Teenage Mutant Ninja Turtles IV: Turtles In Time

Going back as far as I can remember, there were three things I loved as a kid more than anything else – Batman, video games, and Teenage Mutant Ninja Turtles. The Dark Knight had been popular ever since his first appearance in Detective Comics #27 in 1939 and through Adam West’s run as Bruce Wayne/Batman in the 60’s tv show, before another surge of popularity in the late 80’s with the release of Tim Burton’s film iteration of Batman. Video games had been steadily rising in popularity as a pastime once again thanks to the Nintendo Entertainment System after the industry had been considered dead thanks to market oversaturation by the likes of Atari and Mattel. Those whose childhood years were spent in the late-80’s/early-90’s will most likely know exactly what you’re talking about should you utter the catch phrases “Cowabunga!” or “Turtle Power!” and surely remember how significant the ninja turtle craze of the era was. Just a few examples:

  • cartoons – I had probably a dozen or so VHS tapes I watched religiously(along with the movies)
  • action figures – yup, owned just about every single one. Never got the Turtle Blimp though, sadly…
  • breakfast cereals – the TMNT cereal was my absolute favorite(complete with turtle-shaped bowl)
  • all manner of clothing – lots of pajamas and t-shirts

Of course, there’s been a number of TMNT video games, beginning with the very first games for the NES. I spent a lot of time playing the first game on the family NES, but don’t remember ever getting past the infamous “dam level” where you had to swim through a hazardous underwater maze defusing bombs before the time runs out. One game, that I enjoyed more than any other was TMNT IV: Turtles In Time; I absolutely loved this game as a kid, and, to be honest, anything TMNT was enough to ensure I wanted to play it back then. The game felt taken straight from the animated series, like I was playing something I had on VHS and would pop into the VCR on some random afternoon.

Turtles In Time is an arcade-style beat ’em up game in which you pummel waves of enemies as you make your way through the different levels of the game, with each level progressively adding a greater variety of enemy types, and in greater numbers. Anyone who has ever played a Final Fight or Streets of Rage game will be familiar with the genre already – I considered Turtles In Time to be the Streets of Rage to Battletoads’ Final Fight at the time. The game was developed by Konami, the same as the previous NES games, and initially released as an arcade game in 1991 before finding its way to the Super Nintendo the following year. The SNES version of the game saw the addition of the a couple stages and bosses, as well as a few minor changes to the in-game audio/soundtrack. One of the biggest differences between the arcade and SNES versions is the fact the arcade version features four player co-op, where standard two person co-op is the only option available on the Super Nintendo.

Turtles In Time begins with Krang stealing the Statue of Liberty from Liberty Island as Shredder takes over the tv airwaves, sending a message to our half-shell heroes daring them to try and stop him as they make their way across the streets(and sewers) of New York City shortly afterward, before battling Shredder in the Technodrome. After his defeat, Shredder leaps through a time vortex, traveling backwards in time. The turtles follow Shredder through the past and into the future as they work to foil Krang & Shredder’s diabolical plans once again.

The game features 10 different levels, with the first few stages of the game taking place in NYC and the Technodrome before following Shredder through various historical stages, each one featuring a different boss fight at the end of it. When starting the game, you select one of the four turtles – Leonardo, Raphael, Donatello, Michaelangelo as the gameplay is as straightforward as most other beat ’em ups – see enemy, clobber enemy. Turtles In Time sticks to the traditional formula of: fight a bunch of enemies(with a wider variety of enemies thrown into the mix as the game progresses), face off against boss at the end of level, and repeat. The SNES version of Turtles In Time deviates slightly from the arcade version; in the levels Sewer Surfin’ and Neon Night Riders play like a short bonus level where you navigate surf the sewers of New York City.

