Japanese players worked this game out with no ROM access, no source code, and no help from Sega. They did it by breeding thousands of horses and writing the results down. This is their work, recovered from dead fan sites and bulletin boards, translated, and checked line by line against a byte-level decode of the game's own ROM.
日本のプレイヤーが1999年から2001年にかけて解明した知識の保存記録。 原文と英訳を併記し、ROM解析による検証結果を付記しています。
Most of this material lived on Yahoo! GeoCities Japan, which shut down in 2019, and on 2ch (now 5ch). Most of it is dead. What survives, survives in web archives — and archives rot too.
So this is a durable copy. Every source is named, dated and linked back to its original URL and its archive snapshot. The original Japanese is kept alongside the English, never replaced by it, because a translation is an interpretation and the source text is the evidence.
None of the period findings here are ours. They belong to the players and site authors named in the sources table below. Our contribution is narrow: recovery, translation, and saying clearly which claims we have since been able to verify in the ROM — and which turned out to be wrong.
A lot of what these players concluded is right. Some of it is wrong. Some was one person's guess that got quoted onward until it sounded like fact. So every substantive claim carries a status:
| Tag | Meaning |
|---|---|
| Confirmed | We verified it ourselves in the ROM bytes, or in a controlled live test on a cabinet. |
| Community claim | A period Japanese source said it. We have not independently verified it. It may still be true. |
| Disputed | Sources conflict. Both sides are named. Treat as unresolved. |
"Derby Owners Club" is at least four different games. These Japanese sources describe DOC (1999), DOC 2000 and DOC 2000 Ver.2. Much of our ROM work is on World Edition Rev C / Rev D, with DOC '99 comparison. The Japanese "Ver.2" is not the Western "Rev D". Do not merge them.
Eleven principal sources, plus 52 archived 2ch threads (~6.2 MB). Thread IDs are unix timestamps, so the ID is itself the creation date.
| Source | Site | Author | When | What it is good for |
|---|---|---|---|---|
| Y's Lab | horae.dti.ne.jp/~serow/ | 雪之丞 Yukinojō | 2000–01 | The 16-step theory, parent stat tables, training gain per value |
| ばあにん☆ | www5.airnet.ne.jp/baanin/doc/ | ばあにん | Jun 2000 | Training technique, exact gauge gains, failure penalties, the running-style rule |
| 競馬エクウス | interq.or.jp/horse/wim/ | Ryouichi Katayama | 1999–2000 | The food tables (44 entries), training menus, grade thresholds |
| すみだDOC | sumidadoc.hoops.ne.jp/ | anonymous | 2001 | The nine-tier birth-comment ladder, recommended CPU pairings |
| かぐらステーション | town.ruru.ne.jp/kagura/ | many · 20,249 posts | 1999–2001 | The internals argument, special-food unlocks, the race calendar |
| 京都DOC | geocities.co.jp/Playtown-Yoyo/9533/ | yumehanasa | 2001–05 | Per-course riding notes, the Ver.2 nerf, the national cabinet register |
| GUTCHI | だーめーおーやーじくらぶ | GUTCHI | Feb 2000 | The damper's real driver — four months before anyone else |
| 特殊馬愛好会 | homepage1.nifty.com/casey-jr/DOC/ | anonymous | 2000–02 | Special coats, 400+ logged births, the folded paper memo card |
| ポット牧場 | www2.ocn.ne.jp/~elnavi/doc/ | anonymous | 2001 | Broodmare tables, time-release horses |
| TamTam Farm | geocities.co.jp/HeartLand-Namiki/7899/doc/ | Masahide Tamura | 2000–04 | The DOC2 nicks table, version-by-version parent rosters |
| 2ch arcade board | kako.5ch.io/test/read.cgi/arc/ | anonymous | 2000–01 | 52 threads. The inheritance law, the arguments, the card economy |
Raw captures, with source URL, archive snapshot ID and retrieval date, are held in the preservation archive. A summary is not a preservation copy — the originals are kept.
Confirmed Recovered from かぐらステーション (Wayback snapshot 2000-03-04) and since verified against the game itself. The Japanese versions run 19 rounds of 8 races, and every round's 8R is that round's G1. (The Western releases differ: they run to 6R.)
The player card stores G1 wins as a 19-bit field — one bit per round. On 2026-08-14 a horse won the round-15 G1 (マイルCS) on a live cabinet and bit 14 flipped on the card, exactly as the table below predicts. Two more horses' titles decode correctly against the same table. A 26-year-old fan-site page and the ROM agree.
