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

Featured Replies

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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

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The Hero: Bren McGuire

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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.

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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.

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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 -

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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.

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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.

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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!

  • Author

The bosses in my game… mutant giants!

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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.

  • Author

New Level Inspired by STRYX Thanks to principekento!

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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.

  • 2 weeks later...
  • Author

SNES - Fan-Made Prequel to Turrican II

IN DEVELOPMENT

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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.

  • Author

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!

  • Author

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!

  • 3 weeks later...
  • Author

Evercade, I forgive you… my Turrican wasn’t going to be in there anyway!

https://evercade.co.uk/cartridges/turrican-collection/

Guys, I had a shocking moment today.

I was checking out the Turrican Collection on Evercade, fully expecting to see my name shining among the legends…

…and guess what?

My fan‑made SNES prequel is nowhere to be found!

For a split second I thought, “Wow, they totally forgot about me.”

Then reality kicked in and I remembered the obvious:

it can’t be included because it’s not official

…and, tiny detail…

I haven’t even finished it yet.

So yeah, Evercade had absolutely no reason to wait for me.

But don’t worry — I’m working on it.

Slowly but surely, pixel by pixel, it’s coming together.

As soon as I have something that doesn’t look like a glitchy fever dream, I’ll share some previews.

And when it’s finally done, I’ll proudly send Evercade an email titled:

“Alright, you can add it to the collection now.”

All jokes aside, just wanted to share the project and have a good laugh with you all.

  • Author

Flawless Idea! – Mutants Steal the Legendary Turrican 2 Armor

Hey everyone!

I’ve been working on a new feature for my game, and I couldn’t wait to share a little preview with you.

In this world, mutants aren’t just brutal and unpredictable… they’re clever too. Clever enough to steal and use advanced armors for a short period of time. And here’s the fun part: one of those armors is a clear tribute to the legendary Turrican 2 power suit.

Our hero ends up facing not just a boss, but his own iconic weapon, reimagined in a mutant version.

A mix of nostalgia, challenge, and pure pixel madness.

I’m still polishing animations and attack patterns, but the whole scene is already looking awesome.

  • Author

Avalon 1 Teleport-Elevator

The Avalon 1 is a multi-level starship. To move between floors, you don't use stairs or a normal elevator - you use a teleport-elevator.

Find the platform with the green LEDs. When you step on it, the system activates and instantly teleports you to the upper or lower deck.

  • Author

New GIF From My Game!

MENU-INTRO-LEVEL

Here's a new GIF from my project: it shows the main menu, the full introduction, and a section of the weapon testing level.

Everything is still in development, but this preview gives a solid feel for the game's style and pacing.

Let me know what you think!

  • Author

Boss Level Concept in Shinobi Style

Hi everyone,

I’m working on a concept for a boss level inspired by the style of Shinobi. The idea is a compact, symmetrical arena designed for a fast, timing‑based fight where precision and quick reactions are key.

The boss would be faced in this kind of setup, keeping the action tight and arcade‑like.

What do you think of this structure for a boss encounter?

  • Author

Mutants Are Live - and These Guys Are Way Too Smart!

Today was mutant?testing day.

And let me tell you...these guys are NOTHING like the robots.

Robots explode. Robots break. Robots accept their fate.

Mutants? Mutants plot.

These sneaky creatures move between cover, switch positions, and shoot from angles I didn't even know existed.

I swear one of them looked at me like, "Oh, you thought this was going to be easy?"

I'm developing this solo, but these mutants are making me feel like I need a full tactical team behind me.

They flank, they hide, they reposition - basically they play smarter than I do, and I'm the one who coded them.

But hey, challenge accepted.

  • Author

Giant Mutants Are Live - and They Don't Move... Because They Don't Need To

Today was giant?mutant testing day.

And honestly? I'm starting to think I created a whole new category of unfair.

These things don't walk.

They don't chase you.

They don't flank, hide, or do anything remotely tactical.

They just stand there.

Like skyscrapers with anger issues.

And then they unload.

The moment they spot you, it's like someone flipped the "infinite ammo" switch.

Rockets, bullets, beams - whatever they're built with, they fire it nonstop like they're trying to erase you from the timeline.

It's almost insulting how confident they are.

They look at you like:

"Why would I move? You're the one who should be running."

And the worst part?

I coded them.

I know exactly how they work.

And yet every time I test them, I feel like I'm trapped in a turret defense game where the turrets hate me personally.

