Turbo
|
Name:
|
Turbo |
|
| Company: |
Coleco |
|
Model #:
|
2455 |
|
Programmers:
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Michael Green (Lead Programmer), Anthony
Henderson (Graphics/Sound), & Gary Littleton
(Programmer) |
| Year: |
1983 |
|
Released?
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No
|
|
Notes:
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A prototype was
shown at the 1983 CES show |
Based on the 1981 Sega Coin-Op of the same name, Turbo is
one of those prototypes that everyone was sure existed
somewhere, but never seemed to turn up. Not only had Turbo
been demoed at the 1983 CES show, but Atari also had added it to
their list of upcoming releases after buying the rights to the
Coleco library in the late 80's. After several rumored
sightings and one very elaborate April Fools day prank, it
seemed doubtful that Turbo would ever turbo up. Thankfully
all this changed when former Atari 2600 programmer Anthony
Henderson happened to stumble across his long lost copy of Turbo
while searching his attic.

Although Turbo shares many things in common with other well
known racing games such as Pole Position, Turbo was actually one
of the first games of its kind. Turbo was well known
at the time of its release for having large, brightly colored,
and detailed graphics along with amazing sound effects.
Turbo went on to be one of Sega's best selling arcade
games and was produced in both a regular stand up and a special
cockpit model. The object of the game is simple,
pass as many cars as possible in the given time limit. If
the player managed to pass at least 30 cars before the timer ran
out then the time was extended, otherwise it was game over.
Of course it wouldn't be a game without obstacles to get in
your way, in Turbo these obstacles include other cars, water
puddles, and even ambulances!

The first thing you’ll notice is that Turbo is one of the
few 2600 games to include a proper title screen. Upon
power up, the player is treated to a amazing looking starter
light that moves from red to green. Once the light turns
green, the game begins. Like the arcade game, there are
various screens (stages) that the player must travel through.
According to the programmer each stage represented part of
a day, with a full day taking 8 screen. This means that
the game would start at sunrise, and 4 screens later it would be
sunset with another sunrise 4 screens after that.
Unfortunately not all the screens were completed so they
appear to be a little out of order.
Stage 1: City at Sunrise
Although it may not look like it due to the 2600’s
graphical limitations, this is the city stage from the arcade
game. Whereas the arcade game was able to display large
buildings on each side of the screen to give the player the
illusion of driving through a big city, the 2600 version has
little blue buildings that move on the sides of the screen now
and then. Although some of the graphical magic from the
arcade version is lost here, the programmers managed to
implement one of the best looking sunrises ever seen on the
2600, even rivaling the famous Activision sunrise.

Stage 2: Curve with Mountains at Daytime
This stage is a little tougher than the first since the
cars come from around a curve and are a little harder to
see. Unlike the first stage, this stage is missing the
moving objects on the side of the screen (more about this later)
which combined with the lack of moving road edges takes away all
sense of speed. It is believed that this screen was a
replacement for the stage from the arcade game that featured a
curve with water on one side of the screen and a wall on the
other. This was something that the 2600 obviously couldn’t
do.

Stage 3: Tunnel #1
This is one of the more interesting stages in the game,
as it has the player driving through a darkened
tunnel. Most of this screen is black (which suits
the 2600’s graphic capabilities just fine), with the occasional
pillar of light on the side of the screen to give the player
some sense of movement. This particular stage doesn't show
up as much as the others, probably because there weren't many
variations the programmer could do with the graphics since it
had a solid black background.

Stage 4: Curve with City at Sunset
This stage is very similar to the second
stage, but features a city in the background instead of
hills. If you think of the game course as going in a big
circle, this stage would represent the player driving back
towards the city. As with the second stage, there are no
moving objects on the side of the screen taking away the players
sense of movement.

Stage 5: City at Daytime (with lamp posts)
This stage is similar to the first stage, except that it
takes place in the daytime and features moving lamp posts on the
sides of the screen rather than buildings. On a side note,
the black buildings in background city are modeled after Penzoil
Place, an office building in downtown Houston.

Stage 6: Curve with City at Sunrise
This stage is a lot like stage four, but the colors are
different (sunrise vs. sunset).

Stage 7: City at Daytime (with trees)
This stage is almost identical to stage five, but
features trees instead of lamp posts.

