Accepted [+] [X] Klax Update submitted by XtC
Klax (c) 1990 Atari Games.
The tiles klank, end over end, down the ramp. Catch them on the paddle, or they fall in the pit. Flip them from the paddle into the bins, matching the same-colored tiles horizontally, vertically, or diagonally. Each line of colored tiles is a Klax. When you've made a Klax, you hear a fanfare. When you complete a wave, the crowd cheers. Let a tile fall in the pit, and you hear a scream as it falls in. If you fail to complete a wave, the crowd is disappointed. Stay alive, complete the waves and don't drop any tiles!
Catch the tiles as they come to the end of the ramp on the paddle. Flip a tile into a bin by pressing the start/flip button. Pull the joystick forward to increase the speed of the closest tile as it klanks down the ramp. Push the joystick back and toss the top tile on the paddle back on the ramp and gain a little time.
The paddle can hold up to five tiles. As long as the green light is on below the paddle, you can pile more tiles on the paddle. When the red light appears, you must flip at least one tile in a bin or toss it back on the ramp before you can collect any more tiles. You can flip tiles into a bin as long as the green light is on below the bin.
To succeed in Klax, complete each wave while scoring points. Create a horizontal, vertical, or diagonal row of at least three tiles in the bins to make a Klax. You receive the most points for diagonals, less for horizontals and the least for verticals. When you create a Klax, the tiles in the Klax disappear to make room for more tiles in the bins.
Each wave has a different task to be completed, which is shown on the To Go Meter. This task could be making a certain number of Klaxes, points, or surviving a certain number of tiles. Complete the task before too many tiles drop in the pit and you complete the wave. When you complete a wave, you receive bonus points for the tiles remaining on the ramp, on the paddle, and any empty spaces in the bins. If you fail, you can start again at the same wave.
Klax does not have a clock for you to race against, but as your playing time increases, the tiles klank down the ramp faster and faster.
Waves : When you first enter the game, you can start at wave 1, 6, or 11. Wave 1 teaches you how to play the game and use the controls. At every fifth wave you can choose to play the next wave, the fifth wave beyond, or the tenth wave beyond.
Klax has five different types of waves and more than five different backgrounds. There are five waves per level, and one hundred waves to complete.
Each time you begin a wave, the To Go meter shows what kind of Klaxes or how many points you need to accumulate to complete the wave. The different types of waves are :
* Klaxes To Go, which are the easiest. Just create Klaxes horizontally, vertically or horizontally. Create enough Klaxes to complete the wave before you drop too many tiles in the pit.
* Tiles To Go requires you to survive a certain number of tiles. Create Klaxes in any of the three ways to collect points and to clear the bins to hold more tiles.
* Points To Go requires you to make a certain number of points. Create Klaxes to collect points but make diagonals, four- or five-of-a-kind Klaxes, and simultaneous Klaxes for higher points.
* Diagonals To Go requires you to create diagonals. Create Klaxes in any way to collect points; but only the correct number of diagonals will complete the wave.
* Horizontals To Go requires you to create horizontals. Only horizontal Klaxes will complete the wave; but you can still create Klaxes vertically and diagonally to collect points.
There are several bits of information on the screen. These include the:
* To Go Meter, which continuously calculates the number of Klaxes, tiles, points, diagonals or horizontals still required to complete the wave. The number depends on the type of wave you are playing.
* Drop Count, which shows the number of dropped tiles. The drop count is continuously calculated. When the number of tiles dropped is reached, the wave is over.
* High Score, which shows the highest score to date, regardless of the number of continues that player had.
* Wave Indicator, which shows what wave you are playing.
- TECHNICAL -
Game ID : 136075
Main CPU : Motorola 68000 (@ 7.15909 Mhz)
Sound Chips : OKI6295 (@ 6.779 Khz)
Players : 2
Control : 8-way joystick
Buttons : 1
- TRIVIA -
Even if the titlescreen says 1989, Klax was released in February 1990.
550 dedicated upright were produced in the USA and 451 in Ireland for European distribution. The selling price was $1,895.
500 dedicated cabaret were produced in the USA and 306 in Ireland. The selling price was $1,695.
4,800 conversion kits were produced in the USA and 958 in Ireland. The selling price was $895.
Dave Akers originally programmed this in Amiga Basic, then ported it line-by-line to C. It was written in just a few weeks on "Escape From the Planet of the Robot Monsters" hardware.
- UPDATES -
The prototype versions have different graphics, only one background with different palettes, and uglier tiles. Tiles sometimes look wrongly placed. When you throw the tile back, it's flying much further (approx. 6 seconds instead of 1). This version has 'By MSP and DSA' on the title screen.
- SCORING -
3 Vertical Klax : 50 points.
4 Vertical Klax : 10,000 points.
5 Vertical Klax : 15,000 points.
3 Horizontal Klax : 1,000 points.
4 Horizontal Klax : 5,000 points.
5 Horizontal Klax : 10,000 points.
3 Diagonal Klax : 5,000 points.
4 Diagonal Klax : 10,000 points.
5 Diagonal Klax : 20,000 points.
Large 'X' Klax : 80,000 points.
Big Sandwich : 100,000 - 440,000 points.
