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Turrican (and other Run n' Guns)

Jaeger

Member
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Anyone here a fan of this brilliant franchise? IMO some of the finest action/platformers ever made (and dat music).


For those who aren't aware, the spawn of a brilliant designer/programmer named Manfred Trenz who did literally everything pretty much for the original version all by his lonesome.

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The games always seem to push the limits of the devices they were on, and the spirit of the franchise still goes on strong in spiritual homages (the wonderful Gunlord is a good one), and constant fan attempts at continuing the series.

If you like a little bit of Contra, a little bit of Metroid, and killer robots, aliens, and everything in between, this is for you. Worth mentioning is one of the absolute last games to release on the Super Famicom, created by Trenz, Rendering Ranger R2. What a visual feast.

I would absolutely toss all my extra monies at a Kickstarter for a new project. Hell, I'm considering doing one myself (not a Kickstarter, just a personal project/fan game/homage/etc).

Pixel Art by jnkboy for the Soundtrack Anthology.

Linkage
Original Commodore 64 Version of the first game
http://www.hardcoregaming101.net/turrican/turrican.htm
http://en.wikipedia.org/wiki/Turrican
http://www.turricansoundtrack.com/
http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Turrican
http://www.hardcoregaming101.net/gunlord/gunlord.htm

Random, but I always felt it funny that the character art NEVER resembled the player character's actual sprite in-game. This occurred even within the game's titles and menus itself.

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SerTapTap

Member
Have you checked out Hard Corps: Uprising? You can't get any more Contra without the logo, hard as hell too. Lovely sprites, poor voice acting, not that there's much. Think it's on PS3 and XBLA for ~$15. Never beat it because the final boss is crazy, but it feels really good and fast paced.

I like these kinda games but...man I wish Contra 3 US had the Konami code left in. That crap's hard.

Any Turrican releases ever make it stateside?
 

Ubersnug

Member
My body thirsts for a trilogy compilation on steam or xbox live - it HAS to be based on or be the Amiga version though!
 

Teeth

Member
It's a travesty that there are hordes of platformers made these days, but very few run and gun games in the vein of Contra. And usually the modern ones are pretty meh.

Maybe someday we'll get a killer modern run and gun game.
 

Stike

Member
Absolute fan since the first game here.

I wish F5 would get Manfred Trenz back to do some kind of Turrican HD, much like what happened with Giana Sisters...
 

Krejlooc

Banned
I'll just quote myself again

Krejlooc said:
The post crash years of the game industry is an odd one to explore. Due to various factors, time seems to have largely forgotten everything that wasn't Nintendo until about 1991 when some more serious competition began to spring up. Numerous worthy titles from about 1984 onward were lost in a sea of worthy titles that graced the Nintendo platform. This is mainly due to the iron clad grasp the Nintendo had in 2 out of the 3 major markets. When virtually everybody had a Nintendo, releasing a great game on a more obscure competitor virtually ensured irrelevancy. A few worthy titles have gained notoriety simply because of the success their series had on later systems - Konami's MSX output is a great example of this. Others have been given a second lease on life because of word of mouth and the later recognized brilliant pedigree of their developers and publishers. Wonderboy 3 falls into that category.

But there are tons of titles which still, to this day, do not get the recognition they deserve. While, arguably, some of these sorts of titles are niche and their appeal obviously limited despite excellent execution and premise (I'm looking at you, Ninja Golf), there exists one game series which I feel would have been right at home on any action gamer's shelf. A true lost classic, one that was derivative enough to feel familiar to anyone weaned on the NES, and influential enough to inspire countless great clones, yet somehow still forgotten.

I am talking about Turrican.

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https://www.youtube.com/watch?v=K0FaAs4M3d0

Turrican is the rare sort of game that does everything correct and still doesn't see the success it deserves. This isn't to say Turrican is an unknown title. I imagine a number of our European posters have entered this topic wondering how such a game could be considered "lost." Indeed, Turrican is one of the greatest and best remembered game series to ever come out of the continent. However, because of the formats it chose to embrace and Nintendo's dominance on overseas market share, it never achieved global success like it should have.

Before they eventually entered the public consciousness with their Adult Swim tv shows, I had heard of Tim Heidecker and Eric Warheim referred to as "the comedian's comedians" because of how well respected they were amongst their peers. Turrican, similarly, is "the action gamer's action game." Amongst developers and video game historians, Turrican has a pedigree that is sparkling, and influence that is surprising. It's just that for all the heaps of accolades placed upon the series, it never registered with the greater public consciousness. This thread is my small attempt to do the series the justice it deserves.

