Project TurboBlast

Project TurboBlast's vehicles have wheels, but it's an antigrav racer in spirit

You know where you stand with a name like TurboBlast

It's difficult to find arcade racers where the handling isn't either mundane by dint of hewing too closely to ancient inspirations, or too fussy or difficult by dint of having been designed by sickos who are much better at these games than I am.

Project TurboBlast hits a sweet spot, judging by its demo, from its on-the-nose name to its F-Zero-on-wheels boost-happy racing style. "Don't blink," the announcer yells at the beginning of each final lap, and I don't think I did.

The music is great in this trailer, too.

Let me clarify "F-Zero-on-wheels". TurboBlast's tracks are wide, twisty, often suspended above an abyss, and covered in glowing boost pads, like every antigrav racer you've ever played including the likes of WipeOut. Your actual vehicles are on wheels, however, both cars or bikes, and you'll need to drift around every corner like in a Mario Kart or a Victory Heat Rally, one of the better arcade racers from recent years.

TurboBlast really is all about managing your turboblast. Aside from the boosts littered across the track, you have a slowly re-filling boost meter that can be used to build speed at any time. If you empty that bar, your vehicle