Hanna Barbera's Turbo Toons

Hanna Barbera's Turbo Toons is a 1994 racing video game developed and published by Empire Interactive in Europe for the Super Nintendo Entertainment System. In the game, the players take control of one of six playable characters, each with differing capabilities. The playable Hanna-Barbera characters include Huckleberry Hound, Quick Draw McGraw, Top Cat, Snagglepuss, Hong Kong Phooey, and Yogi Bear. One or five players race in five cups consisting of multiple courses. During races, the players can obtain crystals that spawn in the tracks and use them to gain an advantage or hinder other opponents.

Turbo Toons was co-designed by programmer Adrian Barritt, who had previously worked on Space Ace (1994) for the Super NES, and artist Graham Rice. Barritt's goal was to design a five-player game where characters interacted by knocking each other off the track, borrowing aspects from the racing game Super Sprint. The team made each character act differently but found Hanna-Barbera difficult to work with, as the studio was insistent that the characters looked identical to the originals. Production began in February 1994, lasting six months and concluding in July 1994. It was slated to be published by Allan in North America but it was not released, despite being rated by the ESRB, while a Sega Mega Drive version was also planned but never released. The game garnered mixed reception from critics.

Gameplay
Hanna Barbera's Turbo Toons is a racing featuring Hanna-Barbera characters played from a top-down perspective, similar to Super Sprint with single-player and multiplayer modes. The player selects a character and participates in a footrace on one of thirty single-screen race courses, trying to finish in first place while competing for the fastest time ahead of the other racers. There are six playable characters, each with their own characteristics: Huckleberry Hound, Quick Draw McGraw, Top Cat, Snagglepuss, Hong Kong Phooey, and Yogi Bear. The players can access an options menu where one of four game modes can be selected: a training mode for novices, a single race mode, a league mode consisting of five tracks in each league, and a battle mode where victory is awarded to the first player to collect 50 crystals.

During each race, the player is able to collect power-up crystals scattered across the course, bestowing advantages or hindering the players, including a rain cloud that can be passed to another player. The character can be customized by collecting white crystals that lie on the track, and the player can exchange them for better acceleration, higher top speed, improved grip, or more turbo energy. The players collide with each other and can stun their characters by jumping on them. Each track also has its own obstacles, such as lakes or the appearance of other Hanna-Barbera characters. Up to five players can participate simultaneously using the Super Multitap.

Development and release
Hanna Barbera's Turbo Toons was created by Empire Interactive, a British game developer and publisher. It was co-designed by Adrian "Ade" Barritt, who had previously worked on Space Ace (1994) for the Super Nintendo Entertainment System, and Graham Rice. Barritt also acted as the game's sole programmer, while Rice was responsible for the artwork under the guidance of Hanna-Barbera animator Iwao Takamoto, and the soundtrack was composed by Richard "Champie" Horrocks. Barritt stated that production began in February 1994, and his goal was to design a five-player game where characters interacted by knocking each other off the track. The team borrowed aspects from the racing game Super Sprint, such as the point of view and the ability to collect power-ups during the race, as they thought its concept was cool. As Super Sprint lacked interaction between the cars, the team made each character act differently. Barritt found Hanna-Barbera difficult to work with, as the studio was insistent that the characters looked identical to the originals that led to changes in order to make them look "perfect". Development of the game lasted six months and concluded in July 1994.

The game was first announced at the 1994 ECTS Spring under the title Hanna Barbera's Crazy Cartoon Chase, and was published in Europe by Empire Interactive in November 1994 under its final title, Turbo Toons (although October 1995 is also listed as the release date). It was due to be published by Allan in North America in July 1995, and despite being rated by the ESRB and reviewed by Nintendo Power, the game was not released in the region. A Sega Mega Drive version was also planned but never released.

Reception
Hanna Barbera's Turbo Toons garnered mixed reception from critics. Mega Funs Götz Schmiedehausen and Play Times Stephan Girlich commended the game's playability, likable characters, and multiplayer, but found the soundtrack to be boring. MAN!AC's Robert Bannert recommended the game for younger players, but criticized the courses for their simplicity and lack of obstacles while also noting the characters' pacifist behavior compared to their television appearances. Computer and Video Games' Andrew Osmond noted its multiplayer component, but opined that the single-screen races felt restrictive and lacked challenge. Osmond also stated that its bright colors and small characters gave it the impression of a "junior" game.

An editor for HobbyConsolas found the game's graphics simple and the single-player mode monotonous, but praised the music and highlighted its simultaneous multiplayer mode. An editor for Nintendo Magazine System (Official Nintendo Magazine) lambasted Turbo Toons for its poor visuals, music, awkward controls, and lack of depth, writing that "Although it's aimed at a younger market, that's a poor excuse for such a travesty". Super Play's Zy Nicholson faulted the game for lacking substance after half an hour of gameplay and its repetitive soundscapes, concluding, "Initially very amusing but, much like that looping background scenery of every Hanna Barbers cartoon, it's too simple and becomes repetitive far too quickly." Total!'s Danny Wallace and Andy Dyer criticized the game for its small sprites, bland courses, audio, and dull gameplay, but found its five-player mode to be decent.