Development
The game was announced even before Dinosaur Hunter was released, under the title Turok: Dinosaur Hunter, Part Two. The game was completed in 21 months with a team of roughly the same size as that who worked on Dinosaur Hunter, which was composed of 18 people. During development, more staff were brought on board to assist in completing the game. Reportedly, over 10,000 hours of game testing was conducted during its creation. The game was originally designed with a 12MB cartridge in mind. When cartridges prices fell, the storage was increased to 16MB allowing the team to add a multiplayer mode. Eventually, the cartridge size was increased again, and was finalised at 32MB.
The base idea for the Cerebral Bore weapon was created during a brainstorming session concerning weapon design. The original concept had the weapon "being slow and agonizing". An artist suggested a Leech gun, which was rejected by project manager, David Dienstbier: however, a "Vampire Gun" was eventually added to the sequel, Turok 3. The game also aimed to offer less fog with a wider field of vision so that play would not feel as claustrophobic as the original. Iguana, having received Nintendo 64DD development kits which included the 4MB Expansion Pak, added a high-resolution mode to the game early on in the development timeline. This was demonstrated to Nintendo at E3 98, running at a resolution of 640 x 480, a technical accomplishment for the Nintendo 64 at the time. Before the official unveiling of the Expansion Pak, IGN asked Dienstbier about the possibility of the game running in the high resolution mode in the leadup to the 1998 E3. He stated that it ran in the same resolution as the first Turok game.
Acclaim missed the original cartridge production slot for the game, forcing a delay from November to December 98. This delay was due to problems in fitting the game on a 32MB cartridge.
Read more about this topic: Turok 2: Seeds Of Evil
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