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 <a href='http://retroshowcase.com/index.php?id=AmstradCPC&p=games&gameid=2&model=Amstrad%20CPC' class='tableData'>Amstrad CPC</a>, <a href='http://retroshowcase.com/index.php?id=Commodore64&p=games&gameid=2&model=Commodore%20C64' class='tableData'>Commodore C64</a>, <a href='http://retroshowcase.com/index.php?id=Spectrum&p=games&gameid=2&model=Sinclair%20ZX%20Spectrum' class='tableData'>Sinclair ZX Spectrum</a>. There were also ports for the 16bit game consoles <a href='http://retroshowcase.com/index.php?id=snes&p=games&gameid=11&model=Nintendo%20Super%20NES' class='tableData'>Nintendo SNES</a> (as Super Turrican), <a href='http://retroshowcase.com/index.php?id=Megadrive&p=games&gameid=28&model=SEGA%20Megadrive' class='tableData'>SEGA Megadrive/Genesis</a> (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 machines (Amiga and ST) could do at the time in terms of graphics and sound, especially the original Amiga version.
The Amiga version is fantastic, with its strongest point being the sound. Apart from the great graphics featured (64 colors on screen, detailed backgrounds and fluid sprite animation), the sound FX and music scores (especially during the intro of the game) are among the best I've ever experienced. Note that, a PC (MS-DOS) version released a couple of years later (!) and was better in graphics (256 colored screens) running in VGA mode and similar in-quality Amiga sounds (under Sound Blaster 16 or better.
In-game music sample:
Some videos belong to retroshowcase.com (indicated); others not
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