Sonic Blast Man had a pretty decent moveset the first game, thinking about it now.
-Standard Punch Rush
-Jump Kick
-Fire uppercut
-Wind-up Punch
-Judo Throw
-One-Hand Throw
-Airplane throw
-Screw Bomb
-Dynamite Punch
Not too shabby.
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Sonic Blast Man had a pretty decent moveset the first game, thinking about it now.
-Standard Punch Rush
-Jump Kick
-Fire uppercut
-Wind-up Punch
-Judo Throw
-One-Hand Throw
-Airplane throw
-Screw Bomb
-Dynamite Punch
Not too shabby.
Getting a bit off topic here, but yeah Sonic Blast Man 2 was decent enough. Boy, he's pretty insipid to play as in comparison to the other 2 characters though.
As for anyone responding to *my* "long and boring grind" comment in regards to TiT, notice I did also say it was particularly because of the 'run by holding the direction' setting. I imagine if we'd played through with being able to double tap to run off the bat, I would have found it considerably more interesting.
Sounds like people would rather TIT have been a straight arcade port.
...kinda wanna play Sonic Blast Man now
I never want straight Arcade ports anymore. Not with MAME around. You can't beat pratically a new game. If it better or worse, matters not. New game is new game. Gimme, gimme. Like I always say, i never get why folks are still crying for more perfect ports anymore? Take the new game for better or worse, shut up, and look at it as a win, win situaltion. ... Man I miss the days when all ports were pratically new games. Konami ruled at this, they always went for something new instead. Yet folks still cry for Rondo on SNES or a carbon copy of TiT on the Genesis. Yeesh.
No, your in the Turtles topic. Go play boring ninja turtles instead. It's got great graphics, sound and... stale gameplay that's older then your mom... and... she said she wasn't impressed with my inexperience, what?!! :o I told her to stop moaning so insanely with experience that the genie would get loose too fast, not my fault. >_<
I do need to get off my ass and check out exactly what the Super Famicom has in terms of decent beat 'em ups. I always heard that the Rushing Beat games were a bit shit, and people never seemed that happy with Final Fight 2, but what's the problem with Undercover Cops, Sonic Blastman, Captain Commando etc? If UC and CC are decent ports then surely they are worth a play since the arcade versions are good?
The only negatives I can find with Captain Commando on SFC/SNES is the removal of 2players (or is it 3, I forget), it feels slower than the arcade version, and it's expensive as shit to try to own. The same could be said of Sonic Blast Man 2 in terms of price, absolutely brutal. Oddly enough Sonic Blast Man 1 isn't that bad in prices, but feels slower than the second game.
I picked Sonic Blast Man 2 up for something like $18 a few years back. Judging by SNES prices these days, it could've been worse, but it was still too expensive.
Ninja cuts enemies in half, another sets enemies on fire burning off their skin, all removed from the US SNES version of Captain Commando. Damned censorship struck again, thank goodness Capcom stuck the original arcade version on their second compilation on PS2 and X-Box. There's a Japanese PS1 port of Captain Commando with 4 player support (default is 3, but a code adds another player for 4), uncensored, but very expensive.
Censorship, what? Wouldn't this fall in the category of limited cart size? I mean, you already have the aimation for a guy falling down to begin with. Yeah, I say it's limited cart space, the constant struggle of making games on carts back in the day.
And, uh, when you load a rom in ZSNES, and it says at the very start of rom boot up Hi or Low Bank. Is this the speed of the cartridge? Of all Capcom games, only Captain Commando, FF3, and King of Dragons are Hi Bank. Only other thing I can think is size of cart being somehow also related, like how larger carts usually needing higher speed, no? See how confused I am, someone got an answer for this? That, and I'm very interested in the cartridge speed for SNES & Genesis games, so, this documented anywhere?
