Jab’s Builds! (Beaker! Sam Eagle! Miss Piggy! The Swedish Chef!)

Where in all of your character write ups will go.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Donatello (SNES)

Post by Jabroniville »

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DONATELLO
Created By:
Kevin Eastman & Peter Laird
First Appearance: The Teenage Mutant Ninja Turtles #1 (May 1984)
Role: Does Machines
Other Roles: The Smart Guy
Group Affiliations: The Teenage Mutant Ninja Turtles
PL 8 (165)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 2
INTELLIGENCE 9 AWARENESS 3 PRESENCE 2

Bodacious Skills:
Acrobatics 6 (+11)
Athletics 5 (+8)
Close Combat (Unarmed) 2 (+12)
Close Combat (Bo) 2 (+12)
Deception 3 (+5)
Expertise (Ninja) 1 (+10)
Expertise (Pop Culture) 1 (+10)
Expertise (Science) 8 (+17)
Insight 3 (+6)
Perception 2 (+5)
Persuasion 3 (+5)
Sleight of Hand 4 (+6)
Stealth 2 (+7)
Technology 9 (+18)
Vehicles 5 (+7)

Gnarly Advantages:
Equipment 2 (Staff, Trenchcoat), Extraordinary Effort, Improved Critical (Bo), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Inventor, Quick Draw, Ranged Attack 5, Set-Up, Takedown 2, Teamwork

Radical Equipment:
"Bo Staff" Strength-Damage +1 (Feats: Split, Reach) (3)
"Trenchcoat" Morph 1 (Looks Human To Everyone, Despite Being Barefoot and Having a Green Face) (5)

Tubular Powers:
"Turtle Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 2 (2 mph) [2]

"Half-Shell"
Enhanced Dodge & Parry 1 [2]
Features 1: May Stick Limbs Inside of Shell [1]
Power-Lifting 1 (800 lbs.) [1]

"Kicks Things To Make Them Work" Healing 8 (Flaws: Limited to Others, Limited to Machines) [4]

Features 1: May Add Weapon Damage to Special Moves [1]

"Headspin" Damage 4 (Extras: Reaction +3) (Flaws: Distracting) (Quirk- Lasts for 3 Rounds Max) (11) -- [13]
  • AE: "Bo Thrusts" Strength-Damage +0 (Extras: Multiattack 4) (Flaws: Distracting) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Bo) (4)
  • AE: "Ground Claw" Blast 5 (Feats: Accurate) (Flaws: Source- Bo) (Reduced Defenses -2, Diminished Range -1) (1)
Righteous Offense:
Unarmed +12 (+3 Damage, DC 18)
Bo +12 (+4 Damage, DC 19)
Roto Bo +10 (+5 Damage, DC 20)
Bo Thrusts +12 (+4 Damage & Affliction, DC 19 & 14)
Ground Claw +9 (+5 Ranged Damage, DC 20)
Initiative +9

Awesome Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +7

Bummer Complications:
Responsibility (Master Splinter)- The Turtles deeply respect their sensei, though often disregard his advice.
Secret (Must Remain Hidden From Public View)
Prejudice (Monster)
Addiction (Pizza)
Accident (Explosions)- Donnie may be brilliant, but his Rube Goldberg-esque contraptions also have a tendency to blow up in his face.
Vulnerable (Headspin)- Jumping attacks gain a +2 advantage to hit Donnie when he's doing his Headspin attack.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 78 / Skills: 56--28 / Advantages: 19 / Powers: 27 / Defenses: 13 (165)

-Donnie, as always, plays a pretty good ranged game in the SNES TMNT: Tournament Fighters- his trademark bo staff being excellent at poking away at guys. Here, he has another Blast, a Multiattack (same as the Genesis game), and a move where he spins on his head repeatedly. I could have gone with a generic Strike power, but instead I used it like Blanka's "Electricity" attack or other Aura-based effects, as he can move about the stage doing it. However, unlike Blanka's attack, he is more vulnerable to things like jumping moves. His Super Move is a "Fire Dragon" Line Damage attack that covers much of the bottom of the screen.

-Donnie's "Player Two" version is a very yellow clone of himself, with a bright beige chest- his bandanas are the same color.
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Ares
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Re: Jab’s Builds! (Sailor Moon Movie Foes! TMNT Tournament Fighters!)

Post by Ares »

KorokoMystia wrote: Thu Apr 16, 2020 8:59 pm I think Karai's first proper appearance in another TMNT adaptation (aside from the video games) was in the 2003 cartoon, though she's been a constant in most adaptations since then.
Yeah, the 2003 series was one of the first places that could really use her, since she only showed up in the comics after Shredder was defeated. With the Shredder apparently dying during an early storyline in the 2003 series, they could have Karai come in to deal with the crime war that emerged from the power vacuum left by the Shredder's absence. I want to say that the 2003 series was the first to make her the Shredder's adopted daughter as well, something the 2012 series later played with.
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

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Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Michaelangelo (SNES)

Post by Jabroniville »

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MICHAELANGELO
Created By:
Kevin Eastman & Peter Laird
First Appearance: The Teenage Mutant Ninja Turtles #1 (May 1984)
Role: Party Dude
Other Roles: Comic Relief, Team Goof-Off
Group Affiliations: The Teenage Mutant Ninja Turtles
PL 8 (149)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 12 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 3 PRESENCE 5

Bodacious Skills:
Acrobatics 7 (+13)
Athletics 7 (+10)
Deception 1 (+6)
Expertise (Ninja) 4 (+6)
Expertise (Cooking) 4 (+6)
Expertise (Pop Culture) 8 (+10)
Perception 3 (+6)
Persuasion 3 (+8)
Sleight of Hand 6 (+8)
Stealth 1 (+7)

