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Teenage Mutant Ninja Turtles

aka: "Les Tortues Ninja", Gekikame Ninja Den, TMHT, TMNT, Teenage Mutant Hero Turtles, Tortugas Ninja
Moby ID: 6932

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Critic Reviews add missing review

Average score: 65% (based on 51 ratings)

Player Reviews

Average score: 3.3 out of 5 (based on 162 ratings with 5 reviews)

Evil. Nostalgic Evil.

The Good
As far as "Turtle" games go (outside of the arcade, anyway), this was one of my most-played adventures with the green foursome. The graphics were accurate to the characters, the story felt more in line with the comic than the cartoon, and it's one of the few games that allows players to use the Turtle Wagon (running over Foot Clan members was morbidly amusing) as well as alternate weapons outside of the character's signature combat choices.

The graphics gave accurate depictions of the characters, and a nice diversity in levels. The game treated character "deaths" more seriously, as a downed member was removed from the team. Fortunately, players can hunt down and free a captured teammate, giving another chance to continue the game.

The game had a decent storyline as well. Typical for the Turtle mythos, but unfolded well within the premise of the game via nicely detailed cinematics (still new and novel for the time).

The Bad
Where does the "evil" in my review header come from? Anyone who has ever played this game should know: The Dam Level. Trying to diffuse the bombs in the time allowed, with loose control and questionable collision on the seaweed was an exercise in madness, and clearly too difficult for the target audience. It was possible to get through, but it was not a "fun" level.

The game itself was very hard, and in most cases unforgiving. Keeping all four Turtles healthy was a difficult task in later levels, and it was not out of the question to lose one Turtle after another due to not finding health, powerful enemies, or just being surrounded with no escape. The final battle with Shredder was a joke as one hit could kill a Turtle, and continues were limited as is.

The characters themselves were unbalanced. Donatello was a powerhouse. While slow, he had a reach that was almost vital to the completion of many areas. If he was knocked out, the game's difficulty definitely became more challenging as he could no longer reach higher level enemies. Raphael, on the other hand, was fairly useless with his limited range. Control over the characters seemed spotty at times, especially when jumping.

Being a more straightforward adventure, the game is one-player only, but in regard to the game's adventure-based design, having four Turtles on one screen would be a mess.

The Bottom Line
When this title was released, "Turtle-Mania" was in full effect, and early issues of Nintendo Power promising a "Turtles" game was too good to be true.

Getting the game on the other hand, was a mixed experience. As a player, you wanted to love it, but for a kid, there were sections that were fairly ruthless. Too powerful enemies, questionable control issues especially with jumping puzzles, unbalanced characters, and that Dam Level.... It's still referenced within my circle as one of the most hated NES levels ever.

And yet, there were parts that I did like about this game. Once you got past some of the problem areas, there were some genuine moments of fun and enjoyment in searching through the levels.

It's hard to say if childhood nostalgia blinds me enough to the flaws the game had. I may give this game a try after all this time, as it is rumored to come to the Wii's Virtual Console soon. This title is not based on either of the arcade games, which were the strongest titles in Konami's "TMNT" franchise. And on the same note, the NES game can't seem to decide whether it wants to follow the comic or cartoon series more. But it does offer some interesting gameplay additions that would have been nice to have seen explored in future installments.

Worth a try for a platformer/Turtle fan, but just keep your patience in check. You're going to need it.

NES · by Guy Chapman (1748) · 2007

It's difficult to explain just how bad this game is

The Good
Let's see, the only thing I liked about this game is that when I stopped playing the pain went away. Okay, that sounds a bit harsh but there really is nothing to like about this game.

Having said that there is one small qualifier to this review. There are two versions of this game. The original European one (the one I'm reviewing) and the improved American one which was later re-released in Europe. The screenshots I see are from the improved version which had colour and such.

The Bad
Broadly speaking. I liked nothing about this game. Nothing at all. To begin with the overhead map game. The turtles move like they're mired in molasses whereas the enemies zip around like they're on speed. If one of the turbo'd roller trucks enemies touches your turtle he dies. Not that there's a notification of death - there's just suddenly a black screen and the disk starts spinning.

And that's my next gripe. The multi-load. Enter a building the game loads, exit a building the game loads. Select a turtle the game loads. Swim up or down and, wait for it. The game loads. This might have been bearable if there was some sort of turbo load but no - that's only in the improved version so be prepared to spend a lot of time starring at a blank screen.

So now let's say your turtles died, you've waited for the load and selected another turtle and are waiting for the stage to load in again. Only say your concentration on the black screen of nothingness slips a bit. There's no 'press fire continue' message; the game just runs. And it puts your turtles back exactly where he died only with about a second of invulnerability. Hope you were watching closely and got him the hell out the way of whatever had just killed the previous one. You weren't? Well then everyone back in the loading bus.

