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TG-16/TE/TurboDuo Discussion / Re: Naniyue's Return to Turboland
« Last post by Naniyue on July 23, 2025, 03:46:45 AM »Last Alert, Valis II, Fighting Street, Final Zone II, and Ys I & II were my true hands-on introduction to the Turbo. I knew about the system from TV ads (Games on a CD? Wow!), a video that played regularly at Service Merchandise, as well as a kiosk at Target that had China Warrior set up to play. But, that one weekend when a few of us got together, there it was! I played the Turbo like MAD!
And now . . .
Final Zone II (Turbo CD) -
Even then, I knew the voice acting was bad, but it was still neat to have such in a video game at the time. At first, I played the game with the Turbostick, but I hated it. Such arcade sticks lack the weight, height, positioning, and balance of an arcade cabinet, making them actually harder for me to use!
OVERVIEW:
Final Zone II is actually not all that hard. The cinematics are okay. The music is good overall, but I've come to expect that from Telenet. Actually, the intro song is funny, and Momoko's song is just as silly. Being able to stop in place and shoot in all eight directions is nice, and it's funny but useless to use the turbo switches to slowly walk and fire. Although shooting seems off-center, it works quite well. Infinite continues are always welcome!
And now . . . Stage by stage play, and first impressions after such a long time away!
(I did play through it a few years ago, but it's been long enough for me to sufficiently forget stuff.)
STAGE 1:
I get to control a powersuit? Awesome!
I can take multiple hits, and even increase that amount? Cool!
I like the music.
STAGE 2:
Why can't I ever finish this stage on the first try?
Hanna does not have a beam launcher. She has a beam luncher.
Still like the music.
STAGE 3:
It took me SIX tries to beat this one! It was NEVER that hard in the past!
Graphics are lackluster and rather flat. Gameplay is ok, and provides a little variety.
The music fits, but it isn't particularly interesting.
STAGE 4:
I always chose Momoko, but once, I chose Hansen just to see the differences. I am sticking with Hansen this time, to see how he'll fare on the final level.
OH! OH! Low grade powersuits coming after me!
Hansen's music is just average.
Momoko has a silly pop song!
STAGE 5:
It's fun having character choices! I stuck with Hanna, because I like her secondary weapon better than Bowie's.
They keep their respective music!
Hanna's health didn't start out full!
I've come to understand that gameplay in Final zone II is a little strategic, unlike Ikari Warriors, but not as much as in Gain Ground (We'll come to THAT one later!
)
STAGE 6:
I remember not liking Velder's short range attack. Sure enough, I lost. Back to Hanna, then!
Let the enemy run away! It's not like you score points!
ALWAYS choose P over S, unless of course your lifebar is at max.
STAGE 7:
Biomonsters?! EEWWWW!!
In the past, I found this stage relatively easy with Momoko, but I am trying with Hansen this time.
Hansen and the final boss share most of the same colors. Hansen's shots don't always hit the boss's first phase, even though they look like they should.
I tried twice with Hansen, then switched to Momoko. Her turbo-boosted rifle shot led me to victory, as always! But this time, I won even with her health not all that powered up! Yay!!!
CONCLUSION:
A fun romp, as it always was! The ending is decent, too. It has that stereotypical ride into the sunset, but it works. Graphically, Final Zone II is average for the time, maybe even a little underwhelming, but the mildly challenging, somewhat tactical gameplay is appreciated. Not a top tier Turbo game, but one I would still recommend for repeated play by veterans and newcomers to the system alike!
And now . . .
Final Zone II (Turbo CD) -
Even then, I knew the voice acting was bad, but it was still neat to have such in a video game at the time. At first, I played the game with the Turbostick, but I hated it. Such arcade sticks lack the weight, height, positioning, and balance of an arcade cabinet, making them actually harder for me to use!
OVERVIEW:
Final Zone II is actually not all that hard. The cinematics are okay. The music is good overall, but I've come to expect that from Telenet. Actually, the intro song is funny, and Momoko's song is just as silly. Being able to stop in place and shoot in all eight directions is nice, and it's funny but useless to use the turbo switches to slowly walk and fire. Although shooting seems off-center, it works quite well. Infinite continues are always welcome!
And now . . . Stage by stage play, and first impressions after such a long time away!
(I did play through it a few years ago, but it's been long enough for me to sufficiently forget stuff.)
STAGE 1:
I get to control a powersuit? Awesome!
I can take multiple hits, and even increase that amount? Cool!
I like the music.
STAGE 2:
Why can't I ever finish this stage on the first try?
Hanna does not have a beam launcher. She has a beam luncher.
Still like the music.
STAGE 3:
It took me SIX tries to beat this one! It was NEVER that hard in the past!
Graphics are lackluster and rather flat. Gameplay is ok, and provides a little variety.
The music fits, but it isn't particularly interesting.
STAGE 4:
I always chose Momoko, but once, I chose Hansen just to see the differences. I am sticking with Hansen this time, to see how he'll fare on the final level.
OH! OH! Low grade powersuits coming after me!
Hansen's music is just average.
Momoko has a silly pop song!
STAGE 5:
It's fun having character choices! I stuck with Hanna, because I like her secondary weapon better than Bowie's.
They keep their respective music!
Hanna's health didn't start out full!
I've come to understand that gameplay in Final zone II is a little strategic, unlike Ikari Warriors, but not as much as in Gain Ground (We'll come to THAT one later!

STAGE 6:
I remember not liking Velder's short range attack. Sure enough, I lost. Back to Hanna, then!
Let the enemy run away! It's not like you score points!
ALWAYS choose P over S, unless of course your lifebar is at max.
STAGE 7:
Biomonsters?! EEWWWW!!

In the past, I found this stage relatively easy with Momoko, but I am trying with Hansen this time.
Hansen and the final boss share most of the same colors. Hansen's shots don't always hit the boss's first phase, even though they look like they should.
I tried twice with Hansen, then switched to Momoko. Her turbo-boosted rifle shot led me to victory, as always! But this time, I won even with her health not all that powered up! Yay!!!
CONCLUSION:
A fun romp, as it always was! The ending is decent, too. It has that stereotypical ride into the sunset, but it works. Graphically, Final Zone II is average for the time, maybe even a little underwhelming, but the mildly challenging, somewhat tactical gameplay is appreciated. Not a top tier Turbo game, but one I would still recommend for repeated play by veterans and newcomers to the system alike!