Daihatsu Move

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Years Represented: 1995-2002

Class: Kei

Type: MPV

Country of Origin: Japan

Host: GT2, GT4, & GT5

Price: $7,961 (GT2, used CX) 
(GT4 used SR-XX 2WD)
(GT4, new Custom RS Limited)
        $7,732 (GT5, used SR-XX 2WD)
         Prize (GT5, new SR-XX AWD)

Length: 129.7" // Width: 54.9" /// Height: 66.7"
Wheelbase: 92.3"
Overhang: @ 3 feet 2 inches
F. Track: 52" // R Track: 50.5"
Ground Clearance: 5.9" 
Weight: 1,631 lbs (CX), 1,675 lbs (SR-XX 2WD), 1,785 (SR-XX AWD)

Steering pwr. assist rack & pinion
Turning Circle: 16 feet
Tires: 155/70-13
F. Suspension: MacPherson strut, coils
R. Suspension: semi-trailing arms, 5-link, torsion bars
Brakes: disc / drum (ABS option)
Layout: Front Engine / Front Drive or Front Engine AWD

Transmission: 5-speed automatic (CX--GT2)
                    5-speed manual (SR-XX--GT4, and all GT5 models)

The SR-XX AWD of GT5 had its engine partially broken-in (66 hp) and no maintenance.
'95 CX Engine: 659 cc DOHC inline-3

'97 SR-XX Engine: 659 cc DOHC inline-4

Aspiration: Turbo
Valves per Cylinder: 4

Tested HP:
CX - (GT2)              54 @ 7,500 rpm          
SR-XX 2WD (GT4): 57 @ 6,800 rpm
SR-XX AWD (GT5): 61 @ 7,000 

Tstd Torque:
CX - (GT2):              45 @ 4,000 rpm        
SR-XX 2WD (GT4): 70 @ 4,000 rpm
SR-XX AWD (GT5): 75 @ 4,000

Pound 2 Power:
GT2: 30.2                          
GT4: 29.38
GT5: 29.27

Hp per Liter:
GT2: 81.94                             
GT4: 86.4
GT5: 92.6

Credit per HP:
GT2: $147.42                     
GT4: $101.66
GT5: $0.0

GT4 Idle Speed: 750 // Redline: 8,750 // RPM Limit: 9,000
GT5 Idle Speed: 800 // Redline: 8,800 // RPM Limit: 9,000

0-60 mph:
GT2 CX:      24.0 seconds           
GT4 SR-XX: 16.983 seconds
GT5 SR-XX: 17.771 "

GT2: Nil
GT4: Nil
400 M:   
24.12 @ 61 mph         
GT4: 21.093 @ 66 mph
GT5: 21.368 @ 65 mph

1 Kilom:
41.53 @ 76 mph        
GT4: 38.864 @ 84 mph
GT5: 39.361 @ 82 mph

Test Track:
GT4: 4:02.585

Top Speed at Redline
1st: 29 mph
2nd: 48 mph
3rd: 73 mph
4th: 95 mph @ 8,000 rpms (could not make redline in 4th)
5th: 97.xx mph @ 6,600 rpms (GT2)

      98.00 mph @ 6,800 rpms (GT4)

GT5 SR-XX AWD Top Speed at Redline
1st: 31.8 mph 
2nd: 41.9
3rd: 74.9
4th: 96.6 @ 7,900
5th: 100.0 mph @ 6,750 rpm

'95 Move CX struggles to stay in 1st.

Daihatsu Move Aerodown cruises Tahiti Road


Some of you might be wondering what I'm doing reviewing this breadbox. I guess it all comes down to perspective. When we race a slow machine like this, it makes us realize how fast we're usually going. Another way to look at it: when you're sick, you can truly appreciate what it's like when you're well. And here we have an asthmatic vehicle that seems perpetually sick.

Slower cars are in a way more challenging to race than fast ones. When you're slow, you're forced to deal with the traffic around you IF you can keep up with it. For some, this can become difficult even when racing other keis. By the way, the Daihatsu Move isn't a car I'd recommend for beginners, but we'll get to that.

