Game Corner [Turtle Tuesday]: TMNT (Xbox 360)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. Even now, the TMNT continue to be an influential and popular commodity, proving that some fads don’t die out…they just get stronger!


Released: 20 March 2007
Developer: Ubisoft Montreal
Also Available For: GameCube, Nintendo DS, Nintendo Wii, PC, PlayStation 2, PlayStation Portable (PSP)

The Background:
The Teenage Mutant Ninja Turtles (known as Teenage Mutant Hero Turtles here in the United Kingdom) dominated playgrounds during my youth thanks to the super popular cartoon and toys, but the impact of their videogames cannot be understated. Konami’s original arcade title was one of the defining titles of the beat-‘em-up genre, the Nintendo Entertainment System (NES) title all-but defined what it meant to be “NES Hard”, and the Heroes in a Half-Shell saw success in a variety of genres. Although the critical and commercial mauling of their much-lambasted third live-action venture meant it took the better part of fifteen years for them to return to cinema screens, new TMNT videogames, cartoons, and toys continued to be produced. With TMNT (Munroe, 2007) set to be the franchise’s big return to cinema, one that would encompass different aspects of the franchise, it was only natural that it was accompanied by a videogame adaptation; this was the style of the time, after all. At this point, the licensing rights were owned by Ubisoft and the developers sought to take the family-orientated nature of the TMNT and translate it into a brawler for unique gameplay mechanics. Unfortunately, TMNT was met with mixed reviews that criticised its simplicity, repetitive combat, and lack of content. Direct comparisons were made to the arcade games of yesteryear and the reviews felt as though TMNT failed to measure up to these standards as, despite capturing the visual style of the movie, the focus on platforming and mind-numbing gameplay failed to excite compared to what had come before.

The Plot:
Following the defeat of Oroku Saki/The Shredder, the TMNT have drifted apart; leader Leonardo is off training in Central America and hot-headed Raphael is secretly busting heads as a masked vigilante known as the Nightwatcher. However, the brothers come together again when mythical creatures rampage through New York City as part of an ancient ritual.

Gameplay:
TMNT falls into the rare and frankly bonkers category of being a TMNT videogame that is focused solely on a single player experience, despite the fact that many levels see you not only switching between the four brothers but also pulling off team-up attacks! Instead, the game is framed as the TMNT reminiscing about their newest big-screen adventure alongside their master and father-figure, Splinter. The player controls each of the Turtles individually, and eventually gets access to all four of them, across sixteen story-based levels heavily inspired by locations and events from the movie and focused heavily on combat and, surprisingly, a great deal of platforming. The player can jump with A (executing a double jump if A is pressed again in mid-air), use Y to knock enemies flying with a spin attack (or hold the button for a flurry of attacks), strike hard and fast with their signature weapons by pressing B (holding it for an overpowered dash attack that sees you automatically zip towards any nearby enemies or mashing the button to string together basic combos), and switch characters, when available, with X. The player can also use the shoulder buttons to dodge and block when in combat, though I had no need for this for the most part, and holding one of these shoulder triggers in conjunction with X pulls off co-operative attacks, such as tossing your Turtle across large gaps or at enemies.

While the TMNT have their own signature styles, repetitive combat and platforming runs rampant.

As you’d expect from a TMNT videogame, the four mutants all look and play very similar and are separated by their slightly different voices and quirky personalities and their signature weapons. The very nature of these weapons means that characters like Leonardo and Donatello have greater reach than Raphael and Michelangelo and, for the most part, TMNT doesn’t get more complicated than categorising Leo as the “balanced” character and having Mikey focus more on executing a flurry of melee attacks. However, they do have distinctive special abilities that can be pulled off by holding the Right Bumper and pressing X or B: Leo can phase through bars, Don can “bo vault” across large gaps, Mikey spins his nunchakus like helicopter blades to float for a short period of time, and Raph can climb certain walls (as indicated by glowing red rectangles and dialogue prompts) with his sais. The player will also get to control Raph’s armoured alter ego, the Nightwatcher, at various points. Although he plays very similar to Raph and the others, he builds up an additional “Rage Meter” that, when full, allows him to pull off an area blast with RB and B or gives him a power boost when only partially full. Success in combat awards you stars and builds your “Family Bond Meter”, allowing you to pull off the aforementioned team attacks and a screen-clearing “Mega Attack”, and you can execute a ground punch to get some breathing room by pressing B in mid-air. You also have a decent variety of traversal options in the game’s platforming sections. The TMNT can grab ledges to shimmy across gaps or simply run along walls for a short period. They can also scale vertical walls using handholds, swing from poles, and, if you stand completely still, your Turtle will meditate and slowly regain health (though the Nightwatcher seems exempt from this).

The game offers little challenge or variety, featuring simple platforming and button mashing.

There’s no real incentive to do this, however, as you’re not only penalised with a lower grade if you take too long to complete stages but you can simply mash the A button when your health is drained to return to the fight, with no danger of failure at any time. Each stage is incredibly linear and filled with checkpoints, allowing you to easily respawn if you miss a jump or plunge to your doom, and you can simply mash A if you get stuck in toxic waste. Stages demand very little from you other than to follow a set path, hopping across rooftops, fences, and from platform to platform in a shameless aping of Frogger (Konami, 1981) as you traverse the game’s limited and repetitive environments. Occasionally, you’ll encounter various hurdles to break up the monotony: the Foot Clan will have placed trip wires that activate arrow hazards, the game switches to a 2.5D perspective a few times as you scale the outside of buildings, you’ll hop to temporary or moving platforms, and at one point have to quickly scale a shaft, battling with the stubborn camera, to avoid regular laser blasts. A couple of other times, you’ll have to race towards the camera Crash Bandicoot-style (Naughty Dog, 1996) as the environment crumbles around you, avoid bursts of flame, electrified hazards, and laser traps, run through a super simplistic hedge maze, and cross the New York skyline using parade balloons but it all gets very samey very quickly. Combat is much of the same; each combat encounter takes place in a pre-set area, meaning a variety of goons come at you at specific points and you’re forced to fend them off to progress. I had very little use for the block or dodge mechanics and found it much easier to simply knock the enemies away, charge up an attack, and then pummel them with simple weapon combos in order to move on as quickly as possible.

Graphics and Sound:  
Graphically, TMNT is a bit of a mixed bag; the four Turtles look really good, emulating their big-screen counterparts and even their voice actors reprise their roles. Depending on the story chapter you’re playing, the TMNT will slightly change up their looks; Leo sports a cloak when in the jungle, for example, and Mikey’s first stage sees him garbed in his “Cowabunga Carl” costume, though there are no options to unlock these as permanent skins. As you play, the TMNT will offer the usual commentary praising your fighting skills but also chime in to advance the story with the benefit of hindsight. Unfortunately, the music is incredibly generic and, like the movie, opts for more of a sound-a-like than anything resembling the classic TMNT theme song. The goons you fight aren’t very visually interesting either, and the game’s cutscenes have a serious case of identity crisis. For the most part, the story progresses using barely-animated comic book panels that are visually inconsistent with the source material. In-game cutscenes are few and far between, with only a handful occurring near the end of the game, and, most surprisingly of all, TMNT features very little film footage, and what is there is grainy and oddly placed.

The game’s visuals are all over the place, though the Nightwatcher’s noir-style stages stand out.

Most disappointing of all is the level variety. New York City has never looked more blocky and deserted in a TMNT videogame; you’ll constantly be running and jumping across rooftops and alleyways that all look and feel very similar, despite the time of day changing or tossing in parts of Chinatown and recognisable landmarks in the background. When you’re not on the streets or rooftops, you’re in the sewers, hopping to platforms or running along the tunnel walls, or in Max Winters’ high-tech building riding elevators and avoiding lasers. There is a part where you enter a Chinese-style temple full of lily pads and ornate decorations, which was kind of interesting, and you’ll have to traverse water wheels and a steel mill full of molten lava in order to progress, too. Generally, the game runs okay but I did experience odd periods of slowdown and it’s all very bland and by-the-numbers and feels very padded out, but things do get visually interesting when playing as the Nightwatcher. Not only is Raph’s vigilante persona chunkier and a little different to control but his levels all take place in a black and white filter that emulates the original Mirage Comics and helps to break up the visual repetition of the game. There’s also a point where Leo confronts the Nightwatcher and chases him across the city; when Leo is ambushed, the player switches to controlling an unmasked Nightwatcher and backtracking to help their brother, which did mix things up but these cutscenes were let down by the rigidity of the in-game models and the reliance of pop-in character portraits rather than mouth animations.

Enemies and Bosses:
There are a few different factions of enemies that will oppose you throughout TMNT, none of them being all that interesting conceptually, visually, or as enemies. In the jungles, you’ll encounter machete- and gun-wielding mercenaries; street punks come at you with blunt weapons and bravado; and you’ll occasionally encounter more tech-orientated goons in the sewer who jab at you with electrified sticks. Naturally, you’ll also battle the Foot Clan on more than one occasion; these black-clad ninjas attack with swords and arrows but aren’t much of a threat, despite their numbers. Other enemies may toss projectiles, such as acid beakers, and you’ll generally face far more goons as the Nightwatcher in order to build up his rage meter faster, but there aren’t any of the classic TMNT enemies to find here, like Mousers or the Stone Warriors, most likely because they didn’t feature in the movie and the developers were hyper-focused on bombarding you with 3D platforming sections.

Of the thirteen ancient monsters, you’ll only fight four and they’ll flee before you can finish them off!

Considering the source material revolves around thirteen mythical beasts rampaging through New York City, you’d think that TMNT would include a decent variety of boss battles but, sadly, you’d be mistaken. You’ll encounter seven bosses throughout the game; four of those are fought on two separate occasions, which is already pretty cheap, but you also won’t even defeat a boss until your reach the boss gauntlet at the end of the game. The first boss you encounter is General Gato, who hops around a circular arena tossing spines at you, lunging at you with blade swipes, or charging up a spray of projectiles in the middle of the arena. Simply dodge and jump over his projectiles and deliver a beatdown when he comes close and you’ll soon have him on the run. Next, you encounter the Yeti crashing his way through buildings before settling in a construction site. This ape-like brute throws slow, powerful haymakers, delivers a ground slam, and goes absolutely mental after you drain enough of his health but, again, flees before you can deliver a decisive blow. General Mono is easily the worst of the bosses; this hulking brute wields a massive hammer that he constantly smashes to the ground to create shockwaves; he also leaps into the air to come crashing down on you and is easily able to tank your combos. The fourth mystical creature you battle is Serpientei, easily the most agile and versatile of the group thanks to her ability to teleport, spit acid, race at you with a dashing strike, and unleash a charged strike. Halfway through the fight, Serpientei spews acid on Raph and the other TMNT will arrive to help, allowing you to make full use of your Mega Attacks to finish her off.

Besting Shredder and the final boss is much easier with your team-up attacks.

All four of these bosses reappear in a boss rush at the end of the game and are fought one after the other, with checkpoints and a barrage of lightning to avoid between each one. This time, you fight them in a circular arena that, if you fall out of, will see you instantly fail and have to retry from the last checkpoint, something which is incredibly frustrating when battling General Mono again. Of the four bosses, this guy easily poses the biggest problem as he absorbs your attacks like a sponge and unleashes a massive explosive hammer slam that will instantly KO you off the arena unless you interrupt his attack by tossing a Turtle at him. Despite only briefly appearing in the movie, you’ll also battle the TMNT’s archenemy, the Shredder, courtesy of a flashback; much like Shredder battles from the TMNT’s arcade games, Saki summons duplicates of himself and tosses kunai, but he’s not a very intimidating foe and is easily dispatched without much trouble. Finally, after defeating the Shredder and dealing with the four mystical creatures once again, you’ll battle General Augila, who immediately reduces the size of the boss arena and proves invulnerable to conventional attack. General Augila will attack with a spread of laser beams, tossing out multiple arrows, raining fireballs, and firing energy waves at you while spinning his sword; he also constantly floats around the arena between attacks, making him a difficult target, and can restore his health. However, you’ll notice that each of his attacks is colour-coded and this is your key to victory; simply switch to the appropriate Turtle and unleash your Mega Attack to damage him and he goes down without much fuss (certainly easier for me than the second battle with General Mono!)

Power-Ups and Bonuses:
Strangely, unlike pretty much every single TMNT videogame, there aren’t any power-ups or pick-ups in TMNT. As the Turtles restore their health through meditation and there is no life system, you won’t be picking up pizzas or extra lives and there are no temporary power-ups to find; you simply need to pummel enemies to build your meters and that’s it. There are no fire hydrants to attack, no additional weapons to pick up, no explosive barrels, or anything like that, making it a bit of a step back compared to its arcade predecessors.

Additional Features:
There are twenty-three Achievements to grab here, and you should have no trouble earning all of them in no time at all. Sixteen of them are awarded simply for completing each of the game’s stages; you’ll get another four for using each of the TMNT’s special moves, one for finishing a level without taking damage, one for doing a co-op attack, and one for collecting your first Gold Coin. There are no difficulty settings here so you don’t have to worry about finishing the game on harder modes and, while you do get a rank at the end of every stage, there are no Achievements tied to getting any of these, making these Achievements a breeze to get. Every level contains a number of Silver Coins; collecting these adds to your rank and allows you to purchase “goodies” from the main menu. Sadly, rather than these unlocking new skins or characters (April O’Neil and Casey Jones are nowhere to be found here), you simply unlock big head mode and daft weapons and sound effects. Clearing a level allows you to replay it and grab a Gold Coin for more points and that Achievement and also unlocks a virtual reality Challenge Map, where you must complete a wireframe obstacle course in a time limit (though, again, there’s nothing to gain from this).

The Summary:
I have a certain expectation when it comes to TMNT videogames; it’s not exactly a high standard or anything, I just expect them to be fun, colourful, arcade-style brawlers and not much else. In this respect, I was fully expecting to still enjoy TMNT despite it having the stigma of being a videogame adaptation, but this game really misses the mark. As much as I enjoy the movie it’s based on, I can’t say the same for the game, which pads out its playtime with an overabundance of visually boring platforming sections and repetitive combat. It’s not long before you’ve seen everything TMNT has to offer and the level of challenge here is so low that you’ll quickly become bored by it all. There’s no skill to the game, no new moves or power-ups to earn, and you can’t even play it with a friend, which has to be some kind of cardinal sin for a TMNT videogame at this point. Bland environments and a stubborn unwillingness to expand or deviate from the source material clashes with a disjointed visual style and a lack of content from the movie, making the whole experience very basic and slapped together. The game controls well and, at times, does look pretty good, but the lack of options, disappointing bosses, frustrating camera and finicky controls, and mediocre challenge on offer make it only really worth playing to bump up your gamer score. If you can find it cheap, I’d say it’s worth snapping up for this reason alone and to make you appreciate the TMNT’s 2D adventures all the more, but the lack of playable characters and lacklustre Achievements and gameplay modes mean this game is easily forgettable and little more than a barebones brawler/platformer designed to cash-in on a popular franchise.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played TMNT? If so, what did you think to it, especially compared to other TMNT videogames? What did you think to the presentation of the game and its focus on 3D platforming and repetitive combat? Which of the TMNT was your favourite to play as? Were you also disappointed by the lack of content and challenge on offer here? Which of the bosses was the most frustrating for you? Did you ever clear all the Challenge Maps? What are some of your most, or least, favourite videogame adaptations and how are you celebrating the TMNT’s debut this month? Whatever your thoughts on the TMNT, leave a comment down below.

Movie Night [Turtle Tuesday]: TMNT


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. Even now, the TMNT continue to be an influential and popular commodity, proving that some fads don’t die out…they just get stronger!


Released: 23 March 2007
Director: Kevin Munroe
Distributor: Warner Bros. Pictures / The Weinstein Company
Budget: $34 million
Stars: James Arnold Taylor, Nolan North, Mikey Kelley, Mitchell Whitfield, Patrick Stewart, Zhang Ziyi, and Mako Iwamatsu/Greg Baldwin

The Plot:
Since defeating Oroku Saki/The Shredder, the TMNT have drifted apart; leader Leonardo (Taylor) is training in Central America and hot-headed Raphael (North) is secretly busting heads as the masked vigilante the Nightwatcher. However, the brothers are forced to come together again when thirteen mythical creatures rampage through New York City as part of an ancient ritual.

The Background:
Created by Kevin Eastman and Peter Laird as a violent pastiche of comic book tropes, the TMNT were catapulted to mainstream success by the unbelievably popular 1987 cartoon. Perhaps naturally, this success led to a live-action feature film. Hiwey, although Teenage Mutant Ninja Turtles (Barron, 1990) proved to be a technically impressive financial success and the under-rated Teenage Mutant Ninja Turtles II: The Secret of the Ooze (Pressman, 1991) did well despite comparatively mixed reviews, Teenage Mutant Ninja Turtles III (Gillard, 1993) broke the cycle and both bombed at the box office and was widely derided as one of the lowest points in the franchise. After plans for a fourth film were scrapped and an attempt to produce an all-CGI revival in early-2000 fell through, production on a new TMNT project finally got underway after fifteen years away from cinema screens. The decision to go all-CGI was based on a desire to tell a more surreal story and the escalating budgets of the previous films. Director Kevin Munroe aimed to tell a darker story to appeal to a more mature audience while still staying true to the core appeal of the characters and the continuity established by the previous films. The animation was handled by Imagi Animation Studios, who looked to film noir and Hong Kong action movies to create the film’s visual style, and the movie was dedicated to screen legend Mako after he sadly died shortly after completing his work on the film. With a box office of $95.6 million, TMNT became the second-highest-grossing movie in the franchise but was met with largely negative reviews; critics questioned the overly serious tone, the focus on style over tangible substance, and the nonsensical plot, though the visual style was praised. Although accompanied by a five-issue prequel comic and a mediocre videogame tie-in, plans for a sequel were ultimately scrapped due to TMNT’s poor reception and the later collapse of Imagi Animation Studios, resulting in a completely unrelated live-action/CGI hybrid reboot in 2014 before returning to animation in 2023.