- STAFF -
Designer, Animator, Project Leader: Mark Stephen Pierce (MSP)
Software Design, Programming: David Akers (David S. Akers) (DSA)
Hardware Design & Implementation: Pat McCarthy (Pat McCarthy) (PMC), Tim Hubberstey (TJH)
System Software: John Salwitz (JFS)
Audio: Brad Fuller
Technician: Farrokh Khodadadi (FRK)
Marketing Manager: Jerry Momoda
Team Supervisor: John Ray (RAY)
- PORTS -
* CONSOLES:
NEC TurboGrafx-16 [US] (1990) "Klax [Model TTGX20001]"
Sega Mega Drive [BR] (1990) by Tec Toy
[EU] Sega Mega Drive (1990)
[US] Atari 2600 (1990) "Klax [Model CX26192]"
[US] Nintendo NES (1990)
Amstrad GX4000 [EU] (1990)
[JP] NEC PC-Engine (aug.10, 1990) "Klax [Model TG90001]"
[US] Sega Genesis (sept.6, 1990)
[JP] Sega Mega Drive (sept.7, 1990) "Klax [Model T-14063]"
[JP] Nintendo Famicom (dec.14, 1990) "Klax [Model HFC-V6]"
[EU] Sega Master System (1991) "Klax [Model 301040]"
[US] Atari 7800 (1992) "Klax [Model CX7888]" : unreleased
[US] Sony PlayStation (sept.30, 1999) "Arcade Party Pak [Model SLUS-00952]"
[EU] Sony PlayStation (feb.23, 2001) "Arcade Party Pak [Model SLES-02339]"
[US] Atari 7800 (2002) by ResQsoft Productions
[US] Sony PS2 (nov.18, 2003) "Midway Arcade Treasures [Model SLUS-20801]"
[US] Microsoft XBOX (nov.24, 2003) "Midway Arcade Treasures"
Nintendo GameCube [US] (dec.18, 2003) "Midway Arcade Treasures [Model DOL-GAKE-USA]"
[EU] Microsoft XBOX (feb.6, 2004) "Midway Arcade Treasures"
[EU] Sony PS2 (feb.6, 2004) "Midway Arcade Treasures [Model SLES-51927]"
* HANDHELDS:
Atari Lynx [US] (1990) "Klax [Model PA2031]"
[JP] Nintendo Game Boy (1990) "Klax [Model DMG-KLA]"
[EU] Nintendo Game Boy (1991)
[US] Nintendo Game Boy (jul.1991) "Klax [Model DMG-KX-USA]"
Sega Game Gear [US] [EU] (1992)
Nintendo Game Boy Color [EU] (1999) "Klax [Model CGB-ALXP-EUR]"
Nintendo Game Boy Color [US] (apr.1999) "Klax [Model CGB-ALXE-USA]"
[US] Nintendo GBA (aug.16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68E-USA]"
[EU] Nintendo GBA (sept.16, 2005) "2 Games in One! Marble Madness + Klax [Model AGB-B68P-EUR]"
[US] Sony PSP (dec.13, 2005) "Midway Arcade Treasures Extended Play [Model ULUS-10059]"
[EU] Sony PSP (feb.24, 2006) "Midway Arcade Treasures Extended Play [Model ULES-00180]"
* COMPUTERS:
MSX [EU] (1989)
BBC Micro [EU] (1990)
[US] Commodore C64 [EU] (1990)
[EU] Amstrad CPC (1990)
Amstrad CPC+ [EU] (1990)
Commodore Amiga [US] (1990)
[EU] Atari ST (1990)
Sam Coupe [EU] (1990) by Domark
[EU] Sinclair ZX Spectrum (1990)
[JP] Sharp X68000 (dec.14, 1990) by Hudson
[JP] NEC PC 8801 (1990) by Hudson
NEC PC 9801 [JP] (1990) by Hudson
PC [MS-DOS, 3.5"] [US] (1992)
[US] PC [MS Windows, CD-ROM] (aug.27, 2004) "Midway Arcade Treasures"
[EU] PC [MS Windows, CD-ROM] (nov.23, 2004) "Midway Arcade Treasures"
- SOURCES -
Game's manual.
Game's picture.
Game's ROMs.
Game's screenshots.
See goodies section.
Accepted [+] [X] Asteroids [Upright model] Update submitted by XtC
Asteroids (c) 1979 Atari, Incorporated.
Asteroids is a legendary, genre defining game - in an era replete with genre-defining classics - in which a single player takes control of a spaceship trapped in the middle of an asteroid belt. A number of large, slow-moving asteroids drift randomly around the play area and must be shot by the player. When shot, the asteroids will break into a number of smaller pieces which must also be shot until eventually, all of the asteroids and fragments will be destroyed and the next wave begins.
Asteroids introduced real-world physics to video games for the first time, with speed and inertia all adding to the player's problems. As well as the inertia of the player's ship - forcing the player to allow for the ship slowing down and speeding up whenever the Thrust button was utilized - shot asteroids would often send fragments flying in seemingly random directions, and at varying and unpredictable speeds.
As well as the ever-present asteroids, flying saucers also make a regular appearance. These move horizontally and diagonally around the screen, firing at the player's ship, and must be quickly destroyed. They are destroyed when hit by the player's shot, when hit by a saucer's shot or when they collide with an asteroid.
- CAST OF CHARACTERS -
Spaceship - This is you, the player. You can rotate 360 degrees, fire bullets, thrust forward in any direction, and hyperspace to safety if you feel you are in danger.
Large Asteroid - These are the large rocks that fill the screen at the beginning of each stage. Hitting one with a bullet will break it apart into two Medium Asteroids.
Medium Asteroid - Slightly smaller than Large Asteroids, but faster moving. Shooting one of these will result in two Small Asteroids.
Small Asteroid - These are the smallest and fastest rocks on the screen. If a bullet hits one of these, it will vaporize.
Large Saucer - Large flying saucers appear on the screen from time to time, randomly firing shots around the screen. They pose a minor threat.
Small Saucer - The smaller flying saucers are deadlier than the large variety. They are much more precise with their shots, and are more likely to kill you. Eliminate them quickly or get out of their range.
- TECHNICAL -
Upright model dimensions:
25.25 in. (64.14 cm) wide
32 in. (81.28 cm) deep
71.87 in. (182.54 cm) high.
Upright cabinet monitor: 19in. B/W
The Asteroids upright cabinet was identical in construction to the "Lunar Lander" cabinet. It was a black upright with sideart that featured a scene of a starship in a blue field of asteroids (with several red explosions thrown in for good measure). The marquee featured almost identical graphics to the side-art (with the addition of the familiar yellow 'Asteroids' logo). The control panel was a busy looking red, white, and blue affair that had no joysticks (only buttons). While the monitor bezel had kind of a nebula scene printed on it (this did not really seem to match the rest of the machine).
Two different sets of coin doors were made on this title, with early cabinets having a unique design that was soon abandoned in favor of the same one that Atari had been using on Lunar Lander.
Game ID : 035127-035145
Main CPU : MOS Technology M6502 (@ 1.512 Mhz)
Sound Chips : Discrete circuitry.
Buttons : 5
= > RIGHT, LEFT, FIRE, THRUST, HYPERSPACE
- TRIVIA -
Asteroids was released on November 17, 1979 in the USA, selling at an MSRP of $1745.
Asteroids was a much celebrated arcade game that captured the imaginations of millions of players, while capturing a good many quarters as well.
Originally called 'Cosmos', Asteroids' original design brief was a simple copy of Cinematronics' "Space Wars"; with asteroids littering the play-field purely for visual effect. 'Cosmos' was also once known as 'Planet Grab', in which the player had to claim a planet by touching it with their spaceship. 'Cosmos' allowed players to blow up the planets and duel with another ship, Space Wars-style. Only in Asteroids, which arrived two years later, did Atari engineer Lyle Rains, introduce the concept of free-floating rocks.
On June 17, 1980, Atari's Asteroids and Lunar Lander were the first two video games to ever be registered in the Copyright Office.
The first 200 Asteroids machines were actually Lunar Lander cabinets; Asteroids was so successful that Atari cut Lunar Lander's production run and released the 200 aforementioned machines, complete with their original Lunar Lander cabinet art.
Asteroids remains Atari's bestselling arcade game of all time, with exactly 56,565 units produced (47,840 upright and 8,725 cocktail) in total.
* Remembrances from the Video Game Masters : Working on Asteroids was so intense that Lyle Rains and Ed Logg often dreamt about their work.
Lyle Rains : 'In the course of my work I have always found that there are times during the development process when the project gets to me in such a way that I'm eating, drinking, sleeping, and breathing the project. When I close my eyes the images of the screen are there and I dream about them at night. There is something just very intense when you live with a project like that day and night, for months at a time. When we were working on Asteroids, I would play Asteroids for a number of hours in the evening, then I'd go home and I'd close my eyes, and as I was drifting off to sleep I'd see the asteroids floating around the screen.'.
