Teenage Mutant Ninja Turtles - Shell Shocked

Canceled Teenage Mutant Ninja Turtles: Shell Shocked 5850

No permission to download
Project is halted prior to completion and will not receive further updates.
@White Dragon

The last dev build is in dowload for test in my new SD835-4GB.

Edit: the dev-Mod run fabulously with your last OperBOR build (4750).
 
Hi
Have you some news for us about your fantastic game please ?

I have also a question. Now we have finally OpenBOR on PI, with the last engine 6315 :D
All the games i try are working perfectly on PI, it is fantastic, if i don't use video filter because for the moment we don't have the OpenGL activated, only the SDL.
But on your game, when i start to play, if i have more than on Foot enemy on screen with me the game is very very slow ... and i can't play it.
Is it possible to fix it ? Or will you release a light version that maybe can help of your last build 5853?
Thanks a lot
 
White Dragon said:
It's still alive!!  ;)
So good to hear!So long as it's not cancelled, i don't mind if updates aren't frequent, please take all the time you need and feel like. I think the outcome is always better that way n.n
This is such a promising looking TMNT OpenBor project ;D
I noticed the gamejolt page was updated a couple of months ago, with REV5853, how does it compare to REV5850, are there fixes/updates?
 
I did a quick playthrough of the beach stage and can say this is fantasic. I hope your still working on this it's super fun and really well put together. I really enjoyed it awesome job buddy :)
https://www.youtube.com/watch?v=vyTJMc4J83w
 
Just found OpenBOR about a month ago... This game is easily one of the best mods made for it! And definitely the best turtles game ever.  I love all the character unique special moves, it adds so much fun and makes you want to play more.

And since it's around christmas and new years time, I now make a wish for this mod to be completed and that the life drain from certain special moves be removed  :)
 
Just with a glance of the videos i can tell this is re-captured magic

excellent work on the way the music has been re-mastered to match the SNES/90's arcades's sound fonts

i like rescue palooza, but the true Turtle's games are - for me - the 16 bit style ones.
 
oldyz,

Personally, I prefer the rearranged version of a SEGA Genesis, much more rhythmic and for me, better than that of an SNES / Arcade, which I also had and played.

White Dragon is doing an excellent job, also from this point of view.
 
stin,
MMMmm while i admit that Konami did what they could with the Sega genesis's musical capabilities, ill have to say that turtles in time Arcade's sound fonts have better sound - SNes version has the added advantage that it has stereo & even slightly better (compression rate?)

Gaaaaaa! - you know the HZ stuff

Add in the fact that most Sega Genesis musical scores sound so much alike across games  (its unmistakable) that when i finally had the game on my hands
i as a bit dissapointed its music was not better - which is weird because castlevania in the Sega genesis was not that bad with its music

Don't get me wrong , Hiperstone Heist  also has original tunes that i liked a lot too.

Now here is a crazy thing tho - the musical score can be such that Players Don't miss a thing - I wish i had much better musical skills,
but a thing that can be done is music that includes - mixes , goes to & fro the different sound fonts & styles -medleys that would be like:
let's say from the less powerful audio procesors to the best one
so you have a level that starts with the NES tune half way it starts to do stereo panning , turns to Genesis soundfonts then to SNES & finalizes with Arcade & then a final Hybrid. Most of the songs repeat aftor about a minute 45 or so, so at the most those background musical scores end up being about 7 min long.

But, as it is currently it's good enough  - The arcade's sound (tmnt & tmnt in time) fonts are the best choice from my point of view
 
that I know of, having played both in arcade and on Genesis, and on Snes (I had both physical consoles), the hardware of the two machines, on balance, was similar.

From the point of view of the sound chips, the yamaha performed better with the bass (the SOR series, to make the idea), the sony instead had the added advantage of being more recent and with more channels at the same time, moreover the voices were more clean and clear, but the bass was non-existent/lack.

