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-   -   Hyperstone Heist red foot soldiers (http://forums.thetechnodrome.com/showthread.php?t=38290)

jasonorme666 07-15-2012 01:28 PM

Hyperstone Heist red foot soldiers
 
Anyone have any info from reviews or chats with developers explaining why the normal foot soldiers were red instead of purple in Hyperstone Heist.

Its clearly not a palette issue as purple foot soldiers are also in the game as star throwers.

jasonorme666 11-20-2012 10:58 PM

Nothing????

oldmanwinters 11-20-2012 11:06 PM

Genesis foot soldiers were more hardcore than their SNES and Arcade counterparts?

Ninjinister 11-21-2012 08:36 PM

I don't think there *have* been any interviews with the Konami crew from back then.

Original TMNT Cartoon Fan 01-15-2013 01:25 PM

Maybe legal issues?

tmntpower1988 01-16-2013 02:47 AM

Maybe they thought it might look boring if it was all purple foot soldiers so they decided to try out different colors, just a guess.

dcat 01-16-2013 09:15 AM

Quote:

Originally Posted by dcat (Post 705122)
I ripped some sprites of the foot soldiers from Hyperstone Heist and made this sprite sheet if anyone's interested. Ninjiken, kunai, sansetsukon, & tonfas. The outlined ones are from palette edits from TMNT IV arcade and Snes.

http://i147.photobucket.com/albums/r...ANMASTER1x.png


I actually enjoyed the palette differences between this game and the SNES Turtles in Time, the alternate Comic palette option was less washed out and more reminiscent of the color schemes for the playmates toys (save for Raphael).

There were also other differences between the U.S. Hyperstone Heist and the Japanese Return of The Shredder versions of the game, in the Japanese port of game, the Foot Soldiers retained their classic jumping kick leap-in on multiple levels while in the U.S. version Foot typically just walked onto the screen. I personally enjoy the added bit of difficulty (if you can call it that) of ROTS for this reason alone. Maybe U.S. publishers deemed it a difficulty issue or a tepid race/stereotype reduction tactic to remove all jump kick Foot Soldier attacks from the game since this feature was mostly abused on the Shredder's Hideout stages which were unique to the Sega genesis ports of the game.


Classic game comparison review @Game Pilgrimage that everyone's seen by now: http://www.gamepilgrimage.com/TMNTcomp.htm

There's some additional info on TMNT game history throughout the years available at Hardcore Gaming: http://hardcoregaming101.net/tmnt/tmnt.htm

oldmanwinters 01-16-2013 01:30 PM

Quote:

Originally Posted by dcat (Post 1042745)
I actually enjoyed the palette differences between this game and the SNES Turtles in Time, the alternate Comic palette option was less washed out and more reminiscent of the color schemes for the playmates toys (save for Raphael).

There were also other differences between the U.S. Hyperstone Heist and the Japanese Return of The Shredder versions of the game, in the Japanese port of game, the Foot Soldiers retained their classic jumping kick leap-in on multiple levels while in the U.S. version Foot typically just walked onto the screen. I personally enjoy the added bit of difficulty (if you can call it that) of ROTS for this reason alone. Maybe U.S. publishers deemed it a difficulty issue or a tepid race/stereotype reduction tactic to remove all jump kick Foot Soldier attacks from the game since this feature was mostly abused on the Shredder's Hideout stages which were unique to the Sega genesis ports of the game.


Classic game comparison review @Game Pilgrimage that everyone's seen by now: http://www.gamepilgrimage.com/TMNTcomp.htm

There's some additional info on TMNT game history throughout the years available at Hardcore Gaming: http://hardcoregaming101.net/tmnt/tmnt.htm

Thanks for all the info, dcat. I appreciate that you based most of your Mugen characters on the Genesis sprites (if I remember). Though I (along with most people) consider SNES Turtles in Time the superior game of the 16-bit era, I don't begrudge the Genesis port's graphics but only it's lack of variety in level design and sparse number of bosses.

I didn't know the Japanese Return of the Shredder used different AI, but now I'm really tempted to go play that all the way through on Hard mode! I had been curious as to why most folks believe the Genesis version to be more difficult than Turtles in Time, since the AI on both games are far more lenient than their NES predecessors. I certainly welcome the added challenge!

Longview01 01-21-2013 12:07 PM

Prob something to do with the Blast Processing :P

shuriken 01-21-2013 05:30 PM

The Foot Soldiers were angrier that the game was shorter then Turtles in Time.

Mini-Turtle 01-22-2013 03:02 AM

And considerably worse than Turtle in Time.

Dogpound 01-31-2013 05:08 PM

So I just finally got my hands on the game and played it got to the elevator on my way to super shredder Im assuming and had to use my first continue so shut it off. Very short game though if that is the final scene. Still pretty amazing game for someone who never got a chance to play it when I was younger.


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