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Document Title: [FAQ-SEGA Outrun.html (html file)]

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 �85,000

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