And here we are with the second half of the game!
A.D. 1530
Skull and Crossbones
The bumps in the floor are loose planks that will smack you in the face if you step on them.
The sea green soldiers shoot arrows at you, then flee.
At one point, there will be another pirate ship in the background. Pay attention to which cannon fires as you fight. If the left cannon fires, stay away from the left side of the screen. If it's the right cannon, stay away from the right.
The yellow soldiers at the end throw spiked chakrams at you. Approach them diagonally.
The bosses here are Bebop and Rocksteady. Unlike previous games, you'll have to fight them both at the same time. Bebop carries a whip while Rocksteady wields a rapier. Criss-cross these guys with jump kicks, and don't move straight ahead towards Rocksteady as his lunging sword attack will knock you waaaay back.
A.D. 1885
Bury My Shell At Wounded Knee
Don't worry about falling between cars, you can freely walk over the spaces between them.
Some of the orange soldiers carry whips with metal hooks to slice you with, so jump kick them if you can.
The rock soldiers here carry metal girders as if they're lead pipes. Do not let these guys whack you.
Jump over the barrels that fall from the sky and roll towards you.
If you strike the box of fireworks, it will explode after a few seconds. The explosion will take out any nearby enemies.
One of the rock soldiers near the fireworks box has a rocket launcher. Take him out before he can use it.
The boss here is Leatherhead. Whack him a few times, then jump out of the way when he starts crawling in place so he doesn't ram you. If he goes to one side and starts throwing knives, avoid the knives and wait for him to stop throwing them before continuing your attack. He also has a quick jab whic is nearly impossible to see, much less dodge.
A.D. 2020
Neon Night Riders
Unlike the arcade original, this stage takes advantage of Mode 7. Also, the arcade original had much stronger music.
Also, this is the most futurized version of the 2020s that the 1990s ever produced. Watch it not become reality, guys.
You won't fall into the pits, so don't even worry.
Take out as many Foot Clan soldiers and Mousers as you can, and try to collect as many yellow spheres with the blue question marks as possible for more points.
The boss is Krang in his robot body. When he extends one of his legs, he will attack with a rocket-propelled kick, so you'll want to be out of his way for that. If he goes to one side of the screen, he will either fire missiles or mortar bombs. The missiles are easy to avoid, but you'll have the watch the shadows of the mortar bombs to see where they'll land.
A.D. 2100
Starbase - Where No Turtle Has Gone Before
Aside from the Foot Clan soldiers you've seen in just about every stage, you'll also be dealing with a variety of robots. The ones at the beginning shoot lasers and are easy to destroy, while the others quickly crawl around the floor. When their heads are yellow, you'll want to get out of the way as the yellow crescents they fire at you shock you for a few seconds.
When you reach the section of the stage where there are hexagons on the floor, stay away from the lighter ones. When those rise up, they will freeze you much like Tokka's ice ray if you're above them.
The rock soldiers with the missile launchers shoot a missile that sends out a line of flames that travels a short distance along the ground before they run away. Other rock soldiers have guns they can use to fire at the floor with, and others still have stun guns that can hit you from a short distance.
The boss here is Krang, and this time he's in his UFO now that you've destroyed his robot body. Criss-cross Krang with jump kicks, and stay away from the sides if you see yellow waves come out of them. This is an indication that he will fire bubbles from the sides that will both damage you and leave you immobile for a few seconds.
Sometimes Krang's UFO will spawn those robots that move across the ground. When that happens, Krang disappears and you'll have to take out all the robots before he appears again.
After taking enough damage, Krang will stop moving and try to crush you with the bottom of his UFO every few seconds. You'll want to stop attacking him when he does this, as there is a good sporting chance he'll hit you out of a jump kick. Wait for him to hit the floor, and jump kick him when he comes back up.
A.D. 1992
Technodrome - The Final Shell Shock
Shredder instantly transforms into his Super Shredder form right off the bat. From there, he'll teleport around the room and attack you in-between teleportations.
When Super Shredder flashes a purple flame, jump out of the way immediately as he will send out a line on flames towards you.
When he flashes a green flame, he simply shoots out a green projectile that is easy to dodge. If you get hit by it, you'll be a regular turtle for a few seconds and you won't be able to move.
If it's a blue flame, he'll perform an anti-air attack that will knock you away in case you're jumping towards him at the time.
The flame that emanates from his body will all hurt you if you're near him at the time.
No comments:
Post a Comment