The Hood) - Funny that this is the first post of 2012.  But it goes over plenty of things I worked on with that Super Sprint remake.  A good read for racing game design.

15. The Future Of (Lousy) Interactive Entertainment - What sucks about modern video games (with colorful illustrations).

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I only included 15 posts but there's plenty more good posts I made over this year.  Didn't post as much as I did in 2011 but that's cause I had graduate school to take care of.  Anyway, I don't plan on making any more posts this year (other than to edit in any additional posts to this list I forget) so stay cool in 2012 and here's to 2013 not sucking as much.  :)

Friday, November 30, 2012

More Sonic All-Stars Racing Stuff

It was a bad, bad day...but nevertheless, more Sega All-Stars Racing stuff!!!

HEAR SONIC & ALL-STARS RACING: TRANSFORMED IS TOO HARD
BUY IT ANYWAY

About the difficulty patch.  Well, I'm not upset.  If it makes the game more accessible to people then fine.  I know it's cool to think "boohoo, they're pandering to casuals" but any way they can get more people to buy the game is fine by me.

...you know what.  I didn't realize this until a week ago.  And that is the name of the game is NOT Sonic & Sega All-Stars Racing: Transformed.  It's Sonic & All-Stars Racing: Transformed.  They took the "Sega" part out of the title and I didn't even know it.  Whatever, I will still call it "Sega All-Stars Racing" since I'm sick and tired of this "it's a Sanic gaem" bulls***.  Sega made three racing games in recent history with nothing but Sonic characters in them.  It's called Sonic Riders.  So quit trying to apply the Sonic Cycle or some crap like that to Sega All-Stars Racing already, sheesus.

HOW TO DO A FAST START.  Basically, follow this diagram that looks like a .wav file in a sound editor.  Just as the announcer begins to say a number (and when the screen goes black), tap the gas pedal (to correspond with the colors).  The exhaust flames should go from red to purple to blue to signal you're doing it correctly.  Then simply slam on the gas when he says go.  It's not tricky like Daytona USA's boost start (hold the gas at 6500 rpm's) so this one can be learned after a couple of tries.  NOTE the fast start applies with all three vehicles.  Even if you're playing Sky Sanctuary or NiGHTS levels, you can still do the fast start as the plane is rolling ahead (though there's no fade to help with the timing).



I'll probably post more tips later...I'm trying to get as much stuff off my mind now.

And another thing and I'll go ahead and say this.  Thank GOD for Joystiq.  I mean it, this site is 1,000,000,000 times better than Kotaku which blows ass.  They post a favorable review of the game (4.5 of 5 stars) as well as a link to the DLC character petition thread.  Screw you Kotaku, go post another story about an old man who took his pants off at a Japanese arcade, or something.

Also, I'm reading Sumo Digital's "Ask me questions" thread and I accrued a bit of knowledge.  Stupid stuff but here's something.  Originally, the Ages character was meant to be more than just the Hornet/Afterburner Jet/Dreamcast controller combo.  The Hornet would be one of many land vehicles such as the bike from Super Hang-On (in other words, every time you transformed to a land vehicle, you would get a random vehicle).  But memory reasons took that out so they stuck with just the Hornet.  That would've sucked since I like the Hornet and want to play as it all the time (not knocking the Super Hang-On bike).

Also there was going to be Phantasy Star and Crazy Taxi tracks but because of the space and city themes already in place (Sonic Colors and Jet Set Radio), they were cut.  Kind of sucks since there's many Sega franchises that hardly got any representation (I don't count obscure holograms from Race of Ages) but what can you do about it.

BTW, Alex Kidd is in the game.  Set your console clocks to Dec. 25 or later and he instantly becomes playable.  Not making this up.  Free DLC, thanks Sumo!

One more thing.  If you check out the license stickers, they have different names.  One is called "Scud Racer."  Another is called "Power Edition!"  I take it those are referring to Scud Race and Daytona 2: Power Edition, respectively.  I swear, with all these Sega racing references peppered throughout these Sumo games, I'm being teased left and right.  If they go make a Daytona USA 3 game without me, I'm going to go home and lock myself in a dark closet and regret I wasn't born earlier.

COMPLAINING TIME!  That is not to say the game is bad (it's great), but here are some things about the game I don't get:

1. No speedometer in the game.  I asked S0L why this is and his response was it was distracting and hard to get a scale of the world you're in anyway.  Personally, I think a speedometer would've helped a lot in determining how fast boosts carry you and what's the optimal boost pattern but eh...not having one in a racing game kind of sucks for me.

