The Sega Out Run FAQ Version 0.3 Maintained by Chris White Andrew W. Sharples This FAQ may only be reproduced with permission, and must not be edited, altered or modified in any other way. WWW and TXT formats available from : www.diamondblack.demon.co.uk # As the case is with all FAQs, this document is a work in progress. # # Additions, corrections, and comments are very welcome. # [What's New] Version 0.3 - 7th February 1998 * Added : Machine Specifications * Added : Arcade Conversions Introduction : Manuals Added : Reviews * Added : Rumours / Help Wanted + Update : Out Run's Sound Processor is a Yamaha 2151, not 2541 as previously stated. What was I thinking? + Update : Tracker Files + Update : Midi Files + Update : Sid Files + Update : Numerous small additions ----------------------------------=:> * <:=---------------------------------- Contents 1. - Introduction 2. - Arcade 2.1 - Printed Circuit Board (PCB) Information 2.1.1 - PCB Hardware 2.1.2 - EPROM Locations 2.1.3 - Switch Settings 2.1.4 - PCB Pinouts 2.1.5 - Pirate PCBs 2.1.6 - Graphics 2.2 - Machine Specifications 2.2.1 - Upright Mini 2.2.2 - Upright 2.2.3 - Standard Sitdown 2.2.4 - Deluxe Sitdown 3. - Arcade Conversions 3.1 - 8 Bit Computers 3.1.1 - Sinclair ZX Spectrum 3.1.2 - Commodore 64 3.1.3 - Amstrad CPC 3.2 - 16 Bit Computers 3.2.1 - IBM PC & Compatibles 3.2.2 - Atari ST 3.2.3 - Commodore Amiga 4. - Music 4.1 - Arcade 4.2 - Tracker Files 4.3 - Midi Files 4.4 - Other 5. - Rumours / Help Wanted ----------------------------------=:> * <:=---------------------------------- [1. - Introduction] Out Run was released in 1986 and was one of SEGA's line of coin-ops based around two 68000 Processors. Unlike many driving games which were present at the time it used parallax scrolling, which created a unique sense of speed as detailed sprites rushed past the player. At a time when arcades were dominated by aerial-view driving games, Out Run stood out a mile with its chase-car view and spectacular scenery. Out Run's gameplay was simple, but very addictive. The aim was to pass the checkpoints before running out of time. Manufacturers have continued this theme to date, with Sega Rally and GTi Club being obvious examples. If you thought that the ability to choose different routes in a game was a new addition, then think again. Out Run definitely had the most advanced road forking system for the time, with a total of 15 courses, of which 5 had to be completed. Unlike many realistic simulations, like Atari's Pole Position, Out Run was the original 'boyracer' experience. It symbolised the spirit of the 80s, with a convertible Ferrari Testarossa, blonde bimbo in the passenger seat, thumping music, and numerous crashes. Upon crashing, your car wouldn't just explode, or come to a sudden halt like in many games, it flipped into the air, and rolled over the terrain, throwing the occupants out. The music was also impressive, being driven by the popular Yamaha YM2151 soundchip. A choice of three memorable soundtracks, selectable at the start of the game, which stand out as some of the best arcade music ever produced. I find it incredible, that 12 years on, my wavetable soundcard cannot generate the quality of instruments found in the Out Run themes. The machine came in two main forms, the upright version, and the sitdown machine, which was enormous for the time. The sitdown version probably launched the dismal 'fairground ride' style of arcades we see today. It had incredible hydraulics, shifting from side to side and shaking furiously upon collisions. The real evidence of Out Run's power and impact on the arcade, is the fact that the machine can still be seen in arcades today, 12 years after its launch. Sega has released many Out Run sequels, and whilst the games have improved graphically, nothing has touched the gameplay of the original. ----------------------------------=:> * <:=---------------------------------- [2. - Arcade] 2.1 - Printed Circuit Board (PCB) Information Out Run, and Turbo Out Run use a double board system. Therefore, two boards are stacked on each other, joined in the middle by 3 X 50 pin male to female connectors. There are no ribbon cables. 2.1.1 - PCB Hardware ----------------------------------------------------- Top Board: CPU : 2 X 68000 SOUND CPU : Yamaha YM2151 NEC DG780C (Z80 Compatible Processor to drive the YM2151) UNKNOWN : Sega 315-5195 (Large, square thin chip) 118 8704 Y03 CRYSTAL OSC: 16MHZ 40MHZ Bottom Board: UNKNOWN: Sega 315-1-5211 (Large Gold, square thin chip) 113 8708 Q19 Sega 315-5197 (Large, square thin chip) 108 8639 Y13 NEC 288255AC CRYSTAL OSC: 25.174MHZ 2.1.2 - EPROM Locations -------------------------------------------------- CPU BD 837-6905 (Top board) ___________________________ | 19 | Key: | 18 .-- * = Unused EPROM socket | 17 | | 16 `-- | 15 13 | | 14 | | | |11 12 | | | | 7 8 1 2 | | 9 10 3 4 | |__*_*______________5__6__| The following tables were obtained from the Turbo Out Run manual. No specific Out Run data at present. Out Run boardset does not have EPROMS at locations marked with a cross (+). IC No. Cpu BD Size 837-6905 1 |~118~~|~~~~~~~~~|~~~~~~~~|~EPR-12396~| 2 | 133 | | | -12397 | 3 | 117 | MAIN | | -12398 | 4 | 132 | PROGRAM | | -12399 | +5 | 116 | | 512 | -12292 | +6 | 131 |_________| -20 | -12293 | 7 | 58 | | | OPR-12294 | 8 | 76 | SUB | | -12295 | 9 | 57 | PROGRAM | | -12296 | 10| 75 |_________|________| -12297 | +11| 11 |ROAD DATA| 256 | EPR-12298 | 12| 47 |_________|____-25_| -12299 | 13| 88 |SOUND PRG| | -12300 | 14| 66 |~~~~~~~~~| | OPR-12301 | 15| 67 | | | -12302 | 16| 68 | SOUND | 512 | -12303 | 17| 69 | DATA | -20 | -12304 | 18| 70 | | | -12305 | 19|_71___|_________|________|____-12306_| VIDEO BD 837-6906 (Bottom Board) _____________________________ | | | `B| | - Dip Switch B | `A| | - Dip Switch A | | | | | | | | |4 8 12 16 * * * * * | |3 7 11 15 * * * * * 17 18 19| |2 6 10 14 * * * * * * * * | |1 5 9 13 * * * * * | |____________________________| Out Run boardset does not have EPROMS at locations marked with a cross (+). Out Run boardset also uses positions directly below 17, 18 and 19. IC No. Cpu BD Size 837-6906 1 |~9~~~~|~~~~~~~~~|~~~~~~~~|~OPR-12307~| 2 | 10 | | | -12308 | 3 | 11 | | | -12309 | 4 | 12 | | | -12310 | 5 | 13 | | 512 | -12311 | 6 | 14 | | -20 | -12312 | 7 | 15 | | | -12313 | 8 | 16 | OBJECT | | -12314 | +9 | 17 | DATA | | -12315 | +10| 18 | | | -12316 | +11| 19 | | | -12317 | +12| 20 | | | -12318 | +13| 21 | | | -12319 | +14| 22 | | | -12320 | +15| 23 | | | -12321 | +16| 24 |_________|________| -12322 | 17| 102 | SCROLL | 512 | -12323 | 18| 103 | DATA | -25 | -12324 | 19|_104__|_________|________|____-12325_| 2.1.3 - Switch Settings -------------------------------------------------- The settings for Out Run and Turbo Out Run are the same for Dip Switch A, with slight variations for Switch B. DIP Switch A Settings 1 2 3 4 5 6 7 8 Option --------------------------------------------------------------------------- Coin SW#1 Coin SW#2 Credits Per Coin --------------- --------------- ---------------- Off