A wonderfull arcade shooter game, that follows same gameplay and shares the unique fun as its predecessors! Relased only on Commodore Amiga computers and Sega Megadrive/Genesis video-game console.
The storyline follows the second installment of the Turrican series. Apparently, eons have passed since mankind last heard of the machine. But now, after many generations enjoying freedom and peace in the galaxy, the dark forces have assembled again! In a major sweep of terror, the machine destroys dozens of planets and enslaves humans! You as Bren McGuire, a USS Freedom Forces marine, must fight against evil hordes of the machine... Much like its predecessors, Turrican 3 is a typical arcade shooter that very little thought needs to go into playing the game at all. But, apart of just shooting everything that moves or flies, there are occasions when you do need to engage your brain to figure out certain problems (i.e. which way to go to reach the exit, or how to get across various platforms). 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. Bren 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, plus a gadget that throws an electro-rope to be able to go to higher grounds (platform). The last though, makes gameplay a bit frustrating, as long as you master your skills with it; I've found it quite difficult to master it, and thus most of the time found myself falling all the way down to the beginning... Other than that, the game is very playable and offers great fun with impressive visuals and sound!
Graphics are pretty good, especially in the later levels. The game features 2,5MB on one disk (!), real-time 3D zooming and rotation, 50 frames per second parallax variable speed scrolling! The game runs in EHB mode which support up to 64 colors on screen simultaneously (I've counted 39 to 58 colors on screen in most levels)! Every sprite moves fast and extremely smooth at all times. Soundwise, the game is exceptional, having several in-game tunes while there are a lot of sampled sound FX. Note that the game also offers an awesome into tune during the game introduction.
In-game music sample:
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CPU: Motorola MC68000 7.16 MHz MEMORY: 512KB of Chip RAM (OCS chipset - A500), 512 KB of Slow RAM or Trapdoor RAM can be added via the trapdoor expansion, up to 8 MB of Fast RAM or a Hard drive can be added via the side expansion slot. The ECS chipset (A500+) offered 1MB on board to 2MB (extended) of Chip RAM. GRAPHICS: The OCS chipset (Amiga 500) features planar graphics (codename Denise custom chip), with up to 5 bit-planes (4 in hires), allowing 2, 4, 8, 16 and 32 color screens, from a 12bit RGB palette of 4096 colors. Resolutions varied from 320x256 (PAL, non-interlaced, up to 4096 colors) to 640x512 (interlace, up to 4 colors). Two special graphics modes where also included: Extra Half Bright with 64 colors and HAM with all 4096 colors on-screen. The ECS chipset models (Amiga 500+) offered same features but also extra high resolution screens up to 1280x512 pixels (4 colors at once). SOUND: (Paula) 4 hardware-mixed channels of 8-bit sound at up to 28 kHz. The hardware channels had independent volumes (65 levels) and sampling rates, and mixed down to two fully left and fully right stereo outputs