Between Outrun turning the big four zero and Sega prepping their "No Old, Stay Gold" Universe, I'm starting to wonder if something is in the works for the classic racing series. Sega's treatment of their legacy titles has been kind-of all over the place. If you're a Mega Drive fan, then there are a couple of mini-consoles and a pretty solid Nintendo Switch Online library to check out. Master System fans, on the other hand, have to settle with whatever ends up in the latest Yakuza game. It's still world's better than the scraps Saturn & Dreamcast diehards are tossed. The arcade situation is even messier, as a lot of classics are buried in expensive mini-cabinets. One of the only legal methods for getting a hold of OutRunners is to buy the Arcade1up machine, but who has a thousand dollars lying around? No, really, who does? My nonexistent Patreon needs a couple of donations. The only way that Sega Universe could grab my attention is if it put all of the company's classics in as many hands as possible.
There is beauty in OutRunners that really deserves to be exhibited in the Smithsonian. I mean, it's not just that this is one of the most aesthetically pleasing racing games of the early 90s, the handling is so good that it may very well be otherworldly. The more time I spend with it, the more a couple tons of metal flying across the world at over 450 km/h moves as naturally as an index finger across a polished glass desk. There's something so rich about finding that perfect turn or applying just enough brake to switch lanes mid-turn and avoid traffic. Even during its golden age, I don't believe we ever got enough arcade racers. Threading the needle through dire circumstances sounds like the sort of thing that happens in a shmup, but it can also mean a racing game operating at its peak.
OutRunners does an incredible job of escalating and deescalating intensity. Technically, it's a 4-minute game, so every second is an essential piece of the puzzle. Let's look at the pre-stage aka the beginning of the race. Nothing happens, right? Wrong! Finding the sweet spot to slam on the gas and get a great start, then shifting gears at the right instant to hit the maximum speed quickly are valuable time-savers. The next five stages are decided by the player, and they're all intricate in design. I'm saying that there's more than enough minutiae to complement the dangerous curves. One stage that readily comes to mind is China. Now, there aren't many difficult turns to maneuver around, but cyclists are a common sight. Weaving in-between them takes serious guts and a 1:1 relationship with my vehicle. Spain has several wicked turns and there's always a car or truck in the last place I'd want them to be. Making the split-second decisions to avoid a crash lights the fire I haven't felt in quite some time.
Allow me to dig into what exactly makes this sequel work. There are eight cars to choose from, all with apt names and designed specifically to fit a driver's needs. Before going further, I highly recommend learning manual transmission. Besides increasing the car's maximum speed, it unlocks an additional layer of depth that's really gratifying to explore. With that in mind, let's hop straight in the deep end with the 6-speed Mad Power. It has the blinding quickness to crush straightaways, but it'll take a lot of practice and some memorization to maintain optimal speed during turns. Downshifting to 5th or even 4th gear to ensure the best possible acceleration has to become second-nature. Speed Buster is similarly fast, but since it's only a 2-speed, overuse of the brake (or a collision) tends to be much more punishing. Basically, a smaller learning curve in exchange for higher risk.
Next up we have Smooth Operator, Easy Handling, and Quick Reactor. These three cars excel at weaving through traffic, while also having weaknesses that drivers must be mindful of. Smooth Operator works best as a starter car. 2-Speed, handles nicely on every track, and is quick enough to get the job done. Switch to Easy Handling to enjoy its 5-Speed flexibility. This is a really nice car that feels great to drive. Quick Reactor is a 4-Speed that is absolute aces at last-ditch escapes and getting through the worst scenarios unscathed. However, recovering from a crash is a nightmare, because the car stops dead and its occupants bounce all over the screen.
Finally, there's the specialty cars: Wild Chaser, Road Monster, and Bad Boy. What's unique about Wild Chaser is that it can actually drive off the road without losing speed. This feature comes in handy in situations where the only way to avoid a collision is to veer into the dirt for half a moment. Anyone struggling with traffic should try the Road Monster. The handling is admittedly not amazing, but collisions aren't nearly as punishing. Bad Boy is an absolute demon with its top-class acceleration. Let me just say that it must be handled with the utmost care. One second, I get overconfident; the next second, Bad Boy bashes into everything in sight.
The variety of vehicles, as well as their well-defined strengths and weaknesses, lend this game a huge amount of replayability. There's more than sufficient reason to try every car on every possible stage combination, continually testing and experimenting to find the perfect run. I also love how distinctly arcade-like they are. Besides being driven by a plethora of colorful personalities, the various cars are different in ways that induce excitement. Having a unique drivetrain, a handling/speed balance that excels in some stages yet struggles in others. These and many other variables lend OutRunners an astonishing level of complexity, without sacrificing an ounce of excitement. This is a joyous racer filled with boisterous personalities, all accompanied by some damn fine tunes and immaculate Sega aesthetics.
Also, I just love how unapologetic the traffic can get. The late stages aren't afraid to stick drones in rude locations, forcing players to make serious adjustments just to avoid a wreck. Clipping one of them doesn't just cause a horrifying loss in speed. That'd be too forgiving. What usually ends up happening is the vehicle that got bumped into will go surging ahead, likely planting itself next to another vehicle. This game might take place everywhere except Florida, but there's positively a little bit of Florida in every driver. It gets ugly, and even a little cruel, but think about how much sweeter it'll feel when you effortlessly glide between other cars. The stakes are high, the rewards are measured in seconds, and it's heavenly. Like I said, there are never enough arcade racers.
Needless to say, whatever Sega is doing to avoid putting OutRunners into everybody's hands needs to stop. It's a reminder of better times, back when you could drive past a billboard that says Japan, and then Mt. Fuji slides into view the instant you make your next turn. The world, once you get past the endless shit, is actually one amazing place. Driving through it at blistering speeds while masterfully dancing around every curve? That's how art is created.

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