Teenage Mutant Ninja Turtles - Recolored and Extended

Complete Teenage Mutant Ninja Turtles - Recolored and Extended 2020-12-25

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So, now that I have all the levels from TMNT2 NES I decided to add more levels to my OpenBOR MOD. This is actually NOT an original level but one based on the second stage from "Turtles in Time". The reason why you fight Chrome Dome and not Metalhead is because I always saw Metalhead as a good guy (I was introduced to the character with the action figures), but I needed an Enemy whose body was made out of metal so he could break through the wall so, Chrome Dome was a logical choice. Also, this Chrome Dome is based on the action figures, which is why he's not quite as large as he was in the cartoon. The background music was made by an artist named "Zero Ante Meridiem" that I found in bandcamp.com (I actually had to buy it).It was used without their permission so at least I can mention them.

https://www.youtube.com/watch?v=y-ioQeL5Uoc&feature=youtu.be
 
Really happy to be able to play this new version!

One question for troubleshooting.  Once I complete the April's Apartment level and walk into the door, the credits show up and then the game window shuts down.  So, I'm not able to play the other areas or experience Casey Jones since I need to complete the regular game mode first.  Any thoughts on whether it's a problem with the game or just something on my end?

GaBoTiCo said:
I just uploaded a new DEMO. In this demo Casey Jones is an unlockable character, so is April, although she needs a LOOOT of work. There's also four Test levels that are unlockable, and I recolored ALL the original TMNT2 NES levels so that they don't look so flat! I hope you enjoy it. Merry Christmas!!!


https://www.dropbox.com/s/axkhm7tl3i8mlc1/TMNT%208-Bit%20Recolored%20%2812-25-2015%29.zip?dl=0
 
Dude, I love what you did with the stage, and the music you used from the artist sounds very excellent in 8bit style for TMNT. Also, I like when the foot clans walk out of the building(s). The jumping-out-of-fence in and out is and looks so crazy! LOL You got a nice logic there as you wanted them to jump through there as in the game you can't jump through there. Lastly, the spawn for Chrome Dome before the battle is also crazy and awesome! Great job, dude! Cowabunga!
 
@oldmanwinters: Well, after I packed the MOD I tested the .PAK file and beat the whole thing and then I was able to play the extra levels. I didn't have any issues. I used a branch for that part. It could be the version of OpenBOR you're using. I am using 4086.

@maxman: Thanks you sooo much!!! That's like the best feedback I've got so far. Much appreciated!!
 
GaBoTiCo said:
@oldmanwinters: Well, after I packed the MOD I tested the .PAK file and beat the whole thing and then I was able to play the extra levels. I didn't have any issues. I used a branch for that part. It could be the version of OpenBOR you're using. I am using 4086.

That solved my problem!  I was using Build 3742 before.  Game looks and plays great so far.

I think the strong attack is a bit too easy to pull off, considering how dominant it is (one-hit kills most average enemies).  In the original game, the challenge was in the timing, but in this one it's quite easy to just hold attack and hit jump.  Perhaps if you limit the player's ability to move while holding attack, it could help?

I noticed in the file pak that the How to Play has two screens, but I only see one when I load it up through the game.  I try clicking buttons and it just exits back to the main title options.

Also, on the second level, I was unable to jump up to the platform to get the pizza.  See photo in attachment.  What might I have been doing wrong?



[attachment deleted by admin]
 
Thanks a lot, man! I'm glad you were able to fix the problem! About the special attack, I gotta look into it. Perhaps I can make it a freespecial or something. About the "How to" screen, it takes a little longer to show the second screen. I wanted to give it enough time so that people could read it. That needs to be updated too with the new attacks I added afterwards. About the platform on the second level, you gotta jump while running.
 
I've encountered another problem with the game crashing that occurs whenever I try to load a saved file from a previous playthrough. 

With Bebop and Baxter Stockman, I've noticed they have a tendency to get themselves almost stuck beyond the borders of the screen.  Whenever I try to trap them, they move away and end up there.  That's pretty typical of most BOR stuff I've played though.
 
Well, I never tried saving or loading the game. I'm not a big fan of that feature on an Arcade style games. I'm not sure how to solve the other issue. I do not recall having that problem when I played the game but maybe that's only because the way I play game is different from yours. 
 
I couldn't help it and I added another character, Bloodsucker from the "Old Man River" story from the Comic Books. I always thought he was such a cool character.  Here's a link t the picture:

21a0rc8.png


I also uploaded a video to YouTube with a new level from "Turtles in Time". Here's the link:

https://www.youtube.com/watch?v=yW7pQHoRAz0&feature=youtu.be
 
Thumbs up. I like the redesign on the NES version from the arcade/SNES version. Plus, the 8-bit chiptune of Big Apple sounds more of TMNT NES. I can say it's perfect.
 
One thing I really liked about your take on the "Big Apple 3am" stage was the burning building visible at the end of the stage.  I'm guessing that might segway neatly into the "April's apartment" level?  Very clever work tying them together.

Seeing the Triceraton instead of a Baxter was a nice surprise too.  I was heartbroken the Triceratons never appeared in any of the NES games as bosses. 

Bloodsucker is a fun shout out to the old Mirage comics.  I'll be curious to see how you decide to use him.  He was really creepy in "The River," as he basically sucked all the mutagen and life out of a Raphael.
 
