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Control Your Narrative
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2015
Location: New England
Posts: 1,763
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How would you improve the original NES TMNT?
This game has single handily haunted many kids growing up in the late 80s and early 90s before the sequels came out. It was brutal in difficult, half of the heroes were practically useless, contained one of the most infamous levels in the 8 bit era, and a poor mixture of the Mirage Comics and the 80s toon. (elements of both not handled well) Despite the sequels being greater and this game getting hatred over the years, I almost wonder if it had better potential. The graphics were decent and like any Konami game, the music was excellent.
So, how can this game be fixed for a more satisfying time in your eyes? There would still be the six main areas in the game though, but how would you improve the game if the side scrolling was kept? Would you improve the difficulty? Would you make it more like the Mirage Comics or 80s cartoon? Would there be more levels? Share ideas down below. |
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#3 | |
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Stone Warrior
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jan 2012
Location: Neutrino
Posts: 817
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Quote:
As far as bosses go, I think you could keep Bebop and Rocksteady. I would have put Baxter Stockman in charge of the JFK airport fight with the Mother Mouser. Beef it up a bit so it's not such a pushover. I would have put Rat King in place of the Mecha-Turtle. And you know the cover of this game was #4 second edition of the comics. I would do the TCRI Lab and have Triceratons. Shredder is fun when you get up to him. I would have taken away his retro-mutagen gun. Way too cheap. Instead I would basically have him fight like the Turtles, just very mobile and agile, and he can be quick with attacks and his armor would actually protect him from striking moves from the Turtles. I would just enhance the battle to be more skill-based. Maybe have a way each Turtle approaches the battle different. His weapons are what he is wearing, high damage gauntlets. You have to remember this is 1989, so you have to go with what you got from the comics at this point. I believe the first game should have been 2 player. Maybe develop a double-team combat system. Maybe that would have been asking for too much. But at least two player, so you feel like a team. Do you know what would have been sick? Ninja Gaiden-style cut scenes. Except adapted from the comics. Could you imagine Shredder's dialogue from issue #1 right before you fight him in the game?! I don't think there's anything wrong with the dam level. I mean how hard is it to switch out your Turtle when it gets low on health? I would not change it. And if I may make one more suggestion, something I have wanted and they never did in the sequels. Make Casey Jones playable. As far as the TMNT themselves. Raph and Mikey need the most work. I'd let Raph's arms come out further so he has better range with his sai. And Mikey could maybe have a tying feature with the nunchuck chain, just something to make him stand out, rather than being the runner -upfor worst Turtle to pick. I know this would never fly, but maybe add blood when people are taking damage. Maybe add the Purple Dragons for some enemy variety too. And, I loved how in the sequels you can interact with objects like in the Final Fight games. Pipes, trash cans etc... |
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#4 |
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Banned
![]() Join Date: Dec 2014
Location: In an apartment
Posts: 3,159
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I like it as is. I feel it's a NES classic. I don't get the hate for it.
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#5 |
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Jedi Master
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2011
Location: JLA Satellite Headquarters
Posts: 11,189
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Make it less complicated and more beat'em up side scrolling like the other three games. I would also add a couple of more boss fights with characters such as Krang, Baxter the Fly, and The Rat King. Instead of trying to fight the Technodrome as a boss why not the underground leading to the Techndorome and fight Baxter the Fly before entering.
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Michelangelo: This looks like a job for the Teenage Mutant Ninja Turtles! Raphael: Sheesh, Mikey this ain't a cartoon! |
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#6 |
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Second City Shinobi
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Chi-town
Posts: 4,182
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I'd change a few things.
1-Better graphics so they don't look like Simon Belmont. 2-More Foot ninjas and maybe even some Triceratons. 3-Have it still be one player, but have a special attack in which during a mini boss or boss fight you can "call" one of your brother's to attack from behind or whatever, and it can only be used once per level. 4- Switch the Mecha Turtle with Baxter and Traag. 5- The Foot Base is no longer a maze of trial and error, but with a more clear path and destination. 6-Remove the jetpacks on the flamethrower guys. 7-Add another level where you play as the Turtle Blimp, with the boss being A Giant Krang. Try to take down Krang by shooting the Head area, dodging foot balloons, his kicks, Punches and Laser beam blasts. His weak spot would be Krang itself in the belly area, in which is only accessible after breaking the Glass cover. 8-Have Shredder not be a total pushover. 9-Tweak the ending so it doesn't suck. Aside from that I think the Game is good as is, it's tough, but enjoyable and a classic.
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Some things are better left unsaid. This isn't one of them |
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#7 |
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Overlord
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2004
Location: Between yesterday and tomorrow!
Posts: 15,501
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I do love this game, so I wouldn't change anything major. From my perspective, I think of it less as "improve" and more as "upgrade," ala Ducktales Remastered.
