Daytona USA
From Sega Retro
Daytona USA | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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System(s): Sega Model 2, Sega Saturn, PlayStation 3, Xbox 360 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Publisher: Sega | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Developer: Sega AM2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Sound driver: SCSP/CD-DA (21 tracks) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Peripherals supported: Arcade Racer Joystick | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Genre: Racing | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Number of players: 1-8, 1 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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CERO
Missing Parameter! |
Daytona USA (デイトナUSA) is a Sega Model 2 arcade racing game developed by Sega AM2. It was initially given a limited release in Japan in 1993 to gauge public reaction to the new model hardware before its full, international release the following March.
It is loosely based on the NASCAR racing event at the Daytona International Speedway, located in real life in Daytona Beach, Florida in the United States of America. Daytona USA and all of its sequels and rereleases (except Sega Racing Classic, in which case someone else already held the arcade license) have been officially sponsored by the International Speedway Corporation.
Contents
Gameplay
The original arcade release has the player drive a stock car, known as the "Hornet" (number 41, producer Toshihiro Nagoshi's "lucky number") loosely based on a Chevrolet Beretta, racing against numerous other cars around three selectable tracks. Player one's car by default is coloured red and blue (the manual car uses a red, black and yellow colour scheme), and can be seen at the forefront of all game covers, flyers and similar media related to the series with the exception of Daytona USA 2 and its update, Daytona USA 2: Power Edition.
The game features both automatic and manual transmissions, the latter requiring use of the gear stick and which, if used properly, can lead to a faster car than the automatic. Crashing into walls or other cars can inflict damage leading to poor performance - to remedy this each level has a pit lane, which, by sacrificing some time, can fix the car.
Daytona USA has smarter AI than many other driving games from around this period. The computer analyses the player's skill during the first lap, and will instruct rival cars to move out of the way if it feels the player is doing poorly (while doing the opposite if the player registers a fast time). Most notably, however, is Daytona USA's multiplayer features. It was the first arcade game ever to allow up to eight cabinets to be linked together, with each player capable of competing in the same race. Each player assumes the roll of a different coloured Hornet, and each cabinet must be ready to race and agreed on a course before this can happen (otherwise the game may start up with less than eight players).
The game also has Team Hornet inform the player of turns and traffic, and will comment on your driving if you crash. Most of the rival teams in the game are not named, however several adopt the logos or colour schemes of Japanese car magazines, which in return wrote articles about Daytona USA[25].
Tracks
Note: In the original Model 2 version of the game, tracks were not given names. It was only subsequent ports (and the official Daytona USA soundtrack) which named them.
Three-Seven Speedway (Beginner) | |
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The beginner track, Three-Seven Speedway (or 777 Speedway), is the simplest and most iconic track of the series, built similarly to real NASCAR tracks and is loosely based on the Pocono Speedway in Pennsylvania. It is essentially a circle, which by default has the user race 8 laps against 39 other cars. Notable features include a cliff face with Sonic the Hedgehog ingraved into the side. It is the only track in the game to offer a "rolling start". | |
Dinosaur Canyon (Advanced) | |
The advanced track, Dinosaur Canyon is as expected, more challenging in nature. The number of laps required has dropped to 4, and the number of cars to 20. Both the advanced and expert tracks are designed like more traditional racing games and are not based on NASCAR tracks. They also typically require the player to make heavy use of drifting in order to get around tight corners.
The music played on this track is "Let's Go Away", of which a shortened version is used as part of the attract mode. | |
Sea-Side Street Galaxy (Expert) | |
The expert track, Sea-Side Street Galaxy reduces the number of laps to 2 but raises the amount of oppoents to 30. As expected it is the hardest course in game and is the only track to contain mulitple paths (aside from the pit lane).
The music played here is "Sky High", also known as "Blue, Blue Skies". |
Achievements
- Main article: Daytona USA/Achievements.
History
Development
The idea of Daytona USA was conceived during one of Toshihiro Nagoshi's visits to North America, where he went to watch a NASCAR race. At the time, his team were looking for new ways to expand and develop the racing genre, and the simplistic-yet-exciting nature of NASCAR prompted the team to try and emulate this in video game form.
The soundtrack was composed and performed by Takenobu Mitsuyoshi, however in the Model 2 version he does not sing entire songs at once. Instead parts of his vocals were recorded and played at various pitches and lengths in order to construct songs, hence their arguably simplistic nature. This is because Model 2 hardware has comparatively limited sound capabilities compared to systems which rely on CD audio.
Daytona USA's original arcade release was notable for a number of reasons. At the time, it was considered perhaps the most detailed 3D racing game ever created. Unlike Sega's previous creation Virtua Racing (released in 1992), the 3D world was fully texture-mapped, giving the impression of a more realistic world. It was also the first game to use texture filtering, allowing smoother graphics. Coupled with the graphical advances, Daytona USA is able to keep a constant full 60 FPS refresh rate, even with multiple on-screen opponents.
