Well, here we are; it’s been a long few weeks but we’ve finally reached the last issue of Teenage Mutant Ninja Turtles: Color Classics Volume One (Eastman, Laird, et al, 2018). This full-colour volume collects the first seven issues of Kevin Eastman and Peter Laird’s initial run of Teenage Mutant Ninja Turtles (TMNT) comics, plus two one-shot issues featuring Raphael and Michelangelo (here referred to as “Michaelangelo”). Unlike the family-friendly TMNT that took childhoods by storm through the cartoons and action figures, these turtles are darker, far more serious, all dress in red, and routinely cut down their foes while also getting bloodied and battered up. These initial comics books introduced many TMNT staples and plot points that would be heavily featured in the first two live-action movies, Teenage Mutant Ninja Turtles (Barron, 1990) and Teenage Mutant Ninja Turtles II: The Secret of the Ooze (Pressman, 1991), as well as inspiring many episodes of the cartoons that followed. We’ve seen the TMNT confront and kill the Shredder, the dishonourable ninja behind the death of their master Splinter’s master, battle Baxter Stockman’s robotic Mousers, befriend and turn to April O’Neil when Splinter goes missing, and be teleported across space by the T.C.R.I.’s (alien brains inside robotic bodies) and battle the dinosaur-like Triceratons! We’ve also seen Raphael form a begrudging alliance with Casey Jones, a violent and sadistic masked vigilante, Mike deliver some Christmas cheer, and now, finally, it looks like the TMNT are finally on their way back to the familiar sights and sounds of New York City.
The TMNT arrive with some uninvited guests…
Speaking of which, issue seven opens up outside the T.C.R.I. building where the police and national guard have arrived and established a perimeter on account of the massive, suspicious beam of energy that had struck the building like a bolt of lighting from the sky. This is, of course, the Transmat Device finally beaming the TMNT back home; the T.C.R.I.’s stand ready to stun the turtles (since the last time they met, the TMNT attacked them in a frenzy after discovering Splinter being held in their facility) but are shocked to see that they didn’t just bring the TMNT back to New York…they also brought the TMNT’s new ally, Professor Honeycutt, and a whole bunch of angry Triceratons!
While the T.C.R.I.’s try to stun the Triceratons, the TMNT just straight-up kill them!
Though weakened and unacclimatised the Earth’s atmosphere, the Triceratons know a Transmat Device when they see one and immediately attack the T.C.R.I.’s to seize it. Caught in the middle, the TMNT join the fray and attack both groups; although the T.C.R.I.’s take care to try and stun the aliens rather than out-right kill them, true to form the TMNT have no such qualms about fatally wounding the Triceratons during the fight. With the Triceratons either dead or stunned, the TMNT are finally reunited with their master and father-figure, Splinter, and finally allow the benevolent T.C.R.I.’s to explain themselves rather than flying in all guns blazing. It’s been a long road but the TMNT are at last reunited with their mentor and it’s very satisfying to see this reunion get a nice full-page depiction.
The aliens explain their part in the TMNT’s origin.
After April arrives at the T.C.R.I. building and quickly leaves as she feels unable to help, learning that the military is preparing to force their way into the building to find out exactly what is going on, Splinter recaps the events of his escape from the Mousers and being cared for by at T.C.R.I. This leads to the T.C.R.I.’s explaining an extended version of the TMNT’s origin from issue one; it turned out that, twenty years ago, about a hundred of the aliens crash-landed on Earth during a peaceful scientific expedition; only a third of them survived the crash and, with no way of getting or contacting home, they assumed the guise of normal, everyday civilians and slowly accumulated the wealth and capital to purchase the T.C.R.I. building and begin constructing a Transmat Device to get back to their home world. During the construction of this device, they had to transport technology and salvage from their crashed ship and, during one of these runs, the fated canister of ooze fell from their truck and gave birth to the TMNT as we know them today. So, after all that, the TMNT are literally the by-product of alien technology; who would have ever thought that would be a thing…
The TMNT finally return home.
Unfortunately, all the fighting in the building has damaged some of the aliens’ systems and, to make matters worse, the military have finally forced their way in. The T.C.R.I.’s send their automated defences to subdue the soldiers but, when they realise the machines aren’t deadly, the military bust out the heavy ordinance to force their way further into the facility. Thanks to the assistance of Professor Honeycutt, the Transmat Device is repaired but, with the soldiers seconds away from breeching the Transmat room, the TMNT and Splinter are forced to follow the aliens into the beam to parts unknown once more. Back in April’s apartment, it is revealed on a news report that the T.C.R.I. building was destroyed in the aftermath to ensure that the aliens’ technology didn’t fall into the wrong hands. Though she laments the fate of her strange new friends, April is overjoyed when the TMNT and Splinter materialise in her bathroom, finally back home once more.
The Krang-like aliens are more benevolent than their appearance suggests.
And that’s a wrap for the TMNT’s first seven issues. Honestly, the concept started off strong with a ridiculous parody of the likes of Frank Miller and then went truly off the rails by introducing mad scientists, killer robots, and aliens all within the first four issues! It’s absolutely bonkers but it absolutely works and, best of all, this issue is full of the TMNT action I’ve come to love about these early issues; the TMNT get down and dirty with the Triceratons once more, cutting and stabbing them to death in the melee and once again carry the wounds of such a battle, which is always a mind-boggling sight to see after how watered down the TMNT would become in the subsequent cartoons. Speaking of which, it is equally still just as strange to see the brain-like aliens act so benevolently considering how much of a constant threat Krang was to the TMNT over the years. The T.C.R.I.’s aren’t given much of an explanation or even a true species name in these issues and all we really know about them is that they came to Earth with apparently-nonviolent intentions and were stranded there for twenty years; they never try to harm or kill anyone, even when their robotic shells are being blasted to smithereens, and, right when you think they’re going to abandon or betray the TMNT at the issue’s end, they stay true to their word and return the TMNT back home with the fully-recovered Splinter.
These aren’t the TMNT you knew from the cartoons!
Honestly, I am regretting that it’s taken me this long to properly get into these original interpretations of the TMNT. I knew of their darker, more violent original incarnation and remember reading at least the first two issues in an original printing but, once the Color Classics books were released, I knew that this would be the best time to finally explore these first few issues and see what the TMNT were originally all about. Will I get another volume and continue the story, or perhaps take a stab at the much-lauded IDW series? Well, probably not as I like to buy the physical books and I only have so much space but, after reading this first volume, I have to admit that I am very tempted to make room for some more TMNT action and seeing how Eastman and Laird developed these iconic characters into fully-fleshed out personalities.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What are your thoughts on the original, more violent versions of the TMNT? Did you read this first issue when it first came out or, like me, did you discover it after the TMNT took the world by storm? What did you think about the original versions of Shredder, the Foot Clan, Baxter and the Mousers, Casey Jones, and April? Have you read the Color Classics books? If so, what did you think? Do you, perhaps, prefer the IDW comics? What is your favourite piece of TMNT merchandise? Whatever your thoughts and memories of the TMNT, feel free to leave a comment below and, if you’d like to see me bring back Turtle Tuesday or cover other TMNT media, please let me know.
When I bought first Color Classics (2018) volume of the original Teenage Mutant Ninja Turtles comics, I went in a little bit blind. I knew that Kevin Eastman and Peter Laird’s original versions of Teenage Mutant Ninja Turtles (TMNT) were far darker and more violent characters and I knew that they killed the Shredder in their first issue and went on to both befriend April O’Neil and battle Baxter Stockman and his robotic Mousers, but I never expected that the TMNT would be beamed into the far reaches of space within the first seven issues! Since issue three, the TMNT have been searching for their missing mentor and father-figure, Splinter. Their search took them to the mysterious T.C.R.I. building and saw them teleported to the alien city of Peblak, where they befriended the “Fugitoid”, Professor Honeycutt (a humanoid scientist’s consciousness trapped within a robotic body) and were hounded by the forces of General Blanque. After Honeycutt, the only one capable of constructing a Transmat Device and returning them home, was kidnapped by the dinosaur-like Triceratons, the TMNT gave chase and ended up choking to death in the cargo hold as the Triceraton ship docked with their technologically-enhanced asteroid base.
The TMNT are held captive as collateral.
Issue six picks up right where issue five left off, with Honeycutt being brought to the command deck to witness the awesome sight of the Triceraton homeworlds, a whole series of asteroids all hollowed out and filled with space-faring technology and domed cities. While Honeycutt is taken to meet with the Triceraton’s leader, Prime Leader Zanramon, the Triceratons stumble upon the TMNT in the cargo hold. They’re sat in deep mediation, presumably to lower their heartbeats and control their breathing and make the most of the limited oxygen; however, it also leaves them helpless, allowing Zanramon to hold them captive in his attempt to force Honeycutt to construct a Transmat Device to aid their wars.
The TMNT engage in a brutal fight to the death!
