Retrospective: Turbo Esprit
Where the streets have no aim.
You know that time has marched on when something that everybody did without really thinking finds itself categorised and pinned down by a catchy title. Take "emergent gameplay", for example.
Today, that's the fancy game theory term for players mucking about and making up their own rules, regardless of what the designer intended. In the eighties, that was just how we rolled, yo.
Maybe it was because so many of us were playing from hooky C60 tapes copied off a mate, or maybe it was because we just couldn't be arsed to read the two paragraphs of instruction on the inlay, but I'm convinced that most gamers of 20-odd years ago often had only the vaguest idea of what the goal of their favourite games were.
That was certainly the case for Turbo Esprit, Durell Software's hugely ambitious free-roaming car chase for the ZX Spectrum. It's a game with which I spent many happy hours without ever really knowing or caring what I was supposed to be doing.
Turbo Esprit still impresses in 2011. This is a 3D driving game set across four fully mapped cities, each packed with naturalistic details such as pedestrian crossings, roadworks, one-way streets and persistent traffic that actually follows the Highway Code and doesn't simply vanish once it's off screen.
Shield your eyes from the awesome force of SPECTRUM EXPLOSION.
All this is squeezed into 48k, a smaller file than you'd need for a JPG of the game's cover art. It's simple and rudimentary by today's standards, of course, but favourable comparisons to Driver and Grand Theft Auto, Esprit's genetic descendants, are as obvious as they are deserved.
Having picked a city from the four on offer (Wellington, Gamesborough, Minster and, er, Romford) you're free to roar around the wireframe streets at will. Roar, of course, being a relative term. As forward-looking as the game was, sound design is not an area where it excels.
The theme tune is a classic, a jaunty whistle-along number that has lodged in my brain for 25 years, but in-game the mighty Lotus was reduced by the Speccy's farting sound chip to little more than a series of clicks and quacks, like a duck being beaten to death with a Geiger counter.
None of that mattered. Nor did it matter that there wasn't really anywhere to drive to. You could go wherever you wanted, travel the wrong way down one-way streets, knock stick men off ladders and shoot your way out of dead ends by turning your machine gun on the queue of constantly spawning civilian cars blocking you in.
You took penalty points for civilian slaughter, but since hardly anybody knew or cared what the points were for, that didn't matter either. It was a pure a sandbox as it's possible to imagine.
Taking a right hand corner is more dangerous than any drug gang.
Control-wise there were some clever ideas. As well as shooting your gun, the fire button doubled as a handbrake. When it was pressed in conjunction with left or right your sleek sports car would hurl itself in the required direction.
Do this at the correct moment as you thundered through a junction and you'd instantly slip onto the new road without losing momentum. Get it wrong - as you invariably would - and you'd end up lodged horizontally across the street and forced to perform a laborious three-point-turn or, worse, you'd die instantly in a squelchy red fireball.
Turbo Esprit was produced with "technical assistance" from Lotus, though this was clearly a far cry from the exacting demands of todays relationship betwixt videogames and sports car manufacturers. The famous eighties vehicular icon looks more like a bar of soap on wheels and explodes at the slightest provocation, presumably not the thrilling endorsement the company was hoping for.
Even so, in an era when I considered Street Hawk to be the pinnacle of televised entertainment, Esprit's mix of navigational freedom and Russian roulette cornering was more than enough to scratch my gaming itch.
Every now and then I'd catch glimpses of the objectives I was supposed to be tackling, occasional spurts of colour in a two-tone world. But it never seemed as much fun as the anarchic fannying about I was already enjoying, so they remained mysterious.
The aim of the game, in actual fact, was to roam the streets looking for a gang of drug dealers. Text updates from HQ were meant to direct you to a specific map reference where the nefarious peddlers could be found.
Some five years before Tarantino, the crims even had their own colour coding. The car carrying the initial supply was red, the delivery cars were blue and roving hitmen patrolled the city in bright pink cars, clearly the game's equivalent of Steve Buscemi.
They had a fairly sophisticated network going on. Your targets weren't simply pootling around at random, but following specific routines that you had to decipher and disrupt in order to succeed.
Supplies would arrive at their intended destination, then delivery cars would set out to make the drop. Once they'd done their dirty deeds they were gone - and you'd failed. Even then, the game let you carry on, killing time (and pedestrians) until more drugs arrived.
The action carries on, even when you're looking at the map, making driving even more hazardous.
It's a surprisingly stiff challenge. In fact, firing Turbo Esprit up today, it's clear that playing the game properly is often borderline impossible. Narrow streets and randomly spawning vehicles on the other side of the road making overtaking a deadly gamble.
