Hey there!
I'm an OutRun speedrunner, I'll be trying out your game soon and probably creating a leaderboard for it on Speedrun dot com.
Thank you for this awesome initiative!
MS Marceau.
Sorry for the delay. Leaderboard is ready at that page: Turbo OutRun Reimagined - Speedrun.com
I'll be streaming the game this week at MasterSystemMarceau - Twitch
Small tiny detail, I'd suggest "Turbo OutRun Reimagined" (with a capital R) 'cause that's usually how we write "OutRun".
Hi - this is amazing work and something I have been looking for a long time! Just a quick one - would you consider an option to be able to move the main car further down the screen so there is less of a gap (similar to the original). This is may sound like a minor point but it was probably one of the first things I noticed and something that seemed slightly off subconsciously from an Outrun experience. If not - this is still amazing!
Thank you very much!
You're not the only one with this suggestion. I'll look into it tonight. This might be a simple fix of simply putting the camera higher, but this may also mess up the sprite system where the cars may look like they go up.
If it works, I'll add the option. Maybe I'll map a camera button where you can switch between both options while you're driving. Perhaps even a bumper cam.
I figured out why I didn't move the car further down. It messes up the turbo flame. It's not directly behind the car, but about a meter behind it, so it wouldn't clip through the floor. If I move the car, I have to reposition the flame(s) for each car.
I'll probably update the code in the future so it dynamically repositions itself, depending on the position of the car.
I only just discovered this, and it's fantastic! Great job - love the callback to Test Drive, that took me completely by surprize and was awesome.
This has probably been suggested already, but if not, how about support for ultrawide monitors - or at least have an option to put black bars on the side so its presented at 16:9 for those that want that. For me, on a 21:9 monitor, you can see the graphics that are meant to be off screen and it's a bit distracting, although I also like that it can fill the full screen. So if it's not in the cards to have full ultrawide support, then just having that 'force 16:9' option would be great. No big deal for me, I just changed my resolution down.
Also the low-resolution mode is so good, and fits the style so well, may I suggest making that the default. Could just be me though.
Overall I really enjoyed it. Truly you did a fantastic job.
Now, how about a career mode with sponsors... just kidding, kinda.
Thank you very much!
Oh I never thought about that. I still have lots of stuff to discover about Unity, so perhaps I can try to figure out how the resolution stuff works.
I'm glad that you like the low-resolution mode! The bad part is that it loses the bloom effect around the light poles and the little lights in the tunnels. Also, it makes your car look a bit of a pixel-mess. For that reason I still prefer the high resolution mode, until I figure out how to overcome those flaws.
A career mode with sponsors... Like in Super Hang-On?
I'll have to try the regular resolution mode again - which looked great, but I'm so used to the original look, it's very difficult for me to go away from that. For career mode, I was thinking about something more like Super Monaco GP for the Genesis - it has a fairly simple career mode where you earned money from sponsors, which let you then buy upgrades. By career mode standards, it's pretty basic, but for replay value it's great - although you already have a really good leveling up system as it is. It was just a pure wish-list type suggestion, but if you get a chance, maybe checkout that example and see what you think, if it makes any sense or not.
Also, again, the Test Drive flashback was awesome, and completely unexpected. I played that game so much as a kid, to come out of the tunnel and have the mountains there - that was just amazing to me. Just a fantastic job - I love it!
It was a well thought out decision not to use money for this game.
- I think money is slightly more difficult to balance out than time management, although there are some other difficulties with my system.
- Lots of games have money, while I really like the idea of World Rally Championchip's time system.
- You're supposed to be filthy rich, so money shouldn't be a factor, just like in the real Cannonball/Gumball Rally.
But I do understand the appeal of your suggestion. Super Hang-On had a similar system.
I'm glad you like it anyway!
Thanks! Drifting/powersliding probably isn't going to make it into the game. It would make things a bit too complicated for me to program.
Color selection is going to be added if I figure out how you can replace the color in the UI. At this moment the cars turn completely black if I try to change the color in the menu.
I didnt knew about this project, amazing work.
One suggestion is that, the car is centered too high on the screen. i feel off while playing it, as if having too much road under the car its annoiyng me a little. More than anything with the red car. It even makes the ilussion that the car obstructs the road view a little.
Look this image comparisson with the original:

Would be better if you put the two playable cars centered a little lower, but not as low as in the original
Not because of being a purist, is just that it feels better for me at least.
You can add the FM towns soundtrack of the game, it sounds great
Thanks!
Yes, I've heard that before. I'm going to add the option to lower the car's position in the future, or perhaps a button so you can cycle between camera positions. But then I have to redo the positioning of the exhaust flames since they are not placed directly behind the car, but a meter from it.
And yes, perhaps I can add that soundtrack.
Speaking of camera. May I ask in some future to give an option un-tie camera from cars back Y axis wise to give it more float a-la road rash (md), road rash 1995 (3do, ps1, pc, sat; best example), outrunners (arcade).
Also would like to ask for more low-res compatible UI (gauges) and fonts (something that looks passable at 640x360 to do stuff like this image).
Good job on this project! I'd say add 4 players split screen for some same screen muliplayer mayhem.
Maybe one more frame of animation for the cars, but that's more an artistic choice.
Menu text and all the hud elements should be more pixel art than the current font you have, they look out of place.
As of now, I'm having a blast, keep up the great work
Thanks!
4 players split screen 😵 That's pretty ambitious. If I manage to pull off 2 player split screen, I'll be very happy.
Yes, the more frames, the better ofcourse. If I ever have custom sprites, I'll make sure that there are enough.
About the menu text and font: I know. I'll try to make it really pretty someday.
