I've started playing it few days ago and the only route I've completed so far is Left->Right->Left->Left, seems like it's a harder game than Outrun 2. I'm thinking to beat all levels using these routes: LLLL, RLLL, RRLL, RRRL, RRRR
>>2878490 The game is very different from OutRun 2, and in a way considerably harder. OutRun 2 rewards you for not hitting traffic, OutRun punishes you for hitting it. Do not be afraid of coasting, or even stepping on the brakes. Going slow is much better than crashing.
Depends which side of the road I'm closer to, lol. I try not to plan it in this game, it's supposed to be relaxing. Anyone play the 3D one on the 3DS? Holy fuck, tunnels are NOT to be driven through while on drugs.
I keep track of my scores. My top sixteen scores are from all sixteen possible routes. The route I am going to drive next is the one on the bottom of that list, because it will drop out when I get a higher score.
At the moment that route is Coconut Beach - Devil's Canyon - Alps - Wheat Field - Autobahn
My current top score was a bit of a fluke though, ten seconds faster than all the rest. It is going to be a challenge to get even close to that.
>>2880145 The routes are not perfectly equal. The amount of bonus time you get at the end of a stage varies from stage to stage (including a possible bug where one easier stage gives you fewer bonus seconds). On top of that, you score higher when you're faster. So, a stage with one sharp slowdown can be better than one with many small reason to take your foot off the accelerator, preventing you from reaching the top speed. On top of all that, there's preference. Some people might have memorized a tricky set of turns and handle it quite smoothly, while another stage trips them up almost constantly.
My personal goal is to have no favorite. I want to be able to do well on all the routes.
My scores and times are not comparible, because I'm running a modified arcade rom, with fixed timing (so the timers in the game match real clocks) and with an extra two seconds per stage (to compensate for the faster timers). I prefer it that way though. It's one of my favorite games ever, and having these timer bugs fixed to me is more important than scores or times I can compare with others.
>>2884891 >I run out of time before the first fork in the road everytime.. Tips? Shift. It's mandatory in this game, no automatic transmission or anything. Your revs are shown somewhere in the corner, bottom left on the arcade. When they go red, shift from L to H. Then stay there. You may have to shift down occasionally, but it's rare.
>>2884891 >>2884895 If you are already shifting and still run out of time, you're doing something seriously wrong. One of the most important lessons from the game, is that crashes will destroy your time. Less than a handful of crashes and you won't see the finish line. So do learn to slow down. Coast with the traffic until you find a safe spot to pass them.
Other than that, learn the stages, and what turns you can take how fast. The first stage can be done without taking the foot off the accelerator, but it takes a bit of luck with the traffic in the chicane. Each stage usually has only few key sections, that you'll learn to love or hate, depending on how well you do.
With that stuff, you should be able to reach 3rd, or even 4th stage. The game really is hard, and it will take some practice for you to even see the 5th stage, yet alone finish it. Keep in mind that due to the nature of the game, you will not play the later stages as often as the earlier ones. Use that. Learn the first couple stages by heart, that you can drive them almost flawlessly. Get lucky on the 4th stage, and if you actually see the 5th stage, stay calm. The clock's counting down, but you made it quite far. Use your intuition to handle the turns, and dodge traffic. The later stages have denser traffic than the earlier ones, so it will be more difficult. But yeah, basically, gain seconds in the stages 1-3, try to maintain the time in stage 4, and try to not crash in stage 5, that's about it.
>>2884891 >I run out of time before the first fork in the road everytime. I remember having this issue as a kid the first time I played. shift into high gear at around 100mph/170kph
and then here's some tips to get you to at least the third stage: >let go of the gas when you see the S bend sign, and then floor it while making the corners (you can do it at full speed, but it's a bit tricky, it's much safer to do this) >remember that you should let go of the gas if you're sliding and near the edge of a turn, or even gear down and brake (try not to need to do that, but you might) >despite that, try to keep your speed above 230kph or so as much as you can, don't slow down excessively, a bunch of turns can be taken at full speed if you enter them properly
this is probably the most important thing: >don't crash like ever, don't hit cars like ever unless avoiding it would make you crash off road, let go of the gas if you're unsure one crash will drastically hurt your chances of reaching the end two crashes will probably end your run unless you were doing really damn well three crashes is a reset, you're not making it to the end
Outrun isn't too hard for an arcade game, but it's got a good sense of challenge to it, and getting to the end feels like an accomplishment. Some of it's memorization, but most of the corners are well posted and those that aren't are pretty obvious, you're going to have the bulk of your issues come from traffic rather than the course itself.
