TMNT III: The Manhattan Project |
NES |
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Review by Matt Paprocki |
Konami |
Beat-em-up |
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Graphics: 8 |
Sound: 8 |
Gameplay: 8 |
Overall: 8 |
![]() The formula is still the same. Players take out robotic versions of the Foot Clan through the stages, and then take on a boss. This is definitely a kinder, gentler version of the Turtles, especially compared to the darker edge of the original. Many of the bosses come from late in the toy line and comics. Their style is definitely more kid-friendly. ![]() That doesn't matter if the hit detection is still thrown off though. Thankfully, aside from a few missed blows that seem random, every press of the attack button should result in a hit. The varied enemies take away from the usual feelings of repetitiveness, and make an actual effort to punch the player (or toss sand in their face, slash them with a sword, etc.). While the four title characters don't differ greatly, each has their own new special move to deal out significant damage. That's all that separates them. A new throw move lets them toss an enemy over their back using their weapons, and also cause damage to another foe if nearby. It's wonderfully done so that it's simple to do and satisfying. ![]() Rather obviously, a full on translation of an arcade game is the preferred way to experience this series, and on the SNES, that's what you'll have. That's in no way discrediting to this third TMNT entry on the NES though. Given the hardware, this beat-em-up does everything right. It nails the target audience and plays great for everyone else too. |