But I'm glad you enjoy it!
This is amazing! Just playing with the keyboard it's still loads of fun and really captures the essence of those old racers but with better handling. Great job!
I have 3 arcade racing cabinets hooked together in my basement arcade. I'd love to see at least an arcade style attract mode that can run while it's not being used, and of course forcefeedback steering wheel support!
Force feedback is coming! By the way: does your cabinet have the original shifter? With high and low gear? How does it work? Is there some sort of button in the middle or something? If so, I can add the option to make it compatible with the shifter.
An attract mode... Yes, I've been thinking about that. Yeah, maybe I can add something like that in the future.
Yves, my Belgian friend, what a beautiful thing you have created! BRAVO! Astonishing!
I saw a YouTube video, came here, tried the web version, immediately bought it.. recommended it to my friends...
Time from first sight to purchase <5 mins.
I am addicted at the moment. I have been playing it all night. Surprised at how few comments you have here...
You have solved SO MANY of the very obvious problems with an already superb original game.
You asked for suggestions :
The analog stick should be usable on the car select and car upgrade/repair sections, user should not have to move to the d-pad.
I selected three repairs and it said I had selected 0 upgrades. Repairs and Upgrades are a little confusing. Repairs x/x Upgrades x/x ??
Grab the music from as many versions as you can, they are all different and they are all great! Master System, Arcade, Xbox 360 etc etc...
World, Europe, Local (All time, This Month and Today) High Score tables.
Retain settings between games.
Should be able to enter my name with the joystick..
Distance to RIVAL.
Big Chase HQ style RIVAL arrow (Criminals Here!) (optional).
The mechanic is too realistic - is this you? Someone you know? :) Needs to be more 8-bit - like the "Nancy" in the Mega-Drive Chase HQ 2 -
Steering wheel support would be cool but that is always going to be a small sub-set of your customer base.
You should have a "Chill-Out Drive" option, where you are not racing, but driving fast through a randomly generated environment... slowly increase the max speed... up to the user if they want to just drive and chill or keep pushing themselves.
Get user submitted cars.. Lots of them. Let people rank them and auto add the recent top 10 - note, not everyone has PhotoShop...
Most car games fail because of obvious and repeated problems...
Crash too much - No-one WANTS to crash.
Too realistic - I am playing a game not WORKING...
Not realistic enough : Your car is 2x faster than all other cars you are racing against. Except for one which is always faster than you...
Boring challenges - Yes that's you Horizon Chase - A game should be fun to play and fun to come back to - not a punishment to come back to.
Drifting is too challenging - Get drifting right and you will have an awesome game.. it is not hard.. brake whilst accelerating and turning, then control the drift.. maybe have a Tony Hawks style arc and arrow.. push it too hard and you spin, too little and your drift ends.
Thoughts for your future (car) games...
Multiple rivals: Like 30 or 40! Loricel had a game on the Amiga/Atari ST which had a lot of rivals that you had to pass, the passing was slow but very realistic. The car in the game was a child's Matchbox Porsche which they photographed then digitized (including with its rear hatch and doors opened during crashes - this would be an interesting option for you, could be a super quick way to add a lot of cars). Overtaking was challenging but fun... JUMP TO 7m 16s
Need for Speed had an ok rubber banding system for two player games if you go that way. Whatever you do, do not make it like recent Mario Karts where the person at the back can win!!
Next Car Game : Remake Chase HQ and then Need for Speed (PS1). :)
General advice...
At some point Sega and Copyright will come knocking, probably a good idea to be bringing this to a close and to use your new found connections to get your own (similar but way better) game up and running.
Porsche Challenge on the PS1 and San Francisco Rush 2049 on the Dreamcast built in lots of shortcuts. On the SFR game they were there all the time, the harder ones gave you more rewards. On the Porsche Challenge game they turned on and off on a looped track and were often signified by a sound effect (cut through the churchyard when you heard the bell toll). These were great features, especially for a two player game. JUMP TO 2m 20s
Get a graphics artist.. all those cars do look like they are pulling wheelies and that would be easy for a graphics artist to fix.
GET YOUR USERS EMAIL ADDRESSES!!! If you make a good product once, people will buy from you again, but only if they know you have a new product.
Do you get to see the email addresses of people who have bought??
Finally... in your own games.. JUICE JUICE JUICE...
My background : Been playing video games since PONG!! I have played A LOT OF GAMES! Owned my own video game store in England. Now live in Texas.
Thank you very much! I'm glad you appreciate my game. I've indeed put a lot of thought in it, so it would be fun and not too frustrating.
And thanks for the constructive feedback. This really helps the game forward.
The picture of the mechanic is my father who passed away in 2013. When I played the original mode of Super Hang-On on the Genesis when I was 6, I thought it would be cool if my father was the mechanic. So this picture is probably going to stay, unless someone can draw a nice 16 bit rendition of him.
This is my favourite game by far lately.
i already finished it many times, so i would sugest new cars and new routes to expand the gameplay loop.
Perhaps the car from Sega Ages Outrun or chase HQ.
Also new routes, i would love some routes with tracks based on the Outrunners ones.
Keep on your good work, this game is nearly perfect already, it's everything i evr wanted as an outrun fan
Hi,maybe stuff to drive over/through like for example waterpuddles, wooden roadsigns,etc.
Also ,the female yelling in fear sometimes would be nice, and perhaps switching drivers in that the Woman is driving and the Man is screaming😅
Btw. I love this fanmade version, also.love fiddling with the reshade on it🙃
buenas noches desde barcelona ciudad, España!! Primero felicidades por tu extraordinario trabajo. Una pregunta. No tengo claro para qué plataforma has echo éste Out Run. Es para Android? Windows? Ps5 o megadrive?
