Virtua Racing (V.R.) is a 1992 Formula One racing video game created by Sega AM2 and released by Sega for arcade machines. It was first made as a test project to try out the "Model 1," a new system for creating 3D images that was being developed. The results were so positive that Virtua Racing was completed as a full arcade game.
The original arcade version has three race tracks, each with a different level of difficulty. The easiest track is called Big Forest, the medium track is Bay Bridge, and the hardest track is Acropolis. Each track has unique features, such as an amusement park in Big Forest, the actual Bay Bridge in the Bay Bridge track, and a sharp turn in Acropolis. When choosing a car, players can select different types of transmissions. The game also introduced the "V.R. View System," which lets players pick from four different camera angles to play the game. This feature was later used in many other Sega racing games, including Daytona USA.
In 1992, Virtua Racing was one of the most popular arcade games in Japan and North America. It was also a top-selling game in Europe, Australia, and worldwide in 1993. The game won the award for Most Innovative New Technology from the Amusement & Music Operators Association (AMOA). Virtua Racing is considered one of the most important video games ever made because it helped create the future of 3D racing games and made 3D computer-generated graphics more widely known. Later, the game was released on home consoles, beginning with the Mega Drive/Genesis in 1994.
Arcade cabinet versions
The V.R. arcade game was released in a "twin" cabinet, which is a single cabinet that contains two complete machines. In the United States, these cabinets were made by Grand Products, Inc. in Illinois for Sega. They used 25-inch monitors from Wells-Gardner. In other parts of the world, the twin cabinets were built by Sega in Japan and used 29-inch monitors from Nanao.
An upright (UR) cabinet was also available. This version was designed for one player and used the same force-feedback steering as the twin cabinet. The cost of the upright cabinet ranged from about $18,000 (equivalent to $41,000 in 2025) to £12,000 or $21,000 (equivalent to $48,000 in 2025).
A Deluxe version, called the V.R. DX, was also made. This single-player cabinet had a 16:9 aspect-ratio monitor from Hantarex, which was the first widescreen monitor used in an arcade game. It included six airbags (three on each side of the seat) that inflate to gently push the player during turns, and one airbag on the back of the seat that inflates during braking. The seat could be adjusted forward or backward using air pressure. The V.R. DX used two pneumatic cylinders to rotate the steering wheel, which is different from the electric motor-and-clutch system used in the upright and twin versions.
The Deluxe version was made in Sega’s Japanese factories for worldwide markets, while the twin version in the United States was made domestically by Grand Products. The Deluxe version cost $2 per play, and the twin version cost $0.75 per play. This was the first time a mass-produced arcade game had a $2-per-play price. In 1992, the cabinet cost £20,000 or $35,000 (equivalent to $80,000 in 2025) to purchase.
Virtua Formula was released in 1993. It was introduced at the opening of Sega’s second arcade amusement park, Joypolis, where a room with 32 machines was dedicated to the game. Virtua Formula was a more advanced version of V.R. and used a full-motion hydraulically actuated Formula One car replica in front of a 50-inch screen. Most of these units were later converted into Sega’s second-generation Indy car simulator, Indy 500, and are often found in larger Sega Gameworks locations in the United States.
All versions of Virtua Racing could be connected to allow up to 8 players, meaning 4 twin units or 8 DX, UR, or Virtua Formula cabinets could be linked together using fiber-optic cables. An optional display called the Live Monitor could be placed on top of twin cabinets to show real-time action shots of players with a virtual commentator named "Virt McPolygon." In 1994, a four-player Virtua Formula setup cost around £250,000 or $383,000 (equivalent to $830,000 in 2025).
Development
Virtua Racing was created at the same time as the Sega Model 1 arcade system, which was first called the "CG Board" before it was completed. Yu Suzuki directed the game, and Toshihiro Nagoshi designed it.
The development of Virtua Racing and the Sega Model 1 began during the creation of the Mega Drive/Genesis console before it was released in 1988. This console was a major improvement for home video game systems, bringing them closer to the quality of arcade games. To keep their arcade games profitable, Sega needed to ensure that arcade games remained clearly better than home versions. During a meeting while working on the console, Sega decided to build an arcade system that could display 3D polygon graphics. This decision led to the creation of the Sega Model 1 and Virtua Racing by the early 1990s. At the time, Sega’s competitors, such as Namco and Atari Games, already used 3D polygon graphics in their games, showing up to 2,000 polygons per frame. To compete, Sega made the Model 1 system much more powerful, capable of displaying 6,500 polygons per frame.
In 1989, Tom Petit of Sega of America said that Sega was hiring 400 new engineers to research and develop new technology. He also claimed that Sega had innovative graphics systems in development that would make their latest arcade racing game, Super Monaco GP, seem outdated. The Sega Model 1 system was created inside Sega between 1990 and 1991. In 1991, Petit stated that the following year would bring a new technology trend that could greatly impact the video game industry. He compared its potential influence to the way the game Hang-On helped grow the industry in 1985.