However, despite the threat to his new friends, Honeycutt remains resolute in his decision not to construct a Transmat Device for any reason as the threat to life is just too great, even if it means the TMNT will die. The story then jumps back to Earth to check in on April, who is beside herself with worry as the TMNT and Splinter have been missing for some time now. A news report reveals that the national guard have been called in to investigate some strange goings-on at the T.C.R.I. building, which does very little alleviate her fears and worries. Back at the Triceraton homeworld, the TMNT are forced to enter the Triceraton arena in a fight to the death. Luckily, the TMNT have been provided with oxygen kits to allow them to breathe and they’ve been allowed to keep hold of their weapons and, even better, the wrist injury that had slowed “Michaelangelo” down over the last few issues is no longer a problem, meaning that the TMNT are able to battle at full force, inflicting bloody, fatal wounds to their Triceraton opponents.
Backed into a corner, the TMNT are suddenly bathed in a familiar light…
Spotting Honeycutt in the Prime Leader’s executive box, the TMNT hatch a plan to hijack a floating platform and attack the Prime Leader and his guard. The battle is swift and the TMNT rescue Honeycutt and take Zanramon hostage, forcing him to guarantee them safe passage to his personal ship. Once again arming themselves with laser rifles, the TMNT engage in a shoot-out right as they reach the docks and Zanramon is killed in the crossfire (by his own troops, no less). Pinned down, the TMNT beat a hasty retreat to a nearby elevator only to find it full of yet more Triceratons. However, right as they are about to be gunned down, the TMNT, Honeycutt, and a handful of the Triceratons are bathed in a familiar light and disappear from sight… This is first TMNT issue I’ve looked at since beginning Turtle Tuesday that doesn’t really focus on the titular mutant turtles for the majority of its pages. Instead, we’re shown and told the specifics of the Triceraton society and spend the first half of the story with Honeycutt being threatened and April being reduced to a helpless wreck.
When the TMNT get to fighting, the issue really picks up.
Things finally pick up once the arena battle begins, in which the TMNT return to their violent, bloody glory, slicing up the Triceratons, cracking their skulls, and skewing them in their life-or-death battle. It’s always great to see the TMNT cutting up their opponents with reckless abandon and this continues as soon as they get their hands on those laser rifles and start gunning down Triceratons without hesitation. None of them really get much of a chance to stand out in this frantic setting, however, and all we really garner from this issue is that the TMNT are increasingly desperate to get back to New York.]
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
What do you think of the Triceratons as a TMNT enemy? Would you have preferred to see this issue spend more time with the TMNT or did you enjoy seeing Eastman and Laird expand the scope of their off-the-wall comic book series? Did you know that T.C.R.I. actually stood for “Techno-Cosmic Research Institute” and do you agree that this is a ridiculous name? What is your favourite arena-based fight in comics, videogames, or movies? Whatever your thoughts, drop them in the comics below and come back next Tuesday to see where the TMNT end up this time!
When I talked about Raphael: Teenage Mutant Ninja Turtle, I mentioned that, of all the Teenage Mutant Ninja Turtles (TMNT) as originally conceived by of Kevin Eastman and Peter Laird, Raphael has stood out the most in terms of personality. Given that all of the TMNT look and sound the same and are only really separated by their individual weapons, it stands out even more when one of them shows a bit more personality in these early issues. But, while Raphael has stood out the most, each of the TMNT has showed glimpses of their individual personalities…except for “Michaelangelo”. Up until now, “Michaelangelo” has simply been a ninja turtle; it took him fives issues to exude anything even resembling a personality and even then it wasn’t anything that impressive. We’ve seen him able to hold his own when sparring with Raphael, and even best his brother in combat, receive an injury when battling the Foot Clan and having to deal with the handicap of this injury, and he was possibly (most likely) the turtle who got drunk on one alien alcoholic beverage. Apart from that, he may as well not really be there; Leonardo has been the voice of reason and given the TMNT direction, Donatello has offered technical and scientific expertise (though basic), and Raphael has been depicted as an emotional hot-head who struggles with his temper but “Michaelangelo” has just been…there…
Mike takes the time to have some fun in New York at Christmas.
So it is slightly surprising to me that, of all the TMNT, it was Mike who received his own one-shot comic; as the only of his brothers to receive a one-shot at this point was Raphael, this seems to imply that Mike was just as strong a stand out, breakout, character as his temperamental brother but, honestly, I haven’t seen any evidence in this early issues to make a case for that. If anything, it feels like Leonardo should have gotten the one-shot treatment over Mike but, here we are. Michaelangelo: Teenage Mutant Ninja Turtle takes place before the TMNT were transported across space but after Splinter turned up missing; the TMNT are still staying at April O’Neil’s apartment and, wouldn’t you know it, it’s Christmas time in New York City and “Michaelangelo” is out exploring the city in the middle of a picturesque, stereotypical snow-covered Big Apple. Though he laments that he probably wouldn’t be able to take up ice skating, he jumps at the chance to try “sliding”, enjoying being out and amongst his fellow New Yorkers.
Mike stumbles upon a robbery taking place.
Rather than heading home, Mike decides to head to the shops to do some Christmas shopping but comes across a lost cat; taking a liking to the freezing kitty, Mike tucks him into his big winter coat and takes the cat with him to a nearby town store. Enamoured by the large array of toys and games on offer, Mike heads inside and, whilst playing, names his newfound friend “Klunk”; however, Klunk gets spooked by the toys and runs off to the toy shop’s warehouse. Following, Mike comes across a gang of masked individuals taking a truck full of this season’s most-popular toy (“L’il Orphan Aliens™”), which is due to be donated to a local orphanage. The thieves, however, knock out the driver and intend to steal the truck and sell the toys to make a profit so Mike, naturally, gives chase.
Mike busts up the thieves and retrieves the truck.
Grabbing hold of a loose light chord, Mike is dragged through the streets as the truck speeds away; after securing Klunk instead the truck, Mike makes short work of a couple of the goons but loses the truck when the driver speeds away. Desperate to get Klunk back and finish the job, Mike takes a chance on the driver driving erratically and without any real purpose and, luckily, catches up to the truck and takes out the driver by smashing through the front and driver’s side window. Mike plans to drive the truck back to the store but attracts the attention of New York’s finest, who have been on the lookout for the stolen vehicle, and Mike is forced to smash his way past the cops and an armed barricade. Ditching the truck down a nearby alley, Mike doesn’t want to just leave it for the cops to impound and, instead, opts to head back to his brothers at April’s apartment.
The TMNT deliver the toys to the orphange for a feel-good moment.
Mike (randomly called “Michelangelo” for the first time, though this correct spelling of his name wouldn’t stick for some time) doesn’t have to try too hard to convince the rest of the TMNT to help him out and, together, they take April’s van down to where Mike ditched the truck, load it up with the L’il Orphan Aliens™, and deliver the toys to the orphanage while dressed as Santa Claus and his helpful little elves. Compared to Raphael: Teenage Mutant Ninja Turtle, Michaelangelo: Teenage Mutant Ninja Turtle is every schmaltzy, feel-good Christmas story you’ve come to expect from comic books. Literally the only thing this one-shot contributes is that it finally shines a light on “Michaelangelo” and allows him to stand out from his brothers. As realised in this story, Mike is like a wide-eyed kid; he enjoys being out in the city, especially amongst the snow and at Christmas time, and delights in playing with and being around all the toys and games. This contrasts quite severely with what little personality he has shown thus far as he’s seen to be relatively stoic, focused, and adept at martial arts rather than the laid back, pizza-loving surfer dude he would later become. Otherwise, there’s not really much else on offer here and it doesn’t really add much to the current ongoing arc of the TMNT struggling with the loss of their mentor and father-figure, Splinter. It’s nice to see Mike’s personality fleshed out a bit but, similar to Raphael’s one-shot, it’s not as though these developments are actually translated to the subsequent issues that I’ll be looking at for Turtle Tuesday. As a one-shot, feel-good Christmas tale it’s decent enough but I always feel like such stories are a bit of waste of time as I’d much rather get to the action or the character development more than celebrate the “true meaning of Christmas”.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
What did you think about this one-shot TMNT comic? Do you think Mike deserved his own spin-off or would you have preferred to see a different character get that honour? What do you think about schmaltzy Christmas tales in comics, cartoons, or movies? Whatever you think about this issue, or the TMNT in general, feel free to leave a comment below and come back next week as the TMNT continue to fight their way through alien goons and return home.
These last few weeks, I’ve been going back over Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles original comics every Tuesday for “Turtle Tuesday”. In the last issue, the Teenage Mutant Ninja Turtles (TMNT) finally found their lost master, Splinter, being held in suspended animation in the mysterious T.C.R.I. building. However, in their haste to jump into battle with the T.C.R.I. inhabitants (sentient brains inside robotic endoskeletons), the TMNT were caught in a teleportation beam and vanished from sight. Issue five continues right where the last issue left off, with the TMNT materialising in an unknown place, surrounded by gun-wielding soldiers and accompanied by a cute little alien robot.
The TMNT find themselves lost on a strange, alien planet.
Fighting their way to freedom, the TMNT soon discover that they’re not in New York City anymore; instead, their in the futuristic city of Peblak, an alien city on an alien world inhabited by all kinds of…aliens. Their new companion, Honeycutt, recognises the device that transported the TMNT to be very similar to a theoretical machine he had in mind, the Transmat device, however the TMNT’s hopes of Honeycutt being able to transport them home are quickly dashed when Honeycutt reveals his long and convoluted origin.
Honeycutt had no interest in his inventions being used for warfare.
