Talk:Sega GT 2002

From Wikipedia, the free encyclopedia

This article is within the scope of the The Sega Project, a collaborative effort to improve Wikipedia's coverage of Sega products. If you would like to participate, you can visit the project page, where you can join the project and see a list of open tasks.

Start This article has been rated as Start-Class on the assessment scale.
Low This article is on a subject of Low priority within The Sega Project

Famicom style controller This article is within the scope of WikiProject Video games. For more information, visit the project page, where you can join the project and/or contribute to the discussion.
Start This article has been rated as Start-Class on the assessment scale.
Low This article is on a subject of Low priority within gaming for inclusion in Wikipedia 1.0.

This article is within the scope of Wikipedia Project Automobiles, a collective approach to creating a comprehensive guide to the world of automobiles on Wikipedia. If you would like to participate, you are encouraged to visit the project page, where you can contribute to the discussion.
Start This article has been rated as Start-Class on the Project's quality scale.
Low This article has been rated as Low-importance on the importance scale.

Contents

[edit] Innovative

I believe that this game is highly innovative.

1. The ability to name your own price is much better than being forced to sell your car for what the computer thinks it's worth.

2. This is the first game to emphasize classic Japanese cars, such as the Honda S600.

3. This is the only game to emphasize decade oriented races (70s, 80s, 90s)

4. The game makes use of a "damage meter" in lieu of rendered damage.

5. If the game was released before GT3, that means that it was the first to use scrolling info bars (although they are only found in replays, on the cars in that replay).

6. This is the first game to feature drag racing.

7. This is the only game that doesn't give you fresh parts after each race, most notably tires.

8. The license tests are merely timed laps, rather than parts of racing such as turning.

9. Not only does it have prize cars for winning races (which, unfortunately, often have to be unlocked later or can never be purchased), but it also unlocks cars (and parts) over time.

10. This was the first of its generation to feature muscle cars. GT3 almost completely omitted classics altogether.

But feel free to mention them, as I used to own the game for some of that merit, Great car listing, shame about the handling which made the cars acts like if it is balancing on a soap and graphics and facilities that seems to make use of a Dreamcast and not that of the Xbox, if it wasn't for that I would still had kept the game as one of my private collections of mainly driving games and not traded it with other games for a Logitech Driving Force Pro wheel as throughout the whole game I had been thinking all along the like... Rehashed Dreamcast Reject.
To answer to question 6: Test Drive 5, had that feature back in 1998
Answer for #8: the Gran Turismo later on has that as a part of the license tests.
Consider #5 as invalid being released after GT3 which should had been a launch title in 2000.
In all, like videogames that has innovative features it wasn't as groundbreaking as say GT or Grand Prix Legends although it did influence GT4. Willirennen 14.22 9 May 2006 (utc)
Answer to #2, there was another game back in the late 90's that was dedicated to classic Japanese otherwise known as "Nostalgic Hero" cars (named after the classic Japanese car magazine of the same name), it was released on the PlayStation and was sold only in Japan. Only if I know what it was called! Willirennen 17.45 9 May 2006 (utc)
Reply to #4 The game may makes use of a "damage meter" in lieu of rendered damage but that as a prize penalty and it will do nothing in terms of damage to the car and also it dosen't happen if you come last. GT2 had something similar in the arcade mode where if you crash say at the front left fender side of the car, it will affect the handling of the car.
On a lighter note I will be adding them to the pageWillirennen 14.11 10 May 2006 (utc)

EXPLAINATIONS

2. I meant the first GT-game. 3. GT2 had "80s Sports Cars" & "Historic Cars". While the former was decade-specific, SGT2K2's races were more general. 4. What I meant was that, unlike GT, there is a visible substitute for damage. 5. Forget it, then. 6. I meant the first GT-game. 8. This is the only thing that SGT2K2 uses.

[edit] Crtieria for "Features"

I have removed anything that is does not make the game innovative in someway as what that section is all about, rather than making changes, feel free to remove and explain why as this ananymous user wrot these lot above. As a result the two below have been removed and to reply to one at the bottom, so do GT2 in Super license stage

  • It is the only game since Need For Speed: Porsche Unleashed where players can name their own price when they sell their car, rather than being forced to sell it at a fixed price.
  • The license tests in this game are merely timed laps, with the performance of the car increasing over time, rather than various lessons focusing on only one element of driving.
I do not consider NFS to be a GT-style game, as NFS is more arcade-based, like PGR. 67.188.172.165 17:12, 29 November 2006 (UTC)
Had to remove some as I don't see this as much different from arcade type games, I know I am being harsh, but SGT2002 is no GTR therefore too arcade for my taste and so is Gran Turismo. and what does it mean by *It is the first and only game of its kind to feature a numerical system. Willirennen 22.00, 22 December 2006

[edit] Car List

I do not believe that the following cars/brands existed in the game.

Auto Union

Bugatti

De Tomaso

But they did for the Online version, I will mention them in future edits whenever I can, also Opel was in fact removed in the UK release... Willirennen 14.00 12 July 2006

[edit] Ford GT40

As I used to own a copy of the game, I have to remove bit concerning the Ford GT40 in reference to it being US built as the car that is featured in the game is a MK II, which is the 1966 24 Hours of Le Mans winner. Ignoring the Ford GT which is based on a design by Lola and according to Jeremy Clarkson, has a list of parts which is British built, other than that, the only GT40 that is US built is the MK IV, which won the following year and the J-car prototype which preceeded it. Also this onw will give you an explanation why it is not US built (extracted from the GT40 article)

In an effort to develop a car with better aerodynamics and lighter weight, it was decided to retain the 7 liter engine essentially unchanged, but redesign the rest of the car. In order to bring the car more "in house" and less of a partnership with English firms, Ford Advanced Vehicles was sold to John Wyer and the new car was designed by Ford's design studios and produced by Ford's subsidiary Kar Kraft (a US company) under Ed Hull, in partnership with the Brunswick Aircraft Corporation (another US company) for expertise on the novel use of honeycomb aluminium panels bonded together to form a lightweight but rigid "tub". The car would make a full use of the new and more liberal the FIA's Appendix J regulations for race car construction , and was therefore known as the J-car

If this editing argument doesn't stop then I will have to refer this to 2 WPs, WikiProject Sports Car Racing and WikiProject Automobiles. Willirennen 14:22, 23 June 2007 (UTC)