
When it comes to the Nintendo 64 and first-person shooters, there are two titles that have become synonymous with the genre: GoldenEye 007 and Perfect Dark. While these classics rightfully deserve their place among the greats, the Turok series has largely fallen into obscurity, which is a crying shame when you consider that Turok: Dinosaur Hunter blazed a trail which Rare's games would duly follow; it was a first-person shooter built for the console market that brought the genre forward with its own blend of open level design and prehistoric ultra-violence.
Developed by Iguana Entertainment and released in March 1997, Turok: Dinosaur Hunter was an unusual game for its time. Not only was it a satisfyingly bloodthirsty offering for a Nintendo platform, but before its release, FPS games were largely confined to home computers. Although Turok came out after the first wave of games for the N64 in Japan and North America, it arrived only a few days after the console's March 1997 launch in Europe and Australia, meaning players in those regions were greeted with the sight of a Native American kicking major reptilian arse alongside Nintendo's portly plumber in Super Mario 64. For this reason, many PAL gamers associate the game quite strongly with the N64, as it was one of the first titles they played on the platform.
Turok's tale of creation is anything but straightforward. The game's origin begins as a licensed property which stretches back to the 1950s comic book Turok: Sun of Stone. It originally focused on Mandan Native Americans Turok and his brother Andar as they found themselves trapped in a valley filled with dinosaurs. The series was later revamped by Valiant Comics in 1992, eventually turning into Turok: Dinosaur Hunter - where the ideas of the Lost Land, aliens and "binosaurs" entered the mix. It was this version of the comic that would turn into the video game we know today.
Creative director Nigel Cook fills us in on how the transition took place. "Acclaim Entertainment had recently purchased Iguana Entertainment," he says. "After relocating from Silicon Valley to Austin, Texas, we heard that Acclaim had bought a small Manhattan-based comic book company called Valiant Comics, so a box of comics arrived at our office for review. Immediately, the Turok comic stood out as the main contender to develop on the Nintendo 64." And it seems warm relations between Nintendo and Iguana/Acclaim also aided the process. "We chose the N64 due to our already great relationship with Nintendo, and after we completed the NBA Jam port, Nintendo was interested in having us develop an exclusive title for them."
We heard that Acclaim had bought a small Manhattan-based comic book company called Valiant Comics, so a box of comics arrived at our office for review
In order to make the comic book come to life, an 18-strong development team was assembled, led by industry newcomer David Dienstbier. But even in the early stages of development, player perspective was up for debate, as Cook explains. "We did consider a third person or over-the-shoulder view, but we felt first-person would be ideal to engage the player in the experience of hunting prey or being hunted."
One way this was translated to the player was through innovative level design. The game's eight stages featured a more open approach reflecting Turok's surroundings, with multiple routes to explore and a key-collection system to open up further stages. "Turok's more natural level design was more appropriate for his locales," says Cook, detailing the organic approach to level design further. "We wanted the game to feel larger than it is by incorporating an organic gameplay path. Many FPSs back then used what we called the 'cathedral' design: one long hallway connected to a big room, then another hall to another big room."
But to wholly capture the spirit of the hunt, Turok needed an assortment of intimidating enemies, and it didn't disappoint. While the early levels of the game featured humans and dinosaurs such as velociraptors, later stages included undefinable alien creatures and gargantuan bosses - the most notable being a giant mantis and a bionic T-Rex equipped with fire breath and eye lasers. "The team's producer, David Dienstbier, mainly came up with characters," explains character animator and 3D modeller Greg Omelchuck. "But we did have freedom on animations and the look of things, which was very fun for an artist."
We had to animate the body first and then manually move the legs frame by frame... we had to improvise and problem-solve to create the animations
Seeing these enemies in glorious 3D was a real treat for '90s gamers, as many previous first-person shooters contained characters and settings made of 2D sprites. And it was thanks to new steps forward in 3D animation that allowed them to gain a sense of realistic movement and behaviour, as Omelchuck explains. "For the humans, all the animation was motion captured. For the dinosaurs, it was all animated in 3D Studio Max v4. This was before inverse kinematics, so we had to animate the body first and then manually move the legs frame by frame. This was the beginning of the 3D animation era, and all the tools were not in the packages, so we had to improvise and problem-solve to create the animations." Omelchuck sums up the approach in a more colloquial fashion. "We were flying by the seat of our pants halfway through the project!"
These visual aspects were impressive for the N64 at the time, made possible due to the custom tools and technology created by the dev team. However, for the first half of development, the N64's hardware had not even been finalised. "As we built our tools and tech, as well as our game editor, we were fearful of potential hardware changes along the way," Cook tells us. But thanks to the Big N, this part of the process managed to go relatively smoothly. "Thankfully, Nintendo did a wonderful job at keeping us informed about any changes that may have affected development. Halfway through, we received the final development kits, which led to very little rework."