2. I don't get these mirrored tracks.  I know backwards tracks are out since nearly all of them are impossible to do in reverse (anything with a cliff/ramp of sorts).  But the way the game treats mirrored tracks as their own course when they're the same exact thing but you turn left instead of right (and vice versa), c'mon man.  There's 21 tracks in this game, not 42.  Racing backwards would be a challenge but racing mirrored is just meant to annoy you and if I could, I would never do a mirrored race seriously.  Yeah, that's my opinion.  Mirrored tracks also irritated me in Daytona USA XBLA but the game's still great so no deduction to the review score.

3. Also on the topic of time trials, why can't you race any of the three laps on any track?  For instance, the first, second, and third laps of Burning Depths (now my favorite track since everyone but me sucks at it and I like the music) are completely different but you can only time trial the third lap.  I know the water level changes but I don't see how hard it would be to disable the trigger so you keep doing the first/second lap over and over again.  Also see the Skies of Arcadia, Sky Sanctuary, Jet Set Radio levels...can't choose which track variation you like!  Oh well, S0L said some stuff about fewer options in this game...because the menus get cluttered and they have to test them all for quality.  Understandable.

4. Wish the game had different music to choose from.  Hearing the same song on each track kind of sucks after a while.

5. Also don't really like the slot machine "Bonus Chance" thing.  I seldom win (about 30% of the time) and when I do, the reward is hardly worth it (start with a free item).  Understandable, but I don't like how the tracks are scattered with coins which are basically useless in the long run...they're there to tease you...to distract you from the current race you're on for what--a free ice cube at the start of the next race?  FYI, the max amount of coins you can have is 99 so once you've reached it, you might as well start using them.  They work for Grand Prix AND Online Races...

This thing's purpose: to teach kids the danger of gambling addiction.

6. Okay, sooooo...ONLINE PLAY!  At last, I get to show the world my skills (or lack thereof).  All I have to say is prepare for the s*** to hit the fan cause you're gonna get abused with ice cubes, tornadoes, and RC-XD's.  You thought playing against Expert CPU's was bad, here you're caught in a mosh.  Anyway, I'm playing as MeeMee (who sucks but I'm trying to level up all the characters) and collision physics get wonky at times...get hit by another guy and I get airborne in places you shouldn't.  Okay, I can live with that.  

But the ultimate WTF moment was when I was MeeMee on Roulette Road.  I handily completed my three laps about 15+ seconds ahead of the second place guy (I was pissed off and wanted to win).  However, I still kept driving.  Eventually the 30-second clock came on and time ran out.  The game said I DNF'ed and I lost 100 points off my rating.  Really now?

Also, two more funtastic moments as MeeMee, both on Graffiti City.  In the middle part of the track with the boosters on the ramps, well I got hit with a swarm just before the ramp and fell into a crack to my doom.  Okay, that sucks but it happens.  Anyway, I spawn in front of the boost ramp, hit it, but don't get enough speed to land the jump so I fall down AGAIN.  Sucks to be me!  Second part is on the downhill portion after the helicopter.  There's a swarm again and I hit one which is inevitable because the track is so narrow here.  I get stuck dangling on the pointy ledge as I floor it but can't move at all.  So guess what kids...time to commit suicide.  Back up into the pit, die, and respawn.  Wasted twelve seconds on this part too.  What a piece of s***.  I ALWAYS get in the flukiest wrecks too, I swear.

Other than that, to win you need to know the tracks inside and out (hence the numerous practice you got through World Tour mode), know how to use the items, and pray for a little luck while you're at it too.

7. Speaking of online play, the All-Star moves are a tad bit ridiculous.  There's some luck involved--if you happen to get one (and you seldom do) then you can get a nice boost.  But if you get one in second or third place, it can propel you into first with a cushy lead.  Kind of stupid, not as broken as the blue shells though.

8. I still don't get the Race of Ages track.  Is this what the inside of a Dreamcast looks like?  The land part is fairly "epic" as you're trying not to fall although there's no change in scenery there.  The air part of the track is way too vacant and straightforward, plus there's no Sega holograms there.  The water part is the coolest but I think the holograms are a cheap way to cover all of Sega's fan service bases.  Oh look, a statue of Ryo Hazuki.  Another statue of the Chu Chu's.  Another statue of Bonanza Bros. but all that does is make me sad they're not playable characters...  But that's just me.  I'm not feeling the level as much as others I guess.  Sonic Riders had some nostalgic stages like the Boulevard levels which do the old Sega vibe slightly better IMO. 

9. Menus are a tad bit slow to navigate through but w/e.  It can get annoying as it takes a few more seconds than usual to restart a failed mission...

10. Why is NiGHTS the car and not the driver???  Also, why doesn't Gilius's "car" have a steering wheel???

That's about it, game is fun, everyone please buy it if you haven't already.  Game sales are a bit underwhelming at the moment so go buy the damn game if you haven't already.  Wait for the Christmas rush to kick in--hope Sega is advertising the damn game.  Also those Model 2 fighting games we talked about earlier miraculously made their way state-side so that's good too, check 'em out if you need to beat the crap out of other polygonal players.

