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---

author: admin

generator: pandoc

title: Virtua Racing

viewport: 'width=device-width, initial-scale=1.0, user-scalable=yes'

---

admin

2013-03-03T03:48:21+00:00

[![virtuaracingmegadrive5](http://jumpnshoot9000.com/wp-content/uploads/2013/03/virtuaracingmegadrive5-300x229.jpg){.size-medium

.wp-image-626 .alignleft width="300"

height="229"}](http://jumpnshoot9000.com/wp-content/uploads/2013/03/virtuaracingmegadrive5.jpg)

I've always wanted to square off *Virtua

Racing* against *Starwing.* That's a much bigger job than just reviewing

either one of them individually, and since I lack the time

to immediately that, *and*, having been playing a bit of *Virtua Racing*

recently, I thought I'd forgo my original plans to review it alongside

its early home console 3D-graphics competitor. In its home console form,

\_Virtua Racing \_is obviously important for two reasons, the first

being its conceptual import, and the second its innovativeness in terms

of its use of hardware.

Previously, racing titles relied on a carefully constructed \_two

dimensional \_illusion of distance and depth of environment in order to

convey a plausible game scenario. While *VR* wasn't the first 3D racing

game to do away with these techniques, it was the first to do it *well*.

What was definitely not lost in *VR*, and indeed continues to be an

important concept in racing games after their transition to

three-dimensional environments, is its persuasive illusion of speed.

![See that dot on the horizon? Yeah. That's your Badiouian

Truth-Event.](http://jumpnshoot9000.com/wp-content/uploads/2013/03/superhangon-300x234.jpg){.size-medium

.wp-image-624 width="300" height="234"}

I didn't find *VR*'s *Acropolis* level to be particularly well-executed

level in conceptual terms, but its intermediate-difficulty level, *Bay

Bridge,* a shining example of what Sega and Yu Suzuki were trying to

achieve. While *VR*'s environment can be divided up binarily,

interactively speaking, into obstacles and non-obstactles, *Bay Bridge*

demonstrates the kind of raw, intuitive feeling that you can only get

from a (what was then) realistic three-dimensional environment. On the

level, you pass through the namesake steel bridge, which is enormous. It

towers over you, and the feeling of that empty column of space stays

with you the rest of the level. You pass through a mountain in a tunnel,

underneath huge freeway-like concrete manifolds, and alongside imposing

grey retaining walls. The level design and eye-candy work together to

drive home this concept of speed and transit in a very convincing

manner.

[![virtuaracingmegadrive3](http://jumpnshoot9000.com/wp-content/uploads/2013/03/virtuaracingmegadrive3-300x224.jpg){.size-medium

.wp-image-621 .alignleft width="300"

height="224"}](http://jumpnshoot9000.com/wp-content/uploads/2013/03/virtuaracingmegadrive3.jpg)

The only time this breaks down is when you crash, or, through naive

level design, become aware that--much like any 2D racing game, \_Hang

On \_and *Out Run* being famous Sega examples--basically all of the

world is proceeding towards you from a point in the middle of your TV

screen. At these two moments you'll realise just how much *VR* has

inherited from its ancestors, as it will become patently apparent that

the car onto which you're projecting your will, and the environment

around it, are not inhabiting the same plane of existence: the player's

car, at times, feels as if it is being drawn on top of everything that's

happening on the screen, like it's not really 'there' on the road. This

should all be regarded as forgivable, because, first, most of the time,

the player's car feels flush with the road, and secondly, this criticism

is minor gripe. Seeing as the technology powering *VR* was very, very

new, the fact that they managed to pull off a game as atmospheric and

realistic as they did is a real achievement.

[![virtuaracingmegadrive1](http://jumpnshoot9000.com/wp-content/uploads/2013/03/virtuaracingmegadrive1-300x197.jpg){.alignright

.size-medium .wp-image-623 width="300"

height="197"}](http://jumpnshoot9000.com/wp-content/uploads/2013/03/virtuaracingmegadrive1.jpg)The

second important thing about *VR*, its use of hardware, is also

something worthy of praise. I think it speaks to the great flexibility

of the cartridge format that game manufacturers were able to incorporate

secondary processors into their games in order to better realise their

creative ideas. Today, one is more-or-less stuck with the hardware they

have when they come to possess a new game title, but that was not

necessarily so with cartridge-based software. Cartridges could--and

did--contain extra RAM, or special memory bank switching hardware (think

the NES) in order to push the envelope in terms of sprite and background

complexity. As with Nintendo and their Super FX line of chips, Sega made

use of a secondary microprocessor to handle the calculations necessary

to display 3D visuals on their fourth-generation console. What

distinguishes *VR*'s special chip, the 'Sega Virtua Processor' (good

old-fashioned marketing spin at work here) from the Super FX is that it

was not a full, multi-purpose microprocessor. It was a [Digital Signal

Processor](http://en.wikipedia.org/wiki/Digital_signal_processor) (DSP).