| Rd | G1 | Romaji | Course | Surface | Distance | Card bit |
|---|---|---|---|---|---|---|
| 1 | フェブラリーS | February Stakes | Eastern City | Dirt | 1600m | 0 |
| 2 | 桜花賞 | Ōka Shō | Western Hill | Turf | 1600m | 1 |
| 3 | 皐月賞 | Satsuki Shō | Northern Park | Turf | 2000m | 2 |
| 4 | 天皇賞(春) | Tennō Shō (Spring) | Central City | Turf | 3200m | 3 |
| 5 | NHKマイルC | NHK Mile Cup | Eastern City | Turf | 1600m | 4 |
| 6 | オークス | Oaks | Eastern City | Turf | 2400m | 5 |
| 7 | 日本ダービー | Japanese Derby | Eastern City | Turf | 2400m | 6 |
| 8 | 安田記念 | Yasuda Kinen | Eastern City | Turf | 1600m | 7 |
| 9 | 宝塚記念 | Takarazuka Kinen | Western Hill | Turf | 2200m | 8 |
| 10 | スーパーダートGP | Super Dirt Grand Prix | SEGA | Dirt | 2000m | 9 |
| 11 | 秋華賞 | Shūka Shō | Central City | Turf | 2000m | 10 |
| 12 | 天皇賞(秋) | Tennō Shō (Autumn) | Eastern City | Turf | 2000m | 11 |
| 13 | 菊花賞 | Kikuka Shō | Central City | Turf | 3000m | 12 |
| 14 | エリザベス女王杯 | Queen Elizabeth II Cup | Central City | Turf | 2200m | 13 |
| 15 | マイルCS | Mile Championship | Central City | Turf | 1600m | 14 |
| 16 | ジャパンカップ | Japan Cup | Eastern City | Turf | 2400m | 15 |
| 17 | スプリンターズS | Sprinters Stakes | Northern Park | Turf | 1200m | 16 |
| 18 | 有馬記念 | Arima Kinen | Northern Park | Turf | 2500m | 17 |
| 19 | ダービーオーナーズカップ | Derby Owners Cup | SEGA | Turf | 2400m | 18 |
Venue names are given in their Western forms. In the Japanese originals these are 東京 (Eastern City), 阪神 (Western Hill), 中山 (Northern Park), 京都 (Central City) and セガ (SEGA). Four of the nineteen — 桜花賞, オークス, 秋華賞, エリザベス女王杯 — are fillies' and mares' races, matching real Japanese racing; a colt cannot enter them.
Confirmed Every horse has six externals (表パラ, "front parameters") and three internals (裏パラ, "back parameters").
| Family | Japanese | The stats |
|---|---|---|
| Externals | 表パラ | Start スタート · Corner コーナー · Out-of-box 馬群突破 · Competing 競り合い · Tenacious 粘り強さ · Spurt 瞬発力 |
| Internals | 裏パラ | Speed スピード · Stamina スタミナ · Sharp 切れ味 |
This split was posted to 2ch on 2000-06-22 with all six externals and all three internals named correctly. Our ROM carries the same three internal names in a static string table ("Speed", "Stamina", "Sharp"), and the six externals as a contiguous six-byte block on both the horse record and the card. Six for six and three for three, from two completely independent investigations twenty-five years apart.
A caution: the fourth string in that ROM table is "Friendship". That is the hearts/bond stat, not a fourth internal.
Confirmed The externals are single bytes running 0 to 63, drawn on screen as 16 blocks of 4.
Our decode agrees: the write clamp in the ROM is mov #63,r13 — 63 is the real code cap, and there is no 60-clamp on any stat byte. On the physical card the six externals are stored as value minus one.
The "60" everyone remembers is a practical ceiling, not a code cap: the period build targets all top out at 60 and no one ever explains why.
Community claim The most influential idea in the whole Japanese corpus is the 16-Step Theory (16段階理論), published by Y's Lab and posted independently to 2ch the same month. Behind each on-screen mark sits a hidden value with four levels inside it.
| Mark | Japanese | Hidden value | Points |
|---|---|---|---|
| ◎ | 二重丸 | 13–16 | 3 |
| ○ | 丸 | 9–12 | 2 |
| △ | 三角 | 5–8 | 1 |
| × | バツ | 1–4 | 0 |
So an all-○ horse scores 12 points, and a perfect horse scores 18.
Y's Lab's 1–16 is deliberately off by one. He says so: "strictly they are 0 to 15, but here I write them as 1 to 16 for convenience." Every other site copied his 1–16. Subtract 1 before comparing anything from these sites to a raw byte.
"Points" means two different things. 点数 on the ◎=3/○=2/△=1/×=0 scale maxes at 18. 内部点数 ("internal score") means the sum of the six 1-to-16 values and runs into the low 60s. Period sources use "points" for both — a 2001 card-sale advert offers a horse on its 内部点数 of "61", listing 13, 13, 13, 5, 8, 9.
Where this sits against the ROM. We have not found a separate hidden 4-bit field. What we have is the 0–63 external byte drawn as 16 blocks. The community's "16-step value" is most likely the block count — the byte divided by four. That reading makes their inheritance arithmetic and the ROM's inheritance arithmetic the same operation, which is exactly what we observe. Treat "16 steps" as a good working model of a real thing, not as a separately confirmed field.
The period sites also published exact 1-to-16 values for every breeding parent. When we decoded those same parents byte-exactly from the program ROM, the published marks (◎○△×) proved 98–100% accurate — but the published numbers only 60–72%. The shape of their model was right; the digits drifted as they were copied from site to site. That is this whole archive in miniature.
The game prints a comment when a foal is born, and a different one when a horse retires. They run on separate ladders, and the corpus is careless about which one it means.
