Super Turrican (NES)
Super Turrican (NES) | |
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Cover art of Super Turrican (NES) | |
Developer(s) | Rainbow Arts |
Publisher(s) | Imagineer |
Designer(s) | Manfred Trenz |
Artist(s) | Manfred Trenz |
Composer(s) | Manfred Trenz |
Series | Turrican |
Platform(s) | NES |
Release date(s) |
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Mode(s) | Single-player |
Super Turrican is a video game in the Turrican series for the NES released in 1992.[1]
Story
A long time ago, in a galaxy far, far away, brave rebellious fighters destroyed the menacing hordes of The Machine and its tyranny-spreading satellite, which circled the planet of the brave, the planet called Landorin. The evil moon was gone, but Landorin wasn´t free. The Machine still ruled the surface of the planet. The Landorins retreated to the inner core of their world to await their inevitable death. The machines and mutants, however, went on to roam through the deserted ruins of a long-lost paradise in search of the entrance to the secret caves.
Before the Landorins retreated, they managed to send a desperate cry for help: A last radio signal floats through the endless reaches of the tri-solar system and off to the farthest reaches of the universe. The cry was heard by a man with the courage to face the hordes and free the last survivors of Landorin, a man on his most dangerous adventure ever... Turrican.
Description
Super Turrican was developed by series creator Manfred Trenz alone. It is based roughly on the levels of the first two Turrican games, which had not been previously released on the NES, combining them into one game, and using the same basic story set up in the instruction manual of Turrican II (which differs from that game's actual story as seen in its introductory scene) which places the setting in the Landorin planet. The game was never released outside Europe. Super Turrican was the only game composed by Manfred Trenz. To create the game's soundtrack, he used a sound driver programmed by David Whittaker, which he then edited to use with the game.
Several changes have been made in comparison to the original games, e.g. four difficulty levels, the possibility to run faster by holding the fire button, no time limit and no checkpoint so the player has to start the level at the beginning after dying.[1]