As such, reaching the drug cars on the map before they vanish relies is as much a matter of luck as judgment.
It's also easy to get lodged on corners if you take them too early, forcing a complete restart. And as civilian cars can box you in and never move you have to destroy them, racking up penalty points if not guilt.
What I love most about Turbo Esprit is that I was blissfully unaware of all this intrigue and inconvenience at the time. I played it endlessly. Even though I had the original cassette in its robust Durell clamshell case, complete with instructions, I somehow neglected to understand the core premise of the game for my entire childhood.
To me, Turbo Esprit was simply the "drive really fast around a city" game. At that, it excelled.
Even better, to my 10-year-old sister, it was "Picking My Daughter Up", a game that gave her the chance to live out the giddy dream of being a suburban mum on the school run.
Roadworks! Pedestrians! Street lights! What sort of fantastical virtual reality is this?
OK, so pink cars would occasionally turn up and try to shoot her, but this never seemed to bother her. I still wonder how my sister rationalised these sporadic drive-bys into her domestic fantasy. Maybe that's just what happens in Romford.
That she was able to co-opt a violent fast-paced crime game and turn it into something that appealed to her less visceral tastes is rather brilliant, though, and a fact that still amuses me to this day.
Ultimately, and much as with other pioneering 8-bit Britsoft classics, whether or not we knew what we were doing didn't really matter. Either by accident or design, Turbo Esprit hit on one of the key principles of video gaming. Namely, that telling the player how to play becomes a lot less important when the game is simply fun to play with.
It was easier in the eighties, of course, when we were just grateful for the ability to move blocky shapes around on the telly. But you can still see that ethos, lurking close to the surface of today's most popular open-world games.
Give us something to do and we're happy. Give us the space to do something of our own and we fall in love. And I still love Turbo Esprit.
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Comments (67) Latest comment 1 year ago
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Great write up.
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Great write up all the same. I especially liked the opening paragraphs about not really knowing or caring what the objective of a given game was and just playing it for the sake of enjoyment, I wish I could still play games that way, I guess it's a kid thing.
edit: negged for not having heard of a game that is nearly as old as I am and released on a platform I have never owned. Gotta love the way the karma system works.
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@Toaks
Turbo Esprit is not obscure, you young whippersnapper.
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These games are perfect for todays mobile market.
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Well i have been a gamer since 1980 , i was 5 then.
So no, i don't see your point
and in all honesty, never heard of this game... and i was an Vic20/C64/Amiga user in the 80's
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Ah, fanboy arguments ain't what they used to be.
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ZX Spectrum Elite Collection
Among other 13 games. I got it a long time ago, back when it was free and included less games.
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"Some five years before Tarantino, the crims even had their own colour coding."
You do realise he took the colour coded criminals from "The Taking Of Pelham 123", from 1974?
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Certainly wasn't an obscure title in my area - it was a staple for months and definitely supplied some DNA in the 'GTA' evolutionary tree.
Fond memories of simpler times: an afternoon of this, zzooom and atic atac on a day as warm and sunny as today would be verging on the melancholic!
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Since then I've had a C128, a SNES, all the Playstations, a Dreamcast, both Xboxes, a Wii and more hand helds than I care to admit...
And Turbo Esprit is still in my top 5 games of all time - I play it at least once every couple of months.
Great write-up, thanks!
Starstrike 2 next? Or Into the Eagles Nest?
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Any idea why Romford was picked for this game along with the other citys? Were the devs based locally or something?
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I remember buying it back then and spending hours on it.
I also remember being told rob hubbard(c64 legend)done the beeper music as well, which he probably did.
It was a catchy bleepy tune.
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*LOL*
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One of my ALL TIME FAVOURITES!! The first GTA!!!
Loved playing this back in the 80s on my cousin's Speccy +3
Wonderful.
I used to play it in the exact same way as Dan Whitehead.
Dan, doesn't this make the point that there are so many untapped game types out there that don't involve just running/driving around and shooting people?
So many games could be easily be modified using their existing assets, and turned into more interesting games aimed at the audience that doesn't want all of their gameplay to revolve around pretend mass murder.
There really should be several girls, and kids versions of 'GTA'. The game engine and assets should be used to create alternative locations and stories, and gameplay involving deliveries, dialogue, conversations, motion tracking, and other interesting puzzles incorporated into the world.
The same goes for FPS games like CoD and Halo. There could be games easily put together that involve more than blasting enemies.
Personally, I'm bored to death with most FPS games, and I expect the next GTA will just be drive, shoot, drive, shoot, drive... rinse repeat...
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The closest I got to having a pre-GTA experience on the Amiga was playing an obscure game called "Hill Street Blues". Great fun shooting pedestrians. Does anyone else remember this game?
