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Posted
A little trip down memory lane. I remember playing the hell out out that game, along with Streets of Rage 2.

 

How come Turtles in Time and Hyperstone Heist are so similar ?

 

 

 

Edit : Heh, just for the hell of it : http://www.youtube.com/watch?v=BBKwjEmk_cQ

 

I'm pretty sure Hyperstone Heist and Turtles in Time were made at the exact same time for different systems. I really don't know why they decided to make two different games, but they did.

 

Oh, and also, Streets of Rage 2 kicks ass! I was playing that just the other day, along with Streets of Rage 3. If you like those games, you should try to find Final Fight 3 for SNES. It's pretty rare, but if you can get it, its awesome.

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Posted

Wiki says:

 

A redesigned version of Teenage Mutant Ninja Turtles: Turtles in Time, the time travel concept was removed from this version and replaced by a plot where Shredder uses the Hyperstone to shrink Manhattan Island to the size of a bottle. Several of the stages of the original arcade game are used, with their odd, non-modern appearance explained away — for example, the pirate ship becomes a ghost ship.

 

While most aspects of Turtles in Time were carried over to The Hyperstone Heist, some changes were made to the gameplay. The most noticeable one is that The Hyperstone Heist adds a run button, while in Turtles in Time, the turtles would run awhile after walking or after the player tapped the directional pad twice in the designated direction. Another noticeable change is the Turtles will no longer throw the foot soldiers, though they still can slam them back and forth on the ground after they dash attack them.

 

The Hyperstone Heist ranks poorly due to the limitations of the Genesis system compared to the SNES [2]. Thanks to the superior color palette of the SNES, Turtles in Time looks brighter and more colorful, and while the Genesis makes up for this deficiency with more background layers and animation frames, the graphics of the SNES version are still preferred by gamers.

 

So yeah, basically what Andrew said.

 

 

Posted

By and large, Konami didn't seem to like the Genesis. When Konami made a Sega version of a game, it usually was pretty lame.

 

Tournament Fighters sucked on Genesis compared to the SNES version, big time.

SNES Sparkster was a much different and better game than Sparkster Genesis.

Sunset Riders on SNES was much more faithful to arcade, while Genesis had bigger sprites and much stupider AI.

 

There were a few folks who looked past the Genesis' limitations and worked well with its faster processor (see Contra Hard Corp), and certainly Treasure did (former Konami employees). However, it's basically a rule of thumb that when a Konami game came out on both systems, spring for the SNES one.

 

Some people claim the Hyperstone enemy AI is better than TiT, but it doesn't seem that much like it to me.

Posted

Don't forget Castlevania: Bloodlines.

 

I would guess that Konami releasing a modified port of Turtles in Time was less due to hardware limitations and more due to trying to trick buyers into thinking it was a different game.

Posted
If you like those games, you should try to find Final Fight 3 for SNES. It's pretty rare, but if you can get it, its awesome.

There's no explaining Haggar's ass-length ponytail in that game.

Posted
Don't forget Castlevania: Bloodlines.

 

Many key members of the Castlevania Bloodlines team also worked on Contra: Hard Corps, Rocket Knight Adventures and the Sega CD port of Snatcher--basically all of Konami's quality Sega output right there. Contrary to popular belief, they aren't the pre-Treasure Treasure. Yaiman and Nami, the lead programmers for Treasure, were the main programmers on Contra 3 and Castlevania IV instead.

 

I would guess that Konami releasing a modified port of Turtles in Time was less due to hardware limitations and more due to trying to trick buyers into thinking it was a different game.

 

Probably a little of column A and a little of column B. The two games were released quite a bit of time apart anyway.

 

The Adventures of Batman and Robin was pretty good (but really difficult according to memory) for the Genesis.

 

It was developed by Clockwork Tortoise and published by Sega. Brutally hard, but the fact that you had to have your shots charged to do any damage (not "hold a button" charge, but "wait for the bar to fill after so much time" charge), and you were being assaulted CONSTANTLY like a Contra game just made the game totally un-fun to me. The game had amazing special effects, though.

 

The SNES game with the same title was made by Konami, and it rocked, even though it was hastily retitled from "Batman: The Animated Series" late and development, and thus Robin's barely in it.

Posted

Hmm... after the fact, I DID think Sega published it but Wikipedia let me down on that one. It lumped both games together as TAoB&R and compared versions instead of deeming them seperate.

 

We had to use the slow motion or turbo pause or whatever the correct term for it was just to advance anywhere in the Batwing levels in the Sega version, now that I look back. Crazy.

Posted

Demo for John Woo's Stranglehold is out on the 360 marketplace.

 

It's like Max Payne on crack, and being able to drop signs and A/Cs and etc on people to a shower of blood and explode propane tanks gives a chuckle. The aiming "Tequlia Bomb" is the best, nothing says funny like shooting a man straight in the balls and watching his shocked expression and rolling around on the ground until he finally dies.

Posted
Hmm... after the fact, I DID think Sega published it but Wikipedia let me down on that one. It lumped both games together as TAoB&R and compared versions instead of deeming them seperate.

 

We had to use the slow motion or turbo pause or whatever the correct term for it was just to advance anywhere in the Batwing levels in the Sega version, now that I look back. Crazy.

 

Game Genie, here. Made the game enjoyable, at least. It was still immensely more playable than Batman Forever, which was easier, but crap.

Posted
Don't forget Castlevania: Bloodlines.

 

Many key members of the Castlevania Bloodlines team also worked on Contra: Hard Corps, Rocket Knight Adventures and the Sega CD port of Snatcher--basically all of Konami's quality Sega output right there. Contrary to popular belief, they aren't the pre-Treasure Treasure. Yaiman and Nami, the lead programmers for Treasure, were the main programmers on Contra 3 and Castlevania IV instead.

zis there any known reason why Treasure chose to work with the Genesis rather than SNES? You'd figure that they would have stuck with the hardware they knew best; did Sega just get to them first?

Posted

Ah, got ahead of myself.

 

I always get worried when a game doesn't have a demo out before its released. Hope its good, me and my mate at work have a whole week off to build and destroy each others franchise team on live.

Posted

I got a defective disc when I went at midnight for the NCAA 08 release; that + a birthday 10 days after release means I'm waiting a bit.

 

It looks totally badass, though. Surprised there wasn't a demo...

Posted

So I was doing a survey on video game consoles today. The pages were taking forever to load and it seemed like it went on forever, but I did my best to fill it out accurately, (including writing for half an hour to fully answer the question about "What does Playstation do to make you angry?")until I reached these stupid questions.

 

dumb_survey.JPG

 

Huh?

 

dumb_survey2.JPG

 

Who the hell comes up with this shit? I ended up just leaving all the retarded ones like those blank, but I did fill out this next one, that asked what it would be like if the Wii were a person and you went on a date with it. WHO THE FUCK COMES UP WITH THESE QUESTIONS?

 

dumb_survey3.JPG

 

At least I had SOME fun during this survey that never ended.

 

Here's one more WTF? question:

dumb_survey4.JPG

 

That one left me clueless. Surveys are wierd.

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