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Forums > CSDb Discussions > Turrican 3
2004-08-29 14:46
Wile Coyote
Account closed

Registered: Mar 2004
Posts: 646
Turrican 3

Has anyone played Turrican 3? if so, what do you think :)

I've had a quick go, not had the time to have a proper go just yet. So far though i have mixed opinions. Credit where credit is due, the play does play like Turrican and Turrican 2. The graphics on level 1 seemed too much like Turrican and the 1st big (mid level) boss turned out to be a big fist, which was a bit of a let down, as after all, there is a big fist as a mid level boss during the first Turrican (although on the Turrican 3 the fist is animated).

The collision seems somewhat iffy at times, there appears to be no in game sound fx? and the screen glitches alot when lots of enemies appear on screen (although i was using an emu, so maybe this does not happen on real c64).

All in all, the game does seem like good fun. I will need to play some more to form more opinions /wec :)
 
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2004-09-02 21:56
Nafcom

Registered: Apr 2002
Posts: 588
wile coyote 2, _V_ 1, that would be, 3 levels, enough for a small Turrican IV. Nevernethless, better to have graphics for a level 4 and 5.. and coder needed and suddenly we have a Turrican IV, muhahahaha :D
2004-09-02 22:40
cadaver

Registered: Feb 2002
Posts: 1160
Or maybe in another 7 years? ;)
2004-09-02 23:40
Nafcom

Registered: Apr 2002
Posts: 588
Quote: Or maybe in another 7 years? ;)

depends on, how fast everybody is?...
2004-09-03 07:47
Wile Coyote
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Registered: Mar 2004
Posts: 646
I had other ideas. The original Turrican was probably held back in places, as it probably needed to work from Tape as well as Disk. These days, Tape is history. If Turrican was to be Disk only it could open up a few extra options.

I had the idea of a Turrican with just 5 levels. Although it would be possible to run between all 5 levels. The idea would be like Metroid, in that only ceratain areas of a level could be accessed (once opened up).

The start of the game would take place on the surface of the new world (no music, just sound fx here :) And in true Metroid style, the first weapon to find would be the option to roll into a ball (thus allowing the player to squeeze through small gaps).

2004-09-03 09:43
_V_
Account closed

Registered: Jan 2002
Posts: 124
I think I know where you're going, WEC. I have played a couple of Metroids (on the GBA and GameCube), and the concept of running around worlds, discovering new areas after acquiring certain upgrades for Turrican sounds like a great concept. And as the exploration increases, the story of the world unfolds (if there's memory - unlikely, but one can try ;).

So, the project would be Turrican's world with strong Metroid influences. Could be a winner. Hmm, we could even arrange an encounter between Samus and Bren, let them hook up ;).
2004-09-03 16:54
Wile Coyote
Account closed

Registered: Mar 2004
Posts: 646
I think it could work. 5 levels, 5 loads. There just needs to be a small file on the disk that is read and writtne to. This file would simply contain information such as what has/what has not been picked up (roll into a ball power up for example) and what doors/rocks have been opened/blown down :)

So on the one hand 5 levels makes the game smaller. On the other hand the game beomes bigger as the player has to run back though old levels to discover un_discovered areas :) - This would take Turrican in a new better direction :D
2004-09-06 20:05
Nafcom

Registered: Apr 2002
Posts: 588
Hey T3 source released & sids & unused graphics. Hopefully some cracks with some fixes soon?
And Wec & _V_: Nice ideas, and who does the code? ...
2004-09-07 19:28
cadaver

Registered: Feb 2002
Posts: 1160
Hmm.. from some investigations of the T3 sources, the gamecode seems quite weird. It's busywaiting in the mainprogram to do the scorescreen split, instead of using a raster interrupt, so no wonder if it flickers like hell when it runs out of r-time :)

Still respect to AEG for releasing the sources.
2004-09-08 08:33
WVL

Registered: Mar 2002
Posts: 896
/me patiently awaits cadaver's version of tur3 ;)

i took a quick peep too, and i don't think it would be an enormous undertaking to improve the multiplexers a bit.. but i doubt it will be possible to get rid of all the flickering without recoding large parts.
2004-09-08 08:56
Graham
Account closed

Registered: Dec 2002
Posts: 990
i don't think the flickering is the no.1 problem in T3... i encountered a lot of "player gets stuck in collision" during playing, far more annoying. also the flickering could be limited with limiting the spawn speed of new bullets. maybe even add software autofire?
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