Damn, I'm still unemployed and I hate this NFL bulls***...I miss NASCAR.  Haters gonna hate...

Tuesday, May 8, 2012

How To Save G4 Television (Not Really)


This is on the heels of Adam Sessler's and Kevin Periera's departures from the so-called-titular gaming cable channel known as G4.  The 4 G's stand for Games, Gear, Gadgets and Gigabytes, BTW.

Now, I don't watch G4.  Used to watch it a bit years ago but now I stay the hell away.  I'm not even a TV person anymore.  I leave the TV on Speed Channel and listen to it as I work.  But I still have some pity on G4 since I'm a "gamer" and so is G4.

The main problem I have with G4 is that I always felt like it insulted my intelligence.  Whatever original programming that station has consists of a bunch of gloating airheads who use dumb catchphrases like "fus-do-rah" or "the cake is a lie" or "epic fail."  And they oogle over models at Comic-Con (yes, I'm talking about Olivia Munn and the "Olivia's Rack" segment).  And then they air reruns of Cops, Cheaters, and The Man Show.  Literally, I just checked G4's schedule for the next six hours and there's X-Play, Revenge of the Show, and 3 hours worth of Cops.  That's all you got???

I'm sorry, but I'm not a toolbag.  Not all of us are energy drink hopped-up nerds who sit around in our underwear playing World of Warcraft or Xbox Live 10 hours a day.  Gimme a break.  Even though I found Adam Sessler irritating in the past, at least the dude knew his stuff and brought some new ideas to the table.  He made you think a little.

 Yes, Adam, you may be a bastard, but at least you're a magnificent bastard.  Like me.

Browsing through sites like Kotaku, Reddit, and GameFAQs, I doubt I'm going to heavily invest in another "mainstream" gaming channel.  But these are some common sense ideas I'm going to throw out a Top 10, no, Top 14 list of ideas to help you guys out.  Since I know very little about what G4's airing these days, they may doing a few of these things anyway.  Here goes:

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1.  Ditch Cops, Cheaters, The Man Show, etc.  Literally, I just checked the channel's lineup for the next six hours and it was all Cops, all the time.  This is a gaming channel, not Spike TV.  Try to focus in on shows that have to do with  gaming and technology, not dudes running around with guns or women.  Also, no more juvenile jokes like "Revenge of the Kha'ak" from X-Play a few years ago.  Yes, this is real.  And yes, the "kha'ak" was blurred out.

 If I wanted to watch crap on TV, I'd sit through a To Catch A Predator marathon.  It's got cops, girls, and controversy...it's got it all.
 
2. Channel the old TechTV/early G4.  Bring back some decent shows like Icons.  Documentaries help!  We want shows that are both educational, fun, and not idiotic.  Even if the show is old, at least try to keep it interesting.  Like Angry Video Game Nerd--it's meant to be informative as well as entertaining in the long run.  But here's some an episode of Icons you should like:




Wow, Yu Suzuki on cable TV.  It's a miracle.


Holy cow, Yuji Naka's got some nice wheels (Lotus Elise).

3. There are three things that many websites/news channels focus on--News, Opinions, and Fan Stuff.  Focus on this.  There needs to be more "radio-esque" shows.  Have one or a roundtable of pundits report the news, take in some calls, give out some fan polls, make it feel like we're getting involved in the process.  Even if they dish out game reviews, allow some fans to offer a counter-opinion so the hosts don't develop this superiority complex.  Sites like GameSpot, Kotaku, and Joystiq get gamer feedback all the time--why can G4TV air some of their feedback too?

4. You can't cover ALL gaming with just one or two shows.  Gaming is such a BIG thing so you gotta break it down into many pieces.  How about some shows that are dedicated to specific aspects of gaming?  How about a show on FPSes.  Another on RTSes.  Another on MMO's.  Another on RPG's.  Another on sports games.  Another on--dare I say--racing games!  Throw out some news, a few reviews, get some fan involvement in there.  Also throw in some shows on gaming hardware, computers, new gadgets, etc.  Revenge of the Show doesn't count.  Air a new episode at least once a week, even if it's just for 30 minutes.  Get gamers of ALL interests involved.  Show 'em some love.

5. Channel some of the more successful online brands that have sprouted up recently.  Like Giant Bomb.  Or Machinima.  Or Mega64/Rooster Teeth.  They've put out some clever stuff.  There's a reason why people are browsing them more than your channel.  Like check out these YouTube vids--they're pretty interesting:

Warning: Bad language.

