game
icon
title S.T.U.N. Runner (rev 6)
set name stunrun
manufacturer Atari Games
year 1989
genre Shooter (hof)
category Shooter / Driving (chase view) (hof)
driver status good
driver source harddriv.c
snapshots PS: in game | title | select | scores | gameover / MW: in game / CT: in game | title | select | wallpaper / EJ: in game / artwork: cabinet | marquee | PCB
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rating

62.9% after 54 votes
 
clones S.T.U.N. Runner (rev 0)
S.T.U.N. Runner (rev 2)
S.T.U.N. Runner (rev 2, Europe)
S.T.U.N. Runner (rev 3)
S.T.U.N. Runner (rev 3, Europe)
S.T.U.N. Runner (rev 4)
S.T.U.N. Runner (rev 5)
S.T.U.N. Runner (rev 5, Europe)
S.T.U.N. Runner (rev 7, Japan)
S.T.U.N. Runner (upright prototype)
display
colour emulation good
palette 1024
display type raster
orientation horizontal
resolution 512x228
frequency 60.201796Hz
sound
sound emulation good
channels mono
controls
players 1
nplayers 1P
controls stick
buttons 2
coin slots 3
hardware
cpu 68010 @ 8MHz
cpu TMS34010 @ 48MHz
cpu ADSP2100 @ 8MHz
cpu M6502 @ 1.789772MHz
audio YM2151 @ 3.579545MHz
audio OKI6295 @ 1.193181MHz
data
version added .076u1
last change(s) .105u4 .077
roms
name size crc set flags sha1
136070-2102.200r  65536  e0ed54d8  stunrun    15850568d8308b6499cbe55b5d8308041d906a29 
136070-2101.210r  65536  3008bcf8  stunrun    9d3a20b639969bab68441f76467ed60e395c10e3 
136070-6104.200s  65536  f469f91c  stunrun    488ea6251ff4028edaf00bb1ded74cefdc71a373 
136070-6103.210s  65536  096aad68  stunrun    f83c9f61854dc9c1fa7dc668dbf99f4a4bbe79ca 
136070-6106.200t  65536  b445bae5  stunrun    d530b535a47c4920c43852e7904080e6abf30098 
136070-6105.210t  65536  42736c52  stunrun    42e0b451b172223cce9c43835363136146eeddba 
136070-2108.200u  65536  0ce849aa  stunrun    19252caf180586cadced5c456a755dd954267688 
136070-2107.210u  65536  19bc7495  stunrun    8a93bb8e0998b34c92dad263ea78972155c5b785 
136070-2110.200v  65536  4f6d22c5  stunrun    fd28782593444f1607f322a2f1971ba8f3d14131 
136070-2109.210v  65536  ac6d4d4a  stunrun    fef902700561bb789ff7462f30a438ee9138b472 
136070-2112.200w  65536  3f896aaf  stunrun    817136ddc37566108de15f6bfedc6e0da13a2df2 
136070-2111.210w  65536  47f010ad  stunrun    a2587ce1d01c78f1d757fb3e4512be9655d17f9c 
136070-2123.10c  65536  121ab09a  stunrun    c26b8ddbcb011416e6ab695980d2cf37e672e973 
136070-2121.90h  65536  0ebf8e58  stunrun    b6bf3e020b29a34ef3eaca6b5e1f17bb89fdc476 
136070-2118.90k  65536  fb98abaf  stunrun    6a141effee644f34634b57d1fe4c03f56981f966 
136070-2122.10h  65536  bd5380bd  stunrun    e1e2b3c9f9bfc988f0dcc9a9f520f51957e13a97 
136070-2119.10k  65536  bde8bd31  stunrun    efb8878382adfe16ba590a28a949029749fc6a63 
136070-2120.9h  65536  55a30976  stunrun    045a04d3d24e783a6a643cab08e8974ee5dc2128 
136070-2117.9k  65536  d4a9696d  stunrun    574e5f3758ac2e18423ae350e8509aa135ca6da0 
136070-2124.1fh  65536  4dc14fe8  stunrun    c7cc00715f6687ced9d69ec793d6e9d4bc1b5287 
136070-2125.1ef  65536  cbdabbcc  stunrun    4d102a5677d96e68d27c1960dc3a237ae6751c2f 
136070-2126.1de  65536  b973d9d1  stunrun    a74a3c981497a9c5557f793d49381a9b776cb025 
136070-2127.1cd  65536  3e419f4e  stunrun    e382e047f02591a934a53e5fbf07cccf285abb29 
additional information
info 0.76u1 [Aaron Giles]

0.37b8 [Aaron Giles]

