Here is the article translated by Babel Fish's service:
We shrank from no troubles and rested not rather, before we could not bring an EXCLUSIVE SERIES under roof and subject for our readers. Only in the AMIGA Games series you will be able to experience month for month in the future the exact continuation of the development of Turrican III. From first hand and genuinely! Directly of the programmierteam KAIKO, this megaproject took care of from Hans Ippisch The history of the development Vol.l October 1992 the long way of Turrican II to Turrican III in this expenditure we want to near-bring you the first part of the history of the development. As it came to this conclusion of a contract sensational for Amiga user, as the play concept will look fundamental. We let come to it Peter Thierolf from KAIKO to word. "since end of 1991 we work in form of our chief commercial artist Frank Matzke on diagram and Design of the mega drive Turrican 3, since beginning ' 92 also on the diagrams of super Turrican on the super NES and intensively naturally provide we that is called our Soundmaestro Chris Huelsbeck the sound TRACK of the two console versions. Although already for a long time over a third part of the Actionsaga one whispered, actually became neither from simmering gold side and of Factor Five side seriously at a third part gerarbeitet." The key experience "none knows, why the idea came so late, but after the CSS'92 in Cologne the crucial turning point came. Hundreds of people pushed Factor Five to develop a further part. When the Factor Five of people finally rejected such a plan finally, we seized the resolution to enrich the successful and legendary Turrican series on the Amiga around a successor." The signing of the agreement "after of our ropes the resolution was fallen to dare the attempt on Turrican 2 spielerisch and technically still one draufzusetzten, turned we us at Rainbow kind, where our suggestion met on fruitful soil. Now a contract was made and we with the difficult task is entrusted, the Megadrive Turrican version, those is finished programmed at present by Factor 5 and to that our franc the diagrams and a good piece Design supplied adequately on the Amiga to realize." The play Design "we want to deliver however no play, which looks like a down-converted mega drive play and technically all trouble will give themselves to create with Parallax scrolling, enormous final opponents and 50 Frames screen layout, a singular continuation of the Turrican row." Peter Thierolf, KAIKO Play designer of Turrican III? Did you want to designen always once a Top play? Yes? Then you are here exactly correct, because the Kaiko team is pleased about each interesting Design suggestion, which it dispatched by AMIGA Games readers gets. As follows you can take part in the play Design: If you should have any ideas, which find you suitable for the third part of the Turrican Saga, then you send a letter with your maps. Tip or diagrams immediately to the following address. Development leader Peter Thierolf will announce itself with security to you, if he finds at a tip interest. THE ADRESSSE: A.U.D.I.O.S Entertainment password: T3 & AMIGA Games William Leuschner place 8 W-6070 being enough (note T.R.Schmidt: Nix more send, that already past. Very surely;) PART 2 The work on Turrican 3 makes amazing progress. In this consequence of the diary we want to light up the development steps in the time of 23 November by 19 December. But we let come now directly KAIKO programmer Peter Thierolf to word. WEEK 5 "sometimes one is astonished genuinly, how quickly one month passes. After we had compiled the contract with soft gold, we started working immediately. A whole week long diagrams were worked on. We will make many for that of steam turbine and gas turbine system with 16 colors, the player is to be accommodated with all weapons in the Sprites and parallaxes is the whole also NOC high ever, there to have we us which loaded. Ok one, some that of steam turbine and gas turbine system that is overloaded with Parallax will be not possible considerable with opponents, (jerk in darf's in no case!). Other worlds however offer themselves almost for the multi-level scrolling! Thus Ramiro, which converts most part of the diagrams, must watch out with the colors. A part in 16. a part in 8 colors (for the dual Playfield). Turrican must fit in 11 colors, so that with the Sprites still struck.... and the weapons must rather are revised. WEEK 6 One week later gives it already a lot of diagrams, which I can insert. In addition, in addition a program should be there, the diagrams moved. Now, up to now I not yet all too much programmed. However I have me the SOURCE texts about Thomas (note talk: Meant Thomas's angel, with member Factor5, programmer of the mega drive version is looked at and already times a plan made), what is to be realized as. Unfortunately the dates for T3 are very scarcely set, the part are still before the summer break 1993 in the shop. Thus we must pull everything together at resources. The Scroll