Showing posts with label Teenage Mutant Ninja Turtles III: The Manhattan Project. Show all posts
Showing posts with label Teenage Mutant Ninja Turtles III: The Manhattan Project. Show all posts

Friday, December 25, 2015

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


We finally see Shredder fall for the third time!


Super Shredder!

Shredder will use some sort of scientific formula to become Super Shredder.

His punch and kick attacks have quite a bit of range, and he can also shoot a bolt of lightning into the air. When he glows blue and throws does, sidestep immediately, as the lightning strikes where you're standing and keeps going in one direction.

Super Shredder can also teleport into a random part of the room, and he can fly around at high speeds like Akuma/Gouki in the Street Fighter series.

His nastiest attack, which we strangely don't see here, are fireballs that take down half a full health bar and turn you into a non-mutant turtle for a few seconds. You definitely want to avoid these.

When you beat Shredder, Manhattan is placed back into the sea. You did it!


Thursday, December 24, 2015

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 5 of 6


Once again, we fight Krang.

Scene 8

Cowabunga! We have to hurry in order to stop Shredder and save Manhattan.


Some of the Foot Clan soldiers roll around on the floor from one side to the other in an attempt to hit you. You can easily jump over them.

Also, the flying Foot Clan soldiers from the surfing section way back at the beginning of the game are back with a vengeance.

When you reach the laser beam field, you'll fight another Mother Mouser. Same strategies apply as in the sewer scene.

In the second section, you'll meet some new enemies: periwinkle Foot Soldiers and some sort of robot spheres that come out of the walls and bounce around. The periwinkle soldiers don't seem to do anything special, and the robot spheres can be taken out in one hit. Hey, at least you get a good reason to farm for extra points here.

At the end of the second section, you'll fight Krang. He's kinda easy (as easy as TMNT bosses go), especially when his rocket punch and missile salvo are both easy to avoid. When he takes enough damage, however, the upper part of his robot body will separate from the legs and become its own thing, leaving you with two bosses to deal with! Focus on the upper half, since all it can do is try to hit you with a hammer, and it just floats around doing nothing most of the time. (The lower half of Krang's robot body will kick at you and will speed up significantly, so be careful with that.) Eventually, the two halves will combine again, and this time he'll have the ability to electrify himself, shocking you if you hit him. Keep plugging away at him, and he'll eventually go down.

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 4 of 6


After a whole level re-do...

When you beat Shredder, April O'Neil will notice Krang's spaceship in the sky. Shredder also escapes, but you know the Turtles will be in hot pursuit!

Scene 7

Hey Turtles, take to the sky, we can't let Shredder get away.


You'll now be on an elevator outside of a building. You'll be taking it to the rooftops and fighting enemies as you go in the first section of this scene.

Watch out for the giant metal balls. Not only do they split into four Mousers, they can crush you and do damage if they land directly on you.

The powder blue Foot Clan soldiers will be on floating platforms here, and their platforms can crush if you they fly at you. Knock them off their platforms with a jump kick, then treat them like normal enemies.

For the second section of this scene, you'll be making your way to the other end of what could possibly be the longest rooftop I've ever seen in a video game. Not only do the blue rock soldiers carry guns that shoot energy beams, but the Foot Clan neon sign damages you if you walk into it. Lame.

The boss is Tokka, the mutant turtle. He'll punch at you if you're in close, so wail away with jump kicks and special attacks. He'll go down in no time.

Wednesday, December 23, 2015

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 3 of 6


This is where the game gets hard.

Scene 5

Going underground dudes! This dangerous sewer leads to the Technodrome.


Watch out for the pipes on the walls that explode.

The flying robot bugs are really annoying. If they dive towards you, stay away. They'll explode upon hitting the floor.

Once you start really treading water, you'll meet up with the Mousers. Do yourself a favor. Just stand next to the hole in the wall they come in and keep swinging. That way, you don't have to deal with the bite attack they have if you get too close to them.

Some of the purple Foot Clan soldiers will now have a slide attack. They'll jump a good distance before they do the actual slide, and it can be quite annoying as they can use this attack to cover a lot of ground.

The mid-boss here is the Mother Mouser, which is controlled by a Foot Clan soldier. This one isn't too hard. Get within striking range (but not too close) and keep swinging at it. If you're at the right distance, you'll be able to attack it and any of the Mousers that come out of its mouth. No super attacks necessary.

In a rather quiet room where you can refill on health, you'll face Leatherhead. If you hit him three times, you'll knock him back a little bit. This is the perfect time to hit him with a super attack. He has a spinning tail attack that makes him invulnerable as he's performing it, but as long as you alternate between regular strikes and super attacks, you'll be okay. He's also got a gun that shoots three-way shots, so don't give him any real amount of range, either.

When he's close to death, he'll have an even longer spinning attack. This is your chance to let loose with the supers.

Scene 6

Let's find April! Then we'll find that bogart Shredder.



Welcome to the Technodrome.

