
This project attempts to combine the real world and OutRun, an arcade driving game released by Sega in 1986. This project features the following components:
This project is motivated by the following concepts:































See the clip below for a video of the original OutRun gameplay:
The clip below shows the original OutRun gameplay in the OutRun Deluxe Sit-down cabinet. Within this project, the stationary cabinet (with some side-to-side motion) will be converted into a cabinet-car that will actually drive:
"You drive a Ferrari Testarossa through various stages each with a checkpoint at the end of the stage that must be reached within the time limit. The player can choose which route to take through the game. The driver also has a choice of three different themes to listen to while driving."
The screen, which is in front of the driver, renders the real world as the 1986 video game OutRun. This is done through custom-built software and GPS sensors that calculate the location of the experimental vehicle and display a map rendered in the style of the video game. In other words, the driver only sees GPS map data in their "windshield," appearing as if they are playing the 1986 videogame. Accelerating or turning the car-cabinet in the real world will proportionally change the display. Although the screen will mimic the real world around it, it is expected that the GPS map data and the real world will not match perfectly.
Development of the on-screen location-aware "OutRun GPS" game will occur in two phases:
Non-procedurally generated maps: Because of its ease of use, the OutRun GPS Rendering system will be initially prototyped with Google Earth's API: http://code.google.com/apis/earth/. This will be done with a simple 2D image overlay and non-procedurally generated OutRun-style maps in predetermined locations. The following is a non-procedurally created map of Balboa Island, California in the style of OutRun (1986) - click the map for a larger view:

"2D" World Rendering: During prototyping, the renderer will only show the third-person Ferrari, roads, ground, and sky. No vehicular traffic, trees, buildings, or other obstacles will be rendered. For an example of a driving simulator using Google Earth's API, see http://earth-api-samples.googlecode.com/svn/trunk/demos/drive-simulator/index.html

Location awareness: The iPhone 3G features GPS and Wi-Fi / cell tower triangulation, enabling location-aware applications. The OutRun GPS Renderer will be developed using the iPhone Software Development Kit (SDK). The Core Location Framework of the SDK provides position-fixing the for device including 3D geographical coordinates (latitude and longitude, including level of accuracy), and altitude (with level of accuracy) along with accelerometer data. For examples of map functionality on the iPhone 3G, see http://www.apple.com/iphone/features/maps.html.
Procedural map generation and 3D display: The iPhone 3G supports several services to draw map data, as well as 3D graphics through OpenGL ES, which is described as "a royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles." OpenGL ES will be used to procedurally generate realtime OutRun-style maps and to display the maps in a 3D space that responds to the iPhone 3G's location in the real world. This application is essentially a custom mobile GPS map application. Optionally, Torque for iPhone may be used, although the 3D iPhone Torque Game Engine is currently (12/2008) not released.
Audio soundtracks: Audio soundtracks (see below) will be user-selectable like the original video game. This will be handled by the iPhone SDK Audio Queue Services API.
iPhone Application in Cabinet-Car: The custom-built iPhone OutRun GPS application will use an Apple Component AV Cable to display the application on the 26" CRT screen in the cabinet-car. The original 1986 game ran at a resolution of 320 x 224 pixels, and the iPhone is easily capable of supporting this video resolution.

The GPS OutRun Renderer will draw maps using actual map data in the style of the 1986 videogame. See images below for screenshots from the original videogame. Components of images will be used to build the map rendering engine.
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| Outer Dimensions | 77.8in, 197.5cm (D) |
| 46.5in, 118.0cm (W) | |
| 64.4in, 163.5cm (H) | |
| Base Dimensions | 67.5in, 171.5cm. X 46.5in, 115.0cm. |
| Weight | 770 lbs, 350kg |
| Microprocessors | 16-bit X 2; 8-bit X 1 |
| Main CPU | 2 x MC68000 @ 12.5 MHz |
| Video resolution | 320 x 224 pixels |
| Program memory | 872-K-byte (max.) |
| Color display capacity | 32-K Colors |
| Graphic memory | 1,888-K-byte (max.) |
| Monitor | 26 inch |
| Hardware features | 128 Sprites on screen at one time, 2 tile layers, 1 text layer, 1 sprite layer with hardware sprite zooming, 1 road layer, can draw 2 roads at once, translucent shadows. More information is available at http://www.system16.com/hardware.php?id=697. |
| Sound CPU | Z80 @ 4 MHz |
| Sound Chip | YM2151 @ 4 MHz & SegaPCM @ 15.625 kHz |
| Stereo sound | DA sound system |
| Stereo music | FM sound source |
| Speakers | 3W Output X 2; 3.3in, 10cm, + |
| 15W Output X 1; 6.3in, 16cm. | |
| Motor | A DC rolling motor which drives the car-shaking mechanism |
| Power supply | 100-240V AC 50/60Hz 350W |
| Diagrams and schematics | OutRun (1986) Upright Type Owner's Manual - 4.3M PDF file - Manual Number 420-5305-02 |


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The OutRun video game features three selectable soundtracks when the game starts. This soundtrack component will be re-created in the iPhone application and the cabinet-car. The soundstracks are as follows:
At the "high score" screen at the end of the game, the following track plays:
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| Drivetrain - EVT America Electric Trike | $4300 |
| Outrun (1986) Deluxe Cabinet | Variable (+ ~$1000 Shipping) |
| iPhone 3G w/ 12 mo GPS/data service | $1000 |
| 24+" CRT/LCD/LED Monitor | $1000 |
| Development Software (iPhone Torque Game Engine) | $500 |
| Wheels & Tires | $500 |
| Custom fabrication/electronics | $3000 |
| Time | (Priceless) |
As an iPhone application, the game could be released to the public to run on their own iPhone 3G handsets. This release to the general public would allow them to use the software on their iPhones while driving or walking and would be a "lite" version of the cabinet-car.

Thanks: Thanks to Eric Kabisch, Adrian Herbez, Jonah Brucker-Cohen and Mark Allen for feedback on this project.