The turtles boom of the late 80s, early 90s was
pretty strong with kids and teens. I was one of those kids.
TMNT started out with the highly popular cartoons on television, then
there were the
comic books, the multitude of turtle toys, and of course, the hit
movie. It was only natural that we had to have a nintendo game
of the Turtles too. At the time my parents bought
me this cartridge, I only had a couple of games for the NES, the
standard Mario/Duck Hunt and Galaga: Demons of Death. Mario
was just an awesome game, period, but Duck Hunt and Galaga didn't get
played very much due to the fact that they really couldn't be beaten; I
didn't feel like they were worth playing, and I've never much cared for
the Atari-type game play ( never ending level-after-level monotony
until
I am thankfully game over, or just quit and turn off the game in
disgust ). Then I received TMNT for a birthday present, and this
one was different. I personally had a lot of love / hate feelings
towards this particularly difficult game. I had to love it
because, come on, I was playing ninja turtles, and there was
just a certain coolness about that, but shortly after those easy first
couple of stages, the anger and frustration and sheer hatred
always set
in.
The game play shifts constantly between both an
overhead world view, and the typical side-scroller view. In both
of them you can swap out your active turtle at any given time.
For the most part, unlike TMNT 2 and 3, the enemies in this game have
pretty much nothing to do with the TV show or the movie. There
are a few familiars ( a few foot soldiers and mousers, Bebop,
Rocksteady and the Shredder ) but aside from these there are a vast
array of generic, weird enemies that you fight for the whole
game, and they have absolutely nothing to do with the turtles
franchise. There are fire men that walk around releasing tiny
versions of themselves which bounce around and try to hit you, robot
men with heads that come off and fly around once struck, balloons which
drop bombs, dive bombing parrots ( some kinda birds, anyway ), chainsaw
wielding fat men, and a bunch of other weird non-turtles related
baddies. Sorry to get off on that tangent, but why make a game
based off of a kids TV show with a ton of beloved characters to
use and instead make up your own cheap creations.
There is a certain way that the over world maps are
layed out that makes you feel as if you are in a maze while you
play. You walk around in the overhead view looking for sewer
holes and open doors to enter and either you end up at a dead end, or
you exit the stage via a ladder or door on the opposite side and pop
out in a different
place on the over world. It takes some trial and error to find
the
right holes/ doors to enter, and many areas can be skipped
completely. Each progressive stage gets more complex, as
generally each
level is a little bigger than the last, and there are more manholes and
buildings to explore. There are a couple of exceptions though, as
in both the dam and technodrome levels there is little or no over world
interaction, but instead the same maze element is incorporated into the
side
scroller sections, which, in conjunction with the life stealing
obstacles and enemies around every wrong turn, makes these the most
difficult and tantrum inducing, controller slinging levels in the game.
The first level is really simple, as long as the
steam-rollers are completely avoided, as they kill you instantly if
touched. You fight both Bebop and Rocksteady here, and, as with
pretty much the rest of the game Donatello is the best turtle for the
battle. Not only is his bo staff the most powerful weapon of the
four, it also has the longest reach by far. Bebop will always get
in a few hits on you. It is nearly impossible to avoid him because
he suddenly appears and charges from mid screen, trapping you in
a corner with a ledge overhead and you just can't get out quick enough
to completely avoid damage, but after getting out of that trap, its a
breeze,
simply jumping his charges and staffing away. Rocksteady is the
main boss and is holding April hostage, and he is one of the two
ridiculously easy bosses in the game. By standing on top of the
crates in the right hand corner and striking downward with your staff,
he just relentlessly charges the crates and you take him out without a
scratch.
Come on...this is lame
The second level was the last level many NES gamers
saw. In this stage you have two parts. The first has
you fight your way from the bottom of a dam to the top, and aside from
one tricky jump at the end, its pretty much a breeze. There are
four or five floors to go through and plenty of pizzas to grab to
refill your health bars, which is nice. After making that
carefully placed jump at the end , you enter a door and appear on top
of the dam. From there, you have to jump off into the water below to
enter the second part of the level. This was the end of the game
for many kids, including myself for the longest time. There are
several bombs placed throughout a maze of electric seaweed,
instant death ( if touched ) seaweed, tons of laser beams, and a
couple of giant whirrling blades. What makes this level near
impossible though is the fact that you are on a three minute timer, and
all of the laser beams are on a timer of a few seconds, forcing you to
either wait until they turn off or swim through them and take damage.