The 1994 worldwide arcade release has slightly better AI than the 1993 Japanese original, but is otherwise identical. Other arcade revisions of the game involve advertisements for the Sega Saturn. The deluxe cabinet version features a large 50-inch display.[26]
During development the game was originally known simply as Daytona, and then briefly as Daytona GP.
A port was planned for the Sega 32X, announced in early 1994[27], but ultimately failed to materialise.
When developing Sega Rally Championship, Sega AM3 suggested that Daytona USA was only using "50%" of the Model 2's capabilities[28].
Legacy
Due to its popularity, Daytona USA was released as a Western launch title for the Sega Saturn in 1995. This version, like the Sega Saturn itself, was rushed for a quick release and was widely criticised for its lower framerate (~20FPS) and numerous graphical concerns. This lead to Sega releasing an update; Daytona USA: Championship Circuit Edition. Like Sega Rally, this version was tuned up and offered a more stable framerate with more tracks and features.
Championship Circuit Edition would mark the first in a long line of sequels, which, with the exception of Daytona USA 2, simply took the formula of the original arcade game and "upgraded" it, rather than offering a brand new experience. Sega Racing Classic, released fifteen years after Daytona USA is even worse in this regard, as it is almost identical in nature bar some increased screen resolutions and missing Daytona branding (as another arcade company already acquired the arcade license at the time).
Versions
Saturn version
Daytona USA was the second of two "big" games announced early in the development of the Sega Saturn console (the other being Virtua Fighter) and became one of the first first-party games to arrive on the platform. While ultimately Panzer Dragoon became the first Saturn released game to push texture-mapped polygons, Daytona USA was given much more coverage in the press due to its performance in the arcade scene.
However, views on the end product were mixed, with the Saturn version receiving severe cutbacks to both run relatively smoothly on the platform and meet its release date. Most notably, the game runs at only a third of the frame rate of the arcade, averaging roughly 20 frames per second. Polygon counts were lowered across the board, as was the screen resolution and texture detail, though some of this is made up with a higher quality CD audio soundtrack (Takenobu Mitsuyoshi re-recorded each song from beginning to end rather than splice clips around like in the Model 2 version). Also offered are new gameplay modes and options, such as a two-player split-screen feature.
On the Saturn, Daytona USA's draw distance is significantly shorter, meaning only scenery close to the Hornet is rendered at any given point. While not uncommon for games of the era, Daytona USA makes no attempt to hide the flaws, leading to obvious clipping and pop-in issues as geometry suddenly appears on screen (later Saturn games would use "fogging", which gives the impression that the world "fades out" when it reaches the end of the draw distance, or simply made arrangements so that the draw distance was longer). The camera is considerably more jerky in some sections of the game.
This was not seen as a good thing for the Saturn, as the PlayStation's port of Namco's Ridge Racer, released at a similar time, was neither rushed nor struggled to mask graphical concerns (it is also widely considered that the arcade version of Daytona USA is more technically advanced than the arcade version of Ridge Racer). These sorts of issues in early Saturn games gave users the impression the PlayStation was much better equipped to handle 3D worlds, which, in the west at least, was seen as the way forward for video games.
The Saturn version does include some enhancements however, such as the option to play as the other cars seen in the arcade version. It is compatible with the Arcade Racer Joystick and surprisingly, the 3D Control Pad (released a full year after Daytona USA). The game interprets the 3D Control Pad as an Arcade Racer Joystick when it is set to "analog".
PC version
The Saturn version of Daytona USA was ported to Windows PCs in 1996, and offers only limited improvements over its console counterpart. By default the game does not use "true" hardware acceleration (using the Windows DirectDraw API - a 2D rendering system not always tailored for the many competing 3D accelerator cards on the market at the time), rendering an image similar to that of the Saturn (complete with "checkerboard" semi-transparency and even Saturn controllers on the car select screen), although both 320x240 and 640x480 screen resolutions are supported (the latter only affecting 3D elements, with 2D graphics such as the HUD simply being resized to fit). In both modes, draw distances, frame rate and camera transitions are similar (if not identical) to the original Saturn version.
In Japan (and possibly elsewhere), two versions of the PC port were released due to the changing nature of the PC market of the time. The first "Requires Expansion Board" version (HCJ-0110) is optimised to take advantage of the Diamond Edge 3D and Leadtek WinFast 3D GD400 video cards, while the second (HCJ-0121) utillises Microsoft's DirectX technology (and requires Windows 95). Content wise the two versions are identical.