The Review:
It’s always surprising to me how a premise as bonkers as Teenage Mutant Ninja Turtles finds ways to go even further out there with its content and stories. As early as their initial issues, the TMNT were battling robots, travelling across the galaxy, and encountering strange semi-cybernetic alien lifeforms. As much as I prefer the street-level adventures of the TMNT, I have enjoyed their more bizarre escapades and enemies, which have come from different dimensions, timelines, and worlds and have long expanded the TMNT’s world beyond simply battling ninjas on the streets of New York City. However, for the most part, the TMNT’s cinematic adventures tend to be more grounded; this, as much as anything, made Teenage Mutant Ninja Turtle III stand out as quite the anomaly, but TMNT also offers up a surreal plot for the mutant brothers, though the differences between the two can be chalked up to their execution and tone. It helps that TMNT opens with a narration from the always-awesome Laurence Fishburne that not only positions this film into the loose canon of the existing movies (Splinter’s (Iwamatsu/Baldwin) trophy shelf also reinforces this, containing mementos from the previous films, even if the TMNT’s characters are slightly different) but also gives some insight into the legend of warlord Yaotl. Three thousand years ago, the warrior king and his brotherhood carved a path of destruction and conquest across the globe that culminated in him opening a portal into a parallel universe to gain immortality but at the cost of his generals being turned to stone and thirteen immortal monsters being unleashed from the rift, eventually serving as the inspiration for famous mythical monsters over the centuries.

While Leo has been off training, the TMNT have fractured and lost their camaraderie.

When we rejoin the titular turtles, they’ve been fractured; Leonardo has spent over a year in Central America on the orders of his master and father-figure, Splinter. Although Leo’s training ended some time ago, he feels he hasn’t yet fulfilled his mission to become a better leader and has come to believe his efforts to protect the locals as the “Ghost of the Forest” is more important than his duties back home. However, Leo is stunned when his old friend and former news reporter turned-antiquities-dealer April O’Neil (Sarah Michelle Gellar) arrives in Central America looking to source rare pieces for her boss, business tycoon Max Winters (Stewart), and tells him all about how Donatello (Whitfield) now “does machines” by working an exasperating job as a remote tech support, Michelangelo (Kelley) dresses up as “Cowabunga Carl” to act as a children’s entertainer, and Raphael (North) has largely ostracised himself from the group, sleeping all day to recover from his nightly jaunts as the armour-clad vigilante the Nightwatcher. Each of Leo’s brothers are aggravated by their situation in their own way; while Don appears content to let the past go and focus on contributing to their welfare, even Mikey, traditionally the most jovial of the bunch, expresses frustration at how boring their lives have become. While Mikey is in awe of the Nightwatcher, Don isn’t so convinced, believing he’s doing more harm than good, while Raph is obviously all for the vigilante filling the void his “has-been” brothers have left behind. Proud of his son for having grown stronger, Splinter encourages Leo to bring his brothers back together as a team before they return to vigilantism and encourages each of them to see their situation as a learning opportunity to acknowledge their flaws and grow stronger, though there’s a definite sense of scepticism amongst his sons even when Leo returns as they’ve gotten a little rusty working together.

Resentful of Leo’s leadership, Raph frequently clashes with his brother and lashes out in frustration.

Strangely, Leo is also unimpressed by the Nightwatcher’s efforts; while he accepts fellow vigilante Casey Jones (Chris Evans) as a trusted ally and the TMNT have their ninja training to fall back on, Leo believes the Nightwatcher is putting himself in unnecessary danger by meddling in crimefighting. While the others may be unaware of Raph’s nightly activities, Casey isn’t; constantly shirking his chores and missing appointments as April’s muscle thanks to his late-night excursions, Casey not only delights in busting heads alongside Raph but also opens up to him about his fears of a long-term commitment with April since he doesn’t feel mature enough to be the man she needs. Raph also opens up about his frustrations with Leo, which are surprisingly complex; he resents his brother for leaving, but also admits that he would probably do the same if he could only let go of his love for the noisy, violent city they call home. Despite Raph constantly criticising him, Leo tries his best to pull his brothers together but they’ve grown impulsive and immediately disregard his (and even Splinter’s) orders to avoid fighting, which results in them not only failing to subdue the Bigfoot but also taking quite a beating, too. Raph’s recklessness and loyalty to his friend later sees him drugged by a Foot dart and once again finds himself unconscious in April’s care. Luckily, he has one of the Stone Generals’ throwing stars stuck in his shell, and April’s knowledge of ancient lore allows her to piece together not just an explanation behind the monsters that’ve cropped up in the city but also Winters’ involvement in the plot.

Although he seems evil, Winters actually wants to atone for his past and end his immortality.

April is now capable enough to work with Don to calculate when and how the dimensional rift will open and also showcases enough ninja training to join her allies in the finale. April also assists Winters in obtaining the legendary petrified generals but, while he assumes the façade of a charming and affluent collector of ancient relics, Winters secretly hires the remnants of the Foot Clan, led by Shredder’s former lieutenant, Karai (Zhang), to capture the thirteen monsters and bring them to him. When inside Winters’ vast skyscraper, the film veers towards the absurd somewhat; Winters favours a distinct stone-and-marble aesthetic, one that’s made up of centuries of relics and an unnaturally long life amassing an impressive fortune, but that’s also home to an impossibly large, steampunk-themed facility specifically designed to siphon the interdimensional power of the rift by sacrificing the captured monsters. No mere businessman, Winters easily intimidates Karai and the Foot after awakening his old allies, General Aguila (Kevin Michael Richardson), General Serpiente (Paula Mattioli), and General Gato (Fred Tatasciore), imposing, nigh-immortal warriors who eventually conspire against Winters when they realise that his goal is no longer world conquest. Although thirteen monsters cause havoc throughout the city, only a handful feature prominently, and some are barely glimpsed. The first one seen is the gargoyle-like Succubor, which feasts on birds and Raph and Casey witness being captured by the Foot and the Stone Generals. However, the first monster that the TMNT encounters is the Bigfoot, a rampaging, ape-like yeti that manhandles the Foot atop a construction site before being captured by General Aquila. Through the power of a montage, the Foot and the Stone Generals subdue all but two of the legendary monsters in quick succession, meaning the most prominent monster is the diminutive, voracious Jersey Devil, which the Nightwatcher battles in a diner kitchen. After deciding to maintain their immortality and unleash a legion of monsters upon the world, the Stone Generals turn against Winters and substitute Leo for the final monster, reducing these visually interesting creatures to mere plot points.

The Nitty-Gritty:
As much as I enjoyed the first two TMNT movies and admire the excellent suits and animatronics used to bring them to life, there’s no doubt in my mind that going all CGI is a much better way to bring these bizarre characters to screen. In fact, the only downsides I have about the TMNT’s appearances in this movie are that they’re not as easy to tell apart as their predecessors and successors. Yes, they have different weapons, voices, and bandanas but they’re not as physically distinct; like, usually they have different colourings or Raph is bulkier, for example. Additionally, they’re a little too frog-like in their movements. I’m okay with this, however, as they move and fight with a kinetic, superhuman quality that results in some fun and fast-paced sequences. TMNT also gets extra points not just for evoking the original Mirage Comics in its visuals, especially when the TMNT are traversing the city at night, but in its violence. While there’s no blood or bodily dismemberment, there’s a surprising amount of explicit and implicit violence in TMNT; Leo is very heavily implied to have killed the soldiers who ransacked the village under his protection and the film opens with Yaotl and his brotherhood ruthlessly cutting down their enemies. Committing to an all-CGI production certainly allows TMNT to maintain a consistent visual style; while the TMNT and the various monsters are obviously fantastical creatures, this is a hyper-realistic animated world, where stick-thin characters like April co-exist alongside the absurdly broad-shouldered Winters. The entire film is steeped in a murky darkness that really adds to the atmosphere and again harkens back to the original Mirage Comics; Leo’s brutal confrontation with the Nightwatcher notably stands out due to the rain and storm effects adding to the emotional conflict. Although the city can appear a little barren at times, there are a few instances of armed street punks running afoul of the Nightwatcher to help give the location a bit of life.

Raph’s hot-headed attitude leads to him clashing with Leo and being forced to make amends.

It’s not uncommon for TMNT stories to focus on themes of family and brotherhood, but TMNT is the first movie to really delve into these aspects beyond just depicting a sense of camaraderie and rivalry between the four. The film begins with the family dynamic splintered (no pun intended) in a way we rarely see; Leo is in Central America, honing his ninja and leadership skills, leaving his brothers to fend for themselves with menial jobs and a general lack of excitement. Feeling abandoned by his brother and frustrated by being stuck in their underground lair all the time, Raph has taken to stalking the streets as the Nightwatcher; as ever, his hot-headedness and antagonistic attitude causes friction between him and Leo when the latter returns since Raph is slighted by Splinter’s apparent favouritism towards his brother. Thus, while Mike and Don are elated to be reunited with their brother, it’s clear that the group’s effectiveness has waned in his absence and a central aspect of the movie is about them learning to trust each other and work collectively as an ass-kicking unit once more. Raph’s resentment towards Leo eventually boils over, causing him to quit the team and his family. When Leo goes to make amends, he confronts the Nightwatcher and, unaware that it’s Raph under the helmet, tries to reason with him following a thrilling rooftop chase across the city. Leo easily dodges the Nightwatcher’s heavy chains but is stunned to find his hot-tempered brother beneath the helmet; the two have a heated exchange and, with their tempers and egos flared, they engage in a brutal scuffle to settle their differences. Although seemingly evenly matched, Raph comes out on top after breaking Leo’s katana but he’s so ashamed at how close he came to killing his brother that he flees into the rainswept night and is unable to keep Leo from being captured by the Stone Generals. Guilt-ridden, Raph confesses his shame to Splinter; after his father commends Raph’s strength of character, Raph resolves to work with his family and friends to storm Winters’ tower and rescue Leo in order to make amends for his recklessness.

After reuniting as a team and family, the TMNT bring Winters the peace he’s longed for.

The theme of family permeates further as it turns out that Winters’ entire motivation is not for conquest or power, but to rid himself and his generals of their immortality and remove the monsters from the world so they can all finally be at peace. As they have no desire to lose their immortality, the Stone Generals capture the monsters for their own ends and force Karai and the Foot Clan to swear allegiance to them. Thus, the TMNT and their allies are forced to fight through an entire legion of Foot Soldiers in a large-scale fight scene that’s far and away beyond anything we’ve seen in a live-action TMNT movie; even Splinter, April, and Casey get in on the action, easily fending off the Foot’s greater numbers to the infectious beat of P.O.D.’s “Lights Out”. With an intense sky beam acting as a ticking clock before the dimensional rift is reopened, the TMNT breaches the tower and successfully rescue Leo; Raph apologises, gifts Leo new katana, and finally recognises his brother’s place as their leader. To his credit, Leo also acknowledges Raph’s importance to the team and family dynamic, and the heroes are surprised to find Winters actually desire the same goal as them: to save the city, dispense of the monsters, and end his long centuries of agonising immortality. Remaining loyal to Winters out of a sense of honour, Karai forges a temporary truce with her enemies. While Casey and April join her and her ninjas in tracking down the final monster, the TMNT finally come together as an efficient and co-ordinated unit to oppose General Aquila and his stone brethren with Winters and Splinter try to contain the beasts from escaping the swirling vortex. Due to the Stone Generals’ immortality, it doesn’t matter how hard or well the TMNT fight but, luckily for them, the Foot and their allies find the last monster, dispel the portal, and finally free Winters of his immortality. Despite Karai threatening that she and the Foot will resume hostilities on their next meeting, the TMNT return to the city streets finally reunited and stronger than ever; Splinter adds a few more mementos to his collection and the brothers head out into the night ready to defend their city from injustice…together at last.  

The Summary:
I really enjoyed TMNT; when I first saw it, the “Heroes in a Half-Shell” had been absent from cinema screens for way too long and I was really digging the visual presentation of the film at the time. While the TMNT had returned to their darker, more violent roots in the intervening years, it always hits a little different when the TMNT make it to the big screen and push those boundaries a little further. While TMNT adopts a very different visual style, one that’s clearly very different from the previous films, it emulates the same tone and gritty atmosphere as the first film and works nicely as a semi-connected continuation of those movies. I really enjoyed the kinetic action and the animation style used to bring the TMNT to life; for the first time on film, they could hop about and perform all kinds of crazy moves that no suit performer could ever match and could encounter many visually interesting creatures. While it’s unfortunate that the monsters and even the Stone Generals aren’t spotlighted more, the focus on the family dynamic more than makes up for this; this wouldn’t be the first or last time that Leo and Raph would butt heads but it’s realised in an intriguing way here. Raph’s resentment towards Leo clashes with his begrudging respect for him, but he’s ultimately unable to contain his temper, leading to them having one of their most intense battles in the entire franchise. I enjoyed the sub-plot of Raph operating as the Nightwatcher and that there was a little more for April, Casey, and even Splinter to do in the finale, but the twist of the bad guy actually seeking to release himself and his family from their never-ending torment was greatly appreciated. I do think TMNT might have benefitted from playing things a little safer and focusing on Karai’s revenge against the TMNT, but I appreciate that the filmmakers tried to do something new and make the most of the revised genre to deliver a fun, mature, and apparently under-rated return to form for the fightin’ mad mutant turtles.

My Rating:

Rating: 4 out of 5.

Great Stuff

Are you a fan of TMNT? How do you think the film holds up against the other TMNT films? Did you like the all-CGI format or do you prefer the live-action/CGI hybrid format of the previous films? What did you think to the fractured relationship between the TMNT? Did you enjoy seeing Raph operate as the Nightwatcher and go at it with Leo? What did you think to Winters and were you disappointed by the brief screen time of the thirteen monsters? Which of the TMNT is your favourite and why? How are you celebrating the TMNT’s debut this month? Whatever your thoughts on the TMNT, leave a comment down below or share your thoughts on my social media, and be sure to check out the other TMNT content across my site.

Game Corner [Turtle Tuesday]: TMNT: Arcade Attack (Nintendo DS)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. Even now, the TMNT continue to be an influential and popular commodity, proving that some fads don’t die out…they just get stronger!


Released: 9 November 2009
Developer: Ubisoft Nagoya

The Background:
Like so many kids back in the day, I was super into the Teenage Mutant Ninja Turtles (known as Teenage Mutant Hero Turtles here in the United Kingdom). The “Heroes in a Half-Shell” dominated playgrounds in the years prior to the rise of Mighty Morphin’ Power Rangers (1993 to 1996) and Pokémon (1997 to present) thanks to a slew of toys, merchandise, videogames. Konami’s original arcade title largely set the standard for subsequent TMNT videogames, with many of the franchise’s most revered titles being arcade-style beat-‘em-ups. By 2009, almost forty TMNT videogames had been released in arcades and home consoles, with most of them either being sidescrolling beat-‘em-ups or brawlers. It’s perhaps no surprise, then, that developers Ubisoft Nagoya turned to this tried-and-true gameplay style for this Nintendo DS-exclusive title. Unfortunately, there’s not a lot of information out there about the development and thinking behind this game, but I can say that it doesn’t seem to be one of the franchise’s more successful or revered games. While the presentation, references, and concept of the game drew some praise, the gameplay, button configuration, and graphics were criticised and the game was seen as a shallow effort to lure in fans with the promise of a throwback to the celebrated arcade games of old.

The Plot:
After returning from an adventure in the far future, the TMNT are faced with the threat of a cybernetic version of their greatest enemy, Oroku Saki/The Shredder, who sends his futuristic Foot Ninjas back through time in a bid for world domination!

Gameplay:
Teenage Mutant Ninja Turtles: Arcade Attack is a 2.5D sidescrolling beat-‘em-up in which the bulk to the game’s action takes place on the bottom screen, while the top screen displays your current score, rank, and plays the story cutscenes. Players can pick between the four Ninja Turtles, with each one having different strengths and weaknesses in addition to their trademark weapons: Leonardo is an all-rounder, Donatello has the best reach but is the slowest, Raphael has the worst reach but is the most powerful, and Michelangelo is the fastest and most agile of the four. Each of the TMNT has their own combos that are performed with successive presses of B or A, with the former attacking with their weapon and the latter seeing them kick. You can jump with X and perform jumping attacks by pressing B or A in mid-air, or hold down or tap the Y button to block or counterattack enemy attacks. A also allows you to revive your partner when they’re knocked down and to pick up weapons and health restoring food, while Y and B lets you grab and toss or launch enemies and pick up or push objects like barrels and traffic cones. Although there’s no dash function here, you can press the directional pad and Y to back flip out of harm’s way (even launching into a flying kick with A or B) or to sidestep, though I found both of these actions to be finnicky and unreliable. As you wade through enemies, you’ll build up a Co-Op Gauge; when it’s full, and flashing, you can press Y and B together to perform one of three powerful co-op moves, such as a giant swing, a diving shell smash, or the classic tossing of enemies towards the screen. However, I was only ever able to pull off the swing so it’s probably better to try to others with a human partner using the DS’s wireless feature.

Battle through eight boring stages with repetitive and dull gameplay and combat.

Even when you’re playing alone, you’ll be accompanied by a computer-controlled partner who you can select before a stage; the CPU does a decent job of fending off enemies but, while you can revive them, there’s no option for them to return the favour. If you’re defeated, you can spend some Shells to continue on from that point; otherwise, it’s back to the beginning of the stage for you. Shells are earned by performing well in stages; as you pummel enemies, you’ll build up a combo meter that increases your grade. At the end of a stage, this is factored into your overall score (alongside other data, such as how many hits you landed, how much damage you took, whether you used a Shell to continue, and such) and translates into more Shells for you to use to either continue or unlock extra game modes from the main menu. These modes are also made available by playing through the game’s story mode, which is comprised of eight stages, each of which is surprisingly long and light on interactive elements. You’re asked simply to run at an awkward right angle towards the edge of the screen, fighting between one and four enemies at once, with no bonus stages or much in the way of gameplay variety beyond the odd instance where you have to jump up to a higher level, mash B in a quasi-quick-time event when your clash weapons with an enemy, or the obligatory rising/descending elevator stage near the end of the game. There are four difficulty modes to choose from, with enemies being faster, smarter, and tougher on the higher settings in return for higher scores being on offer. The easiest setting, “Normal”, isn’t especially difficult to play through as you rarely face more than four enemies at once, but the enemies can be quite cheap and the gameplay isn’t really rewarding enough to make bashing them up all that enjoyable.