Then, in the middle of the level, there is one long and narrow tunnel
that you must pass through which has electric seaweed lining both the
top and
bottom. I am convinced that you can NOT make it through this
section without switching turtles, even at full health upon
entering. The seaweed is impossible to avoid in such cramped
quarters and it pulses off and on every second, draining your entire
life bar within 3 or 4 seconds. I always use the two most combat
useless turtles for this level, Michaelangelo and Raphael. I swim
through as Raph until I get to the midway tunnel of death and switch
out to Mike. I let his poor soul go through until he is just
about dead, and swap back to Raphael for the rest of the level.
If one ( or both ) of them gets killed, its not a big loss, because,
due to the small size and extreme weakness of their main weapons (
takes 2-3 hits to drop most enemies ), it doesn't make much sense to
use them for fighting, thus they are expendable. I know thats
cruel, but its the truth. Hey, Raph is my favorite turtle, but they
sure gimped him up on this game. However, if you play this level with
Donny and he croaks you are pretty
much screwed, unless you can survive long enough to rescue him
later. What about Leo, you may ask? Well, Leonardo is
somewhat useful due to
his mid range reach, but like Mike and Raph, his damage is sub par, so
once again Donny is the pick of the litter for 90% of the game.
Actually its a lot like the NES game Friday the 13th. Mark and
Crissy are by far the best counselors on that game, but God forbid you
get stuck with George!! Anyways, thats for a later review.
Get hurt coming in AND out of here.
Tunnel of Death
After disarming the last bomb, you go to the
turtle
van level. In this one, the overhead map is very large and, yes,
you get to control the turtle van and strike back at those damn steam
rollers without fear of instant death. It has a gun with
unlimited ammo, which is rather weak, but you can ( and must ) get
a hold of some missiles which instantly take out foot soldiers, steam
rollers, and barrier obstacles that block your path. This stage
has several entrances/exits and can be very confusing, but most of the
sections can be avoided completely. This map is an excellent
recharging station to prepare for the final three levels. At the
first building you start in front of, there is a 1/4 pizza and a whole
pizza, as well as a stack of missiles at the top of the stage.
(NOTE: To get the missiles at the end, DO NOT attempt to jump
over the little hole that stands in your way, but simply walk over it.
Its one of a few tricks the designers threw into the game) You
only really need about 10 missiles or so to destroy all the barricades
that will block your path, but I really enjoy blasting those steam
rollers, so, it never hurts to grab the pizzas and the missiles, exit
the level, reenter and run back through it a couple more times just to
be on the safe side. This will have your turtles back to full
health, and have you fully stocked with artillery for the party
wagon. There is another hot spot along the way ( if you take the
time to reenter it multiple times like before ) that really, really
helps out with the last level. From the starting point of this
level, you
head to the far west and then down taking out a barrier or two, and
then as far east as you can go, and then down, where there will be
a building entrance and a bridge to the right. Enter the
door closest to the water ( there are actually two doors ). After
heading up, up, west, and down, you enter a room that contains
the most powerful secondary weapon in the game, the scythe ( I guess
thats what they are ). One of these, when thrown, will take out
everything in its path, and they are very useful against the
bosses. You get twenty of them upon pickup. After
collecting the scythes, you go down another ladder and can pick up some
ropes, which you will need in the next level. Grab these, and
simply jump into the water, and, since the turtles cannot swim ( go
figure ), you'll take slight damage and reappear outside the
building. Then you can simply reenter the same way, and collect
20 more scythes. I personally get 20 for each of the turtles,
just in case I mess up and accidentally acquire a different, weaker,
secondary weapon (i.e the shurikens ). Nothing is worse than
collecting 60 scythes with Donny, feeling pumped up and ready to go,
and then killing an enemy, walking on, and then ( since some enemies
randomly drop a secondary here and there a second or so after they die
) running into a ninja star, and having traded you 60 nukes for 20
bbs. This does happen, I promise. By the way, if you happen
to have let one of your turtles die, you can reacquire him in this
stage, as he will be tied to a chair. Anyways, after stocking up
on scythes, you simply need to get back into the turtle van, head as
far east as possible, crossing the bridge and blowing up the barriers,
going to the far north, and then back to the West. There you will
enter a building and at the end of it fight the evil Leonardo. It
looks just like Leo, swinging the sword the same way and all, and he
jumps around making it hard to hit him. However, with a few bo
strikes and special weapons launched his way, he dies quickly and then
transforms into a flying mech turtle. The same strategy
goes for it,
bo strikes and special weapons to take him out as fast as possible,
before he can get
you into a corner.
You better
run!
Grab plenty of these, best powerup in game
Help!
