Tuesday, December 22, 2015

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 1 of 6


Co-op time!

The game was released in Japan as Teenage Mutant Ninja Turtles II and was marketed there as a home-only sequel. Nice.

2 Players A allows you to hit each other. 2 Players B does not.

Anyway, Shredder has kidnapped April O'Neil. Again. He's also taken Manhattan...literally!

Scene 1

Let's go Turtles! The start of a long, hard battle is beginning.


The controls are still the same, but if you press Down and B at the same time, you can toss your opponent over your head and do more damage than usual. It's really nice. You do have a super attack, but it costs energy to use.

The peach-colored Foot Clan soldiers throw sand at you, while the red ones throw shurikens and the orange ones throw boomerangs.

Watch out around the three signs that say "Beach." They'll come down and hit you if you're in front of them when they fall. You also don't want to fall into the holes the Foot Clan soldiers make when they come out of the floor.

The boss here is Rocksteady. You definitely want to get a shot or two in before moving away. Use your super attack against him, especially while he's charging at you. Rocksteady can kick and run at you much like he did in the last game, and he can also shoot at you.

Whenever you lose a life, you can choose between one of the four turtles again, which is rather nice.

When you beat a scene, you'll get a bonus depending on how long it took for you to clear it.

Scene 2

Cowabunga dudes! Let's ride the wave back to Manhattan.


After you take down some Foot Clans soldiers, you'll see a lot more jumping in and out of the ocean. You definitely don't want them to run into you as they do this, since you'll be knocked to the far left side of the screen. If you can jump kick any of them for extra points, that'll be great.

When you start fighting Foot Clan soldiers again, you'll also have to contend with spinning disc-like robots that can electrocute you to the touch. You can destroy them, but it's also best to stay out of their way and jump straight over them depending on what you're doing at the time.

The blue Foot Clan soldiers on the floating cockpits can be tricky. You definitely want to stay out of the way of their machine gun fire as you jump kick at them. They'll lower themselves whenever they swoop down and fly at you, firing their machine guns all the way, which makes jump kicking them easier.

You'll receive an extra life every 50,000 points.

You'll eventually reach a submarine. This will be the second section of the scene. Yes, you can fall off of the side...so don't.

The turrets on the submarine shoot fireballs at you, and they can pack a punch. Take care of the Foot Clan soldiers first before you take these things out, as they can take a bit of punishment before you can ultimate destroy them. The machine guns that pop in and out of the ground are much easier, thankfully.

The white soldiers are back, and they carry swords just like they did in the last game. The light blue soldiers throw knives in two directions, one of them in the air. Be careful as you get near these guys.

The boss here is Groundchuck. His charge attack is extremely fast, and he can cover the entire screen in a matter of one or two seconds. Wait for him to be stuck in one of the two sides before wailing at him. When you damage him enough, he'll rip one of the pipes out of the wall in the background and swing it at you. Super attacks will win the day here.

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