Home console versions
Because the Model 1 board was very complex, a home console version of the game seemed impossible until 1994. At that time, a cartridge design was created that included the Sega Virtua Processor (SVP) on an extra chip, allowing the game to be played on the Genesis/Mega Drive. This chip was very expensive to make, so Sega set a high price for the Genesis version of Virtua Racing: US$100 in the United States and £70 in the United Kingdom.
The game can display 9,000 shapes each second using the SVP chip, which is much faster than the standard Genesis/Mega Drive hardware. It also performed better than Nintendo’s SuperFX chip for the Super NES. The game did not work with Majesco Entertainment’s re-released Genesis 3 from 1998 or on any Genesis system with a Sega 32X.
The 32X version, called Virtua Racing Deluxe, was released in North America in 1994 and later in PAL regions. Sega AM2 developed the game, and Sega published it under the Sega Sports label. This version was closer to the original arcade game and added two new cars ("Stock" and "Prototype") and two new tracks ("Highland" and "Sand Park"). It had better resolution, color, frame rate, and distance for drawing objects compared to the SVP chip version.
The Saturn version, titled VR Virtua Racing by Time Warner Interactive, was released in 1995. It was developed and published by Time Warner Interactive, who did not have the original game code and had to recreate the game by observing the arcade version. The Saturn version included the game’s soundtrack as standard CD audio, playable on any CD player. It also added seven new tracks, four new cars, and a secret "F-200 Super Car" that could be unlocked with a cheat code or by winning every race with every car. Unlike other versions, it included a Grand Prix mode where players could earn points by driving a series of cars and tracks.
A remake called Virtua Racing: FlatOut was released for the PlayStation 2 in 2004 as part of the Sega Ages 2500 collection. It included three new tracks and four new cars.
As part of the Sega Ages series, a version of Virtua Racing for the Nintendo Switch was released digitally in Japan on April 24, 2019, and elsewhere on June 27. M2 developed this version, which is based on the original arcade game. It improved the frame rate to 60fps and used a 16:9 screen format. This version also allowed up to two players to compete online or up to eight players offline on a single system. It added online leaderboards with downloadable replays for the top 50 players on each track, an easier steering option, and a Grand Prix mode with 20 laps. Virt McPolygon appears in the game when replaying a Grand Prix race.
Reception
The arcade game was a big success worldwide when it was released. It did better than Sega expected, and there was more demand than they could produce. The Deluxe and Twin cabinets both sold well. The more expensive Deluxe version sold about one-fifth as many units as the less expensive Twin version in 1992. In Japan, Game Machine listed it as the most successful upright/cockpit arcade cabinet in October 1992. In the United States, it debuted at the top of the RePlay arcade earnings chart for deluxe cabinets in October 1992. It stayed at the top for the rest of the year and most of the following year, from February 1993 to July 1993, until it was replaced by Sega AM1's Stadium Cross (with Virtua Racing at number two) in August 1993. Virtua Racing stayed at number two in October 1993, below Suzuka 8 Hours. Virtua Racing was America's third top-grossing arcade game during Summer 1993. The game was also a major success in Europe.
Virtua Racing was one of the top ten highest-grossing arcade games of 1992 in Japan and the United States. The next year, it was the highest-grossing dedicated arcade game of 1993 in Japan, and one of America's top five highest-grossing arcade games of 1993.
The arcade game was well received by critics when it was released. Electronic Gaming Monthly called it a "racing masterpiece" and said its "lifelike racing sensations are extremely impressive and exciting." They called it "one of the most realistic racing games ever" and concluded that it leaves "all other racing games eating its technological dust." Computer and Video Games reviewed Virtua Formula in early 1994, stating that it is "one of the most exciting" arcade driving games and praising the "hydraulic control" of the cabinet. They concluded that, while its graphics are not as "drop-dead stunning" as the more recent Ridge Racer, Virtua Racing still has a greater "heart-pumping sense of speed." Brazilian magazine Ação Games gave the game 4/4 on all four categories and called it the most complex racing game on Earth.
At Japan's 1992 Gamest Awards, it was nominated for Best Action, Best Direction, and Best Graphics, but lost to Street Fighter II′: Champion Edition, Art of Fighting, and Xexex, respectively. At North America's 1993 AMOA Awards, held by the Amusement & Music Operators Association (AMOA), Virtua Racing won the award for Most Innovative New Technology.
GamePro named the Genesis/Mega Drive version the best Genesis game shown at the 1994 Consumer Electronics Show, commenting: "While obviously a great deal of graphic clarity, detail, and color was lost, the game play is stunningly faithful to the coin-op. … this is the best version [of Virtua Racing] you'll see until Sega's mystery 32-bit home system leaves orbit." In their later review, they complimented the game on its inclusion of all the elements of the arcade version aside from the support for up to eight players, and remarked that though the graphics are not as good as the arcade version, they feature faster-moving polygons than any other cartridge game. They criticized the audio and low longevity but nonetheless concluded "VR is the best 16-bit racer yet." The four reviewers in Electronic Gaming Monthly criticized the audio but held that the game, though not as good as the arcade version, was the best racer yet seen on cartridge-based systems. Famitsu magazine scored the Mega Drive version of the game 33 out of 40, calling it a "groundbreaking" port; Diehard GameFan stated that "the speed, graphic intensity and addictive gameplay that made the arcade game a major hit are all included in this awe inspiring release." Mega placed the game at number 4 in their Top Mega Drive Games of All Time.