Xbox Live Arcade/PlayStation Network
In 2011 Daytona USA was released for Xbox Live Arcade and PlayStation Network, sporting high definition visuals and online multiplayer. It is otherwise identical to the original Model 2 version, containing similar low-polygon graphics (with improved draw distances) and music (a remixed set is also available).
Screenshot
- Main article: Daytona USA/Comparisons.
Production credits
Arcade version
- Sound Composer: Takenobu Mitsuyoshi, David Leytze
- Planner: Yukinobu Arikawa, Makoto Osaki
- Programmers: Kouki Koiwa, Daichi Katagiri, Hideomi Miyauchi, Masahiko Kobayashi
- Designers: Yasuo Kawagoshi, Yasuko Suzuki, Takafumi Kagaya, Hiroyuki Nakagomi
- Chief Programmer: Takuji Masuda
- Chief Designer: Toshihiro Nagoshi
- Producer and Director: Toshihiro Nagoshi
- Producer: Yu Suzuki
- Special Thanks: Yu Suzuki, All Staffs of Sega R&D Dept. #4, #2
- Presented by: Sega, AM2
Saturn version
- Producer: Wallace Poulter & Gerald DeYoung
- Executive Proucer: Wayne Townsend
- Lead Test: Tracy Johnson
- Assistant Lead: Aron Drayer, Mark Paniagua, Lorne Asuncion, Howard Gipson
- Testers: Richie Hideshima, Sean Potter, Craig Drummong, Crisi Albertson, John Jansen, John Amirkhan, Gregg Vogt, Darin Johnston, Dermot Lyons, Rick Greer, Lance Nelson, Steve Wong, Kim Rogers, David Paniagua, Mike Borg, Dylan Manger, Eric Molina, Don Carmichael, Steve Bourdet
- Product Manager: Craig Ostrander
- Manual: Wendy Dinsmore
- Sega Sports: Mike Meisheid, Chris Smith, Scott Rohde, Chris Cutliff, Rosie Freeman, Kelly Ryan
- Chief Programmer: Yutaka Nishino
- Programmers: Hideya Shibazaki, Takayuki Yamaguchi, Kazuo Ohtani, Matsuhide Mizoguchi, Koue Tsukuda
- Designers: Yoshinao Asako, Youji Kato, Ryoya Yui
- Sound Engineers: Takayuki Nakamura, Takenobu Mitsuyoshi, Kazuhiko Kouchi
- Special Thanks: Keiji Okayasu, Toshihiro Nagoshi, Yu Suzuki, Joe Miller, Mike Latham, Yukimi Shimura, Toshiro Nakayama, Jef Feltman, Larry Loth, Willie Mancero, Scott Bayless, Jesse Taylor, Eric Rawlins, Mike Weiner, Blair Bullock, Mark Lindstrom, Tim Dunley and Nemer Velasquez
PlayStation Network/Xbox Live Arcade version
- Producer: Noriyuki Shimoda
- Director: Tohru Murayama
- Programmers: Hitoshi Iizawa, Takuji Masuda, Masanori Sato
- 2D Graphics Design: Hiroshi Kandou, Saori Furutani
- Planners: Yusaku Egami, Masahide Hiroike, Masataka Arai
- Sound Designers: Seiichi Hamada, Fumio Ito
- Director: Makoto Osaki
- Programmers: Hideki Tanaka, Tetsuya Sugimoto, Hajime Take, Junichi Arai
- Designers: Kazuya Morita, Yasuyuki Inomata, Ayami Hasegawa
- Sound Designers: Tatsutoshi Narita, Keisuke Tsukahara, Fumio Ito, Tomoya Koga, Seiichi Hamada, Kazuki Takagi, Yasuyuki Nagata
- Planner: Keiichi Matsunami
- Special Thanks: Hiroshi Kataoka
- Project Management: Takeshi Shimizu, Yasushi Yamashita
- Localization Support: Tatsuya Shikata, Satomi Okuma
- Asia Release Support: Saori Fukuda
- Publicity: Yasushi Nagumo, Syou Nanmoku
- Website: Mutsuhiro Fujii
- Product Test: Junichi Shimizu, Akira Nishikawa, Osamu Sato, Satoshi Kuwano, Naoki Sugiyama, Yuichi Kirihata, Mai Yoshizaki
- Special Thanks: Yoshihiro Toyao, Takahiro Otomo, Eiichiro Zento, Hayato Hirai, Atsuro Nishiki, Ikou Ishizaka
- CEO: Mike Hayes
- President/COO: Masanao Maeda
- Senior Producer: Frank Hom
- Associate Producer: Bryant Green
- Development Director: Patrick Riley
- Executive VP of Marketing and Sales: Alan Prichard
- Senior VP of Publishing and Content: Rob Lightner
- VP of Digital Business: Haruki Satomi
- Publishing Director: Katrin Darolle
- Senior Digital Brand Manager: Mai Kawaguchi
- Digital Brand Manager: Ben Harborne
- Associate Digital Campaign Manager: Hilarree Wong
- Digital Coordinator: Mia Putrino
- Public Relations Manager: Thu Nguyen
- First Party Manager: Sarah Elliot
- Assistant First Party Manager: Queenie Magasakay
- Director of Creative Services: Jen Groeling
- Media and Events Manager: Teri Higgins
- Production Manager: Mary Disbrow
- Graphic Designer: Marco Garcia
- Video Production Manager: Carl Smolka
- Assistant Video Editor: Greg Ammen
- Senior Web Producer: Shawn Storc
- Associate Web Producer: Jacqueline Lee
- Senior Flash Designer: Mike Dobbins
- Senior Web Designer: Annie Shaw
- Community Manager: Kellie Parker, Julian Mehlfeld
- Customer Support Manager: Robert Miles
- Customer Support: Evan Dombrowski
- Director of Legal: Liana Larson
- Legal Associate: Jerusha Herman
- Creative Director: Ethan Einhorn
- QA Manager: Mark Cartwright