Ed Logg : 'I was shooting the asteroids all night long; I'd just play the game over and over and over in my head, just as if you were playing it in real life. To a certain extent, I play a lot of the games in my mind long before I ever write them because you have to get all the interactions down pat before you can start programming. I know what it's going to look like before I even get there.'.
* Popular from the Start : a good barometer of a game's future success was how popular it was within the labs at Atari. The software developers often had to chase people away from their Prototype machines when they arrived at their desks in the morning or returned from lunch.
Lyle Rains : 'The development on the really good games gets bogged down, because people want to play them all the time. I was in the lab quite often playing Asteroids, as were many other people.'.
On the overall popularity of Asteroids, Steve Calfee said : 'A lot of people really liked it. Somehow, there's something about people, they like to clean spaces. With Asteroids it's easy to measure your accomplishment, you're breaking big rocks into little rocks and then the little rocks into nothing. It's sort of a metaphor for life.'.
Rich Adam recalled his own first encounter with Asteroids : 'I'll never forget going into the lab and seeing that game for the first time. It was like an adrenaline rush. I'm out flying this spaceship and it's the miraculous escape. I've got this situation where I've got tons of these boulders flying around the screen, I have almost nowhere to go. I get to blast my way out of it and cheat death one more time; that's a good fantasy, you've got all these things flying around and yet you're able to survive.'
Howard Delman described what it was like creating the sounds for Asteroids : 'In those days there were no all-purpose sound chips like we have now, so I had to create a hardware circuit for each sound. I would string together electrical circuits that would produce an output wave-form that corresponded to the wave-form of the sound. When put through an amplifier and a loud-speaker, it would sound like whatever I was trying to create. The boom-boom-boom background sound was sort of meant to be like a heartbeat, and the idea was that as the game progressed, the sound speeded up, and the player's heart would speed up, too. You know, stress!'.
* The Great 25-Cent Escape : On the intensity of playing Asteroids, Ed Rotberg recalled : 'Asteroids was just so intense in the fact that you had a concept of all around fantasy. You had to keep your eyes constantly in motion around the screen because the danger could be coming from any direction, at anytime, and it was always so imminent. In Asteroids it was just you out there, trying to survive. It's an incredibly intense game. The tuning in terms of how fast the spaceship turns and how fast the bullets move and how far they go and how fast the asteroids can go, just all the tuning that Ed Logg put into that, is real artistry.'.
Asteroids is considered, artistically, to be a video-game masterpiece. Ed Logg opines : 'The simple fact that the spaceship in Asteroids continues to move after you cut thrust, providing a wee glimpse of the Newtonian mechanics of actual space flight, triggered the imaginations of many users'.
Rich Adam said : 'Asteroids fulfilled the fantasy of being out in space, with no gravity, and free floating. The spaceship had a very elegant grace. A lot of motion in the game had grace, even the way the boulders floated around.'.
And the game's epic quality was noted by Ed Rotberg : 'What Asteroids allows players to do is to put themselves in an incredible predicament, and then extricate themselves from it. You feel like a hero coming out of it.'.
There was a modified version of Asteroids that was given the nick-name "Turtleroids"; this was part of a long series of practical jokes against the vice-president of marketing for Atari who was feeling jaded in his feeling towards a game concept called 'Turtle Races'. One day, Ed switched the PROMs of the golden edition of Asteroids in the lobby of Atari so that the little and big UFOs were replaced by turtles, thus providing them with a constant reminder. Another practical joke involving Asteroids was a slight modification in the prototype of the game, because Owen Rubin (initials ORR on most Atari high score tables) kept filling up the high score tables when the programmers were not around. So, they modified the program to replace Owen's initials with Ed's own to keep him away.
In a monumental display of overconfidence on the part of the Atari programmers, Asteroids rolls over at only 99,999 points. Several players during days-long marathon games have scored over 100,000,000...
Asteroids keeps track of up to 255 extra men. If the player has too many, the game may slow down, probably due to the processor having to draw all the extra men on the screen.
John McAllister holds the official record for this game with 41,838,740 points on April 5, 2010.
The default high score screen of "Cyberball 2072" features names of many Atari arcade games, including ASTEROID.
Asteroids inspired a catchy hit song by Buckner and Garcia called 'Hyperspace' released on the 'Pac-Man Fever' album.
An Asteroids unit appears in the 1982 movie 'Fast Times at Ridgemont High', in the 1983 movie 'WarGames', in the 1983 movie 'Terms of Endearment', in the 1983 movie 'Joysticks', in the 1984 movie 'Night of the Comet', in the 1984 movie 'The Iceman', in the 1985 movie 'Remo Williams - The Adventure Begins', in the 1985 movie 'Pee Wee's Big Adventure', and in the 1983 movie 'The Adventures of Bob & Doug McKenzie - Strange Brew'.
An upright Asteroids unit appears in the 38 Special music video 'Caught Up In You', and in April Wine's concert video 'Live In London (1981)'.
Known licensed releases:
Asteroids (Taito Corp.)
Asteroids (Sega)
Meteor (Hoei)
Super Meteor (Hoei)
Known unlicensed releases:
Asterock (Sidam)
Asteroide (Maxenti)
Meteor (Omni)
Meteorites (VGG)
Planet (Alca)
Hyperspace (unknown)
- UPDATES -
Revision 1 has an invulnerability glitch, which allows players to hide the ship in the upper corners of the screen (in the score) and be invulnerable to collisions.
Revision 1 also has a bug which affects thrusting. If the ship reaches full velocity moving down or left, and continues thrusting while rotating to the opposite direction, the ship will not slow down from the full velocity that has been reached in the original direction.
Revision 2 says '1979 Atari' at the bottom of the title screen, instead of the 'Asteroids by Atari' that was displayed in Revision 1. Also, the invulnerability glitch of Revision 1 is corrected.
Revision 4 :
1) allows small saucer to use wrap-around feature,
2) allows small saucer to fire immediately when entering the playing area, and
3) prevents the intermittent loss of 3rd initial on 10th highest score.
- SCORING -
Large Asteroids : 20 points.
Medium Asteroids : 50 points.
Small Asteroids : 100 points.
Large Flying Saucer : 200 points.
Small Flying Saucer : 1,000 points.
- TIPS AND TRICKS -
When you start the game, your spaceship will be in the middle of the screen with four large asteroids heading toward your ship. After all the rocks are destroyed, the next round begins. The number of initial large asteroids depends on the round number:
Round 1: 4
Round 2: 6
Round 3: 8
Round 4: 10
Round 5 and up: 11
Your job is to blast those rocks. However, when you blast them, they break up into two medium rocks. Blasting a medium rock gives you two small rocks. Note : There is an exception to this rule. The game program only allows 26 asteroids on the screen at any one time. If the screen already contains 26 asteroids of any size, then when you shoot a large asteroid it breaks up into only one medium asteroid, and when you shoot a medium asteroid it breaks up into only one small asteroid. You can completely destroy a large asteroid with only three shots instead of seven when the screen is filled up like this.
