I'm Adrian, the pixel artist who converted the bulk of the graphics. It was a large puzzle as we had specific colour requirements and certain restrictions in place. I slavishly stayed as close to the arcade visuals right down to a single pixel and only made hue adjustments when absolutely necessary. It was a fun and rewarding task. Thanks for the positive comments.
@@wrathofkhan763 Hi Adrian!. Thanks for this amazing creation, it's one of these special games that deserved a version like this. Congratulations! 🤩🔥🕹🔥
@@xanvision If we have a free colour available for it then it's an easy fix- but it might be as it is currently, due to our colour restrictions. But I will pass the info along to Thomas all the same.
Amazing after all these years how the Amiga is finally showing what was capable from this machine. Retro gaming is really in its zone, 2025 has the hallmarks of a very special year indeed. Breakthru arcade now this, I wonder what other super scalers they can do. I'd love Space Harrier for the Amiga.
@@thomasjensen54 That really is great to hear, love to see Afterburner too. Would it be pushing things too far for the Amiga with Thunder blade and Galaxy Force?
@@dennyhaynes3 Thunderblade and Galaxy Force are System X. Something could be made sure, but it would be an even bigger challenge. The tilted horizon on Afterburner also an extra challenge. I’ve spent 2 years on this, probably something simpler next
amiga finally getting a decent port of the outrun, although its not for the ocs/ecs. after this one, they need to make a further stripped down version with lot less details that will run on the ecs 500
@@thomasjensen54 Well, everything can be reused as a base at least, then scaled down or replaced progressively. In 30 years of coding I have rarely seen any code which could not be either improved or reduced/simplified with minimal reduction in functionality. Sure it won't be the same code in the end, but it's still a useful starting base.
@@nekononiaow I’m pretty sure I’m the one person in the world, who knows best what can and cannot be reused from my code 😊 e.g even if the same arcade gfx are used as a base, it is still a complete redo to reduce them to 16 colours. Don’t get me wrong nothing would please me more than to get Outrun onto A500, but it’s almost a whole new project
@@thomasjensen54 well, I don't deny you know your code but you would be surprised how much code can be squeezed further when looked at by someone else. As I mentioned, very often there is another simpler way to obtain the same result when looked at from a different vantage point. Even if the resulting code is entirely different, it **can** be useful to start from what's already written and works. Anyway, if I had to do it I would probably start from the arcade code as you did but having your code on the side as a reference wouldn't hurt. ;)
@@thomasjensen54when is it out to download ? How many floppies etc and will no fastram be seperate release ? . So much efforts with life amd work and family. Even with cannonball as a guide, making it work on amiga is still a big hurdle and effort. A labour of love
Righting these historic wrongs is interesting, and the Amiga certainly had more than its fair share of absolutely abysmal ports to right, but honestly I'd sooner see ports to machines which never got OutRun, but should have. I would have loved to have seen OutRun on the Mega CD back in the day. It had sprite scaling hardware, albeit in a far less powerful form than the super scaler boards, but how good could it have been?
@@PhilBaxter this Outrun is for Amiga AGA machines incl CD32, which technically also didn’t have an Outrun release. MegaCD could also be great, but a task for someone else
Given the MegaCD had a MegaDrive + the MegaCD CPU + dedicated ASIC working in parallel it seems extremely likely to have been able to produce a nearly arcade perfect version. One could have the road + background graphics fully handled by the MegaDrive using its 63 colors palette + some Copper-like palette swaps if needed and the MegaCD ASIC + CPU would have managed the scaling of road objects, car and HUD display. In the right hands it would have been great IMO.
@ It couldn't have been arcade perfect, the bus speed between the MD and MCD was notoriety slow which capped games using scaling to 20fps. Even that though was a stretch as once scaled objects consumed too much fill rate performance tanked. Batman and Robin is probably the most accomplished MCD game with scaling and it ran at 15-20fps. Others ran much more slowly. All the same though an OutRun port with scaling at 20fps would have been the best version available at the time by some margin, plus it would have had CD audio.
Sounds like it's for an Amiga 1200 with a little extra RAM. Likely 1 or 2 MB added. This is because the stock Amiga 1200 configuration has the Blitter and CPU competing for RAM. Adding even a small amount of extra RAM allows the CPU to access RAM almost twice as fast as stock.
@@turbinegraphics16 For the demo shown here? I see. I was going by the final target that the programmer was talking about (looks like he intends for it to run smooth on a 68020 Amiga 1200 with 3 or 4 MB of RAM total).