I wouldn't mind a bit more consistency in the seemingly random sub-weapon generation after killing enemies. I really don't understand it at all regarding how many enemies you have to beat (if that even matters) and what weapon comes up. I would edit the level design of The Technodrome, since one of the alternate paths requires you to step on a spiked floor (so far as I know). Definitely needed more stepping stones to jump around upon. I'd probably make the jump a little easier at the top of the Level 2 Dam. I'm not sure the designers even aspired to make that jump that hard, even when you know how to do it. I have a similar problem with the Ostrich ride jumps in The Lion King (16-bit). Again, I think it's more careless design than intentionally challenge, because that's a weird spot to try and create tension in the player. I think there ought to be a few more opportunities to rescue captured turtles. There's a lot of warehouses or tunnels that are so challenging yet offer little to no reward, and then you almost always have to fight your way back out the same way you came in. On that note, I might prefer that enemies stay dead so long as you are in one section, even if you backtrack the screen. Make the Mr. Invincibility icon a bit more strategically relevant in the actual gameplay. I think there's only one part of the Technodrome where it is practical to use instead of just going out of your way to get something pointless. Give April & Splinter more variety of hints to better guide the player. Most folks would probably say make the Turtles' attacks more balanced, but I think it's decent as is with Raphael and Michelangelo being more effective in certain parts of the game than others.
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#8 | |
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Rat-faced Dude-guy
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2004
Location: Arkansas
Posts: 26,301
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Quote:
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![]() "Clearly, you're Ninja Turtling incorrectly." - Leo656 |
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#9 | |
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Overlord
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2004
Location: Between yesterday and tomorrow!
Posts: 15,501
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Quote:
Based on interviews I read with the development team for "Danger of the Ooze," that game was partly inspired by the original NES game, but obviously not a true remake. I wouldn't get my hopes up, since even Capcom never green-lit anymore remasters of their other classic NES titles like Rescue Rangers, Darkwing Duck, or even DT2. But maybe one day...
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#10 |
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Stone Warrior
![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2013
Location: The Netherlands
Posts: 661
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Make it less hard, don't make the Turtles drown.
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#11 |
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Overlord
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2004
Location: Between yesterday and tomorrow!
Posts: 15,501
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But they don't! They can either get blown away by the dam exploding or swept away by the sewer water current, but they don't lose any health by spending too much time in the water.
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#12 |
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Stone Warrior
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2007
Location: Helping Casey Jones fix the Pick-Up Truck
Posts: 878
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I saw someone mentioned that this game stay one player...I would have to disagree. There are some levels where more than one turtle is helpful in a boss fight or where the screen is full of enemies.
Also, when a turtle is defeated (keeping it one player), maybe rescue that Turtle? They did that for a Gameboy version, so rescuing a turtle would have made it more interesting. Sadly, I didn't beat that game...I believe I got as far as the dam.
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![]() Donatello: Pork rind. Donatello: Yeah, a few inquiries. Donatello: Turtles don't migrate, Raph. Birds do! Donatello: Have you seen the way this guy drives? Donatello: 0.00000003%! Donatello: I don't know, but it doesn't look good... |
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#13 |
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Foot Elite
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Mar 2010
Posts: 3,045
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But you can rescue the Turtles already.
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#14 |
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Sewerhead
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Apr 2006
Location: Canada
Posts: 2,890
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Not much. Mostly a bunch of tweaks. NES games are brutally difficult and TMNT was one of the better ones for its time. You lost due to sucking at it as opposed to it just being impossible or glitching out or whatever.
What I would likely do is... - Make platforming sections a teeny tiny bit easier. - A lot more sub weapon drops in a way similar to Ninja Gaiden. - Maybe less ammo for those sub weapons since you get them more often. - A lot more opportunities to pickup Mr. Invincibility. - Lessen the variety of enemies to Foot-related sets only. - Standardize which enemy set spawns in every area instead of just some. - More opportunities for pizza. - More opportunities to rescue Turtles. All of these things would make the game much easier and more enjoyable to the average person just wanting to experience the original TMNT game. While it would still take skill to beat the game, it would afford the player with a lot more opportunities to pass difficult sections without drastically altering the core programming or overall level layout. |
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#15 |
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New Recruit
Join Date: Jun 2015
Location: Plainfield, IL
Posts: 4
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Loosing Donatello means starting the game over ... Alive the game was fairly simple ... Just had to sacrifice mikey and Raph in tricky parts like the underwater bomb sequence. I don't miss that part one bit
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#16 |
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Stone Warrior
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2015
Location: WI
Posts: 654
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The game needed to be less difficult and needed to lead more on where to go. I remember my brother and I would always get stuck in the second level where you are in the van and were didn't know where to go.
I've never played it as an adult since I hated it as a kid. I never even bothered to look is there Game Genie codes out there for this one? I got a game genie when I started buying NES games several years back. |
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#17 |
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Random Punk
![]() ![]() Join Date: Feb 2010
Posts: 42
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Yeah, that was REALLY hard, don't think I could do it without infinite health. Stand close him, you get punched and lose half your health. Back off, and he pulls out a gun and demutates your Turtle.
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#18 | |
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Random Punk
![]() ![]() Join Date: Jun 2014
Posts: 15
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Quote:
I think the problem is that the game mechanics favor Donatello too much. There is a period after attacking an enemy before they can take damage again. That period is almost exactly as long as Don's attack time, so he doesn't care. Mike can hit much faster than Don, but it's a mute point because he still has to wait for that period to expire before he can hit again. I say cut out that invincible period for enemies, and it makes all the turtles' playable and varied. |
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#19 |
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The Weed of Crime
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: May 2013
Location: The Shadow's Sanctum
Posts: 3,007
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1. Improve some stupid Jumps
2. Take away some of the electric seaweed from the Dam Level 3. More emphasis on combat That's about it really.
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#20 |
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Random Punk
![]() ![]() Join Date: Aug 2015
Location: NY
Posts: 15
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Its a classic but improve graphics a bit. More levels. Lower difficulty and add saving points. More villain interactions etc.
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| nes tmnt |
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