Since this was not actually meant to be a
walk through and simply a thorough review, I won't go into the exact
instructions on the pathing through
the airport level, since there are a bunch of dead ends and routes to
make it to the end. However, it is a fairly easy level to pass
through , with a lot of pizzas to pick up along the way. Most of
the time you come out of one hole and have a choice of two entrances,
one of which being the path to the next area and the other leading to a
dead
end. Memorization is the only key here. There are a lot of
booby traps in this level, with you having to avoid spikes on the
floor, spikes
on the walls, conveyor belts, laser shooting + signs ( seriously!),
deadly fire pits, and in one section the holy grail of booby
traps. You head downward into an empty room with a hole in the
bottom floor and upon falling through, you enter a similar room much
like the
previous, where you have to work your way down and fall through to the
next area. However, there are these huge moving spiked walls that
rapidly close in on you from either side of the screen, and one touch
of these is an instant dead turtle. This is the only thing I
find thats difficult about the airport, these trap rooms. It requires
perfect timing to get to the bottom and fall through before the walls
kill you, and then you fall into yet another one of these rooms and
again have to rush to the bottom. The boss to the level is a
joke, just like Rocksteady was. You fight a giant, stationary
mouser, and all you have to do is stand directly under him and bo staff
straight up into his mouth. He will drop little mousers on you,
but they are no threat. It will also, from time to time, attempt
to shoot down at you with its laser-eyes, but as long as you are
standing in the very middle of the screen, they cannot hit you.
After taking the mouser's life bar down, its head cracks and explodes,
then the turtles enter their blimp and proceed off to the next level.
One of many dead ends.
Uh Oh...This isn't
good.
Sorriest boss ever
Nice!
Teenage Mutant Midget Turtles
I believe this stage is entitled the Bronx.
All and all, up
to this point in the game, I find ( as I did as a youngster ) that TMNT
is
pretty fun. There is definitely enough of a challenge to keep you
on your toes, but you can reliably do everything you need to and still
feel confident about being able to make it through. However, from
the Bronx onward, the s*** really hits the fan. The difficulty
from this point onward makes a big turn from hard to the extreme.
In the over world of the Bronx, you are in what looks to me like a
lumber yard at night, and of course, everything is dark and ugly.
There are these machines that fly around with spotlights, and, if you
hit the light, they will drop foot soldiers on you. These are
easily
avoided however. There is actually not a whole lot to the
over world of this level, and its the last one in the game. There
are two buildings you can enter that are essentially dead ends, but, if
you need the health and are desperately in need of scythes ( you should
have plenty though from the third level ) you can get both by paying
them a
visit. I do mean desperately, by the way, because they are
heavily
guarded by these spider things that crawl the walls all around the
scythes power up. One hit from them and you fall all the way back
down to the screen below and
have to climb all the way back up again. There are three manholes
you can enter, and all three are very
difficult to get through. You have to play guessing game on
which one to enter because one of them will have the boss
and the other two will be dead ends. The enemies here are really
nasty, particularly the porcupines that shoot spines and the rolling
guys. Both are super quick and if given the opportunity, will
drop your turtle in a heartbeat. Of course, in a few parts, they
are together, and in numbers, making this a real pain. After
finally picking the right manhole, you will fight your way through the
tough baddies, enter the door at the end
and find the boss of the level, the technodrome. In my opinion,
this is the most difficult boss of the game. It has several
sections to it that have to be destroyed individually before you can
begin to take out the eyeball on top, which controls its
life bar. It rolls towards you, and then away, shooting out foot
soldiers and radiating electricity towards you from its giant swords,
as
well as shooting at you from one cannon in the middle. You have
to first fire away with your scythes, taking out the swords ( one in
the front and one in the back ) and the cannon, and then start staffing
up to take out the apparatus that is shooting out the foot
soldiers. This is easier said than done though, because you are
standing on the moving treads of the technodrome, and if you manage to
fall off and it runs you over, you lose a lot of valuable Donatello
health.
After the foot shooter is destroyed, this boss is defenseless and you
can then take out the eyeball on top. This destroys the boss, and
allows you entrance to the final level. Its a good idea to switch
to Mike or Graph before getting in the final hit on the eyeball.
After it is destroyed, the game takes control of your selected turtle,
and proceeds to run him off the edge of the forward tread causing four
bars of damage before jumping him into the technodrome. I have
not been able to find a way around this awful bug.
What do I do now??
Now, you are a REAL gamer if you can beat this last
level. I don't want to spoil the surprise for anyone who doesn't
already know, but Its not because of the boss, by any means.