I actually hated Hyperstone Heist and enjoyed Turtles in Time. There were more levels in TiT but they went by quicker and never felt like they outstayed their welcome, and it felt easier to do the slamming combos in that game (it also had the throw for more variety and I didn't have any trouble lobbing enemies at Shredder) where in HH I got bored with just smacking the enemies with the same weapon combo over and over and over. HH just seemed to really drag and I was waiting for it to end, where I didn't have that problem with TiT at all. I also preferred the double-tap to run in TiT instead of a run button in HH. And of course... enough has been said about The Gauntlet stage.
I don't think I could call Hyperstone Heist a bad game though, I'd have probably enjoyed it more playing with a friend, and if I'd been able to grasp how to perform the slam. I actually played it before Turtles in Time too.
Yeah I did like the whole over-the-top sort of theme to the first game where it didn't take itself too seriously (solving the world's problems in the mini-games by the power of punching things, every level theme playing out like a cliche on purpose) and even though SBM was fairly sluggish he did have a nice number of moves he could play around with (felt a bit like he could do more than he could in the sequel actually). The second game though threw most of that out and made all the enemies into aliens instead, and much of the humorous feel was gone which I missed. I did enjoy how it played a bit more though, feeling a lot smoother. Also running out of lives and having to continue started you at the beginning of the current section or boss rather than the entire level which I liked. I did find both games enjoyable enough when I got used to them.
I felt the same way, he was more fun to play as in the first game but he felt more dull in the second game in comparison to the other two. Sonia's speed was great and didn't seem to detract from her power much, and Capt. Choyear hit really hard and his slams/uppercuts were fun to play around with. SBM himself felt more like a 'master-of-none' rather than the 'jack-of-all-trades' that he was supposed to be.
I take it you haven't played TiT on the hard difficulty, as otherwise I don't think you'd be saying what I quoted above? I just played both of these game on hard yesturday. Was shocked in all my time I never did this, even with my major complaint for these games being far too easy, lol. But, whatever, better late then never, cause it sure seemed to inject a lot more fun into these games... that is until I hit the boss rush in the Genesis version (didn't feel like hitting continue, lol), and... Shredder in the technodrome of TiT, because... I couldn't beat him. Not even close. :D And I maxed out my lives too since I wanted to experience as much of the game as possible on that difficulty so I had a better idea of what it was like? I then went to try the Japanese version, which actually caps the lives & continues at 3, to my surprise, instead of the insanely hight numbers available for the US version. And nope, same deal. Just that Shredder teared my bumhole a new one even faster.
One thing is for sure, is that I'm pretty sure if the dash was mappable to a button like in the Genesis version, beating Shredder on hard would of been much easier. Since because of that throwing folks in the Genesis version is always guaranteed. So yeah, Phexar, I'm not sure you'd prefer the double tap for running anymore once you face Shredder on hard?
Either way, I want to know who can beat Shredder on hard for the SNES version?
K, I figured out how to beat Shredder in TiT on Very Hard. The idea hit me as I was playing HH for my next playthrough right after TiT (I always play back & forth between these two games). So yeah, another way to throw them blocking Foot Soldiers without the dash tackle move (since it takes longer to pull off in TiT plus them guys move way faster in this version which is so freaking annoying >_<) is to; cross kick, turn around, jab once, then move in for the grab. If too far away and/or too slow of a turtle to close in fast enough (ie. Donatelo), then add in another jab or two before they recover during your closing in movements.
It only would feel like it's harder to do the throw moves for those that don't know how to do them at will (most don't, even the guy with the biggest FAQ at GameFAQs don't, lol). So yeah, in TiT you should always be able to do whichever of the two throw moves you wish to do every single time if you know how to do them. Likewise for HH you should always be able to do the slam move at will whenever you want too as well. Not one game version is easier over the other. Exact same.
HERE IS HOW YOU DO THE THROW MOVES IN TURTLES IN TIME & HYPER STONE;
Screen Throw - stun you enemy with a regular jab attack or running shoulder press tackle, close in next to your enemy, hold toward them on the D-Pad, and then press attack button. Instant Screen Throw everytime. ;) (PS. not available in HyperStone Hiest :()
Slam Throw - stun you enemy with a regular jab attack or running shoulder press tackle, close in next to your enemy, let complete go of the D-Pad, and then press attack button. Instant Slam Throw everytime. ;)
Preferene is one thing, I'll give you that one, but being more effective is another thing. Since it's much faster to pull off the dash by tapping a button once instead of twice + then holding it (at least 2x faster. So yes, I was correct in saying a lot faster, lolol :D).
