Out Run
アウトラン
- Year
- 1986
- Developer
- Sega
- Publisher
- Sega
- Platform
- Arcade
- Hardware
- Sega OutRun hardware
- Genre
- Racing
- Players
- 1 player
- Controls
- Steering wheel + pedals + gear shift
- Series
- Out Run series

Gameplay Screenshots




About This Game
Out Run is the arcade racer that made driving games about the drive rather than the finish line. Yu Suzuki designed it around one idea - choose your own route - and wrapped it in a cabinet that moved under the player.
You drive a Ferrari Testarossa with a passenger, and at the end of every stage the road forks left or right into a different next stage. Five different endings, fifteen possible routes, and no lap counter: the whole run is a single point-to-point sprint against a clock with checkpoints that extend it. The handling model is deliberately loose, with a drift that you steer with the accelerator, and the traffic is placed to punish a line taken too optimistically. What it is really remembered for, though, is the presentation: three selectable radio tracks by Hiroshi Kawaguchi that start with a station tuning effect, and the deluxe sitdown cabinet that physically tilted and shuddered. It became one of Sega's best-selling arcade boards and the template for everything from Hang-On to the modern arcade racer.
- Route forks with five endings and fifteen possible paths
- Three selectable in-game radio tracks with a tuning intro
- A drift model steered with the accelerator
- The deluxe sitdown cabinet physically moved with the car
Version History
- Arcade original (upright)1986-09
Sega's standard cabinet release, the version on this page.
- Arcade (deluxe sitdown)1986
The motion cabinet, which tilted and shook with the car.
- Home conversions1987-1991
Ports appeared on the Master System, Mega Drive, PC Engine and others.
Cheats & Secrets
DIP switches / service menuTime per stage, difficulty, free play and radio volumeSega boards used operator DIP switches. On a home board or emulator, extending the checkpoint time is the honest way to see the later routes.
Lift off the accelerator mid-cornerForces the car into a controlled driftThe game's central technique, and the reason the handling feels wrong until it clicks: the throttle is the steering aid, not the brake.
Tips & Strategy
Take the fork you can actually drive
The left-hand routes are generally more technical and the right-hand ones more open. Picking a route you know beats chasing a new one at speed.
Lift, then steer
Turning with the throttle buried produces understeer and a wall. A brief lift rotates the car and costs almost no time.
Stay off the grass
Going off-road halves your speed and the clock does not stop. Cutting a corner is almost always slower than the long way.
Learn to read traffic two stages ahead
Traffic patterns repeat per stage. Memorising where the slow lanes are converts a panicked dodge into a planned line.
Download Resources
Resource packs for this game are provided through the button below.
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