Off Off Off Off Off Off Off 1 Coin 1 Credit On Off Off Off On Off Off Off 1 Coin 2 Credits Off On Off Off Off On Off Off 1 Coin 3 Credits On On Off Off On On Off Off 1 Coin 4 Credits Off Off On Off Off Off On Off 1 Coin 5 Credits On Off On Off On Off On Off 1 Coin 6 Credits Off On On Off Off On On Off 2 Coins 1 Credit On On On Off On On On Off 3 Coins 1 Credit Off Off Off On Off Off Off On 4 Coins 1 Credits On Off Off On On Off Off On 2 Coins 3 Credits Off On Off On Off On Off On 2 Coins 1 Credit 3 Coins 2 Credits 5 Coins 3 Credits 6 Coins 4 Credits On On Off On On On Off On 2 Coins 1 Credits 4 Coins 3 Credits Off Off On On Off Off On On 1 Coin 1 Credit 2 Coins 2 Credits 3 Coins 3 Credits 4 Coins 4 Credits 5 Coins 6 Credits On Off On On On Off On On 1 Coin 1 Credit 2 Coins 2 Credits 3 Coins 3 Credits 4 Coins 5 Credits Off On On On Off On On On 1 Coin 1 Credit 2 Coins 3 Credits On On On On On On On On Free Play DIP Switch B Settings 1 2 3 4 5 6 7 8 Option --------------------------------------------------------------------------- Type ---- Off Off Moving On Off Up Cockpit Off On Mini Up On On Cockpit (Turbo Out Run Only) Advertise Sound --------------- Off Off On On Turbo SW (Turbo Out Run Only) -------- Off Use Turbo Shifter On Not Used Time adjustment --------------- Off Off Normal On Off Easy Off On Hard On On Hardest Number of Enemy --------------- Off Off Normal On Off Easy Off On Hard On On Hardest Thanks to Rik for the Out Run settings. 2.1.4 - PCB Pinouts ------------------------------------------------------ All the following information is not in the Out Run manual. It was worked out by myself, and is likely to be inaccurate in places. Please send me any additional information. * Beware, a wrong connection could damage your PCB! You have been warned, and I can accept no responsibility for damages. I would not advise buying a PCB to test the following as you may be dissapointed. It is unlikely that you will be to make accurate controls with the following information. Out Run PCB Made in Japan. (c) SEGA 1986. 837-6063-01 REV B Serial Nos: 223849 The Pinouts are given to correspond with the appropriate JAMMA connection. My Out Run PCB needs some attention, so I haven't been able to verify all of them yet. You'd need two analog joysticks to work the controls. Let me know if you have failure/success. * Connector D - CONTROLS ______________________________ |A Row | |10 9 8 7 6 5 4 3 2 1| |B Row | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pin A1 - P1 Button #1 Pin B1 - P1 Up Pin A2 - P1 Button #2 Pin B2 - P1 Down Pin A3 - P1 Button #3 Pin B3 - P1 Left Pin A4 - Pin B4 - P2 Button #1 Pin A5 - Pin B5 - P2 Button #2 Pin A6 - Pin B6 - P2 Button #3 Pin A7 - Pin B7 - Pin A8 - Pin B8 - Pin A9 - Pin B9 - Pin A10 - Pin B10 - * Connector F - UNKNOWN _______________________________________ |A Row | |13 12 11 10 9 8 7 6 5 4 3 2 1| |B Row | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - I have no idea what this is used for. Movement on hydraulic machine? * Connector G - CONTROLS & ??? __________________________________________________________________________ |A Row | |25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1| |B Row | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - I don't really understand how this connector works yet. KEY: NC = Not Connected (I don't think it needs to be, but I'm unsure what it is used for) Sw = Switch Pin A1 - Control: NC Pin B1 - PSU : Ground #4 Pin A2 - Control: Coin Sw Pin B2 - Pin A3 - Control: NC Pin B3 - Pin A4 - Control: P1 Right Pin B4 - Control: P2 Right Pin A5 - Control: Start Sw #1 Pin B5 - Control: Start Sw #2 Pin A6 - Control: NC Pin B6 - Control: NC Pin A7 - Control: Test Sw Pin B7 - Control: NC Pin A8 - Control: NC Pin B8 - Pin A9 - Control: NC Pin B9 - Pin A10 - Pin B10 - Pin A11 - Pin B11 - Pin A12 - Pin B12 - Pin A13 - Pin B13 - NC Pin A14 - Pin B14 - PSU : Ground Pin A15 - Pin B15 - PSU : Ground Pin A16 - Pin B16 - Control: NC Pin A17 - Control: NC Pin B17 - Pin A18 - Pin B18 - Pin A19 - Control: NC Pin B19 - Control: NC Pin A20 - Control: NC Pin B20 - Pin A21 - Control: P1 Button #4 Pin B21 - Control: P2 Button #4 Pin A22 - Pin B22 - Pin A23 - Pin B23 - Pin A24 - Pin B24 - PSU : +5V Pin A25 - Pin B25 - PSU : +5V * Connector H - VIDEO ____________ | 1 2 3 4 5 6| ~~~~~~~~~~~~ Pin 1 - Video Ground Pin 2 - Video Ground Pin 3 - Video Sync Pin 4 - Video Blue Pin 5 - Video Green Pin 6 - Video Red * Connectors J & K - PSU ___________ | 1 2 3 4 5 | - Top Board (J) | 6 7 8 9 10| ----------- | 1 2 3 4 5 | - Bottom Board (K) | 6 7 8 9 10| ~~~~~~~~~~~ - These two connectors have the same connections Pin 1 - Ground Pin 6 - Ground Pin 2 - Ground Pin 7 - Ground Pin 3 - Not Connected Pin 8 - Not Connected Pin 4 - +5V Pin 9 - +5V Pin 5 - +5V Pin 10 - +5V * Connector N - UNKNOWN _____________ | 6 5 4 3 2 1 | ~~~~~~~~~~~~~ - Perhaps this is used to power the lights on the sit-down? * Connector P - SOUND _________ | 4 3 2 1 | ~~~~~~~~~ Pin 1 - Left Speaker (+) Pin 2 - Left Speaker (-) Pin 3 - Right Speaker (+) Pin 4 - Right Speaker (-) 2.1.5 - Pirate PCBs ------------------------------------------------------ Jon provided me with the following information on his Out Run Bootleg PCB: My board looks very different from the one in your FAQ and it has 4 obvious connectors: 1. +5v and GND 2. +12v and speakers 3. RGB and Composite sync 4. unknown 9-pin 0.1 inch molex pulg (controls I think) It is definately an Out Run board as I've had it all connected up and playing in demo mode. However it says 1987 BETA in the corner instead of 1986 SEGA. I'm pretty sure my board is a pirate as it has no Sega markings on it. There are three boards stacked on top of each other about the size of an A4 pad of paper on the top board there is a marked 7-pin connector for +12v and speaker connections. The 12v is used in the audio amp section. On the middle board there are two connectors. One 5-pin marked for RGB Sync and Ground in that order and one 9-pin unmarked connector I believe is for the controls. I'd be interested in what connector your joystick uses i.e. which pins go to which directions. On the bottom board there is an unmarked 50-pin connector which I believe is used in the sit down version for movement. In addition each board has a 6-pin connector, 3 for ground and 3 for +5v. Do you have any idea what the pinouts might be or where i could get them? 2.1.6 - Graphics --------------------------------------------------------- The following information was compiled by Thierry Lescot From the Arcade Emulation Howto FAQ by Michael Adcock The sprites: there are 4 bits / pixels (16 colors), colors 0 and 15 are used for transparency. There are 2 pixels coded in each byte, the first pixel coded in bit7 to 4 and the second in bit3 to 0. The tiles: the size is 8x8 pixels and there are 3 bits / pixels (8 colors), color 0 is used for transparency. I found the same format in the following roms: Shinobi, Altered Beast, Golden Axe, Quartet I and II, Time Scanner, Shadow Dancer, Moonwalker, Choplifter, Alien