![THE MAKING OF TURBO THE TORTOISE](https://cdn.magzter.com/1493278609/1686130488/articles/eAE7DZl_P1686293848118/THE-MAKING-OF-TURBO-THE-TORTOISE.jpg)
Turbo was a different breed of tortoise. You'd catch him speeding across a series of platforms and bouncing on the heads of enemies one minute, then avoiding spikes, discovering hidden rooms and collecting an abundance of fruit the next. Not bad for a reptile with a reputation for living life in the slow lane and such platforming fun ensured that, when HiTec released Turbo The Tortoise in 1992, the game sped to gamers' hearts.
Turbo ticked familiar boxes. Cute character: check; get from A to B: check; difficult boss: check. But it did it so very well, producing a game inspired by console titles that, from time to time, had neat ideas, such as being able to zoom around on a jetpack, create ad-hoc platforms by chucking rocks or accessing hidden rooms.
“The initial concept and idea for Turbo The Tortoise was mine,” says Dennis Mulliner, the game’s designer who had previously worked on a handful of games including a Rambo spoof called Butch – Hard Guy in 1987 with programmer Dave Thompson. “I was working in computer retail which is where I met Dave Thompson who worked for R&S Distribution selling games to stores. We became great friends and started to design and write computer games together for the Spectrum.”
While Dennis continued to work in retail, Dave went on to develop Daley Thompson’s Olympic Challenge for Ocean Software and he worked for Hi-Tec Software, which built a reputation for creating budget games based on cartoon franchises by Hanna-Barbera and Looney Tunes. By 1992, he’d decided to go into business himself with a new development company, Visual Impact.
この記事は Retro Gamer の Issue 247 版に掲載されています。
7 日間の Magzter GOLD 無料トライアルを開始して、何千もの厳選されたプレミアム ストーリー、8,500 以上の雑誌や新聞にアクセスしてください。
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この記事は Retro Gamer の Issue 247 版に掲載されています。
7 日間の Magzter GOLD 無料トライアルを開始して、何千もの厳選されたプレミアム ストーリー、8,500 以上の雑誌や新聞にアクセスしてください。
すでに購読者です? サインイン
![PLAYING CO-OP](https://reseuro.magzter.com/100x125/articles/15254/1693524/_s2NRoWLK1715262118255/PLAYING-COOP.jpg)
PLAYING CO-OP
This month's collector isn't going it alone
![The 400 Mini](https://reseuro.magzter.com/100x125/articles/15254/1693524/_9hAC_dOa1715261879092/THE-400-MINI.jpg)
The 400 Mini
MORE FUN, LESS HASSLE?
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THE MAKING OF BURNOUT 3 TAKEDOWN™
THIS IS THE REMARKABLE STORY OF HOW CRITERION'S DISASTROUS DEAL WITH EA TO REMAKE A CLASSIC SKATEBOARDING GAME SOMEHOW LED TO THE BRITISH STUDIO CREATING ONE OF THE BEST RACERS OF ALL TIME
![PSP Go](https://reseuro.magzter.com/100x125/articles/15254/1693524/hS9D80SkS1715260787748/PSP-GO.jpg)
PSP Go
While Sony was no stranger to tinkering with its hardware, the PSP got a lot of attention over the years – the PSP Go was the fourth major iteration of the hardware, and the most radical redesign.
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THE IMPACT OF 3rd STRIKE STREET FIGHTEr III
THEY SAY THIRD TIME'S A CHARM, ALTHOUGH STREET FIGHTER III DIDN'T IGNITE FIGHTING GAMES IN THE SAME WAY AS ITS PREDECESSOR UNTIL 3RD STRIKE. MEMBERS OF THE FIGHTING GAME COMMUNITY TELL US HOW THIS COMEBACK CEMENTED ITS PLACE IN THE HISTORY OF 2D FIGHTERS
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ARCADE WRATH OF THE MUTANTS
A NEW TURTLES BEAT-'EM-UP IS FINALLY HEADING HOME AFTER YEARS OF DELIGHTING ARCADE-GOERS WE TALK TO EUGENE JARVIS AND MARC-ANDRÉ JUTRAS TO LEARN HOW THIS THROWBACK BRAWLER CAME TO BE, AND HOW IT'S BEEN EXPANDED FOR CONSOLES
![THE MAKING OF STAR TREK 25TH ANNIVERSARY](https://reseuro.magzter.com/100x125/articles/15254/1693524/_ZIkpHgkC1715258721081/THE-MAKING-OF-STAR-TREK-25TH-ANNIVERSARY.jpg)
THE MAKING OF STAR TREK 25TH ANNIVERSARY
SPACE MAY BE THE FINAL FRONTIER BUT STAR TREK ADVENTURE GAMES WERE PRETTY MUCH THE UNDISCOVERED COUNTRY IN THE EARLY NINETIES. AT LEAST UNTIL STAR TREK: 25TH ANNIVERSARY CAME ALONG A GAME THAT DARED TO GO WHERE NO STAR TREK GAME HAD GONE BEFORE
![Datasette](https://reseuro.magzter.com/100x125/articles/15254/1693524/wbhxK0Zi61715258572228/DATASETTE.jpg)
Datasette
If you’re going to adopt a common storage method across a range of computers, it makes sense to make the hardware as widely compatible as possible – and that’s just what Commodore did with the Datasette, known by the model numbers 1530 and C2N.
![THE MAKING OF CAPTAIN BLOOD](https://reseuro.magzter.com/100x125/articles/15254/1693524/0oh4XKLnR1715257738296/THE-MAKING-OF-CAPTAIN-BLOOD.jpg)
THE MAKING OF CAPTAIN BLOOD
AS HE TRAVELS THE HYDRA GALAXY IN HIS SHIP THE ARK, CAPTAIN BLOOD MUST TRACK DOWN AND DISINTEGRATE HIS FIVE REMAINING CLONES. TO DO SO, HE’LL HAVE TO COMMUNICATE WITH SEVERAL ALIEN SPECIES USING THE UPCOM, A UNIVERSAL LANGUAGE DEVICE. UNIVERSALITY IS THE KEY CONCEPT BEHIND THIS WIDELY ACCLAIMED FRENCH CLASSIC
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SUPER METROID AN ENDURING LEGACY
AS NINTENDO'S SCI-FI CLASSIC TURNS 30 WE REVISIT THE PLANET ZEBES AND SPEAK TO DEVELOPERS OF BOTH METROIDVANIAS AND ACTUAL METROID GAMES TO LEARN WHAT MAKES SAMUS ARAN'S 2D ADVENTURE SO SPECIAL