Graphics and Sound:  
TMNT: Arcade Attack seems to be a little confused about its identity; the story is told using animated comic book panels that are modelled after the original Mirage Comics, which is amazing, but the plot seems to be rooted in the continuity of the 2003 to 2009 cartoon series despite the logo being closer to the original 1987 series. The game doesn’t include the classic TMNT theme song, or any notable music or voice acting, which really doesn’t help improve the experience or shake off the sense that this was a slapped together budget title to cash in on the franchise. While the black and white cutscenes are really good and perfectly capture the spirit of the original comics (and even include some funny running gags such as Mikey struggling with his nunchakus), the in-game graphics opt for a bright, colourful cel-shaded style that is similar to Teenage Mutant Ninja Turtles: Turtles in Time Re-Shelled (Ubisoft Singapore, 2009) but far less appealing; character models are distinctly low resolution, blocky, and lack idle animations. Their attacks are nice and fluid, however, and they have entrance and stage victory animations, and it is fun seeing them pull off more elaborate attacks when you punch in button combos, but the models are a far cry from the appealing sprite work of its predecessors.

While the cutscenes are great, the in-game presentation is generally clunky and lifeless.

Environments equally as disappointing; the game does its best to recreate the locations of previous TMNT brawlers, placing you on the city streets, in a construction site, having you battle trough dark alleyways, the surprisingly clean sewers, across rooftops, and through an office building but there’s no real personality or excitement in these environments. Even when you get transported to the far future, you’re restricted to a traditional Japanese temple and a futuristic lab, with only cyberspace really having much to offer in terms of visuals. None of the stages have any hazards or obstacles to avoid; there’s not much really happening in the background, enemies simply drop in from the top of the screen or dramatically appear on screen rather than bursting from behind signs and such, and the stages go on for far too long, which really makes the game a drag. You’re also restricted in your movements; you can’t always move beyond the awkward angle of the game’s linear path, or backtrack too far, and you’re never asked to climb ladders or to transition to other screens as the game does all of this automatically. Stages do try to be a little distinct from each other by featuring different breakable objects, from tyre stacks to discarded televisions and pixelated cubes, but it’s not enough to make the environments any more interesting and, again, they pale in comparison to the 2D arcade games of yesteryear.

Enemies and Bosses:
Since this game is all over the place with its visual identity, I’m not really sure what you’re fighting here half the time. You start off beating up nameless, disposable street punks; the bigger variants attack with a hockey stick and can tank through your attacks, and you’ll learn that most of the enemies can block your attacks and grab and hurl you just like you can to them. Other punks will toss grenades, which can be hard to see and avoid as they seem to drop them right as you’re jumping in for an attack, but once you reach Stage 3 you’ll find some cybernetically enhanced members of the Foot Clan. As ever, these come in different colours and with different weapons; the basic ninjas can slide tackle you, others toss concussive grenades or shuriken, others wield laser pistols or will rush at you with katana swipes, and others shoot arrows or rockets. You’ll also battle hoards of Mousers, who swarm the screen and jump and bite at you or blast you with laser projectiles from their mouths, but at least you don’t have to worry about them clamping down on your hands and you can toss enemies into each other for extra damage and even send them flying with breakdance-style wake-up attacks.

Only four of the five bosses are worth talking about, and they’re all sadly disappointing experiences.

Eight stages means five bosses (strangely, the first, third, and sixth stages don’t have boss battle…), each sporting a life bar but lacking disposable minions to distract and frustrate you. Your first test is against a golden Foot Ninja variant who wields two katana swords, back flips about the place, slides at you, and sports a jump attack. He’s not too difficult to take out as he’s basically just a tougher version of the regular Foot Ninjas, but Hun represents the game’s first real challenge. This hulking bruiser carries a bazooka that allows him to not only fire missiles from a distance but also doubles as a devastating melee weapon; he can absolutely tank your hits and smash you in the middle of a combo, too, so it’s best to wait for him to taunt you or become momentarily stunned from his attacks. Karai attacks at the end of the sewer stage; easily the fastest boss, she attacks with katana blades, tosses shuriken from mid-air, flies at you with a kick, and loves to endlessly block your attacks to make the battle needlessly long and aggravating. A cybernetically enhanced version of Doctor Baxter Stockman awaits in the far-flung future, proving the most versatile boss so far. His enhancements let him hover about with a burst of flaming jet, he knocks you flying with an electrical burst if you get too close, has a sliding uppercut and an electrically-charged fist, and blasts a Kamehameha-like laser across the screen that leaves him momentarily vulnerable to a good combo. Finally, you’ll battle the Cyber Shredder in cyberspace; this fearsome foe sweeps the arena with a wide red laser, flies at you with a spinning attack, emits a concussive blast after being knocked down, causes the ground to burst into flames, whips at you with a tentacle-like appendage, and dashes with a claw swipe or knee strike. The trick here is to hit and run, really; just leap in, hit a combo, and side step away until he’s open for another flurry and he’ll eventually go down.

Power-Ups and Bonuses:
As is to be expected from a TMNT game, you can restore your health by eating pizza found by smashing various objects around each stage; additionally, if you find some chop suey, you’ll restore a portion of your health. This is the first TMNT videogame I’ve ever played where you can actually pick up and use additional weapons; wooden boards, steel pipes, and stop signs can be tossed at enemies or used as temporary melee weapons and you can even toss shuriken, grenades, and destructible objects (though the latter will greatly reduce your walking speed).

Additional Features:
Perform well in each stage and you’ll earn yourself Shells that can be used as a continue if you’re defeated or to unlock additional gameplay modes. You can take on a Stage Attack to compete for the highest score and rank, a Survival mode against an endless wave of enemies, and a boss rush, all of which must be purchased with your Shells. Completing the story unlocks every stage in the game for you to replay at your leisure, though there’s no way to rewatch the game’s cutscenes outside of playing the story. While there aren’t any skins or unlockable characters, the TMNT do receive a futuristic glow up from Stage 6, though you can’t apply these at will, and of course TMNT: Arcade Attack can be played on higher difficulties or alongside a friend if they also have a copy of the game.

The Summary:
I’ve played a lot of Teenage Mutant Ninja Turtles videogames and, while many of them are basically mindless beat-‘em-ups with little on offer than the simple thrill of beating the piss out of countless colourful enemies, they still had more on offer than this misfire of a title. I get the idea behind Teenage Mutant Ninja Turtles: Arcade Attack: a quick, cheap, arcade-style brawler to appeal to fans of the TMNT’s old beat-‘em-ups, but the execution falls flat in almost every department except for the motion comic-like cutscenes and the shallow diversity of the combos. There’s a lot about the game that’s modelled after these arcade titles, particularly in the environments and the simple, pick-up-and-play format, but it just can’t live up to those titles because of the way it presents itself. Not only is it all over the place in terms of its identity, the presentation of the gameplay has this weird isometric angle, there are hardly ever any enemies onscreen, and the lack of environmental hazards or visual interest really hurts the title. It’s a shame as this would’ve been so easy to get right if the game had simply been a 2D brawler with 3D style backgrounds, or even more akin to Turtles in Time Re-Shelled, which was a far better 2.5D conversion of the classic arcade visuals. A disappointing lack of bosses and recognisable TMNT characters and enemies also keeps the game from being as good as it could be, as does the monotony of the strangely long stages, and I wasn’t impressed by the revive function not really working in single player. There are some decent unlockables, at least, but it’s undeniable that there are better TMNT games to play, with Teenage Mutant Ninja Turtles 3: Mutant Nightmare (Konami Computer Entertainment Studios, 2005) looking like a far better option for DS players.

My Rating:

Rating: 2 out of 5.

Could Be Better

Have you ever played Teenage Mutant Ninja Turtles: Arcade Attack? How do you think it holds up against previous TMNT beat-‘em-ups? Which of the TMNT was your favourite to play as and why? Did you enjoy the Mirage Comics-style cutscenes and do you agree that the game’s identity is a bit muddled? Were you disappointed by the graphics, environments, and bosses? Did you ever unlock and clear every mode in the game? Which TMNT videogame is your favourite? How are you celebrating the TMNT’s debut this month? Whatever your thoughts on the TMNT, leave a comment down below or on my social media and pop back for more TMNT action!

Movie Night: Teenage Mutant Ninja Turtles: Mutant Mayhem

Released: 2 August 2023
Director: Jeff Rowe
Distributor: Paramount Pictures
Budget: $70 to 80 million
Stars: Nicolas Cantu, Micah Abbey, Shamon Brown Jr., Brady Noon, Ice Cube, Ayo Edebiri, and Jackie Chan

The Plot:
After years of being sheltered from the human world, four mutated turtle brothers embark on a quest to be accepted as normal teenagers by the people of New York City through acts of heroism. With the aid of their new friend April O’Neil (Edebiri), they target a mysterious crime syndicate, but trouble arises when an army of mutants is unleashed upon them!

The Background:
Created by Kevin Eastman and Peter Laird as a violent pastiche of comic book tropes, the Teenage Mutant Ninja Turtles (TMNT) achieved mainstream success with their toys and cartoons. After this translated into cinematic success, the TMNT became semi-regular staples on the silver screen; however, their box office potential began to wane over time, with their under-rated second and fourth outings receiving mixed reviews, their third being universally panned, and Michael Bay’s monstrous reimaginings being equally lambasted. Yet, the TMNT continued to flourish in various popular animated ventures and rights holders Nickelodeon were eager to bring the characters back to the big screen, so they partnered with Seth Rogan and Jeff Rowe to craft a new incarnation of the popular franchise. A life-long TMNT fan, Rogan aimed to emphasise the “teenage” aspect of the TMNT, which resulted in actual teenagers voicing the characters for the first time. Rogan was impressed by the cast’s camaraderie and much of the voice acting took place in group sessions to allow for more natural interactions between the characters, who were brought to life by over 120 animators at Mikros Animation and Cinesite. Inspired by the kinetic, comic book visuals of Spider-Man: Into the Spider-Verse (Persichetti, Ramsey, and Rothman, 2018), director Rowe wanted the animation to resemble concept art and imperfect comic book sketches to tie into the teenage focus. The TMNT were redesigned to be less bulky, have teenage frames and apparel, and the film’s many mutant characters were given exaggerated designs to reflect their individual personalities. Upon release, Teenage Mutant Ninja Turtles: Mutant Mayhem was met with widespread critical acclaim: critics praised the performances as much as the visuals and found it to be a reinvigorating revival of the long-popular franchise. Currently, the film has made nearly $25 million at the box office and both a sequel and a spin-off animated series have already been greenlit for production.

The Review:
As is always the case when it comes to TMNT adaptations, Mutant Mayhem alters the TMNT’s origin story and the backstory of the mysterious ooze that transforms them, but in a way that touches upon many different iterations of the TMNT. The film begins with Doctor Baxter Stockman (Giancarlo Esposito) being hunted by mercenaries hired by his former employer, Cynthia Utrom (Maya Rudolph) of the Techno Cosmic Research Institute (TCRI), after he went rogue and stole the mutagenic ooze he was developing for them after forming a disturbingly familial bond with his animal test subjects, specifically the young mutant housefly who takes the name Superfly (Cube). Having felt ostracised and alone his whole life, Stockman planned to create a family of his own using the ooze but was left dead when TCRI attacked, which left Superfly to rescue his “siblings” and a stray cannister of ooze to fall into the sewers and mutate both Master Splinter (Chan) and the TMNT. Like in Michael Bay’s TMNT films, Splinter is once again just a normal street rat who comes to care for the infant turtles and decides the best way to protect them is to train them in ninjutsu, this time using YouTube videos and kung-fu movies rather than being a mutated ninja master or having learned from a ninja. Personally, I continue to find this a disappointing inclusion; it calls into question why the five are as skilled as they are when they’re simply mimicking what they see onscreen and I feel like it’s a bit weird to leave out Splinter’s legitimate martial arts background considering how bonkers the concept is in general and how hard this film otherwise runs with the surreal nature of the source material, to the point where the city is seemingly overrun with bombastic mutants.

The TMNT dream of being accepted by the outside world and being normal teenagers.

The TMNT are also very different to how I’ve seen them before; while they look very familiar and sport different body sizes relating to their capabilities (Raphael (Noon) is the biggest, Michelangelo (Brown Jr.) is the smallest and has braces, for example) and largely conform to the roles you’d expect (Leonardo (Cantu) leads and Donatello (Abbey) does machines, in the sense that he’s always got his headphones on), they’re characterised as teenagers, which is surprisingly rare in the history of the franchise, which often portrays them more as accomplished and responsible fighters who make the most of their downtime, with Mikey generally shouldering much of the comic relief. Here, they’re all very immature and easily distracted, especially by the outside world; they’re also largely untested outside of training and their own wild imaginations and develop confidence in their ninja abilities as the film goes on. Unlike in nearly every TMNT iteration before, there’s little in the way of internal conflict between them; Leo’s brothers mock and judge him for his strict adherence to Splinter’s mandate that they stay out of sight, but he’s easily swayed into straying off mission to see movies or enjoy the perks of the surface world, and his traditional rivalry with Raph is re-framed simply as an extension of the four ragging on each other for their flaws. The TMNT are lively, jovial, and squabble like bickering teenagers a lot of the time, making them as animated and kinetic as the film’s visually stunning art style; they are united in their love for their father and desire to please him but also in their longing to be normal teenagers and be accepted by humans, which they believe they can achieve if they perform heroic deeds to show that they’re not monsters. Overall, I found that the TMNT worked as a group, but individually had few chances to stand out: Raph is said to be full of rage but we rarely delve into this beyond a few instances where he delights in fighting, Donnie is more concerned with the apparent uselessness of his bo staff than he is with technical wizardry, Mikey is actually a little less goofy here since all the TMNT adopt many of his characteristics, meaning it’s Leo who edges out his brothers somewhat. He’s conflicted between his desire to live up to Splinter’s expectations and his yearning to join his brothers in revelling in the human world and this is only escalated when he instantly develops a crush on April. Yet, the film does a fun job of showing the TMNT grow and become more capable as a fighting unit as the film goes on, and this is reflected in Leo’s growing confidence as a leader even if his brothers give him a hard time over it.

Despite Splinter’s distrust of humans, the TMNT find a friend and ally in April.

As ever, the TMNT are sheltered and mentored by Splinter, now an overprotective father figure who has developed a severe hatred and mistrust of humans and the surface world. Having been shunned and ostracised his whole life, Splinter had never experienced love or affection until he stumbled across the mutated turtles and he’s desperate to hold onto that since, as he says, his boys are all he has. Since he knew how much the TMNT wanted to be a part of the outside world, Splinter took the baby TMNT up there only to be attacked and nearly killed by panicked New Yorkers. Thus, he resolved to keep them safe in the sewers and train them in ninjutsu to avoid being spotted when out for groceries, and Splinter’s characterisation is framed to mirror both Stockman’s relationship with his fledgling mutants and Superfly’s aggressive desire to create a world where he and his siblings won’t have to worry about being hounded by xenophobic humans. Although a bit overbearing and strict at times, Splinter truly loves his boys and wants what’s best for them and tries to appease their curiosity in his own way, but he’s powerless to stop them getting caught up in trying to prove themselves to humanity with the help of their human friend, April. A budding teenage reporter, April relates to the TMNT since she’s also been labelled and targeted after a comical blunder saw her vomit on-camera, so she’s desperate to turn her popularity around with a big story. Although she accepts them, she admits that others probably wouldn’t but is driven to document and aid their efforts in tracking down and apprehending Superfly since she wants to be popular and accepted, motivations that she later comes to realise are as selfish as the TMNT’s, yet they both resolve to do the right thing anyway since that’s what’s morally correct, regardless of whether people love or hate them for it.

Superfly and his crew plot to make mutants the dominant species to fight back against the likes of TCRI.

New York City is in the grip of a crime wave; news outlets are alive with reports of the mysterious Superfly orchestrating a series of robberies, but no one’s ever seen his face, not even the underlings the TMNT pummel for information. The TMNT are thus stunned and massively in over their heads when they find that Superfly is a monstrous mutated housefly and commands a crew of wacky and sadly underutilised mutants. Initially hyperactive Mondo Gecko (Paul Rudd) and Wingnut (Natasia Demetriou), wannabe singer Ray Fillet (Post Malone), meat-heads Bebop (Seth Rogan) and Rocksteady (John Cena), Aussie bruiser Leatherhead (Rose Byrne), slobbering cockroach Scumbug, and the forgettable Genghis Frog (Hannibal Buress) are painfully loyal to Superfly’s plan, to the point where they willing chase down the TMNT when they steal a vital component to his machine that he plans to use to mutate every animal on Earth. At first, Superfly and his crew embrace the TMNT as “cousins” and the TMNT even bond with some of his mutants, with Mikey and Mondo especially getting very close, but the TMNT cannot subscribe to Superfly’s plot to enslave, devour, and eradicate humanity, earning the mutated fly’s ire. Like Splinter, Superfly tried to rejoin society with his crew, only to be met with violence and bigotry, but he’s taken Stockman and Splinter’s distrust of society to a genocidal level and is determined to create a utopia for mutants by making them the dominant species on the planet. He sees this as the only way to protect his siblings from the likes of TCRI, who continuously hound the mutants in a bid to recover and replicate Stockman’s research by “milking” the mutants so they can create an army of genetically altered anthropomorphic soldiers. Superfly and Splinter’s paranoia about this comes to pass when the TMNT are briefly captured while trying to foil Superfly’s plot, but primarily exists to setup a later conflict in a future film and to forge a trust between Splinter and April that sees them uniting alongside Superfly’s easily turned crew to oppose the streetwise gangster in the finale when his plan sees him transformed into a kaiju-sized menace.

The Nitty-Gritty:
I’ve always been a big TMNT fan. I had the toys, watched the cartoons, played the videogames, and loved the original live-action movies (well…the first two, at least). When it comes to translating the TMNT to the cinema screen, I’ve come to regard animation as the best option; I loved Jim Henson’s super impressive practical suits and animatronic heads and would really like to see what modern technology could do with these traditional effects today, but animation allows for a near-infinite number of possibilities for the TMNT. Because of this, I’ve always held TMNT (Munroe, 2007) in high regard even if the plot was a little middling at times and the TMNT weren’t very visually distinct as it did such a good job of bringing them to life thanks to being entirely animated. I’m also a big fan of the frenetic visuals of the Spider-Verse films so I was intrigued when Mutant Mayhem was first announced, and even more so when I saw the big names attached to the project and teenagers being cast in the title roles for the first time. The TMNT have been reinvented numerous times over the years so it’s nothing new to me to see them and their supporting cast looking or acting different, and the film definitely does a really good job of paying homage to many aspects of the TMNT’s history, from the original Mirage comics to the ever-popular 1987 cartoon to the timeless 1990 live-action movie. This is best evident in the TMNT’s appearance; they mix aspects of the cartoons and toys into their designs (including the letters on their belts) and imagine themselves as stoic, silent ninjas much like in the original comics, yet their personalities are wildly different from both, allowing the film to present a new take on a long-running franchise.