Gnarly Advantages:
Accurate Attack, Agile Feint, Equipment 3 (Nunchucks, Trenchcoat), Extraordinary Effort, Improved Critical (Nunchucks), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Improved Trip, Quick Draw, Ranged Attack 5, Set-Up, Takedown 2, Taunt, Teamwork

Radical Equipment:
"Nunchucks" Strength-Damage +2 (Feats: Split) (3)
"Trenchcoat" Morph 1 (Looks Human To Everyone, Despite Being Barefoot and Having a Green Face) (5)
"Grappling Hook" Movement 1 (Swinging) (2)
"Hook Wrap" Snare 5 (Flaws: Limited to One Opponent -2) (5)

Tubular Powers:
"Turtle Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 2 (2 mph) [2]

"Half-Shell"
Enhanced Dodge & Parry 1 [2]
Features 1: May Stick Limbs Inside of Shell [1]
Power-Lifting 1 (800 lbs.) [1]

"PARTYYYYYYYYYYYYYYYYYYYYYY!"
Enhanced Skills 4: Athletics 4 (+17) (Flaws: Limited to Surfing & Skateboarding) [1]

Features 1: May Add Weapon Damage to Special Moves [1]

"Dragon Breath" Blast 3 (Feats: Accurate 2) (Reduced Defenses -1, Diminished Range -1) (5) -- [7]
  • AE: "Dynamite Bomber" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Rising Thunder" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (2)
Righteous Offense:
Unarmed +12 (+3 Damage, DC 18)
Nunchucks +12 (+4 Damage, DC 19)
Dynamite Bomber +10 (+5 Damage, DC 20)
Rising Thunder +10 (+6 Damage, DC 21)
Dragon Breath +11 (+3 Ranged Damage, DC 18)
Initiative +10

Awesome Defenses:
Dodge +11 (DC 21), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +8

Bummer Complications:
Responsibility (Master Splinter)- The Turtles deeply respect their sensei, though often disregard his advice.
Secret (Must Remain Hidden From Public View)
Prejudice (Monster)
Addiction (Pizza)
Responsibility (Poor Judgement)- Michaelangelo has a tendency to rush off headlong into situations without considering his options first.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 74 / Skills: 44--22 / Advantages: 24 / Powers: 17 / Defenses: 12 (149)

-Michaelangelo in the SNES TMNT: Tournament Fighters game specializes in speed, and has a lot of charging-style attacks. He has a horizontal attack (a Blanka-style rolling attack), an Anti-Air, and a quick projectile. His "Dance of Fury" Super Move is apparently the best one in the game, scoring with fast movement and rapid-fire attacks. Overall, if a Michaelangelo player "turtles up" (hee hee), he becomes nigh-unstoppable, as he's able to blast out of a defensive position with all of his attacks, and is less punishable. His "Player Two" version is a dark blue/green, with a brighter yellow chest and the same color bandana.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Raphael (SNES)

Post by Jabroniville »

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RAPHAEL
Created By:
Kevin Eastman & Peter Laird
First Appearance: The Teenage Mutant Ninja Turtles #1 (May 1984)
Role: Cool, But Rude
Other Roles: The Snarkiest One
Group Affiliations: The Teenage Mutant Ninja Turtles
PL 8 (146)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 11 DEXTERITY 4
INTELLIGENCE 1 AWARENESS 2 PRESENCE 2

Bodacious Skills:
Acrobatics 7 (+13)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+12)
Deception 4 (+6)
Expertise (Ninja) 6 (+7)
Expertise (Pop Culture) 4 (+5)
Insight 2 (+4)
Intimidation 5 (+7)
Perception 5 (+7)
Sleight of Hand 4 (+8)
Stealth 2 (+8)

Gnarly Advantages:
Accurate Attack, All-Out Attack, Equipment 3 (Sais, Trenchcoat), Extraordinary Effort, Improved Critical (Sais), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Quick Draw, Ranged Attack 5, Set-Up, Takedown 2, Taunt, Teamwork

Radical Equipment:
"Twin Sais" Strength-Damage +1 (Feats: Split, Improved Critical) (3)
"Thrown Sais" Blast 4 (Diminished Range -1) (7)
"Trenchcoat" Morph 1 (Looks Human To Everyone, Despite Being Barefoot and Having a Green Face) (5)

Tubular Powers:
"Turtle Physiology"
Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 2 (2 mph) [2]

"Half-Shell"
Enhanced Dodge & Parry 1 [2]
Features 1: May Stick Limbs Inside of Shell [1]
Power-Lifting 1 (800 lbs.) [1]

Features 1: May Add Weapon Damage to Special Moves [1]

"Jamboree!" Blast 5 (Feats: Accurate) (Reduced Defenses -2, Diminished Range -1) (6) -- [8]
  • AE: "Chest Buster" Strength-Damage +2 (Inaccurate -1) (1)
  • AE: "Power Drill" Strength-Damage +2 (Inaccurate -1) (1)
Righteous Offense:
Unarmed +12 (+3 Damage, DC 18)
Sais +11 (+5 Damage, DC 20)
Chest Buster +10 (+5 Damage, DC 20)
Power Drill +9 (+7 Damage, DC 22)
Jamboree +9 (+5 Ranged Damage, DC 20)
Initiative +7

