NEStalgia

← All episodes

NES box art for Teenage Mutant Ninja Turtles, the cover of NEStalgia episode 195

195 · Teenage Mutant Ninja Turtles

▶ Game info
VerdictSkip it
ReleasedJune 1989
SeasonSeason 5
DeveloperKonami
PublisherUltra Games
November 12, 2021 · 1 hr 2 min · transcript available

With April O'Neil held hostage by The Shredder's thugs, Bebop and Rocksteady, once again, it's up to the Teenage Mutant Ninja Turtles to come to her rescue! Play as all four of the turtle heroes, rescue April, and then rescue your sensei Splinter from Mecha-Turtles clutches, and then go after The Shredder deep in the bowels of The Technodrome itself. SHOW NOTES TMNT Longplay TMNT Mirage Comics Fire Freak TMNT and Daredevil share the same origin TMNT (2012 Series) Rise of the TMNT

Our verdict: Skip it

Konami made this for Ultra Games in 1989, a platforming adventure where you play as the four Turtles and go after Shredder across New York City. None of the hosts watched the 1989 cartoon's first run. We liked the world and disliked how it plays, and we called it not essential.

What works

  • The setup. April is kidnapped by Bebop and Rocksteady, which feels like the whole game but turns out to be a prologue. There is more story than we expected.
  • The places. The environments and side-scrolling levels are well designed. Coming back out to the overworld to see where you ended up is a nice touch, and so is roaming town in the party wagon.
  • Switching Turtles. You pause, pick one and swap in instantly, which beats going back to base.

What doesn't

  • It feels like trudging through mud. The sprites are some of the largest we have seen in a platformer, the spaces are claustrophobic, and the Turtles jump three stories to no purpose. Next to Ninja Gaiden, on our Essential Games List, you never feel like a ninja.
  • The four Turtles barely differ. The manual sells the differences, but we could not feel them. Donatello's longer reach made him the default.
  • Enemies everywhere. The levels are laid out like a shmup, and the crowds and mines mostly slow the frame rate and frustrate. The boomerang, which you get about 15 of, beats the Turtles' main weapons.
  • Wasted trips. A warehouse might pay off with a pizza or some shurikens, but you can waste your time and have to play the whole level again.

Worth knowing

The water level is where many players' runs end. It has a time limit, hidden bombs and electric seaweed, and some gaps look like they fit the sprite to the exact pixel. You are always slowly falling. Switching Turtles whenever health ran low got a host through it (it felt like cheesing).

Shredder is a letdown: a one-on-one fight against a lot of health, and then that is just the end of the game. Big Mouser is easily exploitable if you stand in the very middle of the screen.

The bottom line

Skip it. Nobody voted it onto the Essential Games List. Joe called it playable, not atrocious and not as bad as its reputation, but not that good either. We agreed the fundamentals just are not there, and the final word was that if the Turtles moved like Mega Man, it could have been an amazing game. Joe allowed that a Turtles fan who likes retro games could give it a try.

Written from our conversation in this episode.

← Street CopTrack and Field II →