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Daytona USA
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This article is about the 1994 arcade game. For the museum at Daytona International
Speedway, see Daytona 500 Experience. For the 2001 video game, see Daytona USA
2001.
Daytona USA
Daytona USA arcade flyer.jpg
Daytona USA arcade flyer with the deluxe cabinet pictured
Developer(s) Sega AM2
Publisher(s) Sega
Director(s) Toshihiro Nagoshi
Producer(s) Toshihiro Nagoshi
Yu Suzuki
Designer(s) Makoto Osaki
Yukinobu Arikawa
Programmer(s) Daichi Katagiri
Koki Koiwa
Hideomi Miyauchi
Composer(s) Takenobu Mitsuyoshi
Series Daytona USA
Platform(s) Arcade, Sega Saturn, Windows, PlayStation 3 (PSN), Xbox 360 (XBLA)
Release
JP/NA: March 1994
WW: April 1994
Genre(s) Racing
Mode(s) Single-player, multiplayer
Arcade system Sega Model 2
Daytona USA[a] is an arcade racing video game developed by Sega AM2 in 1993 and
released by Sega in 1994. Players race stock cars on one of three courses. The
first game released on the Sega Model 2 three-dimensional arcade system board, a
prototype debuted at Tokyo's Amusement Machine Show in August 1993 and was location
tested in Japan the same month, before the complete game released in March 1994.
Daytona USA is one of the highest-grossing arcade games of all time.

Inspired by the popularity of the NASCAR motor racing series in the U.S., Daytona
USA was developed by AM2 after a meeting of the heads of Sega's regional offices
for a game to debut the Model 2 hardware. The concept was suggested by Tom Petit,
president of Sega's American arcade division, with input from AM2 director
Toshihiro Nagoshi, who became the game's director and producer. Sega aimed to
outperform Namco's Ridge Racer (1993). The developers researched motorsports
extensively; they used satellite imagery and photography to map the Daytona
International Speedway, and their experience developing Virtua Racing (1992) helped
with lighting and camera control. Visual effects include texture filtering and
texture mapping, a 60-frames-per second frame rate, and four different camera
perspectives.

Daytona USA was a critical and commercial success, praised for its graphics,
soundtrack and realism. It was ported to the Sega Saturn home console in 1995, and
followed by sequels and enhancements for consoles and arcades. It was influential
on the racing genre, and has been frequently named one of the best video games of
all time.

Contents
1 Gameplay
2 Development
3 Release
4 Reception and legacy
4.1 Arcade
4.2 Saturn
4.3 Retrospective
5 Updates and sequels
6 Notes
7 References
8 External links
Gameplay

The player driving through the beginner course (arcade version).


In Daytona USA, the player drives a stock car known as the Hornet.[1] The player's
objectives are to outrun the competing cars and complete the race before time runs
out, passing checkpoints to collect more time.[2] Players begin in last place and
compete against a field of up to 39 computer-controlled cars, dependent on the
course selected.[3][4] Three courses are available for play: Beginner, Advanced,
and Expert, also known respectively as Three Seven Speedway, Dinosaur Canyon, and
Seaside Street Galaxy.[3] Adaptive difficulty is used; the first lap of each race
measures the skill of the player and adjust the difficulty of opponents
accordingly. For less skilled players, opposing cars open lanes for the player,
while higher skilled players have to deal with opponents that block their path.[1]
Additionally the game's physics include realistic driving mechanics, including
drifting and power sliding.[1] The steering wheel in the arcade cabinet utlilizes
force feedback so players feel collisions and bumps.[3]

Daytona USA's arcade version on the Model 2 is capable of displaying up to 300,000


polygons per second,[5] nearly double that of the previous Model 1.[6] Visually,
the game runs at 60 frames per second and utilizes texture filtering, giving the
visuals a smooth appearance.[1] The game's camera system presents four different
view perspectives from which the game can be played, similar to Virtua Racing, and
also includes the ability to view behind the car.[7] The arcade version offers
multiplayer and up to eight players can compete depending on the number of cabinets
linked together. Linked deluxe cabinets may also include a camera pointing towards
the drivers seat, linked to a closed-circuit television to show the player on a
separate screen.[1] In multiplayer, only the lead driver needs to reach a
checkpoint before time runs out.[8] To keep players involved in multiplayer
battles, rubber-banding is in place, ensuring all players stay involved in the
race.[3]

The Sega Saturn port does not include multiplayer,[9] but includes an additional
"Saturn" mode, which turns off the game's timer and adds more cars from which the
player can select.[10] Additional "Endurance" and "Grand Prix" modes are also
included, both of which require pit stops.[11] Sustaining damage in a race in these
modes will adversely affect the car's performance.[11] The PlayStation 3 and Xbox
360 ports included online multiplayer.[12]