Dumbass kids on Xbox Live


Stuff about Black Ops

6. Gaming competition shows.  Holy cow--who would've thunk it?  Isn't gaming about competing against other people???  Get some MLG, EVO, or CPL coverage in here.  These events go on all the time.  Seriously, I have a friend at FIEA who watches Starcraft 2 competitive streams all day.  Or if the pro circuit is too heavy for you, make a casual gaming show like the old Button Mashing on GameSpot.

Button Mashing aired back in GameSpot's Jeff Gerstmann/Alex Navarro days (before Giant Bomb).  Basically, three people near the GameSpot offices came in for three rounds of competition.  First round--go through three console games and accomplish menial tasks like "kill 2 guys on Mega Man" or "get in a car in Grand Theft Auto" as quick as possible.  Fastest 2 players go to the next round where they try to identify a bunch of games from a bunch of spliced game clips.  The player with more correct answers goes to the final round where they challenge one of three GameSpot editors at their favorite game (i.e. Tecmo Super Bowl, Guitar Hero, Street Fighter II).  Beat the editor and you win some GameSpot swag.  Lose and you go home with just the GameSpot t-shirt.  Still a fun, simple idea that wouldn't take much effort to produce.



EDIT: There was once an old G4TV show called "Arena" which featured LAN events between teams of gamers.  It aired from '02 to '04.  Don't know why they canned it but that's G4 for you.  Making room for more Cops reruns.

7. Do your convention event/interview footage.  Like E3, Comic-Com, Blizz-Con, GDC, whatever.  But be rational report the news.  Talk with big shots like Gabe Newell or Cliff Bleszinski.  EDIT: Try to get interviews with Japanese guys too--yes, do the translator interviews with guys like Miyamoto or Inafune.  Then you can gloat but don't act like nerds.  Seriously, if you didn't get the memo by now--act like men, not like geeks with the mentality "I am nerd, hear me roar."  Avoid phrases like "noob" or "epic fail."

8. Bring in a show that contains nothing but user-created & submitted content off of YouTube.  Like some Super Mario Bros. movies, a gaming speedrun, a Minecraft creation, or a funny glitch.  Just some cool stuff for us to watch.  But no YouTube Poops, just say no.

9. No more Bit Monkeys.  The concept is okay but the humor is so juvenile...guys calling each other douchebags and hitting each other in the head with bats.  A missed opportunity.  This coming from a guy who's a game programmer who longs for the games of the 80's/90's.

10. AND ESPECIALLY NO AWARDS SHOW LIKE THE SPIKE VGA'S.  HELL F***ING NO.  If you want to do an awards show, don't blow it out with a bunch of self-gloating celebrities and other talking heads.  You'll make gaming look bad.

11. Air the old Mario & Sonic Cartoons, but only at 1 am since they can be cringe-inducing for 20+ year olds to watch at times.  And air The Wizard or some other vidya game movie like Super Mario Bros, Street Fighter, Mortal Kombat, etc. once a month.  HA, scratch the movie part.



12. Follow these steps:

1. Make the Mass Effect cartoon a reality.
2. Get lots of viewers.
3. ???
4. PROFIT.



13. LAST DITCH EFFORT TO GET VIEWERS.  BREAK GLASS ONLY IN CASE OF EMERGENCY.  Air My Little Pony.  I'm not a Brony but it will help you guys out, I swear.  At least it's not The Man Show so I'll let it pass...reluctantly of course.

 That's some EPIC WIN right there.

14. The Golden Rule: What will non-gamers think of our channel?  Will they look at us like we're serious about games like any other everyday interest (cars, sports, food, travel, politics, etc.)?  Or will they look at us like a bunch of morons caught up on a massive nerd-gasm orgy of crappy memes, Comic-Con cosplayers, and Mountain Dew?  Think about it.

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That's the list, have fun and please don't "frag the messenger."  If you do all these things, Adam may come back and you may restore some sanity to gamer culture.  Now get working, G4, cause times are changin'.

Saturday, December 31, 2011

Happy New Year 2012

Hello kids, in most of the world, it's already 2012 but here in the US it isn't!  Anyway, this has been a good year...we got the Daytona USA port and Bart's Supermodel emulator.  I made it through one semester of gaming school which is a great accomplishment.  We've had our horrible setbacks like the Japanese quake but we made it through for now.  Let's hope that next year is better.  I know I have brutal gaming school starting again in January 9th which really sucks on top of a bevy of other video game and real-world news so let's pray for the best.  Oh, you know it's gonna be a BLAST leading up to Dec. 21.

I really don't care much about New Year's since I think it's another excuse for people to party.  It's a digit turning in the calendar.  But without New Year's our Christmas break wouldn't be nearly as long so be thankful for that.  And Auld Lang Syne is an annoying song...the phrase means "old friends" so what the hell does that mean?  An opportunity to crack a stupid joke like, "I haven't seen you since last year,"?  And fireworks are kind of cool but if you go outside for just a minute you come back smelling like smoke and that's not fun.  And New Year's Resolutions are stupid--make a resolution EVERY DAY, not just on Jan. 1st.