Bugs:
  • Fails video shift register test. Luigi30 (ID 03133)
WIP:
  • 0.133u1: Renamed (stunrn3e) to (stunrun3e) and (stunrn2e) to (stunrun2e).
  • 0.127u4: Aaron Giles fixed missing OKI6295 sound in S.T.U.N. Runner.
  • 0.122u4: Changed M6502 CPU4 clock speed to 1789772 Hz, YM2151 to 3579545 Hz and OKI6295 to 1193181 Hz.
  • 0.114u1: Changed visible area to 512x228 and VSync to 60.201796 Hz.
  • 0.76u1: Aaron Giles added S.T.U.N. Runner (rev 6). Also added clones S.T.U.N. Runner (rev 0), (rev 2), (rev 4), (rev 5), (rev 7, Japan), (rev 2, Europe), (rev 3, Europe) and (rev 5, Europe).
  • 0.37b15: Changed M6502 CPU4 clock speed to 1789500, YM2151 to 3579000 and OKI6295 to 9037 Hz.
  • 2nd January 2001: Jarek Burczynski optimized the ADSP2100 core a bit, resulting in a 7 % speed gain on some platforms.
  • 0.37b8: Aaron Giles added S.T.U.N. Runner (Atari 1989) and clone (Prototype).
  • 8th September 2000: Aaron Giles sent in a new TMS34010 core with a few bugfixes, and finally officially sent the Hard Drivin' / S.T.U.N. Runner driver. The latter is perfect, while the former suffers from no sound and a nasty bug causing the car physics go out of control after a crash. Also included was a preliminary Race Drivin' driver, which unfortunately goes weird as soon as the simulation begins.
  • 11th August 2000: Aaron Giles fixed the missing status bar in S.T.U.N. Runner.
  • 10th August 2000: Aaron Giles did some brilliant work and finally got the polygon graphics working in the preliminary Hard Drivin' / S.T.U.N. Runner driver, which requires about 2 GHz to run properly.
LEVELS: 23

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S.T.U.N. Runner

F-Zero (Nintendo Super System)

Lethal Crash Race

Romset: 1472 kb / 23 files / 704 zip
history S.T.U.N. Runner (c) 1989 Atari Games.


Take a seat, grasp the controls, and enter the world of the S.T.U.N. (Spread Tunnel Underground Network) Runner. Players travel ahead in time to the 21st century and experience the thrill of racing in a futuristic form of competitive driving. At the control of state-of-the-art technology, players pilot a billion-dollar vehicle capable of attaining speeds of over 900 miles per hour!


Players control their vehicles with a return-to-center (RTC) flight controller. Control handles adjust shot elevation and include trigger buttons for firing. The start button is also used as a fire button for 'shock waves'.


S.T.U.N. runner is a game of speed. The goal of this game is to travel as fast as possible and complete each race within the allotted time. Numerous enemies prevent the player from achieving this goal. Equipped with powerful lasers, all enemies can be gunned down with the exception of one.


The race through the S.T.U.N. Network is made up of many levels. Each level presents a unique challenge to the player. The player's ultimate goal is to guide the vehicle through the network of levels to reach the 'Ultimate Challenge'. In this never-ending race, players go as far as their driving skills will take them. If the distance they travel qualifies as one of the top five, their name (18 letters) will be displayed along the road for future players to see (only if they reach this distance).


In S.T.U.N. Runner, there is no foot pedal to control speed. Faster speed is achieved by :

* Correctly driving on the fastest portion of the tunnel.

* Staying off side rails (of flat sections).

* Avoiding collisions with enemy vehicles.

* Running over 'boosts' for hyperspeed.

* Avoiding areas under construction.


In turn, the fastest portion of the tunnel is the outer wall. Like a luge or bobsled racer, players use basic laws of physics to attain the fastest speed. Riding on the inner wall results in a slower speed and hinders a player's ability to reach a finish line. On flat sections, running into side rails creates a visual and audio chattering resulting in a loss of speed. The first race, a training race, called 'Cake Walk', is intended to teach players how to drive correctly.


Red flashing markers in tunnels and flats are called 'boosts'. By running over these, the S.T.U.N. Runner gets a boost of hyperspeed. In addition to reaching the finish line faster, a S.T.U.N. Runner in boost in invincible. The vehicle can pass through all enemy vehicles unharmed and cannot be shot. In this mode the player's vehicle will appear transparent as though it is a skeleton.


The underground network has three different tunnel sections. They include wide tunnels, narrow tunnels, and tunnels under construction. Under construction sections contain portions that are unsurfaced. These areas do not provide full power to the vehicle, and slow down the S.T.U.N. Runner.


Open areas are called 'flats' and are both narrow and wide. Being above the ground, the player is treated to many views of the earth's surface in the 21st century. On flats, players must avoid driving along the side rails. The friction caused will slow down the S.T.U.N. Runner vehicle.