But that's enough bashing the horrible multi-load. Let's try playing the game the way it's meant to be played: killing stuff in the sewers. Wait there's a problem there. Jump and hit are both mapped to the fire button. What? Yep, you jump by holding down the fire button for some time and hit by tapping it. However your turtles going to do a lot of precision jumping which is made somewhat more difficult when you have to guess at when the turtles actually going to launch himself into the air.

At heart turtles is 2D platformer which implies a fair amount of skilled jumping. Dodgy controls aside there's another epic failure in the platform department. If your turtles jumps and hits any scenery he immediately falls down again. It doesn't matter if you were still rising when you hit a vertical wall. It's straight back down for you. Exacerbating this is the abysmal collision; it's difficult to tell where the walls are. Don't believe your eyes, they aren't where they appear.

And the enemies. A game needs enemies. And enemies are supposed to kill the player. Ergo, the most effective way to do this is to have the enemy run straight at your turtle and then sit inside him where it's difficult for his weapons to reach and the enemy can quickly sap your turtles little remaining health. Also, remember you have to tap the fire button to hit? If you tap it too briefly your hits are ignored and your green hero just stands there looking stupid.

In the sound stakes the SID can achieve great things but this game is not a show case for it. The NES remixes are awful, there are no sound effects and you'll quickly find yourself reaching for the off button on your speakers rather than listening to the grating discordant melodies.

Similarly the graphics needed a bit more love. Some of the graphics arn't that bad. As long as you like your sprites red. I mean come on, the Commodore has 16 colours. Surely it would have been possible to use more than three of them?

And lastly anything else I forgot to mention I probably hate also. And the dam stage. The dam must rot in the furthest depths of hell.

The Bottom Line
This game is like being hit in the face with a brick. There is no way it can be described as a good experience.

Commodore 64 · by Koos King (496) · 2009

They really kowa-bungled this one.

The Good
Ok, so I'll admit I was not a huge Turtles fan when they were all the rage, which is the same time that this game was released. Still, I did watch the animated TV show sometimes, and it could be entertaining enough. The promise of a good game with a popular license appealed to me back then just as it does now, so I was looking forward to the release of this game on the NES. Unfortunately, it was a disappointment back then, and it continues to disappoint after all these years.

The game’s basic concept is good: put all four Turtles (and their different weapons) at the player’s disposal, and force the player to swap them out and play them one at a time. It feels a bit awkward at first, but you get used to it, and it gives the game a surprising RPG quality. There is significant strategy involved, as you need to select a Turtle based not only on the weapons you want to use in a given scenario, but also based on his remaining health. You may want to use Leonardo, but if he’s at death’s door, you’ll need to call on another Turtle and hope he gets the job done.

The Bad
Once we get beyond concept to execution, things start to go downhill pretty fast.

The graphics are unimpressive. Yes, the Turtles and their enemies are represented by nice, large sprites. This comes at a price, however, and the tradeoff is not worth it. There is far too much flicker and slowdown when you get more than a 4-5 character sprites onscreen at the same time. The combat animations are also quite slow, which further detracts from the uninspired gameplay.

The sound effects are adequate but nothing to write home about. The music is all-too-typical NES fare. It’s catchy, memorable, and incredibly annoying. Still, I give the programmers credit for getting in a decent rendition of the Turtles theme song. Too bad we don’t hear it more often.

Sub-par graphics and sound aside, this game sinks like a stone due to aggravating and unsatisfying gameplay. The Turtles do not control like teenage ninjas here. They do not dart, slash, or soar gracefully through the air. Instead, they slowly lumber around like a bunch of card-carrying AARP members. They are too sluggish when you command them to attack with their basic weapons. Hit detection is pretty sloppy, and the fairly frequent flicker/slowdown makes the problem even worse.

Worst of all, the hack-and-slash action of later TMNT titles is largely absent here, replaced instead with some highly frustrating platform jumping. Because your Turtles are not especially agile, and because they are almost always forced to operate in tight quarters (there is little-to-no headroom in the buildings and sewers), you will have to attempt even fairly short, easy-looking chasm jumps multiple times.

When you fail, you fall. When you fall, you have to fight your way back to your previous position, with all of the recently vanquished enemies having fully regenerated. Sometimes you have to repeat one jump before you can repeat the one you missed before, and if you miss that one, you get set even farther back. Yuck. This is not the best way to add replay value to a game—especially when the game isn’t much fun to play in the first place.