The first level on the other side of Shredder’s time machine takes you to the Prehistoric Age where you battle Foot Soldiers and Krang’s Dimension X Rock Soldiers while avoiding falling stalactites in caverns and being trampled by stampeding dinosaurs. The next level finds you battling a swashbuckling Bebop and Rocksteady aboard a pirate ship set in the 1500’s before traveling by train through the 1800’s Old West, culminating with a fight against the Cajun gator, Leatherhead. The game then jumps into the future as you ride your hoverboard through the streets of an unnamed city(ironically set in the year 2020…) on your way to fight Krang in his android body and then to a Space Station, where you will battle Krang for a second time. The final level of the game takes place back in the Technodrome where you square off against Super Shredder as the stolen Statue of Liberty can be seen in the background. I remember thinking it was pretty cool that the SNES version of Turtles In Time had references to the movie, TMNT II: The Secret of the Ooze – Tokka, Rahzar, Super Shredder, who were level bosses in the game, despite the movie was only released a year prior.

The game gets a bit difficult towards the end, as most of the Foot Soldiers you face have weapons of their own, the Foot Soldiers sporting projectile weapons are pretty easily the most annoying ones you have to fight. While it may very well be my favorite(?) example of the genre, it still shares many of the same criticisms I have with most beat ’em ups. For as well as the controls themselves typically work, pummeling the numerous enemies on screen isn’t always as easy to accomplish as one would assume due to constantly having to line up your character in the same background/foreground plane as the enemies on screen. Anyone who’s spent any amount of time playing Streets of Rage or Final Fight will undoubtedly know the frustration of rearing back to land a punch on an enemy in front of you, only to swing and miss before quickly finding yourself on the receiving end of a retaliatory attack. This also means it is critical to keeping the on-screen enemies on the same side of your character, as most of the time an enemy won’t immediately attack you, but slowly attempt to wander behind your character and surround you. Again, this is nothing unique to Turtles In Time, but rather something to be expected in beat ’em up games. Fortunately, there’s no enemies in Turtles In Time like the knife-wielding thugs in the Streets of Rage games that will usually take a diagonal path across the screen towards you, making them very difficult to hit…

An enhanced 3D remake of the game titled, Turtles In Time Re-Shelled was released for the Xbox Live Arcade and PlayStation Network back in 2009 but was pulled from the store in 2011. This was considered an enhanced 3D remake of the game, which was modeled after the original arcade version of the game and not the SNES version. Not wanting to venture into “rant about Konami” territory, I will add that it’s a shame the once-revered studio doesn’t show greater interest in more(any?) of its many game series; I often bring up how awesome a slightly updated version of some of their older arcade/console games like Turtles In Time or Sunset Riders would be right at home among the many ports and remasters of retro(as well as indie) games on the Nintendo Switch.

Does Turtles In Time still hold up? There’s still a multitude of gamers out there who still hold the game up as one of the best beat ’em ups of the era, if not ever, and I’d be inclined to side with that opinion. The game still plays about as good as it ever did and doesn’t feel as ravaged by the effects of time(travel) like many games released much later than 1992. Turtles In Time manages to capture the essence of what so many loved about the popular animated series, along with a great soundtrack that will end up stuck in your head for hours afterwards. I have so many fond memories of playing the game; it’s still incredibly fun and a must-play for beat ’em up and Teenage Mutant Ninja Turtle fans alike.

Thanks for reading and…cowabunga!!

Blogtober 2019 – Castlevania: Symphony of the Night

One of my goals for a gaming blog site was to document my experiences with games I had never known as well as catching up on some older games that I’ve never gotten around to playing despite knowing full well of their existence. For my final Blogtober gaming entry I’ve chosen one Konami’s Playstation masterworks – Castlevania: Symphony of the Night. I wasn’t going to go through the entire Halloween season without at least one Castlevania game, and given how much I love Metroidvanias it’s downright embarrassing I hadn’t played through this before.