Syndrome, Out Run, Turbo Out Run, After Burner II, E-Swat, Hang-On. It seems to be a standard for Sega games. Sega GFX Viewer V1.0 Source Code (ZIPed an UUencoded) ----------------------------------------------------- From the comments: Sega Arcade Gfx Viewer v1.0 - Character Version Thierry Lescot, ShinobiZ@ping.be Usage : showchar.exe file1 file2 file3 game name file1 file2 file3 Shinobi shinobi.b9 shinobi.b10 shinobi.b11 Altered Beast ab11674.bin ab11675.bin ab11676.bin Golden Axe ga12385.bin ga12386.bin ga12387.bin Shadow Dancer sd12712.bin sd12713.bin sd12714.bin Time Scanner ts10543.bin ts10544.bin ts10545.bin Hang On 6841.rom 6842.rom 6843.rom After Burner II 11113.rom 11114.rom 11115.rom Alien Syndrome c09.as c10.as c11.as Choplifter 7127.rom 7128.rom 7129.rom E-Swat e12624r e12625r e12626r Moonwalker m13216r m13217r m13218.r Out Run 10230.rom 10231.rom 10232.rom Out Run 10266.rom 10267.rom 10268.rom Quartet quartet.c9 quartet.c10 quartet.c11 Quartet II q7698.bin q7699.bin q7700.bin Turbo Out Run 12323.rom 12324.rom 12325.rom WonderBoy II ml8 ml9 ml10 Just cut and paste this UUencoded block to a new file and decode it. begin 644 showchar.zip M4$L#!!0````(`">+)"*.+'^(808``%P0```*````4TA/5T-(05(N0[57;5/C M-A?]7&;V/P@Z2^TD!-MQ0F@P4UX"RRQ;MB2[V^?9,AG9EA,-CN3*#G':\M][ MY7<[T)$D0DTWU2JWKV&C@7I92J@75 MKS#M[=K'#:QK#:Q+DC,?LB8N.B2"Q)KKGO$H;. MXEHNPULYB13"O6< M.)BQ"@>*0EWKFZ53BLT&[NA:`^N`I?_%@@<^ M3714+BCE454TX&$#'^<*Q@>3-8ZJWO(BNC$P3%''_08>"$GP@7.VQOYC7<)2 M[QGZ0-3Q40.#*,EPMXK0_:HY$[IF]+1JW0!7IT9B(\_B58K!H.XRJ!9&XF%. M\=,*BX@T*_%KVMMUCALX>]!*K%=)BM60&AT-CH?%.DSQ<0T?:5JQN%?"YEL) MZ9!L;54!KJTJP,6J^L*92\0YW]1T+/UA+;6E?]S`NI;L.:U#>?N6,L=?N02= M8-\G<\&[B].DWR4>9039FXB@%0OIG!$7R8U0COJ\R`^19`78>9QX'`\5C'70U MNQ^?7:JC9)1Z2/$LZ\=/M[>Y`UR!H"SRE+VQ$%QTT`UR,/LN0I("O0W1[B]L MKX,@1,KQ_&;GN=!Q3[![B2,<*D"!W)PTR298=X#:TE*W1*B=_DX3LE>>1X2E MI$A=0KFXHZ0UR&*EN0@(HJ36G:Q&H"T[ MOYE^./N(6D^A`U*9!2V.R,RFT1('2L\`-8:I57+TN\*2[3QI;6O02XE"$LT< M[G.A&/U^!^W#:#%ATD[;-C-K9DDCU?$5F!`6":*DHF!B.8LZ:.]B)4*8N-OQ MU?3P_N;ZW12J(;-B2AL0T*OQ[-?^D<7GY M<&!+'_2&9DO&'.6=CD^P4+(ZJD5WF#U)2=TAG/1!;]W#MRY$DZ"M5R>\K9>N M#=U/=>$982(XD=LO/=/EO9'K>[,+8N$F%S\D\$TV%LNQ.!V+B['<57INY).Q MJ0[EH](WEJ.%(PS/@E44T)CXIGHZW':6>Z:2F5KOQ_^;R26I[N\K<@IW+4U5DZD].!B]ZI&L MW]*E7`&9;[M=C_J,U@OJ$Y21["8DX\E%L:W(S6")*4MV72SF3B=]X%LM`$_Y M/I,TV2$THPSJEQ\#+`0%_BRB2R*:G;),'`M7J3X1^1%1^U#`2Q(FGPN7JV50 M?BZ<^]QYS#\5?F%[51Y9&JGWQ'S]_(&)CW",OD>3=W=?IO(4W/I(*%GA$B1: M":;HY?E4C;:;[:J6=)R%]#@;EC,[3Q * <:=---------------------------------- [3. - Arcade Conversions] Since Out Run's release in 1986, there has been a conversion for practically every home format. From lowly 8-bit machines like the Sinclair Spectrum, to its recent appearance on the 32-bit Sega Saturn, Out Run has appeared in many shapes and forms. Although each home system tried to simulate the original, it's clear that different programming teams worked on each platform and had to make do with the hardware they were given. This led to all manner of Out Run games coming onto the market, each of which varied dramatically in appearance, and quality. Unlike recent conversions, where programmers will often use code or graphics from the original machine, Out Run was simply copied by hand. In the 1980s, the programmers and graphic artists would often video the game, and recreate the graphics on the target format. Therefore, each game is more of an interpretation of the original. This explains differences where the Spectrum has graphics which are more close in scale to the arcade version, than the Atari ST conversion. US Gold was responsible for producing most of the home computer versions (in the UK anyway), but they actually contracted the work out to third parties who apparently 'specialised' on one machine or another. Therefore, although the Spectrum, C64, Amstrad, Amiga and ST versions all had a US Gold label on the box, that's where the similarities ended. The console versions were not released similataneously, which explains why they differ so much in terms of quality. Sega has released conversions for all its machines, including the Master System, GameGear, Genesis and Saturn. [Table of Conversions] Machine Release Developer Rating #1 Sega Saturn 1996 Sega 5 out of 5 #2 PC Engine 1990 NEC Avenue Ltd. 5 out of 5 #3 Sega Genesis 1991 Sega 4 out of 5 #4 Commodore 64 1987 Amazing Products 3 out of 5 #5 Sega Master System 1987 Sega 3 out of 5 #5 Commodore Amiga 1988 2 out of 5 #6 Atari ST 1988 Probe 2 out of 5 #7 IBM PC 1989 USI 2 out of 5 #8 Sinclair Spectrum 1987 Probe 2 out of 5 #9 MSX 1988 Ponycanyon 1 out of 5 #10 Sega GameGear 1991 Sega 1 out of 5 #11 Amstrad CPC 1987 Probe 1 out of 5 - An X68000 Version is believed to exist, but it is not on the web at the time of writing. 3.1 - 8 Bit Computers [Manual] This is the manual from the Spectrum, Commodore 64, Amstrad CPC and Atari ST versions of Out Run. ------------------------------------------------------------------------------ OUT RUN Background Taking nine months for numerous programmers to develop the graphic design and gameplay, OUT RUN must surely be one of the greatest, if not the greatest, home computer arcade version of all time. The computer game reproduces as faithfully as possible all of the exciting elements of the OUT RUN arcade machine. If it was more realistic you would need a driving license to play. To add to the authenticity, an audio soundtrack from the arcade game is included for use on your Hi-Fi to recreate that true arcade excitement. SEGA(r) have sold 20,000 video arcade machines worldwide making it the largest selling dedicated arcade game ever. It is the 5th mobile game developed by SEGA(r) and is certainly the most successful to date. Although it is no longer in production OUT RUN has now become a much sought after addition for those arcade owners who didn't purchase the machine when it was originally available. Easily an arcade classic among the elite. Audio tape Included in this pack is a specially recorded audio soundtrack, taken from the arcade machine, to be used in conjunction with your program to re- create the true coin-op excitement while enjoying this exhilarating game. There are three tracks recorded sequentially; Passing Breeze, Splash Wave and Magical Sound Shower. To use the audio tape, first load your program following the loading instructions for your computer. Toggle off the music (if music is included on your computer version). Insert your audio cassette, turn up the volume and press play to experience the full sound effects and make this a thrilling audio/visual sensation, while you play OUT RUN. Note: Spectrum cassette users - the audio soundtrack is on Side 2 of Tape 1. Load your program and once completed remove your cassette and insert Side 2 into your Hi-Fi. Rewind and press play. Insert Tape 2 for whichever machine you are using 48K on Side 1 or 128K on Side 2. Gameplay Like no other game before it, you try a race against time to achieve your objective of reaching any one of five goal lines and become a winner. The