For the purpose of this thread, I will split the Turrican series in two. The first half of the series has been referred to by fans as the "8-bit series" because they were primarily coded as 8-bit games on the Commodore 64 by Manfred Trenz. The second half of the series is referred to usually as the "16-bit series" because they were coded primarily for the Sega Genesis and Super NES systems, without the involvement of Manfred Trenz. This topic intends to only cover the 8-bit series, as they ultimately have wound up being more important in the context of gaming history and are generally better regarded (although, I will profess a love for the 16-bit series and urge everybody to at least try Mega Turrican/Turrican 3, despite it being a much different beast than the 8-bit series).

The story of Manfred Trenz

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A more recent photo of Manfred Trenz

The story of Turrican is intimately linked to the rise of one of gaming's lost pioneers - Manfred Trenz. Like another highly gifted single-man developer, Jeff Minter, Manfred Trenz was equal parts coding genius, visionary, and gaming enthusiast (and perhaps a tiny part plagiarist as well). Trenz began his coding career in 1986 not as a developer at first, but as a hobbyist in the then-budding demoscene. Demoscene, for the unaccustomed, is a longstanding competitive, and often highly-experimental, artistic subculture that aims to meld hardware manipulation and programming with artistic expression. It has an incredibly rich and complex history which has birthed virtually every video game visual technique in modern history. I could never hope to do the art form justice in a mere summary, but hardcore gaming 101 has an outstanding article on the subject if anybody is interested.

After quickly gaining a reputation as one of the more gifted demoscene programmers, Trenz began developing one of his earliest titles - a side scrolling shmup called Denaris. Denaris, like most of Trenz work, was unabashedly derivative, to the point where his game was pretty blatantly an R-Type clone. Trenz, again like Jeff Minter, wasn't so much concerned with coming up with novel implementations, but rather, in true postmodern/copyleft tradition, concentrated on remixing what had already been done and aiming to simply do it better on weaker hardware (better of course being a subjective term, but that was indeed his goal). Nowhere can this be seen more clearly than in perhaps his best known work - The Great Giana Sisters.

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Perhaps the best known Mario clone of all time - The Great Giana Sisters

The thing about Denaris is that it was a GOOD R-type clone. A damn good clone. So good, in fact, that it caught the eye of Rainbow Arts, who held the exclusive rights to produce home computer ports of R-type. Interested in his work, Rainbow Arts actually hired Trenz on as an employee to handle the C64 port of R-Type himself, which wound up becoming one of the very best home ports of the game for a number of years. This relationship between Trenz and Rainbow Arts would eventually give birth to a retail release of Denaris under the name Katakis, and eventually the titular Turrican series.

WELCOME to TURRICAN

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The first Turrican began development in 1989 on the Commodore 64. Conceptualized and coded by Trenz himself, Turrican was designed to be a cross between what he considered to be the two greatest action games at the time - Contra and Metroid.

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Taking the level based structure of Contra as it's core component, Turrican is made up of 5 very large, non-linear worlds. Although each world had a definite beginning and end (marked by enormous, screen-filling bosses), the path the player chose to reach the end was up to him. Turrican rewarded exploration not with new skills or weapons ala Metroid, but rather with 1ups and crystals, of which 100 could be collected to earn a continue. In contrast to Metroid and even Contra, exploring for these additional lives was imperative because Turrican was brutally difficult. Until one had played the game long enough to master the game, these extra lives were absolutely necessary to advance.

Luckily, Turrican's outstanding level design made exploring these enormous, labyrinth worlds a joy. Turrican himself has a few primary weapons - a standard attack which can be changed with powers ups (such as a larger laser blast or a spread shot), some grenades, and a morphball-like mode that is clearly taken straight out of metroid, complete with the ability to drop bombs.

Because of the unique nature of Commodore-style controllers of the time -- there was no standard controller and thus most developers assumed players would be using 1-button atari joysticks as their primary input -- Turrican's most iconic weapon was born. The nature of 1-button controls means that the main button is primarily used to fire, while up tends to be used to jump. Because pressing up makes you jump, you can normally only fire directly in front of you. However, the large, labyrinth levels scroll both horizontally and vertically, and very often you'll be put in situations where enemies will be coming at you from above and below. To make dealing with these enemies managable, the Power Line attack was introduced. By holding the fire button down for a set period of time, the player will stop firing his normal weapon and instead fire a long, rope-like laser beam which can be rotated in around the player in 360 degrees.

