For a while it's been known that on some versions of OutRun holding the start button, just before a checkpoint, will reveal a secret message: "PROGRAM YU SUZUKI 1986 SEP".
However, it's also been known that this easter egg does not work on all versions of the game.
Well, that's until now. I've decompiled the code related to this and will list the differences below, including how to enable this easter egg on later revisions of the game.
Sitdown/Upright Revision A: This version works as stated. Just before any checkpoint, hold start (just before the sky is due to cycle to the upcoming level colour) to reveal the message. Easy.
Sitdown/Upright Revision B: Activating the egg on this version is more complex. First you will will need to achieve a high score, and enter "YU." as your name, complete with trailing full-stop.
Furthermore, the easter egg can only be activated when transitioning from Stage 2 to Stage 3 on this version of the game. Yes, they've actually included extra code to handle this.
It should also be noted that the egg can only be displayed once and is then deactivated. Also, if the user enters "YU." again on the high score table, the egg will also be deactivated. I'm not certain why this required such a rewrite - it's not as if it allows the user to cheat in the game.
The easter egg code is buried in the middle of a routine to handle setting up the sky palette fade from one level to the next. Which possibly indicates that the programmer wanted to keep the code hidden from more common routines that were shared with the team. I wonder who wrote this piece of code, and why it was heavily altered between revisions?
Aside from that I've completely disassembled the entire service test code - which enabled me to figure out a bunch of minor book keeeping information. I've also disassembled the palette changing code that handles the road, ground and sky when transitioning between levels. I've even disassembled some rather dull code relating to the coin chutes. Next - there's a load of tilemap code to be looked at. The quest continues!
However, it's also been known that this easter egg does not work on all versions of the game.
Well, that's until now. I've decompiled the code related to this and will list the differences below, including how to enable this easter egg on later revisions of the game.
Sitdown/Upright Revision A: This version works as stated. Just before any checkpoint, hold start (just before the sky is due to cycle to the upcoming level colour) to reveal the message. Easy.
Sitdown/Upright Revision B: Activating the egg on this version is more complex. First you will will need to achieve a high score, and enter "YU." as your name, complete with trailing full-stop.
Furthermore, the easter egg can only be activated when transitioning from Stage 2 to Stage 3 on this version of the game. Yes, they've actually included extra code to handle this.
It should also be noted that the egg can only be displayed once and is then deactivated. Also, if the user enters "YU." again on the high score table, the egg will also be deactivated. I'm not certain why this required such a rewrite - it's not as if it allows the user to cheat in the game.
The easter egg code is buried in the middle of a routine to handle setting up the sky palette fade from one level to the next. Which possibly indicates that the programmer wanted to keep the code hidden from more common routines that were shared with the team. I wonder who wrote this piece of code, and why it was heavily altered between revisions?
Aside from that I've completely disassembled the entire service test code - which enabled me to figure out a bunch of minor book keeeping information. I've also disassembled the palette changing code that handles the road, ground and sky when transitioning between levels. I've even disassembled some rather dull code relating to the coin chutes. Next - there's a load of tilemap code to be looked at. The quest continues!





















