Metropolis Street Racer

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AMG AllGame Guide:

Metropolis Street Racer

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Game Description

After a year of delays, Metropolis Street Racer (MSR) speeds onto the Dreamcast. MSR is not a simulation like Sega GT, nor is it an arcade racer like San Francisco Rush. Instead, Bizarre Creations went for something in between as MSR features licensed cars but not completely realistic physics. Although the goal is to finish in first place, players are rewarded for stylish driving such as making power slides and smoothly cutting off other drivers.

The game is broken up into 25 chapters with ten challenges per chapter. Each race will take players through one of three settings: San Francisco, London, or Tokyo. Every city has been created to look just like the real thing -- even the music selections that will be playing during the races match the current city players are in.
~ Jonathan Sutyak, All Game Guide

Review: Overall

Racing games tend to represent a fairly large chunk of any console's game library (post 16-bit, anyway), and the Dreamcast is certainly no exception. Its software lineup boasts a wide variety of racing titles ranging from awesome ( Daytona USA 2001) to abysmal ( Spirit of Speed: 1937). Truth is, it's hard for a racing game to stand out from the crowd when it's faced with such a large number of contenders all vying for first place. A console racing game had better feature something that its competitors don't offer if it expects to get noticed, whether it be stunning graphics, loads of licensed cars, or a plethora of options, shortcuts, and secrets. In the case of Metropolis Street Racer, deep gameplay and copious amounts of replay value make up for average graphics and a dismal soundtrack, earning it a hearty recommendation.

Metropolis Street Racer takes a truly innovative and refreshing approach to the tired racing genre, replacing the standard "beat a level, earn a new car" formula with a system of driving centered on something called "kudos." Players are rewarded based on not only how well they drive but also the style in which they drive -- a concept that encourages skillful, yet flamboyant racing. Simply placing first on a particular racetrack will certainly move you forward, but placing first with theatrical (and occasionally reckless) driving will get you further. Control is excellent with either the standard control pad or a driving controller, and this is a good thing since precise driving is paramount to racing success. Options include loads of cool vehicles and interesting tracks to unlock, plus bonuses based on how accurately you predict your own success.

Regrettably, the graphics and overall visual presentation of Metropolis Street Racer are strictly average, falling squarely in the middle of the Dreamcast's inflated pack of racers. Track design is admittedly excellent, with a wide variety of courses and environments (many of which are based on real-world locales.)

The soundtrack, on the other hand, is surprisingly bad, bordering on awful. Bad country tunes and forgettable pop songs do not make for a positive auditory experience. Your best bet is to turn down the volume a bit and concentrate on the driving, which is where this game really excels anyway.

Simply put, Metropolis Street Racer ranks as one of the better Dreamcast racing titles in spite of its graphical shortcomings and poor soundtrack. Gamers looking for a quick arcade-style fix will certainly enjoy the experience, while those in search of a deeper, more simulation-oriented game with find plenty to like, too. Developer Bizarre Creations obviously put a lot of effort into the control and track design, resulting in a game that ranks highly in the Dreamcast's already excellent library of titles.
~ Luke Barnes, All Game Guide

Review: Enjoyment

Awful soundtrack aside, this game will provide hours of enjoyment for both arcade fans and hard-core gamers alike.
~ Luke Barnes, All Game Guide

Review: Graphics

The graphics are decidedly average, especially considering how long the game was in development. There isn't much "pop-up" to be seen, but the graphics are jagged, the frame rate sputters occasionally, and some levels are just too dark.
~ Luke Barnes, All Game Guide

Review: Sound

If Metropolis Street Racer has an Achilles' heel, then the soundtrack has got to be it. Tunes range from mildly irritating to downright awful. At least the standard racing sound effects (howling tires, revving engines, etc.) are pretty good.
~ Luke Barnes, All Game Guide

Review: Replay Value

Very few racing games encourage the player to keep playing over and over again like {*Metropolis Street Racer}, and even the most jaded of gamers will find themselves returning to it for "just one more race."
~ Luke Barnes, All Game Guide

Review: Documentation

The in-game menus aren't the best ever, but the control layout is clear and the instruction manual provides plenty of detail.
~ Luke Barnes, All Game Guide