"Now go, have fun." >_<
Cause the game sure is a heck of a lot more fun with this random element removed. :)
Nope, I rarely play beat-em-ups on hard modes as it is since I've found the fun factor tends to get outweighed for me, especially if the bosses already have a number of priority attacks. Given how the Slash and Bebop & Rocksteady fights already give me some annoyance on normal, I can imagine my response to them on hard. I see that Shredder only uses blocking-mooks in his boss fight which would amp up the toughness a bit.
On the dash thing, I'm used to playing beat-em-ups with a double-tap built in, feels like I have some more control over it than a button dash. But if the button dash does work out quicker overall then I can concede it's a better option here.
Thanks for letting me know, I'll play around with them. :) It just felt a little like the enemies in TiT have a bigger hit-box so I was able to grab them easier, but I'd have to compare them more in-depth to see for sure.
I also forgot to mention another oddity I noticed; in Hyperstone Heist there don't seem to be any examples of mooks getting damaged by stage hazards, like how the dinosaurs can run over enemies as well in the prehistoric stage in Turtles in Time. Fire hydrants do damage enemies in both versions, though that's something that you activate yourself and doesn't present a danger to you, and other than that enemies in HH don't seem to be in danger from anything other than yourself.
I don't know, playing these games on hard for the first time doesn't seem that bad at all, and kinda feels like it should of been the noraml difficulty level? For HH the enemies seem harder so far then in TiT, while for TiT some of the bosses seem to be the real obsticles? Made it to last level on HH and couldn't even reach Krang as them freakin foot soldier kicked my butt so bad?! Never thought I'd get handed to bad by just foot soldiers. Seems like they really get mean by the last level or just me losing my focus by that time? Need to play more to varify? Plus furthest I made it in TiT was Slash, so foot soldiers in TiT may reach HH difficulty by last level too? Will give an update after more playtime to better varify things.
Shredder ain't that bad now, beat him last time with losing 2 full energy bars, then only one life for the last time I played. Slash is the brick wall for me now. Last I got to him I continued two more times (with lives set to max) and still lost. Closest I got was getting him down to his last energy bar. I think I know enough to get him down to a science, just got to get a better hang of it. Playing as Mike seems the worst for Slash by far, as when you wake up, you can't defend yourself from getting slashed. Since the only way to defend yourself is by attacking Slash first, but since Mike's attacks seem to hit at such a slow rate, you can't get your first attack out fast enough. So instant hit or more everytime. >_< The trick to beating Slash seems to be by making him jump by you jumping yourself, and when he lands be sure to be in position to attack as that's when he's vulnerable to attacks before he starts blocking again.
So you see, playing on the easier normal difficutly, your not being pushed to figure out tactics on how to better improve, since you can just brute force yourself through the game with zero skills needed. So much more fun when the game forces you to actually learn how to properly play a game, no? Don't need to worry about if you can't make it that far, cause it should still be very fun even if you get only as far as Game Over screen. And hey, Game Over screen actually looks cooler then the ending. ;)
This is an okay game. You should try it out.
Oh yeah, almost forgot. I'm pretty sure the reason why it seems easier is because in TiT you were always pretty much set for one move or the other. While in HH, since one of the throw moves has been removed, it leaves you with only one right way. You either have it, or not. Unlike the win, win scenario of TiT. But this easily fixed with me explaining how too do these moves at will everytime. ;)
OK, I have to call BS on this one. Why? Because the double tap to dash option has been programmed in kinda screwy. Unlike all the other double tap dash games like Streets of Rage 3 where is was done right. How was it done wrong here? Well first of all you don't have to hold on the second tap to start it, which causes a chain reaction that leads into the next problem. 2 taps always = a dash. Tap it 3x and you get no dash. See how wrong this is? It becomes impossible in the heat of the battle to keep track of how many times you've tapped it already. This leading to accidentally dashing when not wanting, or not dashing at all when wanting it, lol. What a mess. And I've tried for awhile to make sense of why it was working sometimes while others not? Until I figured this was the cause and it's totally hopeless, unless you really pro at keeping track of it or playing it safe... but you still have to be really pro to avoid doing it by accident.
