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1
Out Run
The opening road splits just before the checkpoint. Know which side you want before the fork, because the choice sets the next stage. Use the coastal opening to learn how early to change lanes around slower cars while leaving room to brake.
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Daytona USA (1993)
7.3/10on IGDB
Released
Learn Three Seven Speedway, the short oval. Its last corner comes up fast after a long run, and a clean exit puts you in position to pass along the start-finish straight. The manual gearbox gives you a different way to judge the corner than staying on full throttle.
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Ridge Racer (1993)
7.4/10on IGDB
Released
Learn the rhythm of the original route before choosing the longer version. The tunnel and the turn out of it give you a landmark for setting the car’s angle. This is a good cabinet for learning the timing of a long drift.
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Sega Rally Championship (1994)
7.3/10on IGDB
Released
Start on Desert and then take the same habits to Forest. In the woods, a corner can come up while the previous slide is still unwinding. Listen to the co-driver and work on arriving straight enough to steer toward the next turn.
More about Sega Rally Championship5
Rave Racer (1995)
Released
Choose the City course for a rhythm of corners and short gaps between them. The Mountain course gives you a different job, with tighter stretches where holding a drift for too long pushes you wide. Learn how far the rear of the car moves before you push your speed.
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SCUD Race (1997)
Released
Try the Beginner Day course and use the aquarium tunnel as a reference on the coastal route. Concentrate on setting the car’s angle before the faster bends and leaving space to bring it back into line. Then take the same car to the nighttime airport course to compare where you start each slide.
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Mario Kart Arcade GP (2005)
5.2/10on IGDB
Released
Run the original cabinet’s Pac-Man stages, where Pac Mountain and Pac Labyrinth give the same theme two different routes. Learn which turn gives you room to pass before you’re busy looking at items. Then try the reverse versions if the cabinet offers them.
More about Mario Kart Arcade GP8
F-Zero AX (2003)
Released
Start on Mute City’s Sonic Oval. Its straightforward shape gives you time to learn steering at F-Zero speed and try lining up for the next bend before using boost. Take the same machine to the longer routes once your oval laps stop feeling rushed.
More about F-Zero AX9
Cruis'n USA (1994)
6.6/10on IGDB
Released
Run Golden Gate Park and watch for the traffic rather than following the scenery. It helps to plan your lane on the approach while the road ahead is visible. The cabinet is about keeping speed through ordinary obstacles as much as outbraking opponents.
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San Francisco Rush: Extreme Racing (1996)
7.2/10on IGDB
Released
Take the San Francisco hills a little slower on your first run and look for openings off the main road. The shortcut entrances are part of the challenge, and a fast jump can cost more time than it saves if you land at the wrong angle.
More about San Francisco Rush: Extreme Racing11
Hydro Thunder (1999)
7.5/10on IGDB
Released
Try Lake Powell and look for boost pickups and routes that change with your line. The boost jump makes certain shortcuts possible, so saving a charge for an entrance can matter more than using it at the instant you earn it.
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Super Hang-On (1987)
7.2/10on IGDB
Released
Start in Africa, the shortest course choice. The turns build into longer runs where the turbo can pay off if you have room. Keep an eye on your angle through bends so coming out of one quickly doesn't leave you crossing traffic at the next.
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OutRunners (1992)
7.3/10on IGDB
Released
Practice the fork at the end of the initial stage, then try both directions on linked runs. The game gives you a longer set of possible destinations and has cars with distinct handling. Pick one while learning a branch so you can tell what changed in your driving.
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Power Drift (1988)
7.1/10on IGDB
Released
Start on Course A. The arcade cabinet tilts your view through hills, sharp bends, and roller-coaster drop-offs. Learn where you can keep accelerating after a crest and where a turn is already waiting on the other side.
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Virtua Racing (1992)
6.3/10on IGDB
Released
Big Forest is a good place to rehearse a line through its early bends. Use the landmarks and the changing camera views to learn how far the car drifts to the outside when carrying speed. Good laps come from judging the next turn before you reach it.
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Daytona USA 2: Battle on the Edge (1998)
Released
Use the banked Beginner oval to practice returning the car to the line after a drift. The oval's long sweeping bends make small changes in when you steer easy to see on the next lap. Save the winding courses for when that rhythm feels natural.
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Sega Rally 2 (1998)
7.6/10on IGDB
Released
The Snow stage asks for a bit more patience as the car turns in and slides. The co-driver gives you advance notice when bends follow one another. Use his calls to prepare instead of waiting for the road to come into view.
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Sega Rally 3 (2008)
Released
Pick Desert ’95 to revisit the first Sega Rally’s desert route in a newer cabinet. Learn the recognizable sequence of bends, then watch how differently the surface can look after other cars have been through. The cabinet’s track deformation gives you a reason to take a fresh look at a familiar corner.
More about Sega Rally 319
OutRun 2 (2003)
8.9/10on IGDB
Released
Begin at Palm Beach and practice initiating a slide before the change of direction. Forks send you into different landscapes, so spending one run on the same branch lets you work on when to straighten the Ferrari after a drift.
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Sega Touring Car Championship (1996)
Released
Practice Country Circuit before moving to the faster-feeling courses. The steering is quick and rough corrections can send you into another one. Use the first track to learn how little input you can get away with through a connected series of corners.
More about Sega Touring Car Championship21
Indy 500
Pick the Indianapolis oval and practice taking a steady line through its four turns. When a traffic pack closes up, the cabinet asks you to preserve speed while adjusting that line a little instead of turning every pass into a heavy braking move.
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