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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
Out Run cover
⬇ Coming soon

Gameplay Screenshots

Out Run gameplay
Out Run gameplay
Out Run gameplay
Out Run gameplay

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 volume

Sega 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 drift

The 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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