Production Credits

MANAGEMENT Managing Director: Martyn Chudley; Business Director: Sarah Dixon; Technical Director: Walter Lynsdale; PROGRAMMING Design, Structure and Frontend: Martyn Chudley; Technical Coding: Roger Perkins; Engine and Dynamics Coding: Walter Lynsdale; Tools and Effects Coding: Phil Snape; AI Coding: Dave Al-Daini; Sound Coding: Jonathan Amor; ARTWORK 3D Modeling and Textures (Tokyo): Jon Dugdale, Paul Spencer; 3D Modeling and Textures (San Francisco): Mark Sharratt, Glen Griffiths; 3D Modeling and Textures (London): Julie McGurren, Derek Chapman; Car Modeling: Steve Heaney; Car and City Textures: Lee Carter; Frontend Artwork and City Textures: Gren Atherton; PRODUCTION Senior Producer: Brian Woodhouse; Associate Producer: Peter Wallace; Production Support: Glynn Williams; Bizarre PR: Sarah Dixon; Office Management: Michelle Langton; QUALITY ASSURANCE QA Manager: Ged Talbot; QA: Kevin Reilly; PRODUCT DEPARTMENT Director of Product Development: Naohiko Hoshino; Executive Producer: Kats Sato; Sound Producer: Richard Jacques; Associate Producer: Jose Aller; Test Manager: Jason Cumberbatch; Lead Tester: Pete O'Brien; Technical Support Manager: Serge Plagnol; Hardware Engineer: Tamer Tahsin; Support Engineer: Sandeep Bisla; Spanish Translator: Roberto Parraga-Sanchez; German Translator: Angelika Michitsch; French Translator: Caroline Ruiz; MARKETING SUPPORT European Product Marketing Manager: Jim Pride; European Product Marketing Executive: Mathew Quaeck; UK: Tunde Orelaja; Localization Producer: Howard Gipson; Supervising Producer: Jason Kuo; Lead Tester: Benjie Galvez; Assistant Lead Testers: Shawn Dobbins, Robert Reich; Localization Manager: Osamu Shibamiya; Testers; Gabrielle Brown, Jason Jensen, Steven Jee, Devin Tomcik, Jason Mercer, Todd Slepian, Rafael Meza, John Saito, Eric Ling, Joseph Amper, Derek Wong, Aaron Poser, Walter Kim, Daniel Airey, Shaheed Khan, JR, Villatuya, Raymond Kwan, David Talag, Chester Lee, Michael Jones, Joseph Mora; MARKETING Product Manager: Rob Alvarez; Associate Product Manager: Dennis Lee; Director Product Marketing: John Golden; Public Relations: Heather Hawkins, Gwen Marker; Creative Services; Robert Schonfisch, Angela Santos; Special Thanks: Peter Moore, Chris Gilbert, Charles Bellfield, Karen Brown, Terri Higgins, Molly Fitzpatrick, Kathleen Joyce, John Amirkhan, Todd Slepian, Paulita Escalona, Sandy Castagnola
~ Keith Adams, All Game Guide
Wikipedia on Answers.com:

Metropolis Street Racer

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Metropolis Street Racer
MetropolisStreetRacerBox.jpg
European cover art
Developer(s) Bizarre Creations
Publisher(s) Sega
Platform(s) Dreamcast
Release date(s)
  • EU November 3, 2000
  • NA January 17, 2001
Genre(s) Racing
Mode(s) Single player, multiplayer
Rating(s)
Media/distribution GD-ROM

Metropolis Street Racer or MSR is a racing game for the Dreamcast. It was developed by Bizarre Creations, and published by Sega. The game was originally intended to be a Dreamcast launch title in Europe and North America, however, due to numerous delays it was not released in Europe until November 2000, with a US version following in January 2001. Development of a Japanese version was started, but was never released.

Metropolis Street Racer is notable for introducing the "Kudos" system (whereby players are rewarded for racing stylishly as well as quickly) into video games, and for its detailed and accurate recreations of the cities of London, Tokyo and San Francisco. Music for the game was composed by Richard Jacques, and delivered via nine fictional radio stations (three for each city), similar to the Grand Theft Auto series. The day/night time spectrum during game play is realistic, in that the game uses the internal clock of the Dreamcast to calculate the present time in each city. Play at 8AM in England, for example, and the San Francisco races will all be at night (12 AM).