By contrast, Snes had the bottleneck problem towards the ram and this forced programmers to jump like a real contortionist. (therefore, or more colors on the screen, or more resolution, with the disadvantage of the aspect ratio and with the disadvantage of reducing the area and the cut of some parts of the playing area).

the Snes was saved to have the management of sprites and special effects, directly in hardware.

The reviews of the time, if I remember correctly, praised the Genesis version, for larger and better animated sprites and brand new backgrounds.

Overall, it came out better than the Snes version.

And it's not true that the Snes version was a perfect port, as the reviews wanted to know. (just play the arcade version in MAME and then make the necessary comparison with the Snes version, in my opinion, disappointing)

Personally, however, and for my taste, I did not like the arcade version, nor the Snes version, while instead, I preferred the Genesis version, a game created almost entirely new, in order to take full advantage of the SEGA hardware.

And it was not the only game, I remember battles for a Cool Spot, an Aladdin and also for a Street Fighter 2 (which in the first version for Snes, had sensational cuts to the animations of the characters and the various game backgrounds), than in the CE version for Genesis, it was a pleasure and how much more faithful it could be for a porting.

They had chosen the chromatic fidelity of the colors and the resolution, at the expense of the fluidity of the game.

In fact, I had to wait for the turbo version, to finally be able to play worthily on Snes (and there, the stratagem used, was to decrease the colors on the screen and some animation of the backdrops cut and with a technique similar to bilinear, which washed out the colors and made them opaque).

I was a Fan Factor5 (Turrican series) and when I spent the money on a Super Turrican, I had a resounding disappointment with the gameplay of the game (the music was splendid), which had been practically raped (the bottleneck problems) and was far away light years from a Turrican 2 version of an Amiga / CBM64 and from the MegaTurrican version of a Genesis.

Snes was very good for RPGs, but Genesis was a boulder for Action and Arcade games.

But on the subject, Im not being a musician or composer, but a simple gamer lover with an ear for music, I spoke of the rhythm, not the quality of the sound.

For correctness of information, the Genesis version was also in stereo.

PS: I got bored, reading about new games (new "gamer" programmer today) that are "inspired" to Nintendo games, as if they only existed on the face of the earth.

What a pack of illiterate people!
 
stin

sorry i forgot to mention about the stereo sound for the genesis, in fact i think that one of the great things about Genesis music, is that composers had to "make do with what they had" & really go at it with the Panning effects.

but in regards to technical specs & such -

it pretty much comes down to taste -
I never got the thing they say about the Genesis having more Bass than SNes - maybe its because i always wore headphones (in the case of the Genesis the great System headphone port) in the case of other systems i would connect the headphones directly to the RCA jacks...
I remember reviews that would say that Street fighter 2 in the Genesis  had great Bass, but DagNNabit - The Snes sountrack was better.

but again - regardless of tech specs , here is a brief list of comparisons:

Earth worm Jim 1 & 2  - I prefer the Snes looks, sounds & music better (specially 2) - framerate issues or slow down be dammed
mortal Kombat 1 - Snes music is better that even the arcade in some regards
Final fight - I'm split - Sega CD's is excellent , but the lack of bright colors - BUt SNes's has its own thing too - If only there was a way to Fuse & improve those elements well 
Aladdin - very tough, Genesis version has better animation, Snes has better colors & sound & some effects - another great candidate for some kind of Fusion project
Yoshi's Island - SNes version sounds better than the GBA version (which sounds exactly like what Y island would sound like on the Genesis if you compressed the sound to try to match the SNEs sound samples)
Soldiers of fortune - Genesis version music is better.

back to turtles - I remember how dissapointed i was with the SNES port of turtles in time...

Here is a weird thing that 15 Yr old me never understood - Why did 8 bit games (NEs Mostly) had 8 levels]
& 16 bit games only 5 to 6?

It was awesome the way the added 2 or 3 more levels to TMNT the arcade game, only to see that it's "sequel"
(Snes turtles in time) kept it the same as the arcade - if not shorter.

