

Up'n Down (315-5030)
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About Up'n Down (315-5030)
Arcade Video game published 43 years ago:
Up'n Down (c) 1983 Sega.
Up'n Down is an abstract racing game viewed in a forced third-person perspective.
The goal of the game is to collect coloured flags, while avoiding the enemy vehicles and obstacles that litter each course. The flags needed are displayed at the top of the screen and are coloured as follows: Light green, blue, red, olive, dark green, magenta, yellow and black. If the flags are collected quickly enough, bonus points are awarded. Collected flags remain visible on the track but are changed to white in colour.
In addition to the enemy vehicles, other hazards to be negotiated include potholes, broken bridges, steep hills and sharp corners. The player's vehicle can jump over both obstacles and vehicles, and if players land their vehicle on an enemy vehicle, the enemy is destroyed. Jumping at the wrong time, however, can send the player's vehicle into the path of an enemy, or off the track completely, resulting in the loss of a life. Players can also control the speed of their vehicle and even move in reverse.
Each round is progressively more difficult than the last, with more obstacles and enemy vehicles littering the courses.
- TECHNICAL -
Runs on the Sega "System 1" hardware.
Players: 2 Control: 4-way joystick Buttons: 1 (JUMP)
- TRIVIA -
Player layout in our catalog: 2P alt.
If you are exploring by feel rather than by title, jump from the tags above into the matching genre rooms, or return to the Arcade hall for the full wall.
Open Play on this page to start Up'n Down (315-5030). Keyboard, USB/Bluetooth pads, and the on-screen touch gamepad all work inside the emulator bar. Save states and fullscreen live on that same bar so you can pause mid-session and resume later.
Up'n Down (315-5030) — play guide
What Up'n Down wants from you
Up'n Down (Sega) is a race / maze cab: clear stages with lane honesty and jump peeks before continues empty. Lane honesty beats mash. Learn Up'n Down windows cold—do not paste Spy Hunter charts blindly—the jump and car scripts are their own exam. Calm first stages until jump timing is narratable; upndown chrome is packaging, not free invulnerability or free stage clears on every board for vanity jumps into every wrong lane while a crash finishes the life.
First minutes in Up'n Down
First stages: peek lanes, time jumps, and learn car windows before panic-mash tourism through every pack. Power-cycle once so Up'n Down chrome stops looking like a generic race toy. Early stages teach Up'n Down grammar: planned jumps before mash routes that crash mid-stage when denser car packs arrive on later boards. Hold that grammar before vanity jumps. One clean stretch with composure left beats three crash deaths that looked flashy until a car you ignored clipped.
Core systems in Up'n Down
Drive, jump, collect as wired, stage goals, lives/continues, and Up'n Down UI define the systems. Skill is jump literacy under pressure—not mashing every jump into a wrong lane. After continues, reconfirm stage and score state before racing again. Keep a one-sentence peek-before-jump rule ready before the second stage starts on this Sega race set, and treat car peeks as tempo tools rather than scenery you notice after the crash.
Score, continues, and resources in Up'n Down
Stage clears and survival score the run; crashes and empty lives tax continues. Continues are coins while learning denser later boards. Fewer panic jumps and fewer ignored peeks keep credits alive. Farming early stages forever without reading denser packs still leaves Up'n Down unread. Progress is Sega chrome that no longer forces crash loops mid-stage on later boards, not a pasted clear that still mash-jumps every lane without a plan.
Mistakes that burn credits in Up'n Down
Mash-jumping every lane, ignoring cars, never waiting for a clean window, tunneling on scenery while a crash finishes you, and rage-continuing after crash streaks burn Up'n Down credits. Power-cycling mid-tilt without a plan burns another credit. Next credit: peek first, jump on plan—stop mash tourism for scenery and stage panic on later Sega boards.
Next steps after Up'n Down
When Up'n Down stages clear without constant crashes, compare Spy Hunter and Turbo deliberately for Sega contrast, then return with jump drills on the denser boards that still tax you. Crash streaks shrink once panic-mash jumps stop mid-lane. Cousin Sega race cabinets help as contrast after Up'n Down feels automatic—not as escape from stages you still mash for chrome. Clear one careful stage before vanity jumps return on denser Sega boards.
Sources cited below under Further reading.
Cabinet dossier
Up'n Down (315-5030) is filed in our catalog as a 1983 release.
Player layout on this cabinet: 2P alt.
Genre tags on Classic Arcade Games: Maze.
Credit line lists Sega as developer.
Screenshots


Next cabinets
Nearby cabinets you may also open from this hall (each on its own play page):005, Pulsar, Super Locomotive (Rev.A), Alien Syndrome (set 4, System 16B, unprotected), Borench (set 1), Calorie Kun vs Moguranian, Crack Down (World, Floppy Based, FD1094 317-0058-04c), Digger (CVS), Dottori Kun (new version), Head On 2, Opa Opa (MC-8123, 317-0042), Quartet (Rev A, 8751 315-5194)
Explore more on this site
Same genre
005 · Pulsar · Super Locomotive (Rev.A) · Alien Syndrome (set 4, System 16B, unprotected) · Borench (set 1) · Calorie Kun vs Moguranian · Crack Down (World, Floppy Based, FD1094 317-0058-04c) · Digger (CVS) · Dottori Kun (new version) · Head On 2 · Opa Opa (MC-8123, 317-0042) · Quartet (Rev A, 8751 315-5194)
Same studio
005 · Pulsar · Super Locomotive (Rev.A) · Alien Syndrome (set 4, System 16B, unprotected) · Borench (set 1) · Calorie Kun vs Moguranian · Crack Down (World, Floppy Based, FD1094 317-0058-04c) · Digger (CVS) · Dottori Kun (new version) · Head On 2 · Opa Opa (MC-8123, 317-0042) · Quartet (Rev A, 8751 315-5194)
How to play Up'n Down (315-5030) online
- Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start.
- USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.
- On phones, open the on-screen pad from the emulator bar; rotate sits next to fullscreen.
- Save states, load, volume, and fullscreen stay on the emulator bar between credits.
Studio notes — Sega
Sega appears on this cabinet’s credit line. Browse more titles from the same studio on the developer shelf, or stay on this page and try the next cabinets in the same hall.
005 · Pulsar · Super Locomotive (Rev.A) · Alien Syndrome (set 4, System 16B, unprotected) · Borench (set 1) · Calorie Kun vs Moguranian · Crack Down (World, Floppy Based, FD1094 317-0058-04c) · Digger (CVS)
Questions about Up'n Down (315-5030)
Can I play Up'n Down (315-5030) free in a browser?
Yes. Classic Arcade Games hosts Up'n Down (315-5030) as a Arcade cabinet you can start on this page. The emulator loads in the browser; you do not need to install a separate app.
What controls does Up'n Down (315-5030) support?
Arcade stick feel: Arrow keys for the joystick, X/Z (and nearby keys) for buttons, Enter=Start. USB / Bluetooth pads map cleanly; six-button fighters use the face-button cluster.
What genre is Up'n Down (315-5030) on Classic Arcade Games?
Our catalog tags Up'n Down (315-5030) under Maze. Open those genre rooms from the tags on this page to find more playable cabinets in the same feel.
Further reading
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