Community claim すみだDOC (coment.html, snapshot 2001-04-05) recovered the birth ladder whole: nine tiers, printed at birth, reading the internals.
| Tier | 原文 | English | Band |
|---|---|---|---|
| 1 | 世界に通用する馬 | A horse that can compete with the world | ◎ |
| 2 | 稀にみる大器 | A rarely seen great vessel | ○ |
| 3 | かなりの大器 | A considerable great vessel | ○ |
| 4 | 潜在能力は素晴らしいです | Its latent ability is splendid | ○ |
| 5 | かなりの素質を秘めていそうです | Seems to hide considerable talent | △ |
| 6 | サラブレッドらしい馬体をしています | Has a thoroughbred-like physique | △ |
| 7 | かなり期待できそうです | Can be quite expected of | △ |
| 8 | なかなか期待できそうです | Can be fairly expected of | × |
| 9 | (no comment at all) | the game says nothing | × |
The page's own guidance: tiers 1 to 4 return roughly a 50% record, tiers 5 to 7 will win at best half their races and may not win at all. Tier 1 was believed not to exist in practice, requiring “so much money and luck”. Tier 3 is what people actually aimed for.
Players kept asking why there are strong 大器 and weak 大器. A poster answered it in 2000: the comment measures only the quantity of the internals, never their distribution. Two horses on the same internals total get the same comment even if one is 60/10/10 and the other 27/27/26.
So the birth comment tells you the sum, and nothing else. That is directly testable against a card decoder, and it is genuinely useful advice.
Community claim The retirement ladder is a different animal: seven texts, collected by Y’s Lab and ordered worst to best. He credits win rate for raising the tier, allows that a large number of G1s may do it too, and hedges the whole thing himself: 確実ではありませんが, “it is not certain, but”. Players named the top tier after its opening word, 費美 (“praise”). When a post says a horse 費美で引退した, that is what it means.
Nine tiers at birth, reading the internals total. Seven tiers at retirement, reading (claimed) the win rate. The seven texts themselves are not in our recovered captures, only the count, the ordering principle and the name of the top tier.
This is the single most important thing the Japanese community worked out, and it is the strongest agreement in this archive.
| Derived by | When | The rule |
|---|---|---|
| Japanese players, from observation | June 2000 | child = floor( (sire + dam) / 2 ) per stat, fraction discarded |
| Us, from SH-4 disassembly | 2026 | foal[stat] = (sire[stat] + dam[stat]) >> 1 |
Confirmed These are the same operation. A group of arcade players derived it by breeding horses and writing down results. We derived it from the foal-build routine in the ROM twenty-six years later. Neither knew the other's answer. That is as close to proof as this project gets.
And one poster had the internals right before anyone — かぐらステーション post [1811], poster MA, 21 March 2000:
The 2ch post taught the rule with Sunday Silence, and it is worth reproducing because it is how players actually learned it.
| Start | Corner | Out-of-box | Competing | Tenacious | Spurt | |
|---|---|---|---|---|---|---|
| Sunday Silence (sire) | ○ 10 | ○ 10 | ○ 9 | ○ 9 | ○ 9 | ○ 10 |
| Broodmare Z (dam) | ◎ 16 | ◎ 15 | × 1 | ○ 10 | △ 8 | △ 8 |
| Average | 13.0 | 12.5 | 5.0 | 9.5 | 8.5 | 9.0 |
| Foal (floored) | ◎ 13 | ○ 12 | △ 5 | ○ 9 | △ 8 | ○ 9 |
Read what the poster drew from it, because that is the practical lesson. Start went ○×◎ and came out ◎; Corner went ○×◎ and came out ○ — same marks, different results, because the dam's Start was 16 and her Corner 15. Competing was 9 × 10 and came out 9: the half point is thrown away. もったいない — “what a waste.”
Every pairing that produces a fraction leaks half a point. Breed carelessly and your line decays — stated again a year later: “so long as you breed without paying attention to the horses' parameters, it is only natural that the parameters fall.”
And because a parent's current stats are averaged, not its birth stats Confirmed, racing and training a horse up before you retire it genuinely improves what it passes on. That is the mechanical basis of 代重ね (daigasane, generational stacking) — the strategy the entire Japanese scene was built around.
Community claim and it follows from the arithmetic. The CPU horse スケアクロウ (Scarecrow) is ◎◎××◎◎ — values 13, 13, 1, 1, 13, 13. Breeding to it “again and again never produces a ◎”, because 13 mated to the best available ○ (12) gives floor(25/2) = 12, still ○. A 13-grade parent is a trap: nothing available can improve it.
| Thing | Carries? | Status |
|---|---|---|
| Six externals | Yes — floor average of the parents | Confirmed |
| Three internals | Yes — floor average, then clamped | Confirmed |
| Sex | No. A coin flip | Confirmed |
| Dirt / heavy-going aptitude | Yes, but not by averaging | Disputed in detail |
| Training gains | Only via the parent's stat bytes, which are what get averaged | Confirmed |
| Race record, earnings, G1 titles | No — separate card fields | Confirmed |
| Coat, silks, markings | No — separate card fields | Confirmed |
| “Atari” luck | No, per one theory. Yes, per the other | Disputed |
Disputed Three ways, and this is the messiest area in the whole corpus. Three accounts of what aptitude even is:
| Source | What it claims aptitude is |
|---|---|
| 2ch thread 970689556 (2000-10) | One of the internals. A horse without it is “cut adrift by about 7 lengths” in a dirt G1. Build it by breeding to CPU dirt horses. |
| 2ch thread 980626006 (2001-01) | On the same 16 steps as the externals, add the parents and halve. |
| Our ROM decode | Neither. Aptitude lives in 16-bit bitfields at parent record +0x30 and +0x32, inherited bit by bit with coin flips and gate thresholds, not by averaging. So aptitude can jump, not just blend. |
The 2001 thread makes the sharpest point in the corpus on the subject, and it is the part that has held up:
Community claim The most specific aptitude claim recovered (京都DOC, snapshot 2005-05-10) says the rule branches on whether the parents are yours or the machine’s:
Own-bred × own-bred, and CPU × CPU: take the floor of the average.
