The fact that this game looks as good as it does AND performs near perfectly, while running only ENTIRELY on the SNES's base hardware- No co-processing chips or FastROM boost on the cartridge... That is seriously impressive.
best 16 bit graphics in my opinion, when you combine the graphics with the massive amount of stuff on screen at once blowing up, with no slowdown whatsoever, always fast paced, it is insane at times and neo geo quality. incredible design. great music too. excellent game as well, i'd give it a 9/10
@@eijentwun5509 Then it is no wonder, that I recognize the style and gameplay of the great Turrican games everywhere. And the spaceship levels look like Turrican married Project X, with its asteroids, big enemies and wepaon fire effects. Oh, and the laser beams that are reflected by the walls from 17:00 remind me of Katakis.
@@Rodzilla97 The Genesis couldn't even get close, it's hardware just too old by the time the Neo Geo hit. The SNES couldn't get close either, and it's hardware two years newer than the Genesis.
@@josemarques131 Aka never, none of the 16 bit consoles could even get close, but to see someone say the Genesis got closer, is simply laughable at best.
@@Bloodreign1 Fun fact, the SNES was designed prior to the Mega Drive. But the superior sprite handling of the Mega Drive puts it above the SNES for action packed games. Take Elemental Master from Technosoft. Yeah the pixel art isn’t up to much on that game, but if you watch a play through and when the big weapons come out, it’s moving giant sprites around all over the place. Really though neither console can match what SNK put out on the NeoGeo but the SMD can closer match the feel of frantic gameplay.
@@inceptional Either the boss is drawn with sprites (a lot of sprites), or the boss is sharing a playfield with the most distant background layer. They don't seem to overlap. Just guessing.
The NES and SNES's CPU is very similar to that of the Commodore 64(a system Manfred Trenz was a veteran programmer on). So if there was anyone who really knew how to put the SNES's CPU to proper use, it was Manfred Trenz. This just proves that the SNES IS more than capable of handling a fast pace run n' gun/Shmup game without any hardware chips inside the cartridge. It's all up to the developer and their way around the hardware. This game would've been released much sooner had Manfred not been told to re-work the game from scratch to incorporate DKC's graphics. It would've been known as Targa; the spiritual successor to the Turrican games. It would've been released possibly in the Summer of 94 had it not been delayed.
alaggan this was Manfred Trenz’s style he put his all into this game. and he also made the Turrican series of games, if you’ve ever heard of those! He even ported Turrican to the NES entirely on his own. Graphic, code, music, he did it all. The games credits are almost hilarious It’s his name over and over
and the level is like 5 screens tall it seems, maybe more, changing directions, multi layers of scrolling in the background(and great looking backgrounds, and buildings, tons of colors) and is fast and tons of sprites and weapon fire, 0 hint of slowdown (anywhere in the entire game)all at once. it's an absolutely beautiful thing to watch!!
@@Rodzilla97 not taking anything away from Manfred Trenz (big fan of the Turrican games), however there numerous moments of frame rate stutter in the game, as well as sprite flickering...
@@BradleyQuerruel well you're the only one i've ever heard say it has slowdown. i've played it with game genie many times and built up as many things on screen as possible and still no frame rate drop/slowdown. i think Trenz also did this to make sure no matter what it wouldn't slow down. there is screen tear every so often, but that's about all
Learned about this game in the Turrican Forever webpage. Seeing a licensed game among "Unofficial Turrican fan games" confused me at first, but it makes sense now. It's licensed, but still an unofficial Turrican by pedigree and style. The game looks amazing. Would love an official option to play it (Outside of original hardware or sketchy rom websites)
At these times the Genesis Fanboys with their "Blast Processing" jokes disappear. And detail that this game is in SlowROM, that is, using only 67% of the Snes processor speed and even then it doesn't slowdown. Not bad for the "Weak CPU" console.
Stage 1: Ruins Stage 2: Military Base Stage 3: Asteroid Belt Stage 4: Space Base Stage 5: Alien Base Stage 6: Atmosphere Stage 7: City Stage 8: Skyscraper Stage 9: Supercomputer
It's crazy that this SNES game has so much fast-paced action going on with no slowdown or stutter whatsoever, especially when you consider it's stuck running in SlowROM at a paltry 2.68 MHz and only 75% of the system's full CPU speed. I mean, check out some of these shmup sections for example: 12:14 and 19:40 and 22:52 and 47:13 This game is running on a SNES console with the CPU artificially throttled down to a speed that's a whopping 70% slower than the Genesis 7.68 MHz CPU and 30% slower than even the Master System's 3.58 MHz CPU.
