Reviewed
11.15.2003
Publisher
Hasbro
Interactive
Developer
Sega
/ Amusement Vision
Format
1x
GD
Origin
Import
/ Domestic
Available
Dec.
20, 2000 (Japan)
Mar.
14, 2001 (USA)
Exclusive
Yes
Difficulty
Adjustable
Dimensions
3D
View
1st
/ 3rd Person
Genre
Arcade
/ Racing
Player(s)
1-2
Options
Backup
24
Jump
Pack
Modem
Online
Multiplayer
Racing
Wheel
VGA
Box
VMS/VMU
Requires
n/a
Importable
99% |
Intro |
> I'm not a huge fan of racing games and yet Daytona USA
succeeded in not only catching my attention, but holding it for lengthy
periods of time whenever I visited the arcades. The sensation of speed
was second to none. That combined with the unique tracks, colorful texture
mapped polygon graphics, and multiplayer racing mayhem in which high speed
collisions were inevitable, produced a recipe for fun that couldn't be
matched in quality, let alone surpassed at the time. The force feedback
controls -- steering wheels that would jolt whenever your car hit something
-- intensified the action to an almost unbelievable degree. Although I
loved the original Saturn
port of Daytona
USA, many people found the incessant draw-in distracting. I
have no doubt AM2
would have made sure it had been an arcade perfect conversion if given
more time (i.e. a game with next to no draw-in, sharper visuals and a stable
frame-rate as opposed to the grainy, jerky, background pop-up plagued game
it became). Instead the game was rushed for the Saturn's
launch with the aforementioned results. The poor graphics weren't a detraction
from the superb gameplay, but they certainly weren't an enhancement to
it either. I really wish AM2 was given the time it needed
to ensure the best possible conversion. Thankfully, Amusement Vision
headed by Toshihiro Nagoshi, the same man who designed the original arcade
game while working for AM2, has redeemed Sega
by delivering a conversion that is above and beyond the quality of the
arcade game to fans who would have been, dare I say, content with a perfect
arcade-to-home port.
> The original port is, however, the closest conversion of the arcade game,
including the dizzying speed and sensitive car handling which made the
player's car prone to whizzing from one side of the screen to the other
with a mere tap of the D-Pad. Visually, even the 3D textures in the Saturn
port are closer to the arcade game than the 2001 edition. The graphics
have gone through a major overhaul for its conversion to the Dreamcast
resulting in a higher resolution with very sharp details. You won't find
any graphical flaws in the game; draw-in is now non-existent. Skeptics
will therefore have no choice but to measure this game's worth by its gameplay.
Perish the thought! This latest conversion of Daytona retains
the classic arcade gameplay in every respect, like its earlier Saturn
counterpart, but with the added benefit of flawless graphics. The newest
conversion of this old classic sees the return of the three original arcade
tracks, the two tracks developed for Daytona
Circuit Edition for the Saturn, and adds three
brand new tracks to the mix that help contribute to an already long lifespan
in terms of replay value. As with the arcade game, you must race to checkpoints
within each track before the time expires, using the car best suited to
you, to gain extra time so that you can reach the next ASAP. The Dreamcast
game brings home a whole host of extra options, cars, and racing modes
to tweak the fun to perfection. The only flaws found in this game are subjective
even in the best of cases. The music for example, might not appeal to everyone's
tastes. |
Graphics |
> I can't criticize the graphics in any way, shape or form; the cars benefit
from uber-high polygon counts and the in-game textures are almost lifelike.
