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Making games for a popular license is hard. I say it, because it's
not generally appreciated. You can see it in the results of these games
that get produced - it's gotta be damned hard. I think the major culprit
is that you're adapting something made for another medium. The Ninja
Turtles got the rep for being a good TV show, because it played to the
strengths of Saturday Morning television. It wouldn't make any sense
to say that the Turtles is a great TV show because it has a great video
game, for example. Yet somehow the reverse idea got populated; that
great TV shows should automatically make great games.
So as a developer, what do you do? You have something that
is expected to be a terrific, must-have game, but inherently has
nothing "gamey" about it. The show was popular for its visual style
and TV animation... well, can't replicate that on the NES. It also
had some great voice acting and amusing banter,
usually between Mikey and Donatello. Kind of hard to work that into
a game, and the voices are definitely out on the NES. So what major
points are left? Well, they like to eat pizza and fight bad guys.
And that you can make a game out of.
I think it would be different if the Turtles were just starting
out today, since even with the new movie, every game is forgoing
new ideas and just trying to recreate the classic
arcade brawler.
This one didn't have that luxury, and it would be interesting to
see what original concepts they could have come up with using
today's technology. But who's to say they would have? It was a
different culture for developers back then, who had neither the
time, budget, or proof that inventive ideas would result in any
more profit returns than putting out an average cartridge with a
popular name on the label. And that feels quite a bit like what
you get with this first game in the Ninja Turtles series. |
I wouldn't count on that.
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To its credit, this game doesn't seem to be obviously lifted from
any previous titles. Call me jaded, but I half expect every licensed
game I pop in to be Mega Man with new artwork. Concepts from the show
are pulled in, beyond the obvious "eat pizza to fill your power bar."
The major characters appear, as do the four Turtles and some of their
distinguishing characteristics. There's even some mild strategy on
which Turtle to use when. Yet the game still feels generic.
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The entire game is broken into six missions. Levels
involve an overhead overworld, as the Turtles make their way
through the mean streets of New York. Open doors or manholes can be
entered, and these send you to side-scrolling sewer/building levels.
Sewers are primarily used to access areas blocked off in the
overworld. Buildings can be entered to find pizza and powerups.
There's usually a main building at the end of each level that holds
the boss or goal, and occasional items you'll need to collect
along the way to get there, but the basic idea of making your way
around the city levels remains constant. Enemies
rarely appear on the streets, with the most common variety being a
large steamroller that shows up to encourage you into the sewers.
Enemies are plentiful in the side-scrolling zones, and consist of
the walking, charging, flying, and shooting varieties. You'll note
that only a handful actually have any roots in the Turtles mythos;
really just the purple guys who I assume are supposed to be Foot
Soldiers, and the Mousers. The rest come from that strange place
game artists draw from to put a new spin on the same AI behavior.
Here, you'll get flame guys, some kind of statue man, some flying
things, and two legs joined together to create a sort of hopping
guy.
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Playing the side-scrolling sections, which really is the meat of
the game, is fairly simple. You have a button to jump and a button to
attack, with the distance and speed of your attack dependant on your
selected Turtle's weapon. After killing an enemy, you may randomly
get a secondary weapon you can switch to with Select. These include
ninja stars that shoot in a straight line, boomerangs that do the same
but don't run out if you catch them, and a magical scroll that shoots
an insta-kill wave out in the direction you're facing. These, and the
ability to aim your normal weapons up, down, or jump and attack, make
it easy to hit most of your enemies. You'll have trouble if they come
at you in groups, which they always do, or if they take more than one
hit, which many do. Enemies also respawn when you leave the screen and
come back, and sometimes even respawn a harder selection of enemies
than what you just beat. It's easy to take damage, which accumulates
at twice the normal rate if enemies touch you directly. Every enemy,
especially the bosses, naturally are programmed to charge right at
you.
All four Turtles are present and playable. You switch between them
from a menu on the Start key, and can do so at any time. So if your
current Turtle is almost out of life, you can instantly switch to a
Turtle with more health and keep going. If a Turtle dies... whoops, I
mean "gets captured," you won't see them again until you rescue them