>>2885349 >you can do it at full speed, but it's a bit tricky Every time I take that S bend at full speed I wonder why it ever gave me problems as a beginner. It's really surprising how fast you can take some key sections, if you anticipate the turns and use the width of the road.
>you're going to have the bulk of your issues come from traffic So very true. That's the key to the game. It's fairly straight forward to drive the stages fast, but the traffic will very often occupy the perfect line, or do unexpected movements. That's what gives OutRun its lasting appeal. No matter how much experience you have with the game, it's always a challenge to read the traffic, dodge it, improvize on turns when traffic gets in your way, etc. That makes the game a bit of a gamble to some degree, but I think if you're a good driver it's possible to finish every run on normal difficulty, no matter the traffic. You just won't make a new highscore unless things go perfect.
>>2886301 >I wonder why it ever gave me problems as a beginner I should probably clarify, that combination is certainly challenging at first, and as a beginner the best solution is what >>2885349 suggested, get the foot off the pedal and avoid the crashes. In time you can shorten the time you don't floor it, and eventually you'll just not lift, when you sense the trafficis good.
There are still plenty of other turns that can be quite intimidating. I remember for the longest time I'd lift at the first S-turn in Gateway, although there is absolutely no reason to, and to this day I have not found a good solution to the sharp right turn in the Alps.
>>2887805 I use both, depending on how I feel. I don't know if there's much of a difference. What's far more important is that you learn to take these turns in a way, that your "slow speed" section is as brief as possible, no matter how you slow down.
>>2889346 I don't know about OutRun 2, but I thoroughly enjoy OutRun 2006 on Windows, which is pretty close, as far as I understand. The primary reason is that the game captured what makes OutRun work. The atmosphere, the excitement and joy. It still suffers a bit from sequel featuritis and modern gameplay, having the endless amount of unlockables and the unnecessary high number of gears, but the drift mechanic is a great and in-spirit addition to the gameplay. The game also looks gorgeous, while maintaining close ties to the original. At that time it's probably one of the very few driving games that features stereotypical dream locations in its stages, something that was super common in the 80s and 90s, but then kind of vanished, in favor of open world racing. Also, I think I really need to mention this here: I love what OutRun 2006 did with the girlfriend. She's so delightfully active in the passenger seat, gives plenty of feedback. Even though she was "just decoration" in OutRun, the girlfriend added so much to it, turning lonesome driving into a blissful joyride. OutRun 2006 picked up on that in a brilliant manner. With all that said, I find myself coming back to OutRun far more often. From what I can gather there are several reasons. OutRun being a full arcade game, does not bother me with filler. The time from booting to having fun is extremely minimal, I enjoy that a lot. I kind of could emulate that in OutRun 2006, by firing up its inner OutRun 2, but why they had to hide it away like that is not understandable to me. That quick pick-up mentality is one of OutRun's many strengths. Another major reason is that despite the simpler mechanics in OutRun, the game is considerably more challenging. It's almost impossible to not see the finish line in OutRun 2006, even on the hardest difficulty setting. That makes it a pure score attack. With OutRun, seeing the goal itself is plenty a challenge, that the score becomes more of a reward, than a primary goal.
>>2890327 even the original arcade game has different difficulties (sets the time you get) and different traffic densities to choose from. The 3DS has even more options. That makes it kind of difficult to compare scores. I'm running a modified arcade ROM myself, making my current scores entirely uncomparable. My old compatible scores on normal difficulty and traffic density were 20 million or higher, with the top scores beyond 30 million.