Thanks a lot oldmanwinters!  :) YES!!! You're right about the burning building. I already have all the levels from TMNT2 NES and now I'm working on another extra mode that's gonna have all those levels PLUS the new ones so I'm trying to come up with a way to connect them.

About the Triceraton, this one is visually based on the action figures but I always like the characters from the Comic Books. You can tell Peter and Kevin were Star Wars fans. 

And regarding Bloodscuker, he was such a cool character. Too bad he was never featured again. When I read "Old Man River", I loved the story but my take on Bloodsucker is gonna be a little different since he's not gonna make Raphael devolve or anything like that. Bloodsucker will remain mutated without having to constantly suck Raphael's blood.
 
I've watched the video, good work on recreating bg from Big Apple level :)

I noticed that Casey can scroll back pretty far, is that deliberate or you haven't blocked it yet?

About foot soldiers, IMO it gets boring seeing them appearing in almost same way or formation. Why not adding strikers like in TMNT series? striker is coined term for enemy which appear from either left or right, shoot/attack/toss then leaves. Usually appear in groups
I remember correctly that TMNT games have strikers too, so you should add some in your mod :)
 
Thanks a lot, Bloodbane!  :)

Casey being able to scroll back that far is intentional. The main reason is so that you don't have to eat a pizza as soon as you see it but you can save it for later.

About the strikers, that sounds pretty good. Thanks for the idea!  :D I remember some enemies on "Turtles in Time". There were some Foot Soldiers that would walk into the screen and then throw a bomb or an arrow and then walk away from the screen. I also wanna have a better variety in the way the enemies are spawned but sometimes I can't really think of anything.
 
nothing special... just wanted to post here, first for say a big happy new year for all you guys. specially modders who used their time to make us happy. ;)  ;D

secondly, i think maybe not today, but i wanted to say my oppinions about the newer demo. i was out all the christmas hollydays and now is when i can say something. ;)

greetings
 
GaBoTiCo said:
Thanks a lot, Bloodbane!  :)

Casey being able to scroll back that far is intentional. The main reason is so that you don't have to eat a pizza as soon as you see it but you can save it for later.

About the strikers, that sounds pretty good. Thanks for the idea!  :D I remember some enemies on "Turtles in Time". There were some Foot Soldiers that would walk into the screen and then throw a bomb or an arrow and then walk away from the screen. I also wanna have a better variety in the way the enemies are spawned but sometimes I can't really think of anything.

A couple of things I remember well about the old 8-bit TMNT games was that some Foot Soldiers would know how to make an entrance by attack as soon as they entered the screen either with a jump kick, a weapon thrust (especially the guys with swords in the Arcade Game), or a sliding kick (in the Manhattan Project sewers, I think).

Almost forgot to note, I really liked how you gave Triceraton the sneaky tail spin attack.  Reminds me a lot of Leatherhead in TMNT3: The Manhattan Project.  Very hard to anticipate and to dodge!
 
@miguelo777: Hey man! Thanks a lot! Happy new year to you too! Even if you're not a modder you can always participate with your feedback. I'm pretty sure I'm not the only one who appreciates it.

@oldmanwinters: Yeah, I remember the Foot Soldiers making an entrance. It shouldn't be hard to do, I just haven't really invested the time. I'm just really excited about adding new levels and new enemies so I kind of just put everything else aside for now. Drawing new backgrounds from scratch or even if I use other levels as a reference is just a BLAST. Definitely my favorite part is the drawing process but Bloodbane is right. If all enemies just walk into the screen over and over again the game becomes boring at some point. I WILL definitely do something about it.
 
So, remember that cutscene from the original TMNT Arcade/TMNT2 NES game? The turtles look at the Technodrome and then they say "There it is", and then they just "JUMP" to the Technodrome!! That never made any sense to me!. Who can jump that high? It makes more sense for them to WALK instead so I decided to use that as an excuse to make yet another extra level. This level is mostly based on "Prehistoric Turtlesauras" from Turtles in Time, well, just that part where you go in the cave. I might have to change the background music. I've been looking for an 8-bit style cover of that song from that level in Turtles in Time but I haven't been able to find any. I even went to some FamiTracker forums. Any help is appreciated, by the way. Anyway, here's the video:

https://www.youtube.com/watch?v=oQFDHKd4mJA&feature=youtu.be
 
GaBoTiCo said:
So, remember that cutscene from the original TMNT Arcade/TMNT2 NES game? The turtles look at the Technodrome and then they say "There it is", and then they just "JUMP" to the Technodrome!! That never made any sense to me!. Who can jump that high? It makes more sense for them to WALK instead so I decided to use that as an excuse to make yet another extra level. This level is mostly based on "Prehistoric Turtlesauras" from Turtles in Time, well, just that part where you go in the cave. I might have to change the background music. I've been looking for an 8-bit style cover of that song from that level in Turtles in Time but I haven't been able to find any. I even went to some FamiTracker forums. Any help is appreciated, by the way. Anyway, here's the video:

https://www.youtube.com/watch?v=oQFDHKd4mJA&feature=youtu.be

Haha, good idea about walk vs. jump, but remember... these same turtles jumped off one skyscraper onto another at the very beginning of the game!

Your Technodrome base looks great.

As for video game music covers, you might search on "Powder" on The Technodrome Fan Forums, as he's a talented musician who has done a few compositions for mersox's "TMNT: Rescue Palooza."
 
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