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The nature of having to stop for a second before you can use such an attack drastically dictates the pace of Turrican. It's a much more methodical action title than the two titles that directly influenced it. Often, you'll find yourself walking a few steps in any direction, then stopping and activating the Power Line in anticipation of an offscreen enemy rushing you from directions unseen. Avoiding an unseen enemy attack is imperative in this game because of a rather antiquated convention by modern standards: you have absolutely no invincibility or recovery time from an enemy attack. Unlike in Metroid, where being struck by an enemy will send Samus Aaron back a bit out of harms way and gives her a few seconds where she is invincible, Turrican will simply drain your lifebar steadily until you manually move to stop touching your attacker. This means that, if you're not paying attention, a single enemy can drain your entire lifebar in mere seconds.

This slower pace dictated by a need to always be on the defensive is directly at odds with the two other working factors in the game - namely that your success is tied to how many extra lives you can get, and more importantly, the time limit placed upon you in each stage.

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That's right, each level has a time limit - several hundreds seconds each. These levels are enormous, with many dead ends (that are often filled with 1ups or crystals) that makes mutliple playthroughs necessary. And therein lies the genius of the game - it's inherent tension. Everything is stacked against you in every level. Do you spend your time exploring the tiny hole you notice as you're running by a cave that is obviously just big enough for you to squeeze into when in ball form that could potentially yield a dozen 1ups, or do you trek onward towards the boss because you only have 100 seconds left? Do you crawl forward at a snail's pace, trying to be as careful as possible to avoid attack to spare your lives, thus costing you valuable exploration time, or do you rush forward head first, netting you much more time to search for lives at the expense of tons of energy? These sorts of questions are faced by the player constantly. And, depending on your skillset, each style of play is rewarding in it's own way. There is thrill in honing your skills to such a level that you don't need to secure many 1ups, just like there is thrill when your life is so low that a single hit will kill you so you venture down a waterfall only to find an invisible block yielding a full energy recharge at the last possible moment.

Make no mistake, the first time you play Turrican you will die. A lot. The second time as well. You'll keep dying until you either give up (shame on you!) or learn to conquer it. Overcoming turrican is great in the same way that beating contra for the first time is great. It's a personal accomplishment.

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It's also helped by Trenz's understanding of what makes for captivating game design - constant evolution. By 1989, gamers had already grown to expect longer, consistently changing games. Gone were the days of single screen, 1-background games. Levels weren't simply synonymous with "different waves of enemies in various patterns," they equated to new tile sets, new visual tricks, new things to see and do that you didn't see or do in previous levels. Turrican delivers this in spades. For the hardware, the amount of deviation from level to level is staggering. One level might take place in a bright sunny rocky mountain, with a blue sky and other-worldly vines growing everywhere, where you are expected to walk and jump to reach your goal. The next might take place in an underwater labyrinth, where suddenly physics are slow and floaty and you find yourself able to jump enormous leaps. Another might grant you the ability to fly with a jetpack inside of a cavernous mountain. The game keeps throwing new stuff at you. All along the way, new, more impressive visual tricks are unveiled. Early on, it's easy to be impressed by merely above average spritework, but it soon gives way to parallax scrolling (which is hugely impressive on the C64) to even stuff like scanline specific palette swapping on more powerful hardware (i.e. the underwater trick that Sonic the Hedgehog pulled off in Labyrinth Zone).

It all adds up to a mechanically sound title that feels greater than the sum of its components. The brutal difficulty and deliberate pacing is pure classic gaming convention - at only 5 worlds, the game can technically be beaten within minutes, but learning to play with enough skill to do so will require hundreds of playthroughs. It's that style of game where each time you play, you get a little further and a little better. It's a perfect example of a small title that lasts for months.

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The glue which holds all this refinement together is masterful coding. Turrican produces the sort of experience one would expect from an NES action title on substantially weaker hardware. Most gamers tend to forget that, prior to Mario 3, games which scrolled in multiple directions were outstandingly rare. Video game hardware of that time period was generally geared towards single screen setups, or, with the aid of powerful mappers, the ability to scroll in 1 direction (either horizontally or vertically). Mario 3 accomplishes it's multi-tiered scrolling by utilizing clever implimentation of the NES hardware, which has a framebuffer large enough to store two screens at once. Mario 3 orients these screens vertically so that every level in Mario 3 is twice as tall as one screen and relies on character-width scrolling to move the left-most visible column of the screen to the far right of the screen as it passes, shifting the game 1 tile at a time and using the natural overscan on a CRT tv to hide artifacts of the effect (which is why, when played on emulation, the far right of the screen displays miscolored junk -- you were never supposed to see that stuff). The C64 didn't even have that ability in hand - it's ability to scroll in either direction was pure hardware trickery, and for Trenz to pull off scrolling in both directions at once, while still having enough CPU cycles left over to actually power the game itself, is nothing short of amazing. From a coding perspective, Turrican is amazing. It is precisely the sort of product one would expect from a genius coder in the same way we expect mind blowing tricks to come out of John Carmack. Turrican did Mario 3's vaunted multi-direction scrolling on weaker hardware before Mario 3.

