resolution, lower framerate (30 frames per second for NTSC, 25 for PAL), and was less detailed. Specialised graphics libraries were developed because it was felt the standard ones provided by Sony were too limited. Visual director Yozo Sakagami remarked that the hardest element to port was the experience of driving a car. It was felt that the NeGcon controller would provide a more analogue feel than the standard PlayStation controller. Sakagami was concerned about loading times because of the CD-ROM format; the team countered this by having all the data loaded into memory by the time the title screen appeared and having the player play a mini-game of Galaxian while waiting. Sakagami chose to include Galaxian because he was part of its arcade team and wanted to honour his former boss. Because CDs were cheaper to produce, the retail price was less than cartridge games despite an increase in development costs. 13th Racing's design was meant to be futuristic, according to Tanaka, because the team was considering the future of sports cars. The team settled on a black car "no-one had ever driven before", and at one point it was known as "The Cockroach" because of its performance. There was a rumour that the PlayStation version would include Ridge Racer 2s link-up mode, which Namco denied. The PlayStation version was shown at the 1995 Electronic Entertainment Expo event and was an innovation in the use of three-dimensional polygons. Ridge Racer was released in Japan on 3 December 1994, in North America on 9 September 1995, and in Europe on 29 September as a launch title for the PlayStation. Music The soundtrack was produced at the same time as the game by Shinji Hosoe, with contributions from Nobuyoshi Sano and Ayako Saso, as the development team did not have enough time to produce them separately. Initially, the team did not plan to have music, but ended up producing techno, hardcore and gabber, which Tanaka believed helped players to enjoy a fun feeling while playing. Later Ridge Racer series composer Hiroshi Okubo believed techno would give a feeling of energy, journey, and speed, and commented that the genre was chosen because it embodied the game's "unrealistic speed and tension". This was commemorated by the release of Namco Game Sound Express Vol. 11 by Victor Entertainment on 21 January 1994 in Japan, which features remixed versions of the themes. Reception Arcade In Japan,