This game truly impressive, it combines multiple sprite, mode 7 and transparency, and most important almost no slowdown for a game with no additional chip addon. Could take on genesis fastest shoot them up
@@Rodzilla97 there is a wee hint of sprite flicker on the main character sprite, but i dunno, maybe a quirk of emulation. SNES9X has reliable overclocking for that sort of thing though.
How in the living hell are they pushing so much stuff on the SNES with zero slowdown? And surely this means there was the potential for all SNES games to run this well. :-o
@@chaos120 Yeah, I wish devs with this level of talent has shared their wisdom so other people could push the SNES similarly. That system even to this day still has so much left to give in so many areas.
This has to be thee most technically stunning game on the SNES, right? I mean, my God, some of the stuff this game is doing on the stock system . . . I don't think there's a single 2D game on Genesis that manages to match what has been achieved here all round, such as in the level with the city where it's pushing three fully overlapping full parallax background layers (sometimes it even looks like it's using the full four background layers, such as for the end-level boss that appears on top of all the city backgrounds for example), plus line scrolling, with a crap load of enemies and explosions and the like, moving at blistering speed, all full screen (no black bars), at a solid 60fps, and with no slowdown whatsoever. And, to cap it all off, this is running on the stock SNES entirely in its slower "SlowROM" mode at 2.68 MHz (normal mode is 3.58 MHz, which is roughly 30% faster), so it's not even utilizing the stock SNES' full power. It's just like--wow! If this had been released in Europe back in the day, it would have blown people's minds. I'm just in pure awe.
yeah but there is a game that i think really has no slowdown on the genesis ruclips.net/video/ufVi3aL6ol0/видео.html this game is pretty smooth if i do say so myself
@@inceptional Space Megaforce also used only SlowRom and is about equally impressive. Virtually no slowdown albeit plenty of flicker. Compile was another company that knew the 65xx architecture (and by extension, the 65816) like its own room. Check out Zanac, Guardian Legend, and Gun-Nac on the NES too.
I know your comment is months old, but the trick that was used to get the game running with no slowdown had similar coding that was used on the 3DS version of Smash 4. In Smash 4 your character would run at 60 fps while the Assist Trophies, Pokemon and Stage and background ran at 30fps to keep with the CPU's consistency. The same is said here. Your character and projectiles run at 30fps while the enemies and background run at 10 to 15 fps in order for less strain being put on the CPU in this case. No enhancement chips needed for this game. Just the game and the console that it runs on.
Search up The Adventures of Batman and Robin, you'll be surprised. Not gonna deny that this game is a masterpiece and puts most games on both platforms to shame, though.
@@agapitojuliano5517 You still have to admit, for Genesis games, it and Red Zone (same dev) look fantastic; the scaling effects, fake 3D, fantastic use of parallax, it's all pretty impressive. Definitely not on the level of Trenz's work, I'll admit that (he's a living legend), but it's a valiant effort. EDIT: Also check out the demoscenes, they know how to destroy these platforms' limits.
Hey wait, I grew up with the Genesis and I think it's a masterpiece and better than the SNES, but I like both consoles, does that make me a fanboy? I think not
Seems like Trenz took some inspiration from the Thunder Force games on this one, especially with the weapons. Not bad at all, especially since it looks like it plays pretty smooth.
Um no... He took inspiration from his OWN Games: Turrican I, II and III...2 of which existed before the Sega Genesis or SNES were created......they were on the Mighty Amiga computer.
In walking sections you can feel its the same guy, who made Turrican, but flying ones are new and great addition to the formula. Stages 7 and 9 look awesome in my opinion!
The creator of this game Manfred Trenz also made the Turrican series which sadly never caught on here in America. The publishers even (rather despicably) changed the title screen and some graphics of the second Turrican game to rebrand it as a movie game based on Universal Soldier. So point is, after all that nightmare, I’m guessing an English release wasn’t in the cards for this game. I’m just so, so happy that it got released somewhere, it’s amazing
@@sergioquispeavila7659 "Randering Ranger" fue un juego para la consola Super Nintendo (SNES) pero nunca salio y si lo hizo fue solo en Japon por lo que es casi imposible conseguir el juego en formato fisico en cuanto el juego que homenajea es "Turrican" juego que salio para las consolas de 16 bits SNES y SEGA Genesis y PC. Saludos
Great game. I wish some fan project will once convert Rendering Ranger for the Amiga. It is like the "Turrican 4" Amiga fans always wanted but never got. An AGA Amiga with a 68030 turbo board and at least 8 MB extra RAM should be able to run this game without any problems. We had similar 2D-shooter levels in space with XL-size enemies, asteroids and weapon fire FX in "Project X" running fluently on an A500 with 1 MB extra RAM.
OK, how in the hell did he do both a scaling planet and independently scaling ship together in the same scene during the ending of the game? I thought the SNES couldn't do sprite scaling, and I thought Mode 7 could only do scaling on a single background layer, but here there's two scrolling objects and a background star/space layer here too.
