

Ahhh....good times! Well, obviously, we having our pretty damn old NES boxes lying around, we certainly NEVER expected to see this fabulous game ever grace our TV screens. Oh, how wrong we were! Courtesy of Ultra Games (and this would pretty much confirm that Ultra was working in cahoots with Konami), we actually saw a NES version of the popular arcade game! And it wasn’t hella crappy ala all those SF II hacks you might have seen, and it didn’t need to be an Atari classic to actually work! All the elements were here, and then some!
If you’re one of those ungrateful young-ins, allow me to explain. This game is mostly a beat-em-up in the same vein as Double Dragon or Final Fight. You and a friend (if applicable) can each pick one of the rad Turtles, and embark on several journies that usually involve (you guessed it) rescuing your allies, who turn out to be....YES! APRIL O’ NEILL AND SPLINTER! Man, I knew you were that smart, I just knew it! You didn’t see that one coming, eh? Oh well, your adventures take you through about 10 stages of Foot Soldier-mania, and some other random enemies from the TV series that just pop up by the hundreds and try to step in your way. Good thing for us that, while pretty much 80% of the time you will be facing Foot Soldiers, there is enough variety of the Foot Clan to keep you entertained.


That’s all there pretty much is to it in the game. Throughout some stages, you may find some

What really shines with this conversion (as will be seen in the walkthrough) is that not only does this game have all the stages and bosses from the arcade game, it has 2 extra stages! That is totally cool and makes up for the lack of 4-player adaptability. It also gives us more original enemies to see, and mix things up even for the arcade game purists. As a curious note, and probably as a way to cash in on the whole “Turtles love pizza” fad, you will see that some stages may contain shameless Pizza Hut plug-ins (that were obviously not in the original arcade game), but hey, the game came with some Pizza Hut coupons, so it aint’ all that bad, eh?
Pizza pizza...lotsa lotsa!
Stage 1 takes you into the fiery halls of April O’ Neill’s apartment complex. Of course, dozens of Foot Soldiers are waiting to ambush you in every corner, so you gotta deal with those hacks, too. Also, for some reason, huge iron balls come crashing down every staircase you come across. Guess it must suck to be the guys who keep pushing those balls down the stairs.... You will also face some Roadkill Rodneys (those pesky wheel robots who are hard to catch), until you finally get to April’s apartment (why does she have to live in the last goddamn crib in the hall? Dumb bitch....).
Your battles in the apartment will be fairly brief until Rocksteady appears via the Tubular Transport (that drill thingy)...which is kinda weird assuming that the Transport had to drill ALL the way up to whatever floor April’s apartment is. Anyway, Rocksteady will keep firing that damn machine gun of his both forward and diagonally, and sometimes he will put it away and shoulder charge you instead. Here is Boss Strategy 101: Jump kick add nauseum. Seriously, NEVER go into a head-to-head fight with a boss, not even with special attacks. You always end up in the losing end of the exchange. Jump kicks allow you to strike quick and to jump away just as fast to start the whole thing again. Just be sure to jump kick Rocksteady when he fires forward and not diagonally so you won’t purposely shoot yourself. After beating Rocksteady, a stowaway in the Transport makes his unwelcome appearance....

After realizing that turtles have no dicks, April decides to hang out with a REAL man!

Stage 2 is now the typical brawl in the mean streets of New York! Keep your eyes open, for there are environmental weapons everywhere! Parking meters, manholes, and even a fire hydrant! Basically, it’s the same as always, although there is a section where you can fight on two levels at some point (via a high-rise). A funny note here is that a lady in a skateboard appears in the middle of the level, and you can attack her, scare the living shit out of the skank, and earn an extra point! Yay for being such mean citizens!

