OutRun - Garnet Hertz

Last updated: 31 July 2009



Overview

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:

  1. Cabinet-Car: The car-shaped sit-down arcade cabinet of OutRun is converted into a small car that can actually drive. This is done by modifying an existing fiberglass and wood cabinet with motors, wheels and components from an electric scooter. The original arcade cabinet is modeled after a 1984 Ferrari Testarossa. This customized cabinet-car will use the existing videogame controls (steering wheel, acceleration pedal, brake) to control the vehicle. It is expected that the maximum speed of the car will be no more than 20 miles (32 kilometers) per hour.
  2. OutRun GPS Rendering: 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.
  3. iPhone 3G Application: This software for this project will be primarily developed as an iPhone application, with an iPhone 3G inside of the cabinet-car system displaying video on the large 26" monitor. Development of the OutRun GPS rendering application on iPhone 3G hardware will also enable the application to be released to the general public to use the software on their iPhones while driving or walking.

This project is motivated by the following concepts:

  1. Un-Simulation of Driving - This project un-simulates the driving component of a videogame. Driving game simulations strive to be increasingly realistic, but this realism is usually focused on graphical representations. Instead, this system pursues "real" driving through a videogame as its primary goal.
  2. GPS Navigation Parallax & Mixed Reality - Driving with a GPS navigation system can be game-like. This project explores the consequences of only using GPS map data as a navigation tool for driving. The windshield of this project's vehicle only shows GPS data, and as a result, driving it in the real world is often difficult or dangerous. As a result, this project explores and investigates how GPS data differs from the physical world, and what happens when an augmentation of reality envelops and obfuscates reality.



OutRun Proposal Slideshow


(Click on image controls above to advance. Select full-screen icon at bottom right of image.)

Thumbnail images are included below:





Context: OutRun (1986) - Gameplay Video

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:



OutRun (1986) gameplay description from KLOV:
"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."


What is Displayed on the Screen

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:

  1. Prototype Phase - Google Earth API - Used to provide a quick proof of concept. Not location-aware.
  2. Development Phase - Apple iPhone SDK - Used to build the actual application that will be displayed on the large 26" monitor in the cabinet-car.

OutRun GPS - Software Development & Platform

PROTOTYPE PHASE - GOOGLE EARTH API

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





DEVELOPMENT PHASE - APPLE IPHONE SDK

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.


Proposed Drivetrain of Cabinet-Car - Technical Details




EVT America Electric Trike: http://www.evtamerica.com/trike.htm


OutRun (1986) Gameplay Images

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.


Title screen (Beach)


Start line (Beach)


Beach stage


Gateway stage


Forest stage


OutRun (1986) "Deluxe" System Specifications

Outer Dimensions77.8in, 197.5cm (D)
 46.5in, 118.0cm (W)
 64.4in, 163.5cm (H)
Base Dimensions67.5in, 171.5cm. X 46.5in, 115.0cm.
Weight770 lbs, 350kg
Microprocessors16-bit X 2; 8-bit X 1
Main CPU2 x MC68000 @ 12.5 MHz
Video resolution320 x 224 pixels
Program memory872-K-byte (max.)
Color display capacity32-K Colors
Graphic memory1,888-K-byte (max.)
Monitor26 inch
Hardware features128 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 CPUZ80 @ 4 MHz
Sound ChipYM2151 @ 4 MHz & SegaPCM @ 15.625 kHz
Stereo soundDA sound system
Stereo musicFM sound source
Speakers3W Output X 2; 3.3in, 10cm, +
 15W Output X 1; 6.3in, 16cm.
MotorA DC rolling motor which drives the car-shaking mechanism
Power supply100-240V AC 50/60Hz 350W
Diagrams and schematicsOutRun (1986) Upright Type Owner's Manual - 4.3M PDF file - Manual Number 420-5305-02






"Deluxe" OutRun sit-down cabinet


Soundtracks



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:




OutRun GPS/Cabinet-Car System - Expected Problems

  1. GPS granularity - The iPhone 3G GPS has a 10 foot resolution.
  2. Danger of collision while driving cabinet/car in any environment. As a workaround, the system will be operated in somewhat controlled environments and have a relatively low speed. If collisions are a major problem, a sensor collision system to activate brakes will be implemented in the style of my previous project, Cockroach Controlled Mobile Robot.


OutRun GPS/Cabinet-Car System - Rough Budget

Drivetrain - EVT America Electric Trike $4300
Outrun (1986) Deluxe CabinetVariable (+ ~$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)



Similar Projects



Extensions: Public Release of OutRun GPS Renderer as iPhone Application

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.






Garnet Hertz (2008) - http://www.conceptlab.com/