Own-bred × CPU: does not average. It adds the CPU
horse’s bonus value to your horse’s aptitude.
If that is right it explains the entire period strategy in one line: own × own regresses to the mean, own × CPU ratchets upward without limit. Which is exactly what the 2000 thread reported as folklore, without knowing why.
The same page tabulates named CPU dirt horses with two separate numbers, an aptitude and a bonus:
| Horse | Aptitude | Bonus | The game’s own comment |
|---|---|---|---|
| アブクマポーロ Abukuma Poro | 78 | 1 | “world-class on dirt” |
| ワカオライデン Wakaoh Raiden | 74 | 2 | “the Sunday Silence of dirt” |
| レモンパーム Lemon Palm | 70 | 2 | “does not mind heavy dirt” |
| コンサートボーイ Concert Boy | 70 | 1 | “a top horse of dirt racing” |
| オリヒメ Orihime | 70 | 1 | “very good on soft dirt too” |
| ダーククリムゾン Dark Crimson | 70 | 1 | “very good on dirt” |
| ロベリア Lobelia | 70 | 1 | “good on both soft going and dirt” |
| ロジータ Rogita | 70 | 1 | “unbeatable in dirt races” |
| エルコンドルパサー El Condor Pasa | 60 | 0 | (no dirt comment) |
The bonus is clearly a separate authored field, not derived from the aptitude. Two horses both at 70 carry bonuses of 1 and 2, and Wakaoh Raiden at 74 has a larger bonus than Abukuma Poro at 78. If the branch rule is real, then Wakaoh Raiden and Lemon Palm are the better breeding partners even though Abukuma Poro has the higher aptitude. Unverified, and worth testing.
Our arcade implementation treats the flat dirt number (card byte 146) as the exact floor average of the parents with no roll, and that model has matched live cabinet foals. The ROM decode says the flat number is not what is inherited. Both cannot be the whole story. Unresolved.
The rate is disputed too: one thread argues inheritance feels like 70 to 80% of the parent rather than half, another reports a dirt line getting weaker across generations.
The one thing everyone agrees on, and the useful part: aptitude is a graded quantity that every horse has, it is heritable, and it decides dirt races.
Community claim The structure is regular and worth memorising: each solo menu raises exactly one external by a lot, and each paired menu raises two, one a lot and one a little.
| Menu | Raises |
|---|---|
| Solo 単走 turf | Start, large |
| Solo dirt | Tenacious, large |
| Solo Wood | Corner, large |
| Solo hill 坂路 | Spurt, large |
| Paired 儩せ turf | Competing large, Start small |
| Paired dirt | Out-of-box large, Tenacious small |
| Paired Wood | Out-of-box large, Corner small |
| Paired hill | Competing large, Spurt small |
| Pool プール | Tenacious medium, Start small, Spurt small |
| Rest 休養 | Corner, Out-of-box, Competing each small Disputed |
Rest is genuinely unsettled, and one author contradicts himself on it. One site says rest raises three stats a little. ばあにん☆ says ゲージの上昇はほとんどありません, almost no gauge increase, and that rest is for fatigue recovery. Then on another page the same author warns that when levelling a horse for Almighty you must take Corner to the very limit first, “because if you do not raise it to the limit, rest will push the parameter up”. We have not checked it.
Community claim What counts as which grade:
| Grade | Solo condition | Paired condition |
|---|---|---|
| 完璧 Perfect | Exactly on the target time | A dead heat |
| 大成功 Great Success | Within ±0.20 s | Within a head |
| 成功 Success | Within 0.8 s | Within 1 length |
| 失敗 Failure | Missed by 0.8 s or more | Beaten by more than a length |
| 成功??? “Success???” | Whip overuse, in either mode | |
And what each grade pays, in gauge points, for a horse at the start of its career:
| Grade | Solo | Paired (large + small) | Pool (Start + Ten. + Spurt) |
|---|---|---|---|
| Perfect | 11 | 9 + 2 or 3 | 1 + 3 + 3 |
| Great Success | 9 | 7 + 2 | slightly less |
| Success | 6 | 4 + 1 | slightly less |
| “Success???” | 1 | 3 + 1 | none |
| Failure or worse | 1, and other stats drop | 3 + 1, and other stats drop | none |
Aptitude changes the payout, and the two best sites agree on it independently. Y’s Lab tabulates gain against the hidden 16-step value: a solo Perfect runs 8 gauge at value 1 up to 14 gauge at value 16, monotonically. ばあにん☆ says the same thing from the other end: 素質により±3ゲージの増減があります, aptitude gives ±3 gauge of variation.
Read Y’s table at value 9 to 11 and you get solo 11 / 9 / 6 and paired 8 to 9 (3) / 7 (2) / 4 (1). Against ばあにん☆’s 11 / 9 / 6 and 9+2or3 / 7+2 / 4+1. Two sites, independent measurement, agreeing to within one point.
So a better-bred horse trains faster as well as starting higher. The scheduling advice that falls out of it is sound: train the stats your horse is good at, and use food for the ones it is not.
Every period source noticed this and none could measure it.
A 2ch thread put it in numbers in 2000: “with nothing but Perfects it stops growing from race 10 to 12, whereas at a moderate pace it grows to race 14 to 15.”