It turns out that Honeycutt was once a human scientist working on the Transmat Device for the government; however, as they wanted to use it as a means of warfare, he abandoned the project to focus on his Mentawave Helmet, a device capable of boosting the wearer’s capacity for telepathy and telekinesis. However, while answering a distress call from his worker robot, Sal, Honeycutt was struck by a freak bolt of lighting while wearing the helmet and tangled up in some wires with Sal. When he awoke, he found his human body was destroyed and that the Mentawave Helmet had, somehow, transferred his consciousness into Sal’s body. General Blanque, whose soldiers the TMNT fought in the opening panel, discovered Honeycutt’s charred remains and blamed it on Sal, declaring him a Fugitoid, ordering him to be hunted down and destroy. A really out of place and tacked on aside at the bottom of the page, however, reveals that Blanque knew about what had really happened (…somehow) and actually wanted to capture Honeycutt to abuse his Transmat technology.
The TMNT are attacked by Blanque’s troops while scoping out a nearby bar.
Either way, the TMNT and Honeycutt decide to work together to get off-world and escape Blanque’s forces; however, while scoping out a nearby bar for a pilot or a means to escape the planet, they are attacked by Blanque’s forces once more. Despite being slightly intoxicated by the alien alcohol, the TMNT manage to hold their own thanks to acquiring the soldier’s laser rifles. Just as all hope seems lost, the bar is attacked by a group of Triceratons, massive aliens that resemble bipedal Triceratops dinosaurs. The Triceratons capture Honeycutt and the TMNT give chase, resulting in a chase scene through the skies of the city using flying cars. Still reeling from the affects of the alcohol, and being unfamiliar with the alien craft’s controls, the TMNT are soon knocked from the sky by the superior Triceratons and, feeling the pressure of the events they’ve had to endure, Donatello briefly freaks out.
As the ship docks, the TMNT are left choking to death in the cargo hold…!
Luckily, some of Blanque’s soldiers fly overhead and the TMNT follow them to a massive shoot out between Blanque’s forces and the Triceratons; arming themselves with some laser pistols, the TMNT fight their way onto the Triceraton ship, gunning down anyone and anything that gets in their way. Before they can properly search the ship for Honeycutt, it takes off and leaves the atmosphere far behind. Honeycutt is taken to converse with the Triceraton commander, who attempts to woo the former scientist into developing a Transmat Device for them rather than General Blanque. However, as the Triceraton ship prepares to dock with their base (a massive, technologically-converted asteroid), the TMNT suddenly realise that they are slowly asphyxiating in the cargo hold as the oxygen levels begin to drop…
It didn’t take long for the TMNT to be battling aliens and robots on an alien world!
Man, we’ve come a long way from the first issue…it’s only issue five and we’ve already seen the TMNT fight rat-eating robots, battle aliens inside robotic bodies, teleport across the galaxy, be trapped on an alien world, and now they’re choking to death, lost in space! Suddenly, the idea of teenage mutant ninja turtles fighting a dishonourable ninja in razor-sharp armour doesn’t seem so far-fetched! It’s honestly commendable how quickly Eastman and Laird decided to just go balls-deep with their already ridiculous premise; it would have been so easy to keep the TMNT grounded in New York and on Earth, fighting ninjas or thugs or being typical superheroes but, instead, they had them going up against aliens within no time at all.
In a change of pace, Donatello freaks out following all the crazy stuff they’ve endured.
Equally impressive is that the injury “Michaelangelo” sustained to his wrist in the last issue continues to be a factor in this issue…at least, it is at the beginning of the issue. Add to that and Mikey actually shows slightly more personality this time around; he’s actually the first to leap into action against Blanque’s forces (rather than, say, Raphael) and it appears as though he’s the turtle who gets drunk in the bar (though, to be fair, it’s hard to say since all the turtles look the same). Additionally, Donatello stands out a little more in this issue, pulling faces to distract Blanque’s forces so Leonardo can impale them on daggers, piloting the flying car they use to chase after the Triceratons, and freaking out when they get knocked from the sky. The TMNT have been noticeably struggling since Splinter went missing back in issue three but the only one who has really lost his cool over their situation so far has been Raphael so it’s a nice change of pace to see one of the other turtles give in to the stress of the pitfalls they’ve had to go through in the space of a few nights.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think of this issue? Do you think it was maybe to soon in the TMNT’s life to shave them thrown into space and battling dinosaur-like aliens or do you enjoy the wacky, off-the-wall nature of the TMNT comics and concept? Now that we’re a few issues in, which of the TMNT do you like the most from these original issues? Whatever your thoughts about the TMNT, drop a comment below and come back for next week’s instalment of Turtle Tuesday in which Mikey takes the spotlight for his own one-shot issue.
I’ve recently been going back through the first few issues of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles comics every Tuesday, hence the term “Turtle Tuesday” for the next few weeks. Eastman and Laird’s original versions of the Teenage Mutant Ninja Turtles (TMNT) are far darker and more serious than their later, more comedic and family-friendly interpretations; they all wear the same red bandanas, use their weapons to slice and even kill their opponents, and usually come out of most battles all bloody and cut up. After avenging the death of their master Splinter’s master in the first issue, the TMNT returned home from fighting Baxter Stockman and his robotic Mousers to find their lair ransacked and Splinter missing, presumed injured or dead. With nowhere else to go, the TMNT have moved in with their human ally, April O’Neil, while they regroup and try to come up with a plan of action.
The TMNT don’t hesitate to kill the Foot during their fight.
Issue four kicks off with the TMNT taking to the rooftops of New York City at night for some exercise and to clear their heads; it’s been a week since Splinter went missing and tensions are still high but no mention is made of Raphael’s solo adventures (as covered last week) or his encounter with Casey Jones. Catching a breather on a rooftop, the TMNT are randomly attacked by the venge-seeking Foot Clan; in the bloody, violent battle, Foot are thrown from the roof to their deaths and beaten (presumably to death) by the TMNT’s weapons.
Mike is injured by the Foot, driving Raphael into a rage.
Raphael takes a spill off the roof, crashing through the window of a nearby civilian apartment and once again exposing himself to a family of New Yorkers, and summarily murders one of the Foot when he injures “Michaelangelo”’s wrist. I guess the Foot are still indiscriminately worthy of capital punishment, despite Raphael’s lectures to Casey about dishing out capital punishment in Raphael: Teenage Mutant Ninja Turtle. With the Foot defeated, the TMNT suddenly realise that they are right across the street from the T.C.R.I. building. Yeah, apparently, the TMNT never spotted this giant, glass-and-steel building with “T.C.R.I.” emblazoned upon it in giant letters. Go figure. Anyway, with the sun rising, they head back to April’s and recap her (and the reader) on the specifics of their origins to explain the significance of T.C.R.I. to them (the company name is stamped on the canister that contained the mutagenic ooze responsible for the TMNT’s existence).
Splinter is alive but held in suspended animation.
Curious about T.C.R.I. and their origins, the TMNT choose to suspend their search for Splinter and check out the T.C.R.I. building; April offers to help but, as their actions are illegal, the TMNT convince her to stay behind. With no visible entrances, the TMNT head up to a nearby rooftop and cross over to the T.C.R.I. building using a rope; Donatello then borrows the old “place a photograph in front of the camera” trick to allow them to slip past the security cameras and enter the building. Exploring their surroundings, they find the building has a strange layout (such as a reception area three floors from ground level) and pick up a mysterious security card that features some strange, alien writing on it. Eventually, after randomly trying a bunch of doors, they use the card to access a chamber and find Splinter being held in captivity. Enraged, and believing their father-figure to be dead, Raphael wants to trash the entire place but is stopped by Donatello, who reveals that Splinter is alive but held in suspended animation and that trashing the room could kill their master.
The TMNT are too emotionally unstable to see that the T.C.R.I.’s aren’t a real threat.
The TMNT are suddenly confronted by Splinter’s captors; alien, sentient brains stuck inside robotic endoskeletons. On edge and understandably upset, the TMNT don’t stop to think or listen to reason; instead, they attack full force but are forced to beat a hasty retreat due to the robots’ sheer numbers, dexterity, and sheer firepower (though they don’t seem to twig that their enemies are blasting them with stun rays). Fleeing to another room with a huge piece of machinery in it, the TMNT prepare to make their last stand, confidant that the odds are in their favour as their foes don’t want to risk damaging the “translocation device”. However, while trying to cause a distraction so his brothers can escape, Mike’s injured wrist gives out on him and causes him to destroy the machine’s control panel and, in a flash of light, the TMNT suddenly vanish from sight. This issue continues the ongoing story arc revolving around Splinter’s disappearance and the impact this has on the TMNT. We already saw how deeply it has affected Raphael (he got a whole one-shot comic to explore his rage at the loss of his master) but, here, it’s clearly affected each of the TMNT as they don’t even hesitate to fly at the cybernetic T.C.R.I.’s at full force. Clearly, seeing their father-figure held in captivity is skewing the TMNT’s usual stoic focus and, in their rage, it causes them to be caught in the translocation machine’s teleportation beam.
Mike’s injury actually factors into the plot.