and Bob system make NEON available, which work on the brilliant "Timet The flying squirrel". But they get naturally a completely large Credit in the play. Anyhow me somewhat more time to concentrate me on the most important Playability gives and naturally also a few beautiful special effects. (zoom and tricks??) WEEK 7 Already again one week rum. I had to make some at our internal Gametools, the program complex am up to now not yet completely finished (it probably never becomes). Anyhow I have all functions together, which I need urgently. Scrollen does Turrican 3 already, the computing time looks also completely reasonable, and the first merged diagrams make a beautiful impression. This 16-farbige set is deposited still with a beautiful "copilot by sky". Unfortunately the whole sees then already rather multicolored from (thick praise at franc & Ramiro) becomes it however nothing also in in constant Parallax in the I.Welt, in addition I must equip special parts into the level with somewhat fewer opponents. Anyhow catch it at fun to make slow. Tomorrow I strike the player price increase. WEEK 8 Tja, completely finished is the player price increase today to 16.12.1992 not yet, but within the next few days it already still which will become. At the 18.Dezember the Weihnachts party is with Rainbow kind, there I then probably for the first time a playable demo to demonstrate will be able. (Peter Thierolf/hi) Commercial artist Ramiro Vaca painted a whole pallet of different modules by means of D-Paint already, above the platform modules. PART 3 The development of Turrican 3 progresses with filter mile boots. Peter Thierolf reports us as usual from the programmer everyday life. WEEK 7 Already again one week rum. I had to make some at our internal Gametools, the program complex am up to now not yet completely finished (it probably never becomes). Anyhow I have all functions together, which I need urgently. Scrollen does Turrican 3 already, the computing time looks also completely reasonable, and the first merged diagrams make a beautiful impression. This 16-farbige set is deposited still with a beautiful "copilot by sky". Unfortunately the whole sees then already rather multicolored from (thick praise at franc & Ramiro) becomes it however nothing also in in constant Parallax in the I.Welt, in addition I must equip special parts into the level with somewhat fewer opponents. Anyhow catch it at fun to make slow. Tomorrow I strike the player price increase. The progress also is so large, if it should be really finished however to in the middle of April, must itself programmers Peter Thierolf really ranhalten. Meanwhile in the editorship even already the first playable demo version arrived. But now I hand the word over again at Peter Thierolf. Week 9 There are we again. Now, Weihnachtspause is well gotten over those, and I now am full steam ahead at programming. First once I must describe the Scrollroutinen. I had made some changes, in order to shrink the computing time, state now however that animal many errors happen (I have probably in the wrong places rumgefummelt). Thus with new concept to the same problem that will somehow have to be created already. Unfortunately a Scrollroutine. is into all directions scrollt. and the computing time over the Frames to some extent evenly distributed, a not straight sugar licking for the programmer. Week 10 So. Now everything runs, as it is. Turrican runs and jumps already like a recent God by the level. I already inserted the rope. I took over the rope routine from the original mega drive SOURCE. Unfortunately there however still some Macken are in it, also Thomas (angel. Factor 5. Anm. D Talk.) still prepare headaches. Naja. I waits only times to it the problems solved (one does not have to again invent the wheel). Now above all only once I a Bobroutine must insert the opponents, i.e.. The Bob/Objekt system of wars I fortunately of NEON. Those really inserted everything, which I need. Thus one must assemble the two SOURCES only... 2 days later... After some complications the system runs as lubricated. I can set myself slowly to programming opponent. Week 11 So. In the meantime we have 3 January week. I inserted now a collision system, which I developed after the megadrive collecting main. That functioned at first attempt!! Tja. now I have soon all important bases together. I program now only once the Score line (is a beautiful alternation). Unfortunately I do not have a computing time freely for a daruebergelegle Score line as with the mega drive, but I have however still something on the Bildschrim, therefore we put her under it. Week 12 Now I received the diagrams for the Parallax part of the l Welt. That becomes rather beautiful steam turbine and gas turbine systems, which there is not in the mega drive collecting main, where one should use the rope intensively, in order to find the whole Boni. As opponents only Walker and Flugwalker can occur here, because in the possible eight colors for the foreground the other opponents do not clean-fit (explosions must and the rope also of the portion be n) now I also the background animation inserted. I advance now daily so well that, one day old looks, demo version nearly like another play. The demo version, those was used for the Screenshots (the first demo version, rausging) has in the background not a demo colour tone. The appearance of the colour tone released many discussions among the commercial artists with us, hopes I however that they can agree very soon on a final version. I do not have desire, each day a new copilot by list ein/ubauen. So, until next month. (Peter Thierolf/hi) PART 4 The development time of Turrican 3 leans the end too. Rainbow kind prepared already the packing before and announces the distribution for at the beginning of of May. Programmer Peter Thierolf, who converts the mega drive version of Factor 5, works feverful on the individual levels and reports in the AMIGA Games exclusively on the progress. in the newest demo version, which in-wobbled in the editorship, it shows itself that T3 will be the crowning conclusion of the Turrican Trilogie. The first level is already completely playable and makes an excellent impression. Which did in the last four weeks everything, again Peter Thierolf tells us, directly from the KAIKO offices. "already again one month over?!! Slowly T3 goes into the hot phase. Today I count still 41 days up to my internal term for filing, now give it no more time to thus lose. But we look ourselves once the work of the last four weeks on... WEEK 13-14 Tja, for a long time did not last it, actually did not land those from all for well found copilot Perlist of the first world with me on the table. Inserted the whole was fast, only a special Parallax effect was actually required, which wanted to be also still programmed. But I have most work now only once with the programming of the different opponents. There there is Walker, flying Walker, Pacmans, which sits and shoots at the wall, moved platforms and and and... Above all it gives, those to opponent on the mega drive real-time (in real time note D talk.) to be turned and gezoomt, this effect I would like not to withhold from the hordes/hurdles of Amiga Freaks naturally. But we program first once the "normal" opponents, who are to be made without large expenditure. WEEK 15 Slowly will it time to make itself around the rotation and zoom thought because the next opponent, who stands on my list, is a creeping Wabbelalien, which zusammenkauert itself and in the area rumrollt (it is turned thereby naturally in fine gradations). In real time that, is called during the play runs off, is that naturally not to be managed, in addition too much computing time is used by the Blitter, that the diagrams on the screen copy thus must another system ago. A possibility would be to manufacture the turning phases with a mark program to put down and simply already turned in the memory. That would cost and is enough however much diskette place for load times to cause. In addition one can proceed now times only from 512 KByte chip Mem, and there is not enough place for a turn with fine gradation. Thus I select the following solution method: By means of a fast turning routine I compute the turning phases in as much as possible gradations at a time, where the computer does not have to do particularly much. Once directly to the shop, which needs zirka 0.7 seconds time for 32 phases, in addition, in certain places, during a level, where hardly opponents at the Bildschrim are and certain trick or zoom shot phases is needed. Works anyhow completely well. WEEK 16 Uff, the Dreherei and Zoomerei was a correct milestone, now becomes it again more simply. I had forgotten still completely to insert the third weapon - a Bounce shot - and the mines therefore I had now only once made that and had brought with it the first level to the conclusion. Actually I cannot yet at all seize it, but it is achieved! Times sees, what for nose the test players to find, because those become now probably on the part released. Anyhow I care for the next part, an elevator now immediately connect myself first with the second level and unpack here I a little genuine Parallax. WEEK 17 For a very long time that did not last, the elevator is also finished, thus geht's now further with level 2 and 3 of the first world. That is in the main only adjustment work, finally converts I the maps and the object positions directly from the source files of the mega drive version, there must only few data be adapted. Thus, genuinly as in the flight, level went makes correct fun. Now only the final opponent waits: A fat Fleischklops, which spits shots. But I take this weekend, afterwards it goes with world 2 lot. Until next month, in old freshness! (Peter Thierolf/hi) PART 5 Finalkeeps in track! Already in the next expenditure we you the last part of the exclusive development diary to present to be able, and in addition have we probably a playable demo version on the Coverdisk! Young from Kaiko work at present with high pressure on the last