Y quería preguntarte si sabes hacer menús personalizados para la sega megadrive, como los juegos Mega Games, para poner tres juegos o más en un menú y grabarlo luego en una pcb,como los de aliexpress que te vienen un 196 en 1, por ejemplo.
Muchas gracias ✌️✌️😁👍
this game is brilliant! it looks and runs amazing on steam deck oled but displays in 4:3 causing missing graphics on the left and the right of the screen.
As for improvement suggestions, ..when using the hang-on motorcycle, it sits very low down on the screen allowing you to see the road ahead clearly, ..but with using the normal ferrari car it sits higher up/ more forward on the road so it kind of blocks the view of the road ahead.
It's a fantastic game, thankyou
I love it! Honest feedback - The upgrade/repair menu needs review/balancing, or like the original. Drop the repair mechanic (which could be good for a OutRun Rougelike? :) ) If you need PXL art support or OST remastering, new xbit tracks, I can "help" to some degree if you need it :)
Bless up for this release!
Thanks! Yeah, the repair/upgrade stuff seems a bit too much for some people. That's why there is also the Outrun mode. I'm also going to add an additional mode where you can drive from A to B without branches like Super Hang-On.
The repair/upgrade stuff is going to stay though, because I really like it. It's inspired by the original mode of Super Hang-On on the Genesis with a little bit of WRC in it. (Hence the time limit instead of the use of money.)
I may add an option to reduce the damage.
Can you draw a sprite of an 959 facing forward? 😆
I've changed some input stuff and I also added some values to the log file. If it hangs again, would you mind send me the log file? You can find it here: C:\Users\<UserName>\AppData\LocalLow\TurboCompany\Turbo Outrun Reimagined\Player.log
Oh and perhaps try hitting the keyboard arrows. That probably didn't work either...?
Oh ok, we can use upgraded cars in W.I.P. mode? That's a game changer! I'd still make it a little bit less tight though, personally :-/ But I'll give it another try!
I would also add a diagram of the route and for Original Turbo OutRun Mode I would add a total time of the 5 races at the end of the race if possible. That'd be really awesome.
I'm probably going to add an option to choose a slightly less brutal time limit. ;)
I'll try to add such a diagram! I won't be able to make a nice screen like the one in the original OutRun, where you see a miniature car driving through all the stages with the scenery and stuff though. That means I have to draw. xD
Hi Yves,
yes that's my dad. I hope it's a fair price for you?
But i think the biggest thing is that you're making a lot of people happy. Me too... :-)
Thank you for including more waether conditions in the new levels. :-)
I'd like to create a new car. Can you explain me how i can do this? Or are there any good manuals for creating sprites in the net?
Greetings Sirina
Hello Sirina,
Ofcourse that's fair! It's more than enough.
Here is a screenshot of the upcoming heavy snow storm effect. ;)

Hi Yves,
This is an amazing game, the sound effects, the car selection, and the music are simply great. If I may suggest to improve the game I would add the following:
Adding more cars from the 80s, such as Chase HQ, General Lee Dodge Charger, Porch Carera, and the Automan's 80s TV series black Lamborgin Countash for driving at night time with the same electric engine noise. Also Kitt from Night Rider will be a great addition.
Since road race is illegal I would add police cars chasing the game player and the police will stop you down and on the following level they will also start shooting at t uphe drivers car
Also chased by a police helicopter - sprites can be obtained from Chase HQ arcade game.
Road block with police cars, and the only way to proceed is to drive up on a tow truck or trailer at high speed lunching the car into the air.
A level crossing (train crossing car drivers road) where a railway line and a road meet each other, same as above to keep going further the only way is to drive up on a tow truck or trailer at high speed lunching the car into the air.
Stopping in petrol station for fueling or fixing.
Driving inside a trailer to hide from the police or to replace the car or driving the trailer, similar to Knight Rider.
Similar to the video game Spy Hunter, stopping the car at the harbor, and switching to a powerboat for a boat race similar to Miami Vice, and for an amazing atmosphere utilising the Miami Vice sound track.
Adding CRT monitor filter, examples here https://forums.libretro.com/t/cyberlab-death-to-pixels-shader-preset-packs/35606 I can suggest you the best filters if interested
If interested I can add more ideas
I am an average user with Photoshop, I'll try to design a car.
Video clip of car launched at high speed from a tow truck
I think the images of the cars below can be downloaded for free or by taking a print screen
Auto man's Lamborgini Countash
https://youtu.be/5Q528VJuORY?si=8yO4OAdeo1uwQADa
https://youtu.be/J98Kb55ZWLM?si=zTDE8DzD5XVtCtMJ
Kitt Pontiac Firebird 1982- 360°
https://sketchfab.com/3d-models/pontiac-firebird-kitt-1982-d56185c31fa5444f828a1...
https://3dmodels.org/3d-models/pontiac-firebird-knight-rider/#360view
https://3dmodels.org/3d-models/jaguar-xj220-1992/
https://sketchfab.com/3d-models/jaguar-xj220-c66c15ab194643ee994ba5bd73aab15b
Hi Magroc,
Thanks for the feedback! I probably won't be able to do all your suggestions (like switching to a boat), it certainly gives me some inspiration.
I will add police chases at one point. Not sure how far I will take it though. It will be something between a brief encountering like in the original game and a full blown chase like in Need for Speed. (I won't be adding the shooting stuff though.)
I certainly would like to add the following cars: Porsche Carrera/930, and KITT from Knight Rider. Maybe the Jaguar as well. Thanks for the links to the 3D models! And if you're able to, you can certainly try to draw a car!
