Turbo (arcade) 1981
First sprite scaling game, first-third person 3D racing, first third-person racing to feature multiple landscapes (cities, countrysides, seasides, bridges, and
tunnels), first racing to feature different times of day and different weather conditions (clear weather and snow)
Arcade system: Sega VCO Object
Magazine review - Videogaming Illustrated (1982)
1) Creator Hanawa stated that despite its historical significance as a precedent-setting racing video game, he considers the process of creating it to have been his worst development experience at Sega. Development of Turbo required such a difficult and protracted schedule of coding and debugging that he was hospitalized for a month following its completion due to stress, exhaustion and a spontaneously collapsed lung.
2) Official Instructions (printed on bezel) :
- Blue lamp indicator signals game start.
- To win EXTENDED PLAY, pass 30 cars before timer counts down to "0".
4) Sprite scaling allowed for characters, items, or other sprites to smoothly grow or shrink on the fly, allowing the development of three-dimensional games using sprites. Sprite-scaling was an early form of 3D texture-mapping.
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