Awesome Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +6, Will +7

Bummer Complications:
Reputation (Cool, But Rude)- Raph is pretty quick with the quips, and tends to insult people upon meeting them, or inform the audience how little he respects them. He often replies "a mind like a steel trap" when someone states the obvious.
Responsibility (Master Splinter)- The Turtles deeply respect their sensei, though often disregard his advice.
Secret (Must Remain Hidden From Public View)
Prejudice (Monster)
Responsibility (Human Life)- Raphael does not use his Sais to stab human beings.
Addiction (Pizza)
Relationship (Mona Lisa)- Furries will write TALES of this, let me tell you.
Weakness (Chrome Dome)- Raphael is apparently a very poor match for Chrome Dome, whose moves more easily counter his.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 66 / Skills: 50--25 / Advantages: 24 / Powers: 17 / Defenses: 14 (146)

-Raphael's offense is so similar to the Genesis version that his SNES version also has a Blast and a "Psycho Crusher"-style spinning move, the latter of which shares the same name! As usual, he has issues with range thanks to his very tiny weapons, but this is countered by giving him huge priority (ie. if you and he strike simultaneously, he'll probably get his move off and you won't) and combo ability. The one GameFAQs page indicates that Raph is THE cheapest character in the game, crossing M.Bison with Guile- able to "Charge" back and come flying out with his moves, threading normal moves into specials like the overhand kick "Chest Buster" in succession. The Buster also goes through projectiles in start-up, so I maxed out Raph's Dodge- the only of the four Turtles to be so.

-Raph's "Jamboree!" attack, a flying disc of energy, is the one aspect of this game I really remember- for some reason, I never recall guys shouting "Ground Slash!" or "Shining Cutter!"- just lots and lots of "Jamboree! Jamboree! Jamboree!". His Super Move, the "Energy Spray"... sprays a lot of energy.

-"Player Two" Raphael is a much different shade of green, being a blue/green that's extremely pale on the light parts, and very dark in the shadows- his chest is just a little darker, and his bandanas are the same. Of the four Turtles, he has easily the most similar "Player Two" palette swap.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Wingnut

Post by Jabroniville »

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WINGNUT
Created By:
Ryan Brown
First Appearance: Tales of the Teenage Mutant Ninja Turtles Adventures #6 (Aug. 1987)
Role: Flying Guy, Weird Alien
Group Affiliations: The Mighty Mutanimals
PL 8 (113)
STRENGTH
3 STAMINA 4 AGILITY 5
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 0

Bodacious Skills:
Aerobatics 8 (+12)
Athletics 4 (+6)
Close Combat (Unarmed) 3 (+13)
Deception 4 (+4)
Expertise (Alien) 5 (+5)
Insight 3 (+4)
Intimidation 4 (+4)
Perception 7 (+8)
Ranged Combat (Moonbuster) 2 (+9)
Stealth 3 (+7)
Technology 4 (+4)
Vehicles 3 (+3)

Gnarly Advantages:
Agile Feint, Evasion, Favored Environment (Airborne), Improved Critical (Unarmed), Improved Initiative, Improvised Weaopns, Move-By Action, Ranged Attack 7, Startle

Tubular Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Extended Hearing 2) [3]
Movement 1 (Environmental Adaptation- High Altitudes) [2]

"Tiny Wings" Flight 1 (Flaws: Winged) [1]

"Moonbuster!!" Blast 5 (Feats: Accurate) (Reduced Defenses -2, Diminished Range -1, Needs To Be Airborne) (5) -- [6]
  • AE: "Power Dive" Strength-Damage +2 (Inaccurate -1) (1)
Righteous Offense:
Unarmed +13 (+3 Damage, DC 18)
Power Dive +11 (+5 Damage, DC 20)
Moonbuster +9 (+5 Ranged Damage, DC 20)
Initiative +10

Awesome Defenses:
Dodge +12 (DC 22), Parry +11 (DC 21), Toughness +3, Fortitude +5, Will +6

Bummer Complications:
Relationship (The Mighty Mutanimals)
Prejudice (Freak)
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 46 / Skills: 50--25 / Advantages: 15 / Powers: 12 / Defenses: 15 (113)

-Peculiarly, the sole "Mutant Ally" of the TMNT to appear in the SNES version of the game was Wingnut, who's had a different role in just about every incarnation of the series. In the 1980s cartoon, he was an evil alien warlord, while the Archie series made him into a friendly ally to the team- he and Screwloose were both seen as disabled people living on their homeworld, as neither could fly. They pooled their money for a winged harness for Wingnut, then escaped their world as it was destroyed by an invading army. The Nickelodeon series featured a human ally named Kirby (based on Marvel artist Jack Kirby) transforming into a bat mutant, though he was never officially named in that form.

-In TMNT: Tournament Fighters, Wingnut takes the role of a highly-mobile, quicker character, as his tiny flapping wings allow him the ultra-rare ability to hover in place for a time. He speaks like Mantenna from She-Ra, with a warbling high-pitched voice, and shoots out a crescent-shaped energy attack called a "Moonbuster" while airborne. Another move is a "Power Dive" (which suddenly gives him his mechanical glider as he moves diagonally downwards), and a third is a forward-facing "Thrust Punch", using both hands. His Super Move is called "Mad Spectre", and fires out a bunch of energy- apparently if you do it directly above your opponent, you will K.O. them no matter how much health they have remaining.