There are a
lot of difficult enemies in this long ass maze, but there is one
particular type of enemy that you see way too much of,
and just one of them can take out a turtle singlehandedly. They
are the jet pack men, and boy do I hate these bastards. I just
want to throw my TMNT cartridge out the window, along with my NES,
every time I come across one. Really though, I mean, just one of
these guys would make a harder boss than both Rocksteady and the Mouser
combined. Just one of them takes Donny about 3 or 4 staff hits to
kill,
and 2 or 3 scythes. However, 90% of the time, they come at you in
pairs, flying high enough that you can't jump over them and low enough
that they will either 1) hit you if you duck, or 2) blast you with
their bad ass laser cannons. They each fire a blast roughly every
second, often staggering their shots ( one shoots, the other shoots,
repeat ) have deadly pinpoint accuracy, and each shot takes off a lot
of health. Also keep in mind the fact that they don't stop firing
as they are closing in on you, thus battering you around as you try to
stand your ground and counterattack. Many times, though, you must
backtrack to gain some ground on them, so that you can finish them off
with a few scythes and if you must do this and finally manage to take
them out, guess what happens when you proceed forward again? Yep,
the game spawns the same pair back at you! Take into account
also, that there are about 20 or so of these dreadful things in the
level, not
counting the re spawns gained from running away from them, or having to
go back through them if you run into one of the many dead ends the
technodrome has to offer!
There are levels in Silver Surfer much easier than this stage, I
promise. Aside from these most deadly rocketeers, you also fight
off
foot soldiers, gun turrets, and more indescribable, weird looking
machines. There are three sections to the technodrome, and none
are easy. There is a lot of skill as well as some luck to fend
off the attacking jet men, but if you can hang out to the end, you come
face to face with the final boss.
CHEAP! This is Bull S***
You would think that with such a hard ass,
impossible final level, that the end boss would be so hard that you
wouldn't get a lick in on him. Sadly, ol' Shredder ranks up there
with a couple of his buddies you kill before, Rocksteady and the
broke down giant mouser. If you have at least one turtle left
with roughly five scythes remaining on him, you can breath a sigh of
relief as you watch Shredder materialize at the top of the screen
in an awesome bolt of lightning. All you do is stand still, make
sure your scythes are active, wait for him to jump down in front of
you, and blast away. He'll burn up in a roaring fire in two or
three seconds, before he ever gets a hit on you. Thats all there
is to the final boss. Wow. Actually, its very important to
have the scythes for this battle to win, because without them he is
pretty damn hard. He jumps around the screen shooting these
harmless looking bubbles at you, which, when they strike gold, turn you
into a baby turtle, forcing you to fight your way through that hell
again to get back to him for a second chance.
Uh oh,
I'm gonna get it
now...
Wait, what tha...? Is he gonna try?
??? um...YAAAAYYY. That was really a
close one!
The ending is bad. What else can I say.
Take a look at the screen shots and you'll see. Splinter turns
into a human, which is supposedly his "real" form, Splinter and April
thank you
for it, then the game ends. Human form? Thats not right ... what
the hell is this?? Who came up with this terrible ending??? Had
they
ever watched ninja turtles before? If Splinter had been
transformed back to his
original form, he'd have become a common sewer rat again. That screw up
behind me, take a look at how ugly the human Splinter is! He'd
probably have been able to pick up some chicks had he stayed the
rat. He looked kinda cool that way, kinda vicious, at least.
Wow. He's
really ugly. Really...ugly. Poor guy, and he's thanking you for
it.
???
Damn, Splinter, put a bag over your head, please.
Even Michael Jackson had a better transformation.
Nice Bu font
Ugly Splinter ending aside, the graphics in TMNT are
fairly descent. The detail of the turtles and most of the bad
guys were also well done,
and the backgrounds are pretty nice. The soundtrack is catchy and
memorable as well, although never once mentioning the slightest hint of
the classic TMNT theme. The controls are ok, but could have been
a lot better. Landing precise jumps in a few of the sewer stages
is pretty tedious. It is actually rather fun to play until the final
two
levels. Due to the extremely ridiculous difficultly of a few
stages, combined with a few terribly easy and poorly programmed bosses,
some bad glitches ( including the game
slowing down in a lot of spots because there is too many enemies on the
screen at one time ) this game gets a low score from me, but its at
least fun for a little while...just do
yourselves a favor if you try it out and quit after completing the
fourth
stage.( Once you can pass the underwater level, of course ). Its
just not worth the hassle to go further.
Pros: Nice Graphics
Cool
Soundtrack
Some
Characters from the TMNT franchise included
First few
levels are pretty fun to play
Cons: Difficulty is excessive and very frustrating in last two
levels
Bad
game glitches
Turtles can't swim
Retarted ending
DIFFICULTY HARD TO NEAR
IMPOSSIBLE
GRAPHICS
7
SOUND
7
CONTROLS 5
FUN
5
OVERALL
5
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