- QA Supervisors: Shawn Dobbins, Demetrius Griffin
- QA Lead: Jason Bianchi
- QA Assistant Lead: Andrew Wong
- QA Testers: Justin Honegger, Jason Lam
- Standards Supervisor: Stephen Akana
- Standards Lead: Dan Buchman, Dimitryi Khlynin
- Standards Assistant Leads: Maxfield Atturio, Dennis De Bernardi, Tim Erbil
- Standards Testers: Jake Alejo, John Belcher, Bernard De La Torre, Robert Hamiter, Richard Hideshima, Charles Lam, Luke McLaughlin, Tony Stamer
- Text Proofreading: Inbound
- Mastering Lab Supervisor: Rey Buzon
- Mastering Lab Technician: Christopher Rilles
- Hardware Technician: Matt Ellison
- Special Thanks: Wendy Beasley, Ryan Morgan, David Martinez, Erin Fan, Ken Balough, Mad Catz Inc.
- CEO: Mike Hayes
- SVP of Production: Gary Dunn
- SVP of Marketing: Gary Knight
- Technical Director: Chris Southall
- Senior Producer: Carlie O'Connor
- Producer: Mariusz Szlanta
- Publishing Manager: Lee Harris
- SVP of Business Planning and Operations: Yusuke Suai
- Head of Business Analysis: Martin Benneyworth
- Purchasing Manager: Caroline van Venrooji
- Production Manager: Natalie Forsyth
- Head of Digital Marketing: Mike Evans
- Digital Marketing Manager: Richard Willis
- Digital PR Executive: Amy White
- Online Community Manager: Kevin Eva
- Head of Creative Services: Alison Peat
- Creative Services: Ed Bostock, Morgan Gibbons, Akane Hiraoka, Francesca Stella, Arnoud Tempelaere, Ranjan Vekaria, Jeff Webber
- Head of Legal & Business Affairs: Nicky Ormrod
- Legal Counsel: Polly Bennett
- Legal Executive: Saad Choudri
- Licensing Manager: Nivine Emeran
- Head of Development Services: Mark Le Breton
- Production Manager: Ben Howell
- Resource Manager: Ben Jackson
- Mastering and Equipment Manager: Dave Pither
- Senior Mastering Technician: Phil Adams
- Assistant Mastering Technicians: Cara Gifford-Pitcher, Michael Veness
- Project Lead: Renee Teloka
- Compliance Supervisor: Darran Wall
- Compliance Coordinators: Shiva Allari, Chris Barnett
- Compliance Senior Technician: Arron Caney, Martin Walker
- Compliance Technician: Alexander Abbott, Anthony Phillips, Chris Davidson, Paul Hann, Louis Li, Leo Paine
- Administration and Finance Coordinator: Chirs Bien
- QA Administrator: Chris Geiles
- Shift Monitors: Chris Bailey, Tony Langan
- UK Managing Director: John Clark
- UK Marketing Director: Amanda Farr
- UK Senior Product Manager: Anna Downing
- UK PR Manager: Fay Burgin, Stefan McGarry
- Head of Channel Marketing: Clare Hawkins
- International Sales Director: Alison Gould
- Head of International Sales: Simon Inch
- International Sales Administrator: Alice Jakubiak
- Managing Director: James Rebours
- Marketing Director: Henning Otto
- Product Manager: Chinh Vu
- PR Executive: Susanne Ortega
- Managing Director: Javier Fuentes
- Product Manager: Alex Fernandez
- PR Manager: Diana Radetski
- Managing Director: Jurgen Post
- Head of Marketing: Johan de Windt
- PR Manager: Roel Peeters
- Directeur General Europe du Sud: James Rebours
- Responsable Marketing: Thomas Grellier
- Chef de Profuits: Alexander Chapt
- Responsable RP: Franck Sebastien
- Attachee de Presse: Alexandra Fiore
- Managing Director: Darren Macbeth
- Marketing Manager: Gareth Gower
- Junior Product Manager: Neroli Harpur
- PR Manager: Vispi Bhopti
- PR Executive: Rebecca Charalambous
- Licensing: Catherine Kummer, Clem McDavid
- Legal: Jason Weaver, Ben Odom
- ©SEGA
Downloadable content
Title and description | Links | Releases |
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Car 1 Avatar/Orange Car Avatar PlayStation Plus exclusive in the US. |
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Car 2 Avatar/Red Car Avatar PlayStation Plus exclusive in the US. |
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Pixel Car 1 Avatar/Red Pixel Avatar PlayStation Plus exclusive in the US. |
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Pixel Car 2 Avatar/Yellow Pixel Avatar PlayStation Plus exclusive in the US. |
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Pixel Car 3 Avatar/Green Pixel Avatar PlayStation Plus exclusive in the US. |
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Daytona USA Theme PlayStation Plus exclusive. |
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Daytona USA Retro Theme
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Announcement Trailer
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Magazine articles
- Main article: Daytona USA/Magazine articles.
