Daytoyna

  • Download count 959
  • Pageviews 2268
  • Unique foldername DayToyNa
  • Skin for
  • Track Mod for
  • Based on DreamKaster’s Wacky R/Cs
  • Release date 2024-12-14
  • Version from 2025-12-7
  • Version 1.2
  • RVW-ID 42079
  • Category
  • Score
    95/100 (9 votes)
  • Unconventional car?
  • Construction Original
  • Engine Glow
  • Transmission 4WD
  • Top speed 43.5 mph
  • Total weight 2.35 kg
  • Acceleration m/s²
  • Construction
  • Track difficulty
  • Track length m
  • Reverse version available?
  • Time trial times available?
  • Practice mode star available?
  • Online multiplayer compatible?

    After far too long, I have finally achieved my childhood dream of creating a new vehicle 100% from scratch for a 25-year-old toy car game. Yippee!

    The design goal of Daytoyna's parameters was to create a car that absolutely needed to powerslide around corners in order to succeed. My single-minded pursuit of this goal resulted in a vehicle that's unusually top-heavy for it's size and shape; combine its top-heaviness with its stiff steering, and you get a car that can be quite finicky — it takes poorly to bumpy terrain and is easily wiped out by other cars, but at least it has a high tendency to roll back onto its wheels after most wipeouts.

    On top of the above, Daytoyna also has some rather subpar acceleration; while it's nowhere near as bad as AMW or Fulon X, it's still poor enough that you will need to seriously consider both powersliding through any given turn and plowing through it at high speed in order to keep pace with the best of the stock game's pro cars and especially other custom pro cars.

    As a trade-off for its difficult steering and its stop-and-start acceleration, Daytoyna boasts an utterly ludicrous top speed of 43.5 MPH/70 KPH, narrowly outpacing the likes of Cougar and Panga while barely skating under the unspoken (read: entirely self-dictated) Super Pro threshold of 44 MPH . In other words, overcoming this vehicle's steep learning curve will let you pull very far ahead of your opponents whenever you're given the chance to go full-throttle.

    I could lie to you and say that this car's handling model was inspired by Daytona USA's visceral power sliding, but the truth is that this car was actually inspired by a friend of mine who played Re-Volt for the first time in early 2024 and spent the first few hours frustratedly trying to play it like a break-to-drift game before I told them (in more eloquent terms) that toy cars do not work that way.

    I've also included most of the car's decals and a few other textures in a "Decals + Extras" subfolder which everyone is free to use in their own projects.

    Suggestions and constructive feedback will always be appreciated! =^)

    • 3D Modelled in Blockbench
    • Unwrapped and exported in Blender using Marv's Blender Plugin
    • Textured in Paint.NET
    • AI tuned with Ato's re-release of Citywalker's individually-tuned AI guide
    • Engine sounds by SEGA AM2
    • Standard engine sound recorded directly from Daytona USA by CurtDog420
    • Alternate engine sound recorded directly from Daytona USA 2001 by me

9 comments on “Daytoyna

  1. I reckon that a year and some months is more than enough time to determine that this car is kind of overpowered and needs a good slapping with the ol’ nerf bat.

    Daytoyna’s EngineRate parameter has been dropped from 5.0 to 1.0, so it’ll take significantly longer to go from zero to 40 now. Considering the car’s whole “hit the brakes, or else” design philosophy, I reckon y’all can see why that’s a big deal!

    0
  2. What the f–…wow, that’s a surprise. I mean, I prefer this one because it’s somewhat lore friendly, but god damn, how about that.

    Nice find, Shred.

    1

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