@@maxwelseven How can they possibly be on the same layer when one is getting bigger and the other is getting smaller? Also, if they are on the same layer, how can he be both scaling them differently as well as scrolling them in totally different directions too?
@@inceptional HDMA can change the layer's scalling, rotation, speed, position, priority etc. The only limitation is that you can't change graphics and tilemaps mid-screen, so both scalling objects needs to be in the same tilemap.
@@maxwelseven I didn't know it could affect different areas of a single Mode 7 background to this effect, that you can basically layer it on itself and scale two parts in exact opposites and so on. If this is case then why don't a crap load more SNES games do this? All I've seen is a single layer manipulated to rotate/scale/skew a single track, or a single boss character, or a single logo, and the like. But if it can do this then it could clearly do a crap load more stuff that we've just never seen in 99.99% of SNES games. :-o
@@inceptional Yeah, that's kinda rare. Mode 7 multiplayer racing games also does that, just having a black bar between both screens. But there are some cool effects, like the cloud level in Treasure Conflix. Looks like 2 overlaping layers in Mode 7, but is just that same HDMA trick, but in every other scanline. Sadly this level is super hard to find on RUclips, maybe you will find by searching for "Treasure Conflix gif" on Google Images.
Manfred Trenz seemed to have an affinity for Japanese made games, seems like all of his work was inspired by Japanese software, and it shows in the quality of his games. And that quality is quite high.
The game is really visually amazing! But in terms of music, it's totally forgettable. But it's still a great game! For me it's strange that this game isn't remembered and celebrated as a good 16-bit shooter... why is that?
"Very very tricky assembly programming" - Manfred Trenz (Three years of hard work, no use of add-on chips, just to bring out the true capabilities of native SNES hardware).
@@TOUKOretrotaku Yes you're right! Without FastROM, without SA-1 and without SA-X, this game is pure very well programming work. So sad that these capabilities on the SNES have never been more worked out, even today's indie developers are busy blowing up retro systems with new games for Genesis, NES and Amiga, everyone is impressed with that but no one sees what the SNES is at reality still capable of offering. SNES is definitely a machine for non lazy, and easy-going programmers.
I wish they'd done this in a pixel art style more like Contra III or Gynoug than something like Donkey Kong Country because this is a very impressive game technically but I'm just not as big a fan of this "realistic" rendered style of visuals in old 2D pixel games. Proper sprite art drawn by hand and made to look like clean sprite art just looks much better imo. I actually think that's maybe one of reasons this game wasn't quite as big a hit as it could have been. It's dang impressive though.
I watched the Turrican documentary included in the Turrican anthology collection and one of the devs said that they were forced to use pre rendered graphics and said it looked terrible compared to their hand drawn sprites they had before. Considering Super Turrican 2, stylistically I’m very curious what this would’ve been like if not forced the art style changed. Might’ve looked way better, which is saying a lot since a lot of people like how it looks right here
I heard the developers used very tricky and precise assembly coding to get that type of animation out of the system. The music seems to be of unusually high quality too, but the sound effects are just your typical muddy and muffled SNES sounds.
@@AL82RetrogamingLongplays I heard one of the main criticisms of the game was the limited screen space, which is to be expected though, as the SNES has a worse resolution than the Genesis.
I dont understand how the skull from the start of stage 7 makes such a smooth fade in and out... Snes had no alpha blending, its transparency was actually fixed functions of color mixin, so i would like to know what is the trick. Pallete animation?
Stuck on level 5 after blowing the hole in the background. Can’t jump off the short platform to the longer one above, on the left side so cannot engage the boss!!! No matter what I do I cannot t the character to make the jump. Playing on a ps mini emulator with ps mini controller. May help? Thanks
This game has some amazing effects and is visually impressive but it looks boring AF. The enemy patterns and general level design is very dull. Still an interesting curio.
After playing I can confirm this is not true, particularily for the shoot em up stages. The run and gun stuff isn't as involved as a Contra or Metal Slug, they can be a bit repetitive at times but still are very solid.
Not doubt this is a great looking & sounding game but the enemies ran simple patterns and levels are mostly jump to avoidance gameplay. Sorry folks but not a lot of challenge with the A.I. that just A.I.n’t good. Legendary status due to extremely low production run and zero release in NTSC.
Beautiful and impressive special effects! Too bad that sounds are awkward and that musics lack of epic melodies. That is why to me Konami's Contra Spirit is still the king of SFC's run and guns.
I don't know why you're swapping weapons at all. the other weapons besides spread have AWFUL damage output, especially the blue narrow shots. The game's balance is so odd.
