Turrican II: The Final Fight was released in 1991 for the Amiga and Atari ST and was the sequel to the original Turrican side-scrolling action shooter game that enjoyed great success back in 1990 due to its extreme popularity as a state of-the-art shooter! The game was later release on PC (MS-DOS) two years later in 1993 as well as on the 8bit home-computers such as Amstrad CPC, Commodore C64, Sinclair ZX Spectrum. There were also ports for the 16bit game consoles Nintendo SNES (as Super Turrican), SEGA Megadrive/Genesis (as Universal Soldier) having though a few difference in level design.
The year is 3025 and after the first defeat of Mogul the world was very calm. United Planets Freedom Forces were responsible to keep peace. But everything changed after the Avalon 1 (one of their spaceships) has been attacked by an unknown battle-cruiser that came from deep space. While being the only survivor from this fight, Bren McGuire (the new Turrican), needs to take his revenge against those who killed all his partners. So the hero must fight, shoot, walk across traps and confront a variety of alien species of different potential and size. Here's where the challenging story begins. Turrican must jump across many platforms, kill the enemies and gather all tokens available since they grant him with energy, extra bombs and new weapons. His main weapons are a rapid-fire assault rifle, an electro-sweeper plus the ability of becoming a rolling sharp razor (which can kill anything in its path) much like its predecessor. Unlike other games of its type, Turrican II contains also three levels of horizontal shooter action in the spirit of R-Type. This game is a perfect example of "coin-op like" high quality arcade shooter released on every 8bit/16bit platforms. It showed what the 16bit based home-computers (Amiga and ST originally) could do at the time.
The Atari ST version is great. Atari ST surely cannot feature a 64-color mode (like the Amiga) but nevertheless the game shows the potential of the ST computers and it's a hallmark of how the ST games should be developed. The sound FX and music scores (especially during the intro of the game) are pure joy and we have another example of the extensive in-game use of the ST Digi-Synth, which added a lot to the sonically inferior Atari ST. Note that, a PC (MS-DOS) version released a couple of years later (!) and was better in graphics (256 colored screens) in VGA mode and similar in-quality Amiga sounds (under Sound Blaster 16 or better).
In-game music sample:
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CPU: Motorola 68000 16/32bit at 8mhz. 16 bit data bus/32 bit internal/24-bit address bus. MEMORY: RAM 512KB (1MB for the 1040ST models) / ROM 192KB GRAPHICS: Digital-to-Analog Converter of 3-bits, eight levels per RGB channel, featuring a 9-bit RGB palette (512 colors), 320x200 (16 color), 640x200 (4 color), 640x400 (monochrome). With special programming techniques could display 512 colors on screen in static images. SOUND: Yamaha YM2149F PSG "Programmable Sound Generator" chip provided 3-voice sound synthesis, plus 1-voice white noise mono PSG. It also has two MIDI ports, and support mixed YM2149 sfx and MIDI music in gaming (there are several games supported this).