Turrican 2: The Final Fight logo

Rainbow Arts * £24.99 Joystick and Keyboard

Last year saw the release of Turrican - a strange hybrid platform game and progressive shoot-em-up. The plot told of a heroic character who had to travel deep into alien territory to release his world from the oppression of the evil Morgul - the so-called 'three-headed incarnation of evil'.

After a titanic struggle, Turrican's mission was successful. Morgul was defeated and the planet was saved. But Turrican's troubles were far from over.

Mayday!
For many years, a far off race on the planet Landorin have been locked in a deadly battle with a tyrannical force known as the Machine. The rebels managed to destroy their central complex, which was based on an artificial moon orbiting their planet. However, the Machine's robot forces were still left on the planet, gradually taking over the world - even as deep down in the surface as the secret shelters that the Landorins had built to protect themselves underground.

Just before the last remaining Landorins left the planet, they sent out a Mayday message - a message that was picked up by none other than Turrican.

You take control of Turrican as he lands on the outer surface of Landorin. Since his last mission he has been streamlining his abilities and improving his armour. He is still armed with the multi-purpose laser cannon, but a host of 'alternations' have been made:

SURROUND WEAPON - This replaces the 'Lightning Beam' that was present in the original. It fires a stream of laser bolts that can be twirled around him.
PULSE LASER - Fires a large spurt of flame from the rifle. Its size depends on the power level of Turrican's weapon.
MULTIPLE - Can now fire scatter-shots of up to four beams.
BOUNCE - This fires a bolt of electricity which breaks up and bounces around the caverns when hitting an indestructible obstacle (walls, etc).

All the weapons can be charged up or improved by picking up the pods that are left in hidden locations by the Landorins for just the kind of hero that Turrican is (see POD-POWER box).

Deeper and down
To begin with, Turrican must move around the planet's surface destroying any enemies he may come across. Later, secret entrances into further caverns must be found, so that Turrican can make his way deeper into the planet and stamp out the enemy threat, as well as having to find and steal a spaceship to navigate the speed tunnel - a deadly corridor that is packed full with deadly machine guns.

As Turrican works his way deeper and deeper into the planet, the machine guards get tougher and meander, throwing all manner of defences at you to try and stop your advance into their newly-claimed territory.

However, even if you do get stuck in small places with a seriously nasty guard, there is always the 'Death-Blossom' type of weapon which unleashes a few seconds of laser death at any enemies that are in the area.

Mark II
The original Turrican was an enjoyable blast, receiving a pretty healthy 88% in Amiga Format, and the sequel boasts even more of the same. Bigger levels, more powerful armoury and improved effects are just a few improvements the sequel has over the original.

The animation of Turrican himself and his weapons are much smoother, and the robots are far more varied and interesting. Another point is that there is a lot more scenery for you to explore. Whereas the original had you trying to travel to the right of the level as quickly as possible, Turrican II has you searching all manner of blind alleys trying to find the exit!

Despite these impressive changes, the basic game design is very similar toTurrican. The characters may look different and there may be extra weaponry and levels, but the gameplay itself has not been hugely modified or improved. This will come as good news to those who are avid Turrican fans and want to play more of the same kind of stuff, but your average gameplayer may find the sequel game slightly disappointing.

This is a real shame, since the framework of the game is very solid and enjoyable, but simply making a few cosmetic changes and throwing in a couple of extra features just is not QUITE good enough these days. Still it is a fair enough blaster which should appeal best to all those who do not own a copy of the original.


POD-POWER
Turrican 2: The Final Fight

To make the most of Turrican's extensive weapon skills, you will need to pick-up sets of power pods. These will switch your weapon type or beef-up an already operational one. Many of these are hidden in invisible blocks which are only exposed when fired at - so keep those guns blazing!


Turrican 2: The Final Fight logo Amiga Joker Hit

Die Lobeshymnen auf den ersten Teil sind gar nicht richtig verklungen, da taucht schon die Fortsetzung der phänomenalen Ballerorgie auf. Rainbow Arts liefert einen eindrucksvollen Beweis, daß auch das scheinbar Perfekte noch verbessert werden kann!

Verbesserungen hin oder her, die Hintergrundgeschichte ist wie üblich von ergreifender Schlichtheit. Deshalb sei auch nur das Wichtigste daraus verraten. Der Oberschurks heißt nicht mehr Morgul, sondern "Maschine" - aufregend, was?