-In the game, Wingnut is blue with light pink armor, while his "Player Two" version is a dark blue/green with red armor.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

War

Post by Jabroniville »

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WAR
Created By:
Peter Laird
First Appearance: The Teenage Mutant Ninja Turtles #38 (Nov. 1992)
Role: Controlled Monster
Group Affiliations: The Four Horsemen of the Apocalypse
PL 8 (104)
STRENGTH
7 STAMINA 6 AGILITY 3
FIGHTING 9 DEXTERITY 4
INTELLIGENCE 0 AWARENESS 0 PRESENCE 2

Bodacious Skills:
Acrobatics 3 (+6)
Athletics 4 (+10)
Expertise (Space Villain) 5 (+5)
Intimidation 7 (+9)
Perception 5 (+5)

Gnarly Advantages:
All-Out Attack, Extraordinary Effort, Improved Critical (Unarmed), Improved Defense, Improved Trip, Power Attack, Ranged Attack 5, Startle, Takedown 2

Tubular Powers:
"Turn Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2) -- [3]
  • AE: "Death From Above" Strength-Damage +2 (Inaccurate -1) (1)
Righteous Offense:
Unarmed +9 (+7 Damage, DC 22)
Special Moves +7 (+9 Damage, DC 24)
Initiative +3

Awesome Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6, Fortitude +8, Will +5

Bummer Complications:
Motivation (Fighting)- War just loves war.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 62 / Skills: 24--12 / Advantages: 14 / Powers: 3 / Defenses: 13 (104)

-War is unquestionably one of the oddest choices for inclusion in the SNES version of TMNT: Tournament Fighters- while most of the characters were from disparate sources, War was chosen from the ARCHIE COMICS! These now largely-forgotten comics started off replicating the cartoon series very closely, but soon veered off into strange directions, featuring the Turtles flying around space in the mouth of a sentient cow's head and dealing with some horn-headed Evil Businessman named Null. Among his minions included the Four Horsemen, one of whom, Death, controlled THIS guy. Using marionettes, Death had his Horsemen fight the Turtles, but Screwloose, who was also involved in this adventure, noticed the puppets and smashed them, causing War and the others to disappear.

-War was probably chosen for the game by virtue of his incredibly-strange, bad-ass appearance- a large, hunched-over guy with a Triceratops crest & horns, massive claws, spiky carapace, and purple skin. He fights as a "Charging"-themed character, holding back and then lashing out. He's a bit clumsy, awkward, and easy to hit compared to other characters, but is a real brute. His "Turn Uppercut" works more like Balrog's attacks in Street Fighter, consisting of him sliding across the floor while tossing out an uppercut. "Death From Above" is a leaping attack and is thus kinda the same as the other one in M&M stats, though I turned the first into an Anti-Air just for variety- another is just a Headbutt! His Super Move, "War Dynamic", has him careening all over the screen while transformed into energy. He's PL 8, but is largely a balanced brawler instead of an accurate martial artist.

-The "Player Two" version of War is sadly pretty plain- he's just a dark yellow variant. I was hoping for blue, green, or something cool like that, not the most boring choice they could have gone with.
Last edited by Jabroniville on Tue Sep 06, 2022 8:57 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Armaggon

Post by Jabroniville »

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ARMAGGON
Created By:
Peter Laird & Stephen Murphy
First Appearance: The Mighty Mutanimals #7 (Feb. 1993)
Role: Cyborg Shark Bounty Hunter
PL 8 (129)
STRENGTH
6 STAMINA 5 AGILITY 3
FIGHTING 10 DEXTERITY 4
INTELLIGENCE 3 AWARENESS 2 PRESENCE 1

Bodacious Skills:
Acrobatics 3 (+6)
Athletics 6 (+12)
Expertise (Bounty Hunter) 6 (+8)
Insight 3 (+5)
Intimidation 7 (+8)
Investigation 4 (+6)
Perception 6 (+8)
Stealth 4 (+7)
Technology 5 (+8)
Vehicles 4 (+8)

Gnarly Advantages:
All-Out Attack, Extraordinary Effort, Improved Critical (Unarmed), Improved Defense, Improved Trip, Power Attack, Ranged Attack 5, Startle, Takedown 2

Tubular Powers:
"Animal Senses" Senses 6 (Extended 2 & Acute Scent, Tracking-Scent, Low-Light & Extended Vision) [6]
"Lateral Lines" Senses 1 (Ranged Touch) [1]
"Electrolocation" Senses 5 (Detect Electrical Signals- Acute, Accurate & Ranged) [5]

"Sea Creature"
Swimming 4 (16 mph) [4]
Immunity 1 (Drowning) [1]

"Aqua Shock- Swirling Water Blast" Blast 5 (Feats: Accurate) (Reduced Defenses -2, Diminished Range -1) (4) -- [6]
  • AE: "Fin Slicer- Jumping Attack" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2) -- [3]
  • AE: "Air Dive" Strength-Damage +2 (Inaccurate -1) (1)
Righteous Offense:
Unarmed +10 (+6 Damage, DC 21)
Special Moves +8 (+8 Damage, DC 23)
Aqua Shock +9 (+5 Ranged Damage, DC 20)
Initiative +3

Awesome Defenses:
Dodge +9 (DC 19), Parry +11 (DC 21), Toughness +5, Fortitude +7, Will +5

Bummer Complications:
Motivation (Money)- Armaggon is a space bounty hunter.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 68 / Skills: 48--24 / Advantages: 14 / Powers: 23 / Defenses: 12 (129)

-Another bizarre selection for the SNES version of TMNT: Tournament Fighters, Armaggon, like War, hails from the Archie Comics TMNT series, where he is a strange humanoid shark with scrawny arms. He was created by Peter Laird, who saw a misspelling of "Armageddon" on a piece of paper and liked the look of it, choosing it for a shark character they were working on. A cybernetic bounty hunter from the future (REALLY? He had to be from the FUTURE, too? In a world this strange, they couldn't just make him an alien or Earth shark?), he first fights Man-Ray and Merdude in the Mighty Mutanimals book. Later, he teams up with the Shredder and someone named Verminator-X to fight the Turtles in their own book, but fails. The 2012 CGI cartoon series actually used him as one of their "Deep Cut" character selections, making him a Space Bounty Hunter who faces down Raphael and the new "Mona Lisa", a Space Soldier character.

