NOTICE TEXTE n° 1 (17.75 Ko) 
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| US GOLD Out Run SEGA® |
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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® 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® 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 recreate 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 anyone 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 you 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 | | Course D | |
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+-----------+
Course E | |
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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. (i.e. 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
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Steer Left <---------------+---------------> Steer Right
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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)
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| Your car: |
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| Ferrari Testarossa Convertible. 2 door, 5 speed. Specification. |
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| Engine type..................................... dohc 4 valve flat - 12 |
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| Capacity ....................................... 4942cc |
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| Maximum speed................................... 180.1 mph |
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| Maximum power (bhp/rpm)......................... 390 |
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| Maximum torque (lb/ft) ......................... 361 |
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| 0-60 mph (secs) ................................ 5.8 |
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| 30-50 mph (secs)................................ 4.4 |
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| 50-70 mph (secs)................................ 7.3 |
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| Overall con (mpg) .............................. 12.1 |
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| Touring con (mpg)............................... 19.0 |
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| Braking from 80 mph ............................ 242 ft |
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| Top speed ...................................... 183 mph |
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| Compression ratio............................... 8.7:1 |
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| Cost............................................ Approx £85,000 |
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Credits: - Artwork created by Camel Advertising, Sheffield.
Audio Soundtrack: Reproduced from the arcade version, mastered and edited by
Ablex Audio Video Ltd.
Programming: Amazing Products Ltd (CBM 64/128).
Probe Software (Spectrum/Amstrad/ST).
Duplication: Ablex 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. Gold.
Marketing Co-ordination: Tim Chaney U.S. Gold.
© SEGA 1986. This game has been manufactured under license from Sega
Enterprises Ltd., Japan and OUT RUN TM and SEGA® are trademarks of Sega
Enterprises Ltd., by U.S. Gold Ltd., Units 2/3 Holford Way, Holford, Birmingham
B6 7AX. Tel: 021 3563388.
All rights reserved. Copyright subsists on this program. Unauthorised
broadcasting, diffusion, public performance, copying or re-recording, hiring,
leasing, renting and selling under any exchange or repurchase scheme in any
manner is strictly prohibited.
CBM 64/128
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| Course A Course B Course C Course D Course E |
| ~~~~~~~~ -------- ........ ======== >>>>>>>> |
| Tape Count Tape Count Tape Count Tape Count Tape Count |
| __________ __________ __________ __________ __________ |
+----------------------------------------------------------------------------+
Course A Course B Course C Course D Course E
__________ __________ __________ __________ __________
| | | DEATH | |DESOLATION| | | | |
| VINE YARD| | VALLEY | | HILL | | AUTOBAHN | | LAKESIDE |
|__________| |__________| |__________| |__________| |__________|
~ | . = ^
~ __________ | __________ . __________ = __________ ^
~ | | | | OLD | . | WHEAT | = | SEASIDE | ^
~~|WILDERNESS| --| CAPITAL |... | FIELD |== | TOWN |>>
|__________| |__________| |__________| |__________|
~ | . = ^
~ __________ | . __________ = __________ ^
~ | DEVIL'S | | . | | = | CLOUDY | ^
~~| CANYON |-- ..| ALPS |=== | MOUNTAIN |>>>
|__________| |__________| |__________|
~ | . = ^
~ | __________ . = __________ ^
~ --| | . ==| DEVIL'S | ^
~~~~| GATEWAY | ....| CANYON |>>
|__________| |__________|
~ | . = ^
~ | __________ . = ^
~ --| COCONUT |.. = ^
~~~~| BEACH |==== ^
|__________|>>>>>>
START
Spectrum/Amstrad Cassette
A B C D E
______ ______ ______ ______ ______
|11 | |12 | |13 | |14 | |15 |
Stage | | | | | | | | | |
|______| |______| |______| |______| |______|
\______/ \______/ \______/ \______/
|7 | |8 | |9 | |10 |
Stage | | | | | | | |
|______| |______| |______| |______|
\ ______ / \ ______ / \ ______ /
|4 | |5 | |6 |
Stage | | | | | |
|______| |______| |______|
\______/ \______/
|2 | |3 |
Stage | | | |
|______| |______|
\ /
\ /
\/
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|1 |
Stage | |
|______|
START