#sega super gt
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posthumanwanderings · 1 year ago
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Sega's Masterpiece! Scud Race! SEGA's Model 3 Arcade Racing Game and the Alpha Dreamcast Version
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k9arcade · 24 days ago
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Have YOU played Scud Race? / Sega Super GT
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they-have-the-same-va · 1 month ago
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Black Doom from Shadow the Hedgehog shares a voice actor with Goku (in English) and Dabura and King Cold (in Japanese) from Dragon Ball Z.
Voiced by Sean Schemmel and Ryuzaburo Otomo
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doamarierose-honoka · 9 months ago
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Sega's catalog of racing games is impressive, but for those looking for truly exceptional titles, the following entries stand out among the rest.
Racing games are one of the oldest video game genres around, thrilling gamers since Magnavox Odyssey owners gave Wipeout (not that one) a go. Nearly every developer around the world has given racing games a try, with some getting more success than others. Mario Kart has sold a lot of units for Nintendo, and Gran Turismo became the biggest-selling game on Sony’s PS1.
However, it’s hard to think of a company that likes racing games more than Sega. They ruled the arcades directly with a wide range of titles that would go on to become classics in the genre. But which ones are Sega’s best racing games?
NOTE
These entries are not solely ranked by their Metascore, as this isn't always the best metric. Instead, the games listed here are ranked by their gameplay, features, thrills, and their impact on the genre, with Metascore just one aspect of their rating.
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Sega GT 2002
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Metascore: 82
Developer: Wow Entertainment.
Platform: Xbox.
Released: September 2002.
The original Sega GT was meant to be the Dreamcast’s answer to Gran Turismo, and it was a good game. But it wasn’t quite the big hit Sega was looking for, selling modestly on an already modest console. Luckily, the series continued after the Dreamcast’s demise with Sega GT 2002. It was bigger, flashier, and gave players 160+ cars to work with.
The game came with an interesting range of modes, from a Gran Turismo-like Career Mode to a Chronicle Mode where players could race and tweak vintage cars from the 1960s onward. They could even earn extra cash by completing extra objectives during the race. The biggest cash prize came from getting through a race unscathed, so it favored smooth racing over stock car-like body contact.
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Super Hang-On
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Metascore: 76
Developer: Sega AM-2.
Platforms: Arcade, Genesis, Game Boy Advance, Amiga, Atari ST, ZX Spectrum, Amstrad CPC, Commodore 64, Sharp X68000, Nintendo 3DS, PS4.
Released: April 1987.
Picking out the best of Sega’s 1980s racing output is tricky. Power Drift brought the action up close with its zoomed-in, swaying camera. Enduro Racer had wheelies and logs to jump over. Then there was the almighty OutRun, a tricky game where players had to master the driving mechanics to reach one of its five goals within its tight time limits.
Still, as popular as they were, the biker racer Super Hang-On deserves kudos. It brought on more tracks and a turbo function to out-race the competition. Players could even choose their own music track like in OutRun. But it could get just as challenging depending on which course the player chose too. The Africa course is simple enough at 6 stages, but Europe offers a whopping 18 stages to race through.
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Virtua Racing
Metascore: 82
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Developer: Sega AM-2 (original), M2 (Switch).
Platforms: Arcade, Genesis, 32X, Saturn, PS2, Switch.
Released: April 1992.
Sega was arguably the first company to make a pseudo-3D racing game with 1976’s Road Race. But when it came to actual polygonal 3D, they were beaten out by Namco’s underrated Winning Run and Atari’s stunt-filled Hard Drivin’. Yet they’re not as fondly remembered as Sega’s Virtua Racing.
It ran much faster than Hard Drivin’, looked more vibrant than Winning Run, and offered the player more bang for their buck. Players could pick multiple views over its forebears' first-person-only angle and featured 3D human NPCs during its pit sequences. VR may not have been the first 3D racer, but it was the best for its time and was certainly the most influential for the genre.
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Scud Race
GameFAQs Score: 3.93/5 Stars
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Developer: Sega AM-2.
Platforms: Arcade.
Released: 1996.
After the success of Sega’s Daytona USA, people at the company expected developers AM-2 to make Daytona USA 2 next. They would eventually make a sequel in 1998, but they wanted to mix things up for 1996. So, they made the similar but different Scud Race (aka Sega Super GT). It replaced Daytona’s stock cars with GT supercars and used the snazzy new Model 3 Step 1.5 hardware over Daytona's Model 2 tech.
