Hm, a T3 Amiga development diary. Interesting stuff... thanks for sharing!
Alright, let's see, what have we here... (The guy talking is Peter Thierolf of KAIKO, the main programmer responsible for the Amiga version of Turrican III. Here's his lovely mug:

).
Week 13-14
"Well, it didn't take long, the copperlist of the first world, approved by everyone, has landed on my desk. Implementation went over quickly, however they wanted to have a very specific parallax effect that needed to be programmed. There are Walkers, flying Walkers, Pacmans moving along a wall and shooting, moving plattforms etc etc. More importantly there are enemies that, on the Mega Drive, are rotated and zoomed in realtime, an effect that I don't want to keep from the Amiga freaks. But first we'll program the "normal" enemies, which can be done without too much of an effort."
So, on the Mega Drive it apparently happens in realtime, while for the Amiga he had to come up with a different solution. He details what he came upt with next.
"Week 15
It's about time to think about the zooming and rotating of enemies because the next enemy on the list is a crawling jiggly alien, which can curl up and then roll around the area (naturally, while doing that it's gradually rotated). In realtime, while the system is running, that can't be done of course, because that would need too much computation time from the Blitter, which copies the graphics to the screen. So we need to come up with another system.
One possibillity would be to create each rotational phase in a paint tool and then file it into the memory already rotated. However, that would need lots of disk space and would cause long loading times. Also we have to assume that there are only 512 Kb Chip-memory available, and there's not enouth space for such a fine gradual rotation.
I've decided on the following solution: Using a fast rotational routine I'll calculate the phases during a time where the system is relatively idle. One comes immediately after loading, which needs about 0.7 seconds for 32 phases, but I'll also use it during certain parts during a level when there's hardly any anemy onscreen and we need certain rotation- and zoom-phases. That works pretty well.