Technically very impressive game, I’ll give it that. But that’s pretty much it really as far as I’m concerned. The rest is just… blech. Dreadful amateur-hour music (the boss music is literally a 10 second loop). Poor art direction where everything looks gray, bland, and unappealing. Levels are waaaaay too long, drawn out, and repetitive. They needed to cut these down in half and have way more variety. Every single aspect overstays its welcome x10. Typical stiff eurojank controls/camera movement. I absolutely don’t see what’s great beyond the insane amount of bullets it puts on screen without slowdown. It takes more than that to make a great game.
This post-apocalyptic atmosphere is simply impressive!
The fact that this game looks as good as it does AND performs near perfectly, while running only ENTIRELY on the SNES's base hardware-
No co-processing chips or FastROM boost on the cartridge...
That is seriously impressive.
it's like what Nintendo and Sony do with their games, knows everything to make the best possible
Really awesome!
runs better than most games on modern hardware. we have went backwards in some ways...
german quality
こんなに動きも操作性も良さそうで面白いゲームだったとは...こりゃ偽物も出るしコレクターも欲しがるわけだよ。
これは次の時代へと引き継いでいくべき価値のあるソフトだ。
best 16 bit graphics in my opinion, when you combine the graphics with the massive amount of stuff on screen at once blowing up, with no slowdown whatsoever, always fast paced, it is insane at times and neo geo quality. incredible design. great music too. excellent game as well, i'd give it a 9/10
Same Guys who made Turrican 1,2 and 3 on the Amiga before it ever came to the consoles. Rainbow Arts and the same Music creator.
@@eijentwun5509 Then it is no wonder, that I recognize the style and gameplay of the great Turrican games everywhere. And the spaceship levels look like Turrican married Project X, with its asteroids, big enemies and wepaon fire effects. Oh, and the laser beams that are reflected by the walls from 17:00 remind me of Katakis.
What? Dude, this game is a 10/10
It is unreal that this game runs like this on a stock SNES. Manfred Trenz was a wizard.
And without chips 😎
The SNES behaving more like a Neo Geo. A truly astounding game for a legendary console.
i think the genesis went to neo geo levels more often, but this is a nice example for the snes
@@Rodzilla97 More often like when?
@@Rodzilla97 The Genesis couldn't even get close, it's hardware just too old by the time the Neo Geo hit. The SNES couldn't get close either, and it's hardware two years newer than the Genesis.
@@josemarques131 Aka never, none of the 16 bit consoles could even get close, but to see someone say the Genesis got closer, is simply laughable at best.
@@Bloodreign1 Fun fact, the SNES was designed prior to the Mega Drive.
But the superior sprite handling of the Mega Drive puts it above the SNES for action packed games.
Take Elemental Master from Technosoft. Yeah the pixel art isn’t up to much on that game, but if you watch a play through and when the big weapons come out, it’s moving giant sprites around all over the place.
Really though neither console can match what SNK put out on the NeoGeo but the SMD can closer match the feel of frantic gameplay.
Stage 7 Minute 47:05 It's awesome Music & Level
stage 7 has to be the best looking 16 bit level i've seen! mind blowing action/graphics
And best rave music!!
@@marcelomendezrueda5777 This track sounds just like the techno soundtracks on first PS1 games. Snes was just a bizarre console ahead of its time 😎
@@josemarques131 so was the sega genesis
@@thetriggeredone3461 Nah. Sega Genesis was pretty average
@@inceptional Either the boss is drawn with sprites (a lot of sprites), or the boss is sharing a playfield with the most distant background layer. They don't seem to overlap. Just guessing.
47:17 That red skull is so coooool, amazing artwork
It's actually taken from the band logo for DANZIG, in particular, this variation of the skull logo art is found on their 3rd album, How the Gods Kill.
@@seanB81 wow that’s right. And what a great thing
I love Danzig and just recently found out the skull was in his game. Maybe the developers were fans. That's awesome.
The NES and SNES's CPU is very similar to that of the Commodore 64(a system Manfred Trenz was a veteran programmer on). So if there was anyone who really knew how to put the SNES's CPU to proper use, it was Manfred Trenz. This just proves that the SNES IS more than capable of handling a fast pace run n' gun/Shmup game without any hardware chips inside the cartridge. It's all up to the developer and their way around the hardware.
This game would've been released much sooner had Manfred not been told to re-work the game from scratch to incorporate DKC's graphics. It would've been known as Targa; the spiritual successor to the Turrican games. It would've been released possibly in the Summer of 94 had it not been delayed.
I agree but you didnt mention the Amiga..that is where Turrican series showed off Graphics and Manfred Trenz skills
@@eijentwun5509 He was a wizard of game programming back in those days. I wonder what he's up to now?