I've had this blog for a year and a half.  Last year, for good old time's sake, I posted my personal Top 10 posts of 2010.  Now I'm going to do the same for 2011.  Problem is I have 12 months of posts to glaze over as opposed to 6 months from last year so it's gonna be tough.  So here's my Top 10 in no particular order:

1. The Forza 3 Experience -This was the second post I made in 2011 and it's prett-ay good.  Playing online and getting my ass kicked...so much fun.

2. BOYCOTT GAMEINFORMER MAGAZINE, SCREW BURNOUT - Wow!  This has to be my angriest moment in the history of this blog.  No way you insult OutRun 2 on my watch.  If you want to see why I hate Burnout and mainstream gaming media, read this....

3. Super Sprint Remake Preview - While you can download the game in this post, that preview post lays out everything for you. :3

4. DAYTONA USA YYYYEAAAAAAAAAAAHHHHHHHHH - STOKED for a new Daytona USA port!!!  Plus more fun pics that should Sega should take to heart.

5. LEAVE SEGA ALONE!!! - Haters gonna hate on Sega, but what is Sega doing about it?  This is Part 1 of a 2-part series.

6. Group Think In Video Games? - Why do people keep playing the same video games?  Now you know why.

7. OutRun 2: Bring A Road Map!! - Awesome diagram of real-world OutRun 2 locations!

8. Awesome Scud Race Magazine Article!!! - You want to read something uplifting on Scud Race?  Now you got it.  Very interesting read with a special thanks to the Blue Skies Daily blog affiliate of ours.

9. Gaming School: How I Learned To Stop Worrying (About Grades) And Love To Ridicule Everyone - This entry is totally personal but it basically exposes the stupidity in grades at school.  And I throw people under the bus, cool!!

10. Supermodel Emulator...First Time I've Played Daytona 2 In A Long, LLLooooonnnngggg Time... - I was awe-struck to play the Supermodel emulator for the first time...and that was just the first release (no sound) running at 10% speed on my slow-ass laptop...

11 (Dammit can't believe I forgot this one!). Sega: More Sinister Than Meets The Eye? - The truth about Sega is out there.


Honorable Mentions:

* Daytona USA Guide: Make A Paper Hornet!!! -  I bought the Daytona USA guide books a while back and now here's some of the scans.  Fantastic Daytona media for you!

* What I Learned About Game Design In Three Days (And How It Pertains To Sega Racers) - At FIEA, I learned some good stuff in game design/publishing so now's your chance to digest it.  It's gold, Jerry, GOLD!!!

* TWO CATASTROPHIC RACE FAILS IN ONE DAY - Still f***in' hilarious even in 2012.

* Daytona USA Reviews--Kill Me Now - While I can't load up my Top 10 with bitter "everyone sucks" posts, this one takes the cake as you Daytona USA port haters get your dues.

* More Thoughts About Dan Wheldon Crash - Dan's fatal crash at Las Vegas still hurts and here's some more retrospect on this whole thing.

EDIT: * Original Lego Racers PICS 2: DAYTONA USA EDITION - Yo dawg, I heard you like legos...?

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There's many more good posts of mine I wish I could showcase but I can't.  Hey, I still have more things to talk about in the near future.  Until then, see you in 2012.

Saturday, January 22, 2011

Sonic & Sega All-Stars Racing Kicks Ass (Review, Baby)

...Oh!  Hello, didn't see you there.  Well, gather around the fireplace, folks, cause I'm gonna tell you a story about the old days.

Well, not that old.  Going back to Spring 2010 when Sonic & Sega All-Stars Racers came out.  Now I've referenced this game a few times, but let's delve into it if you're uninformed. 


This game was made by Sumo Digital, not Sega.  Sumo is also responsible for Sega Superstars Tennis and OutRun 2 console ports.  I'm gonna go ahead and say this--Sumo Digital is one of the last bastions of Sega goodness.  Really, cause I don't think Sega would've made a game that celebrates its history as much as this.  And don't give me Sonic Riders since that game wasn't as well-received as this one.


Now, I'm going to tell you five good things and five bad things about this game.  Well, why more bad things, you ask?  Not because I'm a Negative Nancy, but because I want to prove I'm not a blind homer and so that Sega/Sumo can improve on whatever games they make in the future.  See, constructive criticism isn't so bad, is it?  Consider this as a "Top 10" of stuff to mention about this game.