The film has a fun and kinetic visual style that’s like a comic book come to life!

As ever, a primary theme of Mutant Mayhem is of family; Splinter and Superfly are motivated to protect their kin out of genuine concern for their welfare and prepare them to fight against inevitable xenophobia, and the TMNT and Superfly’s crew are both tight-knit groups, thought obviously the TMNT get more focus. Indeed, I do feel like Superfly’s crew could’ve been scaled down to just four mutants to give them more personality and better reflect the thematic parallels between Splinter and the TMNT as most of the crew don’t get to do much (Ray Fillet just sings his name over and over, I could barely understand Bebop and Rocksteady (who strangely turn good!), and Genghis Frog and Leatherhead may as well not be there). On the plus side, they do add to the film’s impressive visuals; the influence from the Spider-Verse films is strong here but Mutant Mayhem has a visual style all its own with this kinetic and eye-popping sketchbook-like aesthetic. Mutant Mayhem resembles a comic book come to life, or a new form of Claymation, and it really helps to give this new version of the TMNT a memorable and engaging appearance; when the TMNT fight, it’s with a fast-paced, frenetic action that gets more refined and methodical as their prowess and confidence improves, and every frame is a burst of colour, action, and creative lighting. The fights are subtly brutal at times, too; the TMNT and Splinter use weapons primarily defensively, but there were a couple of frames where it seemed like Leo, Raph, and Splinter had killed some of their attackers, which I appreciate as much as the film’s darker undertones regarding xenophobia and Superfly’s plans for humanity. Superfly himself cuts a monstrous figure at the best of times and his crew are suitably disturbing to behold, though sadly the film doesn’t give much depth to their personalities. While you could argue there’s more to his crew than meets the eye as they reveal that they only agreed to his plan as they saw no other option and readily accept a less destructive alternative, I’d say it comes across as quite rushed and the film could’ve spent more time showing the TMNT having a positive influence on Superfly’s crew if there were less mutants crammed into the brisk runtime, despite how amazing they look in this striking animation.

The TMNT and their newfound allies defeat Superfly and integrate into a grateful society.

So, yes, the TMNT reject Superfly’s plan and try to foil his plot but end up captured by Cynthia and TCRI; thanks to April, the four are rescued by Splinter and they gain more allies when they offer Superfly and his crew a place amongst them in the sewers. Unable to let go of his destructive need to avenge his “father’s” death, Superfly angrily lashes out at his siblings and activates his machine, only for the mutant’s combined might to force it (and him) into the river. Strangely, rather than this resulting in an army of mutated undersea creatures, this transforms Superfly into a gigantic concoction of marine life and fly; already a nigh-unstoppable force before he became a Godzilla wannabe, Superfly becomes a threat to the entire city when he adds more mutated animals to his form and rampages through the streets in a lumbering, ecstatic assault against humanity. This exposes the mutants to the world and sees them all branded as monsters but, luckily, April is literally able to swallow her fears and convince New York that the TMNT and their allies are there to help, resulting in civilians offering Splinter aid when he’s injured by Superfly. Since the only way to stop Superfly is to drop one of TCRI’s anti-mutant solutions into his raging blowhole, the mutants all work together with each other and the helpful civilians to get past Superfly’s vast bulk, stomping feet, and endless supply of vehicular projectiles to end his threat. In the aftermath, the TMNT are celebrated as heroes and accepted into society just as they dreamed; their newfound allies find a home with them in the sewer, Splinter forms a bizarre relationship with Scumbug and fully supports his boys enrolling in high school, where they’re popular fixtures amongst their peers and help restore April’s reputation. While things end well for the mutants, they’re unaware that Cynthia is monitoring them from afar and so determined to discover the secrets of their mutation that she’s willing to employ the services of an ominous mercenary in bladed armour. It’s also worth pointing out that Cynthia’s last name is Utrom, which is the race that Krang is from; her appearance and voice even mirrors that of Krang and his robot body, strongly suggesting we’ll be seeing a reimagining of the Krang/Oroku Saki/Shredder alliance, though I do wonder if the Shredder can have the same impact on the TMNT given the revisions to their origin presented in this film.

The Summary:
Teenage Mutant Ninja Turtles: Mutant Mayhem is a fun, action-packed, visually stunning reimagining of the popular franchise that I think young kids will really enjoy. There’s enough references to the cartoons, toys, and other iterations of the TMNT to appeal to older viewers and hit that nostalgic sweet spot, but much of the presentation, dialogue, and humour is geared towards appealing to a new demographic. Luckily, this is one of the best versions of the TMNT put to screen; I really enjoyed how youthful they sounded, how energetic and enthusiastic they were, and their interactions with each other. I liked that they didn’t fall out and that the film avoided the usual clichés like Raph and Leo clashing over his leadership, but I did feel like their individual personalities weren’t as fleshed out as normal; they adopt so many of Mikey’s characteristics that he loses some of his individuality, Donnie doesn’t get much to do beyond realising the potential of his bo staff, and I would’ve liked to see Raph’s impulsive rage emphasised more. On the plus side, the voice work is amazing, especially with the titular brothers; they bicker and banter and interact like real teenage siblings, though at times they talk over each other a little too much and some of their jokes may become dated quite quickly. The rest of the voice cast is also pretty good; I liked Splinter being reimagined as a paranoid, overprotective father, which was juxtaposed with Superfly so well that it almost made up for robbing him of his usual legitimacy as a master martial artist. Again, though, I do think there were too many mutants on Superfly’s team; they were all very one-dimensional and seem to have been included to sell new toys and appeal to that nostalgia factor I mentioned earlier, which is a shame as there was potential for more thematic parallels between Superfly and, say, Mondo, Leatherhead, Wingnut, and Ray Fillet as dark mirrors to Splinter, Mikey, Raph, Donnie, and Leo, respectively. Luckily, the visuals, frenetic action, and overall presentation makes for a very enjoyable package; there’s a lot of colour, jokes, and engaging animation to make this one of the most entertaining TMNT films in recent memory, but I do think it was a little rushed and overstuffed at times so hopefully the next film keeps things more focused.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Teenage Mutant Ninja Turtles: Mutant Mayhem? Did you like the animation style or do you prefer more traditional animation? What did you think to the TMNT, their personalities and interactions, and do you agree that they needed more time to shine? Do you think there were too many mutants in the film? What did you think to the thematic parallels between Splinter and Superfly? Did you like the changes made to the lore and how do you think this will impact the Shredder’s inevitable inclusion? What’s your favourite TMNT movie or adaptation? Whatever your thoughts, please leave a comment below or on my social media and check out my many other TMNT reviews across the site!

Game Corner [Turtle Tuesday]: TMNT: The Hyperstone Heist (Xbox Series X)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


GameCorner

Released: 30 August 2022
Originally Released: 11 December 1992
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Mega Drive, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series S

The Background:
Kids in the late-eighties and early-nineties were enamoured by the Teenage Mutant Ninja Turtles (known as Teenage Mutant Hero Turtles here in the UK), with the game-changing cartoon dominated the airwaves years before Mighty Morphin’ Power Rangers (1993 to 1996) and Pokémon (1997 to present). Though the cartoon was far tamer than the original Mirage Comics, the TMNT’s popularity not only spawned a series of live-action movies (of varying quality), comic books, a whole slew of action figures, and numerous videogames. Konami’s laid the foundation for some of the franchise’s most memorable videogames with their original TMNT arcade game and the developers only expanded upon those efforts with the much-beloved sequel, Teenage Mutant Ninja Turtles: Turtles in Time (Konami, 1991). Not only was Turtles in Time bigger and better, while still retaining the simple pick-and-and-play mechanics of an arcade beat-‘em-up, it also gained further popularity thanks to a surprisingly faithful home console port. In addition to an unfairly criticised 2.5D remake in 2009, Turtles in Time served as the basis for this Mega Drive title, though there were some notable differences between the two versions, particularly regarding their length. Indeed, while The Hyperstone Heist was praised for its graphics and gameplay, its difficulty was criticised at the time. For decades, gamers were forced to pay through the nose for ridiculously expensive physical copies of the game, or resort to emulating the title, but that all changed when The Hyperstone Heist was included in this Cowabunga Collection alongside a host of other games and quality of life features.

The Plot:
The Turtles leap into action when their archnemesis, Oroku Saki/The Shredder, uses the power of the mysterious Hyperstone to shrink and capture half of Manhattan Island, battling through waves of Foot Soldiers to put an end to the Shredder’s bid for world domination.

Gameplay:
If you’ve played Turtles in Time then The Hyperstone Heist will be immediately familiar to you; the game is, essentially, a stripped down and patchwork reordering of the classic arcade time travel jaunt. Just like the two arcade titles that preceded it, The Hyperstone Heist is a 2D sidescrolling beat-‘em-up that allows up to two players to battle side by side across five stages, with each comprised of a number of different areas unlike Turtles in Time and even including some entirely new stages and bosses. Since I’m playing this version on the Xbox Series X, it should be no surprise that this game can now be played both on- and offline co-operative play, and you can even opt to turn friendly fire on or off to make things a little harder, or easier, on yourself when playing with a friend. Players can once again select from one of the four Ninja Turtles; each one controls exactly the same and are defined primarily by the reach of their weapons (putting characters like Leonardo and Donatello at an advantage). Gameplay couldn’t be simpler; you go from the left side of the screen to the right using X to pummel baddies with some simple combos, B to jump, and X in mid-air to pull off a couple of jumping attacks depending on how high you are when you press it. If you press B and X together, you’ll pull off a power attack at the cost of some health, and you can press Y to dash ahead. While you can pull off dash attacks in this way, it can be a bit clunky as I find the dash works better as a double tap of the directional pad and, while you can no longer toss enemies at the screen, you can still slam them by attacking up close and fend off enemies attacking from behind with a back attack.

Gameplay is ripped from Turtles in Time but includes some new stages and mechanics.

Although The Hyperstone Heist has less stages than Turtles in Time, they’re much longer and even include transitions between different screens/areas; so, while you start in the sewers in this game, you hop up to the streets and play through a section of Alleycat Blues before dropping down into an alternative version of the Sewer Surfin’ stage. As ever with these TMNT arcade titles, there are a few opportunities to interact with the environment; traffic cones, candlesticks, barrels, explosive drums and boxes of fireworks and fire hydrants can all be used to take enemies out. While the game is lacking some of the more memorable stage hazards like Krang’s giant android body and the wrecking balls, many of these still crop up throughout certain stages; you can fall down holes, without fear of damage, to avoid attacks, step on loose planks, and injury your toes on spiked hazards. Turrets will pop up to freeze you solid, enemies can still grab and hold you for a beating, and electrical bolts and lasers will also still fry you to your skeleton. While you’ll still hop onto a rocket-powered board to fend off enemies across the ocean, these autoscrolling sections are limited to just the one instance here; things are mixed up a little with a high abundance of health-restoring pizza, flying Mousers, and lots of wreckage from the ghost shop to dodge and interact with, however. The Hyperstone Heist also includes the Technodrome stage that featured in the home console port of Turtles in Time, complete with the traditional elevator gauntlet section (only now the elevator goes down instead of up), but also shows its limitations and laziness by dedicating an entire stage to a boss rush (without any pizza to heal yourself up).

Graphics and Sound:
On a base level, The Hyperstone Heist is functionally very similar to the home console port of Turtles in Time, sporting the same heads-up display, similar sprite work, and the same environments and enemies, but it can’t be denied that the whole game has suffered a visual downgrade. This is evident right from the title screen, despite a unique new introductory sequence, and the far less impressive voice clips and limited animation frames. The TMNT even seem to be slightly out of proportion compared to their enemies, something I never noticed in the two versions of Turtles in Time, and the game is far more reliant on text, with dialogue featuring before and after each boss encounter. Still, everything looks and feels very true to the game’s arcade roots and continues to capture the quirky, slapstick nature of the animated series with its cartoony presentation and sound effects. The gameplay is noticeably slower, however, thanks to the lack of a turbo mode and it feels like a longer, far more tedious experience thanks to the levels dragging on a bit and the sheer number and aggression of enemies at any one time.

Some new areas, a new ending, and reshuffling of stages help the game stand out.

For the most part, the game’s levels are ripped right out of Turtles in Time, specifically the home console port; Sewer Surfin’ has been reduced to an on-foot stage (though the Pizza Monster still somehow jump out of the water), Alleycat Blues is a transition between the two sewer stages, and the pirate ship has been redesigned into a ghost ship, with the cave from Prehistoric Turtlesaurus now a transition to the Shredder’s secret lair thanks to the lack of a time travel plot. The game has supplanted the time travel stages of Turtles in Time with entirely new environments, with this most apparent in Scene 3 where you battle across a cliff top into a Japanese temple and a dojo where Shredder trains his disciples. Turtles in Time’s more visually interesting stages, like Prehistoric Turtlesaurus and Neon Night Riders, are replaced by a simple damp cave and a less thrilling water chase sequence, though the Technodrome remains largely unchanged. The final stage is also largely the same, though the Statue of Liberty has been replaced by this weird eldritch abomination of a machine in the background. Some of Turtles in Time’s cutscenes are also included, though altered to fit the slightly changed plot, and an entirely new ending sequence and defeat animation for the Shredder has been included that features some decent sprite work and partially animated sequences.Finally, the game’s soundtrack is largely the same as Turtles in Time’s but noticeably sped up and lacking in the oomph heard in the arcade release.

Enemies and Bosses:
As far as I could tell, every enemy you face in The Hyperstone Heist is ripped right out of the home console version of Turtles in Time. This means you’ll be fending off an endless swarm of robotic Foot Soldiers, each sporting different coloured pyjamas and different weapons, including throwing stars, swords, nunchaku, daggers, and tonfa. There is one new variant, however; a magenta-coloured ninja who breaths fire at you! Also returning are the Mousers (which scurry about and bite your hand), Roadkill Rodneys (which electrocute you with whips and fire lasers at you), these little laser firing spider-bots, and the Xenomorph-like Pizza Monsters. The Rock Soldiers also make an unwelcome appearance, generally in groups of at least three, to charge at you and fire heavy-duty ordinance right in your face. While many of the stage hazards return from Turtles in Time, you’ll spot a couple of new ones in Scene 3 thanks to this being an entirely new stage; these include a spiked ceiling, spiked bamboo canes that pop up from the floor, and ceremonial armour that fires electrical lasers at you.

After two copy/paste boss battles, Tatsu is a welcome, if easy, addition.

Every stage ends in a boss battle, with all of the bosses but one being repurposed from the two previous TMNT arcade games, though each sport a helpful life bar like in Turtles in Time’s home console port. After battling through the sewers and the city streets, you’ll face off against the monstrous Leatherhead. While the arena might be different, Leatherhead’s strategy is exactly the same as in Turtles in Time; he hops and scurriesabout, punching you or swiping with his tail up close and tossing daggers from across the screen, and basically sets the template that’ll work for every boss in the game which is get in there, land a quick combo, and jump away before you take a hit. After fighting through the decidedly unhaunted ghost ship, you’ll fight Rocksteady; sadly, there’s no Bebop in this game and this is basically just a copy/paste of his solo fight from the original arcade game as he charges at you, fires a machine gun in a spread, and tosses a few grenades into the arena, leaving himself wide open for your attacks in the process. Thankfully, the game does include a new boss battle at the end of Scene 3; here, you’ll face Tatsu from the first two live-action movies. Although he threatens that you’ll have to defeat his minions first, the Foot Soldiers actually fight alongside him, but it’s pretty simply to focus on him, avoiding the darts he fires across and rains down the screen, and pummelling him when he stands still.

Although the final bosses can be challening, the boss rush was a lazy addition to the game.

As mentioned, The Hyperstone Heist drops the ball somewhat with Scene 4, which takes place entirely in a dank cave and forces you to battle all three bosses again, one after the other, in what is fittingly called “The Gauntlet”. To be fair, the Pizza Monsters do show up again and all of the enemy sprites now have a new colour palette, and there’s no health here or in the final stage to help you through, but it’s pretty damn lazy to just shoehorn in a boss rush like this. On the plus side, it does culminate in a battle against Baxter Stockman that’s again ripped from the first arcade game; Baxter hovers about in this craft dropping Mousers on you and generally being a hard target, but I would’ve preferred to see an original stage ending in this boss fight. Similarly, you’ll again face Krang in the Technodrome but its in an adapted version of the Neon Night Riders battle rather than him being in his UFO; Krang’s android body dashes at you with a kick, smacks you with a clap attack, fires missiles from his chest, and rains bombs into the arena, but he still likes to gloat and leave himself an open target. Finally, you’ll take on the formidable Super Shredder in the game’s last stage just like in the home console version of Turtles in Time. While Super Shredder’s attacks and strategy remain the same, he’s been tweaked slightly; his projectiles and aura are now coloured coded, with blue bolts freezing you, green fireballs instantly killing you by reverting you to a normal turtle, and red flames hurting your toes.Additionally, I was only able to land a hit on Super Shredder when he was firing his freezing shot and he still hovers and dashes about to make himself an annoying target.

Power-Ups and Bonuses:
The Hyperstone Heist features exactly the same power-ups as those seen in Turtles in Time, namely the odd pizza to restore your health and one single, solitary Pizza Power item that sends you into a short-lived frenzy. You will also be awarded an extra life at every 100, 300, 500, 700, etc points, which is useful if you find yourself struggling.

Additional Features:
Similar to the home console version of Turtles in Time, The Hyperstone Heist features a few options you won’t see in the arcade releases; you can play on three different difficulty levels (Easy, Normal, and Hard), with different endings assigned to each one, set your lives and continues to anywhere from one to five, enable or disable back attacks, and make use of a sound test. The game may have taken a further graphical hit during the conversion, and there’s no versus or time trial mode, but you can still pick between two colour schemes, “Comic” and “Anime”, which gives the TMNT new colour palettes in a nice touch. As you’d expect, the Cowabunga Collection adds some extra features to the game; you’ll earn a 70G Achievement for completing each game on any difficult level, rewind the gameplay with the Left Bumper, and use the Right Bumper to access save states and display options. You can also choose your starting level and enable some additional lives using the collection’s enhancements, flick through a strategy guide, choose between the American and Japanese versions (with minimal differences that I could see), view the game’s box art and manuals, or simply watch the game play itself.