Surely the best example of sprite handling on the SNES? Level 7 is almost NEO GEO class visually.
alaggan this was Manfred Trenz’s style he put his all into this game. and he also made the Turrican series of games, if you’ve ever heard of those! He even ported Turrican to the NES entirely on his own. Graphic, code, music, he did it all. The games credits are almost hilarious It’s his name over and over
and the level is like 5 screens tall it seems, maybe more, changing directions, multi layers of scrolling in the background(and great looking backgrounds, and buildings, tons of colors) and is fast and tons of sprites and weapon fire, 0 hint of slowdown (anywhere in the entire game)all at once. it's an absolutely beautiful thing to watch!!
@@Rodzilla97 not taking anything away from Manfred Trenz (big fan of the Turrican games), however there numerous moments of frame rate stutter in the game, as well as sprite flickering...
@@BradleyQuerruel well you're the only one i've ever heard say it has slowdown. i've played it with game genie many times and built up as many things on screen as possible and still no frame rate drop/slowdown. i think Trenz also did this to make sure no matter what it wouldn't slow down. there is screen tear every so often, but that's about all
Learned about this game in the Turrican Forever webpage. Seeing a licensed game among "Unofficial Turrican fan games" confused me at first, but it makes sense now. It's licensed, but still an unofficial Turrican by pedigree and style.
The game looks amazing. Would love an official option to play it (Outside of original hardware or sketchy rom websites)
At these times the Genesis Fanboys with their "Blast Processing" jokes disappear. And detail that this game is in SlowROM, that is, using only 67% of the Snes processor speed and even then it doesn't slowdown. Not bad for the "Weak CPU" console.
Stage 1: Ruins
Stage 2: Military Base
Stage 3: Asteroid Belt
Stage 4: Space Base
Stage 5: Alien Base
Stage 6: Atmosphere
Stage 7: City
Stage 8: Skyscraper
Stage 9: Supercomputer
It's crazy that this SNES game has so much fast-paced action going on with no slowdown or stutter whatsoever, especially when you consider it's stuck running in SlowROM at a paltry 2.68 MHz and only 75% of the system's full CPU speed.
I mean, check out some of these shmup sections for example: 12:14 and 19:40 and 22:52 and 47:13
This game is running on a SNES console with the CPU artificially throttled down to a speed that's a whopping 70% slower than the Genesis 7.68 MHz CPU and 30% slower than even the Master System's 3.58 MHz CPU.
This game truly impressive, it combines multiple sprite, mode 7 and transparency, and most important almost no slowdown for a game with no additional chip addon. Could take on genesis fastest shoot them up
no slowdown whatsoever, not "almost"
@@Rodzilla97 there is a wee hint of sprite flicker on the main character sprite, but i dunno, maybe a quirk of emulation. SNES9X has reliable overclocking for that sort of thing though.
@@Rodzilla97 there is plenty of sprite flicker though.
@@Gambit771 i see some screen tear here and there, but not flicker, meaning when i pause it all enemies/characters are still there
@@MySamurai77 the sprite flicker/tearing is due to the 272 pixels wide limit of sprites on SNES. That's a PPU thing.
It's like R-type meets Conra!
"Should we be targeting the platformer market or the shooter market with this game?"
"Yes"
How in the living hell are they pushing so much stuff on the SNES with zero slowdown? And surely this means there was the potential for all SNES games to run this well. :-o
@r771 q3 True dat.
Space megaforce is like that too. These devs should have written the manual for efficient snes programming.
The game was written entirely in Assembly
@@jackcimino8822 And a dang great job he did of it. :)
@@chaos120 Yeah, I wish devs with this level of talent has shared their wisdom so other people could push the SNES similarly. That system even to this day still has so much left to give in so many areas.
Wow, you are damn good at this game. Joy to watch..New sub
Fantastic game, technically stunning in every aspect. Talking of Neo personally the snes is doing things even the mighty Neo can't do.
Incredible no death run of one of my favorite obscure SNES titles. 🤘
He did it with TAS.
This has to be thee most technically stunning game on the SNES, right?
I mean, my God, some of the stuff this game is doing on the stock system . . .
I don't think there's a single 2D game on Genesis that manages to match what has been achieved here all round, such as in the level with the city where it's pushing three fully overlapping full parallax background layers (sometimes it even looks like it's using the full four background layers, such as for the end-level boss that appears on top of all the city backgrounds for example), plus line scrolling, with a crap load of enemies and explosions and the like, moving at blistering speed, all full screen (no black bars), at a solid 60fps, and with no slowdown whatsoever. And, to cap it all off, this is running on the stock SNES entirely in its slower "SlowROM" mode at 2.68 MHz (normal mode is 3.58 MHz, which is roughly 30% faster), so it's not even utilizing the stock SNES' full power.