GamePro gave the 32X version a highly positive review, stating that it successfully addressed the Genesis version's longevity problem with its new cars and new tracks. They also praised the improved graphics, details, and controls, and the retention of on-the-fly view switching even in two-player split-screen mode. Next Generation reviewed the 32X version of the game, Virtua Racing Deluxe, and stated that "VR Deluxe is a near-perfect conversion of a game that's still fun to play."
The two sports reviewers of Electronic Gaming Monthly gave the Saturn version scores of 8 and 7 out of 10, with the first reviewer praising the added content and overall improvement over the previous home ports, and the second reviewer saying that the game is enjoyable but doesn't fully use the graphical capabilities of the Saturn. GamePro similarly remarked: "This version not only looks better than both the Genesis and 32X versions, it also has a ton more options." They remarked that the graphics are not as good as Daytona USA, but that the game has better music and is more fun to play. A reviewer for Next Generation felt that Virtua Racing was antiquated by this time, particularly with the imminent release of Sega Rally Championship on the Saturn. However, he acknowledged that the game had enough historical impact to draw its share of loyalists, and said the Saturn version "is not only arcade-perfect, it also contains crucial features not present in the original." Rich Leadbetter of Sega Saturn Magazine praised the additional tracks and cars as giving the game more depth than an arcade racer, but countered that what most gamers wanted was a straight conversion of the coin-op Virtua Racing, not a home-oriented remake. He concluded that the Saturn version is good on its own terms, but completely overshadowed by the Saturn conversion of Sega Rally Championship, which was to be released just a few weeks after. Maximum made the same comments but were more vehement in their criticism of the fact that the Saturn version is not a straight conversion of the arcade game.
Legacy
In 1994, the game was listed in 4th place on Mega's list of Top Mega Drive Games of All Time. In 1995, Flux magazine ranked the arcade version 36th on its "Top 100 Video Games." In 1996, the arcade, 32X, and Saturn versions (but not the Genesis version) were placed 11th on Next Generation's list of Top 100 Games of All Time. The magazine said the game's high ranking was intentional because it was considered to have better driving mechanics than other racing games on the list, such as Sega Rally Championship and Daytona USA. In 1996, GamesMaster ranked the arcade version 32nd on its "Top 100 Games of All Time." In 1998, Saturn Power listed the game 92nd on its Top 100 Sega Saturn Games. The magazine noted that the game was not as perfect as it could have been in an arcade setting.
In January 1993, RePlay magazine reported that Sega believed Virtua Racing had a major influence on the coin-operated arcade industry. It said the game helped grow the simulator game market. Though other companies had used 3D graphics in games before, Sega of America's Tom Petit and Ken Anderson said in December 1992 that Virtua Racing used 3D technology in a more advanced way than earlier games. They claimed the game was successful and helped Sega become a leader in 3D technology. Petit and Anderson also said the game attracted many new players, including people who had never played arcade games before.
Although other companies like Namco (with Winning Run in 1988) and Atari Games (with Hard Drivin' in 1989) had used 3D graphics earlier, Virtua Racing improved visuals significantly. It had more detailed graphics, faster frame rates, and more complex scenes. It also used multiple camera angles and 3D human characters, which made the game feel more realistic. Virtua Racing is considered one of the most important video games ever, as it helped shape future 3D racing games and introduced more people to 3D graphics.
In 2015, the game was ranked 3rd on IGN's list of The Top 10 Most Influential Racing Games Ever, after Pole Position and Gran Turismo. Luke Reilly said that while Winning Run was the first racing game with 3D graphics, Virtua Racing had more advanced 3D models, detailed backgrounds, and fast performance. He noted that the game allowed players to switch between four different camera views, including a chase camera and first-person view, which became a common feature in modern racing games. In 2019, a Nintendo Life article by Ken Horowitz called Virtua Racing one of the most influential arcade games ever made.
In 1992, Sega applied for a Japanese patent for a feature in Virtua Racing: the ability to change the 3D camera angle by pressing a button. Sega used this feature in later games like Daytona USA. It took five years for the patent to be approved, and it was granted in 1997. By then, the camera change button had become a common feature in 3D games. This allowed Sega to earn money from other companies that used the feature in their games.
Sega collected royalties from companies like Atari, which used the feature in its Jaguar games. Sega also took legal action against Nintendo and others for using the camera change button. In the late 1990s, Nintendo and Sony Computer Entertainment challenged Sega's patent in Japanese courts. They argued that the camera feature had been used in an earlier game, Star Wars: Attack on the Death Star, developed by M.N.M Software for the X68000 computer in 1991. Mikito Ichikawa, the game's lead developer, testified in court. Sega's patent was later revoked because of this testimony. However, Ichikawa did not receive any compensation from Nintendo or other companies. Ichikawa also said that the Star Wars game was not the first to use the feature, but the first was Magical Shot, a billiards game also developed by M.N.M Software for the X68000 in 1991.