There are some underwater bomb-defusing sequences which break up the monotony of the 2D platforming bits, but they offer up their own set of frustrations and disappointments. The variety helps, to be sure, but it’s not nearly enough to save this game. When you aren’t having fun with a game, the path of least resistance is to quit playing it. That’s what I did with TMNT, and I bet you will do the same.

The Bottom Line
Challenging, but also frustrating, and simply not much fun. My advice: Save your money and Turtle Power for TMNT 2 and later sequels. They’re better than the first TMNT game in every way.

NES · by PCGamer77 (3158) · 2009

Go Ninja, go Ninja go!

The Good
Teenage Mutant Ninja Turtles (TMNT) for the Nintendo Entertainment System (NES) is the first in a series of NES games based on the popular TMNT franchise. As the first entry in the game series it will inevitable be compared, unfavorably, to the later TMNT video games. I think that some of this criticism is indeed unfair.

Where as most subsequent TMNT games opted for a straight-forward, hack n' slash, beat-em up along the lines of Double Dragon or Golden Axe, this first TMNT video game gets a bit more creative in terms of gameplay.

TMNT combines a healthy dosage of blistered thumbs action, rudimentary sand box concepts and cerebral adventure game puzzles. To be successsful in this TMNT game you have to be the sort of well-balanced, ninja who can do more then just kill.

An early underwater level forces you to carefully swim around deadly seeweed, while disarming a series of bombs. If you simply treat this as a standard hack n' slash, beat-em up game, you will not be able to survive this level or most other levels.

Later levels in TMNT encourage you to explore – on foot or by vehicle – fairly urban locations. The early sand box concept is quite nice for a NES game and forces the player to do more then just kill everything in sight.

Yes, this game has no shortage of arcade action. The side-scrolling, arcade action format is utilized whenever you enter a building, in the sand box world, the sewers or, in the game's climax, when you go inside the dreaded Technodrome.

TMNT allows you to switch between the Leonardo, Michaelangelo, Donatello and Raphael during the game's action. In the NES each of the turtles has some different advantages and disadvantages, which adds a layer of adventure game strategy to the arcade action.

For example, Donatello's weapon has the longest reach, but other turtles may start out with more hit points or have weapons that are better at close range fighting.

When one of the heroes dies, he really only gets “captured”. Maybe this was a necessary concession to get the game approved by Nintendo's censorship board.

The “Big N” (as gamers use to refer to Nintendo) wanted to make sure that any game designed for a Nintendo system, even if it was designed by a third party developer, had a “family friendly” level of video game violence. If such a thing actually exists.

However, it does add more strategy to the game because you can locate and rescue a turtle. The sand box overhead levels have the main missions that you need to complete to beat the level, but they also have some side or optional quests – like saving a fallen turtle.

TMNT features some nice graphics and animation for a NES game that was probably designed in the late 1980s. Likewise, the game features some nice music and sound effects for an early NES game.

The basic storyline involves you trying to rescue April O'Neil and, after she is rescued, Master Splinter from Shredder.

It is not terrible too complicated, but it serves its purpose for an early video game.

While the TMNT game's artwork reflects its original comic book days, the original graphic TMNT graphic novels were probably too gritty and mature for the Nintendo censors.

The sanitized, "family friendly" TMNT T.V. cartoon series that was airing at the time (probably in its first or second season when the game was being developed) didn't give the game's developers too many more workable story ideas.

The Bad
TMNT for the NES is not without its faults and these are the sort of faults that are probably tolerated much less by younger generations of gamers.

For starters, TMNT is too difficult for most younger gamers who were introduced to the franchise through the cartoon series (and its toy line). The level of difficulty is not just high, but sometimes annoyingly so.

For example, the controls for the underwater level seem to have been borrowed from the first Super Mario Brothers NES game. This is simply absurd way to design the level.

I do not want to insult anyone because of their age, size or ability. I also realize that it is just a video game and not reality.

However, one would think that a highly trained, young ninja turtle would swim better then a middle-aged, well-fed, plumber. At any rate, TMNT makes it very, very, very difficult to make careful and precise movements underwater.

Now in Super Mario Brothers this difficult is not as much of a problem because your character has an offensive weapon while underwater and is not trapped in fairly claustrophobic conditions.

In contrast, the TMNT underwater level requires you to carefully swim around in a very small and tight environment.

The TMNT underwater level is loaded with sea weed and bombs. The sea weed rapidly takes away hit points if you touch it, which, given the poor underwater control design, tends to happen more often then not.

The bombs will explode, unless you can quickly disarm them all. Yet, finding the bombs requires you to carefully swim through tight, underwater paths admist an orgy of deadly sea weed and without the use of any weapons.

Logically, the TMNT – even the sanitized cartoon Turtles – would have enough training to not only swim better, but cut up sea weed into little piceas. Heck, the Turtles live in a large, urban sewer!