WHen i got the NEs version - i remember that at least the extra levels was a fair "exchange" for the lack of 4 player support

But when i got the SNes version  - i was "robbed"

Hyperstone heist... it is weird, because it would have been nice to see a completely original game - because many of its locations are re-painted Turtles in time elements - that is why the (samurai castle?) level is something the stands out so well - i was expecting something more like TMNT manhattan project.

Also  - at the time there was a gizmo for 4 player game-play that had just come out for the Genesis-  & this Turtles game would have been the perfect thing for it.

But thank the Gods that's in the past, now all we have to do is take all the best elements from those ports & do what could not be done then....
now if only i could send this Modules to 12 yr old me in the past....
 
I played at the time, what was for me, the best game a developer could make for a Snes: Donkey Kong Country. (Rare)

I have never seen any other game, squeeze the hardware so well (but also thanks to the pre-software-rendering technique) of Snes.


On Genesis I didn't played it at the past time, but discovered a precious gem, long after, that made me played it in emulation: Soleil

That was the equivalent of a Zelda for the Genesis machine, but much nicer in my opinion and with excellent sound for the Yamaha chip.

The version of Final Fight for the SEGA-CD was unanimously (newspapers, magazines, people from all over the world) the best CoinOp conversion.

For 8bit, it was different at the time, the developers managed to turned/revolted any hardware like a sock, because they used machine language.

Among these, there was a PC-Engine, which despite the limitations of the CpU, could count on a 16bit GpU, that's why many games of the time, could be almost a 100% porting.

Almost because, however, they had to deal with parallax levels, which on an 8bit like the PC-Engine, had to compromise with the CpU. (but churned out beautiful masterpieces like a Castlevania X / Rondo of Blood)

Even a Genesis was turned/revolted like a sock and unlike a Snes, its hardware (CpU) was very similar to that contained in CoinOp and available to all good programmers.

That's why a game like a Rocket Knight Adventures, a Gunstar Heroes, a Dynamite Headdy, but also one of the first games; Strider (better than CoinOp, as far as I am concerned) and a Comix Zone (which squeezed Yamaha to the maximum, surprisingly producing voices of exceptional quality and cleanliness, was amazed, for the time), they were masterpieces. (at least for me)

Then a 16Bit NeoGeo arrived and outperformed all the competitors, an extraordinary machine for the era.

PS: the mono signal problem was only for the first Genesis model, the Genesis 2, had stereophonic rca output.

But on the first model, you could buy an rca jack cable to connect to the stereo system.

PS2: the second problem with the number of game levels (if that's what I understood), which were present in a game, depended on the amount of cartridge memory.

The biggest memory cuts (example, 20/24Mbit), cost a lot of money.

PS3: if you want; Yamaha vs Sony - http://www.chronocrash.com/forum/index.php?topic=4669.0
 
I will be on the lookout for that Soleil game -

Donkey Kong  - i cant remember if i watched a youtube video or read an article - either way the main difficulty with DK's music was that _ (i could be wrong)
that the Snes could only hold so much ofa particular sound sample - so the musician for DK had to chop segmentes for his soundtraks into pieces - think of it like "tiles" but for music and then arrange them so they could play properly on the SNES

Final fight: The SNes version had its bad things (no 2 player action) but its graphics are pretty good - i think its bay area its the best looking one for home consoles - then again a side by side comparison should be in order -
another plus the SNES version has over the Sega cd version is its difficulty - it has a cheap AI from hell - the sega cd version is easy in comparison

i think that For a long time the undisputed champions of music & sound in consoles was Konami
but then came Rareware.

i think that
More discussion about Music & sounds shall be answered on the SNes vs Genesis sound chip thread

back to more turtles stuff:

SO far none of the modern attempts seem to capture the "feel" of the coin-ops - the xbox 360 re-make of t's in time is pretty good - too bad its not for sale any more -
i have not beaten it because i refuse to play it alone, - it stinks because the people i know that can help me beat it don't have the time to hang out like we used to anymore....

by the way are there any plans to add netplay to OpenBor?
I don't know how the Mugen (mod?) "IKEMEN" does it , but it works well
 
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