So yeah, it's not possible for anyone to prefer the way double dash was programmed in TiT. Right now I just came off a very upseting run on just the first level trying to kill everyone with the dash kick move, since that move kills all in one hit plus give me a point of 1. This way I can easily count how many enemies in each stage. But I'm basically giving up due to the BS nightmare that is the double dash in this game. Since it always goes off when I don't want it, or not when I want it & to top it off I end up doing a 2 bar energy draining special instead. ROAR! Does that ever suck! >_<
So yeah, HH on the Genesis for the way easy win on this matter for sure. No contest. To refuse is to be wrong. Er, well, I at least wouldn't be able to make sense of it...
Okay, so I've been playing and went and completed both games on hard difficulty. All I can say so far is 'eh'. The Genesis bosses were a pushover for me except for Super Krang (who I thought was even worse than Slash - I really hate fighting him) and Super Shredder (who was easier than the SNES version since he tends to dart around to the left and right instead of all over the place making him more predictable to work with). The Gauntlet was a breeze too - my problem with the stage was it's hefty recycling, not it's difficulty. I found it to be the easiest stage in the game.
SNES boss-wise, Shredder wasn't too bad for me to fight even on hard, the only addition being that I just kept dashing around to knock the mooks off-balance so I could throw them at him. Slash and Super Shredder were the most difficult bosses in the game - the latter gets a lot faster on both versions of the game at that (though the Genesis one had an easier movement pattern, which I don't consider a bad thing especially after fighting Genesis-Super Krang). The rest of the bosses didn't go too badly though.
Seems a bit more like it.Quote:
For HH the enemies seem harder so far then in TiT, while for TiT some of the bosses seem to be the real obsticles?
Which is part of why I hate fighting Genesis-Super Krang in general, he knocks you down, laughs, and then sucker punches you as soon as you get up. Best to avoid getting knocked down by both him and Slash if at all possible, even if you have to take more time for it.Quote:
Playing as Mike seems the worst for Slash by far, as when you wake up, you can't defend yourself from getting slashed.
Nope, it still felt easier to do both slams and throws in TiT... but that could be just me. Like I said, it just feels like they have a bigger 'grab area' on them. Now that I know how to slam properly though, I was able pull it off a ton in HH which helped alleviate one of the main problems I had when playing before. But one point in HH's favour I will add was that while I found it harder to perform slams, I found it a lot easier than TiT to perform aerial attacks. Performing the fast drop kick in TiT felt more off whereas I was able to pull it off almost every time in HH with no trouble at all.Quote:
Oh yeah, almost forgot. I'm pretty sure the reason why it seems easier is because in TiT you were always pretty much set for one move or the other. While in HH, since one of the throw moves has been removed, it leaves you with only one right way. You either have it, or not. Unlike the win, win scenario of TiT. But this easily fixed with me explaining how too do these moves at will everytime. ;)
Quote:
OK, I have to call BS on this one. Why? Because the double tap to dash option has been programmed in kinda screwy. Unlike all the other double tap dash games like Streets of Rage 3 where is was done right. How was it done wrong here? Well first of all you don't have to hold on the second tap to start it, which causes a chain reaction that leads into the next problem. 2 taps always = a dash. Tap it 3x and you get no dash. See how wrong this is?
Almost. Looking at it again, the dash doesn't reset very 'cleanly' and takes previous movement into account too much, possibly for chaining purposes which doesn't work as well in practice. I wouldn't say it's a straight case of 3 taps = no dash and SoR characters do start to dash on the second tap as well. But I noted that in TiT it even includes aerial movement - leaping forward in the air and then tapping on the ground can start a run, which is something SoR doesn't have. And I already responded on my preference for the double-tap earlier.Quote:
So yeah, it's not possible for anyone to prefer the way double dash was programmed in TiT.