>>2890405 >more courses To this I say, we still play the original Outrun, with its original curses. We do so because the game is good, really good. The courses are varied and challenging, and together with traffic they provide quite a variable challenge that people come back to today. I'd dare say, the challenge and balance is more important than the number of courses. If anything, OutRun 2 should be more difficult, forcing the player to learn the courses and nuances of these courses more.
>new music Same with the music. OutRun had 3 masterpieces, and these have many fans. OutRun 2 has more music, but most of it is remixes or forgettable. Quality over quantity, always.
We already have double the courses in OutRun 2, due to SP. What good did it do? I don't know about you, but I have a hard time actually telling 2 and 2 SP apart, because they're so exchangeable. I don't think that's a good thing.
I will openly admit though, I'm a bit odd though in that I can really feel alienated by a game that loses its focus, and firmly believe a game can offer "too much". In the case of OutRun 2 I'd also add the cars as "too much". Many of these cars are just skins, that contribute nothing, and the others have different stats, further clouding the challenge and the score board. That's not OutRun to me. With OutRun I just go "today's a good day", grab my girl, my car (not a car, my car) and go out for a ride. There's no choice in that, and that's fine, because the girl, the car, and the few stations on the radio are perfect already.
>>2890432 I agree with you that 2 and SP have some impressive stages. I'm having a hard time telling the two apart though, in part because 2006 happily mixes them. And I think they don't get enough attention due to that "dilution".
That said, Milky Way can go fuck itself as a stage. It looks gorgeous, but some of the turns are just mean. Even Jungle is better than it. Doesn't help that it's a late stage, so it's difficult to practice within the normal arcade mode. I got to say, in OutRun I never really noticed a change in difficulty of the stages, not to the back, and not to the right. In OutRun 2 and 2 SP though, the first couple stages are a cakewalk, and the last couple ones drive you crazy with sharp turns and obstacles.
If you think M2 had a lack of focus in porting any of the 3D Sega games to 3DS you clearly dont know the effort they put into each game. Theres a ton of really in depth interviews in how they went about the ports. You should check them out.
>>2893414 >they had a lack of focus No, again. the game lacks focus, because it's loaded with core gameplay changing functions, to the point that the actual game is but one of a billion variants, all of them incomparable, several of them not representative for what makes the game work, in total lowering the quality of the ... it's not a game, it's a game collection, a bootleg collection.
>>2893421 it has nothing to do with purism. I do follow the same position regarding options and difficulty choice in other games. I follow the same position regarding minigames. It's just way off subject for this thread. I'd also appreciate if you'd not insult people just because you can not, or do not want to understand their position.
>>2897861 >I tend to go to the side with less cars, not that it makes any difference The game actually varies traffic density by stage. later stages, and stages on the right, have higher traffic density. That's one of the reasons why the routes on the right are supposed to be more difficult.
>>2898959 There are several aspects to the difficulty. The already mentioned aspect is the traffic density. The next aspect is the extension time you get. It varies by stage, depending on the roughly expected time for the stage, but you also get fewer seconds towards the right/difficult stages. In other words, to see the goal towards the right, you must make fewer mistakes, as time is even shorter. Both of these values can be further tuned through the service menu. The turns probably play a part, but in my experience, the tracks don't get much more tricky after stage 3, and the bigger issue is that you can hardly ever practice them. For me personally the big one is stage 4. If I can make it through there, with a couple seconds to spare, I can usually wing it on stage 5. As for the width of the road, it's fairly consistent at 3 lanes, with a few stages deviating. You get 3 lanes as early as Gateway, and almost the full width of 6 lanes in Vineyard and Death Valley.
Autobahn actually has the "widest" roads. Internally the game keeps two 3-lane roads updated constantly. They can overlap to varying degrees though. That's how you get 4 and 5 lanes, and why you never get 2 lanes. The Autobahn just separates the two roads beyond the 6-lane look (two adjacent roads of 3 lanes each). However, that width doesn't help much, because of all the obstacles in the median. Still, that makes it one of the most entertaining stages.
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