Confirmed The gain coefficient falls from 1.0 to 0.10 as the sum of the six externals goes from 220 to 300.
The community's “budget” intuition was right in effect and wrong in cause. It is not a budget you spend — it is a tax on how strong you already are. A horse totalling 300 gets a tenth of the gain of one at 220. Perfects early get you to a high total early, which is exactly why growth appears to stop.
One player called the cause correctly in February 2000. GUTCHI, writing on だーめーおーやーじくらぶ, warned that a high Out-of-box is 不利 — a disadvantage — “because when the Out-of-box parameter is high, the speed of parameter gain dulls sooner.” Four months before anyone else.
Community claim Failing costs a flat amount, and the stats that drop are deliberately not the ones that menu normally raises.
| Menu | Failure | Great Failure | “Great Failure???” |
|---|---|---|---|
| Solo | −1 | −2 to −3 | −4 |
| Paired | −2 | −3 to −4 | −6 |
| Pool | −1 / −2 / −2 | −2 / −4 / −4 | not given |
Paired penalties are exactly double solo penalties at every grade, mirroring paired training’s larger gains. Which stats drop:
| Menu | Solo drops | Paired drops |
|---|---|---|
| Turf | Out-of-box, Competing | Out-of-box, Spurt |
| Dirt | Start, Competing | Corner, Spurt |
| Wood | Start, Spurt | Start, Competing |
| Hill | Out-of-box, Tenacious | Start, Tenacious |
| Pool | Corner, Out-of-box, Competing | (same) |
Failure is a tool. Because running style is re-derived from current stats before every race, and because a failed session drops known stats by a known amount, you can deliberately fail a chosen menu to bring one stat back down and put a horse back to the style you wanted. Period players used exactly this.
There is a sting in it, though, and they never found it: Confirmed negative deltas bypass the damper entirely and are amplified ×2 or ×3. Late in a career one bad training can cost several sessions of gain.
The community treated hearts as a bond meter and a whip-response modifier. One poster noticed that “on a horse two or three races from debut the whip bites poorly because it has no hearts.” That is as far as it went. There are no numeric heart thresholds anywhere in the 2000-era sources.
Confirmed Hearts are not cosmetic. They gate internal-stat growth in the once-per-race settlement. The scale is 0–63 and the thresholds are 24, 36 and 42 — roughly 6, 9 and 11 displayed hearts.
| Career races | Hearts | Effect on one random internal |
|---|---|---|
| under 15 | not consulted | +2 if internals total under 130, else +1 |
| 15–19 | above 24 | +1 |
| 15–19 | 24 or below, total over 165 | −1 |
| 20–29 | above 36 / at or below | +1 / −1 |
| 30+ | above 42 / at or below | −1 / −3 |
Low hearts quietly rot a horse. Crossing a threshold flips +1 into −1, or −1 into −3. Recovery is easy and none of it is race-gated: feeding a favourite pays +4/+3/+2, a hated food costs −2/−4/−8, a care action is +4, and finishing at or above expectation is +8.
From race 20 on, the stat selector is left unmasked in the code, so only about 6.25% of races move anything at all. This looks like a Sega bug. It heavily damps the practical impact of the whole ladder, and it should be stated whenever the ladder is quoted.
Confirmed Food moves the externals. It does not touch Speed, Stamina or Sharp. We proved it live on a cabinet: a SUPER HERBAL DUMPLING with payload 01 05 01 01 01 03 moved four externals and left all three internals untouched.
That matches the shape of the Japanese food tables, which have no internals column at all, and it matches the 2ch consensus by 2001: “the displayed meters do rise, but no 裏パラ are added”. It contradicts a June 2000 post crediting Big Korean Ginseng and the Mamushi Dangos with raising breeding ability. The June 2000 claim is wrong.
Community claim From the 44-entry DOC 2000 table (競馬エクウス, page dated 2000-06-28), the strongest single feeds and how to unlock them:
| Food | Effect | How to get it |
|---|---|---|
| ビッグ朝鮮ニンジン Big Korean Ginseng | All six, extra-large | Win 3+ G1s of different kinds, then a Great Success in training, run back-to-back |
| スーパーまむし団子 Super Mamushi Dango | Out-of-box and Tenacious XL, other four large | Win 2 G1s of different kinds, then a Great Success back-to-back |
| 角砂糖 Sugar Cube | Out-of-box XL, Competing XL, Spurt large | A Perfect in any solo training |
| 野菜サラダ Vegetable Salad | Spurt XL, Tenacious medium, Start small | A Perfect in any paired training |
| ビッグなプリン Big Pudding | Corner XL, Start large, Competing large | Run a G1, go back-to-back into race 1, and the horse boycotts training |
| 杜仲茶入り飼い葉 Tochu-Tea Fodder | Corner extra-large | Win, then run back-to-back without removing the card |
| ビッグ青リンゴ Big Green Apple | Corner XL, Tenacious large | Great Success in a certain menu. Beats Garlic Fodder on Corner |
| 朝鮮ニンジン Korean Ginseng | All six, small | Place top 3 in a G1, then run back-to-back |
| ビッグバナナ Big Banana | All six, small | Sit a G1 out, predict it, and be right |
Note the design: the best food is gated behind a campaign, not a single result. Several G1s of different kinds, then a back-to-back Great Success.