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GOOD:

1. My goodness, this game was such a breath of fresh air when it came out.  Sick and tired of this Burnout crap.  Game's got great drifts and a decent (not the best, but certainly better than most) sense of speed.  I'm dead serious--when a race gets going, it's a hell of a lot more fun than Mario Kart.  It's as close as you're gonna get to Daytona/OutRun in a looooong time...


2. Good representation of Sega characters.  You don't necessarily have to be a Sega diehard to get it, but besides a bunch of Sega characters, you got Ryo Hazuki, Beat, Ulala, BD Joe, Billy Hatcher, Bonanza Bros., Alex Kidd, even freakin Banjo-Kazooie (360 version only).  It's really nice to see some Sega representation somewhere, and what better than a freakin racing game?



3. The items are actually quite balanced.  Granted, they are generic items like traffic cones, rockets, bombs, Sonic shoes, etc. which act like the usual Mario Kart stuff like shells and bananas.  But in Mario Kart, one of the biggest complaints was how cheesy the items were.  It was so easy to get the crap kicked out of you in that game.  In this game, items aren't as powerful and you can deflect them quite easily using your own items.  So basically, the game is not as random as Mario Kart and is thus more rewarding.

There is one item though that serves as a spiky shell/bullet bill/lightning bolt and that is a Superstar Move.  If you're in a bad position, you activate this and your character gains some special ability for a few seconds.  Like Sonic turns into Super Sonic, Ryo rides a forklift that is tank-like in nature, Billy Hatcher rides a big egg and crushes people, Bonanza Bros. drop bombs from a blimp, etc.  However, these items are not available in online play.  Whether or not this is a good thing is up to you (I err towards good since they seem broken in a way).

4. Tracks are actually damn good and colorful.  They're all based off of Sega games--Sonic Green Hill, Sonic Casino, Eggman Fortress, Jet Set Radio Tokyo, Samba de Amigo World, House of the Dead, etc.  Granted, this fact is a given, but it's nice to race on bright, colorful tracks that make you feel GOOD.  Well, some of them anyway, but at least there's a decent variety!

5. It has Jacky Bryant and his buddy Akira riding in the Koenigsegg CCX convertible OUTRUNNERS STYLE!!!




This is not the best race in the world.  I can certainly do much better, but this is just for show.


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BAD:

1. Some people don't like how the game runs at 30 FPS as opposed to 60.  Now IMO, this is hardly a problem, but since this was the year 2010, the game's gotta push it to the limit.  There's also some slight slowdown in the second Eggman course, when you whip around the final turn and you're facing the big factory and you get cut down a little.  It's not so bad, but everyone would prefer if the game ran in full speed.

2. The character tiers are crap, crap, mega crap.  Well, it's not that bad since you can be competitive with any character but still, blatant tiers exist.  The best characters in the game are in the middleweight category.  Tierwise, the best characters would be Sonic, Shadow, Ryo, Tails, Bonanza Bros. and so forth.  The worst are the heavy weights which consist of Eggman, Banjo, the Zombie dudes, and my boys Jacky and Akira...

The reason why is because their acceleration sucks so all it takes is a few timely hits and they're down for the count.  Even without items, their high top speeds and long drift boost aren't that great against the other characters.  Also, the game doesn't allow players to push other characters around.  As Jacky, I should be able to plow over lightweights like Knuckes in the ATV, but he just blocks me and kills my momentum which makes no sense, thus neutering heavyweights even further.

Regardless, these tiers are nowhere near as bad as Mario Kart Wii's vehicle tiers.  I talked about this way back, but in MKWii, if you're not driving a bike, you're shooting yourself in the foot.  Change the name to Mario Bike Wii for good justice.

3. Backwards drifting.  Now Mario Kart DS and F-Zero have a similar mechanic in snaking--constantly moving back and forth to accumulate speed boosts.  SaSASR has a similar mechanic this way.  There are two "steering wheels"--one on the joystick and one on the d-pad.  So if you use the joystick to turn one way in the drift, you can push the d-pad in the opposite direction to jerk the car back the other way, hence being able to drift in a straight line at will.



Now this trick really isn't all that bad.  For one, I believe it does even out the character tiers a little which gives heavyweights like Jacky more time to boost.  Second, it does take some skill to do.  However, if we're going for a pure racing game, this can't happen.  It's ridiculous that every second you're on the track, you're constantly sideways.  This isn't gymkhana , it's a race.

Of course, the debate whether or not to keep BD drifting in (despite it being an unintentional feature) was ended when some people pleaded on the official Sega forums to keep it in.  This is a tough call because I like drifting, but doing it in a straight line makes no sense.

4. Some shortcuts are better than others.  The best shortcut in the game is on Rokkaku Hill (2nd JSR level, sunset).  When you enter the subway tunnel, cut hard to the right to enter a parking garage.  This parking garage shortcut is so advantageous that if you miss it and take the traditional route instead, you lose a lot of ground.  There's also a lucrative shortcut at the end of Ocean Pier--just jump the pier in front of you instead of turning left and there's a couple of seconds off your lap time.