The Summary:
Naturally, there’s a lot to like about Teenage Mutant Ninja Turtles: The Hyperstone Heist, specifically because it’s built on and is essentially a rejigged version of one of the most beloved TMNT arcade games ever made. However, while the gameplay and presentation owes pretty much everything to Turtles in Time, there’s just enough here to allow The Hyperstone Heist to stand on its own two feet. The new stages, environments, and the way it shuffles Turtles in Time’s stages around to fit its slightly changed narrative makes for a fun and action-packed gameplay experience that’s both similar and altogether very different. Most noticeably is the face that Turtles in Time was a short, sharp arcade style experience that never outstayed its welcome, but The Hyperstone Heist certainly drags on thanks to its long stages. While this is great for longevity, it equals not just unnecessary padding but also highlights just how repetitive the beat-‘em-up gameplay is and draws undue attention to the graphical hit the game has taken in the conversion to the Mega Drive. The same trappings that restricted its two arcade predecessors remain but are more glaring as there’s only one Pizza Power power-up and the inclusion of a lazy boss rush and lack of additional gameplay options and mechanics certainly makes it inferior to its arcade and Super Nintendo counterparts. However, it’s easily the best and most entertaining TMNT videogame on the Mega Drive; it’s not quite as good as Turtles in Time but it’s good enough to be a decent brawler for the system and, while the additional features in this version are somewhat lacking compared to other games in the Cowabunga Collection, it’s great to see this rare and expensive gem of a fighter readily available for a new generation of gamers.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you ever own Teenage Mutant Ninja Turtles: The Hyperstone Heist on the Mega Drive? How do you think it compares to both versions of Turtles in Time? What did you think to the redesigned and additional stages? Were you disappointed by the artificially enhanced length of the game and the lack of new boss battles? Which of the characters was your go-to and what did you think to the additional features added to the Cowabunga Collection? Whatever you think, feel free to share your memories of The Hyperstone Heist down in the comments or on my social media.

Movie Night [Turtle Tuesday]: Teenage Mutant Ninja Turtles III


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


Released: 19 March 1993
Director: Stuart Gillard
Distributor: New Line Cinema
Budget: $21 million
Stars: Brian Tochi/Mark Caso, Corey Feldman/Jim Raposa, Tim Kelleher/Matt Hill, Robbie Rist/David Fraser, Vivian Wu, Sab Shimono, Stuart Wilson, Paige Turco, and Elias Koteas

The Plot:
When reporter April O’Neil (Turco) purchases an ancient Japanese sceptre that allows those simultaneously holding it in different centuries to switch places in time, the Teenage Mutant Ninja Turtles travel to feudal Japan to rescue her from the clutches of the villainous Lord Norinaga (Shimono), teaming up with rebel leader Misu (Wu) and, in the process, opposing Norinaga’s oppressive campaign against her people.

The Background:
As I’ve detailed previously, the TMNT were originally created by Kevin Eastman and Peter Laird to be a violent pastiche of comic book troupes before being catapulted to mainstream success by the unbelievably popular 1987 cartoon. It was probably inevitable that this would lead to a live-action feature film, and Teenage Mutant Ninja Turtles (Barron, 1990) proved to be both a technically impressive financial success and a cult favourite. Although Teenage Mutant Ninja Turtles II: The Secret of the Ooze (Pressman, 1991) received comparatively mixed reviews, it still did well at the box office and I, for one, regard it as an under-rated entry in the franchise. The TMNT’s brand remained popular and successful, however, but there were a number of noticeable changes made for the third live-action film; first of all, Jim Henson’s studio was no longer involved in the production, and the animatronics created by All Effects Company were far less impressive. Secondly, their most iconic enemy, Oroku Saki/The Shredder, was entirely absent due to a slight case of death; and, finally, the film featured a time travel plot that took the narrative out of the sewers and often has it erroneously referred to as Turtles in Time. Although some of the original cast members returned after skipping the second film, and despite debuting at number one at the U.S. box office, TMNT III’s $54.4 million worldwide gross made it the least successful of the films so far, and the film was universally panned. Thanks to its dumbed down plot and characterisations, nonsensical narrative, and childish humour, TMNT III is widely regarded as one of the lowest points in the franchise; plans for a fourth film were scrapped and it would be nearly ten years before the TMNT made it back to cinema screens.

The Review:
Rather than opening up on the streets of New York City, a location more than prominent to the TMNT and the previous films, Teenage Mutant Ninja Turtles III begins in 1603 Japan and finds Prince Kenshin (Henry Hayashi) being captured by samurai warriors as Mitsu watches on helplessly. We’re then reintroduced to the TMNT, still in their awesome abandoned subway lair, not through a fun or gritty action scene but, instead, through a musical montage that has the four show off their dance moves alongside their ninja skills. Sadly, this is one of the few times that the TMNT will actually use their weapons in the film, and an early warning sign that the film is going to be focused much more on slapstick buffoonery than its predecessors. Things haven’t changed too much for the TMNT since the last film; they’re still pushed to hone their ninja skills by their master and father figure, Splinter (James Murray), still obsessed with pizza, and Raphael (Kelleher/Hill) is still the gruff hot-head of the group who’s constantly frustrated that all of their efforts to keep people safe go unrecognised by the general public since they’re forced to hide underground. Because of this tantrum, he storms off in a huff and misses the gift that their ace reporter human friend April O’Neil shows off to them: an ancient Japanese sceptre she bought from a flea market.

The TMNT travel to feudal Japan to rescue April and end up winning over a group of rebels.

Back in the past, Kenshin, the son of powerful warlord Lord Norinaga, also stumbles upon the same sceptre alongside a scroll depicting the TMNT (or “kappa”, as he calls them) and reads aloud the inscription on the sceptre. This activates the sceptre in the present time and causes April and Kenshin to switch places (and, inexplicably, clothing thanks to the sceptre’s magic); since Donatello (Feldman/Raposa) “does machines”, he’s somehow able to use his computer to study the sceptre and work out that it operates by switching individuals of equal mass and weight in time. Oh, and there’s also an arbitrary time limit on how long the TMNT have to rescue April, meaning they only have sixty hours to complete the mission before the space/time continuum goes “out of sync”. Swapping places with four of Lord Norinaga’s Honour Guard, the TMNT find themselves garbed in ceremonial armour and in the middle of a raid upon a nearby village and, in the confusion, Michelangelo (Rist/Fraser) is captured by Mitsu and her fledgling rebellion. Luckily, he and the others soon earn the respect and admiration of the rebels after they save the life of young Yoshi (Travis A. Moon), one of the few things that Leonardo (Tochi/Caso) gets to do beyond showcasing his bizarre lack of brainpower. This, as much as the purity of the unpolluted landscape, brings Raphael a serenity he never knew existed; he also forms a bond with Yoshi, surprising himself by imparting advice about the boy’s temper and desire to fight rather than have fun and enjoy his childhood. While Donatello and Leonardo are determined to construct a replica sceptre to return them home, Mikey and Raph are actually tempted to remain in the past, where they’re accepted and revered.

While Lord Norinaga uses the old ways and Walker opts for artillery, neither are intimidating villains.

There’s no question that Lord Norinaga is a poor substitute for the far more intimidating Shredder; I think one of the most undeniable failings of Teenage Mutant Ninja Turtles III is that it lacks a strong, iconic villain like the Shredder for the TMNT to go up against. A proud man who believes in maintaining his position and family name through power, Lord Norinaga is a power-hungry warlord shamed by his son’s rebellious ways and with a staunch belief in the might of his army. Lord Norinaga is aided by Walker (Wilson), an unscrupulous English trader who gleefully supplies him with gunpowder and other armaments and resources for his war. Walker scoffs at the Japanese clan’s ancient superstitions and their out-dated ways and is more of a futurist, believing in the unrivalled power of guns and artillery rather than ancient relics and fantasies. Surrounded by a gaggle of underappreciated buffoons, Walker is nevertheless intrigued by April’s spontaneous arrival in feudal Japan and goes to great lengths to track down the missing sceptre, including sacking a nearby village using his superior weapons and manipulating Lord Norinaga into purchasing his cannons and ammunitions in order to fend off the “demons” who now threaten his empire. A sneering, manipulative, and calculating opportunist, Walker delights in the fortune and power recent events bring him but is more of a pantomime villain than a truly intimidating foe; Michelangelo likens him to Clint Eastwood, but he’s more like the late, great Rik Mayall in his appearance and mannerisms.

Despite the bigger cast with new and old faces, most of them really don’t get much to do.

Although she played a prominent supporting role in the previous two films as an audience surrogate and a valued ally to the TMNT, April gets quite a bit more screen time in this third entry; when transported to the past, she’s branded a witch by Lord Norinaga and locked in a dungeon and the TMNT’s entire motivation this time around is going back in time to rescue her. Although April spends much of the film either locked in a cell or in need of rescue, April proves herself to be rather feisty and capable; she tries to play upon the superstitions of her captors to in an attempt to intimidate them and frequently hurls abuse their way. Since the TMNT need to swap places with those from the past, Michelangelo brings in their old ally, Casey Jones (Koteas), to watch over Splinter, their lair, and the time-displaced Japanese warriors. Sadly, this means that there really isn’t anything substantial for Casey to do in the film except babysit and be used for questionable comic relief, but Koteas does play a dual role in the film as April finds herself locked up alongside Whit after he unsuccessfully tried to lead a mutiny against Walker. The film is also populated by a number of new characters; Kenshin is the rebellious son of the warmongering Lord Norinaga, who openly opposes his father’s dreams of conquest and is anxious to get back to the past and reunite with Mistu. Though the headstrong leader of a vastly outnumbered rebellion, Mitsu also ends up becoming little more than a damsel in distress when Whit betrays them and takes her, and the real sceptre, to Lord Norinaga in a misguided attempt to broker a deal with Walker.

The Nitty-Gritty:
On the surface, Teenage Mutant Ninja Turtles III tries to coast off of the success and reputation of its predecessors and the mammoth franchise as a whole; it recreates the subway set from the second film, returns many of the same voice actors from the last two movies, and even reuses the soundtrack from the first film, none of which really help to improve its presentation. While the first movie was (and, in my opinion, still is) the perfect blend between the violent source material and the more family-friendly cartoon series, the second leaned a bit more into humour and cartoony shenanigans; however, Teenage Mutant Ninja Turtles III takes all of these latter elements and brings them right to the forefront. No longer are the TMNT shrouded by the darkness of night (which really doesn’t help hide how inferior their suits are) and they’ve been distilled down to the most basic of characterisations. Even Leonardo, typically the level-headed and intelligent leader of the group, is portrayed as a complete idiot here, and the focus of their dialogue is now firmly on cringey pop culture references, catchphrases, and idiotic statements that will probably make little kids laugh but will leave older viewers rolling their eyes. It is, essentially, a live-action cartoon and, while there’s nothing inherently wrong with that, it is a noticeable downgrade considering the first movie was also a live-action cartoon but it didn’t treat its audience like they were juvenile idiots or pander to the lowest common denominator. Here, all nuance is completely cast aside; the TMNT are generally too busy making fools of themselves and messing about, so when heartfelt moments like Raph’s bond with Yoshi do occur they fall flat because of all the tomfoolery that proceeds them.

The suits are bad, the dialogue corny, and the film’s stuck with an out of place time travel gimmick.

It’s undeniable that the TMNT suits, while still impressive practical and animatronic effects, have taken a noticeable downgrade. The actors seem to be able to move more freely in these suits, to be fair, but they look far less believable and much more like plastic, rubbery outfits than in the last two films. The heads are easily the worst aspect; the eyes are far less expressive, the mouths don’t sync up as well, and everything just feels much more cheap and low quality. By far the worst offender, though, his Splinter; not only does the wise old rat sensei look far worse than his previous incarnations, but he’s rarely ever shown in full body in a clear attempt by the filmmakers to hide his limitations and mostly just peeps out through window frames or sits in his chair. The action sequences are equally underwhelming this time around; while the TMNT are far more spritely in this film, and fights are filmed in full daylight, the TMNT continue to use their weapons either defensively or for comedic effect and everything seems far more choreographed and dumbed down, which is a shame considering how many more armed opponents the TMNT have to contend with in this jaunt. Additionally, the film is lumbered with an inexplicable time travel plot that really doesn’t seem to gel all that well with the atmosphere of the previous films; obviously, the TMNT have endured similar fantastical plots in the cartoons and comics but, for me, the natural next step is either interdimensional travel or facing an otherworldly, sci-fi threat like Krang and Dimension-X. Clearly, the decision to set the film in feudal Japan was a budgetary one, and that’s a shame as there was no way that Teenage Mutant Ninja Turtles III could hope to out-do the mutated opponents the TMNT faced in the last film when they’re stuck in the 17th century for the majority of the runtime.

Ultimately the TMNT are victorious and opt to return home for another cringey dance number.

With time fast running out, the TMNT have no choice but to join forces with the rebels in an all-out assault on Castle Norinaga in order to rescue Mitsu and reclaim the sceptre. This leads to them discovering that Lord Norinaga’s ancestor was previously defeated by four legendary kappa, and the odd insinuation that they’re somehow descended from these mythological creatures. It also involves a number of fight scenes pitting the TMNT and Mitsu against Lord Norinaga’s guards, and the rebels against his forces, though any kind of tension or danger is largely mitigated by an overuse of comical sound effects and embarrassing one-liners. Leo finally gets something significant to do, however, when he gets into an intense sword fight with Lord Norinaga that sees the warlord trapped in a giant bell after being bested. All the fighting bizarrely stops when Walker and his men hold everyone at gunpoint, such is the fear of his weapons, but he flees in terror after Leo ducks into his shell to avoid being killed by his cannon. Although Walker distracts them by throwing the sceptre at them to cover his escape, Whit ultimately finishes him off by blasting him with a flaming projectile and sending Walker plunging to his poorly-realised demise in the sea below.  Afterwards, the TMNT briefly debate whether they should return to the present; while Donnie is eager to return home and Leo considers staying, Mikey and Raph are strongly tempted to stay since Raph feels appreciated there and Mikey has, apparently, fallen for Mitsu. Ultimately, after a brief fake-out, all four return home, with April, and the status quo is restored, with Kenshin and Mistu being reunited and the TMNT enjoying one last embarrassing dance number to bring this mess to an end.

The Summary:
Teenage Mutant Ninja Turtles III was one of the first movies I remember seeing at the cinema; like almost everyone back then, I was a big TMNT fan and excited to see them on the big screen, but I honestly don’t remember what I thought to it back in the day and barely even remember going to see it. In the years since, I’ve rarely returned to the film since there are far better TMNT options out there, so it seems redundant to waste my time watching one of the more inferior productions. It doesn’t help that everyone and their mother has talked at length about how bad this film is compared to its predecessors, which really doesn’t make me excited to drop the disc in when I could just watch the first, and infinitely superior, movie instead. I guess there’s enough here for little kids to find some enjoyment; it’s very cartoony and full of one-liners and slapstick and daft fight scenes, but it’s just depressing to see how the property got some dumbed down so quickly. The whole production looks and feels so much cheaper, from the suits to the voice acting and the plot, and I’ll always find it odd how the comics and animated stories were able to do a better job appealing to their core demographic than a big-budget live-action production. Even die-hard TMNT fans will struggle with this one, and it’s best left to gather dust on the shelf.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you enjoy Teenage Mutant Ninja Turtles III? How do you think the film holds up against the other TMNT films? Which of the TMNT is your favourite and why? What did you think to the time travel plot and the increased emphasis on comedic slapstick? Would you like to see another live-action TMNT film using modern technology to create more practical versions of the TMNT? How are you celebrating the TMNT’s debut this month? Whatever your thoughts on the TMNT, leave a comment down below.

Game Corner [Turtle Tuesday]: TMNT: Turtles in Time (Xbox Series X)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


GameCorner

Released: 30 August 2022
Originally Released: March 1991 (Arcade) / 24 July 1992 (SNES)
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Arcade, GameCube, Nintendo Switch, PC, PlayStation 2, PlayStation 4, PlayStation 5, Super Nintendo Entertainment System (SNES), Xbox, Xbox 360, Xbox One, and Xbox Series S

The Background:
Back in the late-eighties and early-nineties, the Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles for us Brits) took the lives of children everywhere by storm. Before Mighty Morphin’ Power Rangers (1993 to 1996) and Pokémon (1997 to present) dominated playgrounds, Christmases, and birthdays alike, kids were transfixed by the Teenage Mutant Ninja Turtles (1987 to 1996) animated series. A toned down version of the original, far darker Mirage Comics publications, the “Heroes in a Half-Shell” were so popular that they spawned not just a series of live-action movies (of varying quality), but also additional comic book spin-offs, a beloved line of action figures, and a whole host of videogames. It was Konami’s efforts with the original TMNT arcade game that laid the foundation for some of the franchise’s most influential gaming ventures and the developers sought to expand upon those efforts with this equally beloved sequel. Bigger, better, and longer than its predecessor, much of Turtles in Time’s impact can be attributed to the surprisingly faithful home console port that wowed SNES gamers back in the day, and the game was so memorable that it received an unfairly lambasted 2.5D remake in 2009. Though ports of Turtles in Time have been sporadically available, its remake was de-listed from digital stores for the better part of eleven years, meaning Turtles in Time was (ironically) lost to time until it was included in this Cowabunga Collection for modern consoles alongside a host of other games and quality of life features. As both the arcade and SNES versions are included in this collection, and the differences between the two don’t really warrant two separate reviews, I’ll be including both versions in this review.

The Plot:
The Turtles leap into action when Krang steals the Statue of Liberty, only to be sent hurtling through time courtesy of a time warp activated by their archnemesis, Oroku Saki/The Shredder, forcing them to fight Shredder’s army in both the past and the future in order to get home.

Gameplay:
Like its predecessor, Teenage Mutant Ninja Turtles: Turtles in Time is a sidescrolling beat-‘em-up that supports up to four players; supposedly, two-player arcade cabinets were released and the arcade version never made it over to Japan, but this version of the game allows both on- and offline co-operative play, though the SNES version of the game is limited to two player simultaneous co-op. As ever, players can select from one of the four Ninja Turtles who all control exactly the same but play slightly differently depending on the reach of their weapons (putting Raphael at a disadvantage). Gameplay is limited to two primary buttons, with X allowing you to attack and string together basic combos and B letting you jump; you can press X in mid-air for a flying attack and press X and B together to perform a power attack that doesn’t seem to drain your health meter. Once again, you have no dash options or dashing attack, but you can now slam and hurl enemies about by hitting X when up close to them and you can pull off a “back attack” to fend off enemies attacking from behind.

Despite a dip in graphics, the SNES version holds up surprisingly well to its arcade counterpart.