Eastman and Laird continue to keep the truth about the T.C.R.I.’s under wraps; we really don’t know anything about them except that they are aliens, scientifically curious, and have no intention on actually hurting or killing the TMNT or Splinter. It’s difficult to consolidate this in retrospect considering that these creatures served as the basis for the one of the TMNT’s most enduring villains, Krang, but, in their initial appearance, they more like scientists than anything else. I also liked that Mikey’s injury actually factored into the issue’s plot; so many times in comics, characters will be injured and get patched up and it’s either never addressed again or disappears between panels but, here, it’s directly responsible for the TMNT’s trip to parts unknown. If you missed Raphael’s one-shot, this issue also reinforces his friendship with Mike but, while Donatello’s knowledge of machines factors into the TMNT’s exploration of the T.C.R.I. building, I’m still waiting for “Michaelangelo” to actually stand out from his brothers in some way other than the unique weapon he wields.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think about the T.C.R.I. aliens? Do you still find it jarring to see the TMNT getting cut and hurt or are you getting used to it now that we’re a few issues in? Do you think the TMNT were right to leave April behind or should they have brought her along, or called on Casey for help? Feel free to share your thoughts on the TMNT below and pop back for next week’s instalment of Turtle Tuesday in which the TMNT are left stranded on an alien spaceship!
If there’s one thing we’ve learned from the last few weeks of “Turtle Tuesday” it’s that, of all the Teenage Mutant Ninja Turtles (TMNT), it is Raphael that has stood out the most in even just the first three issues of Kevin Eastman and Peter Laird’s initial run of Teenage Mutant Ninja Turtles comics. Sure, we’ve seen that Leonardo is the de facto leader; he’s been the voice of reason after Splinter’s disappearance and gives directions and strategy during the TMNT’s many bloody battles. Donatello has tinkered with some machines and hinted at his familiarity with computers, which was a significant aspect of issue two but has yet to be properly focused on, and “Michaelangelo” has been…there as well… But every issue has made a point to emphasise Raphael’s individuality from his brothers. Hell, the very first issue dedicated a whole side plot to Raphael that gave him his own inner monologue and he was the only one of the TMNT to fly off the handle after their lair was ransacked and Splinter went missing so is it any wonder that, of the four TMNT, it was Raphael who got his very first spin-off comic during this time?
Raphael loses it during raining and nearly kills Mikey.
Raphael: Teenage Mutant Ninja Turtle continues with the TMNT still hiding out at April O’Neil’s apartment after the disappearance of Splinter. Tensions are high and, as he spars with “Michaelangelo”, Raphael flies into a rage when his brother gets the better of him. Enraged, Raphael grabs a wrench and is moments away from bashing his brother’s brains in before Leonardo intervenes and admonishes him for his emotional state. Right away, this opening sequence establishes two things: one is that Raphael has one hell of a temper and has been pushed to breaking point by the disappearance of his father-figure and the second is that “Michaelangelo” is actually a competent and formidable fighter in his own right. How often do we see Michelangelo portrayed as not only a proficient and skilled fighter but also capable enough of not only holding his own with Raphael but actually besting him? Here, Mikey counters each of Raph’s moves and comments upon his brother’s technique and ability with a knowledge and wisdom far beyond his usual characterisation as a lackadaisical surfer-dude. Clearly, Raph’s anger is getting the better of him and causing him to make mistakes in this battle but Mikey’s commentary reveals that he’s no pushover when it comes to fighting and using an enemy’s skills against them; it’s not massively surprising considering all of the TMNT are far more focused and capable than their animated counterparts but it is interesting as, at this point, all we really know about Mikey is that he’s a ninja turtle with nunchaku.
Casey Jones is inspired to become a vigilante and to dish out capital punishment.
Raphael: Teenage Mutant Ninja Turtle also establishes that “Michaelangelo” is Raphael’s best friend; as he takes to the rooftops, desperate to clear his head and wallowing in shame and regret, Raphael laments his actions and what his rage nearly made him do to his “best pal”, emphasising that Raphael’s bloodlust in battle leads him to not only make mistakes but also drives him to a frenzy where he can’t tell friend from foe. The story then switches to my second-favourite TMNT character, Casey Jones; sat before a television in his squalid apartment, Casey is randomly inspired by what sounds like either a clichéd cop show or a clichéd cop movie to take to the streets with a hockey mask and a bag full of sports equipment to teach criminal scum the lesson he feels they sorely deserve. Within a few hours, he spots Raphael beating up a couple of street punks when they try to steal a woman’s handbag but is incensed when Raph lets the scumbags escape and drops in to finish the job.
Raph is determined to keep Casey from killing indiscriminately.
Alarmed that Casey is about to kill the punks, Raphael steps in and fight ensues, with Casey managing to catch Raphael off-guard by feigning defeat and then knocking him out with a golf club. After coming to, Raphael is determined to track Casey down and put a stop to his vigilante ways before he goes too far and kills someone but has no idea where the masked vigilante ran off to. New York City is rife with crime on this night, however, as Casey soon stumbles upon a couple of guys stealing a car radio and dishes out his own brand of justice by bashing them with a couple of baseball bats, even breaking one of the perpetrator’s legs. Right as Casey is about to deliver the killing blow, Raphael steps in, incensed that Casey believes that every crime is deserving of capital punishment.
Raph and Casey beat each other senseless.
Ignoring Splinter’s training and Leonardo’s words of caution, Raphael dashes across a busy street and engages in a long, bloody fight with Casey in Central Park; the two are evenly matched in their ability to both give out and take punishment and, before long, they’re both absolutely exhausted and bloodied up from their scuffle. In the end, the two reach a compromise and a degree of understanding as Casey recognises that Raphael is not above killing those when they deserve it and Raphael advises that Casey needs to keep his temper under control so that he doesn’t needlessly kill for the most minor of crimes and, begrudgingly, the two agree to race to the aid of a nearby citizen in peril.
Raphael sees a kindred sprit in Casey.
Raphael: Teenage Mutant Ninja Turtle more than makes up for the last issue’s lack of TMNT action; nearly every panel of this one-shot is dedicated to Raphael and some classic TMNT action. Not only that but it introduces one of the TMNT’s most enduring human allies in Casey Jones, a hockey mask and sports-gear-wielding vigilante who is more than happy to beat street punks to death. Very little is revealed about Casey’s background; we have no idea why he feels so strongly about engaging in vigilante justice and it seems he’s meant to be a commentary (or parody) of the influence violent television can have on the mentally unstable. And Casey definitely seems to be a bit off his rocker as he relishes in dishing out violent retribution for the most minor of crimes and Raphael agrees to tag along with him mainly to ensure that he does not go too far with his vigilante ways. This serves to help Raphael come to a realisation about his own violent actions and his temper; well aware that he went too far during his training with his brother, Raphael knows that his anger is an issue and that he needs to try harder to maintain his focus in battle but Casey represents what he could become if he doesn’t work to keep his temper in check. While this works as a character arc, of sorts, for Raphael, the issue ends with him only hoping to do better and it’s a little jarring seeing Raphael suddenly being so against killing as he and his brothers didn’t hesitate to kill in their debut issue.
My two favourite TMNTs characters together for the first time.
While you can make an argument that the Purple Dragons and the Foot Clan were deserving of this punishment, there was nothing in the first issue to indicate that this was the case. The Foot were considered as evil and dishonourable as their master, the Shredder, who was unequivocally stated as deserving of death for murdering Splinter’s master, but were they really? Maybe they were disillusioned youths like in the Teenage Mutant Ninja Turtles(Barron, 1990) live-action movie, or new recruits who hadn’t done anything more than the street punks Raphael is so quick to defend in this issue. It seems like Raphael only admonishes Casey for wanting to kill indiscriminately because it fits the theme and message of not only this one-shot but also Raphael’s character as depicted here. Don’t get me wrong; he’s right to say that capital punishment isn’t always necessary but, up until this point, he and the TMNT certainly seemed to think that it was so, while it works as a lesson for Raphael to learn, it does seem a little contradictory to what we’ve seen of the TMNT so far.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think about this one-shot TMNT comic? Do you think Raphael deserved to be the first of the TMNT to get his own spin-off or would you have preferred to see a different character get that honour? Do you like Casey Jones? If not, which of the TMNT’s human allies is your favourite? Whatever you think about this issue, or the TMNT in general, feel free to leave a comment below and come back next week as the TMNT continue their search for their master in the next instalment of Turtle Tuesday.
Tuesday’s are “Turtle Tuesday” for the next few weeks as I use this time to look back on the first few issues of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles, which painted a far darker and serious picture of the Teenage Mutant Ninja Turtles (TMNT) than their later animated interpretations. After avenging the death of their master Splinter’s master in the first issue, the TMNT made a new friend in issue two when they saved April O’Neil from Baxter Stockman’s robotic Mousers. Not only did issue two start to distinguish the TMNT by more than just their weapons, it also began a storyline that would continue not just in this next issue but over the next few issues as well, showing that Eastman and Laird were fully capable of plotting out ongoing story arcs even this early into their fledgling publication.
Raphael is inconsolable and determined to find Splinter right away.
