Super Turrican II is an action shooter (run n' gun) game and it's the second installment in the Super Turrican series for Nintendo's SNES console. The game was released by Factor 5, in 1994.
Review
TURRICAN The first Turrican game made its debut back in 1990 on the Commodore 64 and later was developed for almost all home computers of the time (like the Amiga, Atari ST, Amstrad CPC, ZX Spectrum etc). The first console version of the series was released for the Sega Mega Drive / Genesis back in 1993 under the name Mega Turrican and, a year later, two Turrican games were developed for the Super Nintendo console: the Super Turrican and Super Turrican II.
STORY / GAMEPLAY The story follows Turrican, a fearless commando of the United Freedom Forces that sets off to battle against a vicious alien breed called 'The Machine'. Turrican's main aim is to prevent the aliens from vanishing human kind and destroying the Galaxy. The hero uses a variety of weapons and bombs that can be upgraded via power-ups to kill the urban forces and he also pilots different spacecrafts engaging in air-to-air havoc with the alien forces. Super Turrican feels and plays much like Turrican I and II we played on the AMIGA and the Atari ST home computers, though the action is a bit faster.
GRAPHICS / SOUND Super Turrican II (along with Super Turrican) takes a step forward the -otherwise successful- series, since it showcases some SNES power and offers coin-op quality game with hundreds of simultaneous colors, a variety of great Sci-Fi sound effects, some nice music scores plus the Mode 7 technique that alters the game from a left-to-right (and vice versa) 2D perspective to an almost 3D. Note that this technique was not possible for any other gaming machine of the time. Super Turrican II is intense and the action is lightning fast with smooth animation and some environments among the best we've ever seen on a 16bit machine.
Screenshots
Sounds
Intro/Menu music:
In-game music sample:
Gameplay sample
Hardware information
Super Nintendo (SNES)
CPU: Ricoh 5A22, based on a 16-bit CMD/GTE 65c816 core, Input: 21.28137 MHz Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz MEMORY: Main RAM: 128Kb / Video RAM: 64Kb / Sound RAM: 64Kb GRAPHICS: Progressive: 256x224, 512x224, 256x239, 512x239 and Interlaced: 512x448, 512x478 / Pixel Depth 2,4,7,8 bpp (8 to 11 bpp dorect) / Colors: 32768 (Depth 15bit) / Sprites: 128 (64x64 pixels) / Backgrounds: Up to 4 planes each up to 1024x1024 pixels / Special: Mode 7 matrix operations. (1 layer 128x128 tiles out of 256 with 256 colors) SOUND: Sony SPC700, Sony DSP: 16-bit ADPCM, 8 channels. Output: 32 kHz 16-bit stereo