[![virtuaracingmegadrive2](http://jumpnshoot9000.com/wp-content/uploads/2013/03/virtuaracingmegadrive2-300x225.jpg){.alignleft

.size-medium .wp-image-622 width="300"

height="225"}](http://jumpnshoot9000.com/wp-content/uploads/2013/03/virtuaracingmegadrive2.jpg)A

DSP is microprocessor that is custom-built for a very particular

purpose, which is frequently a very simple and repetitive, but

power-hungry task. That's not to say that all custom-built

microprocessors are DSPs, but in this particular case, the "SVP" was

designed to perform two operations (multiplication and addition) for the

purpose of calculating *VR*'s 3D polygonal data, and transforming it

into ["8×8

tiles"](https://code.google.com/p/genplus-gx/source/diff?r=31&format=side&path=/trunk/docs/gen-hw.txt) (which

one can assume to be 8×8 *pixel* patterns). These two-dimensional tiles

are transferred, ultimately, to the Mega Drive's video RAM via Direct

Memory Access (which is only possible through the use of cartridges!).

You could be forgiven for thinking that the SVP stood in the same league

of semiconductor fidelity as the RISC Super FX chip, because, short of

performing some sort of hard empirical comparison

between \_VR \_and *Starwing* in terms of their polygon-count (*VR*

displaying somewhere between 300-500 polygons @ 15 FPS), early

alternative to Z-buffering (see Quake's [Binary Space

Partitioning](http://en.wikipedia.org/wiki/Binary_space_partitioning)),

use of colour, and frame-rate (&c &c), the visuals that both games push

are comparable. Honestly, whenever I pick up \_VR \_I forget that the

SVP is only capable of rendering polygons on-screen in 16 (!!!) colours.

[![starfox

venom](http://jumpnshoot9000.com/wp-content/uploads/2013/03/starfox-venom.png){.alignright

.size-full .wp-image-639 width="256"

height="224"}](http://jumpnshoot9000.com/wp-content/uploads/2013/03/starfox-venom.png)There

may be something to be said for *Starwing*'s better player

game-environment interactivity and command of atmosphere (NB

but, short of performing the all-out compare-and-contrast disclaimed

above, *Virtua Racing* is an absolute stellar title. I'm asserting this

despite the fact that I don't particularly like racing games as a

genre--as a game in itself, the world environment that this title

manages to convey to the player is reasonably deep and tangible. While I

haven't spoken about the game's controls at all, its scheme of

interactivity is solid. In that manner, it doesn't fail as a racing

game.

The great thing about *VR* is that it is able to be acquired on eBay and

other retro gaming shops on the internet for ten to twenty dollars.

That's a far cry from the game's [original asking

price](http://www.retrogarden.co.uk/reviews/virtua-racing/). With Mega

Drive systems being correspondingly so durable and cheap, it's worth

getting both and learning a bit about the history surrounding the video

game industry's fits and starts into the 3D graphics era. Retrogarden

puts it pretty well when it says that

the SVP chip brought hope to die-hard and downtrodden Sega fans; if
Virtua Racing was possible, why not Virtua Fighter too?  Could
3^rd^ party developers  take the SVP chip and use it to port Doom, or
even make a Starwing-type game?

The SVP represents the highly contingent nature of the aesthetics of the

Western video game industry from the mid-nineties onwards. The

progression to more and more complex foundations of hardware didn't push

more complex artistic ideas with it, as disillusioned Sega fans can

surely attest. While *VR* offered a glimmer of hope, the future wasn't

secure as the industry moved into the mid-to-late nineties, as everyone

is so obviously aware.

For a brilliant in-depth hardware analysis of *Virtua Racing* (which

Jump'n Shoot will probably exploit later) on the Mega Drive, see this

[blog

post](http://imagequalitymatters.blogspot.com.au/2011/01/retro-tech-analysis-virtua-racing-md-vs.html).

For more information about the "Sega Virtua Processor" (a Samsung

SSP160x Digital Signal Processor), see this [forum

thread](http://forum.beyond3d.com/showthread.php?t=47143).