Development
In September 1992, Sega announced that it had partnered with the engineering group
GE Aerospace to create its new arcade system board, the Model 2. The heads of
Sega's regional offices began discussing ideas for games to demonstrate the Model
2's capabilities. Sega's previous board, the Model 1, had debuted in 1992 with
Virtua Racing, which was popular in Japan and Europe. Tom Petit, president of
Sega's American arcade division Sega Enterprises USA, suggested that NASCAR would
be an attractive brand to use for a Model 2 game in the US. Though Sega Europe's
Vic Leslie had reservations due to the greater popularity of Formula One in Europe,
Sega executives approved the concept.[1] In the US for a meeting on the Model 2,
director and producer Toshihiro Nagoshi was given tickets to a NASCAR race, and
recalled how it was a new experience for him because it was not a known style of
racing in Japan.[3]

Petit and Sega Enterprises USA chief of finance Masahiro Nakagawa began
negotiations with representatives of the Daytona 500 at Daytona International
Speedway for a license. To lower costs, Sega decided not to negotiate with NASCAR
for a license, and so the game does not contain real sponsors, drivers, or cars.
Development was handed to Sega AM2, a development division headed by Yu Suzuki, who
had led development on popular racing games including Hang-On, Out Run, and Virtua
Racing. Suzuki served as producer on Daytona USA alongside Nagoshi.[1]

Toshihiro Nagoshi, seated, giving an interview.


Director and co-producer Toshihiro Nagoshi
Sega mandated that Daytona USA had to be better than Namco's 1993 racing game Ridge
Racer.[1][13] Whereas Ridge Racer focused on simulation, Daytona USA instead aimed
for "funky entertainment".[3] AM2 split into two teams: one focused on Daytona USA
while the other developed Virtua Fighter.[14] Nagoshi read books and watched videos
on NASCAR, although he found it difficult to convey the emotions of the sport to
his staff in Japan. Game planner Makoto Osaki said he purchased a sports car and
watched the NASCAR film Days of Thunder more than 100 times. Programmer Daichi
Katagiri was an avid player of arcade racing games at the time and leaned on that
experience.[3]

The developers used satellite imagery and sent staff to photograph Daytona
International Speedway;[1][5] Nagoshi walked a full lap to get a feel for the
banking in the corners.[1] The team also considered Daytona International Speedway
and Bristol Motor Speedway for the game's beginner course. According to Nagoshi,
because Daytona USA was not intended to be a simulation game, and because it would
be sold in Japan and Europe in addition to North America, the oval and tri-oval
designs were rejected as too repetitive. The final design for the beginner circuit,
Three Seven Speedway, used the tri-oval layout with a sharper final turn that
requires strong braking.[3]

Katagiri said there was no need to develop software for rendering because the Model
2 hardware handled this. The team had difficulty with texture mapping; trial and
error was used to find the most effective approach. For camera control and lighting
effects, the team drew on its experience developing Virtua Racing.[3] Daytona USA
shares some features with Ridge Racer, including a drifting mechanic. Nagoshi
initially planned not to include drifting as NASCAR stock cars do not drift, but
changed his mind when the team decided not to focus on simulation.[3]

The soundtrack was composed by Takenobu Mitsuyoshi. Mitsuyoshi had no familiarity


with stock car racing. He chose to include vocals after hearing Ridge Racer's
techno soundtrack and deciding to try a different approach; he recorded his own
vocals as the fastest way to get the music into the game.[3] Each course has a
corresponding song.[13] "Let's Go Away", the Daytona theme, uses a mixture of rock
and funk instrumentals,[15] while "Sky High" leaned on Mitsuyoshi's background in
jazz fusion. A hidden track, "Pounding Pavement", was inspired by "Hotel
California" by the Eagles.[13] For the arcade version, the songs were sampled onto
a Yamaha sound chip, including the drums and Mitsuyoshi's voice, then reconstructed
by varying when the tracks would play and loop.[3] Mitsuyoshi said this was the
only way to include vocals, due to technical limitations of the Model 2.[1] For the
Saturn version, the vocals and instruments were rerecorded with real instruments.
[13]

