Turbo Outrun
Racing, Arcade
Release Dates:
Average Rating:
Developers/Publishers:
U.S. Gold, Sega Enterprises, Ltd., Sega AM2, ICE Software, Probe Software, Code To Go, Tiertex, Kixx, Sega of America
December 31, 1989, February 11, 1989, December 31, 1990, March 27, 1992, December 31, 1992
DOS, Commodore C64/128/MAX, Amiga, Amstrad CPC, ZX Spectrum, Sega Mega Drive/Genesis, Arcade, Atari ST/STE, FM Towns
Platforms:
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Content Gaps: Some areas of Turbo Outrun feel underdeveloped or lacking in content.
Repetitive Elements: Turbo Outrun may become repetitive after extended play, especially in the Racing genre.
High Difficulty: The steep difficulty curve in Turbo Outrun can be daunting for new players.
Why To Avoid
Community Driven: The game has a strong community, which enhances the multiplayer experience.
Innovative Mechanics: Turbo Outrun introduces new and innovative mechanics in the Racing genre.
High Replay Value: Turbo Outrun offers numerous reasons to replay, thanks to its Racing elements.
Why To Play
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.