There seems to be a whole flock of cars overseas which are made for extreme fuel-economy, since gas prices in other countries are typically way higher than we're paying here in America. These cars are good for fuel-economy, but racing? Despite the oversized look of the Move, it's really a small, subcompact multi-purpose vehicle. Multi-purpose? I can't even imagine what its actual purpose is. Lol. It's rated to carry four humans, can it really do so???

I'm joking. <:-x Some of you may not know that 100 years ago, cars regularly had much less than these keis of today. It was common to find 6-horsepower cars. 8-horsepower cars. 12-horsepower.  The 1914 Stutz Bearcat (one of the first true sports autos, solely for the rich of course) possessed an incredible 50 horsepower, later on upgraded to 80 just before World War I. With numbers like these, a bit of perspective is cast on Japan's Kei generation.

 The Move's length & width multiplied and then divided by 144 = just 49.65 square feet, which is about 2/3rd the size of the average sports coupe. The reason Moves look so big in replays is because they are about 5 feet tall, which is a foot and a half more than average. It's the van's height and high center of gravity (as well as its total lack of power) that make it hard to drive in GT2.
As it appears in GT4 and 5, the Move displays an opposite story. In this game, it is now very easy to drive. Its bulky 1-box design keeps those tires planted at all times, making wheelspin and understeer (the two most common negatives for front-drives in this game) rare. All-wheel drives suffer from a bit of understeer only. Just a bit, nothing too drastic.

The Move can be bought either as a front-drive or 4-wheel drive in GT2, GT4, and 5. There are an incredible FIVE versions of the Move in GT2 ('95 CX, '97 SR-XX with either FWD or AWD, '98 Aerodown Custom, and the '98 SR-XX AWD), and three in GT4 (SR-XXs again in both FWD and AWD from the used lot and the '02 Custom RS Limited from the new lot). These three also appear in GT5, but now they're all used, none can be found in Premium lots (awwwww). The SR-XX AWD can be won, as well.  

With GT2's front-drive Moves, there is understeer, of course. I mean REALLY learn to brake early or you'll lose your place (and probably all five of the other places too) easily, as understeer ruins everything. It is possible to win races with the Move, but the amount of skill necessary to control it makes it prone to losing a lot more than it wins. You may find yourself spending all your time trying to get ahead of the pack, only to boff the lead if the simplest of mistakes is made.

In GT4 since the Move accepts a lot less power, there aren't as many issues like there were in GT2. Like other Keis, these silly MPVs wind up being very grippy, understeering at the limit. But it truely takes some bad driving to find this limit. Since the Move is equipped with medium-grade radials in GT5 (and GT4 starts with medium sports) the GT5 van's understeer can be located more easily. More on this later...

....And when this car oversteers (GT2 only), it doesn't do so in a gentle way. No, it SLAMS thru the turns full-force! This can happen at fairly low speeds, too. During situations like this, all we can do is be patient and pray that it'll be over soon. Those tenths of seconds can start to feel like hours as the Move happily disobeys.


---------------------ENGINE / DRIVETRAIN-------------------

It's sad to witness someone putting a lot of work into a vehicle just to get it to win a single race; with the Move, this is exactly what might need to be done, unless the driver is simply concentrating on Kei Car stuff. The Move's 659cc DOHC inline 4 engine may be fuel-efficient, but since there's no fuel in the world of Gran Turismo, this benefit is lost till we get to GT4; and in this game, I can't imagine any situation in which you'll need to use all the fuel in the Move's tank. :lol:

Of interest here is an incredibly high redline. And amazingly a lot of the revs before redline are useful, too!  Power starts as low as 4,000 rpms on that tach, and there are at least 3,000 rpms of useful horsepower while the engine is stock (or nearly so). Some turbo kits can distort this wide powerband though, so that's it's spikier. 

Since all Moves are turbo-charged, they actually rev with some vigor...problem is: all this activity is matched with some really tall gearing. Witness the track tests above, in which neither Move from the two earlier games (GT2 or GT4) could make it past 100 mph. In 4th gear, the '97 Move SR-XX from GT4 couldn't even push to redline! Which forces a shift up to 5th early so the miniscule powerplant could get back to its proper peak area. Let's discuss the Move as it appears in either game.