While many of its elements still resembled Daytona, like the HUD and select screen, the gameplay was new. It introduced the ability to accelerate while drifting, giving players the edge over other racers if they could master it (and fishtails if they couldn't). It made for thrilling races, but it would ultimately be limited to the arcades as its Dreamcast port would get canceled.
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Sega Rally Championship
Metacritic User Score: 8.2
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Platform(s): Arcade , Sega Saturn , PC , Game Boy Advance , PS2
Released: October 11, 1994
Developer(s): Sega-AM3
Genre(s): Racing
Only a relatively small group of lucky arcade players really knew about Scud Race back in the day, but everyone practically heard about Sega Rally Championship. It may have only had 3 cars and 4 tracks, yet it gave players a new experience by replicating rally-style racing. For example, winning a race relied more on overtaking cars and staying within the time limit than constantly aiming for first place.
It certainly helps, but even if the player didn’t come in first on a track, their consistency could earn them enough points to win. The game was also more in-depth on how different surfaces affected the car’s handling. They could keep their grip on asphalt, then slip more on grass, then even more in mud. As simple as it sounds, it was enough to inspire other developers to make their own rally games and inspire players to get the game on the Saturn and PC.
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F-Zero GX
Metascore: 89
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Platform(s): GameCube
Released: August 25, 2003
Developer(s): Amusement Vision
Genre(s): Racing
Sega making an entry in a Nintendo game is mind-blowing to look back on. It's just as surprising to learn it was specifically made by Amusement Vision, who’d later make the Yakuza/Like A Dragon series and become better known as RGG Studio. Y/LAD creator Toshihiro Nagoshi also produced many of Sega’s classic racers, like Daytona USA and Scud Race, alongside design work for Virtua Racing.
In short, odd as it seems, Nintendo knew they'd do great work with F-Zero GX. It lived up to the wild speed previous F-Zero games reached but with improved visuals, more tracks, and an infamous story mode that really ramped up the challenge. Canny players could even use Gameshark/Action Replay to access hidden tracks from its arcade equivalent, F-Zero AX, and get even more hours of ultra-speed racing.
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Daytona USA 2: Battle on the Edge
GameFAQs Score: 4.27/5 Stars
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Developer: Sega AM-2.
Platforms: Arcade (original), PS4, PS5, Xbox Series X/S, PC ( Like A Dragon: Gaiden ).
Released: June 1998.
As groundbreaking as Virtua Racing was, Daytona USA was a vast improvement in graphics and gameplay. It had more cars, more impressive tracks, and adaptive AI that tailored itself towards the player’s skill level. So, it’s no wonder Sega would port and remake it multiple times, with the Saturn alone having 2 versions of the game. However, its sequel, Daytona USA 2: Battle on the Edge, would never leave the arcades.
The only way to play it at home is to get Like a Dragon Gaiden and find it under the new, non-license-infringing title, Sega Racing Classic 2,at the arcades. It has new drifting techniques like the ‘slingshot’, and extra modes like Grand Prix and Endurance. With much more on offer, it’s surprising that Sega never gave it a chance outside the arcades.
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Sonic & All-Stars Racing Transformed
Metascore: 82
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Platform(s): PS3 , PS Vita , Xbox 360 , Wii U , 3DS , PC , Android , iOS
Released: November 20, 2012
Developer(s): Sumo Digital
Genre(s): Racing
Technically, Sonic & All-Stars Racing Transformed wasn’t made directly by Sega. Both it and its predecessor, Sonic & Sega All-Stars Racing, were made by Sumo Digital, who previously made OutRun 2006: Coast 2 Coast for the company, and recently made The Texas Chainsaw Massacre game. Sega just published the game for its various platforms.
Still, it’s chock-full of references to classic Sega games, right down to its soundtrack, which is full of remixes of old-school tunes. The Transform mechanic also spiced things up beyond its ‘Sega Kart’ roots. At certain points on the track, the player's car will transform into a boat or aircraft to travel on water or in the air, complete with new physics and mechanics to work with. It’s an inventive game that could do with a modern re-release.
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F355 Challenge
Metascore: 85
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Developer: Sega AM-2.
Platforms: Arcade, Dreamcast, PS2.