I'm about to add fuel consumption in my new game mode: cruising. You'll have to stop at a gas station to add more fuel and perhaps repair it at a garage.
Hi Sk1ds,
I am interested in trying to design a car by converting a number of car images from different angles to pixel art with Photoshop and continue with your car creation tool. Could you please confirm that to run the Turbo Outrun car creation tool .ods I need to install Microsoft office? Another thing do you think that in the future you can add the Road block with police cars or something else, and the only way to proceed is to drive up on a tow truck or trailer at high speed lunching the car into the air?
Hello Magroc, it took me a while to answer, but here it is.
You can also use Open Office. It's free! And awesome that you're trying to make a car!
There are two problems with the suggestion of adding road blocks:
- In order to make the cars jump, I need to write some physics so they jump in a realistic manner. Luckily I was already thinking about the idea of going airborne. Think San Francisco.
- The police road block doesn't sound too bad, just like the passing train, but the conveniently placed truck sounds a bit like a predictable trope of an 80's tv show/movie. And I don't like being predictable, so I'm not sure about this one.
I really like the train though, but I prefer to stay on the ground and just trying to get in front of it.
It looks like that the game changes your resolution. The UI isn't supposed to be blurry. I'm about to add some resolution options in the next update.
I know that the web version doesn't work with gamepads. It has something to do with the way the input system is configured. Consider the web version as a demo. It's to give you an idea what the game is all about.
That's very kind of you. Yes, I'm alright! I've been busy working on v0.4.0, after doing a little side project.
I'll tell you what I've been working on:
- First of all: the little bug with the letter p,
- A new game mode: "cruising" where you drive on a randomly generated road. You'll start on the side of a freeway, next to a gas station, but I still have to find a pixel art gas station. I've created what I call the "chain object system", which creates a mesh between objects, so I can add for example guard rails for that freeway, or cables between those poles in stage 2.
This new mode doesn't have a time limit, or an opponent and you can choose if you want damage, or not.
- If you think the corners appear too intense, you can now make them appear less sharp. You still have to brake the same amount though
- I've added a resolution options screen and I've created new gauges that resemble the ones from the original Turbo OutRun, including the temperature bar that you can turn on or off.
- I've stolen the "criminals here" arrow from Chase HQ and put it above your opponent, which you can turn off if you want.
- I've tweaked the rubberbanding so it's less obvious. Now there's no rubberbanding as long as your opponent is within a radius of 300m.
- I've added slipstreaming. Don't expect some magical boost like in the game Slipstream, it's merely a reduction of the air resistance if you drive close to another car. It also works for your opponent.
- You now get a message if something is wrong with your car
- I've already done one new stage: the snowy stage with snow storm. It's not completely finished yet though.
- Music selection and an overview of the current situation (race number, amount of wins, continues)
- Ability to choose a difficulty setting, apart from the transmission. You can now enable/disable ABS and traction control individually. Choosing auto transmission and/or enabling driving aids will lower your top speed by adding some extra aero drag.
- Reworked force feedback for steering wheels
Stuff to do:
- Add more stages and different sceneries,
- Objects that interact with you, like barriers that break
- Add another game mode: same as Original mode, but without damage and a much simpler upgrade system. Basically the original Turbo OutRun. It will have the same stages as the current Original mode. The original mode will have more stages.
- Make the 2 speed transmission more attractive by adding some extra torque in low gear.
So it will take a while before the update will be finished, but I'll post some screenshots/videos soon. 😉
Is multiple routes possible like the original Outrun with varying difficulty? And then a combined consecutive super stage with all stages in a row.
Also, I don't think you should add drifting like Outrun 2/Coast to coast etc it made the game too easy as you car was almost invincible while drifting to collisions with other cars. Original Outrun handling was just pure brilliant arcade game play, hard, challenging but fair with no gimmicks.
Something else I remember is that that Turbo Outrun had a much lower view than the original Outrun. It was too low and your own car would block the view of the road and traffic ahead, very annoying. If anyone played Top Speed/Full throttle you will also know what I mean as it suffers the same thing. Thankfully Taito raised the view up for Chase HQ.
Congratulations on your game, it's really enjoyable and sticks to it's 80s Outrun roots.
Thank you for the kind words!
I'm probably going to add 2 difficulty settings for the OutRun mode: brutal and slightly less brutal. 😉
I'm also going to make a Super Hang-On mode in the future where you simply drive from point A to point B. You'll be able to choose a set of stages, ranging from easy to hard. And one with all the stages combined like you asked. (And also the choice to go full Super Hang-On: only motorcycles on the road, the red arrows, only 2 lanes, and the checkpoint posts.)
And yes, I think it's best to leave out the drifting, although that means that there is no reason to turn off traction control, apart from the added difficulty/satisfaction and higher top speed.
And also yes, I also wanted to have a slightly higher horizon so you're able to see the road better. 😉
If you want: I've added a test version of v0.4.0 which includes a cruising mode: you drive through a series of random generated stages without a time limit. It's not finished yet: some stages have the start sign instead of a checkpoint and some have some weird transitions, but I think it should work.
I spent without counting at the time to play this game in Parisian cafes on arcade terminals.
Yes, I am French and yes I am "old" (50 years old is perhaps not old enough to stop playing).
I thank you with all my heart for having "re-created" this magnificent game.
I have been on it for 4 days, I do not hang up because of you my holidays are ruined (for my wife) and successful for me!
what a joy to play this game again.
