Fun Facts About the TMNT II Cover: The artwork for the game's cover was done by long-time TMNT artist Steve Lavinge. The original airbrush painting was sold by Steve, himself, on eBay some years back for around $200 to a Japanese deputy service bidder. Some lucky Japanese person (or maybe even Konami's offices!) now has the original art.

If you look closely at the bottom of Mikey's skateboard on the cover, you can make out an image of a smiley face with graffiti streaming down it. This is a homage to the smiley face smeared in blood from the much-acclaimed Watchmen comic books.

The only thing hotter in toys than the Ninja Turtles in 1990 might have been the Nintendo, which sat comfortably with over 90% of the video game market in the States thanks in no small part to the release of Super Mario Bros. 3 earlier in the year.

In 1989, Playthings' annual best seller survey (that surveyed over 15,000 retail stores) ranked Nintendo as the number 1 top-selling toy of the year. TMNT made number 3, losing out to Barbie. In 1990, however, TMNT usurped both Mario and Barbie, topping the survey. So what do you get when you combine the previous year's best-selling toy with the current year's best-selling property? Konami knew they had a hit on their hands with Teenage Mutant Ninja Turtles II: The Arcade Game.

And it came as no surprise, either, given the enormous popularity of the original coin-operated machine. Without question Konami was king of the arcades in the early nineties. Along with The Simpsons and X-Men, Konami's TMNT allowed for up to four players at one time (as long as they had the quarters) to beat up The Foot, Krang, and Shredder in an all-out brawler. The TMNT arcade game was (and still is) my favorite coin-op, as it was to many other Turtle fans and arcade players in 1990.

Despite a soft retail market, a recession looming, and fears of a war in the Persian Gulf, nothing seemed to hold back the Turtles holiday season 1990, and the NES port retailed for a full $54.96 in the US when released in December. Konami wanted to stress how close and accurate a port the NES version was by airing commercials and publishing ads in magazines and comic books of the original arcade machine getting dumped with a glop of retromutagen ooze and transforming into the Nintendo game.

The truth of the matter is that the NES port had been downgraded to allow only two-players because of the system's limitations. Nonetheless, the multiplayer aspect was still a main selling point of the game, as can be seen in this drummed-up description on the back of the game box: "You May Have Shredder Double-Teamed, But He Still Has You Outnumbered! ... For the first time ever, two dudes or dudettes can join forces and double-team Shredder, kicking shell while covering each others tails".

Transcript of TMNT II commercial: “Ultra's improved your favorite arcade game. First, we added new two levels, then packed it with bigger, stronger enemies and a ton of extra foot soldiers. Now, we punched up the action with knock-out new attack moves and crime-fighting scenes like the Ninja Castle. If that doesn't swallow your shell, we made one more small adjustment [shrinking arcade cabinet down to an NES box]: introducing the new Teenage Mutant Ninja Turtles II: Arcade Game, today's biggest edge for your NES. Free personal pan pizza coupon from Pizza Hut in every box.”

To describe the game's commercial in one word: wild. The NES-exclusive boss, Tora, grabs a giant ice block and starts pounding the side of the arcade machine like a mad man (a mad polar bear?) until the other NES-exclusive boss, Shogun, comes out and makes long slashing swipes at the screen with his spear (say that sentence six times sast). What, are you trying to kill me, Shogun, or get me to beg my parents to buy your game for Christmas?

Konami Inc. (KON) / Ultra Software Corporation (ULT)

900 Deerfield Parkway

Buffalo Grove, IL 60089-4510

(708) 215-5111

Up to this point in the article I have only been referring to Konami and not Ultra Games. That is because Ultra Games was in actuality a subsidiary publisher of Konami. Why would Konami need to create a subsidiary to publish their games?

Back in the NES days, Nintendo limited companies to five game releases per year. The creation of Ultra Games was to help Konami get around that limit. And why impose a limit of 5 games in the first place?

To answer that question, one needs to go back to the final days of the Atari and the cause of the video game crash in 1983—namely, the flood of game titles into stores inundating kids and their parents, and the total lack of quality control that eventually resulted in consumers’ distrust of video games in general.

By limiting game companies to 5 releases per year, Nintendo could ensure a healthy, but not overcrowded, marketplace of games for their system, and could see to evaluate each individual title and decide whether to stamp their famous Official Nintendo Seal of Quality on the packaging or not.