Is there even a slight chance the guys could get the final release on to Xbox store I wouldn't hesitate to purchase it I'm sure though they'd need to rename it to avoid the wrath of SEGA
It was shared by the Time extension website ...I hope they share my upcoming 12 hour mega drive video ...then maybe somebody would at least watch it 😂😂😂😂😂
After seeing Space Harrier on the Atari 8-bit and now knowing that the Amiga has everything the Atari 8-bit has, but on steroids + Blitter and Copper, I think all of these SEGA raster scaling games could look pretty awesome on the Amiga. th-cam.com/video/RhzitD2pecw/w-d-xo.html
As a professional coder, although I think it is semi-reasonable to expect better conversions of the SEGA super scaler games than what we got we still need to keep our feet on the ground. The Amiga is more powerful but it does not have chunky pixels like the Atari 8-bit machines do. That means that some effects proportionally require way more memory bandwidth than on the older machines, like scaling for example, or texture projection. The game Grind for example is limited to 12-15 FPS because of the chunky to planar conversion. If the Amiga had chunky pixels, it would run at 20FPS easily, if not 30 FPS. As unintuitive as it may sound, the Amiga being n times more powerful than an Atari 800 does not always mean it can scale up effects from lower machines easily (or at all). It does not mean it cannot, it just means we need to know what are the technical constraints of a particular game before affirming that it is possible.
@leighbyford635 keep in mind this is still relative. These days you can drop a hundred bucks and get more RAM than you know what to do with. You were still probably spending about 1/3 the price of the computer which would have been a lot of money back then but if you are in a position to afford an Amiga it wasn't anything outside the realm of possibility. That said in 93 I was still rocking a commodore 64
@@jeremygregorio7472 fair enough. I would prefer to see re-do's on original hardware though. 1mb expanded A500 I will pass , as they were very common place and software supported that. A ram expanded A1200, I guess its hard to say as there was so little software anyway. I don't think any games released required a ram upgrade though. It just doesn't feel a true reflection of what was around at the time. Still, its not out by too much. If it needs a 68030 , then its no longer apples for apples.
I always thought Commodre shoould have given the A1200 at least a bit of 32-bit RAM (and a HD flppy drive). Putting in the 68020 without was just st*pidly inefficient Both togehter could havbe made the difference taht Doom alike games would have been released much earlier and in better quality ..
I take it the shots that where labeled Amiga AGA was from the Amiga game? Why still use the OCS color palette? AGA has 256 colors, why not use it? This game should be perfect for the Amiga with both the Copper and the Blitter and Paula as well. Blitter objects could be used instead of sprites on most of it. Slam dunk!
@@BastichB64K most of the videos are pretty close to what the final look will be colour wise. 256 colour mode could be done with accelerator card, but this is meant to run on A1200 with 14mhz 68020
They are blitter units aren't they? Please correct me if I am wrong Thomas. Also, using the blitter is quicker than accessing the main Ram but its still limited to 3.5mb/s. A Megadrive for comparison, its GPU has about 8 mb/s memory transfer. Take these numbers with a grain of salt though. That said, its probably not a fair comparison as the Sega uses tiles and the amiga bit-planes and pixels. Again , I am not certain but I think the Amiga AGA can only do 256 colour mode in a single playfield, and I doubt it could update at 30 fps at that colour count. Its drops to approximately 30 colours if 2 playfields are used. Same way the Amiga is touted as 32 colours but really only has 15 colours on screen if you use 2 playfields and want parallax backgrounds. Cooper raster effects excluded. Maybe Outrun only needs 1 playfield though? , I don't know. I would say a A500 is better suited to porting outrun than the Sega though. As no racing game on the MD is looks good as Lotus on the Amiga. I'm no expert though. So I hope im not giving mis-information.
@@thomasjensen54 i tried to contact you in the past regard this dev but no reply. its all good, most people dont understand the constraints to work in. precalc takes room and realtime stuff needs cpu power. 256=8 bit planes and thats more dma time taken and more blitter work. could of done dualplayfield and same dma but less colors. road gen would of been easyer but then lost the colors.... 2 edge sword or more lol. balance of performance and looks is not easy on aga let alone any system. regardless good job. thanks also to chris white !"cannonball
whatever happened to the guy who dissasembled outrun and made cannonball? he was doing a version for the amiga based off the original code.. th-cam.com/video/CLaedlbr4wg/w-d-xo.html
@@vertigoz It's about getting the Outrun experience on your very own Amiga right in front of you that was 'taken' from us back in the day. I was disappointed twice, once on MSX1 (spectrum port probably) and MSX2 (still not as good as could've been) and once on Amiga 500.
