Ayrton Senna's Super Monaco GP II is an
arcade-style
Formula One racing
video game developed and manufactured by
Sega. It is the follow-up to
Super Monaco GP, and is sometimes referred
to as in its abbreviated form as
Super Monaco GP
2, however this is not an official title.
The game
was released for the Sega Master
System, Sega Genesis, and the
Sega Game Gear, appearing in the
United
States
on 16 July 1992, Japan on 17 July 1992, and
sometime later in 1992 in
Europe. Along with boasting the most "realistic physics" of
any console driving game at the time of release, the game was also
endorsed by the then
Formula One
champion
Ayrton Senna. The game's
development was also assisted by
Senna,
who supplies his own advice about the tracks featured in the
game.
Gameplay
Super Monaco GP 2 focuses on either the player's attempts
to win the
Drivers World
Championship, or to win the "Senna GP". There are three
different modes of racing:
Senna GP
The player races one race, similar to the Super Monaco GP from the
the previous version of the game.
However,
in this version, there are three tracks to choose from: Senna's own
farm circuit in Tatuí
, São
Paulo
, and two other fictitious tracks, designed by Senna
himself. The player must choose which track they wish to
race on, and select whether they want to drive with an automatic, 4
speed manual, or 7 speed manual
gearbox. A
preliminary lap must be undertaken, the result of which determines
the player's placement on the starting grid. The player must then
attempt to win the Senna GP; a display of the player's lap times
are given after the race.
World Championship
The player competes against 15 other drivers on the tracks which
make up the
1991 Formula One
season calendar, with the ultimate aim of winning enough points
to become the
Drivers World
Champion.
Beginner Mode
After the player enters their name and nationality, they have the
choice of warming-up for the first by completing as many free laps
of the track as they wish, or by going straight to the race mode.
Selecting race mode will force the player to choose what type of
gearbox they desire; the preliminary lap
then begins, determining the player's place on the grid for the
subsequent grid.
Master Mode
This mode is the same as the Beginner version except that the
player can progress to better
Constructors through
challenging rivals. The player may, before each race, select a
rival against whom to compete. If the player beats the same rival
several times consecutively (from two to four times, depending from
two factors : if the player raced without crashing on other racers,
and on the level of the rival's team -an A-level team will need
more wins than the B and lower-level teams-) , then the player and
the rival swap places; that is, the player assumes the rival's seat
with their constructor, and the rival is relegated to the player's
former constructor. This is not part of
Formula One but something specific to the game.
There are
5 different
leagues of constructor.
Free Practice
Much like the warm-up in Championship mode, the player is given the
option of training freely or simulating a race. However, in this
mode, the player may choose the number of laps, starting position
and, in some cases, the weather.
Realism
The game lacked the realistic physics of some contemporaries, such
as Geoff Crammond's Grand Prix. Typically the fastest way around
the track would be to position the car on the inside of the track
approaching a bend, which kept steering to a minimum (and speed to
a maximum) - as negotiating the bend merely moved the car further
to the outside of the track. Some gentle bends could be taken with
no steering at all by taking the inside line (whereas realistically
this would send the car flying off at a tangent).
Additionally, the in-race rendering of cars saw all cars except the
player's "rival", painted in the "default" red and yellow (Madonna)
colours, rather than their individual colours displayed in the
menu.
Nevertheless features such as slipstreaming, speed changes on
inclines/declines, and the features of the tracks themselves were
reasonably realistic for their time.
World Championship tracks
Differing from its
predecessor,
Super Monaco GP II World Championship mode followed the real-life
schedule in a closer way, running in the same order of the
1991 Championship. The tracks
themselves are very close to their actual configurations and
contain the scenery specific to the courses nationality. For the
first time, rain was a possibility when driving in Brazil, Canada,
Great Britain, Belgium, Japan or Australia. The track line-up is as
follows:
- -
Phoenix,
USA

- -
Interlagos, Brazil
(new to the game)
- -
Imola, San
Marino

- -
Monaco

- -
Montréal,
Canada

- -
Mexico City,
Mexico

- -
Magny-Cours,
France
(new to the game)
- -
Silverstone,
Great Britain

- -
Hockenheim,
Germany

- -
Hungaroring,
Hungary

- -
Spa-Francorchamps, Belgium

- -
Monza,
Italy

- -
Estoril,
Portugal

- -
Barcelona,
Spain
(new to the game)
- -
Suzuka,
Japan

- -
Adelaide,
Australia

Teams and drivers
The 16 teams are based upon teams which actually competed in the
1991 Formula One season.
Apart from Senna, the actual names of the drivers are not used due
to licensing arrangements. Below is a list of the teams, their
drivers, and who they corresponded to in the
1991 Formula One season.
S League
| Driver |
Nation |
Based Upon |
Constructor |
Based Upon |
Nation |
| A. Senna |
|
Ayrton Senna |
Madonna |
McLaren |
|
|
See also
Footnotes and references
- Game FAQs: Release Dates release dates of US and
Japanese versions of the game. (retrieved 4 December 2006)
- Senna's Super Monaco GP II a site displaying
the blurb from the game's box. (retrieved 4 December 2006)