Destroy the fastest-moving asteroids first. The slower asteroids are easier to avoid and you can deal with them later.
In addition, you have to contend with large and small flying saucers. Remember that you get most of your points by shooting these. On the first few screens, you can sit in the middle and blast rocks to your hearts content. There isn't that much danger since the large saucer doesn't track and only fires random shots. Keep in mind of a few things when shooting :
1) You can have four shots on the screen at any one time. This is useful for when you are blasting rocks at close range. You can pretty much drill them to dust.
2) Your shots 'wrap around' the screen. This means any shot that goes past the edge of the screen will reappear on the opposite side traveling the same direction. The saucers also have 'wrap around' shots.
* Try to keep a few defensive shots in reserve. Sometimes, it isn't wise to fire all four shots at once. Without a shot or two in reserve, you are vulnerable if you need to protect yourself from an unexpected asteroid or flying saucer.
* After 10,000 points, the small saucer becomes a permanent part of the game. You can no longer sit in one place since the small saucer is able to track your ship and take you out with the first or second shot.
* Use hyperspace only in very desperate situations. Something like having four asteroids coming at you at once with nowhere to escape would be a good reason. Eight times out of ten, hyperspace will either put your ship in danger (from a saucer, a plummeting asteroid, or saucer fire) or when you appear somewhere else, your ship will blow up.
* Although there is danger from the rocks and saucers, you can also be a danger to yourself. Use the thrust carefully or you will find yourself careening out of control on the screen. Some players get really good, however, moving around and shooting.
* For those desired high scores, you can use the hunting trick. It goes something like this :
1) After 10,000 points, the small saucers appear. They are worth 1,000 points apiece. First, blast every rock until you have one small rock left.
2) Go sit in the upper left or right corner of the game screen.
3) If the small saucer appears from the side you are on, you can blast it before it gets off a shot. If it appears on the opposite side, use the shot 'wrap around' to take care of it. Some people have done this for hours on end and racked up scores in the millions. Of course, it takes a long time at 1,000 points a pop.
4) Also keep in mind that the small saucer can wrap shots so you may have to move out of danger.
- SERIES -
1. Asteroids (1979)
2. Asteroids Deluxe (1981)
3. Space Duel (1982)
4. Blasteroids (1988)
5. Asteroids (1998, PC, PS; 1999, GBC; 2000, Mac)
6. Asteroids Hyper 64 (1999, N64)
7. Asteroids Gunner (2011, App Store)
- STAFF -
Designed by : Lyle Rains
Programmed by : Ed Logg
Sound & Vector generator display system : Howard Delman
- PORTS -
* CONSOLES:
[US] Atari 2600 (1981) "Asteroids [Model CX2649]"
[US] Atari 2600 (1981) "Asteroids [Model 49-75163]"
[EU] Atari 2600 (1988) "Asteroids [Model CX2649P]"
[US] Atari 5200 (1982) "Asteroids [Model CX5201]"
[US] Atari 7800 (1986) "Asteroids [Model CX7802]"
[US] Sony PlayStation (dec.31, 1996) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLUS-00339]"
[EU] Sega Saturn (1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-25413H-50]"
[US] Sega Saturn (june.30, 1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model T-9706H]"
[US] Nintendo SNES (aug.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNS-AW7E-USA]"
[EU] Sony PlayStation (dec.1997) "Arcade's Greatest Hits - The Atari Collection 1 [Model SLES-00466]"
[EU] Nintendo SNES (feb.26, 1998) "Arcade's Greatest Hits - The Atari Collection 1 [Model SNSP-AW7P-EUR]"
[US] Sony PlayStation (2001) "Atari Anniversary Edition Redux [Model SLUS-01427]"
[US] Sega Dreamcast (jul.2, 2001) "Atari Anniversary Edition [Model T-15130N]"
[EU] Sony PlayStation (mar.1, 2002) "Atari Anniversary Edition Redux [Model SLES-03808]"
[US] Microsoft XBOX (nov.16, 2004) "Atari Anthology [Model 26084]"
[US] Sony PS2 (nov.22, 2004) "Atari Anthology [Model SLUS-21076]"
[EU] Microsoft XBOX (nov.26, 2004) "Atari Anthology"
[EU] Sony PS2 (feb.18, 2005) "Atari Anthology [Model SLES-53061]"
[JP] Microsoft XBOX (aug.4, 2005) "Atari Anthology [Model B7X-00001]"
Microsoft XBOX 360 [XBLA] [US] [EU] (nov.28, 2007)
Microsoft XBOX 360 [US] (jan.3, 2009) "Jordan's Asteroids [XBOX Indie Games]"
[US] Microsoft XBOX One (nov.1,2016) "Atari Flashback Classics Vol.2"
[US] Sony PlayStation 4 (nov.1,2016) "Atari Flashback Classics Vol.2"
* HANDHELDS:
[EU] Nintendo Game Boy (1992) "Asteroids [Model DMG-AN-GPS]"
Nintendo Game Boy [UK] (1992) "Asteroids [Model DMG-AN-UKV]"
[US] Nintendo Game Boy (feb.1992) "Asteroids [Model DMG-AN-USA]"
Atari Lynx [US] (1994) "Super Asteroids & Missile Command [Model PA2093]"
[EU] Nintendo Game Boy (1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCP-NOE]"
[US] Nintendo Game Boy (jul.1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCE-USA]"
Nintendo Game Boy [UK] (1995) "Arcade Classic No. 1 - Asteroids & Missile Command [Model DMG-AMCP-UKV]"
[US] Nintendo GBA (mar.25, 2002) "Atari Anniversary Advance [Model AGB-AAVE-USA]"
[EU] Nintendo GBA (feb.14, 2003) "Atari Anniversary Advance [Model AGB-AAVP-EUR]"
[UK] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-UKV]"
[EU] Nintendo DS (mar.11, 2005) "Retro Atari Classics [Model NTR-ATAE-EUR]"
[US] Nintendo DS (mar.16, 2005) "Retro Atari Classics [Model NTR-ATAE-USA]"
[JP] Nintendo DS (june.30, 2005) "Atarimix Happy 10 Games [Model NTR-ATAJ-JPN]"
[US] Nintendo GBA (aug.21, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64E-USA]"
[EU] Nintendo GBA (sept.23, 2005) "3 Games in One! Yars' Revenge - Asteroids - Pong [Model AGB-B64P]"
[AU] Nintendo DS (nov.2007) "Retro Atari Classics [Model NTR-ATAE-AUS]"
[US] Sony PSP (dec.19, 2007) "Atari Classics Evolved [Model ULUS-10325]"
[AU] Sony PSP (mar.7, 2008) "Atari Classics Evolved"
[US] Nintendo DS (nov.2, 2010) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