The trackside scenery is colorful to the extent of being close to realistic,
not to mention a paragon of solidity. You can peer all the way into the
distance, as pop up/draw-in in the background has become nothing but a
distant memory. The rear view car animations vibrate as they move to create
the impression of turbulent motion (so much so that when damaged the cars
seem like they are going to shake themselves to pieces at any moment!)
and have beautiful reflective surfaces that shimmer in the daylight. Thanks
to the super high resolution even the tiniest of details are sharp enough
for the eyes to perceive with ease. The paintwork and logos adorning the
cars are the best examples of how fine (as in sharp and clear) the high
resolution renders the textures. Sudden turns leave skid marks on the tracks
and grass is thrown into the air when driven over, which goes to show how
much attention to detail was actually poured into the game. It's easy to
take the graphical splendor of today's games for granted if you've never
experienced 32 bit gaming for yourself, and is why I can appreciate this
game all the more I suppose. People who concern themselves with game visuals
too much claim the graphics are far too bright to take seriously, but I
disagree. There is scenery unique to each race track bound to draw your
attention at least once. The scenery still sets Daytona apart
from the more generic racers of today. As always, nothing beats the Sonic
Mountain present in Three Seven Speedway but Rin
Rin Rink has a lovely flowing waterfall that comes close.
> The frame rate *never* drops below 60 frames per second (FPS) no matter
how much scenery appears on screen at any given time. The non fluctuating
frame rate means the game not only moves at a very fluid pace but stays
that way regardless of your situation and surroundings. PAL TV owners have
the option of switching between 50 FPS, which is the standard frame rate
for PAL TVs, and 60 FPS if their TVs can handle it. The faster frame rate
is, of course, smoother, but not so much so that it makes a big difference. |
Control |
> Though sensitive, the analogue stick provides a degree of control over
your car that is meant to be helpful, not be a hindrance. I'd define it
as very responsive; responsive enough that it takes time to get used to
it. Once you've done so, it becomes evident that the swiftness with which
you can steer your car is an inseparable part of a game that often demands
equally swift reactions, whether to dodge other cars or to simply prepare
for an imminent turn. At first, you might spend a lot of time bouncing
off the walls. The default control setup for the already comfortable Dreamcast
control pad couldn't be better. The R button accelerates your car,
whereas the L button breaks, which means the basic controls are
convenient for analogue steering. Breaking for a moment or for a while
before or after turning at high speeds will initiate a powerslide, sending
your car drifting. Keeping the car under control while powersliding is
the key to driving around corners without crashing or veering off track,
but turning into a powerslide too far will cause your car to spin out of
control. Timing powerslides requires practice, obviously, but performing
them successfully feels like an accomplishment each and every time. It's
easy to turn into a powerslide, so be prepared to get a grip. The car handling
was always the high point of the classic Daytona gameplay;
the game just wouldn't be the same without it (as many fans discovered
with the Saturn Daytona Circuit Edition).
> The game offers four views: rear view (behind the car ), birds-eye view
(behind and above the car), driver's view (behind the bonnet), and front
view (first person). Each viewpoint has its own advantages and disadvantages.
The driver's view allows the player to look further ahead from a level
vantage point, but the birds-eye view affords the player a wider field
of vision whilst having full visual control over their car etc. You can
shift from one racing view to the next, and thus, zoom in or out of each,
by using the D-Pad, which is both quick and easy.
> There is a radar in the top right hand of the screen useful for keeping
an eye on the proximity of enemy cars, or blocking the path of cars behind
yours. |
Sound |
> The music of average racing games tends to be too forgettable for its
own good. However, the music in Daytona 2001 is far more
memorable than that of most racers because it tries to distance itself
from what people believe *should* accompany a standard racing game. At
least the music won't go out of date the next day, but rather, stand out
as a soundtrack people will remember for years to come. The old arcade
tunes were remixed, but didn't lose their lighthearted, wild lyrics. Now
depending on whether or not you like English lyrics sung in prolonged syllables
by insane Japanese voices over the top of rock anthems, this can be a good
or bad thing. What can I say? I absolutely love this music for the simple
fact it mirrors the fast and furious spirit of the game in audible fashion.
The rest of the in-game music doesn't contradict the mood established by
the arcade soundtrack, in that it never fails to lift your spirits.
