Fantastic, love this game!
I've done a short gameplay video of it:
Turbo Sprint (Amiga AGA)
A downloadable game
Turbo Sprint is based on the classic arcade game Super Sprint. The game features 8 tracks that range in difficulty, up to four players can take control of either a Blue, Red, Yellow or Green car. Cars that are not controlled by players are computer controlled. When all 8 tracks have been completed the game loops back to the first track but the difficulty is increased with various obstacles and increased speed of the computer controlled cars. New players have the opportunity to join a race after each track has been completed.
Turbo Sprint comes in two editions, digital and physical. If you purchase the physical edition you will also receive the digital edition to download immediately.
Update 23/05/2021 : Please note that pre-orders for the boxed edition has now ended
Please see the FAQ below on the physical glossy box edition and time scales.
- 08/05/2021-15:05 I've had one report of an issue in multi-player mode having car control problems on the mouse port. I'm investigating this now and will update here when I have more information. Update: The problem has been tracked down to using a "Wico Command and Control stick", if you have one of these sticks then I encourage you to try the 5 minute beta with the stick to ensure that it works before committing to buy the game. I will try to acquire one of these sticks to test the game further.
- 07/05/2021-21:00 We have had one report of the game locking up randomly when attempting to save the hi-score table. This is possibly an issue with Vampire card users.
You control a car by simply using fire button to accelerate and left or right to steer.
By default the controls are mapped to the following game ports:
- Blue Car is mapped to Joystick Port 2
- Red Car is mapped to Joystick Port 1 (Mouse Port)
- Yellow Car is mapped to Q/A and Space on the keyboard
- Green Car is mapped to O/P and M on the keyboard
Each car can be mapped to different inputs, including the Amiga parallel port adapter to provide an additional two D-Sub ports. To map ports choose CONTROLS from the main title menu using any input method from other cars. For players on a CD32 console a special adapter can be used to split the two standard game ports into four players, to do this you can select HYBRID as the controller port. The adapter maps up/down/button 2 to left/right/button 1 of a second adapter.
To play the game you need to try and finish first or in front of any drone cars, each circuit must be completed 3 times before the race is over.
Cars can crash into the sides of the track, if a car is moving at a high enough speed then it will explode on impact and be subject to a time penalty until its team Chopper can deploy a new car.
Cars can be customised (upgraded) by collecting spanners which will appear randomly on tracks, once a car has collected three spanners it is then eligible for an upgrade. The number of spanners a car currently has will be shown in the colour panel for that car. The panel will only show 3 spanners at a time even though a car may have more spanners.
Cars can be upgraded in one of three ways:
Adding traction to your car will make it stick to the track better when at high speeds.
Increased Top Speed
Adding speed will enable your car to reach a higher top speed.
Increased Turbo Speed
Adding Turbo will enable your car to reach its highest top speed faster
Cars can increase their score by completing segments of each lap. A car cannot take shortcuts around a lap. Points will drop randomly into the track which can be collected to increase score, these will be 100 and 150 points.
Starting on a more difficult track will gain more points per track segment completed.
If any computer controlled car finished further a head of a player car then that player car will be knocked out of the race. Cars that have completed a lap or track in a record time will be saved as a world record time and will be given a bonus score.
Nitros - Nitros will drop on to the track randomly, collecting a NOS will temporarily give a car a short turbo boost.
Obstacles and Hazards
As players progress through the game, obstacles and hazards will appear on the track which should be avoided.
Oil slicks - Cars crossing an oil slick will send the car spinning across the track with reduced control, speed will also increase for a short time.
Mud patches - Cars crossing mud patches will be slowed and sent into a spin, the player will not be able to control their car.
Water pools - Cars crossing water will be slowed down
Walls - Vertical and Horizontal walls will raise and lower, crashing into a raised wall will cause your car to halt and rebound.
Cones - Similar to Mud patches, cars that hit a cone will be slowed down, the cone will disintegrate on impact.
Mines - Mines will appear randomly on the track in later levels, any car touching a mine will immediately explode and be subject to a time penalty.
Tornado - On all tracks there is a tornado which moves randomly around the track. Cars that are near the tornado will be thrown into a spin and sometimes off the track.
Turbo Sprint will run on any stock AGA Amiga including A1200/A4000/CD32. If running on a stock machine you must ensure enough chip ram is available (1830kb) by disabling add-on peripherals, this can be done by booting the machine and holding both left and right mouse buttons. Disable any external drives that are attached if running from floppy/ADF.
Although not supported, the game can also be ran direct from Workbench, simply copy the game files from the floppy or extract the supplied LHA archive onto your hard drive and execute the turbo_sprint.exe file.
A WHD slave for the game has also been supplied for convenience, this also is not supported.
The game has been tested on a wide range of hardware and expansion boards. Even so there is the possibility that the game will not run on your platform, for this reason a time limited (5 minutes) free release has been made available for you to test on your hardware before you commit to purchasing the game.
Note: CD32 hi-score saves require 29 save blocks (a lot)
Be sure to take the opportunity to test the game using the 5 minute time limited ADF beforehand committing to purchase.