^^ That, take it or leave it, different tastes. Having said that, after playing around with the run button a lot in Hyperstone Heist, it did seem to feel like it worked even smoother than running in Streets of Rage, though I would favour the special button in SoR over a run button if I had to choose. The SNES had enough buttons to make sure that both a run and special button could have been used if possible though, and it's unfortunate that they didn't take advantage of that there either. I would argue it's still possible for someone to prefer the double-tap though, and overall it didn't bother me terribly much and I was able to run around just fine about 90% of the time.
Though basically while I enjoy HH more than I used to, the stages still felt like they were dragging on to a point. Except for stage 3 which felt like it has a more even length on it for what it is. I liked the music in HH a bit more too.
You found Super Krang harder in the Genesis version?! I found he was only a bitch in the SNES version, lol. I found all the Genesis bosses either easier or tonned down. Which I don't mind cause I prefer my focus on game levels then bosses, a la classic Gradius series.
I also found the Genesis version removed all annoying things I found in the SNES version. ie. Those blocking guys move way too much back after every blocked hit, forcing you to keep moving up so that your final combo string that actually bypasses their blocking hits. In the Genesis version you can stand still and still get that hit to connect as they don't get knocked back nearly as much. ... They seem to move super fast in SNES version too? Which I think may not be as fast in Genesis version, maybe?
Annoying enemies & bosses were removed, like; Slash (though still a big fan of this character, so yeah, I miss him); last version of Krang in that machine thingy (man I hate when he runs away + leaves those annoying robots, lol) foot soldiers that throw them bomerang forearm things; Dinosaurs that run you over; etc.
TiT is actually pretty focused on score like how NES TMNT III was. ie. finishing an enemy with the screen throw gives you what seems to be the max of 3 points; Body Slam 2 points; Combo chain finisher 2 points; Dashing kick 2 points; Regular attack 1 point; And so on. While for the Genesis version it's all 1 point for everything, so it don't incourage scoring + it's broken by the Tatsu & Stockman bosses since they send what seems to be an infinite amount of enemies? Nothing that breaks it for TiT that I can think of? So something that may seriously affect someone's decision when choosing a favourite between the two.
The Genesis version seems to toss more regular foot soldier at you then the SNES version. I have the numbers for the Genesis version, but it's harder to get for the SNES version due to it being score based.
TMNT HH - Total Enemies = 763 (no bosses or one hit wonders like Pizza Monsters included for all games)
Sewer #1 = 77
New York = 75
Sewer = 46
Surfing = XXX (bonus level)
Ship = 91
Cave #1 = 62
Japan = 76
Dojo = 94
Cave #2 XXX (Boss Rush)
Technodrome = 177
Elevator - 65
TOTAL OF 9 REAL STAGES & 2 BONUS STAGES
TiT - rough enemy estimate (if we cut the score in half for SNES) SNES = 437; Arcade = 468
Rooftop; SNES = 50; AC = 43
New York; SNES = 61; AC = 54
Surfing; SNES = XX; AC = 55
Technodrome; SNES = 45; AC = XX
Elevator; SNES = 25; AC = XX
Prehistoric; SNES = 64; AC = 56
Ship; SNES = 51; AC = 46
Train; SNES = 62; AC = 72
Neon Nightrider; SNES = XX; AC = 48
Krang Spaceship; SNES = 88; AC = 94
TOTAL OF 8 REAL STAGES & 2 BONUS STAGES
I'll work on getting the correct SNES numbers, maybe later? But these should give you a pretty good idea anyways. And it fits in with why you think the Genesis version seems to go on for too long or however you worded it? (Dragging on?) But looking it at level by level & excluding the two bonus levels each game has (let's say the Genesis Boss Rush is the second bonus level), the Genesis version does have more levels, at 9 VS 8 (though the Sewer level basically repeats with only a small change, it's still a really good scene & much better then nothing. Unlike the Cave repeating >_<). Combine that with more foot soldiers and... why's everyone saying it's shorter?
