steven schwartz

Pro tip: Double Dragon strategy myth

You might remember this screen shot from a prior tip about Double Dragon for the NES.

I said that I liked walking off the edge of the platform like that because Billy makes a silly face when I do. But was that the wrong thing to do? Page 58 of Compute!'s Guide to Nintendo Games seems to think so, Steven Schwartz writes:

Also, don't just walk off the end of the wall. Jump if you don't want to lose life points.

I tested this by walking up to that same ledge and walking right off a dozen times in a row. The result? No life lost.

So go ahead and make Billy pull that silly face by walking off that wall, it won't cost any life points.

Sorry, Steven.

Pro tip: Teenage Mutant Ninja Turtles strategy myth

Today we're going to take a look at one of the strategies for Teenage Mutant Ninja Turtles in Compute!'s Guide to Nintendo Games.

You start out the game in search of April O'Neal, who has been captured by Bebop and Rocksteady. On page 160 it says:

In the sewers, run Rocksteady into the far right wall. He can't turn around, and can be attacked from behind.

This is a little confusing to me since you don't run into Rocksteady in the sewers, you run into Bebop.

I ran him up against the right wall and he was able to turn around just fine. So on to Rocksteady, who's in a building near a sewer.

I ran him into the far right wall of his room also, and he was able to turn around with little effort.

So, it looks like this one is false.

Sorry, Steven.

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