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Out Run

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Out Run AI simulator

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Out Run

Out Run (also stylized as OutRun) is 1986 racing video game developed and published by Sega for arcades. It is known for its pioneering hardware and graphics, nonlinear gameplay, a selectable soundtrack with music composed by Hiroshi Kawaguchi, and the hydraulic motion simulator deluxe arcade cabinet. The goal is to avoid traffic and reach one of five destinations before time runs out.

The game was designed by Yu Suzuki, who traveled to Europe to gain inspiration for the game's stages. Suzuki's original concept was to base the game on the 1981 American film The Cannonball Run, of which he was a fan. He disliked racing games where cars exploded on impact, and wanted gamers to enjoy the experience of driving and to feel "superior".

Suzuki had a small team and only ten months to program the game, leaving him to do most of the work himself. The game was a critical and commercial success, becoming the highest-grossing arcade game of 1987 worldwide, as well as Sega's most successful arcade cabinet of the 1980s. It was ported to numerous video game consoles and home computers, becoming one of the best-selling video games at the time and selling millions of copies worldwide. Out Run is considered one of greatest games ever made, cited as an influence upon numerous later video games, playing a role in the arcade video game industry's recovery, and providing the name for a popular music genre. It spawned a number of sequels, beginning with Turbo OutRun in 1989.

Out Run is a pseudo-3D racing video game in which the player controls a Ferrari Testarossa convertible from a third-person rear perspective. The camera is placed near the ground, simulating a Ferrari driver's position and limiting the player's view into the distance. The road curves, crests, and dips, which increases the challenge by obscuring upcoming obstacles such as traffic that the player must avoid. The object of the game is to reach the finish line against a timer.

The game world is divided into multiple stages that each ends in a checkpoint, and reaching the end of a stage provides more time. Near the end of each stage, the track forks to give the player a choice of routes leading to five final destinations. The destinations represent different difficulty levels and each concludes with its own ending scene, among them the Ferrari breaking down or being presented a trophy.

During the mid-1980s, Sega experienced success in the arcades with games developed by Yu Suzuki. Hang-On (1985) was a good seller and Enduro Racer (1986) had been successful enough for Sega to consider a second production run. Both are motorcycle racing games, and Out Run was Suzuki's chance to develop a car racing game. His original concept was to base the game on the 1981 American film The Cannonball Run, of which he was a fan. He disliked racing games where cars exploded on impact, and wanted gamers to enjoy the experience of driving and to feel "superior".

Suzuki initially conceived the game's setting across the United States, and he requested to scout various locations there. According to Suzuki's boss, Youji Ishii, Sega president Hayao Nakayama believed the US was too unsafe, and suggested Europe as a safer option. Additionally, Suzuki concluded that the US was too "large and empty" for the game's design. He scouted Europe for two weeks in a BMW 520 for ideas. This tour included Frankfurt, Monaco, Rome, the Swiss Alps, the French Riviera, Florence, and Milan. While in Monaco, Suzuki was inspired to use the Ferrari Testarossa as the playable car in the game, so when he returned to Japan he arranged for his team to find and photograph one. They took many photos of the car from every side and recorded the sound of the engine.

A team of four programmers, a sound creator, and five graphic designers developed Out Run. Suzuki had to use only personnel that were available and not assigned to other projects at the time. As a result, Suzuki did most of the programming and planning himself, spending extra hours at the studio to complete development of the game within ten months. He believed that the most difficult part of developing the game was to make it as fun as possible, which he achieved by emphasizing the design elements of wide roads, buildings, and a radio with soundtrack selection.

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