Also, I freaking hate what they did with Neon Nightrider stage in the SNES version. It's nothing but a total waste now as nothing but a mode 7 tech demo. :P They should of left it to be a real stage like how it was in the Arcade. Ditto for Sewer Surfing stage, though that one ain't near as bad as the mode 7 BS. What a waste. Especially with such a killer theme. >_<
Oh, and you enjoy the games more of Hard difficulty? It's not easy to going back to normal for me now...
lol, Phexar. If I honestly had TiT right now, I would so smash the heck out of it with the biggest hammer I could find. So I have no idea how you can't possibly be having the amount of trouble I'm having with TiT serious dashing programing error? I mean wow, so I practice all the weirdness I may run into with the dashing while all alone on the screen, against the left side of the screen & anywhere on the left half of the screen. K, ready for action. But what?! What the heck is going on? Why isn't anything working like during practice? K, so turns out there's another wrench in the this whole mess. Lets say you're walking right, turn left, then double tap right for the dash. It should dash, right? Nope. You have to tap right 3x. But if you were walking right, then tapped right twice it would work. Or if walking right and tapping left twice. Or if perfectly still and tapped twice in either direction. So yeah, the BS keeps mounting on. And you never know if you have to tap twice or three times unless you really keeping track of things. But wait, now I also might have to tap 3x too?!!! No, Phexar, I don't believe this to be acceptable whatsoever. And it shouldn't be. ... Maybe I they made it so complex because in the Genesis being able to dash instantly without BS attached practically breaks the game, lol. See next paragraph too. ;)
Also found out that grabbing should actually be easier in the Genesis version due to one major factor. Dashing. Dashing followed by a shoulder check almost always leads to a throw in the Genesis version. However in the SNES is usually leads to a back attack kick... even with back attack turned off?!! O_O
Well, I just managed to beat the Genesis version on Hard with default lives and continues (used on continue of Boss Rush & Last Boss). While for the SNES it looks like it's gonna be a pain? :( You know, I could get to Slash with at least one life to spare if I could dash at will, but nope, the SNES version has to overly complicate things... and seriously piss me off at the same time. >_< So I get to Slash mad hungry for a pizza instead, lol.
I can see myself 1cc'ing the Genesis version without much issues soon too... just don't ask me to do the same for the SNES anytime soon. So yes. Genesis version way easier then SNES, is my conclusion at this moment. Cause being able to dash instantly & at will in the Genesis version kicks too much butt. And to more you get used to it, the more the SNES version sucks. Sadly. :( ... Any good hackers here capable of adding SNES dash to one of the many spare buttons?
A very playable scrolling beat-'em-up with great graphics, sound and gameplay that also features the four famous pizza scoffing turtles. What's not to like? Konami made some absolute gems back in the 90's and this is one of them. Great fun on your own but bloody brilliant with somebody by your side even if it is too easy. I never played Turtles In Time (TIT? Seriously? lol) on the SNES so I can't compare HH to it but from what I can gather they are both great games in which the similarities between them far outweigh the differences.
You should play TiT. It's a lot better than this is.
Meh, they're both about the same. TiT has more effort put into it and feels like a complete game, but HH controls better, has better music, and is more challenging.
I can't really put one over the other since as beat em ups, they're pretty shallow compared to other options you had on the Genesis and SNES. They're both fun romps.
Recently play this version for the first time as well as beating the game and I must say, the game itself is pretty freaking good.
Can't help but notice that the soundtrack of the game is closer to the arcade than the snes version.
It feels more alive, the bass feels heavier and clearer on the genesis. From what I'm hearing, also has more instruments playing in the background.
Last, the songs are completed with the voices.
In the Starbase theme, both the arcade and genesis tracks have the, "HEY, HEY ,HEY!" playing during the song.
Arcade
Genesis
SNES
So I do prefer the Genesis OST of this game over the snes version.
