Out Run 2 SP Arcade mode, Goal E, manual transmission
Expand the description for some driving tips!
Out Run 2006: Coast 2 Coast
OutRun 2006: Coast 2 Coast, or C2C for simplicity's sake, was a port of the modern OutRun 2 and OutRun 2: Special Tours arcade machines for PC, Xbox, and Playstation 3 made by Sumo Digital with license from Sega. OutRun 2 and OutRun 2: Special Tours each had their own unique branching Out Run-style world map; C2C allows you to play on both of the 15 stage trees for a total of 30 unique stages to drive. In addition to standard arcade style play, C2C also offers two campaign modes, online play, and a grueling 15 stage continuous mode for added challenge. The original Ferrari-inspired styling of Out Run is back too, but this time with official branding and a dozen production models to choose from to drive.
The driving model is the same across the editions of OutRun 2 and C2C and includes one of my favorite drifting mechanics I've played. The car exists in two states: either grip or drift. To switch from grip to drift, tap the brake pedal or, if you are using a manual transmission, shift down one gear then back up. To switch back from drift to grip, simply straighten the car completely out. The drift state puts the car on rails so you lose a lot of control, but you can still coax it in the right direction by steering; throttle and brake adjustments do not do much to control the car while drifting. Since the car is on rails though, it's easy and fun to perform huge flowing drifts. It is important to note that while drifting you will slowly lose speed, so it is best to grip through all the corners you can. Some corners will simply be too sharp to grip through, so you will have to decide when to drift and when to grip.
The slipstreaming/drafting mechanic is back too: try and follow in line behind other cars on the road to increase your acceleration and top speed. Your speedometer will turn blue and 'slipstream' will flash on the screen when done properly. Other cars on the road will not move out of the way for you like in Out Run. Instead, they will speed up when you get too close. Use this to your advantage to draft behind them for longer and build more speed. Be sure not to punt the other cars by accident though! If you do hit the back of another car, it will be sent flying and you will lose some speed, but the car will flicker and disappear so it cannot get in your way again (unless it is a rival car, they will stick around so you can try to score on them again.) Interestingly, you cannot punt cars while in the drift state, so you can enter the drift state to shield yourself from getting slowed down by dense traffic in a corner.
If you want to get on the high score board, you must keep in mind that C2C and OutRun 2 have vastly different scoring mechanisms than the original Out Run. In Out Run, you were granted a constant number of points every second that was multiplied by how fast you were moving. In C2C and OutRun 2, you also score points this way, but you can also receive bonus points for passing other vehicles on the road, including rival Ferrari cars. Small cars are worth 750 points each, trucks and buses are worth 7,500 points, and Ferrari cars marked with 'Rival' are worth 25,000.
Your skill also adjusts these point values; if you slipstream behind a car, then slingshot around it, the point value will be doubled to 1,500, 15,000, or 50,000 points. If you make contact with the car in any way while trying to pass, the value will be halved instead. It is also important to note that to get the double point bonus, you must have slipstreamed behind the car you are passing for points in the last few seconds. This means that passing rival cars while slipstreaming behind other trucks or cars will not give you 50,000 points for a slipstream pass. Instead, you must get up close and slipstream behind your rivals themselves where you risk making contact with them and halving the points you receive. When you pass a vehicle, its value appears under your score on the top right and will be lit up red for a half value contact pass, white for a standard clean pass, or blue/green for a double value slingshot pass.
If you reach a fork in the road and try to make a last second pass on a car that takes the other route down the fork, the pass does not count for points as soon as the roads split. This makes it tricky to pass the last rival car in the first stage if you want to go right at the fork, so you will either have to be very quick through the stage or follow the rival car down the left path. If you want to pass a rival car quickly, it seems a bit backwards, but try to avoid slipstreaming behind them. The rival cars also speed up when you follow too close behind them, so don't force them to speed up and make you lose your opportunity if you are close to a fork. You will also get bonus points for clearing a stage, so obviously try and drive as far as you can without running out of time.
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