Static enemies, sure.

But when they start firing, you realize mobility was never the problem.

Survival is.

Challenge accepted... again.

  • Author

Jetpack Chaos Inside the Avalon 1

Our hero just unlocked his new favorite hobby: flying around inside the United Planets Freedom Forces' flagship, the mighty Avalon 1.

One second he's on the floor, the next he's on the ceiling, and the next he's zooming past two confused drones who are definitely reconsidering their life choices.

We've got horizontal levels, vertical levels, and a few that look like the ship's engineer built them after a long night and too much cosmic espresso.

With the Jetpack, every corridor becomes a zero-gravity playground where the only rule is: try not to crash into anything that sparks.

  • Author

Fresh Update from the Pixel Lab - Meet the First Mutant Boss Wearing the Stolen Armor

Hey everyone!

In my previous post, I talked about a new feature I've been adding to the game: mutants aren't just savage and unpredictable. they're smart enough to steal and use advanced armors for a short time.

And yes, one of those armors is a clear tribute to the legendary Turrican 2 power suit.

Well, today I’m back with something even cooler.

I'm excited to introduce the first mutant who managed to steal that iconic armor and twist it into his own brutal, corrupted version.

This guy officially becomes the first boss you’ll face - a mix of nostalgia, chaos, and pure pixel insanity.

I'm still polishing animations and attack patterns, but the whole encounter is already looking wild.

Get ready to see what happens when a mutant grabs a piece of gaming history... and decides to use it against you.

  • Author

New Boss Reveal: The Rolling Mutant

Hey everyone!

Time to show off the second boss-another mutant who managed to steal the advanced armor... and figured out a whole new way to weaponize it.

His Signature Move

He morphs into a high-speed rolling ball, tearing across the arena while dropping bombs nonstop.

Pure chaos, pure pressure, pure pixel mayhem.

I'm still polishing the animations and attack patterns, but the fight is already a wild explosion of metal and mutant fury.

Get ready-this boss doesn't just chase you.. he runs you over.

  • Author

Development Update: Level Coding Has Begun!

Hey everyone!

Just wanted to let you know that I've officially started coding the levels. All bosses and enemies are already done, so from now on I’ll be focusing on building the actual structure of the game.

I’m aiming for somewhere between 5 and 7 levels, but I haven’t decided the final number yet. Either way, I won’t go beyond that because I want to keep the style I love: short, intense, old?school arcade experiences, without repetitive or filler levels.

Speaking of bosses:

there are two more bosses I haven’t shown yet, and I’d rather keep them as a surprise for the final release. I think the “wow” effect will be worth it.

From this point on, the next topic I post will be the announcement of the completed game.

We’re really in the final stretch, and I can’t wait for you all to play it!

  • Author

Mini Update: I Just Had to Show You This

Okay, I know.. I said the next post would be the official announcement of the finished game.

But I'm breaking that rule for a very good reason.

While working on the final level, I ended up putting together this armor hall.. and it turned out so good that there was no way I could keep it hidden until release. It instantly became one of my favorite rooms in the entire game.

So here it is: the armor hall from the last level.

Just a small preview, a little taste of the atmosphere you'll find in the finale. I won't spoil anything else, but trust me-its role in the game is pretty special.

Alright, now the next post will really be the final announcement.

We're almost there, and I can't wait for you all to play it.

  • 4 weeks later...
  • Author

The patch is ready! Releasing tomorrow!

Good news: the patch is finished!

Tomorrow you’ll finally be able to try all the fixes and improvements the community asked for.

Thanks for all your feedback — it really helped shape this update.

  • Author

SNES-Patch 05/02/2026

Guide

Preview

Turrican 1.5

The Avalon 1 has fallen under attack. Robots malfunction, mutants outsmart you, and some even steal advanced armor to turn themselves into deadly bosses. As Bren McGuire-still without the iconic Turrican suit-you fight through collapsing decks, chaotic corridors, and jetpack arenas using a built-in four-mode weapon system. Survive the invasion from inside the ship and reach the exact moment where Turrican 2 begins.

Now that the game is finally out, I’d really love to see how you all experience it.

If you create any videos, gameplay clips, reviews, or if you come across content made by others, please share the links here on the forum or send them to me by email. I’m genuinely interested in seeing how you play, what stands out to you, and what you enjoy — every bit of feedback helps me keep improving the game.

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