The cyborgs will step back a bit and shoot at you, but strangely that's the only attack they have. They can also fire in the air, too, which can make them amazingly dangerous if you're going to jump kick them to death.

Those three-legged robots with the ability to shoot energy waves at you are back. They're  rolled up into balls, but after breaking it in two, you'll have to fight two of them at one time.

The pink Foot Clan soldiers with the spears are now on hoverpads. Beautiful. Hitting them once will knock them off.

Use regular strikes on the Foot Clan soldiers that come out of the floor panels. You'll be able to finish them off all at once.

The television screens send those flying bug-like things with the helicopter blades at you. They'll fly around and fire lasers at you from above. Take them down with jump kicks.

The blue rock soldiers will get in close and try to punch you. Using your stab-and-throw move is your best bet, since you'll have slightly more range. You can also mow them down with a super attack if necessary.

Once you get on the conveyor belt, it'll start moving you forward. Jump over the beams that move back and forth to avoid getting zapped. If a beam is clearly on the upper half of the screen, don't even bother trying to jump over it, as you'll jump right into it instead. The laser beams will be on three levels - low, middle and high. Once you get used to where the three height levels are, they'll be easier to avoid. Stand underneath the middle and high level beams, and jump over the low ones.

The mid-boss here is Rahzar. He'll slash at you with his claws and also try to freeze you with his ice breath. Criss-cross this guy with jump kicks and use your super attack when necessary.

The boss is Shredder. He will slash and charge into you with his sword, and he can jump off the wall and kick you on the way back down. If he lands the charge attack, he'll throw you the same way you can throw enemies with your weapon. Sidestep when he does that wall kick, and use your super attack on this guy a lot.

Tuesday, December 22, 2015

Kenshin1913 and Rangerfan3035 play TMNT III: The Manhattan Project - Part 2 of 6


We finally make our way to the airborne island of Manhattan, but what dangers await us?


Scene 3

Watch your step along the bridge of danger.


It's pretty obvious that you shouldn't fall into those huge gaps in the road that were created during Shredder's literal taking of Manhattan. You can, however, toss any bonehead who is stupid enough to get in front of you over your head and straight down into the abyss, immediately taking care of them.

The big black balls are back, and just like last time, they come straight at you. Jump over or step away from them.

The rock soldiers carry guns that they use to shoot at the floor, and not only do they barely bounce back upon being struck, you can't lift them over your head, even though you can use that stab three times to kill them. I guess that underground army we tangled with in the last few TMNT games I've covered wants to join in on the fun again.

Watch out for the monster trucks, as Rocksteady throws grenades out the window, making the vehicles a double threat.

The pink Foot Clan soldiers have javelins in their hands, and they'll be happy to have the chance to toss them at you if you give them the chance...and the range.

The blue Foot Clan soldiers that toss the big iron balls at you also make a return appearance from the second game here. Of course, once they throw that ball, that's all the ammunition they get, so avoid the ball and treat them like a normal enemy afterwards.

The rock soldiers wielding the steel construction beams in their hands like a baseball bat can be easily crisscrossed with jump kicks, as they'll swing at you immediately after you hit them...and they pack a punch!

The white Foot Clan soldiers with the pinkish gloves carry whips.

The mid-boss here is Slash, the evil Ninja Turtle. He'll slash (no pun intended) at you with his sword, and he has a spinning attack where he bounces off the sides of the screen in an attempt to smack you around. Avoid him when he spins around on his back.

Once you beat Slash, you'll get an opportunity to heal yourself with some pizza. (Cool!) You'll then see the rather desperate yet innovate attempts by the Foot Clan to make sure the third time is a charm for them, such as the blue soldiers trying to crush you by walking on the iron balls, rock soldiers with bazookas that can both shoot at you and smack you with their weapons, and powder blue Foot Soldiers that throw weights at you.

The peach Foot Soldiers try to dive at you. It's pretty easy to see when they're going to do it, as they quickly back away prior to their special attack.

You have to fight Bebop again at the end. This time around, he has a mace spinning around on his head, and he'll kick you if you get too close. Whack him with your jump kicks and super attacks.

Scene 4

New York has been destroyed! Meanwhile Manhattan is suspended in the sky.


You're not going to have a lot of breathing room at the very beginning of the stage, so be careful at the outset.

Once again, Foot Clan soldiers throw manhole covers at you, and the manholes themselves are obstacles you have to avoid. (Do floating islands even have underground sewers? You would think they do...)

Anyway, the first section is pretty nice. You'll be going through the city before entering the park area (which includes Foot Clan soldier statues that come to life) followed by the subway entrance.

The cyan Foot Clan soldiers throw barrels at you. If the barrels hit you, you'll be trapped in them for a few seconds.

The second section is the subway. The light blue soldiers will be running side by side, zapping out a force field between them that will electrocute you if you touch it. Jump kick one of them to break the chain, then treat them both like normal enemies.

The boss here is Dirtbag. He'll hit you with his pick and shoot a beam at you from his hard hat. Smack him with your special he's moving around, and when he gets his pick stuck in the ground, whack him an extra time.

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.