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Teenage Mutant Ninja Turtles III: Radical Rescue (1993)

Review by MikeHunt1075

Teenage Mutant Ninja Turtles III: Radical Rescue

2/10

What is this sewerage?

The first title for the turtles released on Gameboy, The Fall of the Foot Clan, was pretty basic. Then the sequel, Back from the Sewers, was pretty good, taking its inspiration from the arcade game, but now, this game, a game that should have been better than 2, failed to be so.

Right off the bat, I was wondering if I was playing the right game? All these trees around, and bats... yes, bats!? The lazy devs idea of an enemy in NES titles. Yet, this is Gameboy, and here we see, unrelated to the TMNT series, bats, attacking us in a Turtles game?

There's also stupid jump limitations to reach certain heights. Why do devs do these kinds of things? What's the point? To encourage Game Genie/Shark users?

The plot is pretty simple. Michealangelo was out for pizza when the rest of the guys got caught by Shredder. Now he has to go rescue them and then beat Shredder and Krang to save the day.

I don't know why when a game works, these devs decide to change everything up and go in solly directions like this game did. It's only cool addition is Mikey can use his nunchucks like a helicopter to slow his landings. Too bad we're not playing Mary Poppins here.

Overall, compared to the previous sequel, this game has really dropped the ball. I'd really only recommend the second game if you feel you must own a TMNT gameboy title.

This one really feels off. Bizarre additions, levels that are no fun, stupid bat enemies, and a soundtrack that's not pleasing to the ear at all.
  • MikeHunt1075
  • Mar 18, 2023

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