course you will take is up to you. Start your engine grip the controls and participate in the fastest race ever. Be prepared to dip, curve and increase your speed as you drive this arduous course. Familiarise yourself with the controls and GET READY! Use your skill and judgement on this hand to eye masterpiece to manoeuvre your way past the many obstacles placed in your path. Avoid collisions and try to stay on the road. Use of gears. These will help you accelerate, decelerate and manoeuvre through the curves. Use a low gear to start with until ynu have gained speed and then open it up for tremendous acceleration. Keep in a low gear when tackling a curve to hold the road and shift into high gear for maximum acceleration on the open straight. Screen directions: Score: As you drive through each scene, points will be gained for driving well. As you will observe your points add up instantaneously. Time: Each race scene needs to be completed within a specific time. The time will count down as soon as you start the race Speed: Your cars' speed will be displayed in kilometres per hour. Time Limit: You'll be disqualified if you fail to complete the respective scene within the designated time limit and you will have to restart. The time limit will vary but will always be displayed under TIME on the screen. Computer Loading Instructions CBM 64/128 Cassette: The OUT RUN game is divided into five different courses with five stages as shown by the diagram below. You may choose to play any course at any time. Each course has different scenery and is a completely self contained game which must be loaded separately. When you have finished a course or run out of time, you may wish to drive another course, you must turn off the computer and then back on again. When playing for the first time load each course sequentially as they appear on the tape Courses A and B are on Side 1 of Tape 1 and courses C, D and E are on Side 2 of Tape 1. Zero your tape counter at the beginning of each side and make a note of the beginning of each course in the grid below. Then by fast forwarding or rewinding, you can position the tape at the beginning of your chosen course for future use. Side 1 Course A [ 000 ] Side 2 Course C [ 000 ] Course B [ 000 ] Course D [ 000 ] Course E [ 000 ] Loading: To load any course, position your tape at the start of the chosen course. Press SHIFT and RUN/STOP keys together and then press PLAY on the cassette recorder. A title screen will appear followed by the appropriate course. CBM 64/128 Disk: Type LOAD "MENU", 8, 1 and press RETURN. A menu will appear. Choose your appropriate course and it will load automatically. When you have completed or run out of time for that course and you wish to load another course then turn the computer off, then on again and repeat the loading procedure. Spectrum Cassette: Type LOAD "" and press ENTER key. Press PLAY on Tape 1. Side 1 which will load the driver program. After completing loading remove Tape 1 from the recorder. Insert Tape 2, Side 1 for 48K or Side 2 for 128K. Press PLAY on the cassette recorder. Insert Side 2 of Tape 1 into your Hi-Fi and rewind. Press play for audio to run simultaneously with the computer. Key Controls Q = Accelerate A = Brake O = Left P = Right M = Gear Change H = Hold/Pause game R = Reset game Spectrum + 2: As Spectrum. On specific machines you may be able to use tape counter, otherwise Press PLAY and when prompted to do so STOP or PAUSE the tape. Press PLAY to load the appropriate section and play OUT RUN. Spectrum +3: Disk: Turn on computer. Insert disk and press ENTER Follow screen prompt where required. Amstrad cassette: Press CTRL and SMALL ENTER keys. Press PLAY on the cassette recorder. (SEE NOTES BELOW). Keyboards are user definable. Amstrad disk: Type RUN"DISK and press ENTER. Game will load and run automatically. Keyboards are user definable. Atari ST Disk: Insert disk, turn on the computer and game will load automatically. Notes for Spectrum/Amstrad Cassette Users We have included a grid for you to record tape counter readings after ensuring that you have set the counter to zero before loading Tape 2 Spectrum or Tape 1, Side 2 Amstrad. The tape has 15 short pieces of data recorded sequentially (1-15 inclusive). There are numerous ways to travel from the START to give finishing points (A, B, C, D. E). You will always travel in a forward direction. At the end of each short route you will come to a fork in the road from which you choose the left or right route (ie at the end of stage (1) you can choose either stages (2) or (3). After you have chosen the respective route, the computer will prompt you to load the appropriate section of road. Press PLAY on the cassette recorder and the program will automatically find the correct piece of route data. After the data has loaded, press STOP or PAUSE promptly on the cassette recorder. (Note: the border turns blue when the program finds the correct route). Proceed to play your chosen route. Repeat this procedure after arriving at any chosen fork. When you have completed any of the five finishing points, rewind the tape and play the same or any other course. If you should run out of time for the route you have chosen, rewind and start again. How to speed up road data loading (Spectrum/Amstrad) By recording your counter references in the boxes provided within the grid it will give you speedy access to routes you have used before. We suggest that the first time you choose a new route to a finishing point you do not fast forward or rewind the tape as the data is recorded sequentially (1, 2, 3, 4, 5 etc. to 15). When prompted by the computer, press PLAY and allow the appropriate road data to load (Note: the border turns blue when the correct code is found, otherwise the border is red), then press PAUSE or STOP promptly. Note the counter reading in the appropriately referenced box. Example: When you have reached stage 9 you will meet the fork which has to load stages 13 or 14. Therefore you will have to wait while the road data for stages 10, 11 and 12 is searched through before coming to stages 13 or 14. By noting the counter reference you will be able to fast forward the tape to the appropriate point, the next time you choose a route which includes the stages 13 or 14. Eventually you will have tape counter references for all of the various stages and be able to find any new road very quickly by fast forwarding the tape. Joystick controls. All computers. Accelerate ^ | | Steer Left <------+------> Steer Right | | V Decelerate Fire Button = Change Gear Additional joystick controls Commodore 64: Left and Right - Select music or turn off music (Radio Screen) Left and Right - Selects Initials (High Score Table) Fire Button - Enter Initials (High Score Table) Your car: Ferrari Testarossa Convertible 2 door, 5 speed. Specification. Engine type................... dohc 4 valve flat - 12 Capacity...................... 4942cc Maximum speed................. 180.1 mph Maximum power (bhp/rpm)....... 390 Maximum torque (Iblft)........ 