Where my money at, ho?
Bebop will come crashing down at the end of this level. Bebop is kinda tricky since he can shoot a stun gun and has a pretty quick uppercut that he can use almost in reaction after a jump kick. Just keep moving and be sure your jump kicks land some distance away from Bebop so you can get out of his uppercut range. He also does a shoulder charge like his friend Rocksteady, but like before, just stay out of his way. Once you tag him out, you go down the manhole to familiar territory.
Now you are in the sewers! This sure feels like home, but don’t go around lurking in the waters too much.... Eventually, missiles will start shooting out of it (how, I dunno), so you gotta force yourself into the upper level. Here is where you will face those pesky Mousers. They can be quite a chore to hit, but if you position yourself in such a way that you can hit them from one side, walk forward, turn around, and hit them as soon as they land again, you can take care of them pretty easily. Again, for some reason, at mid-level, a rising gate comes up and down constantly on the ground level. It’s easily avoidable, though, so don’t worry too much about it.
Baxter Stockman rides his koo-koo nutty machine as the boss of this level. He might think he’s a genius, but all his piece of junk does is drop Mousers. Why do evil scientists have to be so fuckin’ dumb? Ahh well. Those Mousers sure can be pesky, so take them out with a special attack as soon as they appear. Baxter is annoying because he keeps flying around and is not easy to focus a jump kick on him, but do so anyway. Blow him to kingdom come, and off you go back to the surface!

First major difference between the arcade and NES versions: While Rocksteady and Bebop will await for you as a tandem boss, the mutated version of Baxter Stockman will be your opponent, instead.
Here is where the first original stage comes into play! You will pave a way through a snowy Central Park, which is literally clogged with snow-covered manholes which you can slip into for minor damage if you’re not careful. This stage also has its’ fair share of natural disasters: boulders fall from the sky in some sections, and even some snow plowers may come through at any given moment. There is also a distinguished type of enemy that is new to this stage: Crazy-ass snowmen! ...Actually, they’re just small spring robots in disguise who like to fire missiles every couple of jumps. If you stay on their asses, you should prevent this from happening and whitter them down.
The boss of this stage is called Tora, who is basically a polar bear in a biker get-up. Well, nobody said the Turtles villains were run-of-the-mill cronies. Anyway, all this guy does is throw rocks and slap the taste out of your mouth. Everytime he gets hit, he goes to one side of the screen and throws a rock at you. With this in mind, if you keep crossing him side-by-side with jump kicks, you can just make him perpetually go back and forth without being able to throw a rock and just repeat it till he’s dead. Probably one of the easiest bosses if you get him right.

This stage is followed right up by the parking garage. Aside from the usual environmental hazards (which now include explosive oil drums that can clear off a bunch of Foot Soldiers), you obviously have to look out for the parked vehicles themselves. Foot Soldiers come out of the back of the trucks, and when you spot two cars of the same color lying next to each other, watch out! The first car will zoom out and run your shell over. Really, this stage is pretty uneventful. Until you get to....
Baxter Stockman revisited! Originally, in the arcade version, you would have to face Rocksteady and Bebop at the same time, but I guess they get originality points for giving us Fly Baxter. Anyways, Baxter is even easier than before now! He kinda shoots fireballs from his fly arms, and every now and then, he swoops from one side to the other and attacks you with...a fly swatter, I guess (oh, the sweet irony of it all). Like Tora before him, you can trap Baxter rather easily if you catch him in a corner with jump kicks. Since you keep jumping, Baxter will shoot his fireballs upwards, but they will totally miss, while your kicks still connect. Keep going at it and (finally) you rescue April O’ Neill...again.

As usual, Soldiers (and some Roadkill Rodneys) harass you. As you would suspect, yes, incosaving April O’ Neill means diddely, so the adventure continues! Now, it’s time to get on the freeway as hordes of Foot ming vehicles will make life hard of you, but just stay either in the upper or lower part of the screen to avoid any surprises. A good trick here comes with the biker Foot Soldiers. Since they spawn indefinetly, you can rack as many points (and as many lives) as you possibly can...of course, if you’re up to it. This stage comes without a boss (it ends at the tire barrier).
The next stage, you will...still be on the freeway. But now, you’re on a skateboard. A ROCKET-powered skateboard, to be precise. Along with the hovering skateboard of ‘Back to the Future II’, I certainly want one of these babies. Anyways, this stage is the shortest in the game, with you dealing with some small choppers and some random Foot Soldiers that want to act ‘cool’ and come in their own skateboards (ROCKET-powered too, grrrrrr!). Before you know it, the stage ends without too much fanfare.


