Turbo Outrun

Turbo Outrun

released on Feb 11, 1989

Turbo Outrun

released on Feb 11, 1989

The sequel to OutRun features similar basic gameplay to the original, with the action viewed from behind the car, and the challenge being to complete each stage within the time limit. Contact can cause the car to spin, slow down or even flip; in each case you will lose time. There are 16 stages set across the US, gradually moving from east to west, all depicted differently visually. After every 4 levels, you go into a shop screen, with a choice of upgrades. As the title implies, you now have a turbo booster installed, which speeds up the car, although over-use can cause the engine to overheat, and it is not recharged until each shop section. You have 5 continues, and failure to complete the course within the time limit costs you one.


Also in series

Out Run Europa
Out Run Europa
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Battle OutRun
Battle OutRun
OutRun 3-D
OutRun 3-D
OutRun
OutRun

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While it wasn't much of an improvement over Outrun, it was still one of the best looking driving games available by the time of its release.

Still feels pretty good to play in some instances, but the level design, mechanics, visuals and music have all lost the spark of the original OutRun. It ends up just feeling like a clunky, messy game where I don't feel the vibes and I don't feel the motivation to perfect my racing skills

I love Outrun. In fact, not only do I love Outrun, I also love Outrun 2. And I've always felt that, despite sharing the same DNA, both games are masterpieces for completely different reasons.

Outrun (1986) is a vibe game. Despite the time limit, it's a game about materializing the feelings of driving a car like a toy on the most idealized tracks that a 10-year-old could think of. That's why, for me, the definitive version of this game is the Cannonball mod for the PC, which leaves it 60fps, widescreen and with the option to completely turn off the time limit.

Outrun 2 drinks entirely from the aesthetics of the first game, but the appeal is not specifically in getting from point A to point B, like the first game, but HOW you get from point A to point B, how you optimize your route the more you play. To fully enjoy Outrun 2 you need to become one with the drift mechanic and find loopholes to use it even when it doesn't seem possible, it's about exploring every millimeter of the track.

Easily one of my favorite franchises and, so far, the most consistent of them all. Two games: two perfect scores. However, recently the series flame rekindled in me and I went to replay the games, and browsing through backloggd, I discovered reading the vanilla Outrun 2 synopsis that, in fact, it is the FOURTH installment in the franchise. Doing some not-so-deep research, I discovered that the first Outrun sequel was actually TURBO OUTRUN, and that in 1992 another game in the series was released under the name OUTRUNNERS (I haven't played that one yet).

If Outrun is about feeling the car and driving without worriesl, and Outrun 2 is about the frenzy of drifting, this game is an interesting middle ground. Seems like way back in the day SEGA knew that the direction they wanted to go with Outrun was to greatly increase the action attributes of the original game, and that's what they did with Turbo.

Turbo Outrun is an extremely action packed game that is only concerned with delivering the most visceral feeling of extreme SPEED to whoever is playing. The game is uglier, the music doesn't even come close to that of its predecessor, but what the game wants is for you to change gears and release the turbo to forget about all this and not think about absolutely anything else. It works, especially at the beginning, but the biggest problem with this game is that it's an arcade game and it needs to take your cash. Obviously I don't have a problem with that playing on an emulator, but I say this because the game knows that you'll always want to be as fast as possible, and in the stages towards the end of the game, it just puts up some sharp curves and obstacles that are impossible to predict.

One thing I've always admired about Outrun 2 is how plasticized it is. Even though you're relatively fast, if you hit the edges of the track it bounces you off more than it flips you over. And this is actually a Turbo-Outrun-thing! Just like its 3D brother, it is a game that values ​​the feel of the car a lot, specially in speed, but contradicts itself a little when it makes you stop and crash several times to lose (on purpose). Turbo Outrun is far from perfect like Outrun 1 and 2, but it was great to play. These are good ideas, but they could only be implemented in their fullness when video games made the generational leap into three dimensions.

I need Niel to play this tho

In interviews with Yu Suzuki regarding the development of Out Run, he often discusses how he envisioned a game with a more cinematic flair. A cross-country road-trip with a little bit of a narrative, akin to the game's film inspiration, The Cannonball Run. Due to hardware restrictions, the team could not achieve his vision. Though in turn, they focused on fleshing out the parts of the game that made it fun. As a result, I think it ended up a better game.