Issue three begins with the TMNT and April finally escaping from Stockman’s laboratory; indebted to the TMNT for their help, April leaves them her number as they head back to their sewer hideout…only for them to discover that their beloved master and father-figure, Splinter, is missing. Not only that, their lair has been ransacked and there are smashed up Mousers and blood all over the place. Enraged and fearful for his master’s safety, Raphael is inconsolable; despite Leonardo’s efforts to calm him and assign him a task to help compartmentalise the problem, Raphael flees into the night, determined to find Splinter sooner rather than later. While we saw a glimpse of his headstrong Raphael was in issue one, this is the first real indication that he is, by far, the more hot-headed and emotional of the TMNT; interestingly, Raphael and Leonardo don’t come to blows over the issue, which is a nice change of pace. Instead, Raphael simply allows his emotions to get the better of him and to ignore Leonardo’s more measured approach to the situation and, even more surprisingly, when Raphael returns to the group, he even admits that he was wrong to rush off alone and apologises for his actions. Reunited, but still unsure of how to proceed, the TMNT call April and she immediately comes over to pick them up in her van.
The chase causes chaos in Central Park.
Unfortunately, as April drives the TMNT back to her place, they attract the attention of the police, who mistakenly believe the van to be the same one involved in a robbery, unaware of this, and desperate to not be caught or discovered, a high-speed pursuit ensues that takes the TMNT, April, and the cops through Central Park and causes a great deal of damage and disruption. Thankfully (luckily), no one seems to be seriously hurt from the pursuit and, quite coincidentally, the TMNT catch a break when they just happen to pass the real perpetrators of the crime and finally lose the police pursuit (resulting in an amusing full-page spread of New York’s finest spouting every cop cliché line in the book while holding the thieves at gun point). Arriving back at April’s place, the TMNT have a brief moment where they bond with her before falling asleep from the stress and exhaustion of the last few days. For anyone familiar with the Teenage Mutant Ninja Turtles(Barron, 1990) live-action movie, a lot of this issue will ring a bell as the TMNT also returned to their lair to find Splinter missing and took shelter at April’s apartment; April even lives alone above a junk shop, just like in the movie, showing just how faithful that initial film was to Eastman and Laird’s original vision of the TMNT.
Splinter’s rescuers are hiding a strange secret…
Compared to the last two issues, though, issue three is far less action-packed; the chase sequence amounts to the entirety of the issue’s action and, instead, we see a different side to the usually stoic and action-orientated TMNT. Confronted with a situation where their ninja skills and weapons cannot help them, the TMNT are somewhat clueless as to how to proceed, turning to April as they have nowhere else to go. As with the other issues, though, it is mainly Leonardo and Raphael who have the strongest, most distinct reactions to Splinter’s disappearance, with Raphael reacting in angered haste and Leonardo not only trying to hold his brothers together but remaining steadfast that they will recover their master and father-figure. The issue ends with an extended epilogue that reveals to the read the specifics of what happened to Splinter; caught off-guard by a sudden Mouser attack, Splinter is wounded and barely manages to escape with his life. Discovered by a couple of mysterious, strange-sounding men, Splinter is taken to the T.C.R.I. building for medical care but, when he awakens, Splinter discovers that his rescuers are actually sentient brains inside robotic shells, ending the issue on another cliffhanger that will be continued in next week’s instalment of Turtle Tuesday!
Last week, I announced that, for the next few weeks, Tuesday’s would be “Turtle Tuesday” as I take a look back at the first few issues of Kevin Eastman and Peter Laird’s Teenage Mutant Ninja Turtles. After debuting the Teenage Mutant Ninja Turtles (TMNT) in a one-shot comic, Eastman and Laird advertised their property through a media kit and advertisements so that interest in the TMNT grew, justifying not only the release of a second issue but also, in time, a spin-off comic book series, Tales of the Teenage Mutant Ninja Turtles (1987 to 2010). The TMNT weren’t quite the multimedia juggernaut they would become, however, meaning that the original Mirage Comics run continued to be decidedly darker and more violent than its eventual animated incarnations, with the turtles still sporting the same red colour schemes and using their ninja weapons to maim and even kill their foes.
The TMNT used their training to avenge their master’s master.
Last week, I looked at the TMNT’s seminal first issue in which Eastman and Laird first introduced this ridiculous concept to the world. Parodying the works of Frank Miller and inspired by the likes of Daredevil, the New Mutants, Ronin (Miller, et al, 1983 to 1984), and Cerebus (Sim and Gerhard, 1977 to 2004), the TMNT were grim, stoic turtles mutated by radioactive ooze and trained in the ways of the ninja by their aged mentor Splinter, a mutated rat. After being told of their origins, the TMNT set out to avenge the death of Splinter’s master by confronting his killer, the Shredder, and his Foot Clan of ninja criminals; after a bloody battle, the TMNT emerged victorious and, with the Shredder dead, returned home to the sewers…
Week Two: Issue Two
Issue two opens with Leonardo reprimanding Raphael and “Michaelangelo” for sparring so loudly that Splinter can’t hear the television; immediately in these first few panels we see a few glimpses of the personalities that will, in time, come to define the TMNT: Leonardo is the stern voice of reason and authority, Raphael is focused only on fighting and training, and Donatello is tinkering with a piece of machinery. The only odd one out is “Michaelangelo” who still exhibits none of his now-characteristic lackadaisical, surfer-dude attitude and is, instead, just as keen to fight and train as his traditionally hot-headed brother.
Turns out Baxter is out of his mind and plans to hold the city to ransom with his Mousers.
The TMNT are distracted from their activities by a news report in which Doctor Baxter Stockman reveals his proposed solution to New York City’s rat problem: the robotic Mousers which, when set to task, devour up to five rats at a time. Naturally, this has our heroes deeply troubled considering their mentor and father-figure, Splinter, is a rat but it seems like quite the leap in logic for them to consider Stockman’s machines a threat at this point when it seems they’re only programmed (and capable) of hunting regularly-sized rats. After several weeks, Baxter’s assistant, April O’Neil, voices her concerns about a series of robberies throughout the city and suggests that the Mousers have gone rogue, somehow, and are responsible. Baxter then decides to show April the full extent of his work: a veritable army of Mousers with which he has successfully robbed several banks and also plans to use to hold the city to ransom for a cool $20 million.
Baxter destroys a building to legitimise his threat to the city.
It turns out that Baxter is literally out of his mind, willing to destroy several buildings (including the World Trade Center) and cause the deaths of countless innocents simply because it would be more fun than legally becoming a millionaire through his research. Escaping Baxter’s clutches, April is nonetheless close to being devoured by his Mousers when she is promptly rescued by the TMNT and faints upon seeing them in all their mutated glory. Awakening in their lair, April is briefed on the origins of Splinter and the TMNT (thankfully, unlike the vast majority of comic books at the time, Eastman and Laird simply direct readers to the first issue for the full story rather than wasting pages recounting the origin once again). After that, Baxter makes his demands, destroying the “Retxab” building (which totally isn’t the Fantastic Four’s famous Baxter Building) to show that he’s serious in his demands.
The Mousers are deactivated right at the last minute.
As she knows Baxter’s systems and security measures, April accompanies the TMNT as they move to confront and stop Baxter; however, despite taking the mad doctor out with little effort, the TMNT soon find that they’re trapped in the building with the entirety of Baxter’s army now reprogrammed to destroy the entire structure (and, obviously, them as well). While Leonardo, Raphael, and “Michaelangelo” desperately fight off the Mousers, Donatello (who is “familiar with some computer systems”) stays behind in Baxter’s office with April to try and find some way of shutting the Mousers down. With the Mousers closing in and close to devouring them all, Donatello is able to shut down the radio transmitter and render the Mousers harmless just in the nick of time.
April is Baxter’s assistant rather than a reporter.
Obviously, the most memorable thing about this second issue is that it introduces the TMNT’s human ally, April, to the canon for the first time; rather than being a yellow-raincoat-clad reporter, however, April is Baxter Stockman’s assistant and quite knowledgeable when it comes to computers and machines. While those skills don’t really factor in to the story at all (it is Donatello who does all the computer work which April merely advises), it is interesting to see this character who is usually so synonymous with being a hard-hitting reporter be portrayed so differently. Also introduced in this story is, of course, Baxter Stockman and his Mousers, both of whom would go on to be recurring foes of the TMNT in cartoons, videogames, and other media. Rather than being a comical, Caucasian scientist, Stockman is, instead, a bat-shit crazy African American, which finally saw the light of day (for better or worse) in his madcap appearance in Teenage Mutant Ninja Turtles: Out of the Shadows (Green, 2016). It’s also worth noting that elements of this issue were incorporated into the Teenage Mutant Ninja Turtles (Barron, 1990) live-action movie (specifically the way the TMNT meet April) and the cartoons, though Baxter doesn’t undergo his own metamorphosis in this issue.
The TMNT, and even Splinter, gets to show a little more personality in this issue.