by randomly happening upon them later. In that sense, the four Turtles
become four lives with which to beat the game, and it becomes a very
good idea to try and spread damage out among the four.
But here's where you get ripped off - some Turtles are much
better than others. Some attempt has been made to characterize them
through their weapons and give them unique attributes, which is
thoughtful. The problem is that only certain attributes have
practical use in the game. Raphael's sais attack a little faster
and do a little more damage, but big whoop when you have to get in
touching distance to use them. You'll take more damage than you
give. Michaelangelo's nunchuks have a little longer reach, but not
as much as your two best Turtles. Leonardo's kitanas slice in an
arc, efficiently killing any creatures above, in front, or below
him - making for the only situation in Turtles canon where Leo is
actually bad-ass. He's the number one guy you want to use in this
game. Donatello's staff has the longest reach, even through floors,
so he's useful to pull out and remove awaiting enemies before
climbing ladders. But Raph and Mikey, although unique, aren't
unique in a useful way. Their weapons are functional, but feature
no desirable stats like the other two, and their short range can
actually get you killed. They're best sent into harm's way, or in
areas like driving or swimming where all Turtles are identical.
God help you if your other three Turtles are captured and you only
have Raphael left. |
Go on. Jump down there. I dare ya.
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It's also a fairly difficult game, especially if you don't manage
your Turtles. Of course, it's hard to predict when you're going to take
damage, so most frequently you'll have a run of bad luck with Leo and
quickly switch to a lesser Turtle before you die. You can then roam
around until you find a pizza, switch back to collect the health for
Leo, and move on. Though if your "secondary Turtle" starts taking
heavy damage, well now you're really in trouble. The game does attempt
to help you track your health with an annoying "beep beep" alarm that
starts when your current Turtle is low on health. It annoyingly
sounds like the alarm on someone's digital watch, and plays every
time you switch back to that Turtle without getting more health. You
still have a perfectly understandable health bar, so this incessant
beeping is really pointless.
They might as well have gotten Gilbert Gottfried to shout repeatedly
into a microphone: "Hey! You're gonna die! Hey fuckhead, your
Turtle's gonna die!"
Remember that episode where the Turtles had
to dodge the radioactive seaweed and disarm bombs? No?
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I do think it's interesting to note that the game does not play
the Ninja Turtles theme anywhere. Unless this is an authentic version
for another country (which I highly doubt) there's no Turtles theme.
Seriously guys, did you only get half the license? Or did they let
you pay carte blanche, and you figured you wouldn't need silly old
things like the theme music or a suite of enemies from the actual
series?
The graphics don't attempt to replicate the look of the show
either, though what's here is pretty good. They went a little nuts
with the shading, so they take on that "realistic for games" look
like Sunsoft did with Batman. Sewers and
buildings look appropriate, enemies, well most enemies, look dark
and menacing. The rooftops of New York aren't bad either. They did
a fairly good job, except that so little of it looks like the style
of the show. The Arcade Game at least looks cartoony and takes the
same basic look of enemies and characters from the series as if it
were the design bible. Here you get an
attempt at a new style, or Konami's artists doing whatever they want
to. It looks nice, but not what I would expect for a Turtles game.
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That's pretty much where I'll leave this off. This isn't a bad game,
but it's not a great Turtles game. We were expecting more when this
one came out, something that really captured the license. As I admitted
at the beginning, perhaps this is unfair. Yet it feels like there was
a disconnect - for young Turtle fans, the release of this game was
going to be a spectacular melding of the show and interactivity; the
toy line come to life, and the chance to play as your favorite
characters through all new scenarios. For Konami, it was a Tuesday.
There's definitely none of the care of the later arcade titles; as if
they weren't trying to please anyone with this game, or it was just
another of a long list coming off the assembly line. I'm not saying it
was a total cash-in, just that they didn't seem to understand the
monumental expectations for the game. Or maybe they really wouldn't have
cared either way.
-reviewed 4/21/07 - game copyright 1987 Konami

First in a long line of Turtles games, does well at being its own
title and not a simple rip-off.

Only two particularly useful Turtles, the bare minimum of references/
material from the show.


Teenage Mutant Ninja Turtles on MobyGames
Manual at Replacementdocs
Gameplay video at NESGuide
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