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

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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.


    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!

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    Default

    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.

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