Release
An arcade cabinet with two seats, two screens, and two steering wheels with pedals
A Daytona USA twin-seat arcade cabinet
Prior to release, a prototype had debuted at the 1993 Amusement Machine Show in
Tokyo,[16] held in August 1993,[17] and it was location tested in Japan the same
month.[3] The complete version of Daytona USA was released in Japan in March 1994,
[1] and made its North American debut the same month at Chicago's American Coin
Machine Exposition (ACME), where Sega were selling the game for $20,000 (equivalent
to $35,000 in 2020) per cabinet;[18][19] it was subsequently released worldwide in
April 1994.[1] According to Petit, Sega delayed the worldwide launch to measure
reception before investing in other territories. The standard game was released in
a twin-seat cabinet and a deluxe cabinet fitted with detailed seats on top of
subwoofers; Sega originally planned to use actual car seats. Daytona USA debuted at
number two on arcade operator publication RePlay's "Player's Choice" chart and
stayed on the list for five years, with 16 months at number one.[1] Daytona USA was
rereleased in 1996 in arcades as Daytona USA: Special Edition, designed as a
smaller, more affordable cabinet.[20] An enhanced version was released in the
arcades in 2010 as Sega Racing Classic,[21] as Sega no longer had rights to use the
Daytona name.[3]

Around the time of the worldwide release, Sega announced ports for its Saturn and
32X consoles.[6] In 1995, Sega announced their intention to focus solely on the
Saturn.[22] In early 1995, Sega AM2's Saturn division split into three departments,
each charged with porting a different arcade game to the Saturn: Virtua Fighter 2,
Virtua Cop, and Daytona USA. Due to slow progress on the Daytona USA port, several
members of the Virtua Fighter 2 team were reassigned to Daytona USA.[23][24] AM2
completed the port in April 1995.[23][25] It was a Western launch game for Saturn,
[26][27] and also released for Windows.[28]

Reception and legacy


Reception
Aggregate score
Aggregator Score
Arcade PC PS3 Saturn Xbox 360
Metacritic 71/100[30] 77/100[29]
Review scores
Publication Score
Arcade PC PS3 Saturn Xbox 360
1Up.com B[12] B[12]
AllGame [8] [32] [31]
CVG 96%[33] 96%[10]
Edge 8/10[11]
EGM Positive[7] 15.5/20[34]
Eurogamer 9/10[2]
Famitsu 30/40[35]
8/10[36]
9/10[37]
Game Informer 8.75/10[38]
GameFan 264/300[39]
GamePro Positive[40] 4.5/5[41]
GamesMaster 84%[42]
GamesRadar+ [43] [43]
Next Generation [44]
OPM (UK) 8/10[45]
OXM (UK) 9/10[46]
Player One 95%[47]
Entertainment Weekly A[48]
Games World 93%[49] 94%[50]
Maximum [9]
Mean Machines 96%[51]
PC Team 86%[52]
RePlay Positive[53]
Sega Magazin 90%[54]
Sega Pro 94%[55]
Sega Saturn Magazine [56]
Awards
Publication Award
VideoGames Best Arcade Game (2nd)[57]
AMOA Awards Most Innovative New Technology (nomination)[58][59]
Arcade
Daytona USA was popular in arcades.[60] In Japan, it was the ninth highest-grossing
arcade game of 1994,[61] and the highest-grossing dedicated arcade game of 1995.
[62] In North America, it was listed by Play Meter as one of the top two highest-
grossing arcade video games of 1994,[63] with the twin cabinet receiving a Diamond
Award from the American Amusement Machine Association (AAMA) that year;[64] it
again received a Diamond Award the following year for being one of America's top
three best-selling arcade games of 1995.[65] In a 2002 report, Sega said it was one
of the most successful arcade games of all time.[66] Retro Gamer's Nick Thorpe said
that though Daytona USA is considered anecdotally one of the most successful arcade
games for its multiplayer and longevity, exact figures were difficult to find.[3]
In 2015, IGN's Luke Reilly said that the game is "perhaps the most recognisable
arcade racing game of all time and the highest-grossing sit-down cabinet ever" and
noted the continued presence of Daytona USA cabinets in arcades and bowling alleys.
[67]

The original arcade game was critically acclaimed. Upon its North American debut at
ACME 1994, it received a highly positive reception from Play Meter and RePlay
magazines, which both considered it the game of the show while praising the
graphics and gameplay,[18][19] but with Play Meter criticizing the expensive
$20,000 cabinet price.[18] Rik Skews of Computer and Video Games praised its
"state-of-the-art" graphics, sound, and damage physics, and said that the gameplay
was difficult but "pitched perfect". He called Daytona USA the best arcade game he
had played in years.[33] Bob Strauss of Entertainment Weekly gave the game an A and
wrote: "Picture yourself watching a sci-fi movie, set in a futuristic arcade, that
involves a dizzying car race. 'Wow!' you can imagine saying to yourself, 'How did
they do those special effects?' You'll have the same reaction while enjoying
Daytona USA".[48] Writing for GamePro, Manny LaMancha commented on the improved
graphics and more sensitive steering than Virtua Racing. He stated that Daytona USA
is a combination of Virtua Racing's action with Ridge Racer's realism.[40]
Electronic Gaming Monthly emphasized the realism graphics and said that "the stakes
in the arcade wars have been raised again".[7]

Saturn
The Saturn version sold 634,177 copies in Japan by December 1995,[68] and more than
500,000 bundled copies in the United States by December 1996.[69] This brings total
sales to more than 1,134,177 copies sold in Japan and the United States by December
1996.