Promotional material
- Main article: Daytona USA/Promotional material.
Artwork
Photo gallery
Physical scans
Model 2 version
Sega Retro Average | ||||
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N/A | |
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Based on 0 reviews |
Model 2, US (deluxe) | ||||
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Model 2, US (twin) | ||||
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Model 2, JP (deluxe) | ||||
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Model 2, JP (twin) | ||||
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Model 2, UK (deluxe) | ||||
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Saturn version
85 | |
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Based on 55 reviews |
PC version
Sega Retro Average | ||||||||||||||||||||||||||||||||||||||||||||||||||||||
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75 | |
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Based on 10 reviews |
PC, US (Expert Software) |
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PC, BR (Tec Toy) |
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PC, EU |
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PC, TW |
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PSN version
Sega Retro Average | ||||
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N/A | |
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Based on 0 reviews |
PSN, Worldwide |
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XBLA version
Sega Retro Average | ||||
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N/A | |
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Based on 0 reviews |
XBLA, Worldwide |
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Technical information
ROM dump status
System | Hash | Size | Build Date | Source | Comments | |||||||||
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✔ |
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418,392,576 | CD-ROM(EU) | MK-81200-50 V1.000 | ||||||||||
✔ |
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418,902,960 | 1995-03-01 | CD-ROM(JP) | GS-9013 V1.000 | |||||||||
✔ |
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418,392,576 | CD-ROM(US) | 81200 V1.000 |
Track list
Saturn version
1. [data track] |
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2. Sega Logo (00:09) |
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3. Let's Go Away (Advertise Theme) (00:57) |
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4. Wait Coin (00:35) |
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5. Start Your Engines (00:31) |
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6. The King Of Speed (04:58) |
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7. Let's Go Away (04:18) |
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8. Sky High (04:43) |
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9. Pounding Pavement (04:52) |
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10. Breakdown (00:10) |
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11. Raggin' (00:10) |
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12. Check It Out! (00:10) |
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13. Sweat (00:10) |
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14. Rolling Start (00:35) |
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15. The Dream Of Daytona (00:39) |
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16. Can You Fly? (00:38) |
