February 15, 2010
Teenage Mutant Hero Turtles - Amstrad CPC review

Teenage Mutant Hero Turtles

System: Amstrad CPC

Released: 1990

By: Imagesoft

First thing’s first: The Teenage Mutant WHAT Turtles? Well in certain parts of the world, most notably the UK, the word Ninja was not seen as something that should be associated with a childrens cartoon. Consequently the word Hero replaced the word Ninja. This carried across to all ports of this game released in these territories & the arcade game itself. For this review we’ll be calling it TMNT because that’s how I roll. Now with that out of the way let’s get started…

Back when the TMNT arcade game came out everyone was anticipating ports to all the popular systems of the day. What we got was this…

Being released across all mainstream systems the TMNT platformer was met with mixed reviews. A lot of people were happy they could control their heroes in a half shell, but at the same time were disappointed that it wasn’t the arcade game. I fell in the earlier crowd & loved this game when it first came out, but there was that lingering disappointment that it wasn’t a side scrolling beat em up. Looking back 20 years later has my opinion changed? Let’s have a look at the game & find out.

The first thing to mention is that the Amstrad version is a little different to other versions of the game, so let’s cover that first. The main differences are:

- The Turtles cannot kill Foot Soldiers while above ground in the overhead view

- The Turtles cannot swing their weapons up & down

- Donatello’s staff doesn’t have a back swing that was useful for killing enemies behind you

Obviously there are other smaller differences from version to version, but those are the main ones you’ll notice right away.

With these limited controls you would think this would hamper the gameplay, but if you think that you’d be wrong. Yes the ability to swing your weapon up & down would help in certain situations, but I didn’t find myself missing it. The Amstrad version doesn’t lay on enemies as thick as the NES version, so without the ability to swing up & down you just have to get used to timing & moving around a bit more than other versions.

With the NES (& most other conversions) each Turtle was unique. Raphael had the shortest weapon & was useless while Donatello had the longest & was used the most (& normally died first). With this game all 4 Turtles are the same & their weapons swing out the SAME distance. So Donatello has a very short Bo staff & Raphael has very long Sai. The only reason for changing Turtles is purely so you can use your favourite. Some people may find the lack of individuality between Turtles disappointing, but Amstrad Action weren’t all that bothered by it back when they reviewed it & neither was I… back then. Today it seems a bit pointless but at least I can use Raphael (my favourite) all through the game.

A lot of the enemies from the other versions have been replaced. Mousers are no longer present, the chainsaw guy is gone, & Bebop isn’t even in the game. Instead you fight Rocksteady twice, first when you’re in the sewer attempting to rescue April, & the second time when you actually DO rescue April. Lazy programming, or system limitations? I’m leaning towards the former myself…

Well you’ll never end up seeing Bebop, because…

… the ONLY villain in the game other than Shredder & the Technodrome is Rocksteady…

The graphics are bright & colourful, though like most Amstrad games you play in a reduced screen. When you’ve played enough Amstrad games you get used to this so I wasn’t really affected by it. The jumps are really easy. Anyone who has seen the Angry Video Game Nerd’s review of the NES version will remember him ranting about the dodgy jumps. With this version the jumps are timed. What I mean by this is that your jumps take roughly 2 seconds regardless of what height you jump from. If you jump from a place close to the ceiling you will stay in the air for the full 2 seconds & can move along rather than hitting the ceiling & dropping back down in frustration.

The controls are spot on whether you use the keyboard, CPC+ / GX4000 controller or a regular joystick. For some reason I prefer to use the keyboard… It’s just personal preference I suppose.

The lack of animation with the characters is very noticable. The Turtles running is nicely animated, but when they swing their weapons it’s a quick 1 frame change & then back again. Rocksteady & Shredder have no animation frames whatsoever & just float around the screen. Your normal enemies have a couple of frames for them to walk around, but that’s it.

Another thing to note is the lack of sound. During the game there is no music at all, though the title screen has a dodgy sounding beat playing. When you see Shredder on the screen before the game starts you get that grinding noise as the text appears, a similar grinding noise takes place when the Turtles use their weapons, or when the Turtle Van runs over something or shoots, but that’s it as far as the sound goes.

I can’t review this game without mentioning the underwater scene where you need to disarm the bombs. It’s actually very easy on the Amstrad version & has none of the headaches the NES version offered. There’s no electric weeds & tight spaces. You just have to avoid the electrodes & go through them when they switch off.

One positive thing I would like to mention is the box art. Here’s a closeup of the Amstrad boxart:

Let’s compare it to the NES box art:

Yes it’s true to how the Turtles looked back in the 80s comics, but this wasn’t the early 80s & this game wasn’t designed as a video game version of the comics. The content in the game clearly shows that it is based off the cartoon, which is what the image for the Amstrad box art represents. As you’ll notice above the Amstrad version did use the NES box art image as the title screen.

One memorable thing about the game is the manual. Who remembers the brown paper in the middle pages with the codes written in black? All the home computer versions had this same manual. I found it REALLY difficult to read those codes today. I don’t know if it’s because something has happened to the colour of the manual, or it’s the lighting in my house, but it wasn’t a fun experience. That was back in the days where various types of copy protection were used.

With all the limitations in the game you’d think this is actually worse than the other versions available, but I personally find it better. The simpler controls, less overload of enemies & better jumps make this version of the game stand out. At the same time it’s not a great game, let’s be perfectly blunt here. It was a disappointment when it first came out on any system regardless of how much you enjoyed it & it hasn’t aged well. As for this version, there’s no Bebop, the main bosses that are present just float around & don’t actually attack & there’s no music. Personally I feel this was rushed out to market so it could be released at the same time as the other versions.

