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“The Lost World: Jurassic Park Special (ロストワールドスペシャル) is an updated version of the Sega Model 3 game The Lost World: Jurassic Park, housed in a large, full-motion theater. It was released in 1998 as a medium-scale attraction for Sega's indoor amusement venues, such as GameWorks and Joypolis, and is designed to be a much more film-accurate and immersive experience than the original 1997 arcade title it is based on. Gameplay The Lost World: Jurassic Park Special takes place in an enclosed theater featuring a large 80-inch projection screen and improved speakers from the original game cabinet. Up to two players sit in hydraulic seats which rotate and rock from side to side along with the action of the game. Special features were also included to increase the immersion of the game; for example, recoil was added to the lightguns, and a burst of air blows out at the players whenever the Tyrannosaurus roars to simulate its breath. History The original release of The Lost World: Jurassic Park was produced under a tight deadline while the film was still in development, with few references available for AM3 to work with. As a result, the game included dinosaurs and scenes which were not included in the final film, and the developers were unable to include all of the features they wished to add. These issues were fixed for The Lost World: Jurassic Park Special. Differences from the original arcade release include: - Stages have been rearranged to more closely follow the plot of the film. The trailer scene (Stage 4 in the original release) was moved to the beginning of the game. From there, players can choose to take the Jungle Route or the Lakeside Route to reach the InGen Lab. - A boss level featuring Carnotaurus, a dinosaur which was not included in the final film, was cut and replaced with a more film-accurate final level where the players must defeat a Tyrannosaurus rampaging through San Diego. - Both players now share the same life bar.” https://segaretro.org/The_Lost_World:_Jurassic_Park_Special
A (rough) guide to drifting in Daytona USA 2
Ft. Phantom FULL FORCE!
This guide was written utilizing MPH instead of KM/h This is mainly aimed towards Power Edition but the basics are consistent between versions.
Daytona USA 2 has become my most recent obsession in regards to arcade racers, its hard to find a racing game that handles as well and is as fun to play as Daytona 2
So after a lot of time spent learning whats going on inside the hood and noticing a huge lack of information in regards to how this game handles drifting, Ive decided to write a little informal guide!
Its a little hard to explain what to do some times so please take this with a grain of salt or as a start for your own experimenting with the game.
Before I start, if you plan to continue playing utilizing the Easy level car, you don't really need this guide. The easy level car's game plan is entirely based on not drifting, its grip is too tough to slide easily. The easy car is still very much viable for hitting victory lane though! So don't be discouraged from using it, specially if you prefer to turn around corners instead of drifting through them
Now!
Let's start with what the attract mode of the game tells you.
The game does go into the basic idea of drifting in its demo mode but the example shown there is a bit misleading actually
This is a very specific situation and shouldn't be used as your frame of reference for drifting in wider turns.
The car in the demo is operating at 200mph, your top speed, where any loss of speed will make the car start drifting like that.
You can perform this exact drift by letting go off the accelerator for a second until you hit around 180mph, turning and then hitting the accelerator again
Here's just that done on the normal automatic car:
This type of drift is only good for very light turns, like the one shown off in easy level course here.
Now, what should you do for wider turns?
To answer that, here's my universal steps for drifting while driving AT in Daytona 2
HOLD THE BRAKES FOR A SECOND
LET GO OFF THE GAS
TURN
STEP ON THE GAS
COUNTER STEER TO GO BACK STRAIGHT
Don't tap the brakes, hold for just a bit.
How for long exactly? it depends on what angle you are going for
Drop your speed by 10-30mph depending on how wide you want your car to be
For example, if you're nearing a turn at 187mph, then you should be breaking until 170-160mph
(150 is an option but its hard to control and can lead to spinout, its useful when correcting your car but not generally adviceable)
Lowering your speed by 10-20 is the sweet spot
Here's a me dropping my speed by 20 (200 -> 180mph)
Hard manual has the luxury of adjusting the angle mid drift easier with just gear shifting
(Full accel, full turn to the right, no brakes. Just gear shifting from 4-3-2 (P.S. The normal level car cant drift on gear 3))
This is the core of drifting with both Automatic and Manual, lowering your speed.