My wish, more cars of course, I would love to play with all the "AI" cars that we see, even the truck would be great! An F1 like in the good old days on "Super Monaco GP" or even a Nascar! (as a bonus to unlock by finishing the arcade mode why not)
another new track as well as some optional graphic mods (to activate or not according to everyone's desires) like the CRT or other luminous shader. (neons of the same colors as the bodywork under the car!!).
A mode with only an opponent on a motorbike if you take a motorbike or an F1 if you take an F1.
Thanks again for this superb game, I paid of course because your work deserves it, I will pay again if necessary.
Zawal..
Hello,
Thank you for your message and I'm glad that you like my little game!
Ofcourse, more cars are coming, especially the Porsches, but they need a few more sprites. I hope I can find someone who can draw those.
I'm not sure if I can add the truck, because I'm a perfectionist when it comes to car stats. Every car has the correct gear ratios, so the truck should have them too. But they usually have more than 12 gears...
If someone can provide the sprite work I'd like to add custom cars like an F1 car or a Nascar! As long as they are in the same style as the ones that are already in the game.
New tracks/sceneries will come as well!
I'm not sure if I will implement shader stuff. They seem to be pretty easy to add without having to implement them in the game by code.
A mode with an opponent with the same vehicle as you seems fun!
And thank you for the donation!!
Hi, dunno much about programming , but maybe these sprites of cars and sheets can be of any use to you.
if not, my bad ;)
https://www.mediafire.com/file/clv8hvn8vapt363/VOERTUIGEN_SPRITES_en_SHEETS.zip/...
I'll test it on my wife's laptop when I get the chance.
How are the volume sliders? I've put them to 100% by default now.
Actually there is only one visible change: the outer lines on the road are wider. It's to accommodate the new line patterns that I'm going to add in the next update.
And ofcourse some bug fixes and the correct first race in the Turbo OutRun mode.
Never mind, the options.txt itself was plain wrong. xD If you delete it, it runs just fine. I'm uploading the corrected zip file.
Ahh, perhaps it's because I've rearranged some pieces of code a while ago. I don't know how it looked before.
Edit: New version with new line pattern on the side of the road. (And I've temporarily reverted a change in the parts menu of the Turbo OutRun mode that didn't seem to work properly.)
Would you like to specify which graphic setting you would like to see? The plain looking road? The multiple LOD's of the trackside objects? Scanlines? Something else?
I'll be adding more scenes/stages in the future, but I'm not sure if it will be the ones from OutRun. Perhaps there is a specific one you would like to see?
Would the helicopter serve any purpose? I won't be able to add Airwolf, because I don't have any sprites of it, unless someone can draw them for me. (I'd like to include KITT from Knight Rider too, but same problem ...)
Every complaint I had is fixed now, it looks beautiful in ultrawide. If you've not already, you might consider borrowing the OutRunners assets to add more content & roadside details. Even as-is, I like this better than Slipstream, and that's high praise. I also second the idea of using Space Harrier sprites in a secret bonus level minigame recreating the Space Harrier arcade levels 1-3. It would look great in this engine but should take a backseat to more logical next updates imo. Well done and congrats on starting a family
Thank you very much!
I really wanted to put the OutRunners' cars in the game, but I can't rip the sprites, sadly. And I don't want to use the Genesis sprites, because they are too low-res.
And I'm really glad that you like my game better than Slipstream! (I bought it as well, but I don't like the sluggish controls and how every corner feels the same.)
Indeed, I'd like to do the planned updates first and I'll do the Space Harrier thing someday.
@sk1ds It would be amazing if you allowed people to create their own cars with a base template. the community could chip in with their own cars. Need for speed had a great community that has people still playing NFS 2,3,4 to this very day. Same for games like Event Horizon (steem, android)
It would be cool to see people playing as Kitt, Smoky and the bandit etc.
Yes, that would be cool. I used to have a spreadsheet to make a custom car (parameter-wise), and combined with custom sprites, you could send that to me and I would but them in the game.
But sadly I usually got sprites that weren't high-res enough to nicely blend in my game.
But perhaps I can take your suggestion: put a template car online with the spreadsheet and and let the game import those files so you can drive the car without having to send it to me. (Unless it's so good that I want it to include it in my game!)
It won't be soon, but I'll try to do it someday!
One small thing I’ve noticed is that, for all but one vehicle, the highest speed shown on the speedometer is able to be reached with the upgraded engine and turbo.
However, for the Lamborghini Countach, the speedometer actually undershoots what the car is truly capable of. You’ll notice that the Countach’s engine keeps revving higher and higher while the speedometer stays pinned at 400KPH. You’re clearly going faster than 400KPH, but it’s impossible to tell by how much you’re going over.
Is there any means to get the true speed of the vehicle in this case? And, more importantly, would you be comfortable adjusting the Countach’s speedometer to make it accurate to the speed that the car can actually attain?
Then it's probably a coincidence. The calculation rounds up the result to the nearest exponent of 20, but it doesn't take anything above redline into consideration, because you're not supposed to go into the red zone. You can, thanks to the fact that the turbo disables the rev limiter. So the top speed of the upgraded Countach is probably slightly below 400 without the turbo, so once you use the turbo, it goes faster than 400.
I'll add a bit of buffer to the max rpm in the calculation. That should increase the top speed on the speedometer.
Yeah, just from some recent playing with a fully upgraded Countach, I can go well above 400KPH. It almost maxes out the tachometer to 9000RPM.
I was seeing this on the “Cruising” course, both the first and last segments, and probably others along the way. The fully upgraded Countach is a lot faster than you’re giving it credit for.
And all this is with full assists: automatic transmission, anti-lock brakes, traction control, the whole nine yards. I’d presume much faster is possible if you turn assists off?