The 1999 table is the only source giving integers rather than small/medium/large/extra-large: Korean Ginseng “all parameters +1”, large “+2”, Sugar Cube “4 each” on three stats. Units are unstated. That table describes the 1999 game, not DOC 2000.
Several foods move exactly one external: carrot moves Start only, fodder (飼い葉) moves Corner only, cabbage moves Tenacious only, and mandarin moves Corner and Competing. Those are precision instruments.
Which makes a horse’s food dislikes a control mechanism rather than a drawback. You cannot decline to feed a horse that eats everything, so you cannot stop it drifting off level. This is the hinge the whole precision Almighty build turns on.
Confirmed and it is a lovely piece of trivia. 生中 (nama-chū, a medium draught beer) is a real, feedable food in the ROM at ID 43, with 黒生中 (dark draught) at 44. Both records are fully populated and structurally identical to every other food. Their stat payload is all zeros, and they are the only foods in the game with an all-zero payload.
Beer is special-cased at three separate code sites, writes its own reaction-state byte, and has its own dedicated animation pointer arrays. Sega built a beer that does nothing at all except play a reaction.
Disputed The Japanese sources credited it with Out-of-box and Tenacious large, with raising the internals, and with raising dirt and heavy-going aptitude by +1 (or +2 for the dark). All of that was disputed at source: two days after the aptitude claim, another poster on the same board replied that if beer raised dirt aptitude his own Seiun would have maxed long ago. Eight years later a DOC 2008 thread template still marked the beers’ effect with a question mark.
黒生中, the dark draught, appears in no recovered food table and in one 2ch post. And it is in the ROM. The recovered unlock condition: run a G1 as your 15th race, not back-to-back, and get a Perfect in that race’s training.
Confirmed This is the flagship agreement of the whole project. Running style is not a stored property. It is re-derived from the stats before every race, from a single comparison:
Among the five externals excluding Corner, where does Start rank?
| Start's rank among the 5 non-Corner externals | Japanese | Running style |
|---|---|---|
| 1st highest | 逃げ | Front-runner |
| 2nd highest | 先行 | Stalker |
| 3rd highest | 差し | Closer |
| 4th or 5th highest | 追い込み | Deep closer |
| All six equal — Corner included | 自在 | Almighty |
Note the asymmetry: Corner is excluded from the ranking but included in the all-equal test. That is an odd rule. Nobody would invent it twice by accident. ばあにん☆ published exactly this in June 2000; we derived the same rule from the ROM twenty-six years later, without knowing his page existed.
Two details his page carries that our decode also has: Start wins ties, and a horse whose Start is at MAX is always a front-runner unless it is Almighty — a corollary, not a separate rule, since at MAX nothing can outrank Start. His advice follows:
Community claim These are the six-stat targets the Japanese scene actually played to, on the 0 to 64 scale. Note that every one of them tops out at 60, never 64, and the author never says why.
| Style | Start | Corner | Out-of-box | Competing | Tenacious | Spurt |
|---|---|---|---|---|---|---|
| 逃げ front-runner | 60 | 60 | 8 | 16 | 60 | 60 |
| 先行 stalker | 52 | 60 | 32 | 16 | 44 | 60 |
| 差し closer | 44 | 60 | 32 | 60 | 32 | 60 |
| 追い込み deep closer | 32 | 60 | 40 | 60 | 36 | 60 |
| 自在 Almighty | 48 | 48 | 48 | 48 | 48 | 48 |
His notes are worth having. For the front-runner: do not rush Start to MAX, weight Corner over Start because Corner matters more as G1 distances lengthen. For the stalker: few people use it, but it is strong at middle distances and “invincible in the Arima Kinen” with an uncontested lead. For the closer: strongest under any conditions and therefore the most popular, so Competing matters, because the mid-race scramble and the slugging match at the post are unavoidable.
And one piece of advice from 2ch that only makes sense given the rank rule: stop about 3 dots short of your target, so that one carrot can still flip the leg type when you need it to.
Community claim Target: 48 in all six. This is the most sophisticated piece of play in the archive, and it is built entirely on food dislikes and deliberate failure.
| Step | What to do |
|---|---|
| 1 | Pick the right horse first. Best is one that likes carrot, fodder and cabbage and dislikes mandarin. Second best prefers mandarin, or also dislikes cabbage. “A horse that eats everything makes Almighty hard to maintain. Avoid any other horse.” |
| 2 | Raise Out-of-box, Competing and Spurt to 48 and line them up by eye. |
| 3 | Raise Start, stopping just short of level. Raise Corner or Tenacious, then fine-tune with carrot. |
| 4 | Use the style display as your instrument. As Start climbs past the others the displayed style flips 追い込み to 逃げ. That flip is the tell that the set is level. |
| 5 | Tenacious next. If the horse eats cabbage, fine-tune with cabbage; if not, use deliberate partial failures. |
| 6 | Corner last: raise it to the very limit, then finish with rest then fodder. If you stop short, rest pushes it over. |
| 7 | To maintain: rest then food gives a reliable 1-dot adjustment. Keep the rest of the training to plain “Success” so nothing jumps. |
| 8 | To repair: food drags Out-of-box, Competing and Spurt down over time, so recover by deliberately failing hill paired training, which drops Start and Tenacious. |
Step 4 is the remarkable one. He is using the style readout as a comparator on six numbers he cannot see, and he says so explicitly. That is a practical confirmation of the rank rule, arrived at by a player with no access to anything but the screen.