I'm Adrian, the pixel artist who converted the bulk of the graphics. It was a large puzzle as we had specific colour requirements and certain restrictions in place. I slavishly stayed as close to the arcade visuals right down to a single pixel and only made hue adjustments when absolutely necessary. It was a fun and rewarding task. Thanks for the positive comments.
Great work dude , well done .. can't wait for the final release
@@wrathofkhan763 Hi Adrian!. Thanks for this amazing creation, it's one of these special games that deserved a version like this. Congratulations! 🤩🔥🕹🔥
I salute you Sir. 🖖
Congrats for your work. Just a detail that always draw my attention: please fix those palm shadows, they look really bad right now
@@xanvision If we have a free colour available for it then it's an easy fix- but it might be as it is currently, due to our colour restrictions. But I will pass the info along to Thomas all the same.
This a dream come true.
how cool is judge drok !
😎👍
i just love knowing there are still new games made for old computers!!!
Yeah a lot actually, its impressive
What an amazing effort guys. Can't wait to see the original. Flot arbejde, Thomas & Co. Stærkt gået!
Tak 😊
Amazing after all these years how the Amiga is finally showing what was capable from this machine.
Retro gaming is really in its zone, 2025 has the hallmarks of a very special year indeed.
Breakthru arcade now this, I wonder what other super scalers they can do.
I'd love Space Harrier for the Amiga.
More Sega arcade super scalers would be awesome 😎👍
Yes still is this not peor needed an 68030 or more?
Space harrier doable. Same with Enduro racer, turbo Outrun and super hang on. If only we had more time
@@thomasjensen54 That really is great to hear, love to see Afterburner too.
Would it be pushing things too far for the Amiga with Thunder blade and Galaxy Force?
@@dennyhaynes3 Thunderblade and Galaxy Force are System X. Something could be made sure, but it would be an even bigger challenge. The tilted horizon on Afterburner also an extra challenge. I’ve spent 2 years on this, probably something simpler next
Hi!. Thanks for the video!. Can't wait to see this project finished. I'm sure many Amiga fans will be very happy. Thanks Thomas! 🤩👍🔥🕹🔥
Yeah its gonna be awesome ✅✅
Nice to have something to look forward to 🤘🏻
Excellent, looking forward to this
Looking pretty good so far 🕹️✅
I can't believe the number of "car related puns' I fitted into one interview.
@@JudgeDrokk 😂👍
I f***king love projects like this. Made With Love!
Its looking really cool 🕹️👍
I can't wait to discover all this ! .....merci messieurs ! ;)
the soundtrack to any of the 16bit racing games were half the reason they became a hit
The Lotus games definitely reaped the reward of an awesome soundtrack that helped sell units 🎶👍
Great music is coming
Outrun arcade music, 2 channel test
th-cam.com/video/ZeiyAKv8nsg/w-d-xo.html
@@luciano1819 nice 🎶🎶👍
@@luciano1819 this is Martin’s original 300k mod. He is working on the music as we speak 😊
amiga finally getting a decent port of the outrun, although its not for the ocs/ecs. after this one, they need to make a further stripped down version with lot less details that will run on the ecs 500
Not much from this AGA version, can be reused for A500.
@@thomasjensen54 Well, everything can be reused as a base at least, then scaled down or replaced progressively.
In 30 years of coding I have rarely seen any code which could not be either improved or reduced/simplified with minimal reduction in functionality.
Sure it won't be the same code in the end, but it's still a useful starting base.
@@nekononiaow I’m pretty sure I’m the one person in the world, who knows best what can and cannot be reused from my code 😊 e.g even if the same arcade gfx are used as a base, it is still a complete redo to reduce them to 16 colours. Don’t get me wrong nothing would please me more than to get Outrun onto A500, but it’s almost a whole new project
@@thomasjensen54 well, I don't deny you know your code but you would be surprised how much code can be squeezed further when looked at by someone else. As I mentioned, very often there is another simpler way to obtain the same result when looked at from a different vantage point.
Even if the resulting code is entirely different, it **can** be useful to start from what's already written and works.
Anyway, if I had to do it I would probably start from the arcade code as you did but having your code on the side as a reference wouldn't hurt. ;)
@@thomasjensen54when is it out to download ? How many floppies etc and will no fastram be seperate release ? .
So much efforts with life amd work and family. Even with cannonball as a guide, making it work on amiga is still a big hurdle and effort. A labour of love
Nice one. Seeing the Judge on this is 👍🏻🍷
SWEET!
Righting these historic wrongs is interesting, and the Amiga certainly had more than its fair share of absolutely abysmal ports to right, but honestly I'd sooner see ports to machines which never got OutRun, but should have. I would have loved to have seen OutRun on the Mega CD back in the day. It had sprite scaling hardware, albeit in a far less powerful form than the super scaler boards, but how good could it have been?