Released: July 1999.
Sega has had a thing for Ferraris since OutRun used a Ferrari Testarossa Spider. It certainly was the start of their willingness to use actual motor licenses, from the different cars in games to the Daytona 500 NASCAR race itself. It culminated in F355 Challenge, a game that showcased producer/director Yu Suzuki’s love for the brand so much he (allegedly) raced his own Ferrari on tracks for data collection.
It also shows how closely he and AM2 replicated the F355. For 1999, it was the most realistic depiction of the car and what it’s like to race it on circuits. Combined with its use of real racing tracks, and the same real-time ‘Magic Weather’ system as Shenmue, it gave players an authentic racing experience come rain or shine, both in the arcades and at home.
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OutRun 2
Metascore: 79
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Developer: Sega AM-2 (Arcade), Sumo Digital (Xbox).
Platforms: Arcade, Xbox.
Released: December 2003.
The original OutRun inspired a host of follow-ups. Some of which are just as fondly remembered, like OutRunners. Yet there was only one game that got the distinction of being OutRun’s official sequel, and it came out 17 years later, in 2003. OutRun 2 is arguably the best entry in the series too, with some preferring its souped-up re-release OutRun 2006: Coast 2 Coast.
O2006 had more cars and more modes, including its exclusive ‘Coast 2 Coast’ Mode. But O2 had Heart Attack mode, where performing select stunts during courses earns the player heart points. O2’s journey home via the Xbox also had better controls than O2006's home releases. It also came with tracks from Scud Race and Daytona USA 2. Players who missed out on those underrated gems could finally give them a swing via O2.
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flowergirlmiwa · 1 month ago
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xwagnerplaguesx · 5 months ago
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"Scud Race/Super GT"
Sega/1996
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archoneddzs15 · 4 months ago
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Sega Saturn - Mortal Kombat 2
Title: Mortal Kombat 2 / モータルコンバットII 完全版
Developer: Midway Manufacturing / Probe Entertainment
Publisher: Acclaim
Release date: 29 March 1996
Catalogue No.: T-8107G
Genre: Fighting
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I've always thought the Mortal Kombat games were shit (at least in the arcades they were to me) but this Saturn version of Mortal Kombat II is the ultimate in shit. Apparently based on the PC MS-DOS version. You see, it's so bad that the Super Famicom version outdoes it in every aspect apart from actual character sizes. Mortal Kombat II on the Saturn is missing an awful lot of speech, animation, and even loads before finishing moves! The controls are just as tight as the arcade mind you but that isn't saying much since they were pretty bad in the first place if you ask me.
Overall, this is an awful conversion that really goes to show what lazy sods they were at Probe. Ultimate Mortal Kombat 3 by the British software house GT Interactive / Eurocom (a later release) was fantastic so why isn't this? By the way, like all Mega CD and Saturn games released by Acclaim in Japan, the instruction book is printed on shitty paper and in black & white. And for some odd reason, the disc is made in the US. Maybe it's got no region protection on it?
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blazehedgehog · 6 months ago
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Recently I’ve been playing, and loving, Penny’s Big Breakaway and it’s made me realize how stiff official Sonic games have felt since Sonic Heroes. It feels fantastic to chain moves together as Penny. While I don’t want a Sonic game to play exactly like Penny’s Big Breakaway I do want to enter a similar flow state while playing. Sonic Team seems allergic to making any gameplay/movement options that allows for flow… do you have any idea why?
That's the 65-million-dollar question, isn't it.
Several times over the years I've pushed back on the idea when people say Sonic "can't work in 3D." Of course Sonic could work in 3D, it just takes the right team to build it. The concepts and principals of a Sonic game are not exclusive to 2D. You can build a game on those ideals in 3D and it will work just fine.
If you go back and watch my "How Do We Fix Sonic?" video, I also put forth the idea that a lot of 3D Sonic games are the way they are because Sonic Team does not trust the player. To some degree, rightfully so: there's a growing pile of one-level fangame demos where some college kid tries to do 3D Sonic "right" and while a lot of them are okay, I think it makes for an easy case to see why official Sonic games have so much scripting in them.