Turbo Outrun is the sequel to the 1986 classic. It trades away tight, minimalist design for a sprite-scaling spectacle. Weather changes within certain areas, the drive is now full of crowds, vistas are more detailed, more complex, and a variety of obstacles now litter the interior of the road. Its to the point where the 68000 chips completely choke at certain points during a playthrough, bringing the experience to a near-halt. There are definitely better games released by Sega down the road using this visual effect, though Turbo Outrun is still a graphically impressive game, in my opinion.

Character interactions are no longer limited to finish screens. For starters, your partner is now active throughout your drive. At the start of each course, she will praise you for your victory, or leave you for your rival in the race. A long haired, bearded blonde man who is constantly getting in your way, making snide remarks as he leaves you in the dust. The premise is unfortunately dated, as your partner is now even more of an object than in the first game, but the added goal does at least make races more interesting.

It definitely feels the intent here was possibly to mimic the original's design document closely. Interestingly, most of the team is fresh blood, possibly fans of the first who were inspired by the original vision. Yu doesn't seem to be heavily involved with the project, and only about two names from the Out Run team appear in its credits. This doesn't necessarily mean this game could never be as good as the first, of course. So, mechanically, how does it stand up?

Controls are about as good as the first game. I sort of felt they were worse initially, but after playing for a while, I realized there's just a lot more to account for. Wet pavement, oil slicks, and rocky roads throw off your tires traction. Barrels and road block signs occasionally litter chunks of the road, bringing your speed down with every collision. Though all in all, it is still Out Run in feel. As per usual, you want to keep at max speed unless a tight turn is coming up. In which case, you want to slam the brakes, and switch down gears, so you don't go flying off the road.

Traffic is also now more interactive, with both the rival and the newly added police car trying to knock you off balance. Though the penalty for a vehicle-to-vehicle collision is far more forgiving than the first game, possibly due to it being a more dynamic obstacle in Turbo Outrun. I actually felt encouraged to smash into rival cars, to kick them out of the race for a moment.

There's also the titular Turbo, which raises your acceleration to ridiculous levels, and sends you flying forward. As to be expected, there's a give and take with this mechanic. Use it right before a tight turn, and you'll have to slam the brakes, which doesn't necessarily result in a wasted boost, but definitely denies you of the full the advantage it could've given you. Use it twice in a row, and the engine overheats, preventing you from using it for a moment.

The main complaint I see raised against Turbo Outrun, and one I can't help but agree with, is the linearity in contrast to its prequel. In Out Run, you are always given a choice of two roads at the end of an area, which resulted in a unique experience each playthrough. In Turbo Outrun, you must drive through all sixteen courses, with little to no diversity between each playthrough. The original's radio is also thrown out; there are now preset themes for each area. I'm always itching to replay Out Run, because I can go visit locales that I haven't in a while, or tune the radio to a different station. In Turbo Outrun, once all stages and mechanics are mastered, there isn't much incentive to return to the game.

Though Turbo Outrun is undeniably a flawed sequel, I would not say it is a bad game by any means. The improvement to visuals, and the more complex mechanics thrown in definitely are interesting additions. Its undeniable that its attempt to one-up Out Run resulted in it becoming as influential as its predecessor. I'm not sure if this is the first racer with a Turbo Boost, but it only became more and more of a staple following its release. The police car was eventually experimented with in future racers, to mixed degrees of success. All in all, Turbo Outrun doesn't get close to the fun of the first, but I do believe its worth your time if you're a fan of the series.

I'm sure the arcade version is fine - kingbancho's writeup is a good swing - but woah these console ports woke up and chose violence

I cannot believe this was made by AM2. This is such a bad game and a huge departure from the original classic. The "tracks" are less racing more wave boarding over an ocean; the graphics have taken a hit as the effects introduced like rain, sandstorm have aged like shit. Driving simply doesn't feel good like the original and the music is whatever, as I'm too busy stumbling my way through 16 shit American cross-county levels.