Would have been good on the mega cd much better than the very decent mega drive version
A Mega CD version would actually be pretty cool to see , the scaling is there 🕹️👍
@@PhilBaxter this Outrun is for Amiga AGA machines incl CD32, which technically also didn’t have an Outrun release. MegaCD could also be great, but a task for someone else
Given the MegaCD had a MegaDrive + the MegaCD CPU + dedicated ASIC working in parallel it seems extremely likely to have been able to produce a nearly arcade perfect version.
One could have the road + background graphics fully handled by the MegaDrive using its 63 colors palette + some Copper-like palette swaps if needed and the MegaCD ASIC + CPU would have managed the scaling of road objects, car and HUD display.
In the right hands it would have been great IMO.
@ It couldn't have been arcade perfect, the bus speed between the MD and MCD was notoriety slow which capped games using scaling to 20fps. Even that though was a stretch as once scaled objects consumed too much fill rate performance tanked. Batman and Robin is probably the most accomplished MCD game with scaling and it ran at 15-20fps. Others ran much more slowly.
All the same though an OutRun port with scaling at 20fps would have been the best version available at the time by some margin, plus it would have had CD audio.
Woooooooooooouuuuuuuuaaaaaaaaawwwww 🥰
🕹️✅
People purchased Amiga games ?
😂
Yeah of course!!! 😂😂😂😂
So is this for a stock amiga 1200?
Sounds like it's for an Amiga 1200 with a little extra RAM. Likely 1 or 2 MB added. This is because the stock Amiga 1200 configuration has the Blitter and CPU competing for RAM. Adding even a small amount of extra RAM allows the CPU to access RAM almost twice as fast as stock.
@@Nebulous6 from what I've read its with a TF 030 accelerator, still overall modest compared to the arcade.
@@turbinegraphics16 the videos here run on A1200 with no accelerator card, only fast ram. The plan is to do a reduced version for stock A1200
@@turbinegraphics16 I believe that's a different version
@@turbinegraphics16 For the demo shown here? I see. I was going by the final target that the programmer was talking about (looks like he intends for it to run smooth on a 68020 Amiga 1200 with 3 or 4 MB of RAM total).
I hope this can be used on emulation (adf format) to download 😎👍
It can, at some point
The Nintendo switch version of outrun is really really nice!!
I loved that Sega Ages version , its top notch
Is there even a slight chance the guys could get the final release on to Xbox store I wouldn't hesitate to purchase it I'm sure though they'd need to rename it to avoid the wrath of SEGA
No chance, sorry
.... Obviously there is no chance in the universe of this happening 😅
10k views, holy shit! \o/
It was shared by the Time extension website ...I hope they share my upcoming 12 hour mega drive video ...then maybe somebody would at least watch it 😂😂😂😂😂
@@BastichB64K ah. didn't know that existed. you and pixelmusement are the only retro channels I watch. ... 12 hours? lol wow!
@solsticeprojekt1937 i dont hardly watch any retro stuff either , the judge found it posted on there site
After seeing Space Harrier on the Atari 8-bit and now knowing that the Amiga has everything the Atari 8-bit has, but on steroids + Blitter and Copper, I think all of these SEGA raster scaling games could look pretty awesome on the Amiga. th-cam.com/video/RhzitD2pecw/w-d-xo.html
Yeah I think a lot of cheap Atari ST direct ports were done without even using all the Amigas advantages so this kind of redo is very welcome
Yes to space harrier, hang on, enduro racer, and Turbo Outrun. From System X it gets more difficult, Thunderblade etc
@@BastichB64K Space Harrier is not the same on Atari ST and Amiga. I'm not saying it can't be done better still.
@@robertmoss556 Yes. the amiga conversion does use the blitter , if I recall correctly.
As a professional coder, although I think it is semi-reasonable to expect better conversions of the SEGA super scaler games than what we got we still need to keep our feet on the ground.
The Amiga is more powerful but it does not have chunky pixels like the Atari 8-bit machines do. That means that some effects proportionally require way more memory bandwidth than on the older machines, like scaling for example, or texture projection.
The game Grind for example is limited to 12-15 FPS because of the chunky to planar conversion. If the Amiga had chunky pixels, it would run at 20FPS easily, if not 30 FPS.
As unintuitive as it may sound, the Amiga being n times more powerful than an Atari 800 does not always mean it can scale up effects from lower machines easily (or at all).
It does not mean it cannot, it just means we need to know what are the technical constraints of a particular game before affirming that it is possible.