If anyone is looking for a review that truly talks about the goods of this version, check out Bracey's M. review on it.
https://www.youtube.com/watch?v=_qJBFGAJagg
I wholeheartedly agree about the Genesis OST being superior and much closer to the arcade, and yeah the bass is beautiful. I love the soundtrack for HH, and although I'm getting tired of saying this, it's one of the best on the machine.
Certainly the best in terms of Konami on Genesis IMO.
Well, that was a refreshing opinion of this game. I always thought that the music was quite good and fit with the game's overall pacing.
It's good to see Bracey's channel get recommended. For those of you who are not familiar with his youtube channel, i highly recommend that you check out his library of videos. I find them quite informative and enjoy listening to all of his reviews.
I get almost the same numbers if ignoring bosses, pizza monsters, pink foot soldiers and stage 2 area 1.
And the numbers for easy and normal:Code:Stage 1 Area 1 77
Stage 1 Area 2 75
Stage 1 Area 3 44
Stage 2 Area 1 0
Stage 2 Area 2 92
Stage 2 Area 3 63
Stage 3 Area 1 78
Stage 3 Area 2 96
Stage 3 Area 3 0
Stage 4 Area 1 0
Stage 5 Area 1 179
Stage 5 Area 2 65
Stage 5 Area 3 0
Total 769
The only enemy count difference for Japan/Europe is that stage 5 area 2 on normal has 81 enemies and on hard 82 enemies.Code:Stage 1 Area 1 56
Stage 1 Area 2 56
Stage 1 Area 3 32
Stage 2 Area 1 0
Stage 2 Area 2 75
Stage 2 Area 3 46
Stage 3 Area 1 60
Stage 3 Area 2 74
Stage 3 Area 3 0
Stage 4 Area 1 0
Stage 5 Area 1 142
Stage 5 Area 2 65
Stage 5 Area 3 0
Total 606
And here are the enemy counts for all versions including all enemies.
Code:;; All E JP N JP H
;; Enemy Counts US N EU N US H EU H
;; Boss 9 9 9 9
;; Robot Walker 9 9 10 10
;; Roadkill Rodney 17 17 26 26
;; Stone Warrior 29 29 33 33
;; Pizza Monster 49 49 52 52
;; Mouser 84 84 100 100
;; Foot Soldier 527 550 660 688
;; Total 664 680 827 844
Nearly 7yrs later I return to this thread having added last year a rather spiffing (PAL) CIB copy of Turtles in Time for my (very small) SNES library. I love the game and comparing it directly to my beloved copy of Hyperstone Heist on the Mega Drive has been great fun! Put simply my final analysis is this, TiT has the better levels, more varied enemies and bosses, but HH has the better soundtrack and faster paced gameplay. Either way they're both great games, and if you love either classic Ninja Turtles or scrolling beat 'em ups you can't go wrong with either game. I'll tell you what is "shell shocking" and that's the price these two games now sell for on Ebay. If you want to buy TiT and HH for their respective consoles in good CIB condition you're going to have little to no change from £300! Major bummer, dude! Still, both are excellent games imo. Cowabunga!
Haha nice. :)
I'm not hugely into these games, but I wish someone would make a nice hack that puts the enemy-zooming effect, into the Genesis game.
Just because so many people think that the Genesis "couldn't" do the effect, which is absurd lol. Obviously the console can manage 3D zooming effects in different ways... and the actual effect could even be done very simply with a few frames of animation. So it doesn't need any kind of legit scaling anyway lol.
Also I remember the arcade game at a roller skating rink back in the 90's, it was amazing to see, just like the X-men arcade game, and the Simpsons arcade brawler, they were all amazing, at the time lol.
I used to own HH. After I beat it I traded it for who knows what game. Had I known it would be so expensive all these years later, I would have never traded it. I want my sons to play it cause they are into the Turtles now, but I ain't shelling out that kind of cash.
Yessiree, what a good game. It may not be as spectacular or iconic as Turtles in Time (and I'm not going to compare essentially because I haven't played Turtles in Time that much) but it's still one of the quintaessential beat 'em ups on the MD. Beautiful-looking, good-sounding and, especially, fun (if maybe a bit on the easy side? I'll have to check it out).