Stage 8: Curve with Mountains at Sunset
Once again, this stage is very similar to stage two, but
features a nice sunset.

Stage 9: Snowy Mountains at Daytime
Ahh, a new background! Well sorta, this is really
the city stage again but with mountains in the background and
snow. Although the ground looks snowy, it in no way
affects the controls of the car.

Stage 10: Curve with Mountains at Daytime
This stage is the same as stage 2. It is believed
in the final release that this stage would have different
obstacles on the sides of the roads than stage 2 such as lamp
posts instead of trees.

Stage 11: Tunnel #2
This is the same as stage 3. There's only so much
you can do with a tunnel...

Stage 12: Curve with City at Sunrise
This stage is exactly the same as stage six.

Stage 13: City at Sunset (with lamp posts)
Similar to stage one, but this time there are lamp posts
instead of buildings and the colors are different.

Stage 14: Curve with Mountains at
Sunset
This stage is the same as stage eight.

Stage 15: Mountains at Sunset
This stage is similar to stage 9, but features a nice
sunset instead of snow. There are also lamp posts on the
sides of the road instead of trees.

Stage 16: Curve with City at Daytime
This is the final stage of the game before it repeats
back to stage one. Due to a glitch in the game, the player
can see this stage by simply pressing the reset button while on
any curve stage.

Although playable, Turbo remains incomplete. The
main gameplay elements are all there, but many of the graphical
extras have yet to be implemented. This includes the
movement of the edges of the road that give the game a sense of
movement. According the programmer, Coleco originally
wanted the game to use paddle controllers in order to better
simulate a steering wheel. However reading the input from
paddle controllers takes up considerably more clock cycles than
reading regular joysticks, and there was not enough time to
animate the road edges. After pleading with Coleco, they
were allowed switch the game from using paddles to joysticks,
which freed up enough time to insert the road edge movement but
the game was cancelled before it was actually implemented.

Other missing features include the ambulance, water
puddles, and the enemy car AI (although implemented in the
current prototype, it was never tweaked and finalized).
The game difficulty also needed to be tweaked a little as
dodging oncoming cars in this version is more a matter of luck
than skill. According to the programmer there was actually
one more revision of the game completed before the project was
cancelled that included moving trees on the sides of the road on
the curve stages. It is unknown what happened to that
particular prototype.

As this is an incomplete prototype, there are a few bugs
and glitches present in the game. The biggest and
strangest of these allows the player to change the background on
certain stages. If the player presses the reset button on
any of the curve stages, the current background will be replaced
with a cityscape at daytime (stage 16's background). It is
unknown why this happens, but it may be a glitch in the
bankswitching upon reset (curve stages are stored in one bank
while straight stages are stored in the other). Another
odd glitch involves the acceleration sound becoming very high
pitched (sounding as if your engine is about to blow) if the
player is at full acceleration when switching screens.
Thankfully the sound goes back to normal shortly
afterwards and does not hurt the gameplay in any way.
There are numerous bugs involving the enemy car AI
including having your car destroyed multiple times in a row
because it was continually hit from behind. Another item
of note is that the Cars Passed counter only goes up to 41, even
though the player can continue to pass cars. This is a bug
as it was supposed to go up to 99.

So why didn’t Turbo get released? Ironically it was
because of a car accident. Lead programmer Michael Green
was hit by a drunk driver while riding his bike and was
seriously injured. Since he couldn’t work on the game
while recovering in the hospital, the deadline came and went
without the game being finished. As it turns out the game
was already behind schedule due to the time spent by the
programmers switching the control scheme from paddles to
joysticks. By the time things got rolling again, the game
market had started to collapse and the Coleco declined to
release the game.

Interestingly, many years later Atari bought up the
entire Coleco 2600 library of games including Turbo. While
Atari only ended up re-releasing a handful of Coleco titles
(Donkey Kong, Donkey Kong Jr., Venture, and Mouse Trap), Turbo
was put on the master part list. It is unknown if Atari
was considering finishing up Turbo, or if they simply added it
to the list before knowing that it wasn't a finished game.
| Version |
Cart Text |
Description |
| ?/??/83 |
Turbo Coleco |
Approx. 70% Complete |
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to 2600 Software
|