These vans are impressively slow even when an after-market turbo is installed. And we won't be able to squeeze out any extra HP with inter-coolers, either. 0 to 60 mph during the track test was 24 seconds, and since it has an unmodified top speed of 97 mph around the test track, zero to 100 mph never got recorded. It took almost three minutes to circle the test track in GT2! I'm almost afraid to find out how long the GT4 test track (which is larger) will take.

Depending which Move is bought in GT2, you'll either be stuck doing Kei Cup races forever, or you'll find yourself awkwardly able to take on stronger races. Worst of all is the '95 Move CX, which can take a Stage 2 turbo, but really what's the point? The CX's poor torque won't improve at all, and horsepower can only be raised to 88 hp at best. Once this van is reaching the higher speeds the best turbo generates, its handling will suffer even more, forcing us to spend money on better tires and suspension!

Any other Move in GT2 can take on a lot more power: about 190 horses, which is just ridiculous, but it makes these Moves able to take on races in which they should have no business taking on!

Unlike the four Moves of GT2, the three in this game (SR-XX 2WD, SR-XX 4WD, and RS Limited) remain in super-slug terrain at all times. There are 3 intercooled turbos to buy. At best, they can take on about 116 bhp.

As I said, these cars have super-high 8,750 rpm redlines. The actual redline area is just 250 rpms, but it doesn't matter. There are so many revs to play with, and peak power is at 6,800 rpms in an SR-XX, which means the tach can be taken far past peak and still have plenty of revs to plunder. Only when it gets to 4th gear in a near-stock Move will aerodynamic drag finally prevent speed to redline. 

Close gearing can be used for these MPVs, but I found myself able to get around the super-slow Kei Cup races with stock gears, even tho they're very tall.  

At this writing I own several Moves in this game, front and all-wheel drive. Since one of them had 0.0 miles on its odometer, I am assuming I won it as a prize. Now the thing is, Polyphony Digital has (for the last few years) really been dissin' the Kei cars. They've been getting a lot less power than they did in GT2, hovering around 130 hp instead of 190. And I've noticed this trend in GT5, as well. I almost passed the Move by without checking on its upgrades, and boy that would have been a mistake. 

We will get to upgrades later, though. The Move (any Move) can get a LOT of attention in this game early on, and we can fawn over it in a few Professional level races too, with all the power that's available from DRS!  This is good news. The bad news (kinda) is that there are three turbo kits, and they all make power extremely spikey. The low and mid turbo kits really do aim this MPV's miniscule power towards the low and mid ranges!  Which might be okay for manual transmission users, as long as they keep shifting gears so that the tach keeps landing in the 4 to 5,000 rpm zone, but those who drive with automatic gearing are screwed.

But if power is not enhanced with a turbo in this game, it often does not matter when the gearbox is shifted. As long as you don't go above 8,000 or so, the tiny engine will have plenty of useful area to exploit!  Power is never socked out with torquey jerks, instead it lays out across the tarmac, smooth as butter.
Oh, the power. Heh heh, check this out. With full engine upgrades (all three stages) and all the best power, I honestly felt a little disappointed with the 96 horsepower @ 5,400 (99 ft-lbs.@ 4,900) under the Move's egg carton-sized hood. This particular Move was being prepared for GT5's B-spec version of the World Compact Car Cup, and I was hoping to get at least 120 horses instead of 96. On a whim, I added the first turbo stage, expecting another 5 horses or so, but WOW it jumped all the way to 173. 
                      HP                       Torque
Stage 1: 173 @ 5,000           98 @ 4,600
Stage 2: 186 @ 5,900           172 @ 5,400
Stage 3: 181 @ 7,900           141 @ 5,400
Yeah, check that **** out, yo. Look at those numbers, do some car-crunching during A-spec, and then tell me with a straight face if Kei cars haven't got a place in Gran Turismo 5.       


----------------------CHASSIS / HANDLING----------------

Really what do we expect here? It's a mini-van! Of course the handling sucks! So this portion of the review is fairly simple: spend more money in an attempt to make it handle better.

