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Desert Island Retro

Outrun 2006 - Coast to Coast


Reg
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Great video Reg, thanks for the 3 shout outs. I'm really glad you enjoyed it.

Outrun 2/SP/2006 is such a wonderful fun arcade game, it just all works so well. The level designs are genius when you study them. The Sega devs are amazing. Shame it looks like we will never see an Outrun 3.

One thing I recommend in the Outrun2006Tweaks.ini file is to set the UI scaling to fixed. This sorts out the stretch for the HUD, and brings it in line with the arcade and PS3/360 versions.

[Graphics]
# Adjusts the UI scaling applied by the game
#  0 = game default, stretches to screen ratio
#  1 = fixed UI scaling without stretching, based on Outrun Online Arcade
#  2 = 4:3 UI centered to middle of screen
# Outrun Online Arcade scaling required many manual code changes, please let me know if you notice anything broken!
UIScalingMode = 1

All the best mate, keep up the great work with your channel.

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Nice vid @Reg :)  

I spent a lot of time on this bad boy back on my original (modded) Xbox.  Used to play on a good-sized 4:3 CRT over RGB SCART, and also was lucky enough to have a 720p projector, so used to play it (16:9 stretched) on that over component RGB.  It was quite the trip playing that big, dare I say, visually better than the arcade cabinet experience!

I always wondered if the Easter Island heads around 11 mins into your video were a shout out to Konami (who featured the heads in most of their games in the Gradius series)... though maybe it was just a coincidence since they look cool in their own right.

I read an interview somewhere with the console devs on this (Sumo Digital), as they are just down the road from my place - we've worked with them on a couple of projects over the years to help with mobile porting etc.  So in the interview, they were saying how the Sega Japan team were pretty freaked out when they said they were planning to implement 'reverse' mode courses as a new console feature, where you drive around the original arcade levels, but backwards.

The problem was, since Sega had really optimised for the arcade hardware of the time, all the 3d models of things you drive past, didn't have any of the back faces that you never see modelled, to help achieve those silky smooth solid 60FPS arcade framerates... so on the reverse courses, some of the models you drive past are were originally created by Sega Japan, and then 'finished' in Sheffield where they drew in and textured the previously hidden back faces, so the courses could be driven in either direction :) 

Edited by johnparker007
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[ Arcade Simulator ] Pre-alpha installer: https://tinyurl.com/2kcrkprh | Donation info: https://tinyurl.com/yzvgl4xo
[ Community Drive ] The drive: http://tinyurl.com/yckze665
[ Fruit Machine Database ] Initial google sheets (WIP): https://tinyurl.com/2c5znxzz
[ Fruit Machine ROM  Archive ] The archive: https://tinyurl.com/3jhzbueb
[ Fruit Machine Settings/Tests Guide ] https://tinyurl.com/yuebw8b5
[ MAME (fixes/improvements) ] Commits: https://github.com/johnparker007/mame/commits/master/?author=johnparker007

[ MFME Launch ] Source code: https://github.com/johnparker007/MFMELaunch
[ Oasis ] Source code: https://github.com/johnparker007/Oasis
[ Sound ROM Editor ] Source code: https://github.com/johnparker007/SoundRomEditor

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