Egal, viel interessanter ist ohnehin, welche neuen Level, Extras und Bildschirmgegner diesmal den Ballerfinger zucken lassen: Zwölf Level gibt es, die wieder auf fünf verschiedene Welten verteilt sind. Als Novum ist zu vermelden, daß jetzt drei Abschnitte dabei sind, in denen der Held mit einem kleinen Raumschiff durch Höhlensysteme flitzt. Bei den Waffen und Extras sind zu den bereits bekannten Köstlichkeiten (Rundum-Blitz, Kreissäge, diverse Laser, Streu-schüsse, Schutzschirme, Zusatzleben, etc.) nun "springende" Geschosse hinzugekommen, die besonders in den Höhlen gute Dienste leisten.

Aus alter Gewohnheit beginnt das Spiel in einem felsigen Geländeabschnitt; nach ein paar Schritten stößt man auf einen getarnten "Extrawaffenträger", dem man durch simples Anrempeln die herrlichsten Streu- und Laserschüsse entlocken kann. Dafür gibt's auch reichlich Verwendung, spätestens sobald die ersten Techno-Mücken, UFOs, mutierten Geher und sonstigen Schreckgestalten auftauchen. Über Berge, Täler, und Flüsse kämpft man sich weiter nach rechts, bis ein plötzlich aufkommender Sturm jedes Vorwärtskommen in dieser Richtung unmöglich macht.

Als geht's wieder zurück, ein gekonnter Sprung in den Wasserfall, die unten wartende Plattform nicht verpassen, einmal nach rechts hüpfen, und schon ist man wieder mittendrin in der Action: Ein riesiges Höhlensystem voller bösartigen Bewohner tut sich auf. Immer wieder glaubt man, bereits den Endgegner vor sich zu haben, aber dann war's doch nur ein ungewöhnlich groß geratenes Zwischenmonster! Es wäre übrigens keine schlechte Idee, hier schon mal eine kleine Übersichtskizze anzufertigen - nur so zum Üben, die späteren Level sind nämlich noch unübersichtlicher...

Abgesehen von den Raumschiff-sequenzen wird bei Turrican II nichts grundlegend Neues geboten, was aber angesichts der technischen Perfektion des Spiels leicht zu verschmerzen ist: Die Animationen der Sprites und die Hintergrundgrafiken sind besser denn je, das Scrolling ist butterweich, Chris Hülsbeck hat jeden Level mit einer anderen Begleitmusik (gemischt mit zackigen FX und Sprachausgabe) ausgestattet, und die Steuerung ist hervorragend.

Ballerneulinge werden wegen des hohen Schwierigkeitsgrades zwar ihre liebe Mühe haben, aber geübte Joystickartisten kommen voll auf ihre Kosten. Alles ist (irgendwie) machbar, es gibt praktisch keine unfairen Stellen, kurzum: Turrican II ist eine absolute Ballersensation! (C. Borgmeier)



Turrican 2: The Final Fight logo CU Amiga Super Star

Following up one of the best shoot 'em ups ever to grace the Amiga sounds like a near impossible task, so the team behind the long awaited sequel to Turrican have played it safe and kept the basic gameplay traits whilst tweaking it and smoothing off a few rough edges.

Turrican II picks up several years after the original game, with our hero's home once again under threat from an evil force. Initially, it is believed that Morgul, the dream demon from the first battle, has returned, but it transpires that a giant battle computer has somehow short-circuited and intends to dominate the universe by overrunning it planet by planet. To achieve its evil plan, it has built up a huge force of alien slaves, and this battle force and its massive armies of mutated creatures are currently swarming across the five planets in your system, and are threatening to eradicate the peaceful inhabitants of each. Ever predictably, and after the success of your last mission, you have been deemed the last hope for the system and its people, and armed with an assortment of both old and new weapons, you must battle your way through each of the five planets until you reach the manic computer for a final confrontation.

As soon as Turrican is ready to begin his journey, the new improvements become immediately apparent. The most striking addition is the shaded skyline which changes from level to level, but the enemy sprites are also more varied and have more intelligence than those of the first game. Our hero begins the game equipped with his trusty armoured suit, a single-fire laser, and a collection of smart bombs that clear the screen whenever the spacebar is pressed. In addition, whenever the fire-button is depressed and the joystick pulled down, Turrican can leave mines that will blow up any unfortunate creature that bumps into them or, alternatively, transform into a gyroscope to eave trouble. Finally, holding down the fire-button ignites his manoeuvrable flamethrower which has been revamped and is twice as powerful as the electro-gun he sported in the first game.