361 0-60 mph (secs).............. 5.8 30-50 mph (secs).............. 4.4 50-70 mph (secs).............. 7.3 Overall con (mpg)............. 12.1 Touring con (mpg)............. 19.0 Braking from 80 mph........... 242 ft Top speed..................... 185 mph Compression ratio............. 8:7:1 Cost ......................... Approx œ85,000 Credits: - Artwork created by Camel Advertising, Sheffield. Audio Soundtrack. Reproduced from the arcade version, mastered and edited by Abler Audio Video Ltd. Programming: Amazing Products Ltd (CBM 64/128), Probe Software (Spectrum/Amstrad/ST). Duplication: Abler Audio Video Ltd., Telford, Shropshire. Production Co-ordinator: Bob Kenrick. U.S. Gold. Director: Geoff Brown, U.S. Gold. Public Relations and Publicity: Richard Tidsall U.S. Cold. Marketing Co-ordination: Tim Chaney U.S. Gold. (C) SEGA 1986. This game has been manufactured under license from Sega Enterprises Ltd., Japan and OUT RUN (tm) and SEGA(r) are trademarks of Sega Enterprises Ltd., by U.S. Gold Ltd., Units 2/3 Holford Way, Holford, Birmingham B6 7AX. Tel: 021 356 3388. All rights reserved. Copyright subsists on this program. Unauthorised broadcasting, diffusion, public performance, copying or re-recording, hiring, leasing, renting and selling under any exhchange or repurchase scheme in any manner is strictly prohibited. 3.1.1 - Sinclair ZX Spectrum --------------------------------------------- [Information] Machine : Sinclair ZX Spectrum 48K/128K Formats : Cassette Tape (x2) 3 Inch Disk Published By : U.S. Gold Conversion : Probe Release Date : 1987 Re-release : Kixx (U.S. Gold Budget Label) on single cassette. The screenshots on the box of Out Run are inaccurate. The Spectrum version shows a different layout from that found in the game. The lorry is much larger, and more detailed than the one used. The graphics detailing speed, and time are also different. This screenshot was probably from an early beta, before the game was finalised. [Review] The Sinclair Spectrum, was a cheap and popular computer in the 1980s, based around a Z80 Processor running at 3.5Mhz. It's most noticable flaw was its inability to colour sprites, without causing colour clash. Therefore, most Spectrum games were partially monotone, to increase speed and clarity. Out Run was no exception, having graphics overlaying green, yellow, red and purple backgrounds. Probe did an excellent job of converting the sheer number of sprites from the arcade machine. In fact, the Spectrum version was more close to the original in terms of graphics than Sega's own 8-bit Master System version. However, one huge factor was neglected, speed. Out Run ran at a snail's pace on the Spectrum, it felt like you were driving an armoured tank. The slowdown during graphical intensity was huge, with gameplay speeding up and slowing down at a disconcerting rate. The sound, available only on the later 128K model Spectrums was impressive, even if there were only 2 tunes. Sinclair User claimed this version was "as close to the original as anyone could expect", and I think they were right. It would be unfair to expect too much from the old Spectrum. However, when compared with the amazing Spectrum conversion of Chase HQ, you realise that perhaps Probe could have reduced the size of the graphics to increase the speed. If you haven't played Chase HQ on the Spectrum, then I seriously recommend you download a copy, for an example of hardware being pushed to the limit. Perhaps Out Run is an example of hardware being pushed over the limit. Nevertheless, it runs well on a Spectrum emulator, if the speed is increased to 250 percent. Music Choice : No Music : 128K : Magical Sound Shower & Splash Wave 48K : Magical Sound Shower (Not ingame) Start Banner : No Carflip : No Roadfork : Yes Endgame Map : No Endscenes : No Hiscore Table : Yes Overall : 2 out of 5 [Magazine Ratings] Sinclair User : 8 out of 10 [Cheats] The following cheat, can be activated by using a Multiface. This is a piece of hardware which allows you to freeze games, and alter areas of memory. Spectrum Emulators like X128 and Z80 emulate the Multiface. Freeze Timer : 39204,0 [Articles] BACKGROUND NOISE Article - Sinclair User March 1988 When we were approached to convert Outrun to the humble Spectrum we knew it would be a mammoth project and that we would be required to simulate the arcade machine, excluding hydraulics, as closely as possible. The first things you notice when you play Outrun in the arcade are the tremendous feeling of speed, the size and detail of the graphics and the many extra features this game holds, compared to similar racing titles. Therefore, we had to optimise between the various outstanding features of the game, in order to produce an acceptable version of the original. The main problem lay in producing the large number of graphics in the game, while still allowing the computer enough processing time to generate the actual game itself. Outrun has 15 major stages and it may be useful at this point to compare the game to similar Spectrum titles. A recent arcade classic of similar proportions, Enduro Racer, managed to simulate the speed of the original. However, it only had five stages. Within each stage of Outrun the computer actually dedicates 16K of Ram graphics to each stage, with 29 different graphics, each with 21 frames of enlargement. The largest of the graphics was the windmill within a later stage, which was 11 characters high by ten characters wide. In comparison, Enduro Racer had only ten different sets of graphics with an average of seven frames of enlargement. Mathmatically, the Spectrum version of Outrun had nine times more graphics in order to simulate the arcade machine than Enduro Racer had. In order to include all the various stages, a multi-load system had to be incorporated within the code. The loader used in Outrun was programmed to be intelligent and used the memory required of the Spectrum to the fullest. In other words, the loader knew how much memory was required for each individual stage, what memory was still free within the computer, and was able to decide whether a previous stage should be removed from the memory so that a new one would fit, therefore reducing the need to load from tape. The 128K Spectrum, as the game progressed throughout the stages, would bank switch between the various sections of memory to allow as many stages as possible to be inclnded into the full memory. It allowed greater variety in the graphics. A major problem was incorporating a spilt in the road to allow the player to be flexible on his route throughout the game. (Unlike Enduro Racer which had fixed segments). We had to incorporate various road sizes which would eventually split into six lanes. The program was written not only to allow for various lane sizes but was flexible enough to incorporate length or straights, variation in corner widths, undulation etc, which were completely variable. Therefore it was posible to have chicanes, a feature Enduro Racer never accomplished. The other