This is also the first time the TMNT refer to each other by shortened versions of their names, which makes it much easier to identify which turtle is which when you can’t see their weapons as “Leo” takes up far less space than “Leonardo”. Not only do the TMNT also display a bit more of their individualities in this issue, even Splinter is given a bit more characterisation than just being the wise old master: he enjoys his television, despairs of his sons’ rough-housing, and even is a little snarky to April. Unlike the last issue, the TMNT get far less roughed up here; as they’re primarily fighting the robotic Mousers, there’s less “real” on-page violence (thought he Mousers do still seem to bleed when they’re cut) and the writing whole is far less serious than in the first issue. Instead, largely thanks to Baxter’s kooky dialogue and clichéd monologues, the story is far more whimsical than its darker predecessor. The TMNT are still mostly played completely straight but issue two establishes that their world has the potential to be even more ridiculous than just featured talking, ninja turtles, something which would be dialled up to eleven in the next issue.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
What do you think about these original versions of the TMNT? Did you read this first issues when they were originally published or, like me, did you discover it after the TMNT took the world by storm? Did you know that April O’Neil was originally introduced as Baxter Stockman’s assistant rather than being a reporter? What is your favourite iteration of the TMNT or your favourite piece of TMNT merchandise? Whatever your thoughts and memories of the TMNT, feel free to leave a comment below and come back for next week’s instalment of Turtle Tuesday in which the TMNT’s beloved master Splinter is mysterious rat-napped right from their lair!
I’ve mentioned ita couple of times before but the Teenage Mutant Ninja Turtles (TMNT) really were an absolute phenomenon back in the day; kids in playgrounds all over the country were watching the Teenage Mutant Ninja Turtles cartoon (1987 to 1996), collecting the various action figures, or proudly wearing any piece of TMNT merchandise they could get their hands on (or convince their parents to buy). Growing up in the United Kingdom, I was obviously exposed to the more censored “Hero” Turtles but the mania the TMNT inspired in kids was infectious nevertheless. It wasn’t until the release of the amazing Teenage Mutant Ninja Turtles(Barron, 1990) live-action movie that the majority of us kids were exposed to a darker, more violent version of the TMNT; I actually saw the under-rated sequel, Teenage Mutant Ninja Turtles II: The Secret of the Ooze(Pressman, 1991) first and, for the longest time, actually preferred it over the far darker first movie. In time, I’ve come to hold both in high regard as each showed a more serious, far lass neutered portrayal of the TMNT than the original animated series.
The TMNT are almost indistinguishable in their first appearance.
It was some time before I found out just how dark and violent the original TMNT were. Created and self-published by Kevin Eastman and Peter Laird back in 1984, the TMNT were initially inspired by the works of Frank Miller and comic book heroes both mainstream (like Matt Murdock/Daredevil and the New Mutants) and obscure, such as Ronin (Miller, et al, 1983 to 1984) and Cerebus (Sim and Gerhard, 1977 to 2004). As such, the four mutated ninjas were rendered in striking black and white and exposited their stoic, stilted dialogue (largely through text boxes) in a clear pastiche of Miller’s trademark art and writing style. Since then, the TMNT have gone on to be an enduring multimedia franchise, spawning numerous cartoons, movies (both live-action and animated), toys, videogames, and merchandise but, even when the TMNT were at their family-friendly peak, Eastman and Laird’s original, far more violent and serious comic book continued to be published until the rights to the TMNT were purchased by Nickelodeon in 2009. Back when I was a kid, in addition to the toys and cartoon and movies, I was mostly reading the Teenage Mutant Ninja Turtles Adventures (1988 to 1995) comic book published by ArchieComics and it would be some years before I finally read the original Mirage Studios issues. Having recently purchased the first Color Classics (2018) volume of the original TMNT comic, I figured I would rechristen Tuesdays as “Turtle Tuesday” for the next few weeks to talk about Eastman and Laird’s first few issues and revisit this cult classic that became a worldwide cultural phenomenon.
Week One: Issue One
Issue one opens with the four titular turtles (Leonardo, Donatello, Raphael, and Michaelangelo [sic]) backed up against the wall in an alleyway by the Purple Dragons (“the toughest street gang on the east side”). Despite the gang’s youth, they’re not only “street tough” but also armed to the teeth; luckily, as their name may suggest, the TMNT are well-trained in the art of ninjitsu [sic] and make short work of the street punks. When the police arrive, the turtles scatter, retreating to a nearby sewer and returning both to their underground home within the storm drains of New York City but also their mentor and father-figure, Splinter, a wise and aged mutated rat. Interestingly, it is Michaelangelo who reports on their great victory rather than Leonardo; as we’ll see in these early issues, it took some time for the turtles’ distinct personalities and unique characteristics to help separate them from each other. Until then, and especially in this first issue, it can be tricky to tell the turtles apart as they all wear the same coloured bandanas and are separated only by their weapons, meaning that you don’t always know who is who unless you can see their weapon or the dialogue mentions their names. Nonetheless, pleased with their debut, Splinter finally decides that it is time to relate to his students and sons the details of their origin and the purpose for which he has trained them in the arts of “ninjitsu”. Splinter relates that, about twenty years ago, he was simply the pet rat of the martial artist Hamato Yoshi, the greatest shadow warrior of his clan, the Foot, the most feared warriors and assassins in all of Japan. Though merely a rat at the time, Splinter was still intelligent and dexterous enough to learn and understand his master’s moves and teachings and quickly became as adept in the ninja ways as Yoshi.
Nagi’s younger brother, Saki, becomes the Shredder and kills Yoshi.
Yoshi’s rival in all things was Oroku Nagi; the two even fought for the love of Tang Shen, but she loved only Yoshi. In a jealous rage, Nagi beat Shen to within an inch of her life and, overcome with bloodlust, Yoshi killed him. Disgraced, Yoshi fled Japan with both Splinter and Shen, relocating to New York to begin their lives anew. However, Nagi’s younger brother, Oroku Saki, swore vengeance for the death of his brother and, within a short time, became the Foot’s most cunning assassin. For his accolades, he was chosen to travel to America and establish the New York branch of the Foot. Rechristening himself the Shredder and donning razor sharp armour, Saki’s Foot become a burgeoning criminal enterprise and, when the time was right, he finally struck against Yoshi.
♪ Splinter taught them to…kill the Shredder… ♪
After the deaths of his keepers, Splinter roamed the streets half starved and wallowing in grief until, one fateful day, a young boy saved an old man from being hit by a truck and was struck by a canister of glowing, radioactive ooze. For those paying attention, yes, this is clearly meant to be a reference to Matt Murdock, the blind boy who would grow up to become Daredevil, heavily implying that the TMNT exist in the same world as the Marvel superheroes. The canister then goes on to smash a glass jar and the four baby turtles contained within are swept into the sewers, where Splinter rescued and cared for them. After only one day, both the turtles and Splinter had grown; Splinter’s intellect, especially, increased thanks to his contact with the ooze and, soon, the turtles were standing upright, copying Splinter’s movements, and even capable of speech. Seizing the opportunity, Splinter named each of the turtles after renaissance artists and spent the next thirteen years training the turtles in the ways of the ninja with one goal in mind: to avenge his fallen master by killing the Shredder.
It’s definitely surreal to see the TMNT all cut up and bloody from battle.
Raphael is sent to deliver an ultimatum to the Shredder to meet with the turtles in a duel to the death for honour and glory. Of all the turtles in this first issue, it is Raphael who gets the chance to stand out the most thanks to this solo mission; he relishes the outside world in a way his brothers do not and is only too eager to deliver Splinter’s message, indiscriminately killing some of Shredder’s men and disrupting a crucial meeting between Shredder and some potential clients as he does so. Enraged at the insult and the challenge, Saki gears up and confronts the turtles on a rooftop; Shredder is no fool, however, and brings his best men along to soften up the turtles. A bloody battle ensues and, while the TMNT emerge victorious, they are covered in scratches, cuts, bruises, and blood; it’s absolutely mind-boggling to see the TMNT not only cutting their enemies down with their weapons but also bloody and cut up. Back when I was a kid, I always wondered why the TMNT never (or, at least, rarely ever) used their weapons offensively in battle and the only explanation ever offered was that they were for defence only so it’s refreshing to see them skewer their enemies without a second’s hesitation.
The battle is bloody and hard-fought and Saki remains defiant even in defeat…
However, the turtles are initially no match for the Shredder; that is, of course, until they fight as a unit and keep their distance, throwing Shredder off balance enough for Leonardo to deliver a mortal wound with one of his katana. Bleeding and defeated, the turtles offer Saki one last chance to commit suicide and die with honour; Shredder, defiant and arrogant to the end, angrily refuses and produces a thermite grenade, threatening to blow them all to kingdom come. Thanks to the timely intervention of Donatello, however, Shredder is knocked from the roof and perishes alone in the blast. Wounded and weary, the turtles head back home, nonchalantly tossing away a piece of the Shredder’s blasted armour as they fade away into the night. The TMNT has always been a ridiculous premise: four mutated turtles with the mindset of teenagers and the training of ninjas fighting the forces of evil. It’s ridiculous in the best way possible and this first issue of Teenage Mutant Ninja Turtles is no exception to that rule. In fact, thanks to its stoic dialogue and overly dramatic tone and art style, it’s perhaps even more ridiculous but not in a slapstick, goofy kind of way like the original cartoon and more as a parody of the dark, brooding, gritty noir-style adopted by the likes of Frank Miller.
There’s very little to distinguish the different turtles from each other.
