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Trivia / Gran Turismo

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  • Cash Cow Franchise: The series has been this since the early games were legitimate system sellers for Sony. For example, 6 sold over five million copies and is the worst-selling console release in the series. Four of the first five games cleared over ten million sold.
  • Christmas Rushed: 2. It was released ahead of schedule in order to be on the market in time for Christmas 1999. Early copies were extremely glitch ridden, which players reporting many extremely weird glitches, the most prominent being that their garage can be randomly deleted. Additionally, players can only attain 98.2% completion percentage due to several race events being removed or undefined (updated versions of the game released in early 2000 fixed this, however).
  • Defictionalization:
    • The GT by Citroën, a concept car created by Polyphony Digital and French automaker Citroën for GT5 Prologue, was eventually built for real, with a limited run of six vehicles and a price of $2.1 million.
    • The Audi e-tron Vision Gran Turismo from GT Sport is the first Vision Gran Turismo car to have a fully functioning model in the real world, that matches the specifications of its virtual counterpart.
  • Doing It for the Art: The level of detail they put into it is pretty much mind-blowing.
    • Despite being rendered at a native resolution of 480p, two games on the PS2 supported 1080i output - GT4, and Tourist Trophy made by (you guessed it) Polyphony Digital.
    • Allowing race modifications for almost all cars in the second game. Doesn't sound very artistic, until you consider every racing modification is an Expy of a real world racing car. Even cars such as the early 80s Toyota Starlet - a 174HP economy car which was never professionally raced - is based off an actual racer built by an amateur team for track days.
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    • In the first two games, all FWD saloons from the late 90's could be turned into their touring car counterpart from the period.
    • The FIA themselves have actually applauded how accurate Polyphony's track recreations are.
    • Sometimes, it seems like Polyphony does it just because they can - such as the astronomically accurate stars, or the background music changing to festive jazz at Christmas time.
  • Development Hell: Pretty much every iteration of the series goes through it. The most commonly-cited reason is the licensing issues related to the in-game cars.
    • The most glaring example would be the PSP game, which originally began development as a port of Gran Turismo 4 and was originally scheduled to be released in April 2005 to coincide with the debut of the PSP. Unfortunately, it was neglected in favor of Gran Turismo 5, and as a result, took four years to be released.
    • The first game began development in 1992. Back when the PlayStation was going to be an add-on for the Super Nintendo. Gran Turismo could have been one of Nintendo's killer apps.
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  • Dueling Works - Racing Games: With console brand rival Forza and the older, more successful Need for Speed. Forza contains elements such as car vinyl creation, full damage modelling and performance changes as a result. The GT series would not see the latter until a few games later in the series, and the former feature was introduced in Sport. NFS on the other hand is almost nothing like GT save for Porsche Unleashed, ProStreet, and the Shift games, but since the multiplatform series has sold more copies than PlayStation-exclusive GT while having been around for several years as well, they are considered competitors nonetheless.
  • Executive Meddling: Gran Turismo 2 was rushed to store shelves for the Christmas period. Cue Game-Breaking Bug(s), a few dozen typos, deleted cars, and the omission of a drag racing mode.
    • Promotional material, the website and even the instruction booklet all make mention of the elusive drag racing mode. Two or three drag cars slipped their way into the game, although were pretty useless. This just shows how much Sony were pressuring Polyphony into getting the game in a marketable state.
    • The earliest builds of Gran Turismo 2 had images of the Mercedez CLK-GTR Race Car, but due to Electronic Arts owning the rights of it at the time, the car had to be removed. Polyphony attempted to put a placeholder ficitonal car instead, but ended up being Dummied Out. Granted, it wasn't the actual CLK-GTR, it looked like the DTM CLK one (in fact, the Japanese manual refers it as the "CLK DTM2000").
    • External executive meddling (between Panoz and Nissan) led to Nissan-marked DeltaWing removed from GT6... only to be added back at the last minute, thanks to the day one patch. Now there are two DeltaWings to drive (the 2012 one at Le Mans and the 2013 one with it's chrome livery), with DeltaWing assigned as manufacturer name.
    • The Lotus Evora was a drivable car during the beta for Gran Turismo Sport. Come the full release however, and the Evora was nowhere to be seen, due to licensing disagreements between Lotus and Polyphony in the months between beta and release. This is also why Senna's Lotus 97T returns as the Captain Ersatz GT F1500T-A, which for all intents and purposes is the 97T with fictional GT liveries.
  • Killer App: Gran Turismo 3 was the first true system-mover for the PS2 and was by far its best-selling game until the fall/winter of 2001 when the heavy hitters came.
  • Marth Debuted in "Smash Bros.": Many cars were never officially introduced in some countries and vice versa. For example, the Toyota Tacoma to Japanese players.
  • The Red Stapler:
    • Subaru and Mitsubishi have said that the popularity of their vehicles in-game was what convinced them to start importing the Impreza WRX and the Lancer Evolution to the United States. This also caused the Fandom Rivalry to become more aggressive.