-Armaggon's attacks include the "Aqua Shock", a swirling blast of water that has to be charged, Guile-style, by holding back. His "Fin Slicer" is an Anti-Air that moves in an interesting, very fish-like crescent arc, featuring him going nose-first into the air, and he moves downwards for his "Air Dive", going nose-first that way. His Super Move is a "Tsunami" that lets him do a Fin Slicer as he's sending out a large tidal wave across the screen. He's said to be quite difficult to fight, as the computer doesn't need to charge the Fin Slicer and can just whip it out whenever they want to, but he's much harder to play, apparently being quite slow.
Last edited by Jabroniville on Tue Sep 06, 2022 8:58 am, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Aska

Post by Jabroniville »

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LOL so many pics of her on DeviantArt are of her doing this attack.

ASKA
Role:
The Human Buddy, New Character
PL 8 (112)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 13 DEXTERITY 2
INTELLIGENCE 2 AWARENESS 2 PRESENCE 3

Bodacious Skills:
Acrobatics 9 (+14)
Athletics 8 (+10)
Close Combat (Unarmed) 1 (+14)
Deception 3 (+6)
Expertise (Ninja) 6 (+8)
Insight 2 (+4)
Investigation 3 (+5)
Perception 1 (+3)

Gnarly Advantages:
Agile Feint, Equipment (Kunai +1), Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Move-By Action, Ranged Attack 4, Taunt, Uncanny Dodge

Radical Equipment:
"Camcorder" (1)

Tubular Powers:
"Leaping Moves" Leaping 1 (15 feet) [1]
Features 1: Adds Weapon Damage to Special Moves [1]

"Kunai Spin" Strength-Damage +0 (Extras: Multiattack 3) (Flaws: Distracting) Linked to Affliction 3 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree, Source- Kunai) (3) -- [5]
  • AE: "Spinning Uppercut" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2)
  • AE: "Tornado Attack" Damage 6 (Extra: Area- 30ft. Cylinder) (Flaws: Tiring) (Reduced Defenses -2) (2)
Righteous Offense:
Unarmed +14 (+2 Damage, DC 17)
Kunai +13 (+3 Damage, DC 18)
Kunai Spin +13 (+3 Damage & Affliction, DC 18 & 13)
Spinning Uppercut +11 (+5 Damage, DC 20)
Initiative +9

Awesome Defenses:
Dodge +12 (DC 22), Parry +13 (DC 23), Toughness +3, Fortitude +5, Will +6

Bummer Complications:
Motivation (Opening Her Own Dojo)- Aska wishes to create a ninja school.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 64 / Skills: 28--14 / Advantages: 14 / Powers: 7 / Defenses: 14 (112)

-The only character totally original to this game (both 16-bit TMNT: Tournament Fighters incarnations got one) was Aska, a tiny, cute female ninja with a very "90s Anime" look to her- long hair, bangs, and a short skirt. Created by designer Takemasa Miyoshi, she has never appeared anywhere else, but was inspired by Mitsu from the awful Teenage Mutant Ninja Turltes III: Turtles In Time. I still remember a video game magazine going on about "her cute little butt attack", as this was one of the first times in video gaming you saw a female character literally attack someone with her ass. She wears a light violet martial arts shirt with a red bra & undershirt & bloomers (the "Player Two" version is an eye-bleeding orange & purple variant). In a very "Because Japan" moment, the character was redesigned for the Japanese version of the game... to erase her shorts and give her a thong bikini that shows her ass cheeks, and give her a "bouncing breasts" win pose.

-Her name, "Aska", produces an interesting look at the Japanese language. "Aska" is actually a phonetic English spelling of a name that is more properly rendered "Asuka", something I've learned from watching pro wrestling, as one of the biggest stars in "Joshi" (women's wrestling) history is a "Lioness Asuka", who would be announced as "LIONESS-uu... AH-SOOOOOO-KAAAAAA!!", but more colloquially refered to as "As'ka", with the "SOO" part being silent, as syllable-shortening is typical in Japanese speech (I once stayed at the home of a guy named Naomichi, who pronounced it "Now-meech"). Current WWE wrestler Asuka, named for Lioness, pronounces it the same way. But even Lioness Asuka typically spelled it "ASKA", occasionally printing that version on her tights, along with "Rideen ARRAY", an improper spelling of her stable, the "Raijin Army".

-As a fighter, Aska is based around speed and combos, as she has no basic projectile except for her Super Move. Her specialty is a very fast "Spinning Uppercut", which surrounds her with energy butterflies as she leaps into the air. She specializes in "Cross-Ups" (leaping past someone and attacking from their other side), rapid-fire attacks, and cancelling regular moves into her Spinning Uppercut very suddenly. Unusually, she only has these two moves, though her Super Move creates a whirlwind column (Cylinder Area Attack).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Chrome Dome

Post by Jabroniville »

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CHROME DOME
Role:
Killer Robot
Group Affiliations: Shredder's Employ
PL 8 (83)
STRENGTH
6 STAMINA -- AGILITY 2
FIGHTING 10 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE --

Bodacious Skills:
Expertise (Construction) 4 (+4)
Perception 4 (+4)