> The arcade announcer/in-game commentator has been replaced with a fresh
new voice. No problems here, as his voice and others (such as the voice
that spells out "Game Over" one word at a time, which was also re-recorded)
couldn't be clearer. The commentator will give advice and warnings during
a race to really put you into the heart of the action. I miss the old "Time
Extension" voices whenever you passed through a checkpoint, however. All
the arcade noises sound the same, from the roaring car engines, to the
screeching tires, to metallic crash sounds, everything is included. |
Fun |
> The old tracks haven't changed much, except in the graphics department,
that is. A few of the corners throughout the Desert City
track are nowhere near as sharp as they were in Daytona Circuit Edition.
The arcade/Saturn tracks are no less challenging than before
with layouts fraught with curvy roads, tight corners, steep hills, and
long stretches (enabling you to gain speeds of up to 300+ kps) leading
to nasty hairpin turns (or disaster, whichever). The challenge lies in
negotiating each turn without losing too much speed in order reach the
checkpoints in time and/or finish the race in reasonable time/position.
The new tracks have their own challenging twists and banked turns to sap
you of your concentration. The game also introduces another oval track
called Circuit Pixie where you can maintain top speed all
the way round, and so the only real obstacles in dire need of avoidance
are enemy cars.
> You can select different cars with customizable color schemes, and different
tires for those cars ranging in toughness. The harder the tire, the more
drift you can expect to get out of it. Selecting the right car for the
right track is essential if you hope to win. The lightening car has unrivaled
top speed and good acceleration but has poor grip, whereas the all too
familiar Hornet car is a great all rounder. More cars, each
with handling attributes likewise exclusive-to-them, are unlockable, greatly
adding to the game's longevity. As usual, you have the choice of automatic
or manual transmissions.
> There are plenty of game modes to keep you far away from the realm of
boredom (is such a thing even conceivable?). The single player mode is
a self-explanatory Arcade mode. You're free to choose a preferred amount
of laps, and the number of competing cars you'd like to race against on
any chosen track from a minimum of 10 to a maximum of 40 including yourself
(racing against 39 other cars *and* the clock is sure to spell disaster).
An all new championship mode changes the rules of the game by removing
the timer from the playable circuits; instead, you must focus on qualifying
in a top position to score points in a leaderboard. In Time Attack mode
you can race against your own best times in the form of an insubstantial
ghost car recorded from previous races. I've always loved this feature
since the days of Sega Rally. If the eight tracks in both
the Arcade and Time Attack modes aren't enough to keep you occupied for
a long time, you can race through them in reverse (in the opposite direction),
or mirrored (where every right turn becomes a left turn and vice versa),
or mirrored in reverse. Amusement Vision also included an excellent head-to-head
two player split screen mode retaining all the smoothness and graphical
beauty of the single player game.
> So, what could be more fun than drifting around those turns, you ask?
The spark flaring madness of speeding past swerving opponents intent on
driving in your way, is my answer. If you can't quite stay ahead of a frontrunner
the simple solution is to ram them into a wall! I can't resist using them
as buffers if I can't turn in time to avoid hitting a wall. Even enemy
cars can't help ramming into each other, causing pile ups on the roads
which you can easily become a part of if you're not careful. Never has
a racing game forced so much laughter out of me. What more incentive to
play this game could you possibly need? Of course, the crashes are a sight
to behold because seeing your car spinning into the air is nothing short
of hilarious. Crashes will leave their mark on your car, and smoke will
rise from the hood and trail over the roof, just to give you a subtle hint
of lost performance. Ok, I could imagine how it might be frustrating at
times but fun is the name of this game. |
Bottom
Line |
> Forget the critics; Daytona USA 2001 is the ultimate conversion
of one of the best racing games of all time. The innumerable features only
serve to ensure a lasting experience. Indeed, how can a game with so many
features not last? Be warned: this is an arcade game, *not* a simulation
(fun doesn't come in the form of realistic physics). Fans of the arcade
game will appreciate the updated Dreamcast version to no
end. It isn't an exact carbon copy of the arcade, but instead takes the
arcade graphics and improves them to the point of resembling a Model
3 racing game whilst keeping all the speed and car handling that
made the game so great in the first place. |
Ratings |
Overall:
9.8 | Graphics: 9.8 | Control: 10 | Sound: 9.5 | Fun: 10 |
~
Geoffrey Duke ~
|