details to the play. In order to be able to master the quantity of work, even the Timet programmers were included. They convert straight world 5, while a further programmer programs the Intro. But we give now the word at Peter Thierolf, who reports as used from its work. Here T3 programmer Peter Thierolf sits in the midst of the letters, which he received from the AMIGA Games readers. WEEK 18 "world 2. That is first once a rather damp affair. The two levels play in an inundated factory. Level is 1 drying, only in the center still to some extent gives it a water break-down, which fills the courses with water. Distributed bars in the level, which are swivelling hung up, are particularly beautiful - on those Turrican may rest only briefly, because it is otherwise under its weight away rotation this by the way again a beautiful operational area for the turning routines, which I presented in the last expenditure. Anyhow this first level scrollt only horizontal for it is very long it. WEEK 19 One week is now already for the second world draufgegangen. Unfortunately it gave a few problems to convert the diagrams in such a way that the sequence of the diagram elements agrees with the original mega drive level. That is however absolutely necessary, since I may abmalen otherwise the levels of the mega drive screen, for which I have now really no time remaining. After some back and forth the background diagram stands for level 1 completely, with which I can loose-put now with the opponents. The bars are particularly important, over which one can run by the level. There are some abysses, which only with the bars to be overcome to be able. Some crashes later I can commit the entire level - the bars are finished. The remaining opponents might last now actually no longer all too for a long time. WEEK 20 Nose!! I hate the small Krabbeltierchen, which impudent-proves simply into innocent source codes einnisten and whose programmer floats to the insanity. The treibjagd on nose the most diverse sort stopped me again, but I probably sent most into the the other world. Particularly annoying and annoyingly those of nose, which arise in the most diverse places in the program, are naturally in each case without obvious cause. And they mostly verkriechen themselves after some desperate, indiscriminate changes at the program into any corner. There they wait only for it, in the suitable instant at the best, at a demonstration of the program with the backer - out of the ambush to jump, in order to verhoehnen the completely disgraced programmer loudly. WEEK 21 After some smaller difficulties with wasserfaellen and electrical fish, rising water level and hydras, with, the first level behind me is appropriate crabs, which shoot blisters, and other small animals! The second part scrollt again in all directions and plays... completely under water. In addition there are Quallen, tintenfische and shots spitting shells. Particularly complicated this part is not, unfortunately must I a quantity of status information, which was lost when converting the maps, by hand again enter, for example whether an opponent at the soil or of the cover along-loud is. These information must be entered rather wildly in the opponent table divided into quadrants, and that is really a rather stressige work. But I am soon finished in addition, with world 2. This diagram originates from the Intro. Franc Matzke painted first a draft on paper, which was afterwards coloriert on the computer transferred and. WEEK 22 Now the final opponent, an enormous tintenfisch is only missing. But I waive myself for later. I do not know yet so exactly, how much memory I will freely have at the end.... Today I could look at myself the Intro, which is developed by a friendly programmer. It is already nearly finished. The Intro looks by the way rather good. Everything parallaxed, siebenstimmige music keeps running and in such a way. Chris Huelsbeck took up in the meantime also its work to the T3-Amiga-Musiken. Heard I however still nothing, but the name vouches for quality. I work now on the beginnings of the third world, the first few opponents already give it. If your that here read, the play should be actually finished. Perhaps I remove then still last nose. Thus me the thumbs press. I would like to thank you all, which returned me ideas. (Peter Thierolf/hi) PART 6 Not less than six months worked Peter Thierolf on this goal, the last part of the development diary so far unique in Germany. Here we want to make a small summary over the entire Diary and the development. From the view of the editorship The name Turrican ranks in the Amiga industry among the sound-fullest, which one can find. When we heard at the end of of October last yearly of the fact that a third part of Turrican was to be developed, we were absolutely inspired. Coincidentally I was by day, after whom the fax in the editorship arrived, to Moenchengladbach on the way. I made also directly a excursion for smart way soft gold after Kaarst, in order to undertake a test flight with the