[EU] Nintendo DS (feb.24, 2011) "Atari Greatest Hits Vol.1 [Model NTR-BR6E-USA]"
* COMPUTERS:
[US] Apple II (1980)
[US] Atari 800 (1981) "Asteroids [Model CXL-4013]"
Tandy Color Computer [US] (1981) "Star Blaster"
Tandy Color Computer [US] (1981) "(Color) Meteoroids"
BBC B [EU] (1982) "Meteors" - Acornsoft
[EU] Acorn Electron (1983) "Meteors" - Acornsoft
Tandy Color Computer [EU] (1983) "Microbes"
[EU] Sinclair ZX Spectrum (1985) "Asteroid Attack" - Your Computer (UK Magazine) Type-in issue Nov '85, page 82
[US] Commodore C64 [EU] (1987) "Arcade Classics"
PC [MS Windows 3.1x, 3.5"] [US] (1993) "Microsoft Arcade"
PC [MS Windows 95, CD-ROM] [US] (1995) "HemiRoids", part of "Windows Arcade Pack"
[EU] PC [MS Windows, CD-ROM] (1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.13, 1999) "Atari Arcade Hits 1"
[US] PC [MS Windows, CD-ROM] (jul.9, 2001) "Atari Anniversary Edition"
[EU] PC [MS Windows, CD-ROM] (dec.14, 2001) "Atari Anniversary Edition"
[US] PC [MS Windows, CD-ROM] (2003) "Asteroids & Super Breakout"
[US] PC [MS Windows, CD-ROM] (nov.11, 2003) "Atari - 80 Classic Games in One! [Model 25069J]"
[EU] PC [MS Windows, CD-ROM] (june.10, 2005) "Atari - 80 Classic Games in One! [Replay]"
[US] Steam (mar.24,2016) "Atari Vault [Model 400020]"
* OTHERS:
Mobile phones [US] [Motorola T720] (2002)
Mobile phones [US] (june.13, 2003)
[US] Nokia N-Gage (2005) "Atari Masterpieces Vol. I"
Mobile Phones [US] (jan.1, 2005) "Atari Legends Vol. 1"
[EU] Nokia N-Gage (oct.13, 2005) "Atari Masterpieces Vol. I"
Apple iPhone/iPod [US] (jan.12, 2009) [Model 30288996]
Apple iPhone/iPod [US] (nov.14, 2009) [Model 338486176]
Apple iPhone/iPod [US] (mar.9, 2011) "Asteroids Classic [Model 423360672]"
Apple iPhone/iPod [US] (jul.18, 2011) "Asteroids Classic HD [Model 450542089]"
Apple Store [US] (2012) "Atari Greatest Hits"
Google Play [US] (2012) "Atari Greatest Hits"
Apple iPhone/iPod [US] (feb.11, 2012) "Asteroids - Classic Arcade Game [Model 498899103]"
- SOURCES -
Game's ROM.
Game's picture.
Game's F.A.Q. by Kevin Butler A.K.A. War Doc
Asteroids Help file from Microsoft Arcade
Command.dat by Procyon Lotor
Accepted [+] [X] Eiketsu Taisen - Kaiten no Gobousei New entry submitted by NPI_WOL
- TRIVIA -
Released on December 21st, 2022.
- SOURCES -
https://undumped.miraheze.org/wiki/Eiketsu_Taisen:_Kaiten_no_Gobousei
Accepted [+] [X] Eiketsu Taisen Update submitted by NPI_WOL
Eiketsu Taisen: Sanzensekai (c) 2022 SEGA Corp.
- TRIVIA -
Released on March 10, 2022.
Location test were held from June 18th to 20th 2021 in some game centers:
- Sega Akihabara Building No. 5.
- Sega Kagurazaka.
- Club SEGA Shinjuku West Exit.
- SOURCES -
official website; https://www.eiketsu-taisen.com
Accepted [+] [X] Lord of Vermilion IV - Crime Incident RenatuS Update submitted by NPI_WOL
Lord of Vermilion IV - Crime Incident RenatuS (c) 2018 Square Enix
Accepted [+] [X] World Cup Update submitted by NPI_WOL
World Cup (c) 1978 Sega Enterprises, Limited.
Discrete logic soccer game. Two players use a trackball to move soccer players across the field and pass the ball or shooting a goal by pushing the trackball. If an opponent moves their player on top of the other player, the ball is stolen. The player with the higher score at the end of the game (which lasts from 60 to 90 seconds) is the winner. World Cup has kick off whistle, applause and cheering sound effects.
Re-released by Exidy as "Football".
- TRIVIA -
Released during March 1978.
- SOURCES -
Machine's picture.
Accepted [+] [X] Football Update submitted by NPI_WOL
Re-release
Football (c) 1978 Exidy.
A soccer game using trackball controls.
Exidy license of Sega's "World Cup"
- TRIVIA -
The trackball was called the 'Palm Ball' by Exidy. The game itself was a standard variation of games already on the market.
Released in September 1978.
- SOURCES -
Game's picture.
Accepted [+] [X] World Club Champion Football Intercontinental Clubs 2013-2014 Update submitted by NPI_WOL
World Club Champion Football 2012-2013 (c) 2014 SEGA Corp.
- TRIVIA -
Released on November 13, 2014 in Japan.
Accepted [+] [X] Wonderland Wars - Unmei no Chronos New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Wonderland_Wars_Unmei_no_Chronos
Accepted [+] [X] Wonderland Wars - Nanatsu Iro no Romance New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Wonderland_Wars_Nanatsu_Iro_no_Romance
Accepted [+] [X] Wonderland Wars - Mezameshi Sousei no Battle Opera New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Wonderland_Wars_Mezameshi_Sousei_no_Battle_Opera
Accepted [+] [X] Wonderland Wars - Magatsu Yamato no Nakushatra New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Wonderland_Wars_Magatsu_Yamato_no_Nakushatra
Accepted [+] [X] Wonderland Wars - Gekka no Waltz New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Wonderland_Wars_Gekka_no_Waltz
Accepted [+] [X] Wonderland Wars New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Wonderland_Wars_(5.20)
Accepted [+] [X] Transformers - Human Alliance Special New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Transformers:_Human_Alliance_Special
Accepted [+] [X] Touch Touch Travel New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Touch_Touch_Travel
Accepted [+] [X] The Quiz Show New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/The_Quiz_Show
Accepted [+] [X] Storm Rider 2 New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Storm_Rider_2
Accepted [+] [X] Out Run Update submitted by XtC
Out Run (c) 1986 Sega Enterprises, Limited.
Out Run is a ground-breaking racing game in which the player drives a red Ferrari Testarossa through a number of colourful European locations, trying to reach each end-of-level checkpoint before the tight time limit expires.
Each of the game's stages is packed with civilian traffic that must be carefully avoided, as players try to negotiate the game's twisting, hilly roads.
At the end of every stage players are presented with a fork in the road, allowing them to chose which route they wish to take next. This was not the first time this feature had appeared (Tatsumi's 1983 racer, TX-1, was the first to introduce forked roads).