This is the technique the 2ch board settled on, and it is much simpler. Big Banana raises all six externals by a small amount at once, and a poster reporting the actual effect wrote 全部1ずつ上がったのでラッキー~♪, “all six went up by 1, lucky!”
A uniform +1 does not by itself level a set. What makes it work is the ceiling. Every external is clamped, so once a stat reaches the cap further feeding does nothing to it while the lagging stats keep climbing. Feed Big Banana enough times and the whole set converges on the ceiling together, and equal-at-the-ceiling is the Almighty condition.
Period name for the technique: バナナ漆け, “banana-pickling”.
How long it takes, per the board: “just keep feeding Big Banana, 20 or more times might do it” (October 2000), and “banana-pickling will take 25 to 26 races” (May 2001). The same 2001 post gives the fast alternative schedule: races 1 to 2 earn over ¥100 million, race 3 take one G1 crown (ideally with Vegetable Salad), race 4 a second, race 5 a third, race 6 Big Korean Ginseng for 4 dots.
The board found the Almighty condition empirically and used Big Banana as the instrument to flatten the six externals into it, without ever knowing the rule. One poster came close to saying so out loud in November 2000: ビックバナナは裏パラではないです。ただ自在を作りやすくするためのものでは?, “Big Banana isn’t a back-parameter thing. Isn’t it just for making Almighty easier?”
Community claim A MAX Almighty fed on Super Mamushi Dango and Big Korean Ginseng draws shorter odds than one built on Big Banana alone. If both horses are maxed on all six externals, the betting market is reading something the gauges do not show. Compare the separate observation that a well-fancied horse with poor visible parameters is a good sign of an atari: the odds leak the hidden state. Worth testing against our own race-entry code.
Community claim and it works because of the rank rule. Style is re-derived every race from current stats, and a failed training drops specific stats by a known amount. So you can put a horse back to the style you wanted. Raised Start too far and turned your closer into a front-runner? Fail a menu that drops Start. Food does the same job in one-point increments, which is why the whole precision maintenance routine is built on rest then food.
All Community claim unless marked. This is the section that justifies the whole archive: none of it is recoverable from the ROM, because it is about how the game was played.
Handed out at the Shibuya location tests and deliberately stronger than normal horses. They sat outside the normal breeding pool, which is why the community treated them as an unfair advantage.
| Pts | Horse | Marks | 16-step values | Type |
|---|---|---|---|---|
| 14 | ナリタブライアン Narita Brian | ◎○△◎○◎ | 13, 9, 5, 13, 9, 13 | speed |
| 13 | サイレンススズカ Silence Suzuka | ◎○×○◎◎ | 13, 9, 1, 9, 13, 13 | speed |
| 13 | セイウンスカイ Seiun Sky | ◎○×○◎◎ | 15, 9, 1, 9, 13, 13 | speed |
| 13 | エルコンドルパサー El Condor Pasa | △○◎○○◎ | 5, 9, 13, 9, 9, 13 | speed |
| 13 | スペシャルウィーク Special Week | △○◎○○◎ | 5, 9, 13, 9, 9, 13 | speed |
| 13 | アブクマポーロ Abukuma Poro | △○◎○○◎ | 5, 9, 13, 9, 9, 13 | stamina |
| 13 | グラスワンダー Grass Wonder | ○○○○○◎ | 9, 9, 9, 9, 9, 13 | speed |
| 13 | トウカイテイオー Tokai Teio | ○○○○○◎ | 9, 9, 9, 9, 9, 13 | sharp |
| 13 | エアグルーヴ Air Groove | △○◎◎△◎ | 5, 9, 13, 13, 5, 13 | speed |
| 12 | タイキシャトル Taiki Shuttle | ◎△△○○◎ | 13, 5, 5, 9, 9, 13 | speed |
Disputed on one cell, and it is a good illustration of why the marks hide things. 京都DOC gives Seiun Sky 15 in Start where Y's Lab gives 13. Both list Silence Suzuka at 13. If 京都DOC is right, then two of these cards display identically on screen — six marks the same — and are not the same horse. The display literally cannot show you the difference.
Under DOC 2000 Ver.2, a horse whose marks sum to 14 points or more is knocked down a whole mark band across all six externals at retirement:
| Points | Before | After |
|---|---|---|
| 18 | ◎◎◎◎◎◎ | ○○○○○○ |
| 15 | ◎◎◎○○○ | ○○○△△△ |
| 14 | ◎◎○○○○ | ○○△△△△ |
| 13 and below | unaffected | |
Narita Brian is the only 14-point card in existence.
A Narita Brian that has never been raced on Ver.2 still breeds at full strength. Race it once and it is permanently a 9-point horse. A card whose entire value depended on never being used.
And the drop is a filter in the new ROM, not a change written to the card: take a parameter-dropped horse back to a Ver.1 cabinet and it breeds at full strength again. Players were running two incompatible rule sets off one physical card, and choosing which cabinet to insert it into.
This is a Japanese Ver.1 → Ver.2 event, not the Western Rev C → Rev D event. What it legitimately establishes is narrower and more useful: Sega demonstrably did ship band-shifting nerfs mid-life, implemented as a transform at retirement plus a filter on import, rather than as a change to the live cap.
Community claim Y's Lab's 総合54理論 (“Total-54 theory”) held that every stallion and broodmare inside the cabinet has its six values summing to 54 — revised to 56 after Ver.2, with 54 as a guaranteed floor.
