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Turrican II: The Final Fight

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armed. Somehow, with some unknown technology, the enemy battlecruiser, with a flash of blinding light, neutralizes every defence system on the Avalon 1. The sound of an explosion fills the air as an airlock of the ship disintegrates and mutants begin to pour through. The crew fight to save their ship with their phasers and dozens of the invaders fall to death, but they press forward their attack and the crew of the Avalon 1 start to fall down while desperately engaging them in hand-to-hand fighting. One of the Avalon 1 soldiers, Bren McGuire, with tears in his eyes, fires the last of his phaser bolts, downing a mutant and diving to the ground as a chunk of structure falls from above.
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the prone body of Bren McGuire. "Excellent", he says to himself, "the crew of Avalon 1 are no more". Then, without any further hesitation, he turns and leaves the ship. Bren McGuire lays still until he is certain that he is alone on the ravaged ship. Realizing that he is the only one left to combat the evil of the invaders and restore peace and freedom to the galaxy, he gets up and hurries to the equipment room. There, Bren sights the new Turrican fighting suits, which are built of the most advanced technology known to mankind. Climbing into the suit, one last cry is heard from him: "Revenge!"
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gave the game a D+ and wrote that "Universal in name only, this is very reminiscent of a mediocre action game called Turrican, featuring the kind of dinky enemies that have plagued the genre for years, as well as a hero who curls up into a buzzing circular saw. It's still no worse than the movies it
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The Wheel is an indestructible ball that the player can switch to by pressing the down key and then Space bar or a second button on a joystick that supports it. Unlike its predecessor the indestructible wheel mode can be used an unlimited number of times. The Wheel will destroy most small enemies on
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After an intense fight that wipes out all tripulants of the ship, there is silence as the evil emperor known as The Machine, half-man, half-robot enters the airlock and commands his mutants back to the battle-cruiser. The Machine surveys the carnage, steps forward and comes to halt with one foot on
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Suddenly, a huge battlecruiser materializes in close proximity of the Avalon 1. The crew hurry to take up their battle stations amid the sounding of the alert sirens. The automated defence systems of the ship activate, the anti-radiation shields surround the ship and finally the weapon systems are
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The timedate is 3025. For decades peace, freedom, and the rule of law in galaxy have been enforced by the United Planets Freedom Forces. The United Planets Ship, the Avalon 1, is drifting through the outer reaches of the known universe. Colonel Ardon C. Striker and his crew are preparing for the
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is primarily newly written code: Holger Schmidt, the programmer of the Amiga version, stated that "All we really kept were the scrolling routines. Everything else was optimized and rewritten because we needed more processing time for the sprites and animation." Trenz expressed that his design
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There are three primary weapons; Bounce, Laser and Multiple. Each weapon has several levels of firepower. In addition, there is a white laser "wall" which sweeps out from either side of the player. The player starts off with only three of these at the start of each life. There is also a very
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to have 'arcade quality' graphics, he stated that the team tried to avoid "sacrifici presentation to playability", giving an example of world two having a lower frame rate and less parallax due to the high number of enemies on that level. The Atari ST version of
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levels were primarily made by Trenz, Andreas Escher, and Schmidt: Trenz first created the levels on the C64 using sprite, level and monster editors and then provided the raw data to Schmidt for processing. While Rainbow Arts used several other custom editors in
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was changed into a marine and several other substitutions were made. Among other changes, the eyeballs-walking-on-fingers became mini tanks, and instead of a large mech/steel dragon in the first stage, the player now faces a large representation of
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was programmed by Thomas Engel, who managed to get the game running at a 25 Hz frame rate with the same amount of parallax and sound effects as the Amiga version: Eggbrecht stated that this was achieved not through
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contact, others can be destroyed using the primary fire mode which fires small bombs on the ground. There is also an ultra-fire mode which can be used once per life by pressing fire and the space bar at the same time.
439:, plus a final showdown with the boss known as "The Machine". There is a music menu accessible by pressing the Space-Bar (Amiga version), where all the in-game music is available to be listened to. The music to 545:
stemmed from the Italian name 'Turricano'; Trenz further stated that he "always get titles that way: there's loads of good material out there, you don't have to bother making it up."
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Hidden in the worlds are many Power-Up blocks, which can be discovered by hitting them with weapon fire. They contain shields, health & primary and secondary weapon power-ups.
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stages are still present and remain mostly intact in overall design, though some of them appear in a different order, along with the three new levels scattered through them.
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powerful secondary weapon activated by holding down the fire button. This takes the form of a long segmented steerable laser beam which is essential for defeating bosses.