The Saturn port received a positive reception, with high scores from most critics,
though a number of them criticized the port for graphical issues.[3] Two sports
reviewers of Electronic Gaming Monthly declared it a good conversion and noted the
improvements on the North American version, but found problems with the frame rate
and animation.[34] Computer and Video Games considered it better than the
PlayStation port of Ridge Racer, with Mark Patterson stating that, while "nowhere
near as polished as Ridge Racer, it does play better, mainly because you can ram
the other cars off the track and smash your own car up."[10] GamePro reviewer Air
Hendrix praised the addition of Saturn mode and mirror mode and the gameplay of the
core game, but said it "pales in comparison" to the PlayStation port of Ridge Racer
in terms of "features, gameplay, and graphics"; the review concluded Daytona's
"intense gameplay and breathtaking graphics will exhilarate any racing fan".[41]

Maximum praised the challenging course design and realistic game mechanics,
particularly the impact of wind resistance, but criticized the low-resolution
texture mapping, clipping, and lack of multiplayer.[9] Sega Saturn Magazine found
the game graphically impressive aside from the pop-up and said it had strong
arcade-style gameplay.[56] Next Generation wrote that, while "Daytona USA suffers
from an accumulation of weaknesses, if it's a fast, thrilling racing game you're
after, the Saturn conversion has a great deal to recommend".[44] The Saturn version
was ported to Windows a year later, and was not as well-received for inheriting the
Saturn version's graphical issues despite releasing a year later.[3]

Retrospective
Daytona USA is often considered one of the best games of all time. Edge named it
the 70th "best game to play today" in 2009.[70] It was named one of the best games
of all time by Next Generation in 1996,[71] Computer and Video Games in 2000,[72]
Killer List of Videogames,[73] Yahoo! in 2005,[74] Guinness World Records in 2008,
[75] Empire in 2009,[76] NowGamer in 2010,[77] and Electronic Gaming Monthly in
1997,[78][79] 2001[80] and 2006.[81] In 2015, IGN named it the sixth most
influential racing game,[67] writing that it "remains a shining example of arcade
racing done oh so right".[67] Thorpe wrote that Daytona USA "doesn't just stand
alongside the likes of Turbo, OutRun, Super Monaco GP and Sega Rally as part of a
proud arcade racing heritage, but perhaps defines it".[3]

According to aggregator Metacritic, the Xbox 360 version received "generally


favorable reviews" and the PlayStation 3 version received "mixed" reviews. Justin
Towell of GamesRadar+ wrote of the rerelease that "Daytona USA is a joyous,
jubilant celebration of everything that made arcade games so exciting" and that the
new survival mode "a brilliant test of memory, logic and dexterity".[43]
Eurogamer's Martin Robinson said that "age doesn't seem to have ravaged Daytona
USA's core" and noting that it serves as "a fitting epitaph to the genre".[2]
1Up.com's Ray Barnholt praised the port but expressed disappointment at the lack of
new features.[12]

Updates and sequels


Daytona USA: Championship Circuit Edition, a reworked and expanded version of
Daytona USA, was released in 1996 for the Saturn.[82] Developed by Sega's consumer
software division,[3] it used a modified version of the game engine used for Sega
Rally Championship.[83] Another enhanced port was released on PlayStation Network
and Xbox Live Arcade.[12] The Xbox 360 version was made backwards compatible with
Xbox One on March 21, 2017.[84]

Daytona USA 2: Battle on the Edge, an arcade-exclusive sequel using the Sega Model
3 hardware, was released in 1998.[85] It is the only Daytona game that uses no
courses or music from the original.[3] Daytona USA 2001, a remake of Daytona USA
and Championship Circuit Edition, was released in 2001 for the Dreamcast, with
graphical upgrades, online multiplayer, and new courses.[86] Daytona Championship
USA, also referred to as Daytona USA 3, debuted in late 2016 as an arcade
exclusive; it was the first Daytona arcade game in 18 years.[87]

Notes
Japanese: ???? USA, Hepburn: Deitona USA
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External links
Daytona USA
at the Killer List of Videogames
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