OutRun: Amiga Edition 0.91 Released!
Hey everyone!
Firstly, thanks to everyone who downloaded and played the Amiga Edition of OutRun. We’ve reached over 4,000 downloads, and a few of you even donated - which is very much appreciated!
It’s been great hearing reports of the game running on such a wide range of hardware - from original Amigas through to modern setups, including the A500 Mini, A600GS, MiSTer, Vampire, and more. I don’t own most of this hardware myself, so I really appreciate the feedback. If you have guides or tips that could help others get the game running, please send them my way so I can update the documentation. My email address is in the readme.txt.
I also have a range of exciting content planned later this year (some physical, some digital). This will include a behind-the-scenes look at how the game was developed, along with source code examples for the technically minded. You should subscribe to the YouTube channel for that.
...Anyway, let's talk about what's new in 0.9.1!
You’ll find a summary of these changes in the changelog.txt file included in the package, but here are the details:
1/ A separate 68040+ CPU build
This provides specific optimisations for 040 and above CPUs. It may run faster than the 030 build on these systems, but if you have problems stick to the 030 build.
It is difficult to say how much faster as this depends on a number of factors: CPU speed, RAM speed (chip and fast), what the game engine happens to be doing at that moment in time etc.
2/ Support for the CD32 Akiko Custom Chip
You can read about this chip here, but in short it assists with chunky to planar conversion of the graphics. Unfortunately, due to the hardware architecture of the CD32, the increase in performance isn't as awesome as it could be. But... for those of you with a typical 030 accelerator, the game will now be faster on the CD32.
3/ One Button Joysticks!
Now, I’ll be honest - I’m not a fan of playing the game with a one-button joystick. But I caused a bit of controversy by not supporting them before. So, in the interests of Amiga diplomacy between us amigos, you can now dust off your trusty old ’80s joystick. I’d still recommend a 2/3-button pad or the keyboard, but hey who am I to tell you how to enjoy your life?
4/ Configuration
There is a config.txt file, which you can edit to set default settings. These can still be overridden in the frontend menu.
5/ Performance Improvements
I spent a ridiculous amount of time squeezing extra performance out of the engine for those of us (like me) using an 030 processor. After many days of optimisation, the gains are marginal at best. That said, certain parts of the game do run a little faster now. Please don’t expect miracles on these minimum-spec systems, the real bottleneck is the sheer amount of data being processed per frame rather than a glaring flaw in the code.
6/ Other Minor Fixes
Several smaller fixes have been made, including resolving a crash that could occur on some setups during the Stage 5 Autobahn route.
Files
Get OutRun: Amiga Edition
OutRun: Amiga Edition
A genuine assembly port of OutRun to the Commodore Amiga
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Comments
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Thanks for the update.
A nice to have for high end Amigas in a future update, would be the possibily to stream audio as a WAV or AIFF so that sound effects and music can be used together.
Maybe ability to provide own WAV / AIFF defined in config.txt
or a CD version (ISO) with CD Audio Tracks.
Noticed a bit of graphic glitching when the screen switches , after entering a High Score in the Table, and leaving it to auto return to the Top Menu.
CD32 Version with Akiko Enabled seems to be slower on an a TF360 than compared to it not being enabled.
Happy to help out with testing.
Thanks for the latest version. Really digging the one button joystick support.
Keep up the great work, will send a donation your way soon.
Just a couple comments:
3. One button joysticks.- This is highly appreciated; in all honesty I don’t own any more modern joysticks or joypads (I still use my old TAC-2 / Slik-Stik Suncom controllers from back in the day), so this is a must for some of us which haven’t upgraded our controllers / joysticks so far.
1 & 5.- Separate builds, performance improvements & optimizations.- I’ve been playing this on a couple big box Amigas (2 A4000s). One has a BFG9060 accelerator with accelerator RAM built-in, that one is a beast, and the other is equipped with an A3660 processor board, no accelerator RAM, and only the motherboard FastRAM (16MB). On the BFG-powered A4000 everything is silky smooth as usual; on the A3660 powered A4000, I do see performance improvements over the earlier 0.90 version using the 040+ build. I see subtle, but tangible, improvements that make it way more enjoyable on that system. Now it feels more fluid and somehow with slightly faster framerate, I don’t know if this is accurate, as I have no means to measure it, but it feels way better than before. QQ.- Is there a way to enable some developer mode that may allow to have some FPS measurements?
Amazing work from Reassembler and the testing team. Kudos for such a fine release! This is what I’ve dreamed for my Amigas many years ago... Thank you so much! :-)
Thanks for the feedback. I can provide development builds in future with better stats if you're interested in helping measure performance improvements on real hardware. It might make sense to setup a Discord group to do this.
I tend to remove the granular measurements from the release builds themselves, as the extra code probably adds a bit of bloat/speed loss in itself.
The 040 build uses a faster C2P algorithm for that architecture and some limited use of the 040 move16 instruction to move data about in the codebase.
I reworked some of the original sub/road CPU code to be more register efficient with less reliance on memory access. I also changed the road rendering to minimise drawing of the secondary road layer (at the expense of a small amount of additional computation elsewhere). I also found a dumb bug where during certain situations I was clearing parts of the screen that didn't need to be.
I hope that provides a bit more background info!
Hi Chris. Yes! I’d love to measure performance in some of my systems, please let us know if you setup a Discord group for that specifically.
On the other hand as you said , sampling processes takes up CPU and resources for sure, which it adds some bloat too, and also adds for some decreased performance. I was just way too curious comparing the earlier and the newer build.
Thanks for the little explanation on the C2P (Chunky-2-Planar) conversion algorithm, and how things work under the hood. It is always interesting to see and understand better how things work in the background. On the foreground, it is amazing to see way better performance on my A4000 - A3660-based system (‘060 @50MHz, no accelerator FastRAM), which is more constrained by the slower RAM transfers using motherboard RAM which translates now, with these optimizations, on an overall better experience. It’s great! — Thanks again.
I'd just join the Discord. I'll usually holler before a release if there's something to be tested - the traffic levels in there aren't too high:
https://discord.gg/u94mmuCzgB :)
One button joystick, hell yeah!
very good
👍🏻👍🏻👍🏻
Request: make the car slow down on Game Over (like the arcade) instead of sudden stop on time out.
The arcade also has the sudden stop. I believe Outrun 2 has the gradual stop.
Nevertheless, it could be a cool change/option in the future as I'd agree the sudden stop feels a bit brutal.
Ah, sorry was introduced by the Deluxe version under MAME... ;)
Other minor things: in game ESC should ask you "Do you want to quit? Y/N", and would be great if it would save hi-scores.
I made a drawer ColorIcon for it: English Amiga Board - View Single Post - Outrun AGA
Yeah I'll definitely do high score saving in a future release also.
If you look closely, the car does slow down somewhat before suddenly stopping at game over. As soon as the timer shows 0 on screen, but it is counting down from 0.9 to 0.0 internally, the car starts to slow down and then stops dead when the timer reaches 0.0 internally.
This is how the arcade version was from the start and therefore how this version works.
You'll be pleased to know that both hi-score saving and a rolling stop are coming in the next version. Should be out in a couple of days.