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17. Pounding Pavement (Reprise) (00:38) |
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18. G, A, M, E, O, V, E, R (00:10) |
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19. David Goes To The Victory Lane (00:25) |
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20. Let's Go Away (Karaoke) (04:17) |
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21. Sky High (Karaoke) (04:43) |
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22. Pounding Pavement (Karaoke) (04:48) |
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External links
- Sega of Japan catalogue pages (Japanese): Sega Saturn, PC
- Sega of Japan PSN/XBLA version homepage (Japanese) (offline)
- Daytona USA on Xbox Marketplace: JP, US, UK, AU
- Daytona USA on PlayStation.com: JP, US, KR
- Daytona USA on PlayStation Store: JP, US, UK, AU, KR, TW
References
- ↑ Press release: 1995-05-19: Sega Saturn launch takes consumers and retailers by storm
- ↑ 2.0 2.1 2.2 GamePro, "August 1995" (US; 1995-xx-xx), page 52
- ↑ GamePro, "August 1995" (US; 1995-xx-xx), page 95
- ↑ Computer & Video Games, "December 1996" (UK; 1996-11-xx), page 49
- ↑ Ultra Game Players, "October 1996" (US; 1996-09-03), page 75
- ↑ 6.0 6.1 Press release: 1997-06-20: Sega chooses Expert Software for PC distribution agreement
- ↑ http://blogs.sega.com/2011/10/25/daytona-usa-speeds-onto-consoles/
- ↑ PlayStation Store (en-us; UP0177-NPUB30493_00-DAYTONAUSA000000) (Wayback Machine: 2018-03-27 18:25)
- ↑ 9.0 9.1 http://www.jp.playstation.com:80/software/title/jp0177npjb00161_00daytonausa000000.html (Wayback Machine: 2011-10-22 12:09)
- ↑ 10.0 10.1 PlayStation Store (fr-fr; EP0177-NPEB00630_00-DAYTONAUSA000000) (Wayback Machine: 2018-03-27 18:27)
- ↑ 11.0 11.1 PlayStation Store (de-de; EP0177-NPEB00630_00-DAYTONAUSA000000) (Wayback Machine: 2018-11-26 00:41)
- ↑ 12.0 12.1 PlayStation Store (en-gb; EP0177-NPEB00630_00-DAYTONAUSA000000) (Wayback Machine: 2018-03-27 18:27)
- ↑ 13.0 13.1 PlayStation Store (en-au; EP0177-NPEB00630_00-DAYTONAUSA000000) (Wayback Machine: 2018-03-27 18:28)
- ↑ 14.0 14.1 PlayStation Store (ko-kr; HP0177-NPHB00383_00-DAYTONAUSA000000) (Wayback Machine: 2018-03-27 18:29)
- ↑ 15.0 15.1 PlayStation Store (en-tw; HP0177-NPHB00383_00-DAYTONAUSA000000) (Wayback Machine: 2018-03-27 18:30)
- ↑ 16.0 16.1 16.2 16.3 http://blogs.sega.com/2011/10/25/daytona-usa-speeds-onto-consoles/ (Wayback Machine: 2011-10-27 22:38)
- ↑ 17.0 17.1 Xbox LIVE Marketplace (en-US; DAYTONA-USA/66acd000-77fe-1000-9115-d80258410b1d) (Wayback Machine: 2012-07-13 06:51)
- ↑ 18.0 18.1 Xbox LIVE Marketplace (en-GB; DAYTONA-USA/66acd000-77fe-1000-9115-d80258410b1d) (Wayback Machine: 2011-10-28 19:23)
- ↑ 19.0 19.1 Xbox LIVE Marketplace (fr-FR; DAYTONA-USA/66acd000-77fe-1000-9115-d80258410b1d) (Wayback Machine: 2011-10-31 21:39)
- ↑ 20.0 20.1 Xbox LIVE Marketplace (de-DE; DAYTONA-USA/66acd000-77fe-1000-9115-d80258410b1d) (Wayback Machine: 2011-10-28 20:25)
- ↑ 21.0 21.1 http://amcvt.sega.jp/daytona/ (Wayback Machine: 2012-10-28 04:07)
- ↑ Xbox LIVE Marketplace (ja-JP; DAYTONA-USA/66acd000-77fe-1000-9115-d80258410b1d) (Wayback Machine: 2011-10-30 11:58)
- ↑ 23.0 23.1 23.2 Xbox LIVE Marketplace (en-AU; DAYTONA-USA/66acd000-77fe-1000-9115-d80258410b1d) (Wayback Machine: 2011-10-28 19:22)
- ↑ http://mamedb.com/game/daytona
- ↑ Computer & Video Games, "July 1996" (UK; 1996-06-12), page 83
- ↑ Electronic Gaming Monthly, "June 1994" (US; 1994-xx-xx), page 68