However, one cannot examine a first-person shooter without discussing weaponry. And Turok was among the more creative, providing much pain-inflicting fun with a ridiculously destructive arsenal. Starting off with bows and light firearms, later weaponry included imaginative tools of destruction such as the Fusion Cannon - a large glowing contraption which could cause a nuclear explosion. "David Dienstbier had the vision to incorporate over-the-top weapons," Cook explains. "We knew we were not developing a simulation, and that the Turok universe is not like ours, so why not go over the top with weapons and have fun unleashing them? David made sure the weapons ramped up as enemy difficulty ramped up in the game. Weapons became more powerful and over-the-top as the game progressed, which became one of Turok's core features."
There were very few games with violent content at that time and we knew that it would be the number one point of contention for Nintendo
But with Nintendo's family-friendly image, many would be wise to assume that with explosions, impalements and blood spurts aplenty, Iguana would have trouble getting the Japanese giant to agree to such delicious displays of violence. "There were very few games with violent content at that time, and we knew that it would be the number one point of contention for Nintendo," explains Cook. "Luckily, at that time, Nintendo was interested in expanding their game styles and genres. And while Turok was positioned at the very edges of their violence threshold at that time, they still agreed to the game."
Alongside the potential issue of violence, were the technical sacrifices that had to be made. Most notably, the use of fogging so that the draw distance of objects coming into view would be shorter, while their appearance would feel gradual. It is an issue which has caused debate since release - some claim that it hinders the sense of being involved in the world of the game. Others argue that it enhances the feeling of venturing into the unknown, heightening tension when enemies appear. Omelchuck explains the technical reasons behind its inclusion. "This was early 3D, and the N64 hadn't been put to the test, so pushing 3D and texture maps was new. Rob Cohen and the engineering team had to create a fog system in order to draw the characters and the environment. We were already pushing extremely low poly characters and small 32x32 pixel maps. The fog was the only thing at the time to get the frames-per-second up and create the game we wanted."

But it wasn't the only aspect of the game that some cast doubts about. A part of the exploration also involved platforming sections, some of which became a bit ridiculous in later levels. But as Omelchuck explains, it was the release of Super Mario 64 later on in development that inspired their inclusion. "David Dienstbier and Alan Johnson [Lead Artist] loved the platforming aspect of it. So as feature creep goes, so did the platforming aspect into Turok." But it appears it wasn't only critics and fans who were divided on this aspect of the game, as Omelchuck continues. "Near the end of the project, as the levels were coming together, it became silly where it was just a hopping experience. The team was divided on whether it worked or not. I still thought it was too much hopping."
The writing was on the wall that Turok was going to be a hit so, smartly, Iguana offered everyone on the team bonuses at the end of the project
Hopping and fogging issues aside, Turok: Dinosaur Hunter was released to rave reviews and became a huge commercial success. But, due to early demos being a huge hit at trade shows (with even Acclaim's top brass having played them), success was largely expected. "The writing was on the wall that Turok was going to be a hit so, smartly, Iguana offered everyone on the team bonuses at the end of the project. That seemed to keep all of us going!" Omelchuck fondly recalls. When asked about his favourite part of Turok's development, Omelchuck explains the feeling of exploring uncharted territory. "My favourite memory was knowing that we were actually inventing the wheel, not re-inventing it. As a whole, the team knew that we were on the cutting edge, and so that was always exciting."
This success and innovation put Turok and Iguana on the map, leading to a PC port and an even better sequel on Nintendo's 64-bit wonder, as well as kick-starting an entire franchise that stretched into the last console generation with the titular 2008 game Turok. Even though Turok: Dinosaur Hunter has its share of issues, it is an undeniably fun title which revels in mayhem and reptilian destruction - even if the N64 control scheme is somewhat alien to today's world of dual analogue sticks.
But the story of the game doesn't finish there. In December 2015, a HD remaster by Night Dive Studios was released, combining the best aspects of both the N64 and PC originals. Looking back, it's incredible to consider that it was possible for a team of eighteen people to create such a high-profile release, and Cook offers an interesting perspective on the resurrection of old games and traditional development approaches. "The resurgence of old games is refreshing. It's interesting to see how they hold up compared to modern titles. There is something raw and engaging about old games, especially when they are not forced through the publisher models; instead, they are made by gamers for gamers. I hope the trend continues."
Huge thanks to Nigel Cook and Greg Omelchuck for their time.
This article was originally published by nintendolife.com on Mon 2nd May, 2016.
Comments 32
It's silly the amount of great FPS games on N64. "Turok" did sell me that FPS on console were possible despite the lack of mouse, keyboard and even online play. Sure everyone will always recall "Goldeneye" before they mention "Turok", but the whole four games on the system were solid good fun. Nice one @Churchy.
I never played a turok game
In a lot of ways i liked this better then Goldeneye. I thought the controls worked better for a fps and i enjoyed the single player a bit more. Also loved the sounds and music i can still hear playing in my head. Now if only they didn't have the fog so close then i may have thought this was better as the total package but Goldeneye for the multiplayer wins the day.
@Shiryu Thanks man. Yeah, the N64 did have a slew of good FPSs.
@Thegentleman I'd say give it a go, as it's an interesting slice of Ninty history!
Great article, @Churchy!
Honestly, I hated the controls and as such the game. I liked Turok 2 though.
Ah... the days of "let's add fog" to solve programming and/or smoothness issues. Memories of numerous games flood my mind on this joyous day...