Turtles in Time is much bigger and longer than the last game, sporting nine levels to play through, each of which being far livelier and with more opportunities to interact with the environment. You can hit traffic cones, hydrants, explosive barrels, and boxes of fireworks to take out enemies but, even better, onscreen hazards like wrecking balls can also damage enemies. Hazards like these are far more plentiful this time around, including loose floorboards, mines, and electrical bolts from turrets and Krang’s massive exosuit so it pays to keep your wits about you and not just charge blindly ahead. Gameplay is mixed up a bit with two levels dedicated to fast-paced, autoscrolling action, first on a hoverboard in Sewer Surfin’ and then on a floating disk in Neon Night Riders; your combat options remain the same here, but some enemies are a little harder to hit as they’re floating above you and you’ll need quick reflexes to dodge hazards like the spiked gates and mines. The SNES version offers not only an additional score bonus for these stages but even includes an extra level, complete with a traditional elevator gauntlet.

Graphics and Sound:
Visually, the game is very similar to its predecessor; I’m pretty sure the sprites are all exactly the same, bar maybe a few additional animations and enemy variants, but they’re just as colourful and full of life as before. Every character pops against the background, has some limited idle animation, and the likes of Splinter and April O’Neil (depending on which version you’re playing) will appear to hurry you along if you dawdle. Voice clips are used to great effect, especially in the arcade release, with the Turtles shrieking, “My toes! My noes!” when hurt by spikes and ending every stage with a triumphant cry of “Cowabunga!” alongside a victory animation. Voice samples are far sparser and more dulled in the SNES version, naturally, which relies more on subtitles and its own sound effects, but both games still perfectly capture the quirky and slapstick nature of the cartoon. The SNES version also presents a different version of the Neon Night Riders stage, with the action taking place from behind the characters and the stage tweaked to make use of the console’s “Mode 7” features.

The game is noticeably bigger than before, with the SNES version even boasting new features.

Environments are far more varied this time around; thanks to the time travel plot, the TMNT don’t just fight through the streets and sewers of New York City but are also transported back to a prehistoric jungle (complete with shimmering heat effects from the lava and a cave full of falling stalactites), a pirate ship full of loose planks, a speeding train in the Old West, and the neon streets of the far-flung future! Levels are noticeably longer and with more enemies, with no visible slowdown, though the SNES version is automatically slower since you can’t activate a “Turbo Mode” to speed things up. The SNES version of the game does add a whole new Technodrome level, however, and swaps some bosses around, even replacing one entirely with one of my favourite villains from the series. Both versions of the game use big, colourful art to tell their story, with the SNES version offering different endings depending on the difficulty setting you played on. Finally, while the SNES version features some popping tunes and a decent rendition of the TMNT theme song, the arcade version impresses with its funky, adrenaline-pumping soundtrack and even boasts a rendition of “Pizza Power” for its introduction sequence.

Enemies and Bosses:
As is tradition for a TMNT videogame, you’ll primarily be fighting your way through hordes of robotic Foot Soldiers; these come in all different colours and variants, from the regular, easily dispatched purple ones to weapon-wielding goons garbed in red, silver, or yellow. These guys will toss shuriken at you, stab at you with spears and swords, toss giant bombs, or swing axes; they also come flying in on dinosaurs, charge at you on fire-breathing Velociraptors, and pilot flying machines. Robots also return as notable enemies, with one wildly swinging its boxing gloves at you, though you’ll only encounter Mousers in the SNES version of the game. There are some new enemies in Turtles in Time, too, including the Xenomorph-like Pizza Monsters and the Rock Soldiers, who charge at you and wield high-powered weapons of their own.

Bosses are more visually varied, especially in the SNES version.

Also, as is to be expected, some of the TMNT’s most recognisable foes return to dog you as end of level bosses. The first you’ll encounter is Baxter Stockman, now mutated into his human fly form; Baxter hovers overhead firing at you with a machine gun, only to switch to sending out plasma fists after you’ve damaged him enough. At the end of Alleycat Blues, you’ll battle Metalhead, who attacks from a distance with his extendable arms and legs and flies at you courtesy of a rocket-powered kick, though he has a tendency to stop and gloat and leave himself open to a counterattack. Sewer Surfin’ doesn’t feature a boss in the arcade version, instead forcing you to fend of a swarm of Pizza Monsters, but you’ll take on the Rat King in the SNES version, which is much more interesting and exciting as he’s in his little hovercraft and fires missiles and mines at you. Similarly, you face the underwhelming Cement Man in the arcade version of the Prehistoric Turtlesaurus level, with the mud-like goon sliming about the place and trapping you in mud, but the SNES version replaces him with Slash! This deranged doppelgänger is far more formidable, slashing at you with his jagged blade and spinning about the place as a whirling shell of bladed fury, making him a far worthier adversary.

Boss battles feature different phases and more formidable attack patterns this time.

After battling across the deck of a pirate ship, you’ll face both Tokka and Rahzar; while they simple charge, swipe, and hop about in the arcade version, they’re much more formidable in the SNES version, where they appear in the new Technodrome stage and sport flame and freezing breath and act as sub-bosses. In the SNES version of the pirate ship level, Bepop and Rocksteady take Tokka and Rahzar’s place; garbed in theme-appropriate attire, they attack you with a whip and sword, respectively. The hulking Leatherhead awaits at the end of the train stage, scurrying about the place, lashing at you with his tail, and tossing daggers your way, while you’ll go one-on-one with Krang while racing through the futuristic streets of 2020 A.D. Krang’s a lot less of a threat compared to the last game, dashing at you with a kick, smacking you with a clap attack, and firing missiles from his chest, but he resurfaces in the Technodrome stage. Now flying a UFO, he drops Mousers into the arena and teleports about to avoid your attacks, but the SNES version also adds a bubble-like projectile to his arsenal and has him more erratically which, in conjunction with his height, can make him a difficult target.

The Shredder is far more persistent and dangerous in the SNES version of the game.

Naturally, you’ll also do battle with the TMNT’s mortal enemy, the Shredder. However, in the SNES version of the game, you actually battle him twice and the final battle is noticeably different in both versions. The first time you face him is at the end of the new Technodrome level, where he hops behind the controls of some unseen giant mech and blasts at you with bullets while swiping with a retractable claw arm in perhaps one of the game’s most memorable boss battles. To defeat the Shredder, you need to avoid his targeting reticule and hurl Foot Soldiers at him in a fun bit of innovation, though this can be tricky to do due to poor visibility and the sheer number of enemies and projectiles. The Shredder awaits in the final stage of the game, too, where the Statue of Liberty looms in the background; in the arcade version, he attacks with his sword and martial arts skills while also sending out plasma hands similar to Baxter and once again sporting an instant death regression blast that turns you back into a regular turtle. In the SNES version, Shredder immediately transforms into his far more formidable Super Shredder form; protected by a flaming aura, Super Shredder sends fireballs flying your way, shoots flames along the ground, and fires bolts into the air while dashing about the screen at breakneck speed.

Power-Ups and Bonuses:
Unfortunately, for all the additions Turtles in Time sports, power-ups are not one of them. You can still replenish your health with the odd pizza box but the only other power-up available to pick up is a bomb pizza item that sends you into a frenzy for a few seconds.

Additional Features:
As is to be expected, the arcade release is limited in its options; you can play with up to four other players both on- and offline and try to out-do your last high score, but there’s not much else on offer beyond playing through this awesome game as a different character. The SNES version might have taken a graphical hit but actually boasts a few interesting additional features: you can go head-to-head against a friend in versus mode, take on three courses in a time trial mode, pick from three difficulty settings (with different continues and endings assigned to each), set your maximum number of lives, and enjoy the benefits of a sound test. You can also pick between two colour schemes, “Comic” and “Animation”, which gives the TMNT new colour palettes, which is a nice touch. Naturally, the Cowabunga Collection adds a number slew of extra features to the list, however; first, you’ll gain a 70G Achievement for finishing each game, you can use the Left Bumper to rewind, and use the Right Bumper to access save states and display options. The arcade version can be further enhanced with a level select, God Mode (which makes you invincible and allows one-hit kills on most enemies and bosses), the removal of the penalty bombs that kill you if you linger about, and the ability to activate the far harder “Nightmare Mode” and speed things up with Turbo Mode. The SNES version isn’t lacking in similar options, boasting a level select and additional lives, while also providing every boss with a helpful life meter. Even better, you’ll still get your Achievements even with these enhancements activated and you can again peruse a strategy guide, switch between the American and Japanese versions (with minimal differences that I could see), view the game’s box art and manuals, and even choose to simply watch the game play itself.

The Summary:
There’s a reason Teenage Mutant Ninja Turtles: Turtles in Time is remembered so fondly; it really was the quintessential TMNT videogame at the time, taking everything that was so good about the original arcade release and expanding on it with larger, more varied stages and far more interesting boss battles. While the gameplay remains very much the same and there’s a distinct and disappointing lack of power-ups, the game is much more enjoyable than its predecessor, offering more enemies and more visually interesting environments to battle through. The SNES release, while noticeably lacking in visual and audio quality, is a surprisingly faithful recreation of its arcade counterpart; sporting some nifty additional features and new levels and bosses, it’s easy to see why it was a must-have game for the system back in the day. The Cowabunga Collection only adds to the appeal of both games, offering numerous quality of life options to make gameplay a breeze and preserving these two classic arcade beat-‘em-ups for a whole new generation. There may be better beat-‘em-up titles out there, with more gameplay variety, more power-ups, and more options available, but Teenage Mutant Ninja Turtles videogames didn’t get much better than Turtles in Time when it was released and it’s a joy to see it more readily available so others can experience the fast-paced, action-packed pick-up-and-play thrill of these simplistic brawlers.

My Rating:

Rating: 4 out of 5.

Great Stuff

Did you ever play Teenage Mutant Ninja Turtles: Turtles in Time out in the wild? How do you think it compares to other TMNT videogames and similar arcade fighters? Did you own the SNES version? If so, what did you think to the new levels and bosses and were you impressed with the conversion from the arcade original? Which of the characters was your go-to and which of the game’s bosses was your favourite? What did you think to the additional features added to the Cowabunga Collection? Which of the four Turtles is your favourite (and why is it Raphael?) Whatever your thoughts, I’d love to hear your memories of Turtles in Time down in the comments or on my social media!

Game Corner [Turtle Tuesday]: TMNT III: Radical Rescue (Xbox Series X)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


GameCorner

Released: 30 August 2022
Originally Released: 25 November 1993
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Game Boy, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
The Teenage Mutant Ninja Turtles were almost unrivalled in popularity back in the late-eighties and early-nineties; known as Teenage Mutant Hero Turtles here in the UK, the “Heroes in a Half-Shell” dominated an entire generation with their comics, cartoon, extensive toy line, and videogames. Konami’s efforts not only proved a hit at arcades but also took 16-bit gamers by storm and helped to make Nintendo a household name in the UK. Additionally, Konami produced three handheld TMNT titles for Nintendo’s ground-breaking portable console, the Game Boy; though restricted by the Game Boy hardware, the first two games impressed in their ambition and even tried to incorporate elements from the arcade releases. However, for this third game, Konami chose to completely overhaul not just the graphics and gameplay, but the genre too; unlike the previous two handheld efforts, Radical Rescue was a “Metroidvania” title with a heavy emphasis on exploration rather than mindless brawling. This resulted in mixed reviews, with some criticising the decision due to the Game Boy’s hardware being insufficient for such a genre and others praising the genre shift as a means to improve upon its predecessors. Either way, Radical Rescue remained a Game Boy exclusive title for nearly thirty years before it was finally re-released in the 2022 Cowabunga Collection alongside a host of other TMNT games and quality of life features.

The Plot:
When their arch-nemesis, Oroku Saki/The Shredder, strikes again by kidnapping their master and father-figure, Splinter, the TMNT leap into action one turtle short. Now Michelangelo must venture into the Shredder’s hazardous mine to rescue his brothers, and their master, and put a stop to their enemy’s latest scheme.

Gameplay:
As mentioned, Radical Rescue is a 2D adventure game with a heavy emphasis on exploration as much as combat; it thus falls under the “Metroidvania” banner and will have you constantly consulting a barely useful grid-like map to discover new paths and areas to explore in your quest to locate the other TMNT. This means that, unlike every other TMNT game I’ve ever played up to this point, you can’t select a character from the start; instead, you’re stuck with Michelangelo and must defeat bosses to acquire keys to free his brothers and then hunt down key cards to access new areas, using each turtle’s unique skills to get past enemies and obstacles. Each turtle controls the same; you use X to attack and A to jump and press X while jumping to do a flying kick. Unlike in the TMNT’s last two Game Boy outings, you can neither throw shurikens or perform a slide kick with down and X, though you can toss shuriken when climbing ladders and you’re able to switch to one of the other turtles at any time from the pause menu and each one not only has their signature weapons but comes with different abilities to get past hazards and access new areas of Shredder’s diabolical mine. Mikey actually ends up being one of the most useful characters; I found myself defaulting back to him a lot as he can perform a helicopter-like glide with his nunchakus when you press and hold A while jumping, which is great for drifting past spike pits or reaching out of the way platforms.

Each turtle has their own unique abilities to aid with exploration as well as combat.

While I can’t be certain, I’m fairly sure that the game forces you to rescue each of Mikey’s brothers in a specific order; I definitely found myself following a particularly path but then my logic was based simply on going for whichever boss and key card was closest to where I was. Thus, the first turtle I rescued was Leonardo, who’s given the bizarre ability to burrow through certain blocks by pressing down and A, effectively turning him into a living drill. Next, I rescued Raphael who can pop into his shell with down and A to pass harmlessly over spikes (until you inevitably have to jump up to a platform) and through small gaps and tunnels; this also makes him immune to certain attacks, which is helpful. Finally, I rescued Donatello, who can cling to and scale walls by jumping at them, which is basically required to access the final areas of the mines. Naturally, each turtle has their own strengths and weaknesses in combat, with Raph and Mike limited in their reach compared to their brothers, but I found myself favouring Mike since there’s more emphasis on jumping than any of the turtle’s other abilities. Every time you defeat a boss, your health will be fully restored, which is useful; rescuing a turtle (and, later, Splinter) grants you a password that you can jot down from the pause screen to continue if you fail in your quest, but your main enemy here will be trying to find your way around the mine and surviving its mechanical trap rooms.

Exploration and backtracking are greatly emphasised to find secrets and rescue your allies.

Radical Rescue all takes part in one large interconnected map; you start on the outside of the main area and venture out here a couple of times to reach other otherwise inaccessible parts of the mine, and will go through doors (either using a key card or passing through from a certain direction) to enter mechanical areas where a boss lurks. These areas, and the mine itself, and crawling with respawning enemies and numerous hazards; we’ve got falling boulders, spike pits, wall lasers, bursts of flame, ceiling spikes, Foot Soldiers trying to run you down in giant mine carts, and extremely annoying bubble-like projectiles that clog up the screen and follow you incessantly. The Cowbunga Collection allows you to activate “helpful map icons” and I’d definitely recommend doing this; it doesn’t help the basic nature of the map but it’s useful to know that you’re heading to a boss, key card, or captive in need of rescue. This will serve you well when it comes to exploration; naturally, you’re somewhat limited in how far you can go in the mines when you only have one or two turtles on hand but, when you have them all, it’s very easy to get turned around because the map is so simplistic and many of the game’s environments all look the same. Because of this, it’s not uncommon to locate a captive turtle but not have a key or to run into a door that requires a key card you haven’t gotten yet, or to have to backtrack halfway across the map to get an item you require. Once you get used to the map and have all four turtles rescued, exploration gets a little easier; you can take shortcuts by climbing or digging down certain areas, for example, but a quick travel system to the four compass points of the map would’ve been much appreciated.

Graphics and Sound:  
To be fair, Radical Rescue is a step up from the TMNT’s last two Game Boy titles. Sprites are smaller now, but actually benefit from it; you get more screen space to work with and the game runs much smoother by default. As a trade-off, though, the game’s taken a step back in some areas; Leo and Raph only hold one of their weapons again, there are no idle animations, and the common Foot Soldiers simply wander about the place. However, the TMNT are far more versatile this time around; their new abilities help them to be more unique and offer up some new ways to play and some new animations and the boss sprites are far bigger and more visually interesting. Additionally, the story cutscenes are the best yet for a TMNT Game Boy title; text and large sprite art are used to convey the general plot and whenever you rescue an ally and, while these barely contain any frames of animation, they’re much more detailed than in the previous games.

The visuals are far better but environments are too similar to impress all that much.

The game’s music isn’t bad, either; while sound bites are at a minimum this time around, Radical Rescue still features a pretty good version of the classic TMNT theme and each area of the game has different music associated with it. However, where the game falters, for me, is in the variety of its presentation; while it’s nice to not be ploughing through the sewers, streets, and Technodrome again, I question the logic of setting the entire game in a drab, repetitive mine. Sure, there are ladders, lanterns, and some different rocky formations here and there but the Game Boy simply isn’t powerful enough to make this large and boring environment visually interesting. When you’re outside, it’s a different story; the background is still quite plain and generally just shows clouds or mountains, but it’s a nice change of pace from rocks and shit. The mechanical areas do help to break things up as well, but these all look and feel the same as well; it’s way too easy to get lost because most of these areas are largely indistinguishable from each other. I think it would’ve helped to theme them after the elements; have one take place under water or covered in snow, one have more lava pits and fire hazards, maybe implement a wind theme…anything but the same screens over and over. In this way, while Radical Rescue is easily the biggest and most involved of the TMNT’s Game Boy adventures, it also paradoxically feels the least innovative because it’s just not very engaging to plod from one dark cave to one mechanical hellscape and back again.

Enemies and Bosses:
As is to be expected, the Shredder’s Foot Soldiers are all over the place. Unlike in the TMNT’s last two Game Boy games, they’re a little bit more competent here; they mostly just wander around but the greater emphasis on horizontal and vertical exploration means they’re often in awkward places and the fact that they constantly respawn can make traversal a bit difficult at times. The Foot Soldiers will toss grenades at you (which you can destroy), wield pickaxes, and fly overhead with jetpacks to drop bombs on you, as well as try to run you down in large mine carts. You’ll also encounter little laser firing spider-like robots, these weird rock-like humanoids, and mechanical frog-like enemies that hop about and fire at you. Traditional TMNT enemies like Mousers and Roadkill Rodneys are absent here, replaced by swooping bats and an abundance of environmental hazards, such as homing missiles and spikes. Another area where Radical Rescue is a step back from its predecessors is its bosses; the game boasts only five boss battles, with all but one being some of the TMNT’s more obscure enemies (at least for me). Each one sports a health meter and each boss fight takes place in an enclosed arena that’s ripped right out of the Mega Man series (Capcom, 1987 to present).