The game runs in hires interlaced mode. If running in WinUAE choose interlace mode by selecting Double Fields within the Display options. Some older LCD televisions with SCART connections will deinterlace the display automatically, this makes the game look superb and is the best way to experience the game.
Q) When will the big box version of the game be dispatched?
A) As soon as I have the numbers of people wanting them after 2 weeks from release I'll place the order to have them made. The lead time to then get the boxes delivered to me here in the UK is around 3 weeks. Once done I will then need to ship the box to you. In summary, please allow for at least 6 weeks for the box to be delivered.
Q) What does the big box look like and what are the dimension?
A) The dimensions of the box are 225x195,40. To put it into context this is the size of the common large boxes that were released for the Atari ST and Amiga... i.e. Frontier II size. See box art for below.
Q) What is included in the Big Box Glossy Edition?
A) At a minimum you'll get the Turbo Sprint floppy disk with vinyl label, base foam to protect the floppy disk and of course the glossy big box.
Q) The big glossy edition is expensive, does it include shipping?
A) Yes, the edition includes shipping costs to anywhere in the world. For shipping to the UK I will be happy to part refund some of the shipping cost if you contact me.
Q) This is such a simple game and the Amiga A500/A600 could do it no problem, why does it need AGA?
A) The game used hires interlaced, with dual playfield mode. The reason for the hires mode is due to the native 512x384 resolution and the use of 32-48 colours. Typically, the game uses 16 colours for the playfield and 16 colours for the cars. An OCS/ECS Amiga cannot support this mode.
Q) I don't have an AGA Amiga but I want to play the game on my A500/A600, is this possible?
A) In a word, no. If you want to play a similar game on A500 then can I suggest something like Badlands.
Q) How much time did this game take to make?
A) The code base was started in April 2020 and completed May 2021.. roughly 1 year.
Q) What language is the game programmed in?
A) The game is coded in pure Motorola 68020 assembler.
Q) Isn't Turbo Sprint a licensed game by Atari?
A) I approached Atari twice early in development without reply to use the name "Super Sprint" as the game title and to keep faithful to the the original game for the Commodore Amiga. Unfortunately, I did not get a reply so a number of things were changed throughout the game to make it distinct from the Atari game.
Q) The game looks similar to "Super Sprint", is this game endorsed by Atari?
A) As per the previous question & answer, no the game is not endorsed by Atari. It is a fan made transformative game loosely based on their arcade game from 1986.
Q) Can I play Turbo Sprint on modern games consoles?
A) No - Turbo Sprint is released exclusively for the Commodore Amiga Retro platform. If you wish to play the Atari version of "Super Sprint" then their game should be available on modern platforms, however I should stress that the game really is not the same without the arcade steering wheels that came with the coin-op game.
Q) Will you release the source code to the game like you did with Rygar and Bomb Jack Beer Edition?
A) Yes, I've included the source code to the game in both editions.
If anything is not covered then please post questions and they will be answered asap.
In order to download this game you must purchase it at or above the minimum price of £2.99 GBP. You will get access to the following files:
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Fantastic, love this game!
Thank you for making the download only version available! :)
Just wanted to say that it was an absolute pleasure to watch the YouTube diary of the development of this game. Well done! (I’m still working on mine though I did have 6 months off) cheers
Hi. How is it best to contact you regarding a review for C. Wilkins? Cheers
Hello, how do I contact you on Facebook to purchase the boxed edition?
Will there be a second round for box orders?
Boxed edition orders won't be open up again via itch, however if you contact me on Facebook or at the EAB I'll add you to the list for the remaining boxes that I have.
Hi, I'd like one of these boxed if any left or still time for preorder the next batch.
I sent a message on facebook but i dont thinknit was to your actual account but one just for this game.
Hello! I'm the webmaster of Radio PARALAX, a webradio dedicated for chiptune remixes, Demoscene and retro game music. I'm planning a livestream this Saturday, showing new retro game releases on our Twitch livestream. Would it be possible to get a copy of this finished game, to show it in our broadcast and for making some promotion of this fantastic game? I would look forward to it. Please let me know wether wthis would be possible or not. :-)
Regards, Manuel (radio-paralax.de)
Sure, no problem. I created a download key for you and have sent it via messenger on your Facebook page. Cheers!
I just read about this game on retro32.com. Is it still possible to order the boxed version of this game? Please please pretty please... :)
I still have some left, you’ll need to message me on facebook though or on my discord.
Cool, I just ordered a physical box too. Great that you also includes the source codes, from us to learn from and have fun with. Would love to see Rygar physical too.Thanks
What a great homage to the Super Sprint arcade game! Have you considered adding support for the Atari 2600 Driving Controller? This controller is usable on any Commodore/Atari system (with a driver) and reproduces the steering input of the arcade game. Its hard to get a hold of an original controller since it was made for only one Atari 2600 game (Indy 500), but they are easy to construct.
The controller uses a rotary encoder and sends a signal on pins 1,2 (up/down) as it rotates: (1,0), (1,1), (0,1), (0,0). Tracking the order and frequency in which these signals show up gives you the direction and speed of rotation.