It's just like--wow! If this had been released in Europe back in the day, it would have blown people's minds. I'm just in pure awe.
yeah but there is a game that i think really has no slowdown on the genesis ruclips.net/video/ufVi3aL6ol0/видео.html this game is pretty smooth if i do say so myself
or even this ruclips.net/video/VPzKP8zubs0/видео.html
…wait, hold the phone, it’s not even in FastRom? Respect for Trenz just went through the ROOF. That’s UNGODLY talent.
@@inceptional Space Megaforce also used only SlowRom and is about equally impressive. Virtually no slowdown albeit plenty of flicker. Compile was another company that knew the 65xx architecture (and by extension, the 65816) like its own room. Check out Zanac, Guardian Legend, and Gun-Nac on the NES too.
Whoa, a horizonal shooter that allows you to turn your ship around?
What innovation is this?! Are you watching this, Konami? Irem/Granzella?
More like these guys watched Vic Tokai, when they did it for "Battle Mania"/"Trouble Shooter". No, they didn't watch 😆, but it's a nice mechanic.
This was like a playable demoscene.
The background in stage 7 is impressive as is the lack of slowdown.
I know your comment is months old, but the trick that was used to get the game running with no slowdown had similar coding that was used on the 3DS version of Smash 4. In Smash 4 your character would run at 60 fps while the Assist Trophies, Pokemon and Stage and background ran at 30fps to keep with the CPU's consistency. The same is said here. Your character and projectiles run at 30fps while the enemies and background run at 10 to 15 fps in order for less strain being put on the CPU in this case. No enhancement chips needed for this game. Just the game and the console that it runs on.
Man... What the hell is this stage 7??? Such a masterpiece. When u find a annoying genesis fanboy, bring him to this video.
Search up The Adventures of Batman and Robin, you'll be surprised.
Not gonna deny that this game is a masterpiece and puts most games on both platforms to shame, though.
@@DeskoDev It's nothing compared to.
@@agapitojuliano5517 You still have to admit, for Genesis games, it and Red Zone (same dev) look fantastic; the scaling effects, fake 3D, fantastic use of parallax, it's all pretty impressive. Definitely not on the level of Trenz's work, I'll admit that (he's a living legend), but it's a valiant effort.
EDIT: Also check out the demoscenes, they know how to destroy these platforms' limits.
Hey wait, I grew up with the Genesis and I think it's a masterpiece and better than the SNES, but I like both consoles, does that make me a fanboy? I think not
Stage 8 is one of the most insane levels I have ever played. Epic game!
Seems like Trenz took some inspiration from the Thunder Force games on this one, especially with the weapons. Not bad at all, especially since it looks like it plays pretty smooth.
Um no... He took inspiration from his OWN Games: Turrican I, II and III...2 of which existed before the Sega Genesis or SNES were created......they were on the Mighty Amiga computer.
Rendaring Ranger Does What TurricCan't
Super Famicom does what Super Nintendon't.
@@gochem3013 is this referring to the Turrican 4 SNES msu1 ROM?
KKKKK
Or you ment to say "Rendering Ranger can what Turrican't".
In walking sections you can feel its the same guy, who made Turrican, but flying ones are new and great addition to the formula. Stages 7 and 9 look awesome in my opinion!
Turrican 2 introduced spaceship levels on both Trenz's C64 version and Factor 5's Amiga version, so it's actually more Turrican design.
This is sick! The 8th level has `only` 5 different consecutive bosses!!!
This game is gorgeous.
Wait. This game was published by a British company yet released only in Japan? I don't get it...
Because apparently only Virgin of japan was interested.
The creator of this game Manfred Trenz also made the Turrican series which sadly never caught on here in America. The publishers even (rather despicably) changed the title screen and some graphics of the second Turrican game to rebrand it as a movie game based on Universal Soldier. So point is, after all that nightmare, I’m guessing an English release wasn’t in the cards for this game. I’m just so, so happy that it got released somewhere, it’s amazing
Looks sick snes great console. My second favourite after amiga
Gran juego como dato curioso en el minuto 6:33 (easter egg) Sale la nave de Turrican 2 estrellándose
Hola q consola es
@@sergioquispeavila7659 "Randering Ranger" fue un juego para la consola Super Nintendo (SNES) pero nunca salio y si lo hizo fue solo en Japon por lo que es casi imposible conseguir el juego en formato fisico en cuanto el juego que homenajea es "Turrican" juego que salio para las consolas de 16 bits SNES y SEGA Genesis y PC. Saludos
That's the best looking 16bit shooter, it has even better graphics than the awesome Thunder Force 4. RR R2 is a great game, but it's hard a.f....