On the other hand, there's some shortcuts in the Billy Hatcher levels that require you to "thread the needle" just to gain hardly any track position which means it is better to just skip it entirely.  Yes, it would be tough to fix shortcuts and make them "fair," but just apply the More Risk = More Reward principle and there you go.

5. Sometimes the announcer needs to shut up.  He can be rather annoying.  Also, some of the items could be buffed, like the rainbow trap and the bombs which I don't think has helped one damn bit.  There are more Sega franchises that could be included like uhh...maybe the Hornet from Daytona?  Hey the Hornet WAS in Fighters Megamix after all.  Okay, now I'm just nitpicking so I'm done.

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Anyway, I know this "review" is really late, but I still gotta give Sumo props on this game.  It's one of the best racing games I've played in a long time despite its flaws.  Online's mostly dead but even if you get this game just to try out single-player, it's worth it.

Surprisingly, reviews for this game have been pretty good, some saying that it's better than Mario Kart Wii.   Professional and user reviews hover around the 8.0 range, maybe higher.  Not bad.  If I were to rate the game, I'd give it AT LEAST an 8, maybe a 9 (out of 10).  Is this game good?  Yes.  Is it better than Outrun and Daytona?  Not really, but once again, props people.  Peace out.  Go read a book or something.

Saturday, January 15, 2011

Top 10 Things I'd Change About Daytona USA 2

Yes, this is one topic I was thinking up for some time, but let's get this in here now. 


Yes, this is strange cause after looking around this blog, you'd think Daytona could do no wrong...well, that's not true.  After writing my post on problems with Daytona USA for Dreamcast, I thought it might seem a bit unfair that I'm playing favorites with the Sega racing games...  Hey look, I may like these games, but I call them as I see it.  Perfect games don't exist.  You can get as close as you can to perfection, but you can't actually achieve it.  Daytona 2 is one of those games that comes as close to perfection as you can get, mostly because of its theme, sense of speed, soundtrack, and other intangibles.

I'm not going to include content-related things like "add more cars/tracks" or "improve the graphics" because that would be too obvious.  This would normally be classified as a Top 10 list, but these are in no particular order.  Here we go:

1. The visual car damage is a bit ridiculous.  In terms of car "violence," this is probably one of Sega's most brutal titles.  You can tell AM2 was going for the intense, edgy racing experience.  This was before the days of Burnout and I can tell someone will make the comparison, although as I've said before, in Daytona 2, crashes aren't "rewarded" like they are in Burnout so the point is moot.

In a standard race against AI opponents, it's nearly impossible to complete a race without having your hood or trunk come loose, catching air and increasing wind resistance.  Thankfully damage has little to no effect on car performance unless you're in an endurance race.  It's just weird--all it takes is one guy to just swerve towards you and your blemish-free car is trashed.  I think if they toned down the amount of visual damage it would be better since it seems like AM2 got a bit carried away here, trying to make it drastically different from Daytona 1.


2. I think they should have stuck with the Battle on the Edge physics.  When it comes to the Power Edition handling, I feel it's too easy.  The cars' skidpad/downforce ratings are rather forgiving and you can do fairly well in the Chums Gum or Scorpio cars by just "Gran Turismo"-ing it (no drifts, just regular grip cornering).  Don't get me wrong--if you can perform at the top level, then the Phantom is still worth it.  But I feel that Battle on the Edge physics are much more rewarding.

Besides, I felt that Scud Race was slightly harder than Daytona 2: PE so I think a difficulty hike is in order.  However, this is coming from someone who's hardly played Scud Race so what do I know...?

3. Fix the force feedback on the deluxe cabinet during drifts.  This is the deluxe cabinet:


Now, what do I mean...?  Well, when you turn left and right like normal, the cabinet shifts like you're in an actual car.  Cool.  But when you lock the car into a drift, the seat sort of shifts back into the neutral position and just stays there.  Not sure why is does that--give more emphasis on the drifts...

4. Another funny little easter egg that Sega AM2 added is that you can complete a race driving backwards.  Yes, you could do it in Daytona 1/2001/whatever.  Basically, just turn around and complete laps like normal, you'll get time extensions and lap progress although your position will be last.  In Daytona 2001, you unlocked a secret car by finishing a race in reverse so Sega was definitely self-aware...

So you can finish a race driving backwards (or, as the game says, the "wrong way"), but how it goes down is somewhat awkward.  As you drive headfirst into oncoming traffic, your car just sort of rubs off the other cars and you lose a little speed but that's it.  I'm not exactly sure why this is...I guess they were trying to prevent players from cheesing others by driving in reverse...  Whatever, take a look:



I actually did manage to finish a race in reverse this way.  Was rather funny although you had to hang low in the track to avoid as many collisions as possible.

