


And the scourge of every Daytona game, the visual blemish known as pop-in, has been eliminated. Vibrant colors, ultra-detailed textures, shiny car models, per-pixel volumetric car lighting, and up to twenty vehicles on-screen at once - all running at 60fps with no slowdown. Put the arcade and the Dreamcast version head-to-head, and that little $150 console slaughters it.Īnd damn, does it ever look incredible. But wait! Sega wasn't content to just port over the geometry data from the arcade version and leave it at that - each course has been painstakingly rebuilt, retextured, and loaded up with more details than ever before. The game's redone interface gave us access to three courses: the Three Sevens Speedway from the arcade version, the Desert City track from Championship Circuit Edition, and an entirely new course called the "Rin Rin Rink" (a-hem). Boys and girls, this ain't no four-week port this is a choice contender for arcade racer of the year. This afternoon, IGNDC got to sit down with a near-complete version of Daytona DC, and what we played made us want to burst out into a rousing chorus of Blue, Blue Skies. While the screens were too tiny to make out much detail, we were kinda concerned - all that we could see were the original arcade tracks, and some skeptics insinuated that the game would be a straight port of the arcade version with no frills, not at all unlike the nasty, nasty conversion of Dynamite Cop.įortunately, this has turned out to be completely false. Last week, preliminary screenshots surfaced of Sega's Dreamcast conversion of Daytona USA.