A S.T.U.N. Runner vehicle has six shields for added protection. Colliding with an enemy results in the loss of one shield. At the end of each race, players are awarded bonus points for each shield remaining. A large bonus is awarded if all shields are intact.


In the tunnels and flats are ramps. These ramps will catapult S.T.U.N. Runners above the track for a brief distance. Ramp jumping is often a good method of crossing areas under construction and avoiding collisions with enemies.


When players do not reach the finish line of a race within the allotted time, the game would normally end. However, they can be allowed to advance to the next level on a continuation.


Special Weapon : In selected races, a 'shock wave' is located along the way. If the player can pick up the shock wave, the weapon becomes available for use. Also, shock waves can be awarded on some levels if the player hits a predetermined number of stars and completes the level. This information is green in the map at the start of each level.


Players activate the shock wave by pressing the start button. This super weapon will destroy all enemies and hazards within view. It is a one-time weapon, but more than one can be stored. The number of shock waves stored is show as blue and white icons on the screen below the level number display.


Bonus Stars : Additional points can be scored along the way by running over 'stars'. In the first race, the training race called 'Cake Walk', the stars are red. Players should run over as many stars as possible. In the remainder of the game, all bonus stars are green.


Challenge Races : These are bonus races awarded to players for reaching various points in the game. Races 5, 10, and 15 are challenge races. Each presents a unique challenge to the player.

* Boost Challenge

* Star Challenge

* Kill Challenge


In each challenge race, players have one goal. Instructions are displayed prior to the start of each race. The time clock still operates, but a game will not end because the time expires. This is considered a free bonus for players. Each challenge level has its own high score table.


Ultimate Challenge : For those players skillful and patient enough, an 'Ultimate Challenge' awaits them at the end. It is an endless race filled with enemies and unexpected surprises. The object is to travel as far as possible within the allotted time. Markers on the road display the names of the five best S.T.U.N. Runners. It is a unique method of identifying the best players of the game. These names are also presented on a separate high score table.


- TECHNICAL -


Game ID : 136070


Main CPU : 68010 (@ 8 Mhz), TMS34010 (@ 6 Mhz), ADSP2100 (@ 8 Mhz), M6502 (@ 1.7895 Mhz)

Sound Chips : YM2151 (@ 3.579 Mhz), OKI6295 (@ 9.037 Khz)


Screen orientation : Horizontal

Video resolution : 512 x 240 pixels

Screen refresh : 60.00 Hz

Palette colors : 1024


Players : 1

Control : stick

Buttons : 2


- TRIVIA -


Released in September 1989.


S.T.U.N. stands for 'Spread Tunnel Underground Network'.


This game built on technology that Atari games had already used in their "Hard Drivin'" series of games. But this time Atari got it right. S.T.U.N Runner had liquid smooth polygonal graphics, voice samples, and many challenging levels.


Originally based upon an idea that Carol Cameron submitted. In her original concept there were only tunnels and you were racing against computer players as opposed to racing against the clock.


Levels are named :

1. Cake-Walk

2. Boost Boulevard

3. Blood Alley

4. Roller-Coaster

5. The Boost Challenge

6. Outer Drive

7. Ramp-Alot

8. Split Decision

9. Close Call

10. The Bonus Star Challenge

11. The Labyrinth

12. The Coat-Hanger

13. The Clover-Leaf

14. Mcnamara's Revenge

15. The Kill Challenge

16. Knee Jerk

17. 3-Ring-Circus

18. Probot Hell

19. Satan's Slalom

20. The Death Spiral

21. Figure 8

22. The Jigsaw

23. The Ultimate Challenge


Game staff names are in the default high score and challenge level score tables

Gunner Glenn = Glenn Mcnamara

Ranger Rick = Rick Moncrief

Dirty Don = Don Diekneite

Righteous Ralph = Ralph Perez

Happy Hata = Ken Hata

Kyoko = Kyoko Dougherty

Ranger Rick = Rick Moncrief

Who Ray = John Ray

Momo = Jerry Momoda

Uncle Milty = Milt Loper


Special Contest Feature : Every S.T.U.N. Runner game in the U.S. has a special built-in contest feature. A player can win a free S.T.U.N. Runner T-shirt just for playing the game. All players have to do is reach the checkpoint on the last level, the Ultimate Challenge (this contest expired April 1, 1990).