- ↑ Computer & Video Games, "May 1994" (UK; 1994-04-15), page 32
- ↑ Computer & Video Games, "January 1996" (UK; 1995-12-10), page 20
- ↑ File:Daytonausa sat us manual.pdf, page 18
- ↑ PlayStation Store (en-us; UP0177-NPUB30493_00-AVADUSADAYTONAC1) (Wayback Machine: 2018-06-02 21:24)
- ↑ 31.0 31.1 PlayStation Store (en-gb; EP0177-NPEB00630_00-AVDAYTONAU000001) (Wayback Machine: 2018-06-02 21:25)
- ↑ PlayStation Store (en-au; EP0177-NPEB00630_00-AVDAYTONAU000001) (Wayback Machine: 2018-06-02 21:25)
- ↑ PlayStation Store (fr-fr; EP0177-NPEB00630_00-AVDAYTONAU000001) (Wayback Machine: 2018-06-02 21:26)
- ↑ PlayStation Store (en-us; UP0177-NPUB30493_00-AVADUSADAYTONAC2) (Wayback Machine: 2018-06-02 21:27)
- ↑ 35.0 35.1 PlayStation Store (en-gb; EP0177-NPEB00630_00-AVDAYTONAU000002) (Wayback Machine: 2018-06-02 21:27)
- ↑ PlayStation Store (en-au; EP0177-NPEB00630_00-AVDAYTONAU000002) (Wayback Machine: 2018-06-02 21:27)
- ↑ PlayStation Store (fr-fr; EP0177-NPEB00630_00-AVDAYTONAU000002) (Wayback Machine: 2018-06-02 21:27)
- ↑ PlayStation Store (en-us; UP0177-NPUB30493_00-AVADUSAPIXELCAR1) (Wayback Machine: 2018-06-02 21:28)
- ↑ 39.0 39.1 PlayStation Store (en-gb; EP0177-NPEB00630_00-AVDAYTONAU000004) (Wayback Machine: 2018-06-02 21:28)
- ↑ PlayStation Store (en-au; EP0177-NPEB00630_00-AVDAYTONAU000004) (Wayback Machine: 2018-06-02 21:28)
- ↑ PlayStation Store (fr-fr; EP0177-NPEB00630_00-AVDAYTONAU000004) (Wayback Machine: 2018-06-02 21:29)
- ↑ PlayStation Store (en-us; UP0177-NPUB30493_00-AVADUSAPIXELCAR2) (Wayback Machine: 2018-06-02 21:29)
- ↑ 43.0 43.1 PlayStation Store (en-gb; EP0177-NPEB00630_00-AVDAYTONAU000006) (Wayback Machine: 2018-06-02 21:29)
- ↑ PlayStation Store (en-au; EP0177-NPEB00630_00-AVDAYTONAU000006) (Wayback Machine: 2018-06-02 21:29)
- ↑ PlayStation Store (fr-fr; EP0177-NPEB00630_00-AVDAYTONAU000006) (Wayback Machine: 2018-06-02 21:29)
- ↑ PlayStation Store (en-us; UP0177-NPUB30493_00-AVADUSAPIXELCAR3) (Wayback Machine: 2018-06-02 21:31)
- ↑ 47.0 47.1 PlayStation Store (en-gb; EP0177-NPEB00630_00-AVDAYTONAU000005) (Wayback Machine: 2018-06-02 21:31)
- ↑ PlayStation Store (en-au; EP0177-NPEB00630_00-AVDAYTONAU000005) (Wayback Machine: 2018-06-02 21:31)
- ↑ PlayStation Store (fr-fr; EP0177-NPEB00630_00-AVDAYTONAU000005) (Wayback Machine: 2018-06-02 21:31)
- ↑ PlayStation Store (en-us; UP0177-NPUB30493_00-DAYTONAUSATHEME2) (Wayback Machine: 2018-06-02 21:32)
- ↑ 51.0 51.1 PlayStation Store (en-us; UP0177-NPUB30493_00-DAYTONAUSATHEME1) (Wayback Machine: 2018-06-02 21:32)
- ↑ Xbox LIVE Marketplace (en-US; DAYTONA-USA/66acd000-77fe-1000-9115-d80258410b1d) (Wayback Machine: 2012-07-13 06:51)
- ↑ Computer & Video Games, "September 1994" (UK; 1994-08-15), page 66
- ↑ 54.0 54.1 CD Consoles, "Mai 1995" (FR; 1995-xx-xx), page 102
- ↑ 55.0 55.1 Computer & Video Games, "June 1995" (UK; 1995-05-xx), page 15
- ↑ 56.0 56.1 Computer & Video Games, "August 1995" (UK; 1995-07-12), page 32
- ↑ 57.0 57.1 Edge, "June 1995" (UK; 1995-04-27), page 72
- ↑ 58.0 58.1 GameFan, "Volume 3, Issue 7: July 1995" (US; 1995-xx-xx), page 13
- ↑ 59.0 59.1 Maximum, "October 1995" (UK; 1995-09-01), page 146
- ↑ 60.0 60.1 Mean Machines Sega, "June 1995" (UK; 1995-04-28), page 58
- ↑ 61.0 61.1 Mean Machines Sega, "September 1995" (UK; 1995-07-27), page 88
- ↑ 62.0 62.1 Player One, "Juillet/Août 1995" (FR; 1995-0x-xx), page 60
- ↑ 63.0 63.1 Sega Pro, "May 1995" (UK; 1995-04-13), page 40
- ↑ Sega Saturn Magazine, "November 1995" (UK; 1995-10-26), page 95