As well as being able to choose routes, players could also - via the game's "in-car radio" - choose one of three different catchy tunes to listen to while driving. The songs are 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.
- TECHNICAL -
[1] Standard Type
[2] Upright Type
- TRIVIA -
Released internationally on September 20, 1986.
Also released as:
"Out Run [Deluxe Type]".
At the end of each stage, before the end-of-stage goal is reached, players are presented with a fork in the road; a unique innovation that, for the first time in the history of racing games, gave players a choice of which route they wished to take through the game. Out Run's game-play was both tight and instinctive and, together with the superb stage design and wonderfully realized sprite-scaled graphics, would completely revolutionize not just racing games, but arcade games in general.
Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testarossa) and a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the three in-game tunes on offer (the others being 'Passing Breeze' and 'Splash Wave'). The final tune, 'Last Wave', is only played when the high-score table is displayed.
At least part of Out Run's huge success was down to it capturing the fun-yet-superficial spirit of the 1980s. Previous racing games had concentrated on the more serious side of racing, with the action usually taking place in a Formula One racing car, over a series of competent but uninspiring racing tracks. Out Run was different; in a decade that celebrated style over content, the game offered players the ultimate boy racer experience by putting them behind the wheel of that eighties icon of cool, a red Ferrari Testarossa; replete with a 'blonde bimbo' in the passenger seat.
Sega didn't actually have (nor indeed ask for) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official license to use the Ferrari range in its 2003 sequel, "Out Run 2".
Opponent cars list :
* 1972 Volkswagen Beetle
* 1971 Chevrolet Corvette
* 1985 Porsche Carrera 911 Turbo
* 1985 BMW 325i Cabriolet E30
* Lorry
Out Run contains in-game billboards advertising KTM motorcycles.
Richard Jackson holds the official record for this game with 52,897,690 points.
In the film 'Donnie Darko', Donnie is playing Out Run at an arcade with his girlfriend. The scene shows him crashing his car during their discussion.
An Out Run cabinet can be seen in the 1988 educational video presented by General Motors called 'The Game Of Your Life'.
A MTV public announcement against drunk driving shown in the mid '90s shows a gamer in their viewpoint playing Out Run whilst under the influence of alcohol and cuts to each point where the gamer crashes until the end of game.
Soundtracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Feb. ??, 1992 - Outrun/SEGA S.S.T. [PCCB-00081] - Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions.
[JP] Nov. 19, 1997 - Yu-Suzuki produce Out Run [MJCAX-00004]
- TIPS AND TRICKS -
* Fastest route: the fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).
* Secret credit message: right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.
* Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at approx. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you approx. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.
* The second before going off road you can change very quickly to low gear and then high gear again. If done correctly you can drive off the road without any slowdown for about 1-2 seconds. If you time it right you can actually change to low then high again after the 1-2 seconds and not loose ANY speed whatsoever when driving offroad. This way you can keep going 292mph even though you're offroad.
- SERIES -
1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System)
3. Battle Out Run (1989, Master System)
4. Turbo Out Run [Model 317-0106] (1989, Arcade)
5. Out Run Europa (1991, Game Gear)
6. Out Runners (1992, Arcade)
7. Out Run 2019 (1993, Mega Drive)
8. Out Run 2 (2003, Arcade)
9. Out Run 2 SP (2004, Arcade)
- STAFF -
Designed by: Yu Suzuki (YU.)
Music by: Hiroshi Miyauchi (MIY)
From highscore table: Satoshi Mifune (Bin-Chan) (BIN), (KAG), (MAT), (IKA), (A.O)
- PORTS -
* CONSOLES:
[JP] Sega Mark III (june.30, 1987) "Out Run [Model G-1326]"
[JP] NEC PC-Engine (Dec. 21, 1990) "Out Run [Model NAPH-1016]"
[JP] Sega Mega Drive (Aug. 09, 1991) "Out Run [Model G-4052]"
[JP] Sega Game Gear (Aug. 09, 1991) "Out Run [Model G-3213]"
[JP] Sega Saturn (Sep. 20, 1996) "Out Run [Sega Ages] [Model GS-9110]"
[JP] Sega Dreamcast (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (may.27, 2004, "Out Run [Sega Ages 2500 Vol.13] [Model SLPM-62447]")
Microsoft Xbox [2004] (as an unlockable in OutRun 2)
Nintendo Switch (Jan. 09, 2019) Sega Ages
* COMPUTERS:
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
[EU] MSX (1988)
[JP] MSX 2 (Oct. 21 1988) Out Run
Commodore Amiga (1988)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
PC [MS Windows, CD-ROM] (1999, "Sega Smash Pack")
* OTHERS:
LCD tabletop [large] (1989) released by Tiger Electronics : 5 different races.
Mobile phones (2002)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Out Run Update submitted by XtC
Out Run (c) 1986 Sega Enterprises, Limited.
Out Run is a ground-breaking racing game in which the player drives a red Ferrari Testarossa through a number of colourful European locations, trying to reach each end-of-level checkpoint before the tight time limit expires.
Each of the game's stages is packed with civilian traffic that must be carefully avoided, as players try to negotiate the game's twisting, hilly roads.
At the end of every stage players are presented with a fork in the road, allowing them to chose which route they wish to take next. This was not the first time this feature had appeared (Tatsumi's 1983 racer, TX-1, was the first to introduce forked roads).
As well as being able to choose routes, players could also - via the game's "in-car radio" - choose one of three different catchy tunes to listen to while driving. The songs are 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.
- TECHNICAL -
[1] Standard Type
[2] Upright Type
- TRIVIA -
Released internationally on September 20, 1986.
Also released as:
"Out Run [Deluxe Type]".
At the end of each stage, before the end-of-stage goal is reached, players are presented with a fork in the road; a unique innovation that, for the first time in the history of racing games, gave players a choice of which route they wished to take through the game. Out Run's game-play was both tight and instinctive and, together with the superb stage design and wonderfully realized sprite-scaled graphics, would completely revolutionize not just racing games, but arcade games in general.
Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testarossa) and a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the three in-game tunes on offer (the others being 'Passing Breeze' and 'Splash Wave'). The final tune, 'Last Wave', is only played when the high-score table is displayed.
At least part of Out Run's huge success was down to it capturing the fun-yet-superficial spirit of the 1980s. Previous racing games had concentrated on the more serious side of racing, with the action usually taking place in a Formula One racing car, over a series of competent but uninspiring racing tracks. Out Run was different; in a decade that celebrated style over content, the game offered players the ultimate boy racer experience by putting them behind the wheel of that eighties icon of cool, a red Ferrari Testarossa; replete with a 'blonde bimbo' in the passenger seat.
Sega didn't actually have (nor indeed ask for) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official license to use the Ferrari range in its 2003 sequel, "Out Run 2".
Opponent cars list :
* 1972 Volkswagen Beetle
* 1971 Chevrolet Corvette
* 1985 Porsche Carrera 911 Turbo
* 1985 BMW 325i Cabriolet E30
* Lorry
Out Run contains in-game billboards advertising KTM motorcycles.