- UPDATES -


REVISION 1 :

* Software version : 20.3

* Build date : Sat Sep 9 13 :56 :31 1989


REVISION 2 :

* Software version : 21.1

* Build date : Fri Sep 15 10 :53 :18 1989


REVISION 3 :

* Software version : 22.0

* Build date : Fri Sep 15 15 :51 :12 1989


REVISION 4 :

* Software version : 22.1

* Build date : Mon Sep 18 10 :47 :59 1989


REVISION 5 :

* Software version : 23.0

* Build date : Fri Sep 29 13 :55 :10 1989


REVISION 6 :

* Software version : 24.0

* Build date : Wed Oct 18 09 :50 :21 1989


REVISION 7 :

* Software version : 24.1

* Build date : Wed Oct 18 10 :29 :48 1989


REVISION 8 :

* Software version : 25.0

* Build date : Thu Nov 2 12 :21 :06 1989


REVISION 9 :

* Software version : 26.0

* Build date : Thu Nov 9 14 :07 :19 1989


REVISION 10 :

* Software version : 26.26

* Build date : Mon Dec 18 16 :30 :02 1989


REVISION 11 :

* Software version : 26.34

* Build date : Thu May 22 11 :31 :04 1990


- SCORING -


Destroying enemies :

Train : 25

Armored Drone : 50

Mag Cycle : 75

Lorrie : 100

Ornobot : 500

Chopper Bot : 500

Proton Bot : 1000

Radar Bot : 750

Terrigible : 10,000


On Level 1, each red star the player's ship runs over scores 50 points.

On Level 3 and after, each green star the player's ship runs over scores 500 points.


Running over a boost pad scores 200 points. Running over consecutive boost pads will increase this value by 200 each for each pad. Thus, the 2nd consecutive boost pad scores 400 points, the 3rd scores 600 points, etc. For this scoring bonus to occur, the boost pad must be run over before the effect of the previous boost wears off (the exception to this occurs on level 8, where running across the boost pads continue the boost pad scores achieved at the end of level 5).


At the end of each level, the player is awarded a bonus of 100 points per .1 second remaining on the clock.


At the end of each level after level 1, the player is awarded a bonus based on how many shields his ship has left :

6 shields : 8,000 points

5 shields : 4,000 points

4 shields : 2,000 points

3 shields : 1,000 points

2 shields : 500 points

1 shield : 250 points

0 shields : 0 points


Performing a warp scores 20,000 points.


When starting on level 6 (intermediate), 50,000 bonus points are awarded when the level is completed.

When starting on level 11 (advanced), 100,000 bonus points are awarded when the level is completed.


- TIPS AND TRICKS -


* Warp : Start out at level 11 (Labyrinth) and complete it. On level 12 (Coathanger) go right and catch the boost and continue going right. You will fly up and then continue and cross the finish line. You will be warped to the very end of level 18, essentially placing the player on level 19.

Note : This warp is only available on 'Software version 24.0' and lower (see Update section for more information).


There is also a warp on level 9 which takes the player to level 14.


- STAFF -
  • Commissioner : Ed Rotberg
  • Transit Authority : Andrew Burgess
  • Tunnel Architect : Sam Comstock
  • Vehicle Engineer : Will Noble
  • City Planning : Kris Moser
  • Communications : Don Diekneite
  • Acoustics : Brad Fuller
  • Propulsion Engineer : Jed Margolin
  • Patriarch : John Ray
  • Public Relations : Jerry Momoda
  • Blue Sky : Carole Cameron
  • Damage Control : Glenn McNamara
  • Physicist : Max Behensky
  • Optics : Stephanie Mott
  • Auxiliary Systems : Gary Stempler
  • Mathematics : Jim Morris
  • Chief mechanic : Milt Loper
  • Backhoe Operator : Erik Durfey
  • Overlord : Mike Hally
  • Chainsaw : Ralph Perez
  • Bondo Man : Ken Hata
  • Xacto Bladerunner : Kyoko Dougherty
  • Pub Runner : Andrea Dencker
  • Widget Artist : Mary Sumner
  • The Ancient One : Rick Moncrief
  • - PORTS -
  • * Consoles :
  • Atari Lynx (1991)
  • Sony PlayStation 2 (2005, "Midway Arcade Treasures 3")
  • Microsoft XBOX (2005, "Midway Arcade Treasures 3")
  • Nintendo GameCube (2005, "Midway Arcade Treasures 3")
  • * Computers :
  • Sinclair ZX Spectrum (1990)
  • Commodore C64 (1990)
  • Commodore Amiga (1990)
  • Atari ST (1990)
  • Amstrad CPC (1990)
  • PC [MS-DOS] (1990)
  • PC [MS Windows, CD-ROM] (2006, "Midway Arcade Treasures Deluxe Edition")
  • - SOURCES -
  • Game's rom.
  • Machine's picture.
  • Edit this entry at Arcade-History.com: http://www.arcade-history.com/?n=s.t.u.n.-runner&page=detail&id=2289&o=2
resource links view in MAWS
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view in CAESAR
view high score and replay at MARP
view in Progetto EMMA (Italian)
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view driver bugs at MAME Testers
view in arcade-history.com
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view in Games Database
view in KLOV
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view in The Arcade Flyer Archive
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