Symphony of the Night was first released in 1997 for the Playstation and Sega Saturn. It is the result Konami project starting in 1994 to create a sequel to Castlevania: Rondo of Blood(the 1995 SNES port in North America was known as Dracula X) for the Sega 32x…oh the alternate history that could have been. The 32x project was abruptly scrapped and thus plans to create a brand new Castlevania title for the Playstation were created. Koji Igarashi, the writer and eventual assistant director for the project implemented some new gameplay elements to reinvigorate the beloved franchise. Symphony of the Night presents a departure from the formula in previous Castlevania games by eschewing the entirely linear side-scrolling action and incorporating non-linear exploration, with some RPG elements added in as well. This evolution in gameplay soon became one of the series’ defining features and in the process is responsible for all other entries within the sub-genre of action/adventure games with heavy emphasis on exploration and upgrades being known simply as a “Metroidvania”; a word used somewhat regularly on this site as it is among my favorite types of games to play.

Symphony of the Night begins with a prologue in which you play the finale of Rondo of Blood. Players control Richter Belmont and ascend the steps to the uppermost tower of Dracula’s castle to confront the Prince of Darkness himself. The battle with Dracula is similar to many older games in which you begin at the end of the previous game and play through a boss battle(usually fixed) to serve as a summary of the events leading up to the game you’re currently playing. The story then shifts to four years later – Richter Belmont has disappeared just as the foreboding Castle Dracula reappears from mist. Enter Alucard – the half-human son of Count Dracula we first met in Castlevania 3, who awakens from his slumber and is drawn to his father’s castle to investigate its sudden re-appearance. While traversing the castle he meets Maria Renard who is searching the castle for Richter. He happens upon the lone descendant of Simon Belmont, proclaiming himself to be the ruling of Castle Dracula before dispatching two monster henchman to destroy Alucard. After further searching the expansive fortress, Alucard once again meets up with Maria who begs him not to kill Richter as she hands over a pair of Holy Glasses(Batman!), allowing the user to see “beyond illusions”. He confronts the vampire hunter in Dracula’s tower as he sits upon the throne of his vanquished nemesis. Wearing the newly acquired spectacles allow Alucard to see the floating green orb above Richter and destroy it, releasing him from the control he was subject to. After the orb is destroyed the dark priest Shaft(you’re damn right…), a servant of Dracula affirms that he was the one to lure Richter to the castle and was controlling him while he works to resurrect the Dark Lord himself. Shaft then retreats as Alucard follows him upward to a phantom of Castle Dracula that sits inverted, directly above the former. He then proceeds through the inverted castle, fighting many familiar minions to gather the five body parts of Dracula before battling Shaft in the ritual room where he is preparing to resurrect his master. After Shaft is defeated he informs Alucard that he is too late and there is no way to stop Dracula from returning to this world once again. Count Dracula emerges from the darkness as he is confronted by his half-human son, who swears to his father that he will not seek revenge against the humans that killed his mother and he has no other choice but to stop him. After defeating his father and dispelling him back into the darkness, Alucard then meets up with Richter and Maria who await his return outside the castle as he bids them farewell, stating his blood is cursed and he intends to disappear from this world as Castle Dracula fades away behind him.

Symphony of the Night is unique in the fact you are not controlling a vampire hunter descendant of the house of Belmont, but rather the immortal half-vampire Alucard. The game bestows a sense of freedom to explore and discover every corner of the castle, all while upgrading your health and equipment in order to survive the nightmarish creatures that dwell within its confines. Rather than the ultra linear “point A to B” levels of previous Castlevania games, Symphony of the Night emphasizes the adventure element of Castlevania 2: Simon’s Quest. You are not pointed which direction to go, but simply to explore every inch of the castle and uncover its secrets along the way. This is one of the aspects of Metroidvania games that have always appealed to me: being able to chart your own course throughout and allow your own curiosity and sense of adventure to guide you.

Another addition to the formula is some lighter RPG elements such as a character progression system that upgrades Alucard’s health and magic as he continually gains xp by defeating enemies. You have your four standard character attributes: strength, defense, intelligence, and luck which can be upgraded by consumable items or by finding better equipment. Your equipment can also have elemental damage or resistance as you encounter enemies later in the game that deal fire or lightning-type damage. As with nearly any Castlevania game you have a number of hearts allowing you to use familiar sub-weapons like axes, holy water, and knives; these can be upgraded by finding heart icons in the same way you would find missile expansions in Metroid games.