Richard Jackson holds the official record for this game with 52,897,690 points.
In the film 'Donnie Darko', Donnie is playing Out Run at an arcade with his girlfriend. The scene shows him crashing his car during their discussion.
An Out Run cabinet can be seen in the 1988 educational video presented by General Motors called 'The Game Of Your Life'.
A MTV public announcement against drunk driving shown in the mid '90s shows a gamer in their viewpoint playing Out Run whilst under the influence of alcohol and cuts to each point where the gamer crashes until the end of game.
Soundtracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Feb. ??, 1992 - Outrun/SEGA S.S.T. [PCCB-00081] - Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions.
[JP] Nov. 19, 1997 - Yu-Suzuki produce Out Run [MJCAX-00004]
- TIPS AND TRICKS -
* Fastest route: the fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).
* Secret credit message: right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.
* Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at approx. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you approx. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.
* The second before going off road you can change very quickly to low gear and then high gear again. If done correctly you can drive off the road without any slowdown for about 1-2 seconds. If you time it right you can actually change to low then high again after the 1-2 seconds and not loose ANY speed whatsoever when driving offroad. This way you can keep going 292mph even though you're offroad.
- SERIES -
1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System)
3. Battle Out Run (1989, Master System)
4. Turbo Out Run [Model 317-0106] (1989, Arcade)
5. Out Run Europa (1991, Game Gear)
6. Out Runners (1992, Arcade)
7. Out Run 2019 (1993, Mega Drive)
8. Out Run 2 (2003, Arcade)
9. Out Run 2 SP (2004, Arcade)
- STAFF -
Designed by: Yu Suzuki (YU.)
Music by: Hiroshi Miyauchi (MIY)
From highscore table: Satoshi Mifune (Bin-Chan) (BIN), (KAG), (MAT), (IKA), (A.O)
- PORTS -
* CONSOLES:
[JP] Sega Mark III (june.30, 1987) "Out Run [Model G-1326]"
[JP] NEC PC-Engine (Dec. 21, 1990) "Out Run [Model NAPH-1016]"
[JP] Sega Mega Drive (Aug. 09, 1991) "Out Run [Model G-4052]"
[JP] Sega Game Gear (Aug. 09, 1991) "Out Run [Model G-3213]"
[JP] Sega Saturn (Sep. 20, 1996) "Out Run [Sega Ages] [Model GS-9110]"
[JP] Sega Dreamcast (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (may.27, 2004, "Out Run [Sega Ages 2500 Vol.13] [Model SLPM-62447]")
Microsoft Xbox (2004) (as an unlockable in OutRun 2)
Nintendo Switch (Jan. 09, 2019) Sega Ages
* COMPUTERS:
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
[EU] MSX (1988)
[JP] MSX 2 (Oct. 21 1988) Out Run
Commodore Amiga (1988)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
PC [MS Windows, CD-ROM] (1999, "Sega Smash Pack")
* OTHERS:
LCD tabletop (large) game (1989) released by Tiger Electronics : 5 different races.
Mobile phones (2002)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Out Run Update submitted by XtC
Out Run (c) 1986 Sega Enterprises, Limited.
Out Run is a ground-breaking racing game in which the player drives a red Ferrari Testarossa through a number of colourful European locations, trying to reach each end-of-level checkpoint before the tight time limit expires.
Each of the game's stages is packed with civilian traffic that must be carefully avoided, as players try to negotiate the game's twisting, hilly roads.
At the end of every stage players are presented with a fork in the road, allowing them to chose which route they wish to take next. This was not the first time this feature had appeared (Tatsumi's 1983 racer, TX-1, was the first to introduce forked roads).
As well as being able to choose routes, players could also - via the game's "in-car radio" - choose one of three different catchy tunes to listen to while driving. The songs are 'Magical Sound Shower', 'Passing Breeze' and 'Splash Wave'.
- TECHNICAL -
[1] Standard Type
[2] Upright Type
- TRIVIA -
Released internationally on September 20, 1986.
Also released as:
"Out Run [Deluxe Type]".
At the end of each stage, before the end-of-stage goal is reached, players are presented with a fork in the road; a unique innovation that, for the first time in the history of racing games, gave players a choice of which route they wished to take through the game. Out Run's game-play was both tight and instinctive and, together with the superb stage design and wonderfully realized sprite-scaled graphics, would completely revolutionize not just racing games, but arcade games in general.
Out Run is still regarded as perhaps the finest arcade racer (and certainly the finest sprite-driven racer) of all time. This was especially true of the deluxe cabinet version, which featured a fully hydraulic tilting cabinet (resembling a red Ferrari Testarossa) and a powerful speaker system situated directly behind the player's head. The sublime music still captivates many fans today, although the sublime 'Magical Sound Shower' is generally regarded as the finest of the three in-game tunes on offer (the others being 'Passing Breeze' and 'Splash Wave'). The final tune, 'Last Wave', is only played when the high-score table is displayed.
At least part of Out Run's huge success was down to it capturing the fun-yet-superficial spirit of the 1980s. Previous racing games had concentrated on the more serious side of racing, with the action usually taking place in a Formula One racing car, over a series of competent but uninspiring racing tracks. Out Run was different; in a decade that celebrated style over content, the game offered players the ultimate boy racer experience by putting them behind the wheel of that eighties icon of cool, a red Ferrari Testarossa; replete with a 'blonde bimbo' in the passenger seat.
Sega didn't actually have (nor indeed ask for) permission from Ferrari to use one of their cars for the game. This inevitably led to a degree of bad feeling and threats of litigation between the two companies. They have since settled their differences, however, as Sega acquired an official license to use the Ferrari range in its 2003 sequel, "Out Run 2".
Opponent cars list :
* 1972 Volkswagen Beetle
* 1971 Chevrolet Corvette
* 1985 Porsche Carrera 911 Turbo
* 1985 BMW 325i Cabriolet E30
* Lorry
Out Run contains in-game billboards advertising KTM motorcycles.
Richard Jackson holds the official record for this game with 52,897,690 points.
In the film 'Donnie Darko', Donnie is playing Out Run at an arcade with his girlfriend. The scene shows him crashing his car during their discussion.
An Out Run cabinet can be seen in the 1988 educational video presented by General Motors called 'The Game Of Your Life'.
A MTV public announcement against drunk driving shown in the mid '90s shows a gamer in their viewpoint playing Out Run whilst under the influence of alcohol and cuts to each point where the gamer crashes until the end of game.
Soundtracks:
[JP] Dec. ??, 1987 - Sega Taikan Game Special [28XA-198]
[JP] Feb. ??, 1992 - Outrun/SEGA S.S.T. [PCCB-00081] - Composition by SEGA Sound Team and arrangement by SEGA S.S.T. Band. The first 3 tracks are arranged versions.
