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SNES - Fan-Made Prequel to Turrican II – Set Entirely Inside the Intro Ship

A topic by SUPER-J11BIT created 25 days ago Views: 130 Replies: 6
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Hi everyone!

I’m working on a personal project: a fan-made game that serves as a direct prequel to Turrican II.

The core idea is to show what actually happens during the intro of the original Amiga game—the attack on the Freedom Forces’ ship and the fall of the crew. My game will end exactly where Turrican II begins, so players will realize in the final scene that the first level of the classic game starts right after the events they just experienced.

The entire adventure takes place inside the large spaceship seen in the intro. I’m imagining it as a massive structure with multiple decks and sectors, giving me plenty of room to design varied and coherent levels.

Each area will have its own atmosphere, hazards, and narrative beats, gradually building up to the ship’s total collapse.

Project Goal

The goal is to show the fall of the ship from the inside, following the protagonist as he fights through the invasion and tries to survive. The ending will connect directly to the opening of Turrican II, creating a narrative bridge that the original game never showed.

United Planets Ship Avalon 1

The Hero: Bren McGuire

In my version, Bren McGuire doesn’t wear the iconic battle armor. Instead, he appears in a more human form—agile, exposed, and equipped with a sleek futuristic rifle.

Weapon System: All Fire Modes at Your Fingertips

There are no weapon pickups or upgrades scattered throughout the level. Instead, each button on the controller triggers a different type of fire:

A fast, precise shot

A wide-range energy wave

An explosive projectile

A high-powered charged blast

Everything is built into the controls from the start, giving players instant access to a full arsenal.

Fast-Paced, Streamlined Gameplay

The goal is to deliver a fluid, action-packed experience where players can adapt quickly without pausing to manage inventory or switch weapons.

Here’s our hero in all his pixelated glory, finally ready for action. After so much work, the animation set is almost complete, and watching him move is genuinely satisfying.

I’m left with one creative thought: when he dies, should it be a quick arcade‑style explosion, or a small animation where he simply… falls to the ground.

Our tiny hero moves like he just chugged three espressos: he struts around all proud, wobbling like he’s walking a fashion runway nobody invited him to. And when he jumps? That’s his grand moment — a heroic leap worthy of someone who just spotted a cookie crumb drifting through space. And the best part is that, apparently, on the SNES he runs like a wonder!

- MUTANTS -

Two brand-new enemy types have just landed — and they’re not your average foes.These guys fly and shoot, adding a whole new layer of challenge and chaos to the battlefield.

Most of you already know this ending, but today I want to show you how I reimagined it in my own style. I worked hard to add my personal touch to every detail, keeping the original spirit while bringing in new atmosphere, ideas, and personality.

This image represents the final result of my work — my creativity, my vision, and my passion all in one scene.

I’ve just wrapped up all the sprites and the entire graphics set for the game. It’s been a ton of work, but seeing everything come together has been amazing.Starting today, I’m officially moving on to the SNES coding phase — the most technical part, but also the one that will finally bring everything to life.Stay tuned, because things are about to get really exciting.

Let me know what you think, I’m excited to hear your reactions!

The bosses in my game… mutant giants!

I have to admit, I didn’t originally plan to include bosses in my game. But while I was working on a few ideas, a thought suddenly hit me: why not add mutant giants?

The idea clicked right away, and it feels like it gives the whole project a stronger direction. I’ve started integrating them into the game, and I really like how they’re shaping the overall atmosphere.

New Level Inspired by STRYX Thanks to principekento!

I wanted to share a cool update about the project.

A few days ago, principekento left a comment that really stuck with me:

"I’ve been following your work with interest, and as a parting tip I’d love to see something inspired by my old Amiga memories: for some reason your creation reminded me of Psygnosis’ STRYX. I could totally imagine a zero‑gravity section with a jetpack, handled just like in that Psygnosis game!!"

That reference instantly sparked something.

So I’ve decided to take his suggestion and add a brand‑new level inspired by exactly what he described: a zero‑gravity area, complete with jetpack controls, capturing the vibe of STRYX while adapting it to the style of my game.

SNES - Fan-Made Prequel to Turrican II 

IN DEVELOPMENT

http://youtube.com/post/Ugkxu4NwPog3r2dV76lm1crSDsGuUdfMp7v8?si=VnEKva97EHKJoYfs

-------------------------------------------

Starting today, I’m switching things up: I won’t be using external servers to upload photos anymore. All visual content will be posted directly through YouTube posts instead.This change will make everything more stable, accessible, and easier for everyone who follows me.

(+1)

SNES - Fan-Made Prequel to Turrican II 

Update on my SNES Turrican Project!

http://youtube.com/post/UgkxIaYl_4bsGlI4uwzAxBXyAXxmke8MT92F?si=44T_i6n5f2hqINGx

Hey everyone! Today I’m sharing a new milestone in the development of my SNES game based on Turrican. I’ve been working on the intro screens and running tests on the weapons and projectiles that Turrican can fire.

Right now I’m focusing heavily on sprite handling, animations, and projectile behavior. This part is crucial for the gameplay feel, so I’m doing a lot of testing to make sure everything runs smoothly and reacts the way it should on real SNES hardware.

Your feedback really helps as I continue refining the game.

Thanks for the support — more updates coming soon!

(+1)

cool!

New update on the channel!  

http://youtube.com/post/UgkxoAEg4jhDI511QuL1f99kPkmIDMZTQbHg?si=WowsljIqHI2VK_LU

From now on, every game I upload will come with its own square‑format box art, inspired by the style of the Super NES Classic.

It’s my way of giving each video a clean, retro look that fits the 16‑bit vibe.

If you love classic gaming aesthetics and want to see every title with its own custom mini‑cover, you’re in the right place.

Stay tuned — new box art and new games are on the way!