While it helped no end when the TMNT took on their individual, iconic colours, there’s something very bold about seeing all four in red here; you know, just from a glance, that these are the tough, no-nonsense, serious TMNT rather than the surfer-dude, pizza-loving fools they are often portrayed as. There are glimmers of their personalities but they’re far less defined here than they would be in later issues and other merchandise: Leonardo is generally assumed to be the leader, Raphael seems to relish being in the outside world more than his brothers and is slightly brasher (he is the first to take on Shredder in the climax), but Donatello and “Michaelangelo” don’t really get to showcase much that separates them other than the fact that they wield different weapons. Indeed, all four turtles even “sound” the same; there’s no distinctive dialogue to separate them and they are a uniformed whole in a way that they’ve never (or, at least, rarely ever) been portrayed since. Each of the turtles has the same grim, stoic mindset and commitment to honour and the teachings of their master and is as dedicated to the idea of avenging Yoshi’s death as the other. In a sense, they’re all comprised of Leonardo and Raphael’s later mentalities, with neither Donatello’s intelligence or the lackadaisical attitude of “Michaelangelo”s being present in this first issue. Yet, Teenage Mutant Ninja Turtles works because it’s so ridiculous; it takes a ludicrous premise and plays it completely straight, as though it’s perfectly normal for these mutated turtles to be walking, talking, and kicking ass and, because of that, it’s very enjoyable to read. I can totally see how this self-published, independent one-shot of a comic would have turned heads and inspired a line of toys and subsequent issues but it’s crazy to see the Shredder be so casually killed off in this first issue considering that he would be the TMNT’s most enduring foe by far over the years and across all media. Eastman and Laird would refine the concept in subsequent issues and when the TMNT became a licensed commodity and, for those whose only exposure to the TMNT is the more watered down, family friendly iterations, this first issue is a shocking glimpse into the TMNT’s more darker origins and is all the better for it. Probably the best indication of how crucial and influential this first issue is to the TMNT is the fact that it served as the basis for the 1990 live-action movie, which faithfully recreated the TMNT’s origins and their battle with the Shredder almost exactly as it appears here and it has been returned to again and again over the years as the TMNT have been reimagined time and time again.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
What are your thoughts on the original, more violent versions of the TMNT? Did you read this first issue when it first came out or, like me, did you discover it after the TMNT took the world by storm? Do you also find it amusing that Eastman and Laird killed the Turtles’ most enduring villain, the Shredder, off in the first issue considering how influential he became to the larger franchise? What is your favourite iteration of the TMNT or your favourite piece of TMNT merchandise? Whatever your thoughts and memories of the TMNT, feel free to leave a comment below and come back for next week’s instalment of Turtle Tuesday as the TMNT meet their most recognisable ally and battle an army of robotic mice!
Released: 30 August 2022 Originally Released: 11 October 1989 (Arcade) / 7 December 1990 (NES) Developer: Digital Eclipse Original Developer: Konami Also Available For: Amiga, Amstrad, Arcade, Atari, Commodore 64, GameCube, Nintendo Entertainment System (NES), Nintendo Switch, PC, PlayStation 2, PlayStation 4, PlayStation 5, Xbox 360, Xbox One, Xbox Series S, and ZX Spectrum
The Background: If you were a kid in the eighties or nineties, you were probably really into the Teenage Mutant Ninja Turtles (TMNT). If, like me, you lived in the United Kingdom, you were probably just as enthusiastic as the Teenage Mutant Hero Turtles but, either way, 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 Mirage Comics characters, Ninja Turtles was incredibly popular, spawning not just three live-action movies (of varying quality), comic books, and a fantastic line of action figures but also a whole host of videogames, without perhaps none being more popular than the original Ninja Turtles arcade game. Developed by Konami at a time when arcades were full of amazing side-scrolling beat-‘em-ups, Ninja Turtles may not have been the first videogame based on the franchise but it definitely defined the genre that would prove most popular for subsequent videogame releases, particularly in the arcade. After Konami helped to define what it meant to be “NES Hard” with their original NES TMNT title, which proved to be a huge success at the time, they turned to the incredibly successful arcade game for the sequel, which proved equally popular thanks to its presentation and ambitious recreation of its technically superior arcade brother. In later years, the arcade version of the game was further ported and emulated to numerous consoles over the years but was de-listed from digital stores for the better part of eleven years until both versions were included in this Cowabunga Collection for modern consoles alongside a host of other games and quality of life features.
The Plot: The Turtles’ arch-nemesis, Oroku Saki/The Shredder, has kidnapped their friend April O’Neil and their mentor and father figure, Splinter, and swamped the streets with his Foot Soldiers and other minions. Understandably unimpressed, Leonardo, Donatello, Raphael, and Michelangelo waste no time in grabbing their weapons and giving chase in a rescue mission.
Gameplay: Teenage Mutant Ninja Turtles is a sidescrolling beat-‘em-up that supports up to four players; some arcade cabinets were apparently set up to accommodate just two, and to allow any player to select any character but, generally, cabinets were set up specifically for four players to play simultaneously. Each of the four Ninja Turtles is selectable and has specific strengths and weaknesses: Leonardo is the most well-rounded, Donatello is slower but has a longer reach, and both Raphael and Michelangelo have fast attacks but are limited in their range. Each character can perform a flying kick and a super attack by pressing the jump and attack buttons at the same time which, unlike other sidescrolling beat-‘em-ups of the time, doesn’t appear to drain your health. In addition, they can hurl their enemies around for extra damage but there’s no forward dash and very little in the way of intricate combos on offer here; it’s a simple, pure “go right and mash the attack button” beat-‘em-up, with the exception of one level, where the TMNT race around the streets on rocket-powered skateboards.
Fight with the TMNT’s signature weapons, and the environment, but watch out for hazards!
While levels and environments are noticeably sparse, there are a few intractable elements that both benefit and hinder your gameplay; traffic cones and street signs can be hit to damage enemies, you can smash fire hydrants to push enemies away, or blow up groups of them by attacking explosive barrels. At the same time, though, enemies can drop on you from behind signs or pop up from sewer holes and throw manhole covers at you; there’s also some spiked walls, laser turrets, freezing blasts, and electrical hazards that can be difficult to dodge without a dash or roll manoeuvre. The search for their friends and family takes the TMNT from the streets and sewers of New York City to the Technodrome itself; along the way, they battle various versions of Shredder’s Foot Clan and some other familiar faces, such as Bebop and Rocksteady. If you’re really, really lucky, you can pick up a pizza box to restore your turtle’s health, but these are few and far between, so you’ll either need a lot of money to replay after losing a life or, better yet, make use of the infinite credits made available in this version of the game.
The NES version is surprisingly faithful and even includes new additions!
For the NES version of the game, much of the gameplay and combat remains intact and surprisingly faithful, especially considering the NES’s limited hardware. Naturally, you’re limited to two players at any one time, but you can still attack with X and jump with A, pulling of flying kicks and smacking the odd fire hydrant, parking meter, traffic cone, and explosive barrel to help thin out the enemies coming at you. The Foot Clan will still burst out from window sand jump out from the sewer, and you can still fall down the holes they leave behind, but the amount of onscreen enemies is severely limited compared to the arcade game; on the plus side, this makes crowd control a little easier and you’re rarely swamped with too many enemies at any one time. While a bit sluggish compared to the arcade title, the NES version performs far better than other similar 8-bit ports, like Double Dragon (Technōs Japan, 1988), though it helps that the Cowabunga Collection gives you the option to disable slowdown and sprite flickering. You’re still able to go diagonally down or fight on higher panes, too, as well as blast along on your rocket-powered skateboard; the NES version even includes two new stages, a snow-swept New York City and a Japanese dojo, each including new enemies, hazards (falling ice blocks and bamboo spikes), and bosses alongside additional cutscenes, which was a nice and unexpected touch.
Graphics and Sound: Teenage Mutant Ninja Turtles is presented in the finest 2D graphics of the time; the four turtles and their enemies are large, bright, and well-animated; though they have limited idle animations, each wields their signature weapons and looks ripped right out of the animated series. Environments aren’t incredibly inspiring, however; the streets of New York are surprisingly bland and there’s not much going on in most of the levels. Rats will run by in the sewers, enemies will jump out from behind buildings or burst out from walls, and there are some layers to some levels that allow you to fight on higher ground but, mostly, the environments are lacking much of the character and interaction of later TMNT games (with the exception of April’s apartment, which features some impressive fire effects, and the final Technodrome level).
Speech bubbles, and funky soundtrack, and cartoony effects add to the game’s charm.
There are some fun elements to be found here, though; the TMNT can fall down open manholes and hide from enemy attacks while peeping at the player; when electrocuted you can see their skeleton, and when caught in Granitor’s flame burst, they’ll appear charred and damaged. When grabbed by enemies or battling certain bosses, little speech bubbles will also pop up, which is quite a fun inclusion, as they implore you to mash buttons to escape. Accompanying these are sound bites, with the TMNT exchanging quips and taunts with certain bosses or rallying each other with a cry of “Cowabunga!” You’ll always know when you’ve picked up health thanks to their triumphant shout of “Pizza time!” and, alongside these, levels are generally filled with some up-beat, catchy tunes that work well with the constant combat and the game also includes an impressive rendition of the cartoon’s iconic theme song.
Although its obviously much more basic, the NES version recreates much of its arcade counterpart.