A selling point of MSR was the large number of tracks available (262 in total), created by blocking off certain areas of the city to lead the player around specific roads and paths. However, only a small number are available at the start of play and most are unlocked by playing through the single player mode.

Many of the concepts used in Metropolis Street Racer were reused in Bizarre Creations' follow-up racing series Project Gotham Racing on the Xbox.

Contents

Background

In 1997, Bizarre Creations were approached by Sega Europe to make a street racer for the upcoming Dreamcast console. This was after Sega's Kats Sato had discovered they were behind the F1 '96 and F1 '97 games on Sony's Playstation.[1] According to Martyn Chudley, Bizarre Creations' Managing Director, "Kats was given the task of finding out who was developing Formula 1 for Sony. So, at the ECTS [1997], he pulled out the power cable so he could see the [F1] start-up credits".[1] After a meeting with Sega Europe's then-CEO, Kazutoshi Miyake, Bizarre Creations accepted their offer of work. Martyn Chudley stated Sega gave Bizarre Creations an opportunity to branch out after learning they had been lined up for further F1 titles.[1]

Gameplay

Gameplay in MSR is centred around the single-player mode, with tracks and cars in the multiplayer mode being unlocked at the same time as in the single-player game. The premise is that, as a street racer, the player must impress other drivers with quick but stylish driving in a series of challenges. These challenges are in sets of ten (called Chapters - there are 25 in total), with completion of all challenges opening the next chapter (assuming the player has enough Kudos, see below) and unlocking a new car. Each challenge is on a different track, and unlocking a challenge unlocks that track in the time-attack and multiplayer modes.

Challenges

  • Hotlap: Race solo around a track - typically three laps - and attempt to beat a specific time. An alternate version records the average time for all laps.
  • One-on-one: A race (again, usually three laps) against an opponent. The player can give themselves or the computer opponent a head start up to 60 seconds.
  • Street Race: A single race against multiple opponents.
  • Championship: A four-race series against three opponents. Points are received based on the player's position at the end of each race. Usually this is the last challenge in the chapter.
  • Challenge: A race with custom rules, such as passing a certain number of cars within a time limit.

Some challenges (usually the Challenge category) have a time unlock, which allows secret cars or cheats to be unlocked by completing the challenge during a certain time. The challenge can still be completed at a different time, but doing so will not unlock the reward.

Kudos

Kudos (from Greek κῦδος, meaning 'glory') is the currency of MSR. It is earned during the challenges in two categories - Skill and Style. Skill Kudos are earned by completing a challenge successfully. The difficulty of challenges is user-configurable - for example, reducing the time limit, or increasing the head start of opponents - with harder challenges rewarding more Kudos for completion. Style Kudos are earned by drifting - using the hand-brake to skid while turning. A "K" symbol appears when drifting, and becomes brighter the longer and more pronounced the drift is. The more opaque the symbol, the more Kudos earned. Kudos are also awarded for finishing a race without colliding with obstacles or other cars. Kudos are lost if the drive collides with a wall, obstacle or other car (theoretically Kudos are not lost if another car collides with the player, but this is not always the case); or by failing the challenge, which results in a final Kudos total of -25 "K" for the whole challenge. Cancelling a challenge will even result in -50 "K".

Kudos are calculated on a per-challenge basis. Each challenge's Kudos result is stored, and only the last attempt at a challenge is stored. If a challenge is completed with 250 "K", then subsequently attempted unsuccessfully, that challenge's result becomes -25 "K."

Through playing the game, "Joker" cards may be earned. Playing one of these cards before starting a challenge will double the amount of Kudos gained or lost during that attempt.

Cars

In the single-player mode, the player has a garage which holds three cars. In order to "buy" a car, the player must complete a challenge in that car - usually completing a short lap within a time limit. The player has unlimited time to complete the challenge, and once completed, can customise the car.

The colour of the car and the opacity of the windows can be changed, as can the number plate. ABS may also be switched on or off, and convertible cars may be set as hard-top, soft-top or open-top for different weather conditions.