After a bit accelerating, your drift angle should be locked in place which allows you to brake and/or decelerate in the middle of it to adjust your turn radius
You can accelerate too if you wish to correct a little/build speed at the end of a drift
Keep these speeds in mind when setting how wide your turn is in automatic.
(Lowering your speed with the brakes is not as fast as you'd think it would be, correcting in AT is hard)
Explaining manual is much easier and doesn't really have you thinking about speed when setting your angle
My method for manual:
(While driving in a straight line)
tap the brakes (Drop your speed a bit like before but not too much, this is mainly to make the transition from 4th gear to 2nd smoother)
switch to gear 2
turn
once you hit your desired drift angle, switch to gear 4 to lock it in place.
(Sometimes it is necessary to stop the accelerator for a second and then hit it again for the purpose of locking in the angle, you... get the idea of it after some tries on the advanced and challenge courses, its a little hard to explain)
This is fundamentally the same thing as in AT (Drop speed, turn, increase speed) but MT is much faster in execution
NOW
Changing the turn radius is considerably easier as you can pretty much change the speed limit of the car on a dime. While its good to keep in mind the speeds in automatic, if you want to think of it in the simplest way possible
4 is narrow, 2 is wide.
This pretty much allows you to take some turns without the need to let go off the accelerator. You can continually adjust your turn while not losing as much speed as you would in AT
You can have a shitty angle and save it by switching to gear 2 and decelerating for a bit to make your turn super wide, at the cost of speed.
please learn manual.
Ah yeah I haven't gone into the differences between the normal and hard level cars have I.
Well that's a bit of an interesting thing. Mechanically, if you utilize 2nd gear as your main thing to start drifting, then both cars handle close to the same.
The main differences are
How early each car starts to drift when losing speed
At what gears they can even drift with
Their top speed
Sega Saturn Magazine is a bit wrong here, the Scorpio can drift... but its more prevalent on the Phantom
The Scorpio is an interesting middle ground between hard and easy (wow who would have thought) where it doesn't drift whatsoever when set to gear 3 but is fully capable of doing so at gear 2, so you have a good middle ground between being capable of turning through harsher turns and drifting. You have to lower its speed a little more sometimes to get it to slide compared to hard, which can be a good thing and bad thing, its up to you to decide if you prefer the extra grip.
(It can drift in gear 3 speeds when using the accelerator and brakes though! Not the gears! Its funky)
The Phantom starts drifting by gear 3 which makes it a little harder to control in places. Its designed to be have the least grip of all cars, which can make it feel a little more slippery than the others but its nothing that can't be handled. You ultimately have the highest level of drifting control and the highest top of all the cars.
They both have their spots to learn and master but ultimately, its not the biggest thing. If you play Scorpio, you can adapt to Phantom and vice versa as the basics can be easily adapted to both.
To conclude!! REMEMBER!
REDUCE SPEED
TURN
ACCELERATE
AND MOST IMPORTANTLY
While Ive gone ahead and tried my best to explain what to do, its ultimately up to you to practice and get familiar with how things handle! Its a tough game to learn and a lot of aspects are best handled with some laps on the road.
Watch some videos! Analise how they handle stuff! Put more quarters in the machine!
For funsies, here's my best time in expert! (Ignore the music and the two failed attempts at start ^^;; )
Give it some time and you'll be driving with the best!
Might as well give you one more tip on the way out that's not related to drifting but is incredibly useful!
How to rocket start!
To rocket star: Switch to gear 1, hold the brakes and press the accelerator until the tachometer's arrow points points directly to 7, once the announcer says "Go!", let go off the brakes and hit the gas
You will start much faster!
Alright, that's all from me!
Today is August 7, 2025.
The fated day has finally come. These events from this cool Sega game from 1998...
https://twitter.com/NegativeCrepe/status/1401558117222162446
Cyber Troopers Virtual-On Oratorio Tangram 1998
Arcade, Japan 1999
Dreamcast, Japan 2000
Dreamcast, North America
Cyber Troopers Virtual-On Oratorio Tangram (Sega Dreamcast)