Comanche. While I straight with the helicopter over the hostile areas dueste, I had suddenly the shining idea to make a development diary Turrican 3. Kristin Dodt of soft gold showed up just as enthusiastically, with which the diary took its run. In the German computer press there was not this so far in this form yet. From the little house finally was programmer Peter Thierolf, when he heard of it. Its agreement I had actually also never doubted. Month for month took place the delivery of the materials in the same form, which always took place on the last weekend of a monthly. Saturday in the afternoon arrived by fax the diary, while me the special messenger rang either to SAM tags or Sundays from the bed and by-brought the newest demo version. At the conclusion the special messenger let itself be hinreissen to the comment, he on last Saturday in the month only for me would work. From the view of the programmer Six months I let hard work lie behind me - the development time for Turrican 3 leans the end too. The term for filing reaches, the play nearly completely. Intro and Musiken are finished complete and make a mad impression. The play durchgecheckt at the end of the development completely, the last changes of the mega drive version of Factor 5 to become transferred to the Amiga program and all-last nose become sought. With the original developers the play will become common examined and still existing corners sanded off, or other new detail idea is inserted, in order to let the Amiga version shine. And to the conclusion still some stressige hours test play before the development team stand. There the play must only still prove the fact that it grew everyone still in such a way turned off playing player and not to the investigation with a panischen guru answers a rarely visited level corner. At this time very much progressed still decided world 3 with a Parallax in the entire level to equip similarly to world 4. In addition the foreground diagram must be reduced to eight colors. The expenditure is not small straight, however the completely parallaxende Alien world left such a strong impression with all viewers that itself the trouble is probably worth to offer to the player the optimum. Otherwise there is most work to tell no longer much, is done. Thus only hope remains for me that all players with Turrican 3 for the Amiga have the same fun, which I had with the development. I am sure me that also further good plays for the Amiga will appear. The straight publications of the new Amiga models in particular the A1200. make courage. In England many plays already appear into special A1200-Versionen, which already to some extent uses the abilities of the machine. Thus much fun and many hours with Turrican 3. (Peter Thierolf/hi) After six months we can present you now the five worlds of Turrican 3 collected. (note T.R.Schmidt: yes, really only 4 pictures were printed;) DIARY FUTURE It is achieved. We accompanied the complete development of an Amiga play from the signing of the agreement to the final completion. The development of Turrican 3 accompanied at the same time the development the AMIGA Games, which changed itself clearly in this time. Our philosophy is it to meet to the readers their desires. Now it is again at the time. To ask you for your desires. In principle the development diary is encountered a mad inspiring wave. For this reason we will make this column a firm mechanism. We will not accompany however no more the entire development of a play, but in maximally four expenditures the entire development of a well-known project revue happen to let. We are to take up which category next. Want you to know, how the development of a game of roles runs off or the successor of the ice hockey is interested manager? Look up on the side 8l and turn you under the column Teamwork to the editorship.
Best soundtracks on the Genesis.
I just used Babel Fish translation service http://world.altavista.com/, but I didn't have time to word process it.
Juct copy - pasted it.
Juct copy - pasted it.
Saint Dragon - AMIGA - Jaleco 1989
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
"In the first battle against the Guardian's weapons, created with Vasteel Technology, humanity suffered a crushing defeat."
Thunder Force V
I think this topic got stuck in my head for awhile and I just spent a bit recording a editing a bunch of tracks for a compilation (finding made much easier by Kega). I think I got all of my favorites, though a few decent items got the chop (Wings of Wor, Sparkster, Altered Beast, etc.). If anyone knows the names of the unnamed songs or composers let me know.
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Fighter17
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Genesis:
Streets of Rage 1 and 2 (Favorite soundtracks for the Genesis)
Sonic 1,2,3 and Sonic and Knuckles (Second favorites)
Shinobi III
Thunder Force III
Lightening Force (Thunder Force IV)
Sonic 1,2,3 and Sonic and Knuckles
Mega Turrican (I just got the game at the flea market over the weekend, YAY!)