Today, there are 4 titles which compose the 8-bit series of Turrican games. 3 had Trenz involvement, and one is a recent fan effort. They are as follows:

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The original Turrican was released on a litany of systems, but for all intent and purposes it was Commodore's killer app. The 8-bit C64 version was handled by Trenz himself, while the highly updated and equally as awesome 16-bit Amiga version was handled by Factor 5. Both C64 fans and Amiga fans like to claim this series as their own, and both are among the strongest reasons to own either format. There are slight differences, the most obvious being much improved graphics on the Amiga and a constant soundtrack composed by Chris Huelsbeck (the C64 has music intermittently amongst long periods of silence, sort of like Halo). The song in the link posted at the very top of this article is the Turrican theme song - virtually every game in the series features some variation of this song in one way or another.

The original turrican had a few problems. First, it was a bit too ambitious with the amount of moves it gave you. Between your power line, your normal shot, the ability to jump, to morph into a ball, to drop bombs, to use grenades, and to use a screen-clearing special attack, it was all too much to map to a 1-button controller. Thus, several moves were mapped to a keyboard, which is normal for european games of the time but is a bit tough for modern gamers to adjust to especially if they want to play on real hardware. It is also monstrously difficult, more so than any other entry in the series. European gaming was notorious for its difficulty -- the term NES-hard has nothing on European-Hard -- but Turrican 1 goes well beyond the norm. It also has the least amount of variation of any game in the series.

Despite these drawbacks, it's still an outstanding game and an incredible entry to a legendary line of games.

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Turrican 2 is where, by all accounts, the series blew up. Turrican 2 wasn't radically different from its predecessor, it was simply better. Featuring larger, more detailed worlds and an even better soundtrack, it is probably the best regarded title in the entire series and undoubtedly one of the greatest games of all time, regardless of format. That's not hyperbolic praise, the excellence of this title can't be understated.

To begin with, the problems with the first turrican's controls were deftly solved -- the game supports a 2 button joystick. Thus, the game can be played entirely with a joystick without ever reaching for your keyboard. Gone is the ability to use grenades, but in its place is the ability to use your ball attack any time you wish (you could only use it a few times per life in the original). The with the ball attack always at your disposal (which also renders you completely invincible) the level design was free to be more complex and take advantage of it. Hence, you'll notice a lot more small spots that you can squeeze into to find hidden paths and areas. It also makes the game a bit more fair - when enter a room filled with enemies and are overwhelmed, you can simply drop into ball mode and spam bombs until the room clears a bit.

Turrican 2 had much more impressive visuals on both the C64 and Amiga, with much more variation between worlds. It also took the jetpack concept from Turrican 1 and completely ran with it. Where, in Turrican 1, a single level gave you the ability to fly around for a bit of time, turrican 2 instead turns into an entire different game midway through level 3.

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For 3 entire levels, Turrican 2 ditches its run and gun style of gameplay as you enter a space ship and turns into a side scrolling shmup that plays like a sequel to Denaris. In fact, a ship toting a banner that reads "KATAKIS LIVES!" can be seen near the end of these levels. Given that shmups were Trenz's bread and butter, these levels are magnificent and probably the highlight of the game for me. I would buy an entire game made up of these shmup levels by themselves - they are among the best 8-bit shmup action you can get on any system. In any other game, this would be the showcase, but in Turrican 2, it's merely a bonus game.

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Following Turrican 2, for a variety of reasons including personal satisfaction, Trenz vowed to never code for the C64. He was an 8-bit coder by build, and wouldn't touch a 16-bit system. Thus, Factor 5 assumed control of the series and Rainbow Arts began pumping out the 16-bit turrican games without Trenz, ultimately taking the series in a much different direction. However, in 1993, as one last hurrah, Trenz revisited the series one last time.

Super Turrican, not to be confused with Super Turrican on the SNES, is a PAL-exclusive NES title, making it one of the most uncommon titles in the NES library. While, from a content perspective, it's not as impressive as his previous two works (mainly feeling like a remix of Turrican 1 and Turrican 2 with new level layouts), what IS impressive is the end credits for the game.

They are 4 words long: "Created by Manfred Trenz." And that is all that needs to be said. Trenz build Super Turrican entirely by himself.

Today, such a concept is entirely alien - a retail game, fully distributed by a big publisher, being made entirely by one man. Even in 1993 the practice was already long dead. Trenz coded the game, did all the art himself, and wrote the entire musical score all from scratch in assembly.

