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Techniques & Technology

Pseudo-3D Road

OutRun's famous perspective

The technique of rendering 3D-like roads using scaled 2D lines and mathematical projection, famously used in OutRun and countless racing games of the 1980s and 1990s.

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Overview

Pseudo-3D roads create the illusion of 3D perspective using purely 2D techniques: scaling sprites, projecting coordinates, and rendering horizontal lines. Popularised by Sega’s OutRun (1986), this approach enabled smooth, fast racing games on hardware that couldn’t handle true 3D polygons.

Fast Facts

AspectDetail
Defining gameOutRun (1986)
Key insightPerspective = scale by distance
Hardware needsSprite scaling, line drawing
Modern term”Mode 7 style” (though distinct)

The Core Technique

ConceptImplementation
HorizonFixed screen Y position
Near = bigRoad width at bottom = screen width
Far = smallRoad converges at horizon
ScalingLinear interpolation between near/far

Road Segment Rendering

Each horizontal line represents one “depth slice”:

ParameterFormula
Scale1 / (y_screen - horizon)
Road widthbase_width × scale
Z distancecamera_height / (y_screen - horizon)
X offsetPlayer steering × scale

Creating Curves

Roads curve by offsetting X position per segment:

Curve TypeMethod
StraightNo X offset
Gentle curveSmall cumulative offset
Sharp curveLarge cumulative offset
S-curveDirection changes mid-road

The curve “accumulator” adds offset each line, creating smooth bends.

Hills and Valleys

TerrainImplementation
FlatHorizon stays fixed
HillHorizon moves up, fewer segments
ValleyHorizon moves down, more segments
CrestSudden horizon change

Sprite Scaling

Objects on the road scale with distance:

DistanceScaleEffect
Near100%Full size
Mid50%Half size
Far10%Tiny

Hardware sprite scaling (Sega Super Scaler) made this practical.

The OutRun Innovation

FeatureImplementation
Sprite scalingCustom Sega hardware
Road segmentsPre-calculated curve data
Parallax layersMultiple backgrounds
Frame rateSmooth 30fps

Platform Variations

PlatformApproach
Arcade (Sega)Hardware sprite scaling
SNES (Mode 7)Hardware rotation/scaling
C64/SpectrumSoftware scaling, fewer sprites
AmigaBlitter-assisted scaling

Modern Software Implementation

StepCode Approach
1Project road segments to screen Y
2Calculate scale per segment
3Draw road lines back-to-front
4Draw sprites sorted by Z
5Apply camera bob for immersion

Games Using This Technique

GameYearInnovation
Pole Position1982Early implementation
OutRun1986Definitive version
Hang-On1985Motorcycle variation
Road Rash1991Combat + racing
Top Gear1992SNES optimised

Why It Endures

Pseudo-3D roads remain useful:

  • Retro-style indie games
  • Mobile games (performance)
  • Understanding 3D projection principles
  • Stylistic choice (aesthetic)

Legacy

Pseudo-3D roads taught a generation how perspective projection works. The mathematics—scaling by inverse distance—is the foundation of 3D graphics, made tangible through racing games.

See Also