Castlevania: Bloodlines
Gunstar Heroes
M.U.S.H.A
Michael Jackson's Moonwalker (LOL)
Sega CD:
Bani-Arm (Android Assult)
Snatcher
Sonic CD (JAPANESE VERSION)
And about the SNES and Genesis sound chips, I perfer the Genesis soundchip over the SNES one. For some reason, when I play many SNES games, I hear like the same music notes from other games (just play the Final Fantasy). The music tunes are different, but the notes are the same!! Remember people, with clever programming, and knownage of the hardware, you can make games and music two great things. (Treasure games).
Streets of Rage 1 and 2 (Favorite soundtracks for the Genesis)
Sonic 1,2,3 and Sonic and Knuckles (Second favorites)
Shinobi III
Thunder Force III
Lightening Force (Thunder Force IV)
Sonic 1,2,3 and Sonic and Knuckles
Mega Turrican (I just got the game at the flea market over the weekend, YAY!)
Castlevania: Bloodlines
Gunstar Heroes
M.U.S.H.A
Michael Jackson's Moonwalker (LOL)
Sega CD:
Bani-Arm (Android Assult)
Snatcher
Sonic CD (JAPANESE VERSION)
And about the SNES and Genesis sound chips, I perfer the Genesis soundchip over the SNES one. For some reason, when I play many SNES games, I hear like the same music notes from other games (just play the Final Fantasy). The music tunes are different, but the notes are the same!! Remember people, with clever programming, and knownage of the hardware, you can make games and music two great things. (Treasure games).
Cool enough. RT2 = best sound test screen ever.Rob wrote:Haha, I just added a cover image from RT2's music mode. Good enough?Turrican wrote: Rolling Thunder 2 is missing though. (not to mention Mega Turrican)
And, I just noticed... "Storm" from Castle of Illusion... if it's the same track I'm thinking to, I admit that I occasionally play the game JUST TO HEAR IT.
Those aren't the official track names for CoI, but that's the stage with the scary looking sky, the fall apart bridges and geysers. I think there's another song that takes place where the sky darkens that it could probably be confused with. I like all of the songs in that game, so it was hard to choose. But somehow I managed just one track for Lightening Force. 

Great to see this topic has sparked such an endeavour.Rob wrote:I think this topic got stuck in my head for awhile and I just spent a bit recording a editing a bunch of tracks for a compilation (finding made much easier by Kega). I think I got all of my favorites, though a few decent items got the chop (Wings of Wor, Sparkster, Altered Beast, etc.). If anyone knows the names of the unnamed songs or composers let me know.
I used Zophar to listen to some of the music and the tracknames for CoI are different there as well. I don't think those are the real ones either.
Which stage of Castlevania is "Sinking old sanctuary" played in? Those tracks are not named at all.
Edit: Oh my, look at the latest feature on 16-bit.com.
Legacy of the Z80
The love for the Genesis sound knows no bounds at the moment.
May we speak the beauty of thee, O Earth, that is in thy villages and forests and assemblies and war and battles.
-Atharva Veda XII. 1. 56.
-Atharva Veda XII. 1. 56.
Yeah, first I got a bunch of those .gym files from zophar to see what I wanted to include, but I wasn't satisfied with the emulation quality so I recorded the tracks off of Kega (which seems to me nearly 100% accurate).Samudra wrote: Great to see this topic has sparked such an endeavour.
I used Zophar to listen to some of the music and the tracknames for CoI are different there as well. I don't think those are the real ones either.
Which stage of Castlevania is "Sinking old sanctuary" played in? Those tracks are not named at all.
Edit: Oh my, look at the latest feature on 16-bit.com.
Legacy of the Z80
The love for the Genesis sound knows no bounds at the moment.
Sinking Old Sanctuary is the beginning of level 2, I think, with the mirror-like water effect (same used for the lava effect in RKA?). I'm pretty sure it's named in various Castlevania soundtracks.
re: sega-16 article. That's weird they just posted that, since I was looking at the site a few days back for an article on music. Decent choices, but too short.