A final tip of the hat from a legendary coder, it shows how amazing his skills were. What would have taken a team of 5 to do in about a year, Trenz did by himself in the span of months. If you have any respect for game development, understand how significant and impressive this is.

As a final tidbit to point out how incredible Trenz is, despite being PAL-exclusive, the game runs at a fixed speed on both an NTSC and PAL NES. This is an ability and technique that most full development houses couldn't do, often resorting to retooling a game for months to adjust for the 50/60 hz speed difference, or simply ignoring it and letting the game run fast or slow depending on the region. Trenz's game will adjust speed on the fly, because it's coded to do so.

Oh, did I mention his music is amazing?
Because it is.

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While Trenz would never return to the series, his work grew an enormously devoted fan following and, a few years ago, a group of Super Fans released Turrican 3 on the C64. Built off of the C64 Turrican 2 engine, this is an entirely new game featuring new levels, new bosses, and a whole new side scrolling shmup level. Ditching the old C64 convention of mixing sparse sound effects with occasional music, the game instead features a full soundtrack and no sound effects. Made up of C64 remixes of Chris Huelsbeck's Amiga soundtracks in SID format, the soundtrack is everything that is awesome about the C64:

https://www.youtube.com/watch?v=d4hZ9aepz7Y

Though a little rough around the edges with a steep difficulty curve, it is a worthy successor to the line and entirely different from the Amiga version of Turrican 3 (which was a port of Mega Turrican).

These games deserve better. They stand the test of time. I didn't experience these games until 2 years ago when I got into Amiga gaming and I was instantly hooked. Nothing said in this writeup has been steeped in nostalgia. For any serious retro gamer, this is a series that is required reading. Hopefully, I have inspired at least one person to take a closer look at this forgotten classic.
 

Krejlooc

Banned
Really?! Damn, I thought this was an EU exclusive franchise which is why I never saw any of the games. Guess not. Are any on Wii VC or steam or anything easily digitally accessible?

Turrican 1 got the best treatment of any of the turrican games when it came to coming to the US. It got a good port on the genesis, and a so-so port on the TG16 (that would be better save a few stages missing... it is however the best portable version of the game, however). It came over unscathed.

Turrican 2 got a really faithful port to the genesis in terms of gameplay, but the graphics and everything were fucked up beyond control because it was brought over as a licensed game for Universal Soldier. So all the art and shit were changed to universal soldier shit. So like, the big robot in the first stage? Replaced by a giant dolph lungdren. They also cut out the SHMUP stages and replaced them with crappy straight forward levels. It's still turrican 2, and thus still fun to play, but it looks way uglier.

Turrican 2, however, also got an amazing DOS port that was released in the states. The DOS port completely redid the visuals, sporting 256 colors instead. Great port, awesome music too.

Turrican 3 was actually designed for the Megadrive to begin with, and came over to the US as Mega Turrican. It's the most different of any of the "main" turrican games, more like a traditional run and jump action game than a sprawling metroid-like game that the original was. The Megadrive version of Turrican 3 is better than the Amiga Version, but for the most part, you're better off sticking with the Amiga products.
 

Krejlooc

Banned
why can't your player character shoot upward tho

because:

Krejlooc said:
Because of the unique nature of Commodore-style controllers of the time -- there was no standard controller and thus most developers assumed players would be using 1-button atari joysticks as their primary input -- Turrican's most iconic weapon was born. The nature of 1-button controls means that the main button is primarily used to fire, while up tends to be used to jump. Because pressing up makes you jump, you can normally only fire directly in front of you. However, the large, labyrinth levels scroll both horizontally and vertically, and very often you'll be put in situations where enemies will be coming at you from above and below. To make dealing with these enemies managable, the Power Line attack was introduced. By holding the fire button down for a set period of time, the player will stop firing his normal weapon and instead fire a long, rope-like laser beam which can be rotated in around the player in 360 degrees.
 

depths20XX

Member
I've only played Super Turrican on SNES but really can't get into it.

Apparently this Trenz guy didn't even work on that one though.
 

Krejlooc

Banned
I've only played Super Turrican on SNES but really can't get into it.

Apparently this Trenz guy didn't even work on that one though.

The SNES turrican games are very, very different from the original two. Mega Turrican/Turrican 3 are also very different. When people speak fondly of the Turrican games, they are almost always talking about Turrican 1 or 2.

Confusingly enough, Turrican 1 and 2 got a semi-port to the NES in europe called Super Turrican, not to be confused with Super Turrican on the SNES. The NES Super Turrican is great just like Turrican 1 and 2.

