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

    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.



    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.

    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!
    Last edited by SUPER-J11BIT; 03-06-2026 at 10:14 AM.

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