Bosses are fought in enclosed arenas and will test your patience at times.

The first boss I thought was Scratch, who jumps about, swipes at you up close, and hurls a ball and chain at you from a distance. Scratch very much sets the standard for Radical Rescue’s bosses in that they have quite large hit boxes, deal quick, heavy, and nigh-unavoidable damage up close, and you need to get into a bit of a rhythm to land an attack; rather then simply tank through their hits and whittle their health down, it’s better to keep your distance and play things smart, something that serves you well in the fight against Dirtbag. This mining mole dashes at you with a super annoying uppercut and swipes with his pickaxe, but will also leap into the air and stun you if you’re touching the ground when he is. It’s pretty hard to avoid him as he always aims to land on top of you, so you need to jump away and then quickly double back to hit him and then jump away again to avoid taking damage. I was probably getting the hang of the game by the time I fought the Triceraton as he actually seemed a bit easier; for this fight, stay out of his crosshairs and avoid the lighting bolt he fires out while being mindful of his charge attack, but otherwise he’s not too dissimilar from the Rocksteady and Bebop bosses of previous TMNT games.

As if battling these tricky bosses wasn’t bad enough, you’re forced into a boss rush before the finale.

Lastly, you’ll battle with Scale Tail, probably the most difficult of the four main bosses; Scale Tail lashes at you with his tail when you’re up close and spits a projectile at you that becomes a plume of fire. If you manage to avoid this, the snake will try to blow you into the hazard, though this is actually your best chance to attack him providing you can fight against the rush of air and avoid taking damage from his large hit box. After battling through the hazardous final section of the game, you’ll have to fight all four bosses again, one after the other, with no health items or reprieve between each bout! While this is easily one of the laziest gameplay mechanics of any game, I actually found the bosses a little easier the second time through, probably because I was more aware of their attack patterns and had a tried-and-tested strategy in mind for beating them. After defeating them all again, you’ll get to take on “Cyber Shredder” in a two-phase boss battle where he gets a whole new health bar after the first round while you get nothing, making for easily the toughest segment of the game. Shredder flies across the screen with a knee attack, levitates overhead and spams a diving kick, throws kicks at you up close, and launches an orb-like projectile that becomes a plume of fire. In the second phase of the fight, these flames are bigger, the Shredder gains an aerial projectile, and his attacks become faster and more aggressive.

Power-Ups and Bonuses:
Unfortunately, despite being a Metroidvania adventure, Radical Rescue doesn’t offer anything that new in terms of pick-ups and power-ups. Each turtle acts as a power-up in a way, offering new traversal options, but the best you’ll hope for in any tangible way is the odd slice of pizza dropped by defeated enemies to refill your health. Two new aspects though, are the ability to pick up and store a whole pizza, which will replenish your health bar when it’s drained (a literal lifesaver in boss rooms) and the ability to permanently extend your health bar by picking up hearts hidden throughout the game.

Additional Features:
Another way Radical Rescue is a bit of a step back is the lack of any in-game options; there are no difficulty settings here, no bonus games, and the only real option available to players is to continue their progress with the password system. When playing the Cowabunga Collection, you’ll net a sweet 70G Achievement for completing the game; you can also check out the game’s box art and manuals, switch between the Japanese and American version, apply various borders and display options (including an LCD display to recreate the feeling of playing on the Game Boy’s eye-watering screen) and make use of a strategy guide for some helpful tips. While the only enhancement on offer is to activate helpful map icons, you can still rewind the game with the Left Bumper and access save states using Right Bumper, both of which are incredibly helpful during the game’s trickier platforming and boss sections.

The Summary:
I was completely caught off-guard by Teenage Mutant Ninja Turtles III: Radical Rescue; I was not expecting it to be this sprawling Metroidvania-style game and it took me some time to come to terms with the dramatic genre shift compared to the more action-oriented TMNT games I’ve played. That’s not to say there’s a lack of combat here; you’ll still be busting plenty of heads, but the emphasis is much more on exploration, back-tracking, and thinking about how to get past obstacles and progress to new areas. In some ways, this is much appreciated; the game is surprisingly big, definitely offers something different from the TMNT’s usual games, and I liked that the TMNT each had their own abilities to help differentiate them. While I appreciate that it’s offering something different, it’s pretty tough to find your way around the repetitive environments and I’m unimpressed by the mine setting, as large as it is. There was also little incentive for me to switch between turtles, the bosses were unnecessarily troublesome at times, the inclusion of a boss rush was beyond lazy, and I don’t think the enemies, environments, or bosses really captured the depth of the TMNT license. Still, the gameplay wasn’t bad and it’s clear that Konami had finally come to grips with the Game Boy’s capabilities by this point so it’s probably worth another go-around as long as you play this version of the game, with all the handy features to get around its more frustrating aspects.

My Rating:

Rating: 2 out of 5.

Could Be Better

Did you have Teenage Mutant Ninja Turtles III: Radical Rescue in your Game Boy library back in the day? What did you think to genre shift towards exploration and Metroidvania mechanics? Which character’s ability was your favourite and which one did you play as the most? What did you think the the game’s presentation and the boss battles? What’s your favourite Metroidvania title? Whatever you think about Teenage Mutant Ninja Turtles III: Radical Rescue, feel free to share them in the comments below or leave your thoughts on my social media.

Game Corner [Turtle Tuesday]: TMNT III: The Manhattan Project (Xbox Series X)


The first issue of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) was published in May of 1984. Since then, the TMNT have gone on to achieve worldwide mainstream success thanks not only to their original comics run but also a number of influential cartoons, videogames, and wave-upon-wave of action figures. This year, I’m emphasising third entries and time travel shenanigans in the popular franchise every Tuesday in May!


GameCorner

Released: 30 August 2022
Originally Released: 12 December 1991
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Nintendo Entertainment System (NES), Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S

The Background:
The Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles here in the UK) were the in thing for kids like me back in the eighties or nineties thanks, largely, to the popularity of its influential cartoon and extensive toy line. After helping to define the term “NES Hard” with their original, incredibly successful TMNT title for the NES, developers Konami turned to the equally popular arcade game for the sequel, which proved to be a hit thanks to its ambitious recreation of its far superior arcade counterpart. By the end of 1991, Konami had mastered the art of bringing the TMNT to the arcades with the smash title Teenage Mutant Ninja Turtles: Turtles in Time (Konami, 1991), which also took 16-bit gamers by storm with its home console port. NES players weren’t forgotten in this time, however, with this 8-bit expansion of the previous NES title being critically lauded despite it never actually being released in the United Kingdom. Although TMNT III: The Manhattan Project was never ported or re-released to other consoles or digital services, the 2022 Cowabunga Collection remedied that for modern gamers by including it alongside many other TMNT games and quality of life features

The Plot:
While vacationing at the beach, the TMNT leap into action when their archnemesis, Oroku Saki/The Shredder, kidnaps April O’Neil and hijacks the entire borough of Manhattan, turning it into a floating island and daring them to challenge him.

Gameplay:
If you’ve played any of the TMNT’s arcade efforts, especially Teenage Mutant Ninja Turtles II: The Arcade Game (ibid, 1990), you’ll be immediately familiar with the controls, features, and gameplay of The Manhattan Project. As in those titles, the game allows up to two plays to pick from one of the four titular turtles and battle their way through waves of enemies in a variety of locations, many of them drawing from tried and tested environments such as the sewers and the Technodrome. The Manhattan Project offers two options for two players, one that allows friendly fire to be activated for an extra level of difficulty and one that disables it so you can play like a normal person. The controls couldn’t be simpler; you press X to attack and A to jump, with your chosen turtle pulling off a mid-air kick when you press X when jumping. Each turtle control exactly the same and is defined primarily by their colour scheme and the range of their weapon, with Raphael at an obvious disadvantage and Donatello having a longer reach. You can toss enemies overhead by pressing down and X, which seems to do greater damage, or pull off a power attack at the cost of some health by pressing X and A together. Each turtle has their own power move, with Michelangelo performing a handspring kick, Donatello barrelling across the screen in a cannonball, Leonardo flying into a sword cyclone, and Raphael performing an M. Bison-like torpedo attack, but I found actually getting them to execute these power modes to be surprisingly unreliable since all you have to do is press two buttons together.

The TMNT have more attack options and the game is decidedly more akin to its arcade brethren.

Overall, gameplay and combat is basically exactly the same as in the previous NES title and naturally lacks some of the additional animations and options seen in the superior 16-bit titles, with no dashing, elaborate combos, or throwing options available to you, but as a simple pick up and play arcade brawler it does the job pretty well for those who were stuck with the NES. Additionally, gameplay is once again mixed up slightly with a sidescrolling chase sequence in Scene 2 that sees you slashing across the ocean on a surfboard; there are also times when you’re asked to travel diagonally and where you can jump up to a higher level to avoid certain hazards. As ever, the TMNT need to watch out for holes and barrels, which will squash them flat, and new hazards like explosive pipes in the sewer and conveyor belts on the floor of the Technodrome, though you can switch to a different character when you run out of health. The Manhattan Project also includes an elevator section, as is the staple [https://www.digitiser2000.com/main-page/10-weird-rules-for-every-scrolling-beat-em-up] of any good beat-‘em-up, with this one taking you up the outside of a skyscraper like it’s Street of Rage (SEGA, 1991), but also includes some unique fighting stages that in themselves act as hazards. You’ll be fighting on top of a submarine, on a bridge strewn with holes, and on the aforementioned lift; in these areas, you need to be careful not to jump or be hit into the water or down the gaps as it’ll cost you some health. However, you can awkwardly manipulate your enemies into falling to their deaths in your place and, if you simply walk near the edge, you’ll hang on rather than simply slipping off as in most 2D games from this era.

Graphics and Sound:  
On the surface, The Manhattan Project really isn’t all that much different from the TMNT’s last NES title; however, the environments and overall presentation is far better. For starters, the game ambitiously recreates the cartoon’s iconic opening sequence and the game even includes a few sound bites here and there to evoke its technically superior arcade and 16-bit counterparts. While TMNT’s sprites don’t seem to be all that different, they have been tweaked a bit: Leonardo now holds two katana, for example, and there’s some animation on Donatello’s bo staff as he walks; even their idle animations have been expanded a little bit to include foot tapping and such. Although you can again remove the slowdown and sprite flickering, these elements are still somewhat present, with the same minor screen tearing and the screen still struggling to scroll properly; you’ll find yourself walking right at the edge of the screen and needing to hop back to get things moving less jerkily. The enemies are a little more diverse this time around; not only do they pop up from manholes, out of the water and sand, and from behind parts of the environment, but Foot Soldiers will scurry down poles, burst out of vehicles, and your turtle can get blinded by gas and sand this time around.

The Manhattan Project is undeniably graphically superior to its predecessor.

Environments are much improved over the TMNT’s last NES game; though still a far cry from the arcade and 16-bit titles, there’s much more detail, colour, and even a bit of animation here and there (such as the tide coming in on Scene 1). This is best seen in the Technodrome stage, which is far more visually interesting than before, and in the sewer, where you now cross through waist-high water rather than just being in a simple brick environment. There are some new stage types on offer here, such as the beach that opens the game and includes a pier, the aforementioned submarine, and even generic stages like the bridge are spruced up with large holes to avoid. Perhaps the most impressive environments are the subway, where enemies will jump out of subway trains, and those set on the rooftops of the floating city as you can see skyscrapers and other buildings in the background. Cutscenes and music are much improved this time around as well, with the TMNT transitioning between stages on their blimp more sprite art, voice samples, and speech bubbles being included, and even the heads-up display has been changed up to give it a more distinct visual identity.

Enemies and Bosses:
As ever, your most persistent enemies will be the robotic Foot Clan and their many variants; these guys will toss large shuriken at you (though you can deflect these with you weapons), burst up from the ground, blast at you from hovercrafts, hover about on floating discs, wield whips, and ride around on large rolling balls. The Foot also toss balls and weights at you to squash you, attack with swords, toss daggers in a spread, throw lances and boomerangs at you, and you’ll find two working in tandem to fry you to your shell with an electrical beam. The Rock Warriors are also back, though thankfully without their annoying charge attack; now, they still fire machine guns and heavy ordinance but can also temporarily stun you with gas grenades and send you flying across the screen with a swing of a girder! Robots also dog your progress, with flying bugs diving at you in a kamikaze run, humanoid robots firing projectiles at you, spider ‘bots dropping from the ceiling as rocks, and Mousers clamp down on your hands.

Familiar villains and accompanied by some newcomers as bosses and mini bosses.

As The Manhattan Project is a much bigger and longer game than the TMNT’s last outing on the NES, you’ll have to contend not only with a few more bosses but also a mini boss or two, all of whom come complete with a helpful life bar and will be immediately familiar both to fans of the franchise and anyone who’s played any of the TMNT’s arcade outings. As is often the case in these types of TMNT games, the first boss you’ll fight is Rocksteady and he’s not really changed his attack pattern up all that much; in addition to kicking and punching you when you’re up close and charge at you from a distance, he comes armed with a harpoon gun to launch projectiles your way. The second boss, Groundchuck, represents not just a rare venture into different villains but also an increase in difficulty as he charges around the screen erratically and swings a pipe at you after you deliver enough damage to him. Halfway across the bridge, you’ll get attacked by my favourite TMNT villain, Slash; this dark turtle jumps about the place, spins around on his spiky shell, and (appropriately) slashes at you with his jagged sword. He’s merely an appetiser for Bebop, who now comes equipped with a spiked mace that he twirls over his head and whips at you in a horizontal line. Down in the subway, you’ll fittingly do battle with Dirtbag, who comes rolling in on a mine cart and fires rings from his miner’s helmet; although he also wields his trademark pickaxe, he leaves himself wide open for an attack when it gets stuck in the ground.

Since the game’s bigger, it only makes sense that there’s more bosses and that they’re a bit tougher.

When you reach the end of the sewers, you’ll have to fend off the Mouther Mouser mini boss (a Foot Soldier on a larger Mouser who spits out fireballs and smaller Mousers) before finding yourself on a narrow path surrounded by rising water and once again doing battle with Leatherhead, who not only whacks at you with his tail but also fires a shot gun spread your way. Rahzar and his ridiculously disproportionate head is the mini boss of the Technodrome and again charges at you, swipes with his claws, and can freeze you into a block of ice with his spit. Defeating him sees you facing off with the Shredder, with April held hostage nearby; a cheap spam artist who can kick you clear across the screen, the Shredder slashes with his sword and has a devastating throw, but is thankfully lacking in his de-evolution powers this time around. Tokka attacks you on the rooftop; carrying a shield to block your flying attacks and able to uppercut you into the electrifying neon sign in the background, Tokka also likes to take a bite out of your face and punch at you. The Mother Mouser reappears on Krang’s ship, which is also where you’ll naturally battle Krang; again, his sprite leaves a lot to be desired but he’s a bit tougher this time around thanks to the electrical hazard in the arena, his rocket punch, missile barrage, and tendency to electrify his body while taunting. Krang can also split his android body into two, with his torso floating about firing eye beams at you as his legs stomp about trying to kick you. You’ll immediately face Super Shredder after this fight; Super Shredder can teleport and dash about, send you flying with a swipe, summon a lightning strike and even turn you into an ordinary turtle with a fireball…although this is now a temporary ailment rather than an instant death move.

Power-Ups and Bonuses:
Unfortunately, The Manhattan Project doesn’t expand on the available pick-ups in any way; the only power-up you’ll find here are the all-too-rare instance of some health-restoring pizza, which is a bit of a shame considering Turtles in Time had added a new power-up item.

Additional Features:
There aren’t any in-game options available to you in The Manhattan Project beyond picking between the two different two-player options unless you enter the legendary “Konami Code”. This means that your only options for replay here are to pick a different turtle or play with friendly fire on and off rather than setting different difficulty levels. The Cowabunga Collection does offer some additional features, however; first, you’ll earn yourself a respectable 70G Achievement for completing the game and you can the game’s box art and manuals, switch between the Japanese and American version, apply various borders and display options, and listen to the game’s soundtrack. The enhancements also allow you to remove slowdown and sprite flicker, allow for “easy menu navigation” (which I found no use for), and offer a super useful infinite lives and an easy mode if you’re struggling. Finally, you’re still about to rewind the game with the Left Bumper, access save states using Right Bumper, and watch the game play itself if you fancy it.

The Summary:
Teenage Mutant Ninja Turtles III: The Manhattan Project isn’t much compared to its arcade and 16-bit counterparts, for sure; it’s undeniably graphically inferior, the sound and music isn’t anywhere near as clear, and the gameplay and combat remains restrictive and clunky thanks to the limitations of the NES. However, it’s quite obviously a step up from the TMNT’s previous outing on the NES; not only are the sprites a little more alive, the environments are far more detailed and the game is almost double the length of its predecessor, meaning that it’s a pretty decent 8-bit alternative to the likes of Turtles in Time. It’s unfair to be too harsh on it considering the power of the NES simply can’t compete with its bigger brothers, but it’s a far more impressive effort that its predecessor and felt much more like a complete, concentrated effort rather than a downgraded port. The addition of mini bosses was a nice touch and I liked how the bosses had second phases or upped their attack strategies after you dealt enough damage. The cutscenes and story are far more impressive this time around, though the lack of additional options, power-ups, and gameplay mechanics keeps it from really being all it could be. Giving each turtle their own power move was a nice touch and I liked the additional animations and stage variety on offer here; in some ways, it’s like a remix and expansion of its predecessor, but it’s clearly the superior of the two so I had a pretty good time playing through this one.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did Teenage Mutant Ninja Turtles III: The Manhattan Project make it into your NES library back in the day? What did you think to the gameplay and presentation of the game, especially compared to its predecessor and arcade counterparts? Which character’s power move was your favourite and what did you think to the new bosses and mini bosses? What did you think to the new, longer stages and the additional tweaks made to the visuals? Did you play with the additional features added to the Cowabunga Collection? What’s your favourite NES game? Feel free to drop your opinions on the TMNT’s third outing on the NES in the comments section down below or share them on my social media.

Game Corner [Turtle Tuesday]: TMNT: Tournament Fighters (Xbox Series X)


Ever since Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles (TMNT) first debuted, the franchise has enjoyed worldwide mainstream success thanks to action figures, cartoons, and videogames. Since I found some free time this December, I’ve been spotlighting four such videogames every Tuesday of this festival season.


