Manfred Trenz
Master of the impossible
Manfred Trenz pushed the C64 and Amiga beyond their supposed limits, creating Turrican and Katakis—games that rivalled arcade quality on home hardware.
Overview
Manfred Trenz made the impossible routine. His C64 games featured scrolling, animation, and enemy counts that shouldn’t have been possible on 8-bit hardware. Katakis impressed Activision so much they licensed it as a R-Type conversion. Turrican became one of the most celebrated action games of the era.
Fast facts
- Start: self-taught programmer, began on C64.
- Companies: Rainbow Arts, then co-founded Factor 5.
- Technique: mastered every trick to maximise hardware capabilities.
- Later work: Thornado and consulting on game development.
Key games
| Game | Year | Platform | Achievement |
|---|---|---|---|
| Katakis | 1988 | C64 | Smooth horizontal shooter rivalling R-Type |
| The Great Giana Sisters | 1987 | C64 | Platform precision on limited hardware |
| Turrican | 1990 | C64/Amiga | Massive explorable worlds |
| Turrican II | 1991 | C64/Amiga | Even larger, more ambitious |
| Mega Turrican | 1993 | Mega Drive | Console transition |
Technical mastery
C64 achievements
Trenz exploited every VIC-II capability:
- Sprite multiplexing: dozens of enemies on screen
- Scrolling: smooth full-screen scrolling
- Collision: pixel-perfect without slowdown
Amiga development
Transitioned to 16-bit while maintaining his standards:
- Blitter optimisation: maximum sprite throughput
- Large levels: memory management for exploration
- Audio integration: Chris Huelsbeck’s scores perfectly synchronised
Design philosophy
Trenz believed home versions should match arcade quality:
- Never compromise on smoothness
- Fill the screen with action
- Reward exploration and skill
Factor 5
Co-founded Factor 5 in 1987, which later created:
- Star Wars: Rogue Squadron series
- Audio middleware for PlayStation 2
- Continued pushing technical boundaries