Metropolis Street Racer (MSR) is a racing video game developed by Bizarre Creations and published by Sega exclusively for the Dreamcast.
Initially intended as a launch title for the Dreamcast, its release in Europe was delayed until November 2000, with a North American version following in January 2001.
The music for the game was composed by Richard Jacques and is delivered through nine fictional radio stations (three for each city), similar to the Grand Theft Auto series.
A key selling point of Metropolis Street Racer is the large number of available tracks (262 in total), created by blocking off specific areas of the city to guide players along designated roads and paths.
Although the game received positive reviews, it did not achieve strong sales due to the discontinuation of the Dreamcast shortly after its release.
Bizarre Creations took the concept of the game and developed Project Gotham Racing for Xbox, which became a best-seller and led to the series of the same name.
The ABS can also be toggled on or off, and convertible cars may be set to hard-top, soft-top, or open-top configurations to accommodate different weather conditions.
This mechanic is designed to encourage players to switch cars less frequently and to spend more time with their preferred vehicle, especially in lower chapters, to achieve higher Kudos results.
The replay feature was removed from all retail versions of MSR due to time constraints, although review copies sent to magazines included this functionality, and the US instruction manual suggested its presence.
In Issue #16 of the UK's Official Dreamcast Magazine (ODM), Martyn Chudley provided the following explanation for the removal: "Unfortunately, there was a problem with the replays which the Sega testers discovered near the end of development.
Martyn Chudley noted that Sega provided Bizarre Creations with an opportunity to branch out after learning they had been lined up for additional F1 titles.
[6] Metropolis Street Racer was also the first racing game to feature radio stations and DJs speaking between music tracks.
[16] Jim Preston of NextGen stated, "Full of good ideas, great graphics, and expert driving, this one hits on all cylinders".
[29][b] Brandon Justice of IGN commented that it "has a great sense of progression, difficulty, and refinement throughout, and while it may be too difficult for people with little patience, it is one of the most rewarding gameplay experiences in the history of the genre".
[26] However, Shane Satterfield of GameSpot described it as "a beautiful racer with accurate physics and tight control, but the kudos system makes it far more challenging than it needs to be".
[32] Chudley described the sales figures as "measly" and attributed them to the Dreamcast's decline, the game's late release, and the discovery of high-profile bugs after launch.