Hello Sk1ds!
I first got informed about your project through Video Game Esoterica on YT and wanted to ask if there would be plans later, when the majority of the development for this racer (you could call it Out of the Run as a homage then just "OutRun Clone") is done, for including bikes and perhaps the boost mechanic or music from the Super Hang-On arcade version? I noticed through VGE's video that some references to the Hang-On series already exist but I don't know if there are options to play one of the bikes from said series, nor if the music from Super Hang-On (like my two favorites Sprinter & Hard Road) are included.
Hello Korence!
Openroadracer is right. The motorcycle is in the game, including its turbo booster. 😉 You just have to unlock it.
And the music is in it as well.
In fact, many of the roadside sprites are from Super Hang-On. I'm even thinking about making a homage to the game, with the original mode of the Genesis version.
Okay, just started playing with the new test build… Racing against Duke Nukem? That’s cool! But that’s not why I’m here.
Frank doesn’t let you run your time usage in the garage right to the limit. In Division 1, between races, you cannot change both an Engine and Tires or a Transmission and Tires, despite the fact that you’re allotted 90 Minutes for repairs and upgrades. Considering that an Engine or Transmission is 60 Minutes and Tires are 30 Minutes, you’re just at the limit without going over.
Is there a reason why this was changed?
Oops, that's a little mistake. I'll fix it tonight.
I've added some restrictions because people got stuck, not knowing what to do. So once you try to schedule more than you allowed to (time limit/amount of upgrades), it won't get scheduled anymore. UNLESS you've chosen the hard difficulty setting, because I guess you know what you're doing then.
Also, something else from a recent session I had with this game:
Division 2, Race 3. I pause the game before the race actually starts, thinking I’ll choose “Quit Race”, go through the menus, select a different song; but then I decide to just take what I’ve got and race. When I choose “Continue” from the pause menu, the Turbo activates, and my engine revs way past redline, grenading on the spot before the race even begins.
Looks like I need to remap the “Turbo” button off from the A button of my X360 controller.
So I have two things to ask.
One: have you ever considered making playable versions of two of the cars that are currently seen as Rivals and traffic? Specifically, well, from what little I can see of them, I think they’re both Porsches? We already have the Countach and the Corvette, so we’re already driving vehicles outside of Ferrari.
Two: would you ever consider adding the “Mickey Arrange” versions of the Super Hang-On soundtrack, and/or the modern remixes of the Outrun and Turbo Outrun soundtracks that were made for Outrun 2 and Outrun 2006: Coast2Coast? Might be a bit much to literally double your game’s soundtrack, especially with high quality files.
Both of these are up to you. The game’s awesome as it is.
- Yes, but those Porsches have 2 missing sprites each: the ones facing forward. The Corvette also didn't have those sprites, but because I drew that car many many many times in my youth, it wasn't too hard to draw those sprites myself.
- I'm probably going to add the possibility to add your own music tracks. That way I can keep the file size of the game small, while people can play the game how they want. Perhaps I can add the songs as a separate download.
Ahh yes. I uploaded a version for myself. My wife went away for 2 hours and I had to stay downstairs to look after the baby. So while the baby was asleep I wanted to test/play my game in its current state. I uploaded it so I could play it on my wife's laptop... But I forgot to hide it.
I'll unhide it for you. 😉 But if you make a video of it, would you like to mention that this version is not available for the main public?
Updates are:
- New background layer for clouds
- New tire sounds from Daytona USA
- Bumper cam (press C on your keyboard to change the camera)
- New stage in division 2: OutRun's Gateway stage
awesome updates,though i have not tested everything yet.
Seems that i cant upload any vid to youtube , stuck at 0%, until then i uploaded it to my Facebook
https://www.facebook.com/100008073668642/videos/8544264119024268/
What I did: max amount of throttle is lowered from 97% to 90-95% at intermediate difficulty, but I increased the cornering speed from 90% to 95%. So it's a bit more balanced I guess. I'm not sure if that makes it easier. I usually play on hard setting and then it's all 100%. 😁
Make sure that you use the chase cam. The little ramps are located near the end of the first beach stage on the right side of the road, at the cloudy/rain part. I'm going to tweak it though. You'll notice that the car goes straight ahead while in the air, but I want to see if it's more fun when it's still turning in.
Yes, it's the most important reason why OutRun mode is still a work in progress. In all other modes, stages appear in a linear order, so the ai cars look through the list of road pieces in order to know how many lanes there are and which corner is coming up. In OutRun mode you have branches and therefore the ai cars have to recalculate with each branch the player takes to know in which stage they are driving. They regularly mess this up. They basically think that they are driving in a different stage with 5 lanes instead of 3 and therefore they don't interact with the roadside objects. It's a real pita to program this. 😅 But I'll fix it eventually.
Bumps: Yeah, the car almost react like I want when jumping over multiple bumps, but not quite.
Difficulty: You mean the opponent? Or the time limit? Or both?
Mechanics walking backwards: Yes, I noticed! Really strange. I don't know why that happened.
Hah, deer... I could do that with the new animated objects like the mechanics walking away at the starting line.
That's weird. And to what resolution do you want to set it?
I've just tried it on my system and it seems to work. Not sure why it doesn't work on yours.
Eventually I'm going to expand the low res mode where you can also choose a resolution. That way the UI stays sharp while the road and stuff becomes pixelated.
I'm afraid not. But you want to change the refresh rate? I believe changing the resolution merely changes the look of the game, not the actual resolution of the screen. So my best bet is to change it in your system settings for the moment.
I'll add an option in the future to actually change the resolution on a system level.
