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TURRICAN II: THE FINAL FIGHT

Retro Gamer

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Issue 270

Manfred Trenz's Turrican II is one of the really, really great home-computer classics that has shot its way into the hearts of all run-and-gun fans, especially its 1991 Amiga incarnation. But did you know that almost five years later there was a much-improved conversion for DOS computers?

- Paul Kautz

TURRICAN II: THE FINAL FIGHT

Turrican II: The Final Fight is an important chapter in the history of German action games: released in 1991 by Rainbow Arts for Amiga and C64, it was a technical marvel on both platforms and quickly conquered the hearts of all shoot-em-up fans with its large, open levels and breathless action.

In the months that followed, the game was ported to the Atari ST, CDTV, ZX Spectrum and Amstrad CPC. However, there was another version that rarely ever gets mentioned, probably because it hit the market almost five years after the game’s original release! We are, of course, talking about the MS-DOS version of Turrican II, which began development at the end of 1992. That’s when then 16-year-old Sebastian Mies picked up the phone to reach someone at Rainbow Arts to present the programming routine he had developed to enable smooth eight-way scrolling on VGA graphics cards. On the other end of the line was Thomas Brockhage, then head of development at Rainbow Arts, “Sebastian approached us because he really wanted to make a game with his impressive technology. We quickly agreed on Turrican II as it was one of his favourite titles. We then sent him all the game assets from the Amiga, the code, graphics and sound, and they went straight to work.”

imageThe “they” were not only Sebastian, but also his two friends Marc Hellwig and Fabian Ihlenfeld, who he brought onboard to work on the project as well. The three of them, all still in high school at the time, called themselves Sun-Project and quickly ported Turrican II’s first world to the PC, raising hopes that the finished game would be released by the end of 1993. This hope was soon to be shattered, however, for several reasons, according to Sebastian, “School, idealism, a lot of naivety, a lack of experience and discipline and of course occasional conflicts within the team.”

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WarTech: Senko No Ronde

As a frequent importer of Dreamcast games, I came to love a small studio called G.Rev.

time to read

1 mins

Issue 280

Retro Gamer

GAMING 101

Adam Barnes formulates the perfect gaming education for his kids

time to read

3 mins

Issue 280

Retro Gamer

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FORMULA 1 97

PLATFORM: PLAYSTATION » RELEASED: 1997 » CHEAT TYPE: SECRET STAGE » CHEAT COMPLEXITY: VERY HIGH

time to read

1 min

Issue 280

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ALIEN SYNDROME

REMEMBER THE BACK OF THE ARCADE, WHERE THE NOT-SO-FLASHY COIN-OPS LURKED IN THE DARKNESS, WAITING TO BE DISCOVERED? BACK IN 1987, THIS IS WHERE YOU'D LIKELY HEAR A BLOODCURDLING FEMALE SCREAM THAT COULD BELONG TO ONLY ONE GAME...

time to read

10 mins

Issue 280

Retro Gamer

A MULTITUDE OF MEGA MAGAZINES

Marc Jowett holds the front pages with his impressive Sega magazine collection

time to read

2 mins

Issue 280

Retro Gamer

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THE MAKING OF EARTHWORM JIM 2

THERE AREN'T THAT MANY GAMES THAT CAN CALL THEMSELVES \"ONE OF THE CRAZIEST ADVENTURES OF ALL TIME\". EARTHWORM JIM 2 IS DEFINITELY ONE OF THE TOP THREE CANDIDATES

time to read

9 mins

Issue 280

Retro Gamer

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KNUCKLES' CHAOTIX

Released on Sega's 32X add-on for the Mega Drive, Knuckles' Chaotix is a colourful 2D platformer that introduced some unique gameplay elements and new characters, as well as giving Knuckles his only ever starring role

time to read

3 mins

Issue 280

Retro Gamer

Evercade Multi-Game Cartridges

BLAZE ENTERTAINMENT FINISHES 2025 WITH A BANG

time to read

3 mins

Issue 280

Retro Gamer

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ENIGMATIC EXCAVATIONS

GAMES ARE OFTEN CANCELLED, AND THIS WAS ESPECIALLY TRUE IN THOSE TURBULENT EARLY YEARS OF THE UK VIDEOGAMES INDUSTRY. MOST DEVELOPERS WOULD EXPERIENCE A FEW, BUT ENIGMA VARIATIONS AND THE OWNERS' SUBSEQUENT COMPANIES HAD MORE THAN THEIR FAIR SHARE. IT'S TIME TO DISCOVER WHY

time to read

10 mins

Issue 280

Retro Gamer

It's-a me, Pauline!

My daughter turned 16 this year, which means I've officially entered the stage of parenthood where anything I say is answered with eye-rolling. It also means I've been thinking a lot about when she was small - specifically the time she inadvertently sent me on one of the strangest, most meaningful missions of my life.

time to read

2 mins

Issue 280

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