[JP] Nov. 19, 1997 - Yu-Suzuki produce Out Run [MJCAX-00004]
- TIPS AND TRICKS -
* Fastest route: the fastest route for finishing the game is Right (Devil's Canyon), Left (Snowy Alps), Right (Wheatfield), Right (Autobahn).
* Secret credit message: right before the road forks, press and hold Start. When you choose one of the roads and the other one disappears from view, a secret credit message will come up on the screen.
* Instead of just pressing the accelerator all the way when you're about to start, you should instead try to keep the gas in 'the high greens' and just below red. The exact moment the green light goes on you should give it as much gas as possible thereby starting up much faster. Instead of shifting at approx. 170mph you should change gears at about 120 mph to avoid slowdown. This hint earns you approx. 1 second. This trick works every time you have to start from 0 mph but is difficult to time right when you don't have the green light for timing.
* The second before going off road you can change very quickly to low gear and then high gear again. If done correctly you can drive off the road without any slowdown for about 1-2 seconds. If you time it right you can actually change to low then high again after the 1-2 seconds and not loose ANY speed whatsoever when driving offroad. This way you can keep going 292mph even though you're offroad.
- SERIES -
1. Out Run (1986, Arcade)
2. Out Run 3-D (1989, Master System)
3. Battle Out Run (1989, Master System)
4. Turbo Out Run [Model 317-0106] (1989, Arcade)
5. Out Run Europa (1991, Game Gear)
6. Out Runners (1992, Arcade)
7. Out Run 2019 (1993, Mega Drive)
8. Out Run 2 (2003, Arcade)
9. Out Run 2 SP (2004, Arcade)
- STAFF -
Designed by: Yu Suzuki (YU.)
Music by: Hiroshi Miyauchi (MIY)
From highscore table: Satoshi Mifune (Bin-Chan) (BIN), (KAG), (MAT), (IKA), (A.O)
- PORTS -
* CONSOLES:
[JP] Sega Mark III (june.30, 1987) "Out Run [Model G-1326]"
[JP] NEC PC-Engine (Dec. 21, 1990) "Out Run [Model NAPH-1016]"
[JP] Sega Mega Drive (Aug. 09, 1991) "Out Run [Model G-4052]"
[JP] Sega Game Gear (Aug. 09, 1991) "Out Run [Model G-3213]"
[JP] Sega Saturn (Sep. 20, 1996) "Out Run [Sega Ages] [Model GS-9110]"
[JP] Sega Dreamcast (Dec. 20, 2001) "Yu Suzuki Game Works Vol.1 [Model ASP001]"
[JP] Sony PS2 (may.27, 2004) "Out Run [Sega Ages 2500 Vol.13] [Model SLPM-62447]"
Microsoft Xbox [2004] (as an unlockable in OutRun 2)
Nintendo Switch (Jan. 09, 2019) Sega Ages
* COMPUTERS:
Commodore C64 (1987)
Amstrad CPC (1987)
Sinclair ZX Spectrum (1987)
[EU] MSX (1988)
[JP] MSX 2 (Oct. 21 1988) Out Run
Commodore Amiga (1988)
Atari ST (1989)
PC [MS-DOS, 5.25"] (1989)
PC [MS Windows, CD-ROM] (1999, "Sega Smash Pack")
* OTHERS:
LCD tabletop (large) game (1989) released by Tiger Electronics : 5 different races.
Mobile phones (2002)
- SOURCES -
Game's ROM.
Machine's picture.
Accepted [+] [X] Soreike! Anpanman Popcorn Koujou 3 Update submitted by NPI_WOL
Vending machine
Soreike! Anpanman Popcorn Koujou 3 (c) 2013 SEGA Corp.
Accepted [+] [X] Sonic Athletics New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Sonic_Athletics
Accepted [+] [X] Sonic Brain Ranking New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Sonic_Brain_Ranking
Accepted [+] [X] Shakatto Tambourine 4ever New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Shakatto_Tambourine_4ever
Accepted [+] [X] Sengoku Taisen 1XXX Update submitted by NPI_WOL
Sengoku Taisen - 1477-1615 Hinomoto Ittou heno Gunki (c) 2016 SEGA Corp.
- TRIVIA -
Released on January 21, 2016 in Japan.
Accepted [+] [X] SEGA World Drivers Championship 2019 New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Sega_World_Drivers_Championship_2019
Accepted [+] [X] MJ5 R Evolution New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Sega_Network_Taisen_Mahjong_MJ_5_R_Evolution
Accepted [+] [X] Sega Card-Gen MLB 2009 New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Sega_Card_Gen_MLB_2009
Accepted [+] [X] Sangokushi Taisen Densyou no Koukyu New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Sangokushi_Taisen_Densyou_no_Koukyu
Accepted [+] [X] Sangokushi Taisen Tensou no Kyoumei New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Sangokushi_Taisen_Tensou_no_Kyoumei
Accepted [+] [X] Sangokushi Taisen Rousyu no Souken New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Sangokushi_Taisen_Rousyu_no_Souken
Accepted [+] [X] Sangokushi Taisen Kessen no Sora Kousen no Kaze New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Sangokushi_Taisen_Kessen_no_Sora_Kousen_no_Kaze
Accepted [+] [X] Rakugaki Card Battle Gekitsuiou New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Rakugaki_Card_Battle_Gekitsuiou
Accepted [+] [X] Rainbow Block New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Rainbow_Block_(Sega)
Accepted [+] [X] Ping Pong Saurus Hunter New entry submitted by NPI_WOL
Developed in China by Guangzhou Xiongxiang Animation Technology
- SOURCES -
https://undumped.miraheze.org/wiki/Ping_Pong_Saurus_Hunter
https://www.sega.jp/topics/detail/170228_arcade_1/
Accepted [+] [X] Pengo! Update submitted by NPI_WOL
Unreleased
Pengo! (c) 2010 SEGA Corp.
- TECHNICAL -
Sega Ringwide Hardware
CPU : Intel Celeron 440 @ 2 GHz
Graphics : Integrated “AMD GPU” with 128MB of GDDR3 RAM, supports Shader Model 4.0 and supports 2x 1920×1200 screens
Audio : 5.1 ch HD Audio
RAM : 1GB of DDR2 PC5300 RAM
Network : Onboard gigabit LAN
Storage : 8GB Compact Flash for storage
Operating System : Microsoft Windows Embedded Standard 2009
- SERIES -
1. Pengo (1982)
2. Pengo! (2010)
3. Finger Pengo (2011, iPhone/iPod)
- PORTS -
* OTHERS:
Arcade (Sep. 2012) "Ge-sen Love"
- TRIVIA -
Prototype. Released in 2012 as "Ge-sen Love Plus Pengo!"
- SOURCES -
Game's picture.
Game's screenshots.
Accepted [+] [X] Ongeki Bright Memory New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Ongeki_Bright_Memory
Accepted [+] [X] Ongeki R.E.D. Plus New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Ongeki_R.E.D._Plus
Accepted [+] [X] Ongeki Plus New entry submitted by NPI_WOL
- SOURCES -
https://undumped.miraheze.org/wiki/Ongeki_Plus