Beyond just this particular level, the main faults with the game tend to involve seemingly minor game play problems, which rapidly increase the game's frustration level.

Most of the side-scrolling levels take place indoors, and oftentimes your hero will come into contact with a roof, which creates more tight, platforming levels.

Hence, while each playable character can easily jump and the animation used is quite good, oftentimes you do not have room to jump. This can be frustrating when you have to make very, very precise jumps or else your character will fall down a few of the building's levels and have to retrace his steps.

The icons scattered throughout the game are helpful – i.e. pizza can restore some hit points, rope can help you cross certain rooftops.

I have to say that I do wish that later TMNT video games featured the cool boomerangs, shuriken and magical fireballs. These projectile weapons are necessary to complete the game and allow the player to do more then just hack and slash.

However, very little pizza can be found in the game itself, and you oftentimes have to risk losing more hit points just to grab the pizza icon. Similiarly, the rope is necessary to complete one puzzle in the game, and again, there is not a lot of extra rope icons in the game.

While the projectile weapons are nice, only the bare minimum of these icons are scattered throughout the levels.

This tends to undermine the exploratory and experimental elements necessary for a successful adventure game or sand box .

Simply put, if you “waste” any of the weapons or pizza found in the game, will not be able get anywhere in the later levels. This is especially noticeable in the final level inside the Technodrome.

All of the TMNT enemies constantly reswpan and often require several direct hits to kill. This means that having to retrace your steps, because you missed a platform, is all the more frustrating.

It also means that your precious hit points tend to go pretty fast fighting what should be rather minor evil minions.

This makes it even harder to have the strength needed to take on the bosses. much less the final battle inside the Technodrome.

Unless you have a certain number of very healthy Turtles, and unless you have certain number of projectiles, especially the magical fireballs, you will likely be unable to make it very far in the final level, much less defeat Shredder.

Once all of your turtles die (or get “captured”), it is Game Over. Period. The first TMNT NES, unlike its sequels, does not have hidden Easter Eggs that give the player extra lives or a level select option.

Even if they did, it is pretty much impossible to beat the final level unless you collected lots of the powerful projective weapons in previous levels and (while doing that) have managed to keep all of your heroes healthy and strong.

The Bottom Line
Teenage Mutant Ninja Turtles for the Nintendo Entertainment System features some nice, 8-bit graphics, animation, music and sound effects, especially when you consider that this was designed in the early days of the NES system. It adds in some basic sand box and strategy adventure gaming elements to keep the arcade action from growing stale. This is probably one of the most difficult games designed for the NES and sometimes the level of difficulty is more frustrating then fun. Highly skilled players, willing to tolerate the game's rough spots, will enjoy the game.

NES · by ETJB (428) · 2014

Is it Castlevania or Ninja Turtles?

The Good
The graphics are sharper, though that improves nothing, and the music is up'd a lil' bit, like more bass. The controls with a CliffRacer NES controller adaptation works really, really well. And the Wii emulation saves your current status, so that's a bonus that the computer versions had, and that works well for me. I don't know if it's intended or not, but some levels are harder and some easier than I recall on the original NES version, could be due to the emulation not computing numbers right.

The Bad
The music's volume is extremely low, and I have to turn my TV up to around 40 to listen, which the Wii's menu is around 15. That's no good. Then the Wiimote stinks for this game, or any NES game for that matter, and the Classic Controller blows because of the lame-ass mapping that somebody at Nintendo can't get right to this day (has Nintendo even notice how our hands hold a controller?). I had to buy from CliffRacer an adapter to use my original NES controllers because of the bad mapping. Then the actual layout of the game...was Konami going for Castlevania in the City or something? To this day, people love/hate this game.

The Bottom Line
This is not a review of the actual game, but a comparison review of the Wii's VC version compared to the gem of the original. Seems like Konami was in a hurry to cash in on the TMNT movie "craze" that never happened (bad movie or something? I don't know.). It's not bad, it's just not better. I'd just avoid it and go get the 360's arcade game instead. (And don't get me started on the MS-DOS version of this game!)

Wii · by Fake Spam (85) · 2008

Contributors to this Entry

Critic reviews added by chirinea, Alsy, Tim Janssen, RhYnoECfnW, S Olafsson, Patrick Bregger, Hello X), Stelios Kanitsakis, Jo ST, lights out party, FatherJack, coenak, Martin Smith, SlyDante, Big John WV, CalaisianMindthief, Riemann80, Terok Nor, Gianluca Santilio, Ryan DiGiorgi, Игги Друге, Martin Lindell, yenruoj_tsegnol_eht (!!ihsoy), PCGamer77.