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Just put the Vice C64 emulator back on my machine with all the games which I got on a CD from HMV many years ago, emulator on the C64 classix is nowhere near as good as Vice though. Shortcut added to desktop now, time for some retro gaming when I get back in around 3pm this aft.
Might actually hook my lappy up to my 48" LCD via HDMI and try a few of the games out that way. Wonder how big the pixels will look!!
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Same here. Now that was a game. I've wanted a Lotus Esprit ever since then.
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Had to wait for "Driver" to have a similar experience.
edit: and I admit that I didn't have a clue on what I was suposed to be doing.
Just loved to cruise the citys, taking down "hit cars" and "armed cars", running over pedestrians, refueling,......
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Anyway great retrospective, makes me think of all the other great games I used to play on my spectrum, Skool Daze, Back to Skool, Tir Na Nog, Dun Darach, Marsport, Thanatos & Fairlight... So Many.
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This was a classic game on a very popular platform..and when i say popular, the spectrum was a massive platform. I am sure if they did a retrospective on any Nintendo game of the last 20 years, i would probably struggle to know anything about it, but that doesnt mean that many other people dont know about it. Also looking at the comments in their thread, there seems to be quite a few people who know about the game, so looks like the article is hitting the right audience
Anyway, getting back on topic... this was one of the many spectrum games that i didnt get very far in... if i remember correctly i had that Durrell hits box set... some great games on there. But looking back, games seemed alot harder to finish.. in fact i cant think of any that i did complete. Thats when hardcore was hardcore
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Well, there WAS a CPC version, and I know that GamesTM used to do three way face-offs with Spectrum, Amstrad CPC and Commodore 64 games.
Nicely, the Amstrad version would win many of these - unless the game was a dodgy Spectrum port!
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In my mind, this game didn't just have good graphics. It was real. I knew the graphics were basically crap, but in my imagination it was all real. The best graphics card, CPU and souncard of today get can't get close to that.
*possibly me
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Lulzor
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Play Turbo Esprit Now!
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/is really beginning to feel like a grandfather of the gaming fraternity!
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What a great game Turbo Esprit was. or turbo esprit, as I remember the funky lowercase font from the loading screen. I did play it freeform for a long time, but eventually I also had a go at the actual missions - was brilliant that the various cars had different levels of armour and stuff, too - those pink fellows were faster, hardier and generally more menacing than the blue ones and the red ones, without the game ever having to resort to making the enemies indestructible to prolong the chases, or any of the other modern gimmickry that even the mighty GTA IV had to implement to make the chases fit the script in their 'open' world.
The left-and-right lane changing as default, with the handbrake modifying this into full turns, did make for some scorchingly fast driving when you got it right, too - despite the cities being huge, you soon got a feel for when to turn on some of the more commonly used corners (either heading into one-way traffic for a shortcut, or on and off the 3-lane roads to try and catch your quarries at top whack).
cli-cli-clickclickclickclickclick and you were there, 120mph of lunacy!
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How about a poll to decide what retro games are revisited in future? Proper retro mind - pre 1990.
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One thing I noticed, the computer civilian cars are pacing along at 100 mph, which is far better than the crappy slowness of GTA AI cars which you can almost run faster than!
Also, this Turbo Esprit can go from a standing start to 150 mph in 2.5 seconds. Nice.
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Good times.
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Truly a ground breaking piece of gaming goodness and it's still really playable today.
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Indeed, or Disks in my case. But these days we are branded as criminals when we download a game.
I thought this article would be about the Lotus game on the Amiga.
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Good times.
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Fuuny thing is years later, when playing GTA3 on PS2, this was the game I kept recalling, and would agree that GTA's ancestor is this game.
I been playing this once again on iPad thanks to Elite Speccy Collection HD.
Keep it up, great that retro feature can go back to distant past and good for younger gamers to be filled in on the earliest forms of their favourite game, GTA open world, racing etc etc
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Definitely going to get hold of this.
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Exactly, a big company wouldn't notice me not buying their game at all.
One guy working in his bedroom would.
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Pimp My Spectrum by Ate Bit http://www.youtube.com/watch?v=7KegY8YIzQ4
Towards the end, there is a 3D building effect."
Interestingly, this demo uses a spectrum emulator at its base but they have improved the specifications of the machine. It's a bit like what a Spectrum II would be like if it ever saw light of day *wipes tear from eye*.
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I seem to remember once attempting to try and finish it properly...lasted about 2 mins and I was back to bombing around shooting cars and knocking people off ladders..
Brilliant
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Btw you can make the game crash by reverse cornering round one of the guys working on the lights. Still works now even with the emulators...
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