Are you using Windows? Or Mac?
Thanks! Yeah, the horn will be actually functional. Not only for challenging other cars in Cruisin' mode, but also for something else:
I've programmed the AI cars, especially traffic cars to not swerve into your lane when they want to overtake someone. It's something that I don't like about other games, where they intentionally seem to do that. But my system isn't watertight. That's where the horn will come in handy. When they swerve into your lane, blast the horn and they should go back where they came from. At least that's the idea. :D Now I have to program it... And add the sound effect.
By the way: I've just uploaded a b-version. It fixes some bugs here and there. For instance: with a controller you quickly had to release the a-button when you went to the upgrade screen in Turbo OutRun mode, or you accidentally chose the engine upgrade. Oh and that's when the mechanics walked backwards.
Oh, I get it. It looks like the rival is using the turbo more often. Usually, when easy or intermediate is chosen, the rival only activates the turbo on the long straights after passing a checkpoint. Now they’re also using it just before the end of a corner. Not sure why. That's something I’ll look into tomorrow.
I’m also experimenting with a new type of rubberbanding. I already had a rubberband mechanic that adjusts the rival’s max speed through corners: the farther ahead they are, the slower they go through corners, and vice versa. Now, I’ve added a rubberband that adjusts throttle. The farther ahead the rival is, the less throttle they use. When set to zero, they won’t get much more than 200 meters ahead of you.
Once I fix the turbo usage, I’ll upload the new version.
Yes and no. They follow the same rules as you do: overheat the engine and the turbo won't be available. But those bastards immediately start with an L3 radiator.
However, I've found the problem. It's something that I changed a while ago. I reverted it and now they only use the turbo on long straights.
I've also rebalanced the ai difficulty. Easy and intermediate are now easier.
With the "slow"car i drove?
gonna try it.
btw.someone mentioned on my last upload that the Car does not dip , nor ascend when going down/up hill.
Dunno if you knew it allready,also dunno if it takes lotsa work to add those animations to make the game even more Beautifull.
Here's what missing,still i see the nose of the car dip when switching to bumperview

Yes, I know. The car animation itself shouldn't be too difficult. I've even experimented with it in the past, although I'm not entirely sure how I'm going to implement it. Should it stay in the upward position as long as you're going uphill, or should it only stay upward while the road is curving upward? Those are the questions I'm grappling with.
However, animating the occupants in the car is a real pain in the ass. xD
Ripping them is the easy part; positioning them in the car is the hard part. They're a separate sprite sheet with their own animation: the hair flowing in the wind. So I can't just stick them in the car—they have to be placed in via code. I believe I've already done most of the heavy lifting for the Redhead, so I might try tilting the car up and down.
For the DX40, there are separate sprites again because of that damned spoiler in the way.
The new rubber banding is better and more reasonable... But the opponent is still kicking me around in some races but I don't seek to get a perfect run, just win by points alone.
I see there is an F1 car locked... Do I have to race it? I had my ass handed to me by G. Ceara in Super Monaco GP on the Genesis way too many times and I know that not even the bike can take it on.
9.5 out of 10... I'll give it a perfect ten when I unlock the F1.
I see... the AI driver cannot handle the Madonna F1...
Time to practice then, Just got the bike with the Testa- oops! I mean the DX110. Also may I suggest a way to make the game run smoother on low end machines? A cousin of mine likes the game but he has a "meh" laptop for school and wants to play it during breaks but he has to lower the resolution way low and even then frame rate does not go over 40 fps. (I noticed on your to-do you want to lower road textures.)
Either way... I'm off to practice with the bike and beat the game with the other cars (On easy of course because I got the bike on Inter with the DX110)
Hah, in the next update opponents will recover faster after they hit another car, so they won't crash into roadside objects that often. Aaand I'm probably going to revert it for easy and intermediate settings because it makes the game much harder.
Not sure how I'm going to get more fps out of the game. Graphics-wise it's not that heavy, but code-wise there is a lot of stuff going on. I'll experiment with some stuff and I'll see what I can do.
Good luck with the motorcycle!
On my old 2018 game pc with an rtx 2080 8gb gpu the latest "d"update runs not as smooth as it used to be.
At first i thought it was the Reshade i allways use,but even without reshade this latest update has many "hiccups"when there is lots going on.
i also tried at the lowest resolution , still stutter when lots going on, however on my game laptop with rtx 3080 16gb it runs buttersmooth with reshade on and off.
Seems that i need higher specs to run it smooth.
Another explanation for the hiccups can be that the latest nvidia driver update for the gpu is faulty.
That happens sometimes.
i recorded the race,but sadly on my old pc with the stutter sometimes.
edit, seems to be the latest nvidia gpu driver causing the issues in many games
True. That's because of the way they get spawned. They get spawned with the idea of racing against 1 opponent. When the oppnent is in front, the police gets spawned in front of the opponent, so the police will see the leader first and start chasing the leader, not the player by default.
But with 29 opponents, they still get spawned i front of the leader. That's why you only started to see them when you were at the front.
I'm about to change that.
Hi mate, I love what you've done with this, it's just beautiful. Downloaded v 5.0 today. The recipe is amazing, youv'e basically perfected the game. Some thoughts I had when I was playing it was maybe can you make the 911 playable, maybe can there be an option to change car colour, maybe can you add a two player head to head mode, and maybe add a "radar detector" for the police like in Test Drive
Thanks! I'm glad you like it!
- The 911 will be available in the future. 😉 It misses 2 sprites: the ones facing straight ahead. But I'm going to try to draw 1 of them myself.
- You can change the car color by pressing up and down in the car selection menu.