Weapons in order, Turrican can then start to pick off the many enemy sprites that litter the route. Once again, the game follows the traditional format of an eight-way scrolling level which is punctuated with all manner of traps and platforms, and if our hero comes into contact with the enemy of their flak, his suit's protective power is reduced until he finally explodes in a shower of sparks. This can be averted, though, by the collection of the many power-ups that appear whenever the eye-shaped aliens are killed or if he stumbles across a bonus-giving hidden block. Collecting the power-ups is the only way you will ever get to confront the manic micro, but, thankfully, there is an ever wider range to collect now, including large balls of electricity and a massive bolt of power which clears all in its way. In addition, all the old favourites, including the extended flame-thrower and extra lives, are back, although the last item you collected will be lost whenever you come to a sticky end.

However, whilst retaining a lot from the original, Turrican II does not fall into the trap of repeating too much. The enhancements to the graphics, whilst playing second fiddle to the gameplay improvements, are excellent, and range from small touches like the rope bridges bending under each step to the dark and atmospheric backdrops of the later stages.

Keeping in with the graphics' high standard, the sound is as loud and raucous as a shoot 'em up fan could wish for. A few speech samples have been thrown in, and every time Turrican collects an extra weapon he shouts out what it is. In addition, the game is supported by a rollicking good tune which suits the hectic action perfectly and is backed up by all manner of suitably explosive sound effects.

It is the gameplay, though, that is the icing on Turrican II's cake. All the addictive shoot 'em up action that made the first game so enjoyable has been retained, yet somehow this new version seems fresh and different. The re-jigged weapons and smarter aliens make for a real challenge, and although the power-ups are spread quite generously through the game, its difficulty level is pitched to make the game challenging without being frustrating or too easy. In all, Turrican II is another fine product from Rainbow Arts and a perfect follow-up to the superb original. It surpasses everything they went out to achieve and is a game that any self-respecting shoot 'em up fan should own.


IMPROVEMENTS

Anyone who was a fan of Turrican will be more than pleased with the enhancements made in the sequel. The most notable are the superb traps and obstacle-related hazards which await our hero.

For instance, there are waterfalls which will sweep you towards your doom unless countered and collapsing platforms which kill you instantly as they give way beneath you. Likewise, the programmers have obviously spent a lot of time on the enemy attack patterns, and ideas have been cribbed from shoot 'em ups such as R-Type. The aliens appear in groups of five or six and, for the most part, can be dispensed with a couple of shots. On later levels, though, they leave intricate, impassable webs behind them which must be shot before you continue, whilst others split up into dozens of smaller creatures when hit, sapping even more energy as they roll past. Also, the master computer has also lined the route with a number of automatic weapons, and these are located at regular intervals and fire missiles and the like as you approach.

All these pave the way to the huge end-of-level guardians that Turrican was famed for, only this time they are bigger and meaner than ever and require more skill and manoeuvring to destroy.

BEHIND THE SCENES...

Turrican II was in development for eight months, although the idea was conceived during the programming of the original Turrican. A lot of ideas that were going to be included in the original had to be dropped due to both time and memory problems, but the programming team of Holger Schmidt, Chris Hülsbeck and project leader, Julian Eggebrecht, decided that they could be included in a sequel. It was decided fairly early on to keep the game as close to the original as possible, but add key new sections, and all that remained was to implement the new changes whilst tweaking the basics behind the game and making it generally smoother.



Turrican 2: The Final Fight logo Zero Hero

Turrican II. Sequel to Turrican. From Rainbow Arts. Duncan MacDonald has a look. Shortest intro this month. (Well done. Ed.)

Remember Turrican? It does not really matter if you don't, because it is easy to sum up - a rather brilliant multiple-direction scrolling shoot 'em up cum maze game. Sort of a 'minor classic' really. So how do you follow an act like that? Well, Rainbow Arts decided that 'more of the same but with better graphics and sound' was the best way to do it. So that's what we've got. And jolly good too. Here is the scenario. ("Oh no!" - about nine billion people).

"Turrican is dead pissed off - somebody has nicked his mountain bike. There he was, in the middle of a lie-in one Saturday, when he heard clanking noises coming from outside. He could have got up and investigated, but as he was in the middle of a brilliant nightmare (in which he was being chased by laser wielding nuns from the twelfth dimension) he went back to sleep again. The clot.