Trenz did work on R2: Rendering Ranger, which is sort of a spiritual successor to Turrican. And like Super Turrican NES, he did the entire thing himself. It's one of the very rarest and most expensive Super Famicom games, though, so you'll likely never play it legitimately.
 

thelatestmodel

Junior, please.
The difficulty is an issue for me. It's frustratingly difficult. Touch anything, beeeeeeeooooooodead. Always good to go back for a blast though.

The intro music to Turrican II though is one of the greatest pieces of game music ever composed.

edit - that Jnkboy pixel art, wow.
 

BadHand

Member
I played the shit out of Turrican II.

I found 2 secrets all by myself, I would have been about 7. The first one, on the first level there is a waterfall that you're supposed to jump over. But if you turn into the spiky ball thing and roll down, you bounce about 3-4 times off the wall and shoot into a secret room filled with hundreds of gems.

The second, its about 4-5 levels in (roughly), you start the level by going down an elevator and surrounded by the honeycomb stuff. If you use your gun to create platforms, you can slowly climb your way back up. If you get there, about 20 extra lives drops from the ceiling.

I'm sure that there are tons more secrets that I never found.

Damn I miss this game, would love a HD remake.

EDIT: Just looked on the maps here and here and the secret rooms don't even appear on the maps. Make me wonder just how secret there were (before the internet and all).
 

Krejlooc

Banned
The difficulty is an issue for me. It's frustratingly difficult. Touch anything, beeeeeeeooooooodead. Always good to go back for a blast though.

The intro music to Turrican II though is one of the greatest pieces of game music ever composed.

It's difficult at first but after a few days/hours you begin to hit a groove and grow accustomed to the encounter rate. Like any good white-knuckle action game, it's brutal at first, and then you master it, and then it's not. Learning to live moment to moment in between areas where you can restock your life is vital. Also, early on, before you really learn the entire game, it's much smarter to spend every second you have looking for extra lives and crystals (which grants continues, making them essentially worth 5 lives). You can easily have 50+ lives by midway through the game. Losing a single life because you take too long exploring isn't much of a problem when your exploring nets you 8 lives down a hole.
 

Krejlooc

Banned
Even the NES release Super Turrican, is incredible.

Super Turrican is probably the best one to get into if you're new to the series, because it has the levels from Turrican 1, the controls from Turrican 2, plus the hit-back stun and invincibility from modern action games, so you don't drain all your life in half a second.

It's missing the incredible Chris Huelsbeck soundtrack, but it's own soundtrack is pretty great.
 
I think I only played the Turrican game for the SNES. To me it felt like an uninspired, poor man's Contra.
I've not felt compelled to try a Turrican game since.
 

Krejlooc

Banned
I think I only played the Turrican game for the SNES. To me it felt like an uninspired, poor man's Contra.
I've not felt compelled to try a Turrican game since.

That's basically what the SNES turrican games are; super linear run and jump action platformers without a lot of depth. They were made without any input from the series creator.

To give an analogy, it'd be like if the only castlevania games you had played were Castlevania 64.
 

Krejlooc

Banned
The best thing about Turrican 2 is when, midway through the game, it suddenly decides to become a full-on SHMUP. It's even more impressive on the C64. It's good enough to have been it's own game, but in Turrican it's just a little bonus dealie in the middle of the game. It's like Trenz was just showing off at that point.
 

Ganondorfo

Junior Member
So help me with this

You have Super Turrican for Snes and Mega Turrican for Sega Genesis and the 2 original Turricans are for amiga right? This series is so confusing of what is released.
 

Jaeger

Member
The best thing about Turrican 2 is when, midway through the game, it suddenly decides to become a full-on SHMUP. It's even more impressive on the C64. It's good enough to have been it's own game, but in Turrican it's just a little bonus dealie in the middle of the game. It's like Trenz was just showing off at that point.

When you find that fellow bro in your passion;

will-ferrell-best-friends.gif


Speaking or that part in Turrican 2, you can actually see the option part similar to R-Type hanging where you launch from. So cool. I'm sure Turrican is tied in some kind of way storywise to Katakis, Trenz other work (which is a really well made R-Type clone).

https://www.youtube.com/watch?feature=player_detailpage&v=UW4CDWyhxLw#t=2365
 

Krejlooc

Banned
So help me with this

You have Super Turrican for Snes and Mega Turrican for Sega Genesis and the 2 original Turricans are for amiga right? This series is so confusing of what is released.