cars within the game were also programmed efficiently and had intelligence incorporated to allow for changing lanes, complex driving patterns and greater overtaking techniqnes. There are five different backgrounds which all scroll horizontally, byte by byte. Therefore, once we had incorporated the main features of the game, we then had to concentrate on improving our code to allow us to adjust the handling of the Ferrari. There were nine frames, each Ferrari being a characters wide (sic) by five characters high except for the side view which was 14 characters wide by four characters high, in order to improve the game play. The care in Outrun are: VW Beetle Corvette Convertable Mercedes Porsche BMW Lorry. SCREENSHOT OF STAGE 1 (With Labelled captions as follows) - The Spectrum version of Outrun simulates the arcade machine as closely as possible. - Various road sizes had to be incorporated so that splits in the road could allow the player to choose his route. Length of straights, variation in corner widths and undulations were also compleately variable. - The Ferrari consists of nine frames, each eight characters wide by five high, except the side view which is fourteen by four characters. - There are five different backgrounds which scroll horizontally byte by byte. In the 128K Spectrum, bank switching is used as the game progresses to give more variety to graphics. - Each of the fifteen stages has 16K dedicated to RAM graphics, with 29 different objects, each with 21 frames of enlargement. The largest is the windmill which is 11 characters wide by ten high. _Probe_ 3.1.2 - Commodore 64 ----------------------------------------------------- [Information] Machine : Commodore 64/128 Formats : Cassette Tape (x2) 5.25 Inch Disk Published By : U.S. Gold Conversion : Amazing Products Release Date : 1987 [Review] Music Choice : Yes Music : Magical Sound Shower & Splash Wave Start Banner : Yes (Small Version) Carflip : Yes Roadfork : No Endgame Map : No Endscenes : Yes Hiscore Table : Yes Overall : 3 out of 5 3.1.3 - Amstrad CPC ------------------------------------------------------ [Information] Machine : Amstrad CPC 64/128 Formats : Cassette Tape (x2) 3 Inch Disk Published By : U.S. Gold Conversion : Probe Release Date : 1987 [Review] Music Choice : No Music : Magical Sound Shower (Not in game) Start Banner : No Carflip : No Roadfork : Yes Endgame Map : No Endscenes : ? Hiscore Table : Yes Overall : 1 out of 5 3.2 - 16 Bit Computers 3.2.1 - IBM PC & Compatibles --------------------------------------------- [Information] Machine : PC & Compatibles Formats : 1 x 3.5 Inch (Low Density Disk) 2 x 5.25 Inch (Low Density Disks) Published By : U.S. Gold Conversion : USI Unlimited Software Release Date : 1989 Rerelease : Kixx (U.S. Gold Budget Label) [Review] Music Choice : Yes Music : Magical Sound Shower, Passing Breeze & Splash Wave PC Speaker only Start Banner : Yes Carflip : Yes Roadfork : Yes Endgame Map : Yes Endscenes : Yes Hiscore Table : Yes Overall : 2 out of 5 [Manual] This is the manual from the PC Version of Out Run. It appears to be from a cracked version, as the original game uses a keydisk system. This means that when the game is installed to the harddrive, the original floppy disk must be present in the diskdrive. This prevents the game from being copied. ------------------------------------------------------------------------------- The Wizards of Warez/The CopyCats/The PIRATES(tm) 04-08-89 Dead of Night BBS ------------------------------------------------------------------------------- OUT RUN(tm) (c)1989,1987 Sega Enterprises, Limited. ----------- Distributed by MindScape, Incorporated. Get behind the wheel...for the ride of your life! This game has been cracked & brought to you by Bushido the Warrior and The Kyropraktor of The Wizards of Warez, The PIRATES(tm) Unlimited and The CopyCats Incorporated, in affiliation with the NYCrackers. Call the Dead of Night BBS and the Phortress/914-221-0035 for more warez! (documentation for IBM version only; other systems may or may not apply) Power Up -------- Getting Started: 1. Set up your computer as shown in the IBM PC (or compatible) owner's manual. DOS 2.0 or higher is required to play this game. 2. Insert the Out Run disk into Drive A. Type OUTRUN and press ENTER. 3. Choose appropriate graphics mode. Note for 5.25" systems: If your system has an EGA card or Tandy 16 color monitor, please use disk #1. If your system has a CGA card, Hercules card, or Tandy 4 color monitor, please use Disk #2. Cracking notes: IMPORTANT! If you are not running off either floppy drive A: or B:, you must use the DOS ASSIGN command as follows: "ASSIGN A=x" where "x" is any hard, virtual, or occupied floppy drive. Keyboard Control: Press CTRL K for keyboard control. a. Use directional arrows to move the car right or left. b. To accelerate, press the up arrow on the keyboard. c. To decelerate, release the up arrow on the keyboard. d. To brake, press the down arrow on the keyboard. The brake lights will indicate you are slowing down. e. To shift gears, press the space bar. Joystick Control: Press CTRL J for joystick control. Follow the on-screens directions to calibrate the joystick. a. Use the joystick to move the car in desired direction. b. To accelerate, push forward on the joystick. c. To decelerate, move the joystick to the center position. d. To shift gears, press the fire button. Tunes: Choose the music you'd like to listen to during the game. Tune in to Passing Breeze, Magical Sound Shower or Splash Wave or just the squeal of the tires and the roar of the engine (Sound Effects Only). Simply move the joystick or the appropriate directional keys to your selection and push the fire button (on the joystick) or the "5" key (on the keyboard). Taking Control -------------- Seen on the Screen: By now, you're ready and rarin' to go. But before you rush right out there and get yourself in trouble, why not familiarize yourself with what's on the screen? +---------------------------------------------------------------------+ |Time left (in seconds) Your score Lap time | | | | - Scenery - | |Your speed | |Which gear you're in Tachometer Scene (or stage) number| +---------------------------------------------------------------------+ Additional Keys: To pause during the game: Press CTRL P. Press any key to continue. To restart the game: Press the ESC key. To turn the sound off/on: Press CTRL Q. To exit to DOS: Press CTRL X. Verification will follow. Your Itinerary -------------- At the end of each race, you'll see a map. It will show you exactly how far you went. You'll always start at Coconut Beach. But you could end up in one of five different destinations. Course A Course B Course C Course D Course E -------- -------- -------- -------- -------- Vineyard Death Desolation Autobahn Lakeside Valley Hill -------- -------- -------- -------- -------- \ / \ / \ / \ / -------- -------- -------- -------- Wilderness Old Wheat Seaside Capital Field Town -------- -------- -------- -------- \ / \ / \ / -------- -------- -------- Desert Alps Cloudy Mountain -------- -------- -------- \ / \ / -------- ------- Gateway Devil's Canyon -------- ------- \ / -------- Coconut Beach -------- Mastering the Game ------------------ Timing: At the beginning of each scene, the length of time allowed is shown at the top of the screen. If you reach the checkpoint in less than the time allowed, your reserve time will be awarded to the next scene. So step on it! Scoring: Your score is based on how well - and how fast - you drive. Here's how it's tallied: For driving fast: Points keep on increasing. For crossing the goal line: Time remaining times 1 million. Your Name in Lights: At the end of each race, the "Name Entry" screen will appear. If you have earned enough points to rank within the ten existing scores, your score will be listed in order. When this happens, you'll be able to enter your initials next to your score. To place your initials on the screen, type your initials on the screen with the keyboard. Press ENTER when done. Hints and Tips: * If you slam on the brakes, you'll come to a dead stop and need to regain momentum. So switch to low gear instead. * To maneuver a curve, downshift to low so you can hug the road and stay on course. * To race down a straightaway, shift into high gear to achieve maximum speed. * Avoid hitting vehicles in front of you. They will slow you down. * When coming out of a curve, the car will try to center itself. Light taps on the keyboard or the joystick will help. Additional Cracking Notes ------------------------- The Paperboy: "This crack was very easy, due to the fact that it was a previous MINDSCAPE-style protection format, like WILLOW. I was not able to locate the `change active drive' operation. Thus, you have to override it with the DOS ASSIGN command. But, all in all, the program is cracked." ------------------------------------------------------------------------------- The Wizards of Warez/The CopyCats/The PIRATES(tm) 04-08-89 Dead of Night BBS ------------------------------------------------------------------------------- [Copy Protection] The following information shows what needs to be changed in order to prevent the code searching for the keydisk. A hex editor can be used to edit the file, OUTRUN.EXE, to change the following bytes. This information was extracted from a large list of unprotection schemes, and credit is due to Steve Hughes. OFFSET WAS NOW 545 74 90 546 06 90 566 CD 90 567 13 90 [Cheats] The only cheat for the PC version of Out Run involves altering the game code. This freezes the timer. The following files must be edited with a hex editor: File : CORV.PES Change : 00003CD0: 2C 90 00003CD1: 01 90 00003CD2: 2F 90 File : CHEVY.PES Change : 00003C1C: 2C 90 00003C1D: 01 90 00003C1E: 2F 90 File : BEETLE.PES Change : 00003CC2: 2C 90 Change : 00003CC3: 01 90 Change : 00003CC4: 2F 90 3.2.2 - Atari ST --------------------------------------------------------- [Information] Machine : Atari ST 520 (512K) Formats : 3.5 Inch Disk (Single Sided) Published By : U.S. Gold Conversion : Probe Release Date : 1988 [Review] Music Choice : No Music : Magical Sound Shower & Splash Wave Start Banner : No Carflip : Yes Roadfork : Yes Endgame Map : Yes Endscenes : Yes Hiscore Table : Yes Overall : 2 out of 5 [Cheats] During play, type "RED BARCHETTA" now press any of the following: 'S'________________________Skip levels. 'T'_____________________Add 10 seconds. 'B'______________________Extended play. 3.2.3 - Commodore Amiga -------------------------------------------------- [Information] Machine : Commodore Amiga 500 (512K) Formats : 1 X 3.5 Inch Disk Published By : U.S. Gold Conversion : Probe Release Date : December 1987 [Review] The following review was taken from the website: Lazarus - The Magazine. AAARRRGGGHH! A travesty of a conversion. Out Run is very close to my heart - for lots of reasons. The first is a self-indulgent one since even the very thought of Out Run brings back memories of childhood seaside holidays. Out Run is best experienced in a noisy seafront arcade with an aroma of nearby Candy Floss and Fish & Chips. The other (reason, that is) is because it was a damned good game. Out Run had it all - the amazing graphics, cleverly designed animation, thrilling speed, realistic juddery gearstick, mood-setting soundtracks and that addictive "one more go" quality that never left you feeling cheated. So when the home computer versions were announced, a lot of people were understandably very excited. Games magazines fell over themselves to secure Out Run exclusives, more rumours circulated concerning the game's imminent release than any other, advertisments appeared (as they traditionally tended to) months before the game hit the shops. And then, one day in December 1987, Out Run was released and sold more than any other computer game that had ever gone before it. Yet it was the most uselessly rank travesty of an abomination that ever existed. Everything that had made Out Run great was gone. Not only that, but the programmers had taken it upon themselves to include unspeakably bad things that weren't even present in the arcade version. Take, for example, the cringeingly embarassing, gratuitiously bolted-on intro sequence of the Amiga version. Were we supposed to think that was funny? If you've never witnessed this display of sheer amateurism, it's worth the 300K download just to familiarise yourself with it. An appaling intro screen accompanied by a sample/jingle that an under-funded hospital radio station would be ashamed to have amongst it's cart rack of doom. There are so many faults and continuity errors in Out Run that the computer game versions have long since passed into folklore. In fact, yet again, the only thing to distinguish the Amiga version apart from the ST version is that intro sequence, the music performed by the orchestra of the damned and the fact that it's noticeably slower. I mean, for goodness sake, come on. COME ON. Starting the damned thing is achieved by means of a cumbersome drop-down menu system, clearly left over from the ST. Once you have decided wether you want just "some cars" or "many cars" to hinder your progress, you're off. Gone is the thrilling countdown, a device used constantly by arcade game manufacturers to usher you into a sense of adrenalinic urgency. Gone is the throbbing beat of the award winning soundtracks - famously replaced by the tone-deaf David Whittaker (AKA Jas C. Brooke, AKA Satan Himself) interpretation. The control system used in the game bears no resemblence whatsoever to that used in the arcade original. Nor does the course layout. Even the car (supposedly, a Ferrarri Testerossa) is rubbish. Then there's the classic attention to detail - upon turning corners, you - the driver, remember - swap seats with the passenger. Gngh. If this wasn't bad enough, the game is ridiculously easy to complete. Whilst taking screenshots for this feauture (ie: not concentrating on the game very much), and without cheating, I managed to finish all the stages on