    • The fact that the Nissan Skyline GT-R was 1) affordable at the start of the game and 2) tunable up to 800-1000 BHP must account for some of its prevalence in the modified car scene in the 90s and early 00s, as the "PlayStation Generation" grew up. With grey-market importers filling the void and other pop culture works adding up to the Skyline GT-R's iconic status, Nissan eventually released the GT-R R35 worldwide in 2007, unlike previous generations which were JDM-only models. Interestingly enough, Polyphony Digital contributed to the R35's development, having developed the multifunction display UI. Polyphony was also contracted by Nissan to design a special bodykit for their 350Z coupe.
  • Schedule Slip: Polyphony has fallen victim to this trope quite a few times.
    • After three years in development a "March 2010" release date for GT5 was finally announced at E3 2009. Then it went back into the "delayed indefinitely" pile. Then a new release date of November 2nd, 2010 was announced at E3 2010. Then the game was delayed again (reportedly for missing its production date due to firmware issues) until the final release date of November 24th, 2010 was announced. Which, thankfully, they managed to stick to. During this time period, the game has had two free demos, one non-free demo and that demo's "Greatest Hits" re-release came out between it's announcement and the final launch date.
    • The PSP title was initially stated to be a portable version of 4 to go on sale shortly after launch. It was later retooled into its own game, taking elements from both 4 and 5 Prologue, and released in 2009, after more than four years in Development Hell.
    • While the release of 6 averted this, the X2014 Standard and the Sebastian Vettel Challenge (using the fan model) for that game also suffered from this; it was originally supposed to be available in January 1, 2014. It was delayed so Polyphony apologized and changed the date to "January 2014" in an update. The races and cars finally arrived on the 27th of that month.
    • Sport was originally announced for an indefinite 2016/17 release, which was later set to November 15, 2016 with an open beta being held around the first two quarters of 2016, only for the game to be delayed to 2017. The beta was also cancelled as a result. However, the beta was ultimately released on March 2017, and in July of the same year, the game's release date was announced to be October 17, a date that the developers have thankfully stuck to.
  • Screwed by the Lawyers: Two examples in GT Sport noted by this article for GTPlanet.
    • Polyphony Digital has already modeled the Circuit de Spa-Francorchamps for the game, and even showed it off at the 2019 New York World Tour Nations Cup final. However, the owners of the circuit, knowing its storied history in auto racing, asked for two to three times the licensing fees that other circuit owners are asking, and Sony held off on paying them not just because they think the money would be better spent bringing other circuits into the game, but because they didn't want to set a precedent that would cause other circuit owners to raise their own fees.
    • Cars by Lotus were featured in the beta, only for Lotus to discover that, thanks to a rolling contract and the delay in the game's release, they were receiving less money than other automakers, causing them to pull out of the game. The fictional F1500T-A is a Suspiciously Similar Substitute to the real Lotus 97T Formula 1 car, made famous by Ayrton Senna.
    • In the other direction, GTPlanet has also speculated that Sony has an exclusivity agreement with Toyota preventing that automaker's cars from appearing in other racing games, which Toyota later confirmed. Much like with a similar arrangement between Electronic Arts and Porsche in the 2000s and early '10s, other companies have gotten around this through loopholes, featuring Toyota-based vehicles modified by Arctic Trucks and other companies, as well as their American-made T100 Baja trophy truck. The deal also doesn't seem to affect games published by Japanese companies, with the Japanese arcade games Initial D Arcade Stage Zero and Wangan Midnight Maximum Tune 6 featuring Toyotas, as well as Project CARS 2 (developed by the British company Slightly Mad Studios but published by the Japanese company Bandai Namco Entertainment).
  • Trolling Creator:
    • One wonders what the Polyphony staff were smoking when they came up with the pro-league Vitz championship in 3. Five ten-lap races, against infuriatingly brutal AI, in one of the slowest cars in the game, with one race being on the Test Course.
    • The song that plays when you fail a license in 4. It's "Oh Yeah" by Yello. After you fail the damn test for the 246th time, having the game play an "oooooooooooh, yeeeeeeeeaaaaaaah" at you can certainly feel a lot like this.
    • There has been endless fan demand for Spa-Francorchamps in Sport (which had been held up by licensing issues), to the point where the Gran Turismo Twitter page lampshaded it on one of their videos and even showed the track off in the 2019 New York World Tour Nations Cup final. It looked like the track would be coming to the game in the August 2019 update that came afterwards but instead, players were treated to rainy conditions at Red Bull Ring.
  • What Could Have Been:
    • Italian coachbuilder Bertone had planned an absolutely nuts Vision GT concept for 6 (it barely even looked like a car), but the company filed for bankruptcy before the project finished.
  • The Wiki Rule: Here's the Gran Turismo Wiki.


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