TMNT: Radical Rescue, a Review with Special Powers by Darkmoon

Release Date: 1993
System: Game Boy
Players: 1
Genre: Adventure

I have to say that Konami deserves props for trying to take our fine green fellows in a different direction, try something new. Sadly, this game, while being different, fails to be something very important. Radical Rescue is not fun.

In RR, everone has been kidnapped. Mikey, the only dude bodacious enough to escape, is on his own to save the other bros (and Splinter) and defeat the Shredder in his underground base. How, pray tell will they do it? In a adventure game inspired by Metroid, that's how.

Yes, TMNT 3 was an early attempt by Konami to take the Metroid stylings and make a game out of it, although Castlevania: Symphony of the Night did it much better. As you free each of the bros, you gain more abilities. Each bro can do something new and exciting. Mikey can float with his nunchakus, while Raph can climb, and so forth.

While all that is said and good, the biggest failing of Radical Rescue though, is the challenge. I was never able to get past teh very first boss in the game, and it's not like I suck hard at the series. The game was just rough. Merf.

If you're looking for an interesting diversion, and are good about not throwing you Game Boy at the ground when upset, give Radical Rescue a try. For the rest of us, I say try a good Metroid game.

Score: 3.4

TMNT Games - TMNT III GB

NY on a 10 is by the cool and refreshing people at The Inverted Dungeon.