Across 283 usable rows: 54 and 56 really are the two most common totals, by a clear margin, and they are exactly the two figures he named. But the distribution runs from 42 to 59 — a spread of 17, not a constant.
And his revision is visible in his own data: of the rows summing to 54, 31 come from the DOC99/DOC 2000 file and only 9 from Ver.2; of those summing to 56, 35 are Ver.2 and only 2 are older. An independent broodmare table gives a mean of 52.8 across 88 mares.
Verdict: a real central tendency with several tiers of slack, presented as a constant. Treat 54 and 56 as modes, not as a rule.
Repeated floor-averaging toward a fixed strong parent converges. The community lived it, and said so in March 2001:
He reports six of eight horses at one tournament were the same Seiun Sky stat spread. That is precisely what repeated floor-averaging toward a fixed parent predicts. It is field evidence for the arithmetic — and it is why the scene developed a monoculture.
当たり馬 (atari — a hit, as in a winning lottery ticket) was the period name for a foal that came out stronger than its inheritance implied. There were two explanations, and they cannot both be true.
| Theory | Claim | Problem |
|---|---|---|
| A — the stability band | Internals are rolled inside a per-bloodline variance range (安定値). A high roll is an atari. “This is why there are bloodlines from which atari horses emerge easily.” | No mechanism given |
| B — the multiplier | A hidden 掛け率 scaling racing strength: normally 1.00–1.25, atari horses 1.50–1.75, ceiling 2.55. Not inherited. | Three removes from any measurement: “from what I've heard”, quoting an unattributed post, citing “a Sega insider (a friend)” |
That 2.55 is suspicious in an interesting way: it is exactly 255/100 — the ceiling of an unsigned byte read as hundredths. Either the informant had really seen the field, or it is a plausible-sounding invention.
Confirmed The foal build rolls a random byte after the averaging and hits two narrow windows:
| Roll (0–255) | Chance | Effect |
|---|---|---|
| 92 ≤ r < 100 | ~3.1% | the DOWN band — one internal −12, or all three −5 |
| 180 ≤ r < 188 | ~3.1% | the UP band — one internal +12, or all three +5 |
| otherwise | ~94% | the clean floor average stands |
So roughly 3% of foals are jackpots and 3% are duds, and the rest is pure arithmetic. There is no per-bloodline band and no persistent multiplier. Your “ruined” foal was usually this, not your pairing. Re-breed.
Confirmed The game counts, across the six externals, how consistent the parent and second-line rows are — scoring a point where a row is strong and a point where it is weak.
| Consistency count | Foal bonus |
|---|---|
| 4 or 5 | +1 stamina, +2 speed, +2 sharp |
| 6 | +3 stamina, +2 speed, +3 sharp |
Then the internals are hard-capped at 45.
Breed like to like. Two parents strong in the same externals are rewarded; a mismatched pair earns nothing. The community sensed a “favourable pairing” effect. It is real — and it is specifically about matching external profiles.
The period sites all taught the inheritance law by worked example. This is that arithmetic, made usable — running the rule we and they independently derived. Enter both parents on the community's 1–16 scale and it shows the foal, the marks, and where the half-points leak away.
It applies the confirmed part: the per-stat floor average. It does not roll the ~3% jackpot/dud bands or the bloodline bonus, because those move internals, not the six externals shown here. Treat the output as the arithmetic floor your pairing guarantees.
| Start | Corner | Out-of-box | Competing | Tenacious | Spurt | Total | |
|---|---|---|---|---|---|---|---|
| Sire | — | ||||||
| Dam | — | ||||||
| Foal | — | — | — | — | — | — | — |
Confirmed When Sega took the game West as World Edition, it could not license the real racehorse names, so the roster was renamed. Matching the decoded DOC 2000 (Japanese) and World Edition rosters on their exact stats reveals the map: 144 horses line up one to one, and the plain English names are famous Japanese champions in disguise. A few:
| DOC 2000 (Japan) | World Edition alias |
|---|---|
| Oguri Cap (オグリキャップ) | Wild Jaguar |
| Mejiro McQueen (メジロマックイーン) | White Snake |
| Tokai Teio (トウカイテイオー) | Helissio |
| Symboli Rudolf (シンボリルドルフ) | Allez Milord |
| Special Week (スペシャルウィーク) | Special Holiday |
| Air Groove (エアグルーヴ) | Hollywood Hills |
Only nine horses stayed Japan-only and nine were new to the West; fifteen kept their romanized name. The full 144-horse map is decoded from the rosters.
The synthesis is now transcribed in full: the stat model and both comment ladders, the inheritance law, dirt and heavy-going aptitude, the training menus, grades, damper and failure tables, the food tables, running style and both Almighty build routes.
What remains is not transcription but testing. The open questions worth the most are the ones where the community contradicts itself or contradicts the ROM: whether the dirt aptitude branch rule is real (and so whether Wakaoh Raiden really beats Abukuma Poro as a breeding partner), whether rest raises stats at all, and why a Big-Banana Almighty draws longer odds than a Ginseng one with identical gauges. Each of those is answerable on a cabinet.
An English-language wing is planned, recovering the Western DOC community's own lost sites from the Wayback Machine. The method here is meant to carry over unchanged: name every source, keep the original text beside the reading of it, and mark plainly which claims survive contact with the ROM. Preservation flows both ways.