He could have kicked himself. But that was that. His bike was gone, and the really annoying thing was that he could have prevented it. Still, resigning himself to this fact, Turrican made his bed, had breakfast and strade out into the back yard to 'collate the evidence'. The first thing he noticed were the giant footprints - dinosaur-like: "Maybe a Tyrannosaurus Rex or something," he decided, "definitely an end-of-game nasty, anyway". Damn! He knew what that meant. If he wanted his bike back he was going to have to fight to the death for it. And he had a gut feeling that he was going to have to travel to a different planet to have this fight. He was right. The planet was called Landorin - and he'd been there before - in a previous game (Turrican. Ed.)

"Ah," he said, as this fact dawned on him, "that will give me the edge: I know the terrain off by heart". So, strapping himself into his interstellar Austin Maxi, off he set. An hour later he was there. The planet Landorin.

"Oh dear," he remarked, "it looks different". And, indeed, it was different. Very different. (Sort of)."

So there you have it. Turrican's back on Landorin. He runs the same, jumps the same, ducks the same and has the same gun. But there is a difference. New power-ups, a 'mega-weapon' and more colourful backdrops with some rather nifty scrolling. Oh, and the size of the game is sort of 'new' as well: it is much bigger than its predecessor. Massive would be a good word to use - the caverns just seem to go on and on. But will you manage to get Turrican's bike back for him at the end of level 12? Probably not, no, but that is the way these things normally go, isn't it?

Atari ST reviewDunc: Hmmm, not so hard this. You have, after all, played the one level demo, haven't you? No? Well, why not? Go and load it up at once. Right, now you have seen it. Did you find those hidden blocks that spew out power-ups? You know what weapons you get then, don't you? Okay, so we have cleared that one up and you know about the power-ups, you know about the space-bar activated 'mega weapons', you know about the flame thrower, you know what Turrican looks and moves like, so what don't you know? Well, for a start, if you thought the demo was hard to complete then let me add that it really is only the tip of an extremely large iceberg. No joking. The game is split into five 'worlds', and they just seem to get bigger and bigger and bigger, while the mazes get increasingly complex. Map or die, basically. The choice is yours.

Something you definitely won't know about, however, is that on later levels Turrican boards a spaceship for a horizontally scrolling shoot 'em up - and it is very fast, believe me, with some rather impressive parallax scrolling going on. And you also won't know what the final level is a vertically scrolling shoot 'em up in the same vein. So, all in all, Turrican II is one hell of a big game, with a fair old rake of diversity flung into it. In fact, this is a dead impressive piece of ST programming overall, with smooth multi-scrolling that puts some Amiga titles to shame. If shoot 'em ups are your bag then Turrican II is well worth checking out. In fact, it is "an essential purchase". Oh, and by the way, he is not really after his mountain bike, er, that was sort of a 'joke'.

Amiga reviewDunc: Turrican II plays exactly the same as its ST counterpart, although, obviously, there is rather more in the colour and sound departments with judicious lashings of multi-layered parallax scrolling dotted about. There is not really a great deal to add, short of repeating the ST review word for word, so, er, that is that basically - an essential purchase. A gigantic game - although some may feel it is a bit on the hard side.


TURRICAN - A MAN IN SEARCH OF HIS BIKE!

Poor old Turrican was too tight-fisted to insure his mountain bike, so when it was stolen he could either put it down to experience - or journey to the planet Landorin and get it back for himself. He went for the latter!

Screen 1
Turrican 2: The Final Fight

"Damn", said Turrican, leaping a chasm, "if I'd forked out 25 quid for a year's cover I could have stayed in bed and watched the end of Going Live".

Screen 2
Turrican 2: The Final Fight

"Run away!" yelped Turrican, as he turned and fled. His bike could be everywhere - anywhere. It was such a nice bike, too. All orange and shiny. Damn! Damn! Damn!

Screen 3
Turrican 2: The Final Fight

"I don't suppose any of you lot has seen an end-of-game nasty passing by with a Peugeot Trailblazer in tow?" asked Turrican, hopefully. They hadn't.

Screen 4
Turrican 2: The Final Fight

"Look," said Turrican, "I just want my bike back, okay? Just let me pass and we will say no more about it". The weird dragon thing was having none of this.

Screen 5
Turrican 2: The Final Fight

"Blast, now I'm wet as well," complained Turrican as a waterfall delivered its load of h2O all over his head. He could feel a cold coming on.

Screen 6
Turrican 2: The Final Fight

Turrican was getting angry. "Take this, you vile horrid jelly thing!" he screamed, aiming a jet of deadly fire at, er, a vile horrid jelly thing.

