Celebrating 20 rubber-burning years of OutRun 2

GamesRacingOutrun 2Celebrating 20 rubber-burning years of OutRun 2When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

GamesRacingOutrun 2Celebrating 20 rubber-burning years of OutRun 2When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

When you purchase through links on our site, we may earn an affiliate commission.Here’s how it works.

(Image credit: Sega)

Outrun 2

Segahasn’t always had a perfect record when it comes to updating its popular franchises. We may praise Sonic Generations, After Burner: Climax and Streets Of Rage 4, but then we remember Shinobi X, Golden Axe: Beast Rider and Sonic Boom: Rise Of Lyric. Such potential for disaster is surely why Sega waited 17 years before it dared to release OutRun 2. It wasn’t the first follow- up to the revered 1986 original, but it was the first in which original creator Yu Suzuki and his AM2 team could update the game for a new generation – both in terms of hardware and audience.

Pedal to the mettle

(Image credit: Sega)

Outrun 2

Subscribe(Image credit: Future PLC)This feature originally appeared inRetro Gamer magazine. For more in-depth features and interviews on classic games delivered to your door or digital device,subscribe to Retro Gamer.

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(Image credit: Future PLC)This feature originally appeared inRetro Gamer magazine. For more in-depth features and interviews on classic games delivered to your door or digital device,subscribe to Retro Gamer.

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This feature originally appeared inRetro Gamer magazine. For more in-depth features and interviews on classic games delivered to your door or digital device,subscribe to Retro Gamer.

Alternatively, if you wanted something more frivolous there was the Heart Attack mode where your somewhat bossy female passenger gave you a series of challenges to complete. The pure nostalgia stuff was all in there too. The fifteen-stage, five-goal branching structure was reinstated, with Europe’s scenic routes once again the backdrop. The Testarossa returned, along with seven other licensed Ferrari models. And Radio Sega was also back, playing the three classic tunes from the original (in rearranged form) plus four brand-new compositions. The result was not just a considered update of Out Run but a game that Edge magazine called, “A pinnacle of the arcade racing tradition, a peak that may never again be topped.”

OutRun 2 debuted in arcades in December 2003 and was available as a single and a twin cab. Machines could also be linked to allow up to four players to compete against each other. The game ran on Sega’s Chihiro hardware which was based on Xbox architecture, so for the inevitable home version it made sense to exclusively targetMicrosoft’s console. For conversion duties Sega looked at a number of external developers and eventually settled on Sumo Digital, a new studio based in Sheffield. Sumo might have been new, but its founders and most of its staff (which numbered less than 20 at the time) were all former employees of Gremlin Interactive which had closed down in 2003.

One of those ex-Gremlins was Steve Lycett, who was a producer on the conversion and also a huge Sega fan. “I still remember the day we found out we’d been asked to bring it to Xbox,” he says. “I’d been tracking OutRun 2 online since it was announced for the arcades so it was a dream come true to be part of such a legacy. I grew up in the era of arcades and Sega was a real innovator throughout that period. My holy trinity of arcade games is Space Harrier, Out Run and After Burner. Between Yu Suzuki and AM2, you just couldn’t wait to see what they did next.”

An obvious question is, “Why Sumo?” According to Phil Rankin, lead programmer of the Xbox version, it was simply a case of word of mouth. “We’d done some work for Codemasters, adding online multiplayer to a football game as I recall. Somehow this led to conversations with Microsoft and Sega that ultimately resulted in Sega awarding us the contract for OutRun 2. The first the development team knew about the project was when a van pulled up one day and delivered the arcade machine to our offices. As this was the first big project that Sumo had worked on, I think it’s fair to say we were quite excited.”

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(Image credit: Sega)

Outrun 2

“Then there was the Xbox hard drive which was… quite slow,” Phil says, coughing for effect. “We had to work out how to make those incredibly detailed levels load during the short time the player was driving through the ‘bunki’ [the connecting section between levels]. You will still occasionally get a situation where you reach the end of the bunki and the level hasn’t finished loading. Finally, we decided to throw in a bunch of new missions and stages, and we had to do this while maintaining the whole Out Run vibe, and still fitting everything into memory and onto the disc.”