Kudos is also tied to player cars. As there are initially only three spaces in the garage, occasionally it is necessary to dispose of cars to make space for better cars unlocked during play. However, disposing of a car also penalises the player 10% of the Kudos earned in that car. This is intended to encourage the player to switch cars less often, or to spend time in their preferred car on lower Chapters later gaining higher Kudos results.

Lack of replay option

The replay feature was removed from all retail versions of MSR due to time constraints. This is despite the fact review copies for magazines included this option and the US instruction manual implied they were present. Pre-recorded races are available to watch, but nothing else.

Online functionality

While MSR did not allow network racing, various features can be accessed via the Internet option in the main menu:

  • Time Trial: A time attack with a specific car, course and weather condition. Best laps can be saved as ghost cars within the trials themselves. A separate VMU file is created which can be passed onto others to compete against.
  • Speed Challenge: These are time attacks on set courses from each city; Market West II (San Francisco), Parliament Street South II (London) and Higashi-Dori Kita II (Tokyo). They can only be raced using the VX220/Opel Speedster cars with automatic gears. Until March 2002, players were able to upload their best times to a online ranking within Dreamarena (see below).

Players registered to Dreamarena/Seganet could also access a special MSR microsite using the built-in browser.[2] It contained the following features:

  • Speed Challenge Ranking[3]: you could enter a best time for each course or a total best time.
  • Global Kudos Ranking: total Kudos scores for each player. The Kudos leaderboard was not active until 5 Jan 2001 due to score bugs within the first PAL editions.[4]
  • World Time Trial Ranking[5]: the top 10 best lap records for each course. Players competed by uploading their Time Trial files. These files could then be downloaded by others to challenge.
  • Ghost Attack: Pre-set ghost cars from various courses to compete against.
  • Driving tips and links to the MSR messageboard within Dreamarena.[6]

The site also hosted nine 'New Time Trials' billed as "races created by Sega on an exclusive circuit that you can download and challenge"[7] however these circuits were simply the 'Challenge' tracks (Shibuya Challenge, Westminster Challenge, Pacific Challenge etc.) already present in the game. Reports suggest the top 10 ranking for this feature was never implemented.

The microsite and rankings closed in March 2002 with the demise of Dreamarena.

Bugs

The first PAL release had a number of major bugs. Unsold discs were quickly recalled and replaced with a second PAL version that eliminated most of the major bugs, but not all (see below). Sega Europe also offered replacement disks, the final PAL version, free of charge to anyone who had purchased a bugged copy. The US release and the final PAL version were both free of major bugs, although some minor ones remained.

Music

MSR was also the first racer to have a radio stations and deejays talking before the music. Much of the soundtrack was satire for popular acts such as Barry White and Will Smith. The soundtrack was composed by Richard Jacques.

Sales

Accordingly to Martyn Chudley, Metropolis Street Racer sold approximately 120,000 units.[1] The US bought the majority with 101,757 copies;[8] in Europe, 13,297 copies were sold on the first two days meaning less than 5000 were sold in that territory post-launch.[9] Chudley described the sales figures as "measly" and cited Dreamcast's demise, the game's late arrival and the discovery of high-profile bugs after release as the reasons why.[1]

Awards

Metropolis Street Racer was runner-up for Graphical Achievement at the Edge Magazine Awards 2001 held on 18 April that year.[10]

References

  1. ^ a b c d e The Making Of... Metropolis Street Racer. Edge issue 166 (September 2006). Future Publishing.
  2. ^ MSR Microsite (via archive.org) Retrieved 2011-12-16
  3. ^ MSR microsite: Speed Challenge Retrieved 2011-12-17
  4. ^ Gamesurf Italy: MSR News Update Jan 9 2001(Italian) Retrieved 2011-12-16
  5. ^ MSR Microsite: World Time Trials Retrieved 2011-12-17
  6. ^ MSR microsite: News Page Feb 2001 Retrieved 2011-12-17
  7. ^ MSR microsite: New Time Trials (via archive.org) Retrieved 2011-12-16
  8. ^ NPD Dreamcast Sales 2003 Retrieved 2011-12-16.
  9. ^ Charttrack Update: Week Ending November 4 2000 Retrieved 2011-12-16.
  10. ^ Sega Sweeps The Board Retrieved 2011-12-16

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