Turbo Quiz features adaptive difficulty, keeping the player from getting too many right or wrong answers in a row. That worked well with the progress system for unlocking and choosing different question categories.
Correct answers on certain questions awarded powerups, which the player could save and use later to help them progress.
Persistent storage was pretty limited back then, and with so many questions, it was tricky to avoid showing the same ones too often across sessions.
So I grouped questions by category and difficulty, and saved the last position for each group. Random questions were seeded by the date, so every day had the same shuffled order. That way, the game could just pick up where it left off without repeating too much.
This gave us looping questions that reshuffled each day while reducing how often players saw duplicates.
Customization
These screenshots show different customization configs and skins.
Gallery