From a modern perspective, S.T.U.N. Runner is pretty rough around the edges. The visuals can grate on the eyes rather quickly, and the controls are cumbersome and frankly hard to actually, well, control. S.T.U.N. Runner's main gameplay format consists as follows: Get a prompt from the game, drive through a futuristic racing course for a minute, read the next prompt, rinse and repeat.
The thing is, S.T.U.N. Runner probably sounded really cool on paper. In 1989, a futuristic, gravity-defying racing game going faster than the speed of sound with more polygons than a beehive was unheard of. While S.T.U.N. Runner undoubtedly has a really cool and unique concept for the time, it unfortunately struggles in executing it well. Like I said before, the gameplay is pretty rough, and frankly gets repetitive rather quickly.
Many of this game's peculiarities and shortcomings, especially in regard to other, more famous futuristic racing games (like the
F-Zero [エフゼロ] or
WipEout games), can be attributed to the fact that the rules hadn't been written and the standard hadn't been set yet. Anti-gravity racing in a video game context, much less with a shitton of polygons, was gamea incognita.
Overall, S.T.U.N. Runner's primary merit is in its significance to the futuristic racing genre. It appropriated
Mach Rider [マッハライダー]'s far-future setting and firing mechanics and put them in a more straightforward racing context, and it's hard not to see the influence of S.T.U.N. Runner on
Psygnosis' 1995 opus
WipEout. Play S.T.U.N. Runner if you're a fan of racing games and are interested in learning more about the futuristic racing subgenre. If not, it can be skipped without missing a lot.