5. Sometimes, the pit chief needs to shut the hell up.  I understand that in Daytona USA 1, your "cowboy" pit chief said the same five things over and over again.  In this game, there's little improvement.  Still sounds robotic in a sense.  The guy's voice is so boisterous, particularly in Power Edition over the radio.  I also love how he says "There's a crash coming out of turn three, watch yourself!!" at the beginning of every Advanced course race, EVEN WHEN YOU'RE PLAYING IN TIME LAP MODE.

Go to 4:37:



6. Better competitive multiplayer?  What I mean is that in Daytona 1, it was possible for players to push each other around.  In Daytona 2, I think they cut down on that so you can hardly impose your will on the other players.  Now I'm not asking for Forza wrecks here where you die just from one little love tap, but come on, if I want to throw a little muscle, let me do it.

I don't really know that much about it since I've hardly played multiplayer.  Though I've won every time that I have, oh yeah.  I'm just listening to opinions from other players here.

7. Make the AI cars more competitive.  It's kind of sad that within a minute of the race, the division between the grid is so vast.  The last place car is going 150 mph, the first place is going 200.  Now I see what Sega was getting at here--using the cars as a "meter stick."  For instance, if you come in 20th one race then 15th in the next, you feel like you've improved.  While the AI cars in Daytona 2 are a lot more aggressive than those in Daytona 1/2001, I felt that they could've upped the ante and make you feel like you're more "on par" with the other cars in terms of performance.

Another thing that's funny is that the AI cars never drift in turns.  Come on, let me see some drifts, people.  Also the ridiculous AI cars just catching on fire doesn't make much sense either--that's another thing there just to be edgy--avoid flaming cars or you'll die!!  I just want the AI to be more "realistic" to make it seem like you're driving among 39 other human players rather than just cookie-cutter drones...it would be much more enriching that way.

8. Oh come on, you gotta keep the original Palm Rock Valley course from Battle on the Edge!  It's one of Sega's greatest examples of stunning visuals!  The Power Edition NASCAR course ain't bad though.  It's a tough call but I always tend to err towards scenery porn (lol) so please forgive me.  Maybe an option to choose between the two...?


See the "Wrong Way" video above for Palm Rock Valley footage.

9. Is the Hornet car in Power Edition screwed up, yes or no?  Now, I remember playing as the Hornet in Daytona 2 (it was my first car actually, lol).  It is very easy to drift, but it also felt too jerky.  Now I'm not sure what exactly is the cause.  Sometimes, a cabinet's setup can determine how the control turns out BIG TIME.

I remember one time I was playing San Francisco Rush at a Chuck E. Cheese's a while back and the wheel was so loose that the force feedback made it impossible to play.  Every time I would land from a jump, I would just lose control over the car and crash.  Then I go back a month later and the force feedback is fixed.  Then I proceed to dominate the Expert course with the Corvette Stingray.  So I don't doubt that the hardware can be to blame.

I just want the Hornet to A. more faithfully reproduce the handling from Daytona 1 and B. be competitive with the Daytona 2 cars.

10. This is probably the most unusual problem to remedy.  In some instances in the game, when you're going for WR times, it is more advantageous to smash into the wall rather than to brake like normal.  We saw this in Daytona 1, we saw this in Scud Race, and we see it here.  Go to 1:32:



Clearly, the reason why he wrecks is because it allows him to drive at top speed for a longer period of time.  The car reinstates itself back on the road in a predictable fashion.  Car damage has no repercussions whatsoever so the rest of the lap times are on pace.

Now...what I'm trying to say is that I wish this were never the case.  As long as car damage is only visual, you can't stop people from plowing into the wall.  We also saw something like this in Project Gotham Racing and even in Gran Turismo where it would be more advantageous to use the wall rather than the brakes to slow down.  Anyone who has played Gran Turismo has wall-rided on that sharp turn in Trial Mountain, don't lie...

What can be done to fix this?  Maybe reduce the amount of speed lost by wall contact (and grass for that matter) and make the ensuing grip loss less predictable.  That way wrecks are punishable and aren't a substitute for technical use of the brakes/gear shifter.  I assume this will work, but obviously I don't have my hands on the source code and thus can't mess with it and test it out.

There's no telling that even if you change the source code that there will still be some sort of crash exploit in the first place so I don't know to what extent this can be remedied.

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Anyway, now you know about Daytona USA 2.  I told you I'll lay it down on the table for you.  Still a great game, I love it so much, it makes me happy.  Sega, you can improve on an already great game.  And hopefully this'll do it for now since I've wracked my brain enough for now...