The visuals have held up reasonably well for a game released in 1997, especially in comparison to other games of the era showcasing the groundbreaking(at the time) 3D graphics that consoles were capable of. The 2D graphics provide a nice complement to the dark gothic setting inside the castle. The soundtrack of the game is an amalgam of moody goth rock, classical, and just a touch of new age and is a perfect accompaniment to exploring the castle, where the mood and feeling can shift within the next screen. Symphony of the Night provides the eerie ambience one has come to expect of the series and I love it.

The levels are well designed without many areas that may serve as a source of irritation for WHEN, not if you will need to make your way through a particular section multiple times. I even enjoyed scaling the bell and clock towers of Castle Dracula, something I can’t always say when discussing Castlevania games; the enemies awaiting you(to no surprise) will test your patience and determination. There are many sections within the castle that feature long corridors or large spacious areas, this didn’t seem all that impressive at first, but make for a unique experience once you reach the Inverted Castle as nearly every inch of the castle inverted or not is accessible. Symphony of the Night has a plethora of boss fights that through the first few hours of the game didn’t seem to pose much in terms of difficulty, but the boss fights found in the Inverted Castle provide a greater challenge, especially if you’re not optimally equipped to face them. The Inverted Castle certainly ups the difficulty and sheer number of enemies thrown at your every direction. It also contains a gauntlet of familiar Castlevania bosses: Mummies, Frankenstein monsters, Medusa, and Death make appearances in opposition to Alucard…flying scythes and all. One of the more memorable encounters was Granfaloon – a giant mass composed of decaying bodies. The bodies are continuously dropped to the ground and require you to fend off the hordes of mindless husks as you attack the main…blob.

What will probably be my most memorable moment of my playthrough of Symphony of the Night will probably be the moment it dawned on me I had to make my way through the entire castle a second time, only mirrored. I had spent the previous 5 hours combing every room of the castle and my game file showed that I was 76% of the way through…only to discover if you truly have completed everything in the game your progress will show 200.6%. This reminded me of my first time playing through Resident Evil 4 – you make your way from the village to the castle, only to be informed that in order to rescue Ashley, you need to make your way through another entire island where she has been taken. You’ve probably had a similar experience in a game where you’re thinking the end must be soon only to realize it was merely the halfway mark…right?

Nearly everything about Symphony of the Night is exceptional; the controls are wonderful with the combat having that familiar “crunch” of older Castlevania and Ninja Gaiden games and the jumping has the lightness as though you’re elegantly floating through the air. The visuals are sound are top notch and don’t overtly give the appearance of a 22 year old game. The boss fights are one of the highlights of the game, as in most Castlevania titles. My only gripe about the game is the fact that quite often you will enter an adjacent room or an area above you, a clock tower for example, and you will get hit by an enemy waiting immediately on the other side and because of the knockback damage(as much a part of Castlevania games as anything) you will be pushed backwards into the previous area only to re-enter the room and have to clear out any enemies you may have defeated already as they have respawned….that and Medusa heads in the clock tower 😉

All in all Symphony of the Night is a phenomenal game with exquisite gameplay that in the years since its release it is considered among the elite titles in the Playstation’s impressive library of games. And to think three of the most memorable PS1 titles – SOTN, Silent Hill, and Metal Gear Solid were all from Konami. Its legacy was also carried on in the beloved Game Boy Advance titles – Circle of the Moon, Harmony of Dissonance, and Aria of Sorrow. What may be the most impressive is the way Symphony of the Night was able to reinvigorate the franchise while still possessing the essence of its esteemed predecessors. This also being the case of other games like Metroid: Prime and God of War(2018) in they were able to breath new life into an established franchise while holding on to what made them special in the first place. The night is still young…

That’s all for now! Have you played Symphony of the Night? How do you compare it to other Castlevania games? Let me know in the comments. Thank you to everyone bothering to read my Blogtober posts, I enjoyed writing about(and playing) all the games over the past month. Now I’m off to go do some ghost busting in Luigi’s Mansion 3 and graze on a box of Boo Berry cereal…Happy Halloween!