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Luke
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Re: Together Retro: TMNT - Turtles In Time

by Luke Sat Aug 10, 2013 1:13 pm

SpaceBooger wrote:A random question for those who have beat the game: there were two levels that my screen keep dimming in and out. I don't remember the first one, but the second one was Krang's space base. Is this normal or is my monitor dying?



Not normal for Hyperstone Heist.
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SpoonyBard
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Re: Together Retro: TMNT - Turtles In Time

by SpoonyBard Sat Aug 10, 2013 1:48 pm

Did you guys all know you can keep hitting Razor after he is beaten and in his puppy form? When I was a kid I thought it was funny the little yelps he makes if you do.


I always thought that was a weird thing to throw in. As far as I know, that noise isn't anywhere else in the game. So someone actually took the time to record the "hit the dog" noise.


To everyone talking about the slide kick in Hyperstone Heist, how many points do you get for killing an enemy with it? And is the scoring in the genesis version similar to the SNES? Throwing on the SNES is 200 points (if I remember) which is the most points you get for a killing an enemy (on that version at least, once again, if I remember right).
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SpaceBooger
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Re: Together Retro: TMNT - Turtles In Time

by SpaceBooger Sat Aug 10, 2013 6:57 pm

Luke wrote:
SpaceBooger wrote:A random question for those who have beat the game: there were two levels that my screen keep dimming in and out. I don't remember the first one, but the second one was Krang's space base. Is this normal or is my monitor dying?

Not normal for Hyperstone Heist.

Thanks. I wonder if that is because of the Genesis or because it shouldn't dim... now we need someone to play through the MAME version.
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ExedExes
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Re: Together Retro: TMNT - Turtles In Time

by ExedExes Sat Aug 10, 2013 11:17 pm

As promised, I was able to play the arcade cab today! It's a rare TR feat!

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I never really had much experience with the real thing, but after seeing how quick the game actually was, I have gained a much greater respect for the SNES port, with the extra stages and features it has. After burning through about 40 lives (and spamming the heck out of both buttons for the special attack) as Michaelangelo, I got the top score. I was also happy to report this particular cab was perfect even after 20 years. Screen, sound, controls worked.

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Now on to see if I can beat the SNES port on Hard again. The only real issues with that were the pink shielded Footsoldiers you had to tackle and then fling into Shredder on Stage 4, and the battle with Slash on Stage 5 will rip your hair out, it's bad enough you can only hit him from behind, but it's harder because his back is rarely turned!
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Xeogred wrote:The obvious answer is that it's time for the Dreamcast 2.
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SpoonyBard
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Re: Together Retro: TMNT - Turtles In Time

by SpoonyBard Sun Aug 11, 2013 2:50 am

and the battle with Slash on Stage 5 will rip your hair out, it's bad enough you can only hit him from behind, but it's harder because his back is rarely turned!


If you hit him with a dive kick while he's in the air, he will land and stay in a vulnerable position for a few seconds. It's the only reliable way i've found to kill him without getting hit a million times.
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nightrnr
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Re: Together Retro: TMNT - Turtles In Time

by nightrnr Mon Aug 12, 2013 6:40 pm

SpoonyBard wrote:To everyone talking about the slide kick in Hyperstone Heist, how many points do you get for killing an enemy with it? And is the scoring in the genesis version similar to the SNES? Throwing on the SNES is 200 points (if I remember) which is the most points you get for a killing an enemy (on that version at least, once again, if I remember right).

1st off, I'm assuming you meant 2 and not 200 points. And you get 3 points for throwing on the SNES version.

Just turned on TMNT:HH and you get 1 point for each enemy defeated. It doesn't matter how you dispatch them (grapple, jump-kick, normal attack, special, or slide), a single point is all you ever get (haven't noticed on bosses, but I doubt it's any different).
Kind of lame, but I think the game is shorter too, so you don't need as many extra lives from scoring.
...just another lost soul...
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SpoonyBard
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Re: Together Retro: TMNT - Turtles In Time

by SpoonyBard Tue Aug 13, 2013 12:14 am

Haha, you're right. 200 is an extra life. Don't know what I was thinking there.
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TheGregzilla
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Re: Together Retro: TMNT - Turtles In Time

by TheGregzilla Wed Aug 14, 2013 12:04 am

any tips for this game? Ive always loveeeed it, but I royally SUCK at it by myself. I never get any farther than the second boss usually and when i do I die in the third level.
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nightrnr
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Re: Together Retro: TMNT - Turtles In Time

by nightrnr Wed Aug 14, 2013 12:14 am

SpoonyBard wrote:Haha, you're right. 200 is an extra life. Don't know what I was thinking there.

Shoot, now I have to check and see if it's 200 or 100 when you get an extra life in Hyperstone Heist.

Played a little 2-player the other night (Turtles in Time/SNES via Xbox). Got to Krang, beat him an then turned it off for the night. Man, my nephew (5 years old) likes to trash talk when he plays :lol:
...just another lost soul...
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SpoonyBard
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Re: Together Retro: TMNT - Turtles In Time

by SpoonyBard Wed Aug 14, 2013 12:47 am

any tips for this game?


Dive kick. Always. Never stop.
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