☕🚔 and good morning
☕😎👍
I think just about every Amiga owner upgraded their RAM at some point. Especially by 1993 or so it was getting really cheap to do.
😎👍
This is A1200 ram upgrade. I would have thought a " fast ram " upgrade would have been pricey in 1993. Happy to be proven wrong though.
@leighbyford635 keep in mind this is still relative. These days you can drop a hundred bucks and get more RAM than you know what to do with. You were still probably spending about 1/3 the price of the computer which would have been a lot of money back then but if you are in a position to afford an Amiga it wasn't anything outside the realm of possibility. That said in 93 I was still rocking a commodore 64
@@jeremygregorio7472 fair enough.
I would prefer to see re-do's on original hardware though. 1mb expanded A500 I will pass , as they were very common place and software supported that.
A ram expanded A1200, I guess its hard to say as there was so little software anyway. I don't think any games released required a ram upgrade though.
It just doesn't feel a true reflection of what was around at the time. Still, its not out by too much.
If it needs a 68030 , then its no longer apples for apples.
@@leighbyford635it does not need 68030. A1200 with a blizzard 1200 (4mb fast ram) would have been enough in 1993
I always thought Commodre shoould have given the A1200 at least a bit of 32-bit RAM (and a HD flppy drive). Putting in the 68020 without was just st*pidly inefficient
Both togehter could havbe made the difference taht Doom alike games would have been released much earlier and in better quality ..
I take it the shots that where labeled Amiga AGA was from the Amiga game? Why still use the OCS color palette? AGA has 256 colors, why not use it? This game should be perfect for the Amiga with both the Copper and the Blitter and Paula as well. Blitter objects could be used instead of sprites on most of it. Slam dunk!
Its a work in progress not the final look or anything ...... Obviously (subtitled Work in Progress)
@@BastichB64K most of the videos are pretty close to what the final look will be colour wise. 256 colour mode could be done with accelerator card, but this is meant to run on A1200 with 14mhz 68020
They are blitter units aren't they?
Please correct me if I am wrong Thomas.
Also, using the blitter is quicker than accessing the main Ram but its still limited to 3.5mb/s.
A Megadrive for comparison, its GPU has about 8 mb/s memory transfer. Take these numbers with a grain of salt though.
That said, its probably not a fair comparison as the Sega uses tiles and the amiga bit-planes and pixels.
Again , I am not certain but I think the Amiga AGA can only do 256 colour mode in a single playfield, and I doubt it could update at 30 fps at that colour count.
Its drops to approximately 30 colours if 2 playfields are used.
Same way the Amiga is touted as 32 colours but really only has 15 colours on screen if you use 2 playfields and want parallax backgrounds. Cooper raster effects excluded.
Maybe Outrun only needs 1 playfield though? , I don't know.
I would say a A500 is better suited to porting outrun than the Sega though. As no racing game on the MD is looks good as Lotus on the Amiga.
I'm no expert though. So I hope im not giving mis-information.
@@thomasjensen54 i tried to contact you in the past regard this dev but no reply. its all good, most people dont understand the constraints to work in. precalc takes room and realtime stuff needs cpu power. 256=8 bit planes and thats more dma time taken and more blitter work. could of done dualplayfield and same dma but less colors. road gen would of been easyer but then lost the colors.... 2 edge sword or more lol. balance of performance and looks is not easy on aga let alone any system. regardless good job. thanks also to chris white !"cannonball
@@easyerthanyouthink I’m sorry, where did you try and contqct me exactly?
whatever happened to the guy who dissasembled outrun and made cannonball? he was doing a version for the amiga based off the original code..
th-cam.com/video/CLaedlbr4wg/w-d-xo.html
Yeah nobody is 100% what happened , he just stopped posting ... It may still be in development or abandoned ? Until he posts something who knows ??
same project ? : th-cam.com/video/CLaedlbr4wg/w-d-xo.html
No this is a different one , nobody knows exactly whats happening with the reasembler version.
@@BastichB64K ok thanks!
One more project, the amiga is on fire.
@@luciano1819 so many Amiga games are coming up ..its crazy
Why bother. We have MAME now. Nothing will ever come close to the arcade game.
Thats kinda not the point but anyway..
To see what was actually possible?
@@vertigoz It's about getting the Outrun experience on your very own Amiga right in front of you that was 'taken' from us back in the day. I was disappointed twice, once on MSX1 (spectrum port probably) and MSX2 (still not as good as could've been) and once on Amiga 500.
@@imqqmi I said it but less elequently I reckon, my post was directed at the op. You're precisely right 👍🏻
@@vertigozI think the only person that missed the point was the OP. ;-)