- I really would like to add a multiplayer mode, but it's going to be difficult. Not sure if it's going to be feasible. Maybe someday...!
- There is a radar detector in the upper right corner. 😉 It will start clicking when a police car is near you. The number in it is the amount of cops chasing you.
You've already added the music of 3 of my fav games...Outrun, Turbo Outrun and Super Hang-On....why not add more! More options...moAr bettAr!!! I think you should add music from:
After Burner
Space Harrier
Thunder Blade
Galaxy Force
Power Drift
GP Rider
Super Monaco GP (for short diddies)
Pretty much all the Super Scaler games....hell...even Daytona USA music would be fitting in this racer!!
can you add editor inside the game ? for make scenery on host and load inside the game and play ?
https://github.com/djyt/layout
it's a idea. :D
When I was racing the Nerd, at the start of the race I tried to block him off by going in front of his lane but I instead drove my motorcycle into the crowd and the "What on earth is wrong with you?" message popped up and scared the hell out of me. I suggest adding safety railings behind which the crowd can stand safely, because I lost Frank's motorcycle and it was kind of hard to get :( anyway its a really cool game, would like to see more updates
Just tried this for the first time and am blown away, like I can't believe how good this is.
Immediately got it working with my Thrustmaster T248x. My only request would be tweaks to the FFB - just a dampener or scaler would suffice, doesn't have to be crazy. My wheel kinda goes nuts back and forth a little at idle, I think it just needs a minor dampener.
I think adding Imperial would be a nice option. I also would like to see better wheel support for the Logitech Gxxx series. I have a G923. What I noticed is that everything on the wheel and H shifter work great! But if you enable the clutch, you have shifting problems. Also, what is the green bar on the left indicate while you are playing the game? Thank you.
Bill
Please consider adding a CRT monitor shader in the style of https://forums.libretro.com/t/mega-bezel-reflection-shader-feedback-and-updates/... with an arcade cabinet
Good day!
I love 2d/Outrun style racers and was fianlly looking for new material after OR2006C2C. So after playing your game for a bit I thought to drop some of subjective feedback. I may have gotten a little rusty over the years but I´d say my skill level is average at worst.
I think you did a great job with the overall idea and with a lot of the way you executed it but there are a few things that are just driving me absolutely nuts. Well, I´ll just leave my feedback here...
+very happy about the variety of modes i. g.
+spirit, look and feel generally executed in a great way
+plays well takes advanatage of high refresh screen, fast
+good options menue with great custom options and control manners <3
+ability to customize music
+controls feel just about right
+addictive gameplay loop
+nice police chatter, also police corvette can come at times, fun
+shifting is fun
+many (police) cars are fun
+nice upgrade mechanics with the time thingy
+awesome car engine sounds
+cool weather effects in stages (could be even more/more intense to my taste)
+can run besides paved street at times
Now onto some minor things or some that are almost driving me nuts:
-course design too rough, original outrun has 1 hard corner in map 1, you start out with a few rough ones right away. Not to mention the unfun turn right at the beginning of the 2nd course. Too many 360+ degree turns in game, cannot remember OR had them like that.
-an honest question: Who is supposed to beat career on "INTERMEDIATE"? That is not HARD mode. There are people who love 2d racers with some competition but have NOT played OR for the past 25 years on their arcade. :o You dont need to prove anything by making your game extra hard. To me it´s just frustrating.
-opponent just always cheating ahead of you and if not still rubberbanding ahead at some point! Even if you boost and are at max speed the just riccochet past you. Duh. A perfect start not much worth it thus either.
-regular police just too fast, you dont feel like driving a supersports dream car, instead like a dud the way they always are faster than you UNLESS - they suddenly let you pass. Feel sdouble underwhelming like you are a baby. Give a n actualfair chance to win them . The Corvette can then be the equal challenger, I´m cool with that. Or give option to set police to "cheating" or "slightly more realistic".
-police jumps left and right like in your path until they suddenly let you pass. No fun and lame. Make their reactions more like the player can steer as well.
-police in career (!) seems to never hinder the enemy driver, lame, grant the moment of fiendish joy to have the opponent get some of that medicine too
-the "car stops in front of an obstacle from 320 to 0 in nulltime"- event seems to occur a little too often. I know it was in the original but it should be a rareish occurance if you mess up since it´s not much fun and a harsh punishment.
-the scanning of custom music in the beginning shouldnt take this long imho on a fast pc
-the testarossa clone is like a newbie bait, it just sucks against the Porsche. The f50 seems the easiest car, so it should be the primary selection imho (easy mode).
-testarossa had more nice paintjobs (see online available list)
-959 should be a convertible and have some better paintjobs (as above), model also looks a little too bulky, the original is like a flunder
-Corvette looks a little bulksy imho
-if I drive a 959 and choose female in options it´d be nice not to be a fat pork eating pig :D
-motorcycle sound is really annoying
-sea on a slope in lvl 1?? Nah, just don´t, original didnt have it for a reason
-some stages could have a bit more variety or individual characteristics, it may sound weird but the ancient outrun stage 1 feels somehow more vivid to me than yours but maybe it s just memory failing me.
-not a fan of the turbo mechanic although I like the engine heat management. Would maybe be nice to be able to switch it off for career aswell or design it differently so you dont just need to push every x seconds?
+/- a splitscreen multiplayer would be gorgeous!
+/- a demo or even the ability to record demos would be awesome (but not needed)
+/- maybe add some more 80s/early 90s dream cars (Would love to see Italdesign Cala i. e. but maybe it´s already too new)
I may have missed some things but this is a healthy list already it seems. :)
Thanks for your time and effort, keep up the good work!