Into gear

(Image credit: Sega)

Outrun 2

Reversed versions of all 15 courses were also unlockable, but it was the bonus stages which wowed the crowd as they were taken from two Sega games which have otherwise never received a home version. “It was a suggestion from AM2 to include tracks from other AM2 games,” reveals Steve. “We needed tracks that allowed the user to drive and drift, and from the available titles Daytona USA 2 and Scud Race fit the bill. We still had to make modifications for these tracks to loop and some tweaks to fit the OutRun 2 drifting model, but I think a lot of Sega fans appreciated these additions.” With all the new content added and a release date of October 2004 finalised, the team received a hand from Sega producer Nobuyuki Minato to help get the game over the finish line. “I remember Minato-san flying over to the UK,” says Phil, “and almost living in the office for a couple of weeks as we finalised everything from car handling to challenge difficulties. He was a star.”

Sega was not done with OutRun 2 either. While Sumo was busy working on the Xbox conversion, AM2 was prepping an enhanced version for arcades entitled OutRun 2 SP (Special Tours). This was no mere lick of paint however. SP introduced 15 brand-new stages, all set in the Americas, in addition to the original’s 15 European stages. Numerous changes were made to the gameplay too, with the main ones being the ability to slip-steam other vehicles for a speed boost, and the introduction of Rivals – fellow Ferrari drivers who joined you on the journey, rather like the Porsche-driving dude from Turbo OutRun. SP also adopted another feature of Turbo OutRun in the reintroduction of the 15-stage continuous route which did away with the forks in the road. This extended race was available for both the SP and original courses, although the more devious operators could choose to up-charge you an extra credit to participate. The final nod to the past was the addition of the original soundtracks from both Out Run and Turbo OutRun.

Probably the biggest change to SP was that it was easier than the original. The new courses were not necessarily tamer, but crashes were more forgiving and drifting felt like it was more ‘on rails’ than before. To compensate for expert drivers, livelier ‘tuned’ versions of each car were added to Time Attack mode. Talking of cars, two new Ferraris joined the original eight – the 250 GTO and the 512 BB. Both of these cars had already appeared in the Xbox version of OutRun 2, but that was the only new feature the two games shared. Phil confirms, “I don’t remember us seeing anything of SP while we were developing the Xbox version. We knew it was happening, but it didn’t directly influence anything we did.”

(Image credit: Sega)

Outrun 2

The last lap

(Image credit: Sega)

Outrun 2

The game arrived in March 2006 and was titled OutRun 2006: Coast 2 Coast. It was the most generous release yet, featuring all 30 stages, 28 music tracks and 15 Ferraris. Each car was also available in a supercharged ‘OutRun’ class. “We developed the different liveries and addons for the tuned cars, working directly with Sega and Ferrari on those,” reveals Steve. “That was one of those special moments in game development where you’re literally working directly with real Ferrari designers and engineers to collaborate on making something authentic to the brand.”

Shortly after the release of OutRun 2006, the game returned to arcades one final time. OutRun 2 SP SDX (Super Deluxe) was the game fully evolved into its 8m-wide final form, featuring four two-seater Ferraris that now moved as you played (there was also a two-car DX version). Each car included a pair of controls, inviting two players to share driving duties. The actual game content was the same as SP, with the only difference being that it was running on Sega’s new PC-based Lindbergh hardware which outputted at a higher resolution.

Regardless, OutRun Online Arcade was a blast played in full HD, but it wouldn’t last due to Sega losing the Ferrari licence. As a result it was removed fromPSNin 2010 and XBLA in 2011, plus the PC version of OutRun 2006 was dropped from Steam around the same time. “Unfortunately the Ferrari licence probably limits the scope for any future versions,” says Phil, when asked about what’s next for OutRun 2. “Having said that, I would bite your hand off to work on a remastered version. Someone make it happen, please.” Steve adds, “I have tried and will continue to try to encourage someone to let us make another OutRun game. We are all big fans and we’d love to do another one day.”

Of course, for the true OutRun 2 experience you need to play the coin-op and it remains a mainstay in many arcades (typically upgraded to the SP version). In specialist venues you may even find larger installations. The UK’s Arcade Club has a four-player SP deluxe at its Bury location and a two-player SP DX (soon to be four-player SP SDX!) at Leeds. So there are still opportunities to play, enjoy and challenge others on the coin-op. “There’s a good chance you’ll find I’ve left a Time Attack high score if you use my preferred car the 512 BB in any arcades near Sheffield,” says Steve, smiling. “I also used to have a record on the online leaderboards where you could send scores to – ‘til I mentioned that and a bunch of fans recorded better times to knock me out of the top ten!”

Twenty years on from its debut, OutRun 2 and Sega’s beautiful journey are still in arcades, in our homes, in our hands and in our hearts.

This feature originally appeared in Retro Gamer magazine. For more fantastic in-depth features, interviews, and more on classic games,subscribe to Retro Gamerorpick up a single issue today.

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