If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Proto:Daytona USA (Arcade)

From The Cutting Room Floor
Jump to navigation Jump to search

This page details one or more prototype versions of Daytona USA (Arcade).

Hmmm...
To do:
There could be more.
Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
BZZZRRRRRRTTTT
This page or section needs more videos.
There's a whole lotta words or pictures here, but not enough videos. Please fix this.

A prototype of the arcade version of Daytona USA was added to MAME on August 2, 2009 with the ROM name of daytona93. This build was put on location test in August 1993, and various screenshots and footage of it can be found in early promotional material.

General Differences

  • The link system and the option to activate the rival arrow haven't been implemented yet.
  • By the end of the ending sequence that plays whenever the player finishes at 1st-3rd place, when the ranking position shows up the voiceline congratulating the player plays. In the final version, the voiceline only plays when finishing at 4th-8th place, running out of time at 1st-3rd place, or after a race concludes during multiplayer.
  • By default, the coin counter is set to 3, while it's set to 1 in the final.
  • After the Game Over text shows up or the ranking screen concludes, the game instantly cuts to show the attract mode of the track that the player played instead of the title screen.

Attract Mode

  • The Three-Seven Speedway and Dinosaur Canyon demos use different camera movements.
  • The cars drive normally like they do in the Three-Seven Speedway demo.
  • When the rankings show up, the scenes of the demos reset to the beginning, with the Three-Seven Speedway demo being an exception as it switches to the second scene.
  • The copyright year is 1993, preceding the year of the game's release.
  • The credit counter is a bit further from the left side of the screen.
  • Holding Start will show up the credits like how it works during the ending sequence.

HUD

  • The position numbers are made smaller, and an ordinal indicator is present between the first set of numerals and the slash.
  • The minimap is shifted to the right.
  • In the prototype, the lap numerals are shorter, in red and inside a white circle. The final made them black, longer and inside a white rectangle.

Other Differences

  • Two of the numerals of the opponent cars are different: The "1" is outlined instead of filled, and the "3" uses a different font.