Gnarly Advantages:
Extraordinary Effort, Fast Grab, Improved Critical (Unarmed), Improved Hold, Improved Smash, Ranged Attack 7

Tubular Powers:
"Robot"
Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
Elongation 1 [1]

"Chrome Spark" Blast 5 (Feats: Accurate) (Reduced Defenses -2, Diminished Range -1, Needs To Be Airborne) (5) -- [6]
  • AE: "Piston Kick" Strength-Damage +2 (Inaccurate -1) (1)
Righteous Offense:
Unarmed +10 (+6 Damage, DC 21)
Piston Kick +8 (+8 Damage, DC 23)
Chrome Spark +9 (+5 Ranged Damage, DC 20)
Initiative +0

Awesome Defenses:
Dodge +8 (DC 18), Parry +10 (DC 20), Toughness +6, Fortitude --, Will --

Bummer Complications:
Prejudice (Freak)
Weakness (Chip On His Back)- Like Krang's Growth power, removing a tiny chip causes him issues. In Chrome Dome's case, it utterly defeats him.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 16 / Skills: 8--4 / Advantages: 12 / Powers: 43 / Defenses: 8 (83)

-Chrome Dome is a robotic version of the Shredder created in the cartoon to oppose the Ninja Turtles, and is a bit of a... dull choice for TMNT: Tournament Fighters. Bebop, Rocksteady, Triceraton, Groundchuck... any of those guys are more dynamic-looking that "generic robot with Shredder-like helmet". This version lacks the incredible strength and size of the cartoon version (which was twice as tall as a person), but has Dhalsim-like limb-stretching abilities. His Special Moves include an overhead "Piston Kick", a blast created from slamming his fists into the ground, and a diving kick. His Super Move, the "Chrome Bomb", is a massive explosion centered on himself. All in all, he's more of a balanced fighter.
Last edited by Jabroniville on Tue Sep 06, 2022 9:01 am, edited 1 time in total.
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KorokoMystia
Posts: 1402
Joined: Fri Nov 11, 2016 8:42 pm

Re: Jab’s Builds! (Ray Fillet! Karai! Wingnut! War! Armaggon!)

Post by KorokoMystia »

I'm still amused by the fact that the cartoon states that Chrome Dome is made of Adamantium. (except for the one spot on the back of his neck..apparently they ran out of adamantium and just used ordinary steel to cover that one spot that just happened to be where the main control panel was)
Last edited by KorokoMystia on Sun Apr 19, 2020 1:01 am, edited 1 time in total.
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Ares
Site Admin
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Re: Jab’s Builds! (Ray Fillet! Karai! Wingnut! War! Armaggon!)

Post by Ares »

Chrome Dome was actually my favorite character to play as, along with Leonardo. Just had a fun playstyle, and I liked the fact that Chrome Dome actually using his funds to remove his warrior programming so he can live in peace. It made him a good guy rather than a villain, basically combining cartoon Chrome Dome with cartoon Metal Head. His black, white and red color scheme from the cartoon was definitely superior, tho.

The SNES Tournament Fighters booklet had some great art in it:

Image
"My heart is as light as a child's, a feeling I'd nearly forgotten. And by helping those in need, I will be able to keep that feeling alive."
- Captain Marvel SHAZAM! : Power of Hope (2000)

Want to support me and Echoes of the Multiverse? Follow this link to subscribe or donate.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Cyber Shredder

Post by Jabroniville »

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CYBER SHREDDER (Oroku Saki)
Role:
The Big Bad Turned Regular Fighter
Group Affiliations: The Foot Clan
PL 8 (169)
STRENGTH
3 STAMINA 4 AGILITY 6
FIGHTING 10 DEXTERITY 6
INTELLIGENCE 6 AWARENESS 3 PRESENCE 2

Bodacious Skills:
Acrobatics 6 (+12)
Athletics 7 (+10)
Close Combat (Unarmed) 3 (+13)
Close Combat (Spikes) 2 (+12)
Deception 5 (+7)
Expertise (Ninja) 6 (+12)
Expertise (Science) 6 (+12)
Expertise (Magic) 4 (+10)
Intimidation 4 (+6)
Investigation 3 (+6)
Perception 4 (+7)
Sleight of Hand 2 (+8)
Stealth 2 (+8)
Technology 8 (+14)
Vehicles 2 (+8)

Gnarly Advantages:
Accurate Attack, Agile Feint, Assessment, Equipment 2 (Spikes), Evasion, Extraordinary Effort, Fast Grab, Grab Finesse, Improved Critical (Unarmed), Improved Critical (Claws), Improved Initiative, Improved Trip, Inventor, Languages (a few), Quick Draw, Ranged Attack 4, Startle, Takedown, Tracking

Radical Equipment:
"Spiked Costume" Strength-Damage +1 (Feats: Split) (2)

Tubular Powers:
Features: May Add Weapon Damage to Special Moves [1]

"Aura Shield" Deflect 8 (Extras: Reflection) (16) -- [18]
  • AE: "Knee Crusher" Strength-Damage +2 (Feats: +2 to Hit Jumping Opponents) (Inaccurate -1) (2) -- [3]
  • AE: "Aura Crusher" Strength-Damage +2 (Inaccurate -1) (1)
Righteous Offense:
Unarmed +13 (+3 Damage, DC 18)
Spikes +12 (+4 Damage, DC 19)
Special Moves +10 (+6 Damage, DC 21)
Initiative +10

Awesome Defenses:
Dodge +12 (DC 22), Parry +12 (DC 22), Toughness +4, Fortitude +5, Will +7