Of course, the NES version has taken a hit (well, more of a pummelling!) in terms of graphics and audio; the sprites are incredibly basic, featuring little in the way of animation and detailed, and the backgrounds and environments are incredibly empty. However, it’s still a decent conversion of the arcade title; flames still flicker in April’s apartment, the Foot still drives cars and motorcycles at you and burst out from behind billboards, and the game does a pretty good job of translating the arcade’s cutscenes into NES-capable sprite art, even using the in-game sprites at various points to progress the story. The music is equally ambitious; while there are no sound bites included in this version, there’s a nice chip tune version of the TMNT theme and everything sounds very appropriate for the hardware. Although there’s a greater emphasis on text in this version, there is no boss dialogue and bosses don’t sport life bars; the heads-up display is also changed to one that’s far more simplistic and certain graphics, like the pizza, have been redesigned to fit the engine. Yet you can still splash in and out of water in the sewer, still race along on your skateboard, and the developers even included new stages and enemies. Although you can disable sprite flickering and slowdown, however, the game is still quite sluggish, which isn’t helped by the way the characters just shuffle or hop along, and I noticed some odd screen tearing as I was playing. Also, the screen scrolls a little out of synch to your movement, meaning you’re often right at the edge of the screen, which causes it to lag a bit and forces you to hop back more to the middle to keep things moving smoothly.
Enemies and Bosses: For the most part, the TMNT will be butting heads with various members of the Foot Clan; these come in all different colours and variants, with the regular, easily dispatched foes wearing the common purple and the tougher, weapon-wielding goons coming in red, silver, or yellow colourings. These foes will toss shuriken at the turtles, stab at them with spears, or try to flatten them with comically large mallets, among other weapons. They can also throw manhole covers, dynamite, or massive tyres at the turtles and, later in the game, zap them with laser blasters, charge at them in sports cars and on motorbikes, and chase after them on skateboards and in annoying helicopter-like crafts. You’ll also battle robotic enemies, such as the Mousers (who will clamp onto your arm and drain your health) and Roadkill Rodneys, which race around the screen, whipping at you, and trapping you in an electrically charged tentacle.
You’ll battle some of the TMNT’s most recognisable foes.
As for bosses, the TMNT will contend with classic enemies such as Bebop, Rocksteady, and Baxter Stockman. You’ll first battle Bebop and Rocksteady individually, but they later come together to try and crush the turtles; each wields a projectile weapon (Bebop a machine gun, Rocksteady a laser pistol) and can attack with powerful physical attacks, like charging or punching. Baxter, however, will attack from the air, dropping Mousers on you from his craft, while Granitor and General Traag are much tougher thanks to their rock-like hides and roasting you with their flamethrower and rocket launcher, respectively. These two are not only notorious spam-artists, repeating the same attacks over and over again, but at also immune to “God Mode” available in this version of the game. While this normally allows you to defeat enemies and bosses in one hit, Granitor and General Traag will need to be whittled down like in the original arcade release so it’s helpful to be a bit quicker on your toes and use a character with longer reach, like Donatello.
The Technodrome boasts the game’s toughest bosses, even with God Mode activated!
After fighting through the Technodrome, you’ll be attacked by Krang inside his robot body; Krang’s also a bit of a classic arcade spam-artist as he’ll kick you, and zap you with lasers while you’re down to drain your health in no time. Although Krang is also immune to the benefits of God Mode, he is quite the showboat and will pause to gloat about being invincible long enough for you to land a few decent hits. After defeating Krang, you’ll immediately battle the Shredder. Oddly, Shredder attacks alongside shadow duplicates, effectively increasing his attack power and his threat; Shredder swipes at you with his katana but also unleashes a powerful energy blast that regresses your hero back to a regular turtle and is, essentially, a one-hit kill move. As you battle Shredder, he’ll lose his helmet, which is a nice touch, but there’s not a lot of real strategy to any of the boss battles beyond simply avoiding attacks and striking as fast and as often as possible. Amusingly, the Shredder can be defeated in one hit using the game’s God Mode, which significantly downplays his threat compared to the game’s later bosses. One downside to this game is that the bosses don’t have an energy meter, so the only way you know you’re doing any damage or getting anywhere is by noticing when the boss sprites start flashing.
Three new bosses have been included in the NES version of the game.
Many of the enemies and hazards featured in the arcade version reappear in the NES version, with some alterations and limitations; the Foot can still grab you from behind and Mousers will still bite your hand, but shaking them off is clunkier than before and Roadkill Rodneys now simply fire lasers. There is a new variant of the Foot that tosses dynamite at you, however, and the portraits of tigers randomly spring to life in the dojo stage; you’ll also encounter antagonistic snowmen that fire homing missiles at you in the snow-themed stage. All of the arcade game bosses return as well, but again with less dialogue and being far simpler; Rocksteady and Bebop simply blast at you and kick or punch you up close, for example, but you’ll still get (partially) roasted and blasted by Grindor and General Traag’s heavy ordinance. Two new stages means two new bosses, but there’s actually three new bosses in total as Baxter’s fly form replaces the duo of Bebop and Rocksteady at the end of the parking lot stage, hovering about and firing duel lasers from his antennae (or his wings, it’s hard to tell…) Anyway, Tora the polar bear awaits in the frozen New York City, though I never saw him do anything but wander around and punch at me, and the robotic bounty hunter/samurai, Shogun, battles you at the end of the dojo, swiping with his katana while his disembodied head flies about the place. The fight with Krang and the Shredder remain largely unchanged, except Krang’s sprite isn’t very intimidating and the Shredder can’t seem to one-hit kill you this time around; all enemies and bosses can also be defeated in one hit with God Mode activated as well.
Power-Ups and Bonuses: Oddly, for a sidescrolling beat-‘em-up, there’s very few power-ups on offer here. The only item you can pick up is the health-restoring pizza and you can’t grab other weapons or gain any temporary buffs or bonuses, though it does seem as though this was originally planned for the game before the option was removed during development. The NES version stays true to the arcade in terms of power-ups and such, however I did notice an annoying lack of pizza, which no doubt would make the game more difficult for anyone not playing with the Cowabunga Collection’s enhancements activated.
Additional Features: In terms of in-game extra features, you’re obviously somewhat limited here as this was a simple arcade release; you can play through again with a different character and try to beat your high score, or play alongside up to four players, but there’s no additional gameplay modes to be found in the game. The Cowabunga Collection adds a whole slew of additional features, however; first, you’ll gain a sweet 70G Achievement for finishing each game, you can use the Left Bumper to rewind the game if you mess up, and press the Right Bumper to bring up a new options menu that allows save states and display options. Even better, you can opt to activate a number of enhancements, such as the aforementioned God Mode that makes you invincible and allows one-hit kills on most enemies and bosses, alongside a level select, the removal of penalty bombs (which instantly kill you if you linger too long), and the ability to play in “Nightmare Mode”, which vastly increases the number of enemies. For the NES version, you can also remove slowdown and sprite flickering, give yourself extra lives, enable “Easy Menu Navigation” (which I found no use for…), and “Fancy Jump Kicks” for increasing aerial attack effectiveness. The best part is that you’ll still get your Achievements even with these activated; you can also play online, make use of a strategy guide, switch between the American and Japanese versions (though there appears to be little difference between the two), view the game’s box art and manuals, and even choose to watch the game play itself if you wish.
The Summary: Compared to other games of its era and genre, Teenage Mutant Ninja Turtles is surprisingly light on features and content; there’s the most basic levels of combat and content on offer here, which probably puts it below other games of this type, which offer additional power-ups or combat mechanics. Yet, it’s the original Teenage Mutant Ninja Turtles arcade game! Other TMNT games may have perfected the formula but there’s a charming appeal to the original. The classic 2D graphics, the simple beat-‘em-up gameplay, and the catchy, iconic music all make it feel as though you’re playing an episode of the animated series and really evoke the spirit of the influential cartoon. It might be a case of nostalgia goggles forgiving some of the game’s shortcomings but, for a straightforward TMNT adventure, it’s hard to deny that the arcade game is simple, evocative fun through and through. The NES title was legitimately impressive in its ambition; though obviously hampered by the limitations of the NES hardware, this version carries over all of the features of the arcade title (albeit far simpler in their presentation) as well as including new stages and bosses. For those who didn’t have access to Nintendo’s 16-bit console, the NES version of the arcade title is a decent substitute and a surprisingly faithful conversion considering the graphical downgrade, despite the lack of in-game options generally associated with similar sidescrolling brawlers. The additional features offered by the Cowabunga Collection only sweeten the deal; after years of being denied access to these classic titles outside of ROMS or unlockable bonuses, it’s great to be able to jump into them again at my convenience; both are short, snappy, fun-filled adventures that never outstays their welcome and the arcade title is especially important since it laid the foundation for future TMNT arcade titles so it’s a fun way to waste about half an hour of your life (or less if you plough through on God Mode!)
Arcade Rating:
NES Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
⭐⭐⭐
Rating: 3 out of 5.
Great Stuff
Pretty Good
Did you ever get to play Teenage Mutant Ninja Turtles out in the wild or own it on the NES? How do you think it compares to other TMNT videogames and similar arcade fighters? What did you think to the NES version of the game, the new stages it added, and the allowances that had to be made? 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 on the Ninja Turtles, be sure to share them down below.
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