I give this one 72%

December 20, 2009
Teenage Mutant Ninja Turtles Arcade review



Teenage Mutant Ninja Turtles

Released 1989

System: JAMMA (Arcade)

By Konami



I’m going to say something that a lot of people are going to disagree with. The NES version of TMNT2: The Arcade game was CRAP. The extra levels they added were pointless, Raphael didn’t have his alternative special attack & the NES was just generally a bad platform choice for the arcade port. Do I think they could have done better? No, not really. When the game was ported to the various systems of the day we were at the start of the SNES era & I have always said that it should have been a launch title. I’ll stop dwelling on that though, as this review is about the arcade version.



A bit of background if I may: I purchased this board at an Amusementworx auction. Imagine my disappointment when I saw a harness was soldered onto the board making it unplayable on my standard JAMMA cabinet (Sorry to go all techy there, people who are familiar with arcade machines will know what I’m talking about). Amusementworx desoldered it for me though, nice guys that they are. THEN I discovered I had a 4 player board but I don’t have a 4 player cabinet, so I’m restricted to Leonardo & Michaelangelo (players 1 & 2) for this review. There was a 2 player board of TMNT released later on in the game’s life, but it’s a fair bit more expensive than the original 4 player.



Plug the board into the JAMMA harness, turn on the machine & after the RAM/ROM check you’re greeted with the TMNT cartoon intro theme with a nice little into. I remember as a kid hearing that theme music, seeing that intro & thinking “this game is going to be something really special”. How right I was.



I was always a Raphael fan growing up, so I’d be down the far right of the machine while other people came to play the other 3 turtles. As a kid I remember being told that videogames were an antisocial activity, but when it came to TMNT friendships were formed in the quest to defeat Shredder & Krang. It wasn’t just 4 people playing individually, you would help each other out. You would introduce yourself to the other players when you joined in. If someone was low on health & didn’t have any more money to continue playing you’d help them get through as much of the game as possible before they hit that final shellshock. If a difficult bit was coming up you would allocate who was taking the footsoldiers, who was taking the mousers etc etc…



That’s enough memories out the way, how does it play? Well I tried to look at the game openly & objectively, which was hard as the memories flood back when you play it. You have a jump button & an attack button. Both buttons together make your turtle jump & swing their weapon, which while powerful does leave them open if they miss. Being that Raphael has such a short weapon he gets a rolling kick instead of the jump attack.



Controlling the turtle feels like it should, & the only problem I can find with it is that SOMETIMES the hits don’t feel like they’re making contact. Believe me, I tried hard to find something negative to say about the controls & this was the best I could come up with. The turtles move where you want, quickly & you never feel like the game is taking a cheap shot at you. If you screw up you know it’s your fault & no one elses.



Ultimately it’s a side scrolling beat em up & as such it can get a bit monotonous, but for the average arcade player this isn’t an issue as they wouldn’t be playing it for very long. Having said that, it’s one of the JAMMA boards that finds its way into my cabinets quite often. However I am a big side scrolling beat em up fan as well as a TMNT fan.

Special mention must go to the music. Variations of the TMNT theme are played & other music from the score feels like it could have come from the original cartoon. The only problem I ever had was that the voices in the game weren’t done by the original voice actors from the show. Would it really have been that hard to get them in a recording studio & get them to read a bit of dialogue? I suppose this was back in the day when the videogame wasn’t given as much attention as it is today.



The graphics are really cartoony as you can see, & back in the early 90s this was as close as you were going to get to playing the cartoon. Today there is a real charm to the game & it’s well worth a revisit today.



But there HAS to be something else bad about the game right? Well I reluctantly say yes there is. It has to be said that the start of the game is amazing, the cut scenes, the speech & the attention to detail.



Sadly this all goes out the window later on in the game. Cut scenes such as when Shredder, Bebop & Rocksteady tell you to come & get April, when April kisses the turtle who saved her or when you save Splinter have no backgrounds. General Traag & his stone warrior both say “crash the turtles” even even die the exact same way. It seems the last half of the game didn’t get as much attention as the first. Special mention must go to “Scene 5: We Gotta Find the Technodrome” which takes plan IN the Technodrome… yeah, I think we’ve already found it guys…



As for the ending, it’s well… disappointing to say the least.



Yep, that’s all you get for passing. No cut scene like in the beginning with the Turtles jumping to the Channel 6 building & Mikey falling on his butt (I always loved that bit).



Those are minor points however, the gang is all here from Bebop to Rocksteady, to Shredder & Krang. If you were a fan in the 80s/90s then you’ll feel right at home here.



So it was never released on the SNES… sad… yes the SNES did get Turtles in Time, which is a brilliant game in itself. Even the Megadrive got the Hyperstone Heist. However I remember having conversations with my friends about the first game & how we wished we could play an authentic replica it, or even own the arcade machine. Sadly it would be another 15 or so years before that would ever happen for me.



My suggestion is to get 3 friends together, play a bit of TMNT arcade & soak up the nostalgia. Just don’t touch the horrible NES version, or any of the other ports for that matter. If you MUST play a port, the Amstrad CPC was the best one I’ve played (& that’s saying something). If you can’t get ahold of the JAMMA board or have no way of playing one anyway, the game was available on Xbox live & is a hidden extra in TMNT2: Battle Nexus on the Gamecube, Playstation 2 & Xbox. Be warned however that the Battle Nexus version has altered music & a lot of the voice acting removed.

7:09pm  |   URL: http://tmblr.co/ZHAMUyHO3JK
Filed under: TMNT JAMMA Ninja Turtles