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Interview: Turbo Dismount Crashes Onto SHIELD

By Patrick Shaw - Thu, Dec 4, 2014

Developed by Secret Exit Ltd., Turbo Dismount is a fun vehicular personal impact simulator. In this interview, CEO Jani Kahrama discusses the launch of Turbo Dismount and how the game’s visuals and gameplay have been enhanced for Tegra K1-powered devices.

Turbo Dismount features a thoroughly entertaining blend of humor and physics-based violence at the expense of Mr. Dismount. How would you describe your game’s appeal to gamers new to the series?
The one thing all Dismount games have in common is a silly combination of dark humor, slapstick comedy, and physics sandbox gameplay. Turbo Dismount adds a really nice slow-mo replay mode on top of this, which has helped the community make incredibly nice YouTube videos.

While the game is a direct follow-up to Stair Dismount, how did the idea to create games based on putting a ragdoll-like character in danger originally emerge?
The original Stair Dismount, “Porrasturvat”, came out in 2002 in the Assembly game development competition. The idea even back then was to combine the endless variation of physics simulation with an everyday premise that was easy to identify with.

Where does the series’ sense of humor stem from—yourself, the whole team?
Dismount games started with Jetro Lauha, and these days (over a decade later!) the series has had time to find its sense of subtle irony through team effort and community feedback.

Has the game’s success and feedback received through Steam Early Access shaped how the final version of the game turned out?
Absolutely! Going through Early Access was a very positive phase of development for us. We released updates every week, listened to the feedback on the game forums, and were able to fix and improve a lot of things starting from simple usability issues, to level ideas, vehicles, camera controls and so on.

Early Access took five months for us, and we really enjoyed the time. It helped that Turbo Dismount had a solid gameplay core already finished at that time, so we were mostly implementing content and additional features.

Do players ever surprise you by the creative ways they are using the game’s tools to inflict harm on Mr. Dismount? Do any particularly memorable obstacle and vehicle combinations stand out in your mind as something you didn’t expect players would do?
There are so many flinch-inducing fan-made videos to check out that I couldn’t point out a single one. However, it does seem that the pink tricycle we have in the game is often a fan favorite…

Releasing a full-blown PC game to mobile devices is a relatively new thing with the emergence of powerful high-end mobile devices like the NVIDIA Tegra K1 SHIELD tablet available to develop for. How does it feel to be able to bring Turbo Dismount to a whole new audience on Android and Tegra-powered devices?
Liberating, to be honest. We’re a down-to-the-basics game developer, and what we hope to do is make a living by making good games that people enjoy and are willing to pay for – designing free-to-play time sinks is really something we don’t want to do.

With the power in modern mobile hardware it’s excellent that we can focus on the game and not compromise its quality on smaller screens. We also appreciate that proper game controllers are now becoming more and more common.

Does the game feature any NVIDIA Tegra-enhanced visual effects?
Turbo Dismount has such simplistic visuals (by design!) that we can’t point out any single eye-catching shiny detail. That being said, realtime shadows run at their best on the SHIELD tablet, and the visuals are smoother because 4XMSAA anti-aliasing is enabled.

What matters the most in Turbo Dismount is physics simulation performance, and in this we’ve found Tegra devices to be top notch.

What’s next for Turbo Dismount and the Dismount series?
What makes Turbo Dismount unique for us is that it’s the first project where we’re learning how to keep a game fresh on desktop and mobile at the same time. It means we’ll be improving the game’s features and bringing in more levels and other things, and figuring out how to do that consistently with our small team of four.


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