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OutRun (Arcade)

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Title Screen

OutRun

Developer: Sega AM2
Publisher: Sega
Platform: Arcade (Sega OutRun hardware)
Released internationally: September 20, 1986


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
CopyrightIcon.png This game has hidden developer credits.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.


Hmmm...
To do:
Should probably add the minor differences between the stage layout between the Japanese and Overseas versions. and, the design of NPC cars has been changed since the Dreamcast port.

OutRun is more or less a 1980s arcade driving experience unlike any other. It has multiple endings, a catchy soundtrack, and some nice scaling hardware. Oh, and you drive a Ferrari too. What more could one ask for?

Unused Text

Present at 0x6FD when the ROMs epr-10380b.133+epr-10382b.118 are interleaved is this text that may have been used in debugging.

Error! Entry Mode=User
---Bus Error---
---Address Error---
---Illegal Instruction---
---Zero Divide---
---CHK Instruction---
---TRAPV Instruction---
---Privilege  Violation--- 
---Trace---
---1010 Exception---
---1111 Exception---
Run Aborted! Mode=User

Unused Lap Timers

There is unused code for displaying the time used to reach a checkpoint. It can be used in the MAME debugger with the command d0 = X; pc = 7fea; g;, where X is the lap to display.

(Source: Reassembler)

Unused Traffic Mode

There is unused code for having traffic flow toward the screen. It can be enabled in the MAME debugger with the command b@60b6b = 1, but the game lacks graphics for cars viewed from the front, so it looks like they're driving in reverse very quickly.

(Source: Reassembler)

Developer Message

By setting the program counter to 0x7644 (by typing pc=0x7644) in MAME's debugger and resuming the game, this message will appear:

Original Translated
 BIN CHAN E
     COLOR BANK GA TARINAI NOYO !
     1 STAGE 127 KO INAINI SHITENE.
TO BIN-CHAN
     THE COLOR BANK ISN'T BIG ENOUGH! 
     MAKE IT WITHIN 127 OR LOWER FOR 1 STAGE. 

It's likely just an error message. Bin(-chan) is Satoshi Mifune, one of the game's programmers and a frequent collaborator with Yu Suzuki (it is assumed Suzuki left this message). A similar message appears in Space Harrier.

There is an attempt to display this message when the object palette number is above 128, but it's been dummied out by adding an RTS to the start of the subroutine.

Unused Graphics

Outrunac-altunusedgoalsign.png Outrunac-altunusedstartsign.png

Alternate graphics for the Start and Goal signs. In the final game, these are more cloth-like banners.

I hope they're out to find a new leather jacket.

A motorcycle rider, likely to diversify the traffic. While the game does have some basic structures for this rider, there isn't enough to properly initialize it in the game.

Indeed. It is a magic lamp. How observant!

An extra sprite was created for this guy pointing out that he is holding a magic lamp.

Like a driver, hey, kissed for the very first time...

It seems like the player would have fallen over after the girlfriend gave him a kiss.


(Source: Reassembler)

Unused Sound

A leftover sound from Space Harrier, which is supposed to be "VOICE 4" in the Sound Test but cannot be heard because it is in 4000 Hz.

Unused Map

Early Final
OutRunArcade-CoconutBeach-early.png OutRunArcade-CoconutBeach-final.png

An unused layout for Coconut Beach can be found within the game's code. This seems to be for testing purposes, as there are several different types of signs present. This level can be enabled through the MAME debugger with the command focus 0 bpset e4ea,1,{b@260010 = 3A; g} in Revision B.


(Source: Reassembler)

Easter Egg

There's an Easter egg which causes the message PROGRAM YU SUZUKI 1986 SEP to appear onscreen. However, the method of activating the message is different depending on the version:

  • Revision A - Just before any checkpoint, hold Start just before the sky is due to cycle to the upcoming level color.
  • Revision B - Achieve a high score and enter YU. (including the period), then hold Start while transitioning from Stage 2 to 3. It should be noted that the message can only be displayed once and is then deactivated, along with being deactivated if the player enters "YU." again on the high score table.
(Source: Reassembler)

Revisional Differences

Hmmm...
To do:
Rip all the sprites here

Car Design

For the Dreamcast releases (Shenmue II and Yu Suzuki Game Works Vol. 1), the design was reworked to make it less similar to the Ferrari Testarossa, and then for the 3DS release, the design was changed again slightly. However, OutRun 2 has been licensed by Ferrari and uses the original design.

Original, OutRun 2 (Xbox) Dreamcast 3DS or later
Outrun arcade crop.png Outrun dreamcast crop.png Outrun newcar.png
Outrun arcade up crop.png Outrun dreamcast up crop.png Outrun newcar up.png

Objects

Original Dreamcast
Outrun bike.png Outrun bike dreamcast.png

The logo on the bottom left has been changed from KTM to AM2, and the livery of the bike and the bike driver has also been changed. KTM is an Australian-based motorcycle and moped manufacturer. AM2 was a development subsidiary of Sega that created OutRun.

Original Dreamcast
Outrun segaobject.png Outrun segaobject dreamcast.png

Literally, it was changed from SEGA to Shenmue. This change continues in Yu Suzuki Game Works Vol. 1.

Regional Differences

The Japanese version is sometimes called "Old" and the overseas version is sometimes called "New". We will use the latter term here.

Level layout

Old New
Outrun old.png Outrun new.png

Some levels have been moved.

Old New
Gateway old.png Gateway new.png

Gateway has many differences.

Old New
Outrun canyon old.png Outrun canyon new.png

The sky color in Devil's Canyon has been changed.