GameCorner

Released: 30 August 2022
Originally Released: 4 September 1993 (Mega Drive / SNES) / February 1994 (NES)
Developer: Digital Eclipse
Original Developer: Konami
Also Available For: Mega Drive, Nintendo Entertainment System (NES), Nintendo Switch, PC, PlayStation 4, PlayStation 5, Super Nintendo Entertainment System (SNES), Xbox One, and Xbox Series S

The Background:
There was only one franchise that dominated childhoods back in the late-eighties and early-nineties and that was the Teenage Mutant Ninja Turtles (or Teenage Mutant Hero Turtles for Brits like me); beginning life as a violent pastiche of comic book tropes, the TMNT’s popularity exploded into the massively successful cartoon and action figures, live-action movie adaptations, and many videogames. Spearheaded by Konami, the TMNT were equally successful with their arcade beat-‘em-ups and their home console ports, but this was also a time when Capcom had changed the face of both arcades and the competitive fighting scene with the many iterations of Street Fighter II: The World Warrior (Capcom, 1991), which was great success on home consoles and inspired a slew of knock-offs looking to cash in on Capcom’s success. The TMNT were amongst these with this one-on-one tournament fighter, which released in slightly different versions across three platforms at the time; the games took inspiration from the cartoons, movies, and the Archie spin-off comics but, while the 16-bit titles aped the combos and special moves of Street Fighter II, the 8-bit version had more in common with the likes of Yie Ar Kung-Fu (Konami, 1984) due to the NES’s limitations. Of the three, the SNES version was positively received despite being a Street Fighter II knock-off, the Mega Drive version was criticised for its sluggish controls and lacklustre presentation, while the NES version was seen as ambitious but unsurprisingly limited. All three games were lost to the midst of time, available only through emulators or extortionately expensive physical copies until they were included in this Cowabunga Collection alongside a host of other games and quality of life features.

The Plot:
The Turtles and their allies take part in a one-on-one tournament against some of their most recognisable and obscure enemies and friends. In the Mega Drive version, the heroes battle across the alien worlds of Dimension X to rescue Splinter from their archnemesis, Oroku Saki/The Shredder, and their evil clones; in the NES version, the Shredder challenges them to defeat his latest plot for world domination; and in the SNES version, the heroes battle on a fighting game show to prove their mettle and earn some cold, hard cash.

Gameplay:
Regardless of which version of Teenage Mutant Ninja Turtles: Tournament Fighters you choose to play, the game is a standard 2D, one-on-one fighting game, with the 16-but versions of the game heavily borrowing their controls, combat, and presentation from Street Fighter II. Each game comes with a different roster of fighters, with ten fighters selectable in the SNES version, eleven available in the Mega Drive version, and seven in the NES version. Each version of the game allows you to customise the gameplay in some way, such as setting the difficulty level of the game (which directly impacts the ending and bosses you face), changing the time limit and amount of rounds to win (with the games defaulting to the standard best of three rounds), setting the speed of the game, setting the amount of credits you have to continue laying upon defeat, and eve setting the strength of your character and your opponent to establish any handicaps. These features don’t carry across to every version of the game, and some are slightly altered (the SNES version represents difficulty on a zero to seven scale, for example, while the NES uses a simple Easy, Normal, and Hard designation), but these options are generally consistent to those seen in Street Fighter II.

Each game sees you pummelling foes with a variety of moves and special attacks.

Combat, however, is a slightly different story and varies somewhat between each version; while the SNES version benefits from the additional buttons and mimics the directional input and button presses of Street Fighter II to pull off special moves, the Mega Drive and NES versions are limited by their control scheme layouts and the general presentation of the game. Indeed, the SNES version is more like Super Street Fighter II Turbo (Capcom, 1994), running much faster at its maximum speed and aping similar button combinations, while the Mega Drive version is far slower and reminds me more of the original, somewhat clunky first release of Street Fighter II. The NES version, as mentioned, is more like Yie Ar Kung-Fu and features little in the way of complex button combinations and special moves due to the limitation of the NES hardware. In the SNES version, you have two different types of punches and kicks; A and X launch a “normal” punch and kick while B and Y throw “fierce” variants. You can press up on the directional pad (D-pad) to jump and launch flying kicks and punches; when up close to an enemy, you’ll grab them and toss them in a unique throw move and you’ll use directional inputs and button presses (down, diagonal down-right, right, X, for example) to pull off each character’s special moves. When not playing in the game’s story mode, you’ll gradually fill up a gauge underneath your life bar; when this is full, you can use another simple button combination to unleash a devastating “Ultimate-Attack” that, unlike your regular attacks, actually damages the opponent through their block (though if they attack you during it you’ll fail and it’ll deplete if you don’t use it in time). Much of this is true of the Mega Drive version, but with some notable differences; there’s no special attack gauge, for starters, and no “fierce” attacks, you simply use X to punch and A to kick, and press Y to pull off a taunt (that seems to have no function). To pull off stronger attacks, you need to press the D-pad towards the opponent and then press X or A; you can still grab and throw your foe but special moves seem a lot harder to pull off (not least because the button inputs are missing from the strategy guide) and the game’s sluggish pace makes combat inconsistent and frustrating. It’s still more complex that the NES version, though; here, X punches and A kicks and that’s about it; you can use directional inputs and button presses to pull off special moves, but they’re extremely basic and the TMNT don’t even fight with their signature weapons in this game! Each game features a stun mechanic like in Street Fighter II, though; deal enough damage in a string of attacks and your opponent will be momentarily dazed and wide open for another combo or throw.

Although it lacks Nintendo’s bonus stages, the Mega Drive version has instant replays…

Some versions of the game do allow you to alter the button layout if you’re not happy with the default, and all three versions allow you to block by holding back on the D-pad (a mechanic I’ve always found awkward in fighting games; I much prefer a dedicated block button) but the SNES version also allows you to flip away from incoming attacks but only the NES version allows you to run towards your opponent by double tapping the D-pad. Each version also comes with a few gameplay options; you can take on the story mode (where you’re limited to playing as the TMNT), with cutscenes and a map screen (in the Mega Drive version) furthering the narrative between each bout, battle against a friend (or against the computer in the NES version), watch or practice the game in the SNES and Mega Drive versions, or take on a standard tournament mode. This also differs greatly between each version, with the SNES version taking the form of a broadcast and game show and featuring pre- and post-match dialogue and even tossing in a bonus stage where you rack up extra points and gold by smashing open safes in a bid to help break up the monotony. Although this is absent from the Mega Drive version, whose tournament simply goes from one fight to the next, every match is followed by an instant replay), bonus stages do appear in the NES version; here you have to smash through walls in the dojo for extra points, and all three will tally up certain criteria (health remaining, time left, whether you took damage or not) when you’re victorious to add to your score and this is the only version of the game to feature a high score table.

Each version offers a pretty tough challenge even on the easiest difficulty.

Each game comes with a natural, steady, and expected difficulty curve that I find is typical of most fighting games but synonymous with Street Fighter II; your ability to succeed will depend on how adept you are at pulling off the awkward special attacks and combos, especially as special attacks and throws deal way more damage than your regular attacks. The enemy AI, even on the easiest settings, is incredibly cheap in all three versions; your opponent will block almost constantly, is consistently able to attack and throw you through your attack animations, and they’re far more aggressive and skilled than I was, meaning I either had to fight hard and fast or be on the defensive. The difficulty and gameplay sliders can help with this, especially in the Mega Drive version, which allows you to reduce the rounds to win to one and set your speed and power to give you an advantage. Since the SNES version is the fastest of the three, combat can move at a breakneck speed, with rounds turning out of your favour in the blink of an eye, and you’ll be immediately at a disadvantage as you need to play on at least difficulty level three to even battle to true final boss and see the game’s best ending. This is even more demanding in the Mega Drive version, where you need to play on level eight to get the true ending; this version is so hampered by its plodding speed that it’s easy to get trapped in an unbreakable combo string and stunned into oblivion by your hyper-aggressive opponents. The NES version can be both paradoxically difficult and easy at the same time; there’s little benefit from picking one fighter over another as they’re all so limited but some, like Hothead, make for bigger targets while others, like Casey Jones, appear to be more agile. Either way, the limitations of the hardware make this a mundane back and forth affair that’s more about who can grab the power-up first rather than requiring any in-depth skill like the SNES version.

Graphics and Sound:  
Obviously, all three games look and sound very different. Of the three, the SNES version is the clear winner in terms of overall presentation; the game features more sound bites, big, bright, and well animated sprites and backgrounds, and the music is clearer and has more kick to it. The emphasis on story and cutscenes means there’s far more opportunities for big, partially animated sprite art here, with April O’Neil reporting on and interviewing characters before and after bouts and every fight in story mode being proceeded by dialogue between the fighters and the TMNT travelling to each location via their signature blimp. The characters in this version are clearly modelled more like the cartoon, with a hint of the live-action influence here and there, and they’re all large and full of attack and reaction frames. Sadly, the same isn’t true of the Mega Drive version; even the title screen and character select screen aren’t as impressive, though the game does include more palette swaps and some different fighters compared to its SNES counterpart. Sprites are smaller, however, duller, and seem to be missing some animation frames; everyone seems far meaner and more surly, as well, making this a very gritty and moody experience that seems to owe more to the original Mirage Comics, but it’s pretty obvious even to a die-hard SEGA fan like me which version has the better overall presentation. Naturally, the NES version is the most inferior in terms of graphics, character, and stage selection; however, while the TMNT don’t sport their signature weapons, they do have their own unique green palettes to separate them and the character designs seem to be drawing more from the first live-action movie than anything else. You won’t find much in the way of animation and variety here but it’s pretty ambitious, really; sprites have some decent details and special attacks, but the game suffers from black bars eating up a lot of the player’s screen.

Presentation varies between the three, with the SNES being the clear superior.

Naturally, the stages you’ll fight in follow very much the same format; the SNES version features a variety of large and detailed environments set largely on Earth, with some even featuring destructible elements to smash your opponents into like in Street Fighter II. Also like in that game, you’ll see background characters and elements and characters cheering and watching the fight, including TMNT staples like Bebop and Rocksteady, Baxter Stockman in his fly form, and various Foot Soldiers. There’s always something going on in the SNES version, whether it’s a giant octopus, a band performing on stage, or a news report recording the action, and this version also includes better, more detailed and varied story cutscenes and even character bios in its attract mode. Comparatively, the Mega Drive version is an immediate disappointment; cutscenes are smaller and less interesting and the backgrounds, while surreal and often disturbing, are far more muted and feature almost no animation and absolutely no interactable elements. As this version of the game features a planet-hopping narrative, there are some bizarre stages to choose from, from an ice world complete with a submarine to an ocean planet with a sinking ship in the background, to the bleakness of the cosmic abyss, but it’s all so dull and lifeless even when there’s giant cycloptic magma creatures and dinosaurs looming in the background. Again, the NES version is hampered by its hardware and includes only four stages: the sewers, a subway station, the galley of a pirate ship, and the rooftops of New York City. This latter is the most impressive stage, showing the city and the Statue of Liberty at night and in all its 8-bit glory, and is preceded by a rare cutscene to set the stage for the final battle against the Shredder.

Enemies and Bosses:
As with all fighting games, every available character will eventually be your enemy at some point; button codes and the Cowabunga Collection’s enhancements allow you to play as the boss characters in the 16-bit versions of the game and the Mega Drive version even includes and practise mode to help you get to grips with your favourite character. Essentially, however, there’s minimal benefit to picking a certain character in each version of the game; all of them sport special moves that can match each other, with every character sporting projectiles, grabs, and powerful rushing or slamming attacks to deal heavy damage. However, there are some notable exceptions; as mentioned, Hothead is a unique character in the NES version, sporting a chunkier sprite and breathing fire, meaning his hit box is a little larger and the character is a little slower. In the Mega Drive version, Casey Jones can set bombs as traps, while characters like Chrome Dome and Krang can cover distances from a standstill with their extending arms and legs. Even on the easiest setting, the SNES version puts up quite a fight; I struggled against War in the first battle simply because of his ridiculous rolling throw and large swiping claws, and the Shredder proved quite formidable here thanks to his dashing uppercut, his flurry of punches, and his cheap tactics of spamming low kicks. The Rat King also proved a unique foe in this version as he relied more on wrestling moves, snatching you out of the air and grabbing you midway through your attacks to slam you to the ground, and you’ll really get a sense of how good or bad you are when you face off against your character in a mirror match.

You’ll need to challenge the game’s highest difficulties to achieve the best endings.

These are spiced up a bit in the Mega Drive version through the inclusion of evil clones, who sport a purple palette swap and constantly dog your progress throughout the game. The Mega Drive version also includes a unique character, Sisyphus, an alien beetle who spits a blue projectile at you and unleashes a rapid-fire horn attack. He’s not the only unique character, however; Ray Fillet, April O’Neil, and a Triceraton are also included in this version of the game, while Wingnut, Aska, and Armaggon round out the SNES roster, with each one bringing their own strengths and weaknesses. April was a surprisingly decent character to use as she has a very cheap crouching spam attack that’s great four countering the game’s aggressive enemies, but you can never count out the titular turtles, who can send ground sparks, spinning cyclones, and twirling kicks your way at any moment even in the NES version. Krang only appears as a boss in the Mega Drive version of the game; naturally, you battle him in the Technodrome as the penultimate boss and he’s able to extended his arms, slide at you with a kick, and fire missiles high and low from his robot body but his sprite just isn’t large or intimidating enough to evoke a sense of danger. Both 16-bit versions include the same final boss, Karai, who can only be fought on higher difficulty settings; on the SNES, you fight her on top of a speeding train, whereas you battle her in a traditional dojo on the Mega Drive. In both, she’s easily the most formidable fighter, which is accentuated on the SNES thanks to her larger sprite; she’s capable of crossing the screen with a devastating cartwheel kick, tossing out projectiles, diving from high above with flying kicks, and is overall a pretty tough customer thanks to her martial arts kicks and overly aggressive AI. Thanks to its limited roster, the Shredder is your final foe in the NES version of the game; fought on a rooftop like in the movie and original comic, Shredder again has a dashing uppercut, a flaming flurry of punches, and can send a ground shot your way but goes down just as easily as every other enemy in this version of the game.

Power-Ups and Bonuses:
As Tournament Fighters is styled heavily after Street Fighter II, for the most part, there aren’t any in-game power-ups for you to utilise. The SNES version includes that special gauge outside of the story mode, which is good for a dramatic finish, but this is completely absent from the Mega Drive version. The NES version, however, does feature a power-up; at some point in every battle, Splinter will drop a red ball into the arena, which you can collect by pressing down and X. While the exact button inputs aren’t explained, and it seems incredibly temperamental, you can then launch this ball at your enemy to deal massive (and, usually, decisive) damage and this will be your key to victory in almost every bout. Be warned, though, as your foe is also able to pick up the ball and you’ll lose it if you take too much damage.

Additional Features:
The additional features on offer differ somewhat between each version of Tournament Fighters but there is some overlap; each version includes a story and a tournament mode and allows players to go head-to-head, selecting their character, stage, and handicap modifiers as you’d expect from a one-on-one fighter. Each game includes a variety of endings depending on which character you play as and the difficulty you set the game to, encouraging multiple playthroughs if you can stand to tackle this game again. Of course, the Cowabunga Collection adds even more features to these games; you’ll get a generous 100G Achievement for completing each game, however, you need to beat each one of the higher/highest difficulty level and battle Karai for this to pop. You can also use the Left Bumper to rewind the gameplay and bring up save states and display options with the Right Bumper, which also allows you to look through the strategy guide for tips and move inputs, which is much appreciated. In addition to viewing each game’s box art and manuals, exploring their soundtracks, and switching between the American and Japanese versions, you can enhance each game in various ways: you can choose to play as the 16-bit bosses, access additional stages, increase the game’s speed, and enable extra lives, remove sprite and slowdown from the NES version and allow for Hothead versus Hothead fights if you wish.

The Summary:
Teenage Mutant Ninja Turtles: Tournament Fighters is a tough one for me. I’m really not the best at Street Fighter II and similar knock-off fighters; the button inputs and aggressive opponents always throw me off and playing these games is often more frustrating than fun. The TMNT aesthetic certainly suits the format; all of the character have unique attacks and represent both the cartoons, comics, toys, and movies from the time and anyone who’s ever played Street Fighter II, especially on home consoles, will be immediately familiar with the 16-but versions of the game. For me, the SNES version is the clear winner; not only does it look and sound the best of the three, it plays a lot better and there are far better opportunities for combos and special attacks. The story and tournament modes are also presented in a much more visually impressive way, the stages are livelier and more interesting, and the game is bolstered by the faster combat and fluid gameplay. It pains me to say it being a big SEGA fan, but the Mega Drive version just can’t compete with its SNES counterpart; everything’s smaller, grimier, and so slow and clunky. I actually prefer some of the roster here, having read a lot of the TMNT’s Archie Comics as a kid, but the gameplay and presentation lets these additions down considerably. Naturally, the NES version is the inferior of the three but, even so, it does a decent job with the limitations of its hardware. One-on-one fighters are never a good option on inferior hardware and the TMNT definitely benefitted more from their 8-bit sidescrolling adventures and brawlers, but there’s some ambitious elements here that make it an interesting option, at least, though it’s hard to believe anyone choosing to downgrade or settle for the NES version of the far superior SNES version. Overall, if you’re a fan of one-on-one fighters and Street Fighter II, you could do a lot worse than to give the SNES version of Tournament Fighters a whirl; the other two are worth a quick playthrough for a boost to your gamer score but I can’t see myself picking the Mega Drive or NES version on future playthroughs since the SNES version just leaves both in the dust with its superior options, gameplay, combat, and presentation.

Mega Drive Rating:

NES Rating:

SNES Rating:

Rating: 2 out of 5.

Rating: 1 out of 5.

Rating: 3 out of 5.

Could Be Better

Terrible

Pretty Good

What did you think to Teenage Mutant Ninja Turtles: Tournament Fighters? Which of the three did you own back in the day, or is your favourite to play in this collection? How do you think it compares to other one-on-one fighters, especially Street Fighter II? Which character was your favourite to play as in each version? Were you disappointed by the dip in graphical quality in the Mega Drive version? What did you think to the NES version and how it utilised the system’s limitations? Would you like to see another one-on-one tournament fighter from the TMNT? What did you think to the additional features added to the Cowabunga Collection? Whatever your thoughts on Tournament Fighters, go ahead and share them in the comments below or leave a comment on my social media.