Motor Toon Grand Prix
is a 1994 kart racing video game developed and published by Sony Computer Entertainment for the PlayStation. It was released exclusively in Japan. The game and its sequel were directed by Kazunori Yamauchi, and are precursors to his subsequent racing series Gran Turismo.
Gameplay
Development
Motor Toon Grand Prix was developed by Polys Entertainment, a group of developers within Sony Computer Entertainment. Although they had assisted Media.Vision on the PlayStation title Crime Crackers, Motor Toon Grand Prix would serve as SCE's first major in-house project. They received additional support from third-party developer Bandit, a company which specialized in localizing games for overseas markets. Development was led by Kazunori Yamauchi, who had joined Sony in the hopes of utilizing the 3D graphical capabilities of its next generation console to craft an exceptionally accurate racing simulation. However, as Yamauchi was new to the industry, his proposal was seen as too ambitious by SCE and was initially rejected. With the success of simpler kart racing games proving highly successful, he instead opted for a less sophisticated work with a potentially broad appeal. The project began under the working title "Poly Poly Circus Grand Prix". Illustrator Susumu Matsushita was brought in to provide his signature art style for the game's exaggerated character and vehicle designs.Production on Motor Toon Grand Prix lasted a year and a half. The team strove to replicate a realistic gameplay experience in spite of its largely cartoon aesthetic. This meant attempting a sophisticated driving simulation without distracting from the game's enjoyment. "Basically we're not trying to fake reality – I'd rather create the sensation of handling a remote control car but with the kind of dynamics that you'd expect from a real car," Yamauchi stated. "The cars' suspensions actually work – we've attempted to simulate the dynamic forces as they go around corners." Akihiko Tan was hired as the game's car simulation engineer. Enthralled by the capability of a home console running 3D computer graphics he only thought was possible on expensive workstations, Tan eagerly joined the staff half way through production and wrote the physics models for all the cars. As development progressed, the Gouraud shaded polygons of the characters and vehicles were given texture mapped anthropomorphic features while its environment graphics were simplified to maintain a smooth frame rate. It was originally announced that the game would have PlayStation Link Cable support for its multiplayer option, but a split screen mode was implemented instead.
Staff rushed to finish the game during the final three months of development in order to meet a target completion date coinciding with the PlayStation's launch. Blaming exhaustion and lack of sleep, Yamauchi recalled that he was ultimately convinced by studio higher-ups that their work up to that point was "good enough" and that they should skip resolving certain technical issues in favor of just releasing it. Yamauchi regretted this decision as he claimed consumers shared concern of these issues when critiquing it.