Bummer Complications:
Motivation (Power)- Shredders wants nothing more than to rule the world.
Enemy (Splinter, The Turtles)- Shredder despises those meddling mutants, and has hated and been jealous of Hamato "Splinter" Yoshi for decades.
Rivalry (Krang)- Though the two are partners in crime, they bicker on a constant basis.
Rivalry (Rocksteady & Bebop)- Shredder cannot stand his two comrades. One wonders why he tolerates them.
Relationship (Miyoko Saki)- Shredder's mom is just as villainous as her son, and very bossy. He eventually teleports her back to her retirement home on Earth.
Relationship (Kazuo Saki)- Shredder's brother is a police lieutenant in Tokyo, and teamed up with the Turtles to stop one of his bro's schemes.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 80 / Skills: 68--34 / Advantages: 23 / Powers: 19 / Defenses: 13 (169)

-The only 16-bit TMNT: Tournament Fighters version of the Shredder, this guy looks like a combination of the movie, cartoon and Archie Comics version, sporting a light pink/purple outfit (the "Player Two" version is darker and less pink-ish), but a scarier mask with the eyes not so visible, making him look a bit more intimidating. Also, he's called "Cyber Shredder" for some reason. In the game, his special moves are good at crossing distance and surprising people, making him a fast, powerful character- his "Aura Crusher" is a sliding uppercut that makes him more like Balrog & Blanka than you would otherwise expect the ninja master to be, and has a number of "Invincibility Frames", meaning he's really hard to punish out of it. His "Aura Shield" is also the only "Reflection"-themed attack in the game, meaning his lack of projectile is barely even a weakness, as he can punish opponents with their own! His Super Move is the "Lightning Crusher", which electrifies him and sends him lunging forward.

-The oddest thing about this build is I actually had to weaken him a bit, since Shredder is just an everyday selectable fighter in this game, like any of the Turtles. In most variations of Shred-Head, I have to make him a higher PL than the TMNT, since he's regularly seen fighting the entire group at once and holding his own. And also he's "Cyber Shredder" but does very little that regular Shredder can't, aside from his Super and reflecting projectiles back.
Last edited by Jabroniville on Tue Sep 06, 2022 9:01 am, edited 2 times in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

The Rat King

Post by Jabroniville »

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THE RAT KING
Role:
Mind Controller, Hermit
PL 9 (129), PL 12 (129) to Rodents
STRENGTH
7 STAMINA 6 AGILITY 5
FIGHTING 10 DEXTERITY 3
INTELLIGENCE 4 AWARENESS 0 PRESENCE 0

Bodacious Skills:
Athletics 6 (+10)
Deception 5 (+5)
Expertise (Science) 2 (+6)
Intimidation 5 (+5)
Perception 5 (+5)
Stealth 1 (+6)
Technology 6 (+10)

Gnarly Advantages:
All-Out Attack, Defensive Attack, Extraordinary Effort, Fast Grab, Power Attack, Ranged Attack 7

Tubular Powers:
Mind Control 4 (Extras: Area- 250ft. Burst +4) (Flaws: Touch Range -2, Limited to Animals, Limited to Rodents) (16) -- [19]
  • AE: "Enhanced Control" Mind Control 12 (Flaws: Limited to Animals, Limited to Rats, Requires Flute) (12)
  • AE: "Rat Bomber" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Air Kick/Elbow Drop" Strength-Damage +2 (Inaccurate -1) (1)
Righteous Offense:
Unarmed +10 (+7 Damage, DC 22)
Special Moves +8 (+9 Damage, DC 24)
Mind Control +4 Area (+4 Affliction, DC 14)
Mind Control -- (+12 Perception-Ranged Affliction, DC 22)
Initiative +5

Awesome Defenses:
Dodge +10 (DC 20), Parry +12 (DC 22), Toughness +5, Fortitude +7, Will +6

Bummer Complications:
Motivation (Power, Being Left Alone)- The Rat King wishes to allow rats to control the planet. Most of the time, however, he just wants to be left alone to rule his subjects.
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 70 / Skills: 30--15 / Advantages: 11 / Powers: 19 / Defenses: 14 (129)

-Somewhat inexplicably, the Sub-Boss of the SNES version of TMNT: Tournament Fighters is THE RAT KING of all people. Though he appears in pretty much every single TMNT adaptation, the character is typically a second-tier bad guy at best. I guess they didn't wanna make a popular guy like Shredder unplayable, but Rat King was okay? Curiously, he's now translated as a HULKING COLOSSUS, one of the biggest characters in the game, and sports an all-purple outfit- the "Player Two" version is a more show-accurate light green. The character now delivers horrifyingly-powerful moves, which get even more extreme when he uses Specials, his Powerbomb throw (the "Rat Bomber"), or his kicks- he's notorious in gameplay for his horizontal-attacking "Air Kick" (a wrestling-style dropkick), and most of his moves can take away a third of your health. His Super Move, "Shock Sphere", surrounds him with energy as he dashes in. All of this upgrades him to a PL 8.5 character, though I gave similar stats to his cartoon version, who I always forget is remarkably strong, too.
Last edited by Jabroniville on Tue Sep 06, 2022 9:02 am, edited 1 time in total.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Karai (SNES)

Post by Jabroniville »

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KARAI
Role:
The Final Boss, Shredder's Daughter
Group Affiliations: The Foot Clan
PL 9 (133)
STRENGTH
2 STAMINA 3 AGILITY 5
FIGHTING 14 DEXTERITY 2
INTELLIGENCE 3 AWARENESS 3 PRESENCE 4