- ↑ 65.0 65.1 Sega Saturn Magazine, "April 1995" (JP; 1995-03-08), page 106
- ↑ 66.0 66.1 Sega Saturn Magazine (readers), "Final data" (JP; 2000-03), page 12 Cite error: Invalid
<ref>
tag; name ":File:SnGwSISDRZK Book JP.pdf_p12" defined multiple times with different content - ↑ Última Generación, "Mayo 1995" (ES; 1995-0x-xx), page 69
- ↑ 68.0 68.1 Video Games, "8/95" (DE; 1995-07-26), page 64
- ↑ Alaab Alcomputtar, "" (SA; 1995-08-xx), page 74
- ↑ Consoles +, "Mai 1995" (FR; 1995-0x-xx), page 134
- ↑ Digitiser (UK) (1995-07-12)
- ↑ Electronic Entertainment, "August 1995" (US; 1995-0x-xx), page 76
- ↑ Electronic Gaming Monthly, "July 1995" (US; 1995-0x-xx), page 114
- ↑ Famitsu, "1995-04-07" (JP; 1995-03-24), page 1
- ↑ Game Players, "Vol. 8 No. 8 August 1995" (US; 1995-0x-xx), page 40
- ↑ Games World: The Magazine, "June 1995" (UK; 1995-0x-xx), page 78
- ↑ Games World: The Magazine, "September 1995" (UK; 1995-0x-xx), page 69
- ↑ Game Informer, "July 1995" (US; 1995-0x-xx), page 52
- ↑ HiTech, "Mayo 1995" (ES; 1995-0x-xx), page 50
- ↑ Level, "5/97" (TR; 1997-xx-xx), page 1
- ↑ MAN!AC, "06/95" (DE; 1995-05-10), page 44
- ↑ MAN!AC, "08/95" (DE; 1995-07-12), page 45
- ↑ Mega, "May 1995" (UK; 1995-04-30), page 4
- ↑ Mega Force, "Mai 1995" (FR; 1995-0x-xx), page 30
- ↑ Mega Fun, "08/95" (DE; 1995-07-19), page 80
- ↑ Magazina Igrushek, "2/1995" (RU; 1995-xx-xx), page 88
- ↑ Next Generation, "July 1995" (US; 1995-06-20), page 68
- ↑ Players, "Dez 95" (BR; 1995-1x-xx), page 18
- ↑ Power Unlimited, "Jaagang 3, Jul/Aug 1995" (NL; 1995-06-28), page 42
- ↑ Saturn Fan, "1995 June" (JP; 1995-05-08), page 38
- ↑ Saturn+, "Christmas 1995" (UK; 1995-12-14), page 57
- ↑ Secret Service, "Maj 1996" (PL; 1996-05-01), page 67
- ↑ Sega Magazin, "August 1995" (DE; 1995-07-12), page 60
- ↑ Sega Magazine, "August 1995" (UK; 1995-07-13), page 58
- ↑ Sega News, "Říjen 1996" (CZ; 1996-xx-xx), page 13
- ↑ Sega Power, "June 1995" (UK; 1995-04-20), page 42
- ↑ Sega Pro, "September 1995" (UK; 1995-08-10), page 51
- ↑ Świat Gier Komputerowych, "9/1996" (PL; 1996-xx-xx), page 1
- ↑ Sega Megazone, "August 1995" (AU; 1995-0x-xx), page 20
- ↑ Strana Igr, "" (RU; 1996-xx-xx), page 97
- ↑ Super Juegos, "Agosto 1995" (ES; 1995-0x-xx), page 50
- ↑ Todo Sega, "Agosto 1995" (ES; 1995-0x-xx), page 36
- ↑ Top Consoles, "Mai 1995" (FR; 1995-0x-xx), page 78
- ↑ Total Saturn, "Volume One Issue Four" (UK; 1996-12-29), page 21
- ↑ Ultimate Future Games, "June 1995" (UK; 1995-05-01), page 68
- ↑ Ultimate Future Games, "September 1995" (UK; 1995-08-01), page 91
- ↑ Última Generación, "Mayo 1995" (ES; 1995-0x-xx), page 66
- ↑ Video Games, "8/95" (DE; 1995-07-26), page 66
- ↑ VideoGames, "June 1995" (US; 1995-0x-xx), page 75
- ↑ PC Games, "12/96" (DE; 1996-11-06), page 92
- ↑ 111.0 111.1 File:PCTeam FR 021.pdf, page 58 Cite error: Invalid
<ref>
tag; name ":File:PCTeam FR 021.pdf_p58" defined multiple times with different content - ↑ 576 KByte, "Február 1997" (HU; 1997-xx-xx), page 12
- ↑ Digitiser (UK) (1996-11-20)
- ↑ The Games Machine, "Gennaio 1997" (IT; 199x-xx-xx), page 62
- ↑ Hacker, "12/1996" (HR; 1996-xx-xx), page 17
- ↑ Intelligent Gamer, "November 1996" (US; 1996-1x-xx), page 108
- ↑ PC Action, "12/96" (DE; 1996-11-20), page 129
- ↑ PC Gamer Po Polsku, "Styczeń 1997" (PL; 1997-xx-xx), page 68
- ↑ Power Play, "11/96" (DE; 1996-10-09), page 144
- ↑ Secret Service, "Styczeń 1997" (PL; 1997-01-01), page 32
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