Sega OutRun hardware

From Sega Retro

OutrunHardware topboard.jpg
Sega OutRun hardware
Manufacturer: Sega
Release Date RRP Code

Sega's Out Run hardware was released in 1986 with the driving game OutRun. It is a successor to their Hang-On hardware, making it the second in the "Super Scaler" series of pseudo-3D arcade hardware. It was succeeded by the Sega X Board in 1987.

The Out Run hardware, like the Hang-On hardware, has specifications similar to those of the System 16, with the addition of a second 68000 processor and a separate video board which allowed for an extra graphics layer for the road as well as sprite scaling capabilities. The Out Run hardware can do everything the Hang-On hardware can do, but its processors are clocked higher (allowing for quicker calculations) and the board can draw two roads (the Hang-On hardware can only draw one). At the time, the Out Run hardware was a very powerful but expensive arcade board, with arcade operators advised to charge twice as many credits than for regular arcade machines.

Three made use of the hardware, all of which are driving games. However, only OutRun and Turbo OutRun are truly for this hardware, as Super Hang-On was also released for the Hang-On hardware in a mostly identical form.

Technical Specifications

  • Main CPU: 2× Motorola 68000 @ 12.5 MHz (16-bit & 32-bit instructions @ 4.375 MIPS)
  • Sound CPU: Zilog Z80 @ 4 MHz (8-bit & 16-bit instructions @ 0.58 MIPS)
  • Sound chips:
  • GPU: Sega Super Scaler chipset
    • Graphics board: Sega 837-6064 / 171-5377 VIDEO Board @ 25.1748 MHz (315-5197 Sega Custom Tilemap Generator, 315-5211 Sega Custom Sprite Generator, 315-5242 Sega Custom Color Encoder)
    • Road graphics chips: 315-5155 Sega Road Bit Extraction, 315-5222 Signetics PLS153N Road Mixing
  • Video resolution: 320×224 (display), 400×262 (overscan), progressive scan
  • Refresh rate: 60.0543 Hz (V-sync)
  • Frame rate: 30 frames per second
  • Color palette: 98,304
    • Sega's 16-bit arcade color palette: 15-bit RGB high color depth (32,768 colors) and 1-bit shadow & highlight that triples up to 98,304 colors.
  • Colors on screen: 12,288
  • Graphical planes:
  • Sprite capabilities: Framebuffered sprites with zooming capabilities, 128 on-screen sprites per frame, thousands of sprites scaled per second, 16 colors per sprite
  • Sprite pixels/texels: 25.1748 MHz video clock cycles (60.0543 Hz refresh rate), 419,199 pixels/texels per screen refresh (262 scanlines), 1600 sprite pixels/texels per scanline, 128 sprites per scanline

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