Great game. I wish some fan project will once convert Rendering Ranger for the Amiga. It is like the "Turrican 4" Amiga fans always wanted but never got. An AGA Amiga with a 68030 turbo board and at least 8 MB extra RAM should be able to run this game without any problems. We had similar 2D-shooter levels in space with XL-size enemies, asteroids and weapon fire FX in "Project X" running fluently on an A500 with 1 MB extra RAM.
Great game! Remembers r-type, doom, alien and t2
Eu só me pergunto uma coisa, como é que até hoje eu não conhecia esse jogo? Porra que jogo mais foda. Não vejo a hora de jogar!!!
Yo tengo ese juego y apenas llegó al nivel 4, es muy dificl
@@babayaga8901 para q consola es
@@sergioquispeavila7659 súper nintendo
OK, how in the hell did he do both a scaling planet and independently scaling ship together in the same scene during the ending of the game? I thought the SNES couldn't do sprite scaling, and I thought Mode 7 could only do scaling on a single background layer, but here there's two scrolling objects and a background star/space layer here too.
Both the planet and the ship are the same layer, they never actualy overlap each other.
It's a super well made trick.
@@maxwelseven How can they possibly be on the same layer when one is getting bigger and the other is getting smaller? Also, if they are on the same layer, how can he be both scaling them differently as well as scrolling them in totally different directions too?
@@inceptional HDMA can change the layer's scalling, rotation, speed, position, priority etc.
The only limitation is that you can't change graphics and tilemaps mid-screen, so both scalling objects needs to be in the same tilemap.
@@maxwelseven I didn't know it could affect different areas of a single Mode 7 background to this effect, that you can basically layer it on itself and scale two parts in exact opposites and so on. If this is case then why don't a crap load more SNES games do this? All I've seen is a single layer manipulated to rotate/scale/skew a single track, or a single boss character, or a single logo, and the like. But if it can do this then it could clearly do a crap load more stuff that we've just never seen in 99.99% of SNES games. :-o
@@inceptional Yeah, that's kinda rare.
Mode 7 multiplayer racing games also does that, just having a black bar between both screens.
But there are some cool effects, like the cloud level in Treasure Conflix. Looks like 2 overlaping layers in Mode 7, but is just that same HDMA trick, but in every other scanline.
Sadly this level is super hard to find on RUclips, maybe you will find by searching for "Treasure Conflix gif" on Google Images.
Manfred Trenz seemed to have an affinity for Japanese made games, seems like all of his work was inspired by Japanese software, and it shows in the quality of his games. And that quality is quite high.
Looks like Contra
DANZIG skull at 47:18 \m/
The game is really visually amazing! But in terms of music, it's totally forgettable. But it's still a great game! For me it's strange that this game isn't remembered and celebrated as a good 16-bit shooter... why is that?
"Very very tricky assembly programming" - Manfred Trenz
(Three years of hard work, no use of add-on chips, just to bring out the true capabilities of native SNES hardware).
Manfred is a genius !
@@Mr.Fox76 Yeah! Probably this man knowing the SNES system better than Ninendo. This game is impressive.
No addon and no fastrom too ;)
@@TOUKOretrotaku Yes you're right! Without FastROM, without SA-1 and without SA-X, this game is pure very well programming work. So sad that these capabilities on the SNES have never been more worked out, even today's indie developers are busy blowing up retro systems with new games for Genesis, NES and Amiga, everyone is impressed with that but no one sees what the SNES is at reality still capable of offering. SNES is definitely a machine for non lazy, and easy-going programmers.
@@GordoFreakmanFail-Life You have a snes port of sonic, and it is incredible how it's close to the original .
This is amazing just saw this on limted run! Wow
Goes to show...the big name game companies don't pay enough to their game makers!
LOVE THIS GAME
I wish they'd done this in a pixel art style more like Contra III or Gynoug than something like Donkey Kong Country because this is a very impressive game technically but I'm just not as big a fan of this "realistic" rendered style of visuals in old 2D pixel games. Proper sprite art drawn by hand and made to look like clean sprite art just looks much better imo. I actually think that's maybe one of reasons this game wasn't quite as big a hit as it could have been. It's dang impressive though.
I thought the enemies were very dull up until level 6's boss and onward.
Just got my copy for my collection
That moment when a youtube ad almost puts u into a seizure...
I watched the Turrican documentary included in the Turrican anthology collection and one of the devs said that they were forced to use pre rendered graphics and said it looked terrible compared to their hand drawn sprites they had before. Considering Super Turrican 2, stylistically I’m very curious what this would’ve been like if not forced the art style changed. Might’ve looked way better, which is saying a lot since a lot of people like how it looks right here
Any RENDERED Graphics in this game are the Graphics I hate. I like Handdrwan pixel gfx for that 16bit look....not wanna-be 32bit look.