Screen 7
Turrican 2: The Final Fight

This was getting ridiculous - Turrican was being attacked by a load of giant ball bearings. "I just want my bike," he whimpered, "this simply isn't fair!"

Screen 8
Turrican 2: The Final Fight

The weird fish creatures were back. "Bah!" moaned Turrican as he lost yet another one of his lives, "maybe I should just forget it and go home after all".



Turrican 2: The Final Fight logo Zzap! Sizzler

Rainbow Arts, Amiga £24.99

It's the last day of schedule, but we can't miss the conversion of last month's C64 Gold Medal winner. The story obviously remains the same, the planet Landorin has been invaded by the massed forces of The Machine. Turrican answers an SOS and is soon knee-deep in attack robots.

This massive battle takes place over five worlds, each with two levels (apart from worlds Two and Three which have three levels). The basic game consists of multi-directionally scrolling arcade exploration with zillions of baddies to take on, dozens of different types according to the world, and two mega-monsters on most levels. Finding the level exit is the main aim, but dozens of diamonds can be found and if they're all collected, continue-plays can be earned.

Beside his basic laser, Turrican can hold down fire to create a lethal beam which can be swung around in a 360 degrees arc. Pressing 'space' activates a smart bomb, while holding down fire at the same time unleashes a mega-smart bomb. Turrican can also transform into a whirling gyroscope which is useful for getting through small gaps. As you explore extra lives and all sorts of weapons upgrades can be found, including three-way fire, bouncing balls, extra smart bombs, extra energy and so on.

For the three levels of World Three, Turrican climbs into a spaceship for some spectacular shoot 'em up action. Level 3.1 is a simplistic horizontally-scrolling blast 'em up, 3.2 mixes in vertical scrolling while 3.3 is a high velocity test of reactions!


Robin Hogg Now THIS is really something. As he mentioned in the recent interview, Manfred's inspiration for his game has been the coin-ops and with Turrican II he's gone and brought us an arcade machine and more! The feel, the look, the whole shebang is so slick. And just so we don't get too familiar with the Turrican I-style gameplay, he's thrown in one of the fastest horizontally scrolling, Vulcan Venture-style shoot 'em-ups around. Nemesis fans will love it as this is as close to the coin-ops as any computer has come, superbly equaling the PC Engine for authentic Japanese coin-op action (dig that music on the shoot 'em up sections).
The challenge is formidable and mappers are going to have a whale of a time with this beauty. As I said last issue with regard to the C64 version, I don't think Turrican II is as stunning in its originality as the first game, and that applies to its 16-bit incarnation. That doesn't stop it from being a blast-and-a-half on a massive scale - the three-screen-high bat robot thing still looks good and the wind effect on level one is great. 16-bit enhancements include the attractive backdrop colour scheme, the excellent music changing to suit the situation and some sampled speech. None of this sounds too out of the ordinary for an Amiga but the way it all comes together makes this a far from ordinary release.
Stuart Wynne Turrican II further emphasizes the gulf between the potential of original games and the clapped-put ideas of so many rushed coin-op conversions. 1500 screens, five distinct graphics styles, three horizontally scrolling shoot 'em-up levels, one vertically scrolling blast 'em-up and masses of imaginative baddies add up to unbelievable value-for-money. Much harder than the original, II makes excellent use of the Amiga and is likely to appear on the Sega Megadrive completely unchanged. The graphics are full of neat touches and the varied soundtrack provides superb musical accompaniment. A classic arcade adventure.

Turrican 2: The Final Fight logo CDTV

Na, vielleicht läßt sich über eine Verzichtserklärung doch noch reden, wenn Ihr erstmal hört, daß auch der zweite Hurrican-Turrican bereits auf CD sein Unwesen treibt! Der neue Endgegner heißt "Maschine", es sind wieder fünf Welten zu durchmessen, und die tollen Extrawaffen von Teil Eins wurden noch um springende Bälle erweitert, die jeden Gegner unter wahren "Kreuzfeuer"-Beschuß nehmen.

Und wieder eine ebenbürtige Umsetzung - wer Unterschiede zur normalen Amiga-Version sucht, wird auch mit der Lupe höchstens beim fehlenden Score-Saven fündig.

Spürnasen mit Hörgerät bleiben gleichfalls erfolglos, denn der Hammersound klingt ebenso lupenrein wie die Sprachausgabe. Also doch Verzicht? Ach was, Turris kann man nie genug haben! Urteil: Super.
(Rainbow Arts, ca. 89,- DM)