When you're going that fast, and you're that acrobatic, it becomes very easy to make some incredibly dumb mistakes. It's not that nobody can play that game, it's that a game like that might struggle to achieve mass market appeal. Sonic is, first and foremost, a pick-up-and-play game. I've been thinking of that term a lot lately since the release of Ring Racers, and it basically means a game you don't have to learn. A game where you turn it on and know everything about it instinctively.
The entire pitch for Sonic was a game you could play with just one button. Easy to start playing, difficult to master over the long term. It's a tough balancing act. Especially when you're aiming for a game that a 10 year old can play.
When I was 10 years old, I couldn't even stay on the road in Super Mario Kart. That's what we're working with here.
So they make Sonic into this guided experience with heavy scripting where they can insulate the player from making dangerous mistakes. Lots of spectacle and minimal friction.
Now you add in the pressure of deadlines and budgets. A fangame like Sonic GT can spend five years as an alpha still figuring out its level design, tweaking its mechanics, before finally releasing a four or five level "game." Whereas an official Sonic game probably has to make a pitch, get to alpha, nail all of its controls and mechanics down relatively early. Probably within the first year of development at least, if not within a period of months.
Then they have to build a game for those mechanics. And, with being so scripted and directed, they can't deviate much. Once they're locked in, they don't have a lot of wiggle room to redefine what the game plays like.
That even goes for researching better ways to do things. I don't think these guys were given much of a chance to stop and think. Sonic Adventure 1 came out in October 1998 in Japan, that team moved to America to work on the September 1999 United States release, Sonic Adventure 2 was announced probably not even six months later, it came out within 18 months of its announcement just in time for that team to crank on the super rushed Gamecube port, which segued into an equally rushed port of the original Sonic Adventure, then their first multiplatform release on a third-party engine just a year or two later, followed by a sequel less than two years later, and another sequel less than two years after that...
Running and running and running and never stopping... and, well, I guess this is just what Sonic in 3D plays like now, right? That's the precedent. Sales are relying on not alienating people who are used to the way these games play.
Plus, it also depends on who within Sega is involved. I tend to agree that we shouldn't pin decisions all on one guy anymore for how many developers are actually involved in a game (200+ for Sonic Frontiers), but it's hard to deny that in the Morio Kishimoto era of 3D Sonic games, they've made a dedicated to effort to lock Sonic down and script his movements more than ever. Starting in Sonic Colors all the way up to the most recent Sega of Japan games, player movement is more restricted and automatically controlled than any other Sonic games to come before it.
Even Sonic Frontiers, for all of its open zone gameplay, once you touch a rail or one of those floating platforms, it tries to restrict and control you as much as humanly possible. Helicopter parent game design. "Do it my way exactly, or stop playing the game."
And I think all of this just collides with itself and makes a big ugly mess. I think it's telling Sonic Unleashed is such a cult favorite given its the closest thing we've had to a decent reboot of mechanics, even though it's still trapped in a lot of that scripted spectacle design.
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nintendodsandgbaguy · 2 years ago
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My Nintendo DS Game Collection
Asphalt Urban GT, Spider-Man 2, Nintendogs Lab & Friends, Sonic Colors, Sonic Classic Collection, Sonic & Sega All Stars Racing, Lego Harry Potter Years 5-7, Lego Star Wars 2 The Original Trilogy, Lego Batman 2, Professor Layton and the Diabolical Box, Professor Layton and the Unwound Future, Professor Layton and the Curious Village, Professor Layton and the Last Specter, Super Mario 64 DS, and Finally Animal Crossing Wild World
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soldmoondoggie · 2 years ago
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Forza Horizon (Xbox 360 2012)
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pr0jectneedlemouse · 7 years ago
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In Europe, Super GT was called “SCUD Race”, which is a fucking terrible title.
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posthumanwanderings · 4 years ago
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techturd · 7 years ago
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Sega Super GT / SCUD Race - Arcade Owner Sales Flyer
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saturnmemories · 7 years ago
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Mini 4WD McLaren F1 GTR from Scud Race (Sega Super GT). (Source: @uedamini4)
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knuxthefangirl · 4 years ago
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Heya! Here is a drawing of Bra and Kale as Sonic characters which I drew for a commission for my BF @au-adult-future-trunks  for our friend BulmaAnd which I drew using a drawing tablet! This drawing was drawn using AutoDesk SketchBook! I hope you like it! Thanks!
This was drawn this month (On the 20th)
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thesegasource · 8 years ago
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Scud Race posters.
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