[OUTRUN.ORG FORUMS] Your #1 OutRun Resource!!!
    copyright© 2008 Outrun.Org®
Guide: Scoring in "OutRun Mode" (OutRun 2 SP)

When it comes to the OutRun mode of OutRun 2SP (OR2SP) there are quite a few things to know.

First, I’ll start with the scoring scheme with regards to traffic:


Please note that this only applies to the Arcade version and European PSP version.

If you are playing the American PSP version, or any of the other home versions, the amount of points awarded for passing cars goes as follows:


Other than the points awarded for passing Civilian Car’s, the scoring remains the same between versions.

Traffic Manipulation

In order to achieve the highest possible scores, you must manipulate the traffic with your positioning on the road. As far as the traffic A.I. is concerned, the road is split in half down the middle – this applies to the Large Vehicles and Rival Cars. For Civilian Cars the two halves of the road still apply, however each half is split up into individual lanes.


Example: If a Rival Car or Large Vehicle is on one side of the road, and your car is on the opposite side, you will find that it is very easy to pass them – however you will get fewer points because you are not slipstreaming them. Moving to the same side of the road causes the traffic to run away from you, allowing you to slipstream them for longer and earn more points – however for some cars you must switch to the opposite side to allow you to catch up with the car, before moving in quickly for a “Slipstream Pass”. This enables you to catch-up with cars and score maximum points that you wouldn’t be able to pass normally.

This “runaway effect” has a knock-on effect for all traffic in a stage – for example if you are slipstreaming a Large Vehicle and it is running away from you – all traffic in front of that vehicle will also run away. The “runaway effect” is more noticeable on the Large Vehicles and Rival Cars due to their simplified A.I. system and increased speed.

For the manipulation of Civilian Cars, because each half of the road is split up into their individual lanes, things become a little more complicated. The rules of the above still apply to Civilian Cars – but with the individual lanes, with each lane behaving in a similar way to the two halves of the road.


Example: If one half of the road is say, 3 lanes wide out of a 6 lane road, and you are in the middle lane on the right-hand side, the Civilian Cars on the left and right of your car on the right-hand side of the road will be easier to pass while the car directly in front of you will continue to run away – furthermore, you will pass the normal traffic on the other half of the road even quicker than the traffic on either side of you in the half of the road you are on.

All traffic in the game is loaded in blocks, if you are approaching an area where blocks of traffic are about to be loaded; the basic half-based A.I. used by the Rival Cars and Large Vehicles will determine where this traffic appears on the road – so you can manipulate traffic to your advantage before it is even on-screen.

Although slipstreaming earns points, manipulating the traffic is just as, if not more important than slipstreaming alone.

Y-Junction (Bunki) Bonus and “Stage Clear” When entering and exiting the Bunki, you can increase the amount of points awarded for clearing the stage by slipstreaming into and out of the Bunki, I’m not going to go in to too much detail here, as obviously your performance during the stage and Bunki has a large effect on this. However slipstreaming and ensuring your speedometer is in “the blue” as you enter and exit the Bunki awards a large sum of points. The animation you see during the Bunki is also based on your performance.

This is a work in progress, and is not complete and may not be 100% accurate. Thank you to "VirtuaRacing" for helping me out with the info.

TheObfuscat0r





Releases Site Stuff                            
  Staff Login