tnmt fall of the foot clan

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Wouter Groeneveld 2022-07-03 10:20:29 +02:00
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@ -22,6 +22,8 @@ Perhaps it's precisely because of those fairly large sprites, but the game is fa
What are the key characteristics of a beat 'em up? Smooth running from left to right: che---erhm, fail. Lots of beating, check? That'll depend. Enemies jump at you from all angles: they appear to the left and to the right of you, jump at you from below or from above. But in the end, it feels more like a rhythm game: if you change directions on the right time and press `A` to attack, a short **kapow** signifies all enemies that have been neatly lined up exploded into a small dust cloud. Only in the very last stage, stage 5, the pesky robots with electric leashes take two hits to kill.
There isn't a lot of variation either. Later (handheld) Turtle games involve elevator fights, avoiding stuff coming out of windows, the iconic sewer pitfall, and so forth. In the first iteration, it's ninja's, robots (the pesky flying ones and the even peskier hungry ones), falling bricks (that can be destroyed?), and an awful lot of rolling barrels to avoid. No skateboard or airboard chase scenes, no vehicles, no local link multiplayer.
![](boss-still.png "Bebop's unavoidable bullet with one live left... ")
Each stage---there are five of them---has a first part (for instance, the what I presume are New York streets, the riverside/swamps? Not sure?) and a second part, which is almost always in the sewers. The musical score changes accordingly, which by the way is quite good; a lot better than the gameplay. At the end of that section, you'll encounter one of the iconic Turtle bosses: Bebop, Rocksteady, Shredder, and so forth. Shredder is the boss of stage 4, and he doesn't do a whole lot except swing a silly looking sword and disappear to change positions. If it's life points you're going to lose, it'll be because you were overwhelmed _before_ approaching the boss.