Happy to give more context on this as needed. I have a video on my channel that shows the construction of a driving controller and how it works too.
A question: once I have configured the four player (going to "CONTROLS" option, then configuring them), I don't know how to return to "main" choices, in order to go to "START" option: pressing joy button I'm bounced between the choice of player to configure and the configuration of the selected player.
How to go back?
Thanks in advance
about to purchase this awesome game please add suport for the 4 player joystick used in the likes of settlers
Hi there and thanks for the nice feedback.
4 player support via Joystick is already possible in the game, you just need to map the cars to the appropriate parallel port outputs.
Hey Graeme, wonderful work you did here, congrats!
I'm interested in purchasing a physical edition, but am I understanding it right that it's limited to preorder only until 2 weeks from release, i.e. for just another week or so?
Hi there and thanks for the kind words.
Yes that's pretty much correct, The physical edition will be available for pre-order until 21st May at which point I will contact everyone to confirm shipping and if they also would like a Rygar box.
Will the big box contain a manual? It is not listed.
I got it working on the MiSTer FPGA project using this KICK.ROM: KS ROM 3.0 (A1200) rev 39.106. Beautiful game, congrats!
Another suggestion for 4-players: implement serial communication as in Lotus Turbo Challenge II, so you can play with two players (two joysticks) per machine...
I recently bought it. My friend Gabriele Ferri which played with me noticed that accelerating with button and with joystick in diagonal "up/left" and "up/down" makes the car go ahead instead of steering left or right. I think that with those diagonals, the "up/down" component should be ignored by the "left/right" one should be considered.
It's fucking marvelous fella!
Great work on the controls. Getting the balance right must have been tricky. And going high res was also a bold move.
Keep up the fabulous work!
btw, I work in the games industry, and I'd be interested in talking about future Amiga projects with you.
Wow, thanks for the kind words and I appreciate your feedback! Indeed I was not sure how the hires interlace would have went down.
By all means if you are interested in working with me or other Amiga devs then I run a discord channel that you would find interesting: https://discord.gg/aDDmHex7
There's some very talented guys on my discord, including programmers, artists and musicians who are all into Amiga dev.
I'm trying to load the demo on my A1200 but can't get past this screen, even though I've held 2 buttons down and disabled everything except DF0:
I do have a Blizzard 1230 MkIV with SCSI attachment but can't see any way to disabled that in the menu.
That is odd, it seems like you have some sort of drive switch going on there? If you are comfortable with changing the startup-sequence on the floppy disk then remove the references to "DF0:"
So the startup sequence will look like:
DF0:add44k DF0:vbrcontrol DF0:Avail DF0:test.exe
Change it to:
add44k vbrcontrol Avail test.exe
Alternatively if you can't do this then I can send you an an updated floppy.
Thanks for the suggestion - I did as you suggested but basically got the same result. I could see those files in the root of the floppy when I edited the SS so don't know why it's not seeing them...
That's really quite odd and I'm not sure why that would be happening, do you have a floppy drive switcher or something like that? Also did you try booting the game from floppy with all peripherals disabled?
The issue is perhaps the user has SCSI.device loaded?
For the startup, you could always assign the path to the current disk like this:
Assign Sys: "TurboSprint": (or whatever the disk is called.)
add44k ... etc
If I can offer a suggestion. Add66k is better then Add44k. Also if you can find the FastMemFirst command from the WB1.3 disks, you could put this in the startup-sequence so that everything is loaded into fast ram where possible, and this often saves a bit more chip ram.
Perhaps also try:
Hey thanks for all the help guys. Out of desperation I imaged a new floppy (overwriting the existing one) and it failed with a bad sector. Created another disk on a fresh floppy and it worked and the game boots!
Don't know why it never gave any indication of a disk fault when trying to load before but sorry to have wasted your time when it was my own fault all the same.
Anyway the demo was terrific so gonna buy a copy now :D
PS. Is there any way to have the game remember your initials so you don't have to enter them at the end of every race?
Out. Stan. Ding. I love it. I bought it immediately without reading any of the text above and got lost in the remapping of the controls and had to reboot plus I can't get the WHDLoad side working but hey ho, played it anyway and it's awesome.
I appreciate the feedback and thanks for the purchase. Did you try the version 1.0.1 of the WHD? There's also version 1.0.0 in the zip download, so i'm not sure which one you tried.
Hi, I have paid for the physical edition but wasn't asked for my address, is this something that follows?
i will contact you via email when the box editions arrives for dispatch to you and confirm your shipping address. Many thanks
What a fantastic game! I find the keyboard controls better for me than a joystick. It also appears to freeze on "saving high scores to disk" every once in a while (twice so far in 30 minutes)
I get a "Country Mismatch" message and cannot pay!?
Looks amazing. Great work, Graeme!
Where/how can I download the trial? very curious as a fan of super off road!
I loooooove it!! Please continue to work on it! And please please please try to get it big box release :
Looking forward to this, thanks
Niiiicccce! Please add support for 4-Player-Adapter! :)