OutRun Is 40 – Let’s Celebrate Sega’s Bluest of Blue Sky Racers


2026 has seen many arcade anniversaries, but few are bigger in stature than the one we are talking about today. Some titles transcend being just a great arcade game, and there’s no better example of that than OutRun, one of the crown jewels of Sega’s repertoire, and unassailable peaks of the arcade driving game genre. This month, it is celebrating its 40th anniversary, as September 1986 was when the original game was officially unveiled and started to drift its way into locations across the world.

The actual date on which OutRun released is unclear and contested (as tends to be the case as arcade games rarely get an exact date on when they become available), but whatever the reasoning may be, Sega are treating the 20th as the official one, so that’s good enough for us to take a look back on it and the series at large. Whether you love it (who doesn’t?) or not, hopefully you learn something new about Sega’s sunny driving masterpiece…

OutRun in Arcades

First up, the ‘main road’ of the post: the long and winding history of OutRun in arcades. This year actually also marks 20 years since the last major release for the series in this space, as we’ll get onto later, but the fact that cabinets for pretty much all of these games remain staples at numerous locations speaks to their power. There will also be a brief detour into the OutRun games that came out for home platforms, but with us being an arcade site, here’s the main focus.

OutRun (1986) – Riding high off the back of the popularity of Hang-On and Space Harrier, the third success for Yu Suzuki with Sega would prove to be this, the original “blue-skied” arcade driver. Inspired by a love of The Cannonball Run, Ferrari Testarossa cars (which were depicted in artwork, despite not being officially licensed by Sega at the time) and a company trip to Europe, OutRun captured a moment in time where scores of people across the world walking into an arcade wanted to be that cool guy in the shades with a hot girl and car. Any location where the the big, moving ‘taikan’ cabinet version of the game was placed had a hit on their hands, with the sprite-scaling graphics and replayability over other drivers through its branching path system proving irresistible.

Besides the attention-grabbing deluxe cabinet and bright and breezy gameplay, perhaps the true secret to the game’s success came through its much-loved soundtrack. One of the first ever releases to offer players the chance to switch between multiple compositions, Sega music maestro Hiroshi Kawaguchi drew upon his appreciation of Japanese jazz funksters Naoya Matsuoka and Wesing, creating some of the first video game music to be truly appreciated in the process. Everyone has their favorite of the three selectable tunes composed by him, be it Passing Breeze (amusingly titled “Passing Wind” at first, until someone from the US side at Sega made the phrase’s Western meaning clear during testing), Splash Wave, or Magical Sound Shower; special mention should also go to Last Wave, the melancholic but beautiful name entry underscore.

This heightened life simulator would also influence many other racers that would follow, including Cruis’n USA years later.

Turbo OutRun (1989) – Sega haven’t always been the type to regularly churn out sequels right after producing a hit, and they would let OutRun breathe for a few years before giving it a follow-up. The first spin-off took the formula of the original game, made it a more linear drive through of the US, adding weather-based obstacles and effects for you to blast through with a new boost feature. In those respects it’s a little more Raw Thrills, so to speak, and it perhaps doesn’t see as much love as its forefather. It was still a success though, being offered in a new sit-down cabinet with a fiberglass ceiling or as a conversion kit for all types of existing OutRun cabinets.

OutRunners (1993) – Though again not a direct sequel, Sega created another curiosity with this second spin-off to the original game, which interestingly saw AM1 at the helm rather than the game’s original creators at AM2 (which did not properly exist yet back when OutRun was in development, but was the team that Suzuki had gone on to spearhead by now). Alongside improved sprite-scaling graphics courtesy of the System 32 board, the prime innovations this one made included the use of a much greater number of branching paths and environments, a selection of different drivers and cars (using pre-rendered artwork), and the ability to flick through different music/radio stations mid-race with a dedicated in-cabinet radio. It also used twin head to head cabinets, rather than the single, deluxe ones seen before.

If Sega were to come back to the series, it could be interesting to see this entry in particular get a follow up, given the more expansive amount of content it offered and the possibilities to redo those elements for today. It did technically get a spiritual sequel in the form of the very rare Cool Riders (1995), which used the same basic game template. This was even called OutRiders in some small in-game graphics, and had the difference of swapping the pre-rendered car sprites for offbeat motion captured actors on bikes. It became one of the very last sprite scalers by Sega however, using the highly obscure System H1 hardware, and only saw a limited release out West.

OutRun 2 (2003) – When Sega finally acquired the Ferrari license officially for one of Yu Suzuki’s later passion projects, F355 Challenge, it would’ve been foolish for them to not take advantage of that further – and after a 2001 update to F355, they very much did with the one true direct sequel for the 1986 original to date. Suzuki only acted as producer on this, with successor AM2 legends Makoto Osaki and Daichi Katagiri (who joined Sega partly over their love of the original game, and had worked on Daytona and Virtua Fighter in the prior decade) leading the charge to bring the series into 3D on the Xbox-based Chihiro.