Is the tag line under the title ("Good dino, nice dino) a reference to the 1986 Transformers movie?
I thought the first Turok was alright. It was Turok 2 that wowed me! I miss those late nights of playing Tag (aka Monkey Mode) and the pleasure of picking up a Cerebral Bore and knowing the dread my brother and friends would feel.
I would welcome a proper return of Turok for the NX (and just pretend that the 2008 version never happened).
This game's announcement was so exciting in the N64 days... right up there with MK64... controls were brilliant, graphics were pretty good considering the hardware limitations... the one thing holding this game back for me was the ridiculous platforming... just let me shoot the dinosaurs.
@DrPants1412 almost, it should be nice dino, good dino, sweet dino, but I'm not going to complain.
I remember paying £70 for this on release, never spent so much on a single game since.
Loved Rage Wars.
I abso-freakin-lutely LOVED Turok 1. I loved exploring an finding secret rooms and caves. It was a really large game for its time.
The enemies in armor with pulse rifles were brutal! I know it's out on Steam which is awesome but I want the N64 controller as an option to play it!
I never got to play it, but one of my friends raved about it. I remember reading an interview about the design process for the second game in EGM years ago.
Great article.
Turok 2 was one of my favourites. I liked the varied weapons. The cerebral bore and the laser that bounced off walls. I think it was called the shredder.
I remember playing Turok for the first time at a friend's house on his new 64 and being blown away. The game came out when dinosaurs were really popular and I was learning about them in school so it was just perfect timing for me. It was bloody, had badass weapons, and was the first fps on consoles so it had everything going for it. It's one of those 64 games that will always have a place in my heart. Remaster 1 and 2 for NX and I will be there day one. I promise.
I totally loved this game. Rage Wars was also fantastic. In fact, using the C buttons for movement and the stick for looking felt really natural to me, and I ended up using the Turok control scheme in both Goldeneye and Perfect Dark. Fun fact: If you use the C buttons to move in those games, and you hold down both forward AND a side button (so you are kinda strafing) you actually move faster. I used this to great effect when I would play against friends.
The original Turok is the only game I've bothered to play and finish on the hardest difficulty. Such great memories. Thanks for this article!
I AM TUROK!!
@ggnorekthx Agreed! To this day I've never fully acclimated to the dual sticks. The c-buttons felt so natural when panic hit to JAM down on button to get out of harm's way.
Great article! I still adore this game and although it's successors were great and technically superior, the original bore a singular primitive atmosphere; a tension and overriding claustrophobia that was never truly recaptured in this franchise or any other. The fog had a lot to do with that, as did the ambient score and sound design. I still cringe to recall a certain cave drenched in darkness/fog, in which a seemingly never-ending horde of leapers keep flying at you out of the pitch. Such good times!
Thanks for the feedback guys, it's nice to know people got such a kick out of the first game, and that some still love the control scheme! Thanks for reading.
A fun read about a great game, which deserves distinction from Goldeneye's lineage, because it's rather different. Its controls are severely worse than Goldeneye's, but you can't jump or swim in Bond's tale, can you?! Also, being platform-heavy (that it should almost be considered in an "FPS/Platformer" genre), along with its tons of (world-destroying) weapons and giant bosses made it feel not much like a predecessor to Goldeneye but rather one to METROID PRIME! Still a fantastic play, once you get used to the experimental controls.
Dat photon torpedo launcher!
@Churchy OK! I will ask my friend since he has a copy of N64 and the console(sadly not until the weekend though)
Played this to death at the time - N64 games were crazy expensive. The sound/effects for this game are excellent. Still never made it past a particularly horrendous platforming bit near the end 😓
I Played Turok 1 and 3 a lot.
This was the last game I played on my N64 before it stopped working.
Good memories
Thanks, excellent article. I'm gonna look for the original comic.
I AM TUROK !!!!!!!! The Slayer of Dinosaurs !
This game holds a lot of N64 nostalgia for me even though I never owned it originally. My friend did and we played it a lot taking turns. The controls and fog used to bother me but now I like it in a perverse way. This whole idea of solving a problem with a bit of fogging is classic N64-era.
I get so confused when old NintendoLife articles get moved to this website, with the old comments intact. I thought we'd seen the return of several old online friends I haven't spoken to in years! 😂
As for Turok 1, as a launch day N64 owner and a dinosaur fanatic, it was a game that I was really hyped for when reading previews in magazines. But when eventually playing a rental copy, I found the fog made it near unplayable for me, sadly, and much of the time it felt like my new alledgedly superpowered console was being used to render an almost entirely white screen.
The sequels fared a bit better with me. However, that NightDive remaster finally allowed me to play and enjoy the game I'd been hyped for 20+ years before. There was always a good game underneath the technical limitations.
It feels a bit wrong commenting on such an old article, but I tried the N64 version recently after really enjoying the Nightdive port. Unfortunately I found it unplayable for one key reason- the game constantly tries to auto-centre the camera!
It’s really weird to try to look to the right only for the camera to return back to the left as soon as you release the stick. Hopefully one day someone can figure out a rom hack to remove it!
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