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In the end, Accolade only released the Mega Drive/Genesis and Game Boy versions in both North America and Europe. Accolade decided not to publish the
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was 'making a game he'd want to play', and for this reason, more enemies and weapons were added; several design concepts that didn't make the cut for
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development, they had no level editors for the Amiga and Atari ST, and thus edited level data at the code level as needed. The 'MegaWeapon' in
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were re-released on the PlayStation 4 and Nintendo Switch in 2020 to commemorate the 30th anniversary of the original game, under the name
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jungle, a fortress, and a motel/car junkyard) that in theory should link the game to the film's atmosphere. The rest of the original
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in 2004. In 2016 Chris Huelsbeck created a limited Collector's Edition Box Set featuring new live orchestra recordings of music from
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producer, expressed that a difficulty in the game's development was the game's scrolling conflicting with the game's desired
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graphics as a base. At a late stage in the development, Accolade also acquired rights to produce a game spin-off of the
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The game is divided into five distinct "worlds", split across eleven levels, each with its own themed music provided by
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is widely regarded as one of Huelsbeck's best compositions, and it was performed live by an orchestra at the second
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stages, cut out from the port, were replaced by the developers with three original stages (a
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sound and music was created by Chris Huelsbeck using Rainbow Art's custom sound utility
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techniques, but by "using eight buffers and by pre-shifting all the enemies in memory."
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ranked the game at number seven on its list of the top 100 Commodore 64 games.
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cartridges, so it only exists in the form of a leaked pre-production alpha
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has 10 sampled speech sound effects, and the game's sound runs on four
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interviewed team members from Rainbow Arts for information regarding
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was developed using Rainbow Arts' custom development system titled
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was partially inspired by the Lotus Blossom weapon in
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Interview about games that inspired Turrican (German)
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development in a pre-release interview. According to
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due to time constraints were also incorporated into
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This version was finished before the 1244:Universal Soldier II: Brothers in Arms 977:Game review, Amstrad Action magazine, 954:"Universal Soldier for Genesis (1992)" 1379:Video games scored by Chris Huelsbeck 1130:Mega Turrican/Turrican 3: Payment Day 7: 825:has absolutely nothing to do with." 412:can be described as a cross between 1394:Video games set in the 31st century 1226:Universal Soldier: Day of Reckoning 768: 553:, and was originally coded on the 14: 1374:Video games developed in Germany 557:, as was its predecessor. While 1364:Universal Soldier (film series) 1219:Universal Soldier: Regeneration 288:series. The game, developed by 634:"allows you to modify like a 1: 1212:Universal Soldier: The Return 292:was released in 1991 for the 1115:Turrican II: The Final Fight 1057:Turrican II: The Final Fight 1049:Turrican II: The Final Fight 1041:Turrican II: The Final Fight 909:Hamza, Kati (January 1991). 537:, he picked the name from a 446:Symphonic Game Music Concert 279:Turrican II: The Final Fight 25:Turrican II: The Final Fight 1349:Science fiction video games 992:"Movies gone game | EW.com" 852:"ININ | Turrican Flashback" 54:Enigma Variations (CPC, ZX) 1430: 1044:at SpectrumComputing.co.uk 723:'s character in the film. 308:was also released for the 282:is the second game of the 1389:Single-player video games 1102: 1018:. Autumn 1993. p. 33 781: 778: 29: 1294:Accolade (company) games 630:; Huelsbeck stated that 1414:Enigma Variations games 981:, issue 71, August 1991 675:Sega Mega Drive/Genesis 669:Console conversions of 566:philosophy in creating 116:Thomas Engel (Atari ST) 1409:The Code Monkeys games 1060:at Amiga Hall of Light 406: 114:Holger Schmidt (Amiga) 699:Jean-Claude Van Damme 404: 343:The Amiga version of 1319:Commodore CDTV games 997:Entertainment Weekly 821:Entertainment Weekly 656:The Last Starfighter 592:. Julian Eggbrecht, 561:was used as a base, 225:MD/Genesis, Game Boy 929:"Universal Soldier" 775: 328:, and also for the 76:(Universal Soldier) 1404:Rainbow Arts games 1369:Video game sequels 1354:Sega Genesis games 1334:Metroidvania games 1314:Commodore 64 games 911:"Man and Superman" 773: 759:Turrican Flashback 612:hardware scrolling 551:parallax scrolling 507:, as published by 407: 365:Turrican Flashback 330:Mega Drive/Genesis 173:Mega Drive/Genesis 1384:ZX Spectrum games 1344:Run and gun games 1304:Amstrad CPC games 1276: 1275: 1205:Universal Soldier 1189:Universal Soldier 1154: 1153: 979:Future Publishing 816: 815: 709:Universal Soldier 704:Universal Soldier 685:were produced by 664:Universal Soldier 529:, a designer for 430:Psycho-Nics Oscar 421:Psycho-Nics Oscar 338:Universal Soldier 275: 274: 221:Universal Soldier 169:Universal Soldier 104:Julian Eggebrecht 86:Julian Eggebrecht 1421: 1289:1991 video games 1181: 1174: 1167: 1158: 1145:Super Turrican 2 1088: 1081: 1074: 1065: 1027: 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Index


Developer(s)
Rainbow Arts
Factor 5
The Code Monkeys
Publisher(s)
Accolade
Producer(s)
Designer(s)
Manfred Trenz
Programmer(s)
Composer(s)
Chris Huelsbeck
Platform(s)
Amiga
Atari ST
Amstrad CPC
CDTV
Commodore 64
DOS
ZX Spectrum
Mega Drive/Genesis
Game Boy
EU
EU
NA
EU
Genre(s)
Run and gun
Single-player

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