At the end of the Turbo Tunnel, just start the wall avoid from the center and with a rythm on the full speed just a little bit move up and down with rythm. With this you can pass the last part of Turbo Tunnel without seeing if you feel the rythm. Volkmire's Inferno and Clinger Winger more pain than Turbo Tunnel trust me, especially Volkmire's Inferno with the littlebit invisible fast fire on the side.
Just one thing. The difficulty made BATTLETOADS being a really interesting game (ofc the story and everything too but you know what I mean), with these ton of difficulty reduce I don't feel myself proud anymore who accidentaly didn't reach Dark Queen at the end of the last stage (I forgot to press the button). The ton of difficulty reduce ruin the veterans' feeling who all sweared blood to reach the next stages. - NES BATTLETOADS player who reached the last stage but never reach the Queen battle (I have no more emulator and casette)
@@guitarspud1723 They toned it down for the Japanese version and the ports. In addition to those versions removing some obstacles, those and the European versions are straight up slower, the former due to gameplay edits and the latter thanks to 50Hz.
@@guitarspud1723 Not sure I'd say "sluggish" but I know what you mean. That made the game exponentially harder. The Snes game had great controls, and a reasonable difficulty in my opinion. Given it was only 6 levels (and a few bonus levels) as opposed to 11 grueling levels.
I've never played the Tunnels, I've heard of their difficulty... And honestly, phase 3 in the first Tunnels segment of the reboot really sold Turbo Tunnels' vibe without being too frustrating.
The new ones are infuriating. Gauging just how close you actually are to an object is inconsistent as fuck since you're a 2D character moving around constantly and the only way to get through them without it taking forever and being tedious is by playing it super safe. No going for points. No going for the collectibles. It takes the fun out of it entirely.
I find it easier to do it risky, because getting close to the walls means I have a lesser chance of crashing into the next one, or having to use those dashes that always get you killed.