my FIRST GO. Hell, I wasn't even looking at the screen half the time. Yet still I was proclaimed Best Outrunner but not for my skill and competence. No. But through the bumbling buffoonery of the programmers. Out Run is best forgotten. As we speak, someone is working hard on writing an arcade emulator that will allow you to play it in the comfort of your own home. On your PC. This is A Good Thing. Maybe after a few years of that, we will have completely forgotten all about Out Run - The Home Computer Version. Not me though, I've been scarred for life. I couldn't forget Out Run - The Home Computer Version even if my brain were erased with a special mind rubber. Music Choice : Yes (Not the same method as the arcade machine) Music : Passing Breeze, Magical Sound Shower & Splash Wave Start Banner : No Carflip : Yes Roadfork : Yes Endgame Map : Yes Endscenes : Yes Hiscore Table : Yes Overall : 2 out of 5 ----------------------------------=:> * <:=---------------------------------- [4. - Music] 4.1 - Arcade ------------------------------------------------------------- The Out Run arcade machine had four tunes. I have heard rumours of a version with more, but I have no proof of this yet. Ingame music: - Passing Breeze, Magical Sound Shower, and Splash Wave. (Selectable at the start of a game) Hi-score music: - Last Wave The original music is available in two ways: 1) Spectrum, C64, & Amstrad CPC conversions. These were produced on cassette tape, and game with a free Soundtrack tape. 2) MP3 Format. Available from: www.diamondblack.demon.co.uk 4.2 - Tracker Files ------------------------------------------------------ Tracker files originate from the Commodore Amiga range of computers. They are now mainly composed on the PC however. Unlike Midi files, the samples are contained within the file itself. They frequently have the extension .XM or .MOD. I obtained the following files over many years. An FTP search may produce some of them. Music Players : ftp.cdrom.com/demos/music/players/ 1) Filename: OUTRUN_H.MOD Format : 4 Channel MOD File Composer: Perie Michel / Hydra Anarchy Date : 31-12-1991 Tunes : Magical Sound Shower, Passing Breeze. Comments: Captures the melodic atmosphere of the original well. 2) Filename: OUTRUNFIX.MOD Format : 4 Channel MOD File Composer: Unknown Date : Unknown Tunes : Passing Breeze, Magical Sound Shower, & Splash Wave. Comments: Good. Lacks original punch. 3) Filename: OUTRUN.MOD Format : 4 Channel MOD File Composer: Unknown Date : Unknown Tunes : Magical Sound Shower. Comments: Nice House remix :) 4) Filename: OUTRUN.MOD Format : 4 Channel MOD File Composer: Jason Brooke / Technix/Tesko Date : 1994 Tunes : Magical Sound Shower. Comments: 8K in size! C64 Version of theme remixed for PC. 5) Filename: OUTRUN.669 Format : 8 Channel 669 File Composer: Unknown Date : Unknown Tunes : Magical Sound Shower Comments: Doesn't sound at all like the original. 6) Filename: mod.outrun1 mod.outrun2 mod.outrun3 Format : 4 Channel MOD Files Composer: Gryzor (Nicolas Franck) Date : DMACON Tune-Disk 1 (Summer 1989) Tunes : Passing Breeze, Magical Sound Shower, & Splash Wave. Comments: Reasonable, slightly out of tune in places. 7) Filename: OUTRUN.MOD Format : 4 Channel MOD File Composer: US Gold Date : 1989 Tunes : Out Run - Words First Comments: Ripped from Amiga game. Not a tune, introduction sounds. Speech, "US Gold Present Out Run", followed by car sounds. 4.3 - MIDI Files --------------------------------------------------------- MIDI files use the onboard instruments of your sound hardware. Therefore, I will not attempt to review the MIDI files, as they will sound different depending on your setup. However, I will say that they are of exceptional quality, and are very well composed. Magical Sound Shower, Passing Breeze, Splash Wave and Last Wave are available and were sequenced by Atsushi Fukai. A different version of Magical Sound Shower is also available, composer unknown. All Five tunes are available from: www.diamondblack.demon.co.uk 4.4 - Other -------------------------------------------------------------- A) SID Files These files are direct music code ripped from C64 games. You need a special player to hear them, which emulates the SID chip found in the C64. I recommend SIDPlay/Windows. 1) Filename : OUTRUN.DAT Composer : Jason Brooke Copyright: 1988 US Gold Tunes : Out Run - Splash Wave, Magical Sound Shower 2) Filename : OUTRUNEU.DAT Composer : Maniacs of Noise Copyright: 1989 US Gold Tunes : Out Run Europa - 3 Tunes, remixes of Out Run music. 3) Filename : OUTREUL2.DAT Composer : Jeroen Tel Copyright: 1991 Sega Tunes : Out Run Europa - Level 2 Music. 4) Filename : TURBO_OU.DAT Composer : Maniacs of Noise Copyright: 1990 Kixx Tunes : Turbo Out Run - 6 Tunes. 5) Filename : TURBO_O2.DAT Composer : Maniacs of Noise Copyright: 1990 Kixx Tunes : Turbo Out Run - 2 Tunes. 2 incredible tunes, including an unbelievable remix of Magical Sound Shower. Best ever version in my opinion. 6) Filename : Outrun_cover.sid Composer : Knatter Copyright: 1989 XAKK Tunes : Magical Sound Shower remix. (Not from C64 game.) 7) Filename : Outrun_Remix.sid Composer : Geir Tjelta Copyright: 1989 Moz(IC)Art Tunes : Magical Sound Shower remix. (Not from C64 game.) B) Yamaha YM2149 Files These files are direct music code ripped from machines using the YM2149 as their soundchip. This includes the Atari ST, later models of the ZX-Spectrum and the Amstrad CPC. I recommend using a player like ST-Sound for Windows 95. 1) Filename : OUTRUN.YM Composer : David Whittaker Copyright: Unknown Tunes : Magical Sound Shower. This is the version used in the Atari ST and ZX-Spectrum conversions of the game. They used exactly the same code. ----------------------------------=:> * <:=---------------------------------- [5. - Rumours / Help Wanted] * Chris White (pointblank@geocities.com) is after an upright machine. If you are in the UK, and have one you'd like to sell or swap, then please e-mail him. Andrew Sharples (retrogaming@usa.net) is also after a machine, if you happen to have more than one! * Rumour #1 : Different stage orders in Out Run. I have heard that the US and European versions may have different stage structures after the first left turn. Conversions support this theory as 'Gateway' is not Stage 2 on the Spectrum release, but Stage 3. * Rumour #2 : Extra music in Out Run. I was told that there is a version of Out Run with extra tunes. The Genesis version has an extra tune called, 'Step-on Beat'. Can anyone confirm the situation with the arcade machine? * Rumour #3 : Two different versions of Out Run were released for the Amiga by different programming teams. One for the US and one for Europe. Probably false, can anyone confirm? * Any other information, no matter how small, that we don't have. (However, further information of Out Run conversions will be added later. I don't need to know of conversions, only about them.) ----------------------------------=:> * <:=---------------------------------- (c) 1997-1998 Chris White & Andrew Sharples