Turrican 1:
-ZX Spectrum
-Amstrad CPC
-Commodore 64 (original version)
-Amiga (16-bit version of C64 version by same team)
-Atari ST
-Sega Genesis/Mega Drive
-Turbo Grafx 16
-Gameboy

Turrican 2:
-ZX Spectrum
-Amstrad CPC
-Commodore 64 (Original version)
-Amiga (16-bit version of C64 version by same team)
-Atari ST
-Sega Genesis (As Universal Soldier)
-IBM DOS

Turrican 3/Mega Turrican
-Sega Genesis (original version, as Mega Turrican)
-Amiga (As Turrican 3)

Unofficial Turrican 3:
-C64 (Hack of Turrican 2 to feature new levels)

Super Turrican
-NES (Europe exclusive, mix of Turrican 1 and 2)

Super Turrican
-SNES (No involvement from original turrican staff)

Super Turrican 2
-SNES (no involvement from original turrican staff)
 

Krejlooc

Banned
Speaking or that part in Turrican 2, you can actually see the option part similar to R-Type hanging where you launch from. So cool. I'm sure Turrican is tied in some kind of way storywise to Katakis, Trenz other work (which is a really well made R-Type clone).

https://www.youtube.com/watch?feature=player_detailpage&v=UW4CDWyhxLw#t=2365

Well of course! When you finish the 2nd to last stage of the Shmup segment on the Amiga and C64, a ship with the banner "KATAKIS LIVES!" flies by.
 

Ganondorfo

Junior Member
Turrican 1:
-ZX Spectrum
-Amstrad CPC
-Commodore 64 (original version)
-Amiga (16-bit version of C64 version by same team)
-Atari ST
-Sega Genesis/Mega Drive
-Turbo Grafx 16
-Gameboy

Turrican 2:
-ZX Spectrum
-Amstrad CPC
-Commodore 64 (Original version)
-Amiga (16-bit version of C64 version by same team)
-Atari ST
-Sega Genesis (As Universal Soldier)
-IBM DOS

Turrican 3/Mega Turrican
-Sega Genesis (original version, as Mega Turrican)
-Amiga (As Turrican 3)

Unofficial Turrican 3:
-C64 (Hack of Turrican 2 to feature new levels)

Super Turrican
-NES (Europe exclusive, mix of Turrican 1 and 2)

Super Turrican
-SNES (No involvement from original turrican staff)

Super Turrican 2
-SNES (no involvement from original turrican staff)

Thank you, but the composer made the music for the SNES/Genesis games right?
 
All four parts of the Turrican Anthology are on spotify. I definitely recommend - this music is incredible!

(I only ever played Super Turrican 2 and Contra 3, but love both).
 

Krejlooc

Banned
Thank you, but the composer made the music for the SNES/Genesis games right?

He worked on some of the c64 music, and all of the amiga, genesis, and snes soundtracks. He didnt work on the nes super turrican, though, that was manfred trenz.

I really only recommend:
Turrican 1 (c64 or amiga)
Turrican 2 (c64 or amiga or DOS)
Turrican 3 (c64)
Super turrican (nes)
Mega turrican (genesis)

You can skip the rest.
 

Jaeger

Member
Despite the Super NES Turricans not being as brilliant as the others in the series, I still have a blast (pun intended) playing them on occasional. They control well, and look great.

Just don't expect the same experience as the others, from them.
 

Volcane

Member
They were some of my favourite games on my Commodore 64. So happy to complete first one, don't think I completed 2.
 

RAIDEN1

Member
I remember this game as it formed a part of my initial game collection on my Amiga back in the day! Although a fine game I was not bowled over by it at the time..

Little do you realise 20 odd years later the appreciation for it...
 

RAIDEN1

Member
...Also wanted to mention I read that few years back an attempt was made to revive Turrican...but ultimately it got canned?
 

Krejlooc

Banned
Despite the Super NES Turricans not being as brilliant as the others in the series, I still have a blast (pun intended) playing them on occasional. They control well, and look great.

Just don't expect the same experience as the others, from them.

I just don't enjoy those games very much at all. They're so different and, IMO, boring compared to the original. I have trouble even calling them platformers, they're so incredibly linear.

Remember that oft-posted meme comparing the map from Doom to the map from Call of Duty, where the doom map is labyrinth in nature while the CoD map is a straight line?

Yeah, Turrican vs Super Turrican is exactly that. Look at this:

2aQNsLc.png


vs

8GMSVox.jpg


You'd have difficulty believing these were from the "same series" unless someone told you so.

EDIT: And that's comparing 1/3 of a level from turrican 2 to 2/3 of a level from Super Turrican 2.
 

playXray

Member
I think it goes back to an era when gaming just wasn't big enough for (almost) any game to be mainstream. Almost all my gaming buddies loved Turrican (and especially T2) at the time, yet most people probably never heard of it.