@@eijentwun5509 true, I really wonder what it looked like before
Impressive for the slow snes.
It looks very good, although it's not what I'd call an amazing gameplay experience.
I heard the developers used very tricky and precise assembly coding to get that type of animation out of the system. The music seems to be of unusually high quality too, but the sound effects are just your typical muddy and muffled SNES sounds.
@@AL82RetrogamingLongplays I heard one of the main criticisms of the game was the limited screen space, which is to be expected though, as the SNES has a worse resolution than the Genesis.
Not all of games have muffled sound
In reality the apparent muffled sound can be only be heard like that because A: The actual music, B: How the music is captured.
I dont understand how the skull from the start of stage 7 makes such a smooth fade in and out... Snes had no alpha blending, its transparency was actually fixed functions of color mixin, so i would like to know what is the trick. Pallete animation?
Many things like Turrican 2 , including the flying fire stages , but the word was not as fun as Turrican series.
I had an SNES but maybe this came out for me. Holly F, the graphics are insane.
how do you keep getting powerup even without picking up the white stars are you using a cheat? what is it
It is a gauge that fills over time. Look at the lower left corner
looks like a 2d ps1 game
I know Turrican and it’s Sequels, but i’m assuming Katakis is a Arcade Style Space Shoot Em Up, is that right?
Stuck on level 5 after blowing the hole in the background. Can’t jump off the short platform to the longer one above, on the left side so cannot engage the boss!!! No matter what I do I cannot t the character to make the jump. Playing on a ps mini emulator with ps mini controller. May help? Thanks
Waooo my favorite Snes..
You are not a player, you are GOD
It's a TAS
Looks pretty awesome, but the title - lol!
Turrican meets Darius
Soundtrack is a new level of generic. Run n' gun portions bore me. Shmup stages are good. Impressive game technically.
That game is obviously made in Germany or at least by Germans (and Swedes) regarding the names of staff.
O cara destruiu um planeta!
Isso me lembra uma personagem
Thank u love it 😸❤️🇸🇻🇺🇸🌎🐭
This game has some amazing effects and is visually impressive but it looks boring AF. The enemy patterns and general level design is very dull. Still an interesting curio.
After playing I can confirm this is not true, particularily for the shoot em up stages. The run and gun stuff isn't as involved as a Contra or Metal Slug, they can be a bit repetitive at times but still are very solid.
A Turrican clone of sorts, not a bad thing though.
Well, Manfred Trenz DID create Turrican, so... makes sense, no?
Not doubt this is a great looking & sounding game but the enemies ran simple patterns and levels are mostly jump to avoidance gameplay. Sorry folks but not a lot of challenge with the A.I. that just A.I.n’t good. Legendary status due to extremely low production run and zero release in NTSC.
This game is coming to switch, PS4, PS5 and PC 😆
pretty sick abuse of mode 7 fx
Envy
Is this a TAS?
the title is actually just Rendering Ranger
Show
Game made by one leadership person and small indie team
It wasn't indie.
How was the SNES even capable of running this game?
"Very very tricky assembly programming" - Manfred Trenz
(three years of hard work and nothing to use support chips, the true capabilities of SNES).
Super Nintendo has a good processor. The problem is that at the time the producers didn't really know the SNES processor.
Your question would make more sense if it was genesis
•_•!!! This game looks amazing!!!
Beautiful and impressive special effects! Too bad that sounds are awkward and that musics lack of epic melodies. That is why to me Konami's Contra Spirit is still the king of SFC's run and guns.
Lol Are you watching without sound?
M.T turrican programmer
poor guy, put the games on hard mode
El juego más difícil que he jugado... 😰😅
I don't know why you're swapping weapons at all. the other weapons besides spread have AWFUL damage output, especially the blue narrow shots. The game's balance is so odd.
He's changing because each weapon has totally different charge attacks than can be used in different cases
The Game looks good but the Musik is horrible....
Technically very impressive game, I’ll give it that. But that’s pretty much it really as far as I’m concerned. The rest is just… blech. Dreadful amateur-hour music (the boss music is literally a 10 second loop). Poor art direction where everything looks gray, bland, and unappealing. Levels are waaaaay too long, drawn out, and repetitive. They needed to cut these down in half and have way more variety. Every single aspect overstays its welcome x10. Typical stiff eurojank controls/camera movement. I absolutely don’t see what’s great beyond the insane amount of bullets it puts on screen without slowdown. It takes more than that to make a great game.
Terrible sound track, okay sound effects, excellent graphics.
Snes the best .mega drive lozzer.neo geo lozzer.snes the best
Bored Game ever play
Genesis SeGayst fankid? 🌹
This game is pure trash, unplayable. Manfred was not in a good place in this one.