
The latter’s grappling hook mechanic has now been abandoned in favor of an equally blah ice beam, but the great visuals, superb soundtrack and knuckle-cracking challenge remain. This hybrid style works very well for the most part, with a return to the earlier titles’ sense of exploration, while keeping the bombastic action of Mega Turrican. The final entry is SNES release Super Turrican (1993) which sees the franchise look for a sweet spot between the unrestricted scope of the Amiga classics and the more linear arcade action of the Sega Mega Drive effort. Though Mega Turrican takes the biggest divergence from the series’ norm, it boasts a gameplay style more comfortable to modern players, increasing the pace to keep the action fast ‘n’ furious. Mega Turrican’s highlight lies in its smart use of the Mega Drive’s capabilities – packing each stage with special effects rarely seen on Sega’s 16-bit platform. Of all sequels, Mega Turrican is the most “accessible”, with a linear approach to level design and more typical platform-shooter action.
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This anomaly sees the series redesigned for console players, perhaps more attuned to arcade experiences. Leading Turrican Flashback’s two console entries is Sega Mega Drive release Mega Turrican/Turrican 3 (1993). It can’t be denied that some three decades later Turrican’s control is a tad unwieldy – particularly its unfriendly jump mechanics – but its audio/visual elements remain as cool today as they ever were, while the team’s underlying ambition remains readily apparent. It was this exploratory nature that stood Turrican out from its contemporaries – widely welcomed by the “home drawn map” crowd.

Rather than run ‘n’ gun in typical left-to-right fashion ala Contra, Turrican takes a more open-ended approach, rewarding players who take the time to traverse its verticality en route to memorable boss encounters. Turrican is an epic sci-fi adventure that sees our hero battling wave upon wave of Alterrian bots, attaining massive firepower from hidden weapon caches and utilizing a variety of special abilities (such as a Metroid-style “morph ball”) to pick their way through each of the game’s large, non-linear stages.

At launch considered one of the finest action titles ever made, Turrican tasks a cyber-soldier with clearing out the intergalactic colony of Alterra, laid waste by a rampant A.I. The biggest difference to previous Turrican-games however, is the fact that in Super Turrican 2 almost half of the levels are strictly linear and don't feature any large secret areas that have become somewhat of a trademark of the series.It all began with Turrican (1990). Much like in side-scrolling shooters, you can now pick up homing missiles as secondary weapons. The Flamethrower is new to the series as well as the Rope, which can be used to climb walls, cling to platforms or pick up out-of-reach items. Into "wheel-mode" for a limited time to become invincible, lay mines and shoot rockets. To get rid of all the enemies, several different weapons can be used, most of which are already familiar to players from previous installments of the series: a Laser, a Spread-shot, and a(improved) Rebound. This requires the player to jump and shoot his way through large levels filled with lots of enemies. Super Turrican is back, and once again the USS Freedom Forces have to prevent the evil Machine from harming innocent civilizations.