As well as retaining that classic gameplay and a now-officially licensed Testarossa, it also offered several other Ferraris to drive, and new game modes in the form of the crazy mission-based Heart Attack, and time trials. The music side of things got a refresh too – alongside new arrangements of Hiroshi Kawaguchi’s classic OutRun tunes, several new songs by two of the next generation of Sega sound designers (Keisuke Tsukahara and Fumio Ito) were added, including a couple of vocal tracks like Life is a Bore. Of the new adds, Shiny World is AH co-contributor Ted’s personal favorite.

I used to own a OR2 twin unit, and it did great, although I ended up selling it after a few years of technical issues that often kept it from operating (a lot of downtime was spent on looking for parts, or expenses on things like the CRTs).

OutRun 2 SP (2004) – OR2 was quickly followed up with an update that refreshed its environments, added more Ferrari cars, and used a slightly different game engine with even silkier smooth drifting. Whilst the original game was only released in upright and standard sit-down cabinets, this one did also receive a new deluxe machine, with the yellow sit-in Ferrari iteration being one of the first ever projects that Sega Amusements Europe were involved with on design. It’s worth remembering that although the game is widely beloved by us, with the UK’s Sumo Digital producing some fantastic home conversions, OR2 didn’t actually get quite as warm a reception in Japan’s arcades, where the Initial D and Wangan Midnight series had recently taken a stronger hold.

OutRun 2 SP SDX (2006) – Finally, we have what is perhaps the series’ ultimate form in arcades. Though OR2 SP did get those yellow deluxe cabinets, they still did not feature the moving seats that were an integral part of the 1986 original’s success – which Sega returned to at long last on a super-sized scale, with its SDX (super deluxe) iteration. Offered in both two and truly gargantuan four car set-ups, these updated the SP edition of the game to run on the new Lindbergh hardware, and added a new two player Driver Swap mode, accommodating the cars to now feature two steering wheels.

20 years on from when they first came along, these aren’t the most common cabinets to see out there, but numerous setups are still running to this day at the bigger locations across the world (e.g. Arcade Club Bury and Mikado Game Center Europe), and should be a sight to behold for any true Sega fan. I got to play it a couple of times, once at the long-closed GameWorks on the Las Vegas strip, and later on at a location in Florida. Has there been a deluxe racing arcade machine as good as this since then? It’s a very good question…

Other OutRun Games

OutRun is of course an arcade series first and foremost, but that doesn’t mean it hasn’t received numerous home releases. Though pretty much all versions and sequels of the game have had straight ports and conversions (some of which better than others), there are also a few that had slightly more to offer, or were original, exclusive spin-offs, which are worth an additional quick look whilst we are here. Which of these home OutRun games have you had the chance to play?

  • OutRun 3D (1989) – Two OutRun games exclusive to the Master System released in 1989, and the most well known of them is likely this one, which offered those with the console’s 3D glasses a chance to play the driver. A fun curiosity, but one that was in fact eventually outclassed by a later 3DS version of the original by porting legends M2.
  • Battle OutRun (1989) – The second Master System-only game for the series released in 1989 is a strange one, almost being more Chase HQ than OutRun. It is virtually the only time that Sega (who co-developed this game with Arc System Works) have deviated on the series’ classic driving formula so heavily.
  • OutRun Europa (1991) – Whilst Arc System Works co-developed Battle OutRun, Sega licensed out this little-known Euro spin-off to another developer entirely: the UK’s Probe. This meant that it released primarily for the country’s microcomputers, though it did also come to America on the Game Gear.
  • Sega Ages 2500 Series Vol. 13: OutRun (2004) – Here’s an obscure oddity that only got a standalone release in Japan, though did also make it out West as part of a compilation with other titles in the PS2 Sega Ages series. If you ever wanted to play a 3D remaster of the original game, this has you covered.
  • OutRun Coast 2 Coast (2006) – If OutRun 2 SP SDX is the series’ ultimate form in arcades, then this has a decent stake to claim in the home. Previous ports of OR2 by the esteemed Sumo Digital all led up to this, with it featuring both a straight OR2 SP conversion single-player and the Coast 2 Coast mode, with single races, challenges and local network and online multiplayer.
  • OutRun Online Arcade (2009) – The final major release in the OutRun series to date was another based on OR2, being a little more stripped back feature-wise than Coast 2 Coast, but it did carry through the online multiplayer, and is in 16:9 HD. Sadly it didn’t last long at all on Xbox Live Arcade and PSN, being delisted in 2011 due to that expensive Ferrari license lapsing.

So there you have it, 20~ years of OutRun history wrapped up in one post for its 40th anniversary. It would be lovely to see the series make a comeback one day; nearly 10 years ago, the late Paul Williams did tease that an OutRun 3 could happen, but it’s unlikely any serious work ever got underway there, as there are some complexities in dealing with things that don’t involve coding that reduce the chances. There is the feature film that was announced last year too, though who knows if that’s still going ahead. Either way, whether we see a red Ferrari speeding under blue skies in a new arcade release again, OutRun will always be one of the greatest games ever made.

Which OutRun series game is your favorite?


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