Teenage Mutant Ninja Turtles 2: Battle Nexus is a Stealth Action Platformer game released in 2004.
Splash Screens
•As far as I know, these screens can't be skipped. Despite my best efforts of mashing each frame for each button, it seems like these screens are meant to be looked at.
Turtle Choice
•I choose Raph, as each Turtle besides Don has a slide of 21 frames, where Don has 25. I also chose Raph because of the SNES Turtle game, although they play nothing alike, I still want to have that "quickness feel".
Sliding
•To start sliding, I need to hold Down for 2 frames and on the 2nd frame I can press A to start a slide. A slide can last for 18 frames before it becomes un-useable. In order to keep sliding quickly, I have to start the next possible slide right after the A button was held for 18 frames.
Buttons
•A = Jump (higher jumps to poles/walls = faster)
•B = Special (if held = more power)
•A+B = spin kick (without Twin Sai's)
•A+B = Twin Sai's downward stab
•D = Duck (avoiding attacks)
•U = Climbing (poles/walls)
•D+A = Slide (up to 18 frames) (can last for 20, but overall slower)
Weaponry
•Each Turtle has their assigned weapon. Raph has his Twin Sai (The double pitchfork esk weapon). However, before any attacking can be done, I need to go and get the Twin Sai's located in an alcove.
Attacking Regular Enemies
•The current best way to defeat enemies is to initiate by pressing LL_LL+B or RR_RR+B which will do a forward attack, which I can combo into by doing a spin attack by pressing shoulder R.
Attacking Bosses
•Bosses are different than regular enemies, in that they will most certainly have more health than their regular enemy types. Each Turtle is equipped with a B special move, and the longer I hold down B the more powerful the B move will be. For the 1st boss on 1-4 I do a combo hit with holding B and then starting a hoverboard spin by pressing shoulder R. This will do a lot of damage in a short amount of time, and I found it be the best way to get rid of bosses like this quickly.
Levels 1-6 (Base)
•1-1: The tutorial level, it teaches all the basics for the upcoming levels. I'll need to go and get Raph's Twin Sai's from an Alcove and defeat an enemy for a key card for a door. The next room is the same, except it's not for a door, but the end portal.
•1-2: The first Stealth level. I need to avoid being caught by the enemy behind the metal looking blocks, and I can't run past him since the game disallows the door to be opened when being in a caught state. I can barely sneak by right before he'll see me and into the door on the first possible frame.
The next room will have beams of electricity that will shock the Turtles back or forward depending on the direction they last were facing. By being extremely fast, I can just barely make it up into the little alcove and grab the Twin Sais, I'll still get hit, but I'm in the duck/crawling state, so I can't get flung backwards or forwards. After this, I'll need to climb up into the alcove on the right and defeat the enemy located right beneath it for a keycard.
The last room can be rushed through without the need to wait. I'll need to break a block on the top path using the Twin Sais downward stab and a shoulder R press to break the block. I'll finish the level by doing another Twin Sais downward stab as it's faster than falling by a couple frames.
• 1-3: Basically, an Autoscroller level. I'll need to defeat all of the enemies to progress to the end. The enemies behind and in front of Raph can be killed quickly by pressing Shoulder R. This level has a weird set of patterns that save time but end up losing time in the end. For instance, if you do a set pattern of a full charge shot then follow up the next enemy with a spin it'll save 1 or 3 frames, however, for some reason this testing was slower.
• 1-4: Has the most of amount of stealth so far. Getting caught in the red beams will send out enemies from the left and right of the screen. Stealth is actually required, so with that, I'll mess around as much as I possibly can before I'll need to either hide in the alcove or move forward. The next screen for whatever reason can be rushed through although there is a sensor for getting caught (I think they gave up on this part). I'll climb the pole to the next room.
In this room I'll grab the Twin Sais and avoid the robot enemies. Luckily the hitbox of the top of them allows for a slide so I'll do that to go a little bit faster. The upper part of this room has a jump that can be reached using a perfectly timed downward stab and grab the ledge. The wall climb is significantly faster here than climbing the pole for whatever reason. After going into the door, I'll need to defeat the enemy on the right for a keycard. This keycard is used for a door that was seen near the start of this level. The final section is avoiding an enemy that is awkward to get past, so I'll need to slide -> run -> slide to get past otherwise I get hit. I fall beneath to end the level.
• 1-5: basically, a clone of 1-3, except it has a boss. This boss can be defeated quickly by charging B Special and doing a Shoulder R press soon after.
• 1-6: I'll need to collect 20/20 crystals here otherwise I need to wait for the crystals to fade out to make the level end slower, so while I wait for the boss to appear I collect the first 10 crystals and then when the boss appears I'll do a running cyclone Twin Sai Thrust, followed up by multiple Shoulder R presses. Grab the remaining 10 crystals from the boss, then win.
Possible Improvements?
•Door Return after grabbing keycard. Not sure if getting caught locks the door, if not, I'll make another adjustment.