Like the engine and drivetrain parts, tires and suspension will both need to be upgraded. It's actually a toss-up where to start with this all kind of needs work! One thing we can skip is brakes, though. The Move will rarely generate the speed necessary to warrant spending the full $15,000 or so on brake work. There are some events in GT2 (for the brave) that one might want to spend such money for, and we'll get to them in a minute, but generally, put as little into this one as possible.

It doesn't take a brain surgeon to figure out that by now we're gonna need to spend serious bucks on the Move, even to get it entered into some lesser events. By my calculations, we're now up to $30,000 in upgrades, which doesn't include the initial cost of the van! Nor does it include any transmission upgrades (depending which model is bought, it might not need any of them, though).

After all this work, the Move still won't be guaranteed to win the few races it has a mere chance of competing in unless the driver is GOOD. If you happen to be good, buy any Move but the CX. With any other model, we can tackle the Sunday Cup, Compact Car Series, and Kei Cup races. The 30 laps of the Trail Mountain Enduro is possible, and the Apricot Hill Endurance as well if you're really skilled (assuming the GT40 doesn't show up). To follow this path, however, means spending serious credits to get power up near 190 or so.

Now in GT4, the Sunday Cup, Kei Cup, Japanese Compact Cup, and Pro-league Compact races can be finished. These Moves haven't got as many possible arenas to tackle, meaning a sports suspension is all that's truly needed, if that. In some cases, even the car's stock  tires are overkill!

The Moves of GT5 have longer careers, basically. Like I alluded in an earlier chapter, the Move (FWD or AWD) can be pushed to the brink of understeer on cheap medium or soft tires, while the rear sometimes gets a bit doofy with body sway. The Move is now a bit more fun to drive than it was in GT4, something I'm amazed about. All-wheel drive models can get a little pushy mid-turn, but if the gas is laid off for a moment or two, the Move features a very tight turning circle, meaning hairpins and loops can often be tackled in a very predictably tight fashion.

And like I said, the Move (with all the power it can be equipped with) really can move in GT5. Something I did not expect at all.    

To sum it up, most gamers around the world can simply avoid the Move at all costs. It's not like they're missing a great party or anything. But for those that buy one, it is possible find some good battles which can be won. And have a laugh or two.


1). Good looking style for a van. Gotta admit. It's interesting seeing the styling differences from model to model.

2). Racing bodywork can be had in GT2 for any Move, amazingly.

3). Watching a Daihatsu Move replay inspires laughter or genuine sympathy.

4). The slow pace of these 1-boxes forces one to appreciate some of the beautiful, pixellated scenery in GT2, or the somewhat fabricated look of  GT4.

5). Inexpensive initial cost.

6). GT2: Any move other than the CX can accept up to 190 horsepower. Quite a few races can be won if you're persistent and skillful at keeping these 1,800 pound shopping carts under control.

7). GT4/5: great vehicle for a beginner. And more experienced players will be able to take down many races in some GT5's ultra-easy Beginner's and Professional races.

8). GT4/5: sips fuel like an anorexic.

9). GT5: Mirrors are large and therefore useful. Interior view gives us lots of glass to be able to see out of.

10). Maneuverability. Yes these Moves are tall and goofy, but they can boast some decent moves in certain turns, especially tighter ones.  


1). The joke is in its name "MOVE", which is one thing you're guaranteed not to be doing much of, especially in GT4.

2). High center of gravity, lots of body roll ... leaning.

3). @(*$#(ING SLOW!!!!

3). Narrow tires, no grip in certain games. FWD and 4WD both have bad maneuverability in GT2. In GT4, Moves remain too slow to face serious handling issues, and in GT5 understeer and body sway start to become serious problems  for inexperienced drivers.

4). Bad acceleration, abominable top speed!  100 mph not possible while the Move is still stock, even at the Test Course.

5). The after-market parts needed to make this van competitive will cost about the same as a new Corvette, and it'll still possibly lose after all this cash is spent!

6). Short career syndrome with some models. Careful which Move you buy in GT2. 
7). Arguably, there are way too many versions of these vehicles, which many gamers simply ignore.

Published: May 18, 2004
Edited: December 26, 2008
GT5 Info: January 14, 2013


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