Bodacious Skills:
Acrobatics 9 (+14)
Athletics 10 (+12)
Close Combat (Unarmed) 2 (+16)
Deception 3 (+6)
Expertise (Ninja) 7 (+10)
Insight 3 (+6)
Intimidation 2 (+6)
Investigation 5 (+8)
Perception 5 (+8)
Vehicles 2 (+4)

Gnarly Advantages:
Benefit 2 (Ninja Clan Leader), Extraordinary Effort, Improved Critical (Unarmed), Improved Defense, Improved Disarm, Improved Initiative, Improved Trip, Ranged Attack 4, Taunt

Tubular Powers:
"Hover Punch" Strength-Damage +2 (Extras: Multiattack 4) (Flaws: Distracting) (Inaccurate -1) Linked to Affliction 4 (Toughness; Dazed & Vulnerable/Stunned & Defenseless) (Extras: Extra Condition) (Flaws: Limited Degree) (6) -- [8]
  • AE: "Lightning Fists- Wall Jump & Slam" Strength-Damage +2 (Feats: +2 to Hit if Opponent Parried Last Turn) (Inaccurate -1) (2)
  • AE: "Dive Punch" Strength-Damage +2 (Inaccurate -1) (1)
Righteous Offense:
Unarmed +16 (+2 Damage, DC 17)
Special Moves +14 (+4 Damage, DC 19)
Hover Punch +14 (+4 Damage & Affliction, DC 19 & 14)
Initiative +9

Awesome Defenses:
Dodge +13 (DC 23), Parry +15 (DC 25), Toughness +3, Fortitude +6, Will +7

Bummer Complications:
Motivation (Power)- Karai leads the Foot Clan, and wishes for domination.
Enemy (The Turtles)
Weakness (Predictability)- These Characters cannot simply "spam" out the same attack over and over again, as the opponent will expect the attacks, and be ready for them (and a counterattack). The third time they try the same technique (or same combo of techniques) in a short span, they will be at -2 to Accuracy, AND to his Active Defenses in that round. All will decrease by 2 every successive round the same move is done.

Total: Abilities: 72 / Skills: 48--24 / Advantages: 12 / Powers: 8 / Defenses: 16 (133)

-Both 16-bit TMNT: Tournament Fighters games actually feature a then-Mirage exclusive Karai as the Final Boss, making them among the few Fighting Games to have female bosses, in fact. I think the Japanese developers just kind of liked throwing a Japanese character in there as the "best fighter". Here, Karai uses a similar look to her Mirage version (I recognize the armor from a Google search). I'm not a fan of the animation used for her, though- her torso awkwardly moves up and down for a "breathing" effect, separate from the rest of her sprite, which is stationary- it looks clumsy and lazy. She's considered quite high-tier in this version, throwing out a "Hover Punch" (a Multiattacked diving attack from above) frequently, a "Dive Punch", and a grab called "Lightning Fists" for some reason. Her Super Move, "Dark Thunder", is another "Surround herself with energy and leap at the foe" attack.

-The "Player One" version has light purple gear, while the "Player Two" choice offers light blue.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

TMNT: Tournament Fighters (NES Version)

Post by Jabroniville »

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Me: "There's a Nintendo version?" (upon reading the Wikipedia page for the game)
Ares: "I had no idea there was an NES version." (upon us talking about it)


TEENAGE MUTANT NINJA TURTLES- TOURNAMENT FIGHTERS (Nintendo Version):
-Yes, there is, in fact, a TMNT: Tournament Fighters game that came out for the *NES* of all things! The system was not quite dead in 1994, as Nintendo was still releasing a few token games here and there for the stragglers and those whose parents could not afford a brand-new video game system. The notion of Fighting Games, the hot new thing that typically had incredible graphics, for the 8-bit relic Nintendo is a bizarre one to consider.

In the game, you play one of the four Turtles in Story Mode, holding a contest among themselves to see which of them is most fit to take on the Shredder's challenge. After defeating your brothers, you will face Casey Jones, and then HOTHEAD of all characters (a guy exclusive to the Archie Comics!), finally taking on The Shredder as the Final Boss. There is also a Versus Mode, allowing for characters to fight their duplicates, as was normal... except due to the graphical limitations of the 8-bit NES, the large Hothead character could not face his clone! However, a way to bypass this was found in the "Vs. CPU" mode where you fought a computer-controlled opponent- the second Hothead is colored differently, and the screen will constantly flicker due to graphical overload.

The graphics are... primitive and flicker a lot, but are definitely not bad for this system. The Turtles are only two shades of green each, plus have a bandana color- Leo is brightest, Raph is slightly green, Mikey is lightest, and Donnie is olive, close to the brown that's usual when they try to shake up their colors. Characters move like it's Double Dragon and have simplified movesets that are more "hit harder" or "jump kick" than the Specials you'll usually see in these kinds of games. Super Moves are accomplished by grabbing a red ball "Power-Up" tossed down by Splinter via a floating monitor during fights- whichever character grabs it can do a move.

Also, something I only noticed when I got all the way to building Leonardo and wondered why his Special Moves don't use his weapons... IT'S BECAUSE NONE OF THEM USE ANY!!! Yes, in this version of the game, the Turtles NEVER USE THEIR WEAPONS. This is absolutely, positively... the most like the cartoon of any game in the series, actually.

Unusually, this was the only version of the game not to be released in Japan (which had long since moved on to the 16-bit generation).

The Radical Roster:
Leonardo
Donatello
Raphael
Michelangelo
Casey Jones- The psychopathic vigilante in his cartoon design.
Hothead- Archie Comics character- a huge dragon.
The Shredder- Final Boss.
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