Great days.

Plus, dat soundtrack. And dat swirly arrow/flame gun.
 
I have a cart of Mega Turrican. Only played through the two stages you're allowed to play on Easy, haven't revisited it on Normal despite intending to at some point. Seems like a legit good game, although I haven't wrapped my head around the best strategies for playing it.

Turrican is probably the best name on the whole planet.

Earth should be renamed Turrican.
Terracan
 

Krejlooc

Banned
I have a cart of Mega Turrican. Only played through the two stages you're allowed to play on Easy, haven't revisited it on Normal despite intending to at some point. Seems like a legit good game, although I haven't wrapped my head around the best strategies for playing it.

Terracan

Mega Turrican is pretty straight forward. You go up and down like in the other turrican games, so it's not just a straight hallway like Super Turrican 1 and 2, but it doesn't have the hundreds of hidden nooks and crannies that the other turricans have. It's the most accessible turrican game, IMO. Just enough secrets to make it non-linear and worth exploring, but with a definite, immediately noticeable, obvious path to follow so you don't get lost. A pretty fun game in it's own right, but the poorest of the original trilogy IMO.

Turrican 1 and 2 go to the extreme with the sprawling nature of the levels. You feel like you could explore them for years and still find new paths and areas.
 
Turrican 2 on the Amiga looks and plays even today perfectly, a true all time classic. This game thought me what good gameplay and control means (most Computer Games these days had horrible controls).

It is quit interesting, that neither Trenz or Factor 5 reached the Quality of there together developed Titles again. Rendering Rangers gameplay was really lacklustre and the Factor 5 Super Turricans where more like Contra clones.

Mega Turrican was quite nice but event this one missed the Exploration character of the first two titles.

So if you want to experience what Turrican is really about, set up an Amiga Emulator and Play Turrican I + II. The combination of large Worlds full of secrets, brilliant Music and playability is unmatched in the Jump'n Shoot Genre!
 

Nozem

Member
I remember being blown away by Turrican 2 on the C64 because the game had parallax scrolling.

Good times.
 

Krejlooc

Banned
I remember being blown away by Turrican 2 on the C64 because the game had parallax scrolling.

Good times.

The NES version of Super Turrican achieves parallax scrolling the same way, by animating the tiles as you move.

It looks striking.
 

Krejlooc

Banned
I really think these games just recall an older day, when getting hit by anything was deemed unacceptable. Even as someone who frequently plays older games, it still takes me a bit to get used to how unforgiving these games can be. Basically, if you want to play these games, you need to act like you don't have a life bar at all.
 

Stike

Member
Reading about the name, I can tell you about an old interview I read with Manfred Trenz.

He was asked where he got the inspiration for the game names.

He said: "From the phone book! Turrican came from an Italian called Turricano, Katakis was a greek name."
 

Jaeger

Member
Reading about the name, I can tell you about an old interview I read with Manfred Trenz.

He was asked where he got the inspiration for the game names.

He said: "From the phone book! Turrican came from an Italian called Turricano, Katakis was a greek name."

I remember reading about that. That restaurant must have been the shit.

I really think these games just recall an older day, when getting hit by anything was deemed unacceptable. Even as someone who frequently plays older games, it still takes me a bit to get used to how unforgiving these games can be. Basically, if you want to play these games, you need to act like you don't have a life bar at all.

Yea. They are definitely something from a lost age. Long before recharging energy shields, and what not.

The NES version of Super Turrican achieves parallax scrolling the same way, by animating the tiles as you move.

It looks striking.

Agreed. One of my fav NES games.

I guess you could say it was Turricanned

lol

I just don't enjoy those games very much at all. They're so different and, IMO, boring compared to the original. I have trouble even calling them platformers, they're so incredibly linear.

Remember that oft-posted meme comparing the map from Doom to the map from Call of Duty, where the doom map is labyrinth in nature while the CoD map is a straight line?

Yeah, Turrican vs Super Turrican is exactly that. Look at this:

2aQNsLc.png


vs

8GMSVox.jpg


You'd have difficulty believing these were from the "same series" unless someone told you so.

EDIT: And that's comparing 1/3 of a level from turrican 2 to 2/3 of a level from Super Turrican 2.

Without a doubt, the games are vastly different. Despite that, I still enjoy them. Just look at it as a generic linear action game, with a cameo by Turrican, and it hurts less. Without being compared directly to the rest of the series, but amongst games similar to it, the games hold up fine.
 

Krejlooc

Banned
I guess my problem with the super turrican games is that I inevitably begin comparing them to stuff like Contra Hardcorps or Gunstar Heroes and they come up way short.
 
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