After the disastrous landing, you come upon the annoying realization that now SPLINTER has been kidnapped. Damn, can’t these guys hire some goddamn personal security? Anyway, you now reach the aforementioned abandoned factory you’ve been trying to get to, and things may get hectic all-around. Mousers make a comeback, and you may have to stay weary of some new hazardous environs, like laser beams and even mobile gun turrets (which are pretty easy to break once you get behind them). There are also new contraptions in town: the ‘saucer’ thingies (which fire annoying stun gun beams) which you must eliminate ASAP with a special attack before they get too frisky, and some small chopper bots which make QUITE the dramatic entrance via a Tubular Transport (this scene got me in the arcades thinking it was a boss).
After a while, you’ll see the captive Splinter...and your new friend, Granitor. This rock soldier tots around a crispy flamethrower, which isn’t as much as a problem as the flamethrower itself when Granitor uses it to wail on you. The reason I say this is because Granitor always tries (and usually suceeds) to do this whenever you land a jump kick. As with Rocksteady and Bebop, try to land as far as you can with the jump kick to avoid getting mauled. One would suspect that the fire in a flamethrower would be more dangerous, but eh...such is life. After you’ve reduced him to rubble, you get to save Splinter (now that was even faster than April).


The stage ends with Shogun, a cyborg warrior. In my opinion, this is one of the hardest bosses




Once Tragg is history, you get to the final room. First off, you will face Krang, Shredder’s



I do not know ONE person from back in the day who didn’t like the original TMNT arcade game, mostly because of the 4-player madness that predated other Konami beat-em-ups like X-Men or The Simpsons. As a kid, the NES version was a God-send, despite the lack of simultaneous 4-player action (there WAS a 4-player adaptor back in the day for only some NES games, but I guess enabling 4 players in this game would only add to the bad flickering already present). And looking back at it now...it wasn’t that bad of a conversion, either! I mean, we ARE talking about the NES here. Don’t expect it to completely reflect superior hardware technology (just look at the SF II and MK hacks that came afterwards). It kept the ESSENCE of the arcade game, even without the trademark voice samples that riddled the arcade version.
Also, it includes two extra stages, complete with new enemies and bosses! This adds a lot to replay value, and gives that extra something that most arcade conversions don’t give you anymore. Also, to this date, it has been the ONLY Konami beat-em-up that has made it to a home console (I wonder why? Time to make ‘em arcade collections, Konami!), and it hasn’t disappointed in the slightest. This beat-em-up keeps even the legendary Double Dragon on tab, and the two-player action, while not as addictive as 4 players, is still bundles of fun. Even if the game is riddled with repetitive strategies (special attacks for normal enemies, jump kicks for bosses), the game itself presents enough variety in stages and enemies to keep you waiting for what ‘s gonna happen next.
Yeah, but can you bust some Riverdance moves? Invincible has its' disadvantages!
4 comments:
Ah, TMNT II: The Arcade game on the ol' NES. I still have my cart that I picked up years ago. It may not have looked as good as the arcade version but the fact that it ran on the NES was so freaking cool. Some dude put up a YouTube vid stating reasons he hated the NES version, which was basically a ton of nitpicks because he sucked.
He's not the Angry Nintendo Nerd, is he? He should probably count his blessings. Like I said, it was the goddamn NES! An 8-bit console! Surely he wasn't expecting a 100% true-to-form conversion, wasn't he? Fuck that noise. Nitpickers these days are horrible. They don't know how good they had it back then.
I had loads of fun back in the day, mainly because it was just my brother and I playing the game. We didn't need other 2 more dudes to start whining about "IT AINT 4-PLAYER, THIS SUCKS!"
Ha, no it wasn't the Angry Nintendo Nerd. I'm sure even someone like him would love that game,
TMNT II: The Arcade game was all about two players kicking the crap outta foot soldiers or whatever was on the screen at the time.
Foot Soldiers about 90% of the time. I still laugh some times when I remember some of them, kinda like those snowball-throwing Foots. Or those Foots who carry around missiles. How extreme was THAT?
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