In 1990, the Ultra Games subsidiary alone published the maximum 5 releases allowed: Kings of the Beach, Mission: Impossible, RollerGames, Snake’s Revenge, and Teenage Mutant Ninja Turtles II: The Arcade Game.

Konami, on their original publishing label, had 4 more 1990 US releases: Jack Nicklaus' Greatest 18 Holes of Major Championship Golf, Skate Or Die 2: The Search for Double Trouble, and Super C.

For the Famicom that year, yet 6 more additional games from Konami: Akumajou Special: Boku Dracula-kun, Ganbare Goemon Gaiden: Kieta Ougon Kiseru, Moai-Kun, Mouryou Senki Madara, Quarth, and Parodius Da!.

In total, the tally came to 15 original games all published by Konami or a Konami subsidiary in just one year. Now you can see the need for Ultra Games (and, in Europe, Palcom—Konami's international subsidiary publishing company). How else would we have been able to live without seeing Super C and Jack Nicklaus' Greatest 18 Holes come out in the same year?

Now that we know some history behind the release, let's drop right into the game.

Sure, we all know they're the world's most fearsome fighting team, but who really are the Teenage Mutant Ninja Turtles? Your first decision is to pick your Turtle to control.

Leads with katana blades of steel. Likes to reiterate "Turtles fight with honor!" every ten seconds.

Party dude. Delivers a whooping with his nunchuckus. Gives sage advice to forever live by like, 'Forgiveness is divine, but never pay full price for late pizza.'
Does machines. Don't call him computer geek or you'll be eating oak from his bo.
Cool and rude. Owns sais to take you on for size. Hangs with Casey Jones.

In the fight against Orkoku Saki, The Shredder, all of the ninjutsu techniques and training sessions I have given you over the years will come to the ultimate test.

When approached by regular enemies, use a combination of A+B simultaneously for an attack that will deliver a two-hit blow—an instant defeat for most of The Foot!

When that fails, my sons, do not lose heart. Jump kick, jump kick, and jump kick. And when you finished jump kicking, jump kick again! I made a funny!

For Boss Strategies, see my wisdom further down. Now I am going to prepare some octopi and squid sushi. I hope you Turtles are hungry!

Trained in Shredder’s Taekwondo gym, these maximum offenders are brainwashed to destroy turtles at any cost. Main enemy of Scene 4.
This airborne attacker carries a 50 caliber cannon that will leave you shell shocked.
These mini-titanium titans are programmed to chew off turtle toes.
Three deadly predators designed by Shogun to weaken his prey.
Unicycle soldiers that will zap you senseless.
An overgrown, mechanical mosquito equipped with a turtle zapping laser gun.
Three deadly predators designed by Shogun to weaken his prey.
Don’t let this carrot nosed creep fool you. He’s packing heat seeking missiles that have your name on them.
(Note: This is the best named enemy in all of the NES.) Three deadly predators designed by Shogun to weaken his prey.
A laser-beaming robot enemy so forgettable that even the manual forgot to mention it. Pew pew pew!

It takes a special kind of devotion and work ethic to do and write the things I have for this site over the years, this article included. The following maps transcend that completely and enter into another realm, a scary realm, a realm of semi-illness, a realm of unbridled OCD.

Presented for your pleasure and astonishment is every single map in the game with their respective number and placement of over 700 enemies, from the first Foot Soldier all the way to Shredder at the end. Why? I’ve been asking myself that same question the whole day. Without any hesitation, I can say that this is the most hardcore thing I have ever done. (To God I pray that I still have a lot of living ahead of me if this is my life’s hardcore highlight.)


Shredder's right and left hand men, er, mutants of Scenes 1 and 2 (respectively). They prove that beauty is only skin deep, but ugly goes all the way to the bone.

 

My turtles, Rocksteady is slow. Jump kick him in the head. He will charge, fire bullets from his machine gun, or attempt to inflict a blow with his fist. He is rather dimwitted, so remember to perform swift jump kicks, unless he is firing his gun in the air. Remember to get out of the way when you land!

 


Shredder's right and left hand men, er, mutants of Scenes 1 and 2 (respectively). They prove that beauty is only skin deep, but ugly goes all the way to the bone.

 

Bebop will prove to be a bigger challenge than Rocksteady, but not by much. He shares many of the same moves as his bumbling counterpart, only this time his gun blasts will not shoot in the air—use that to your advantage when you jump kick. This is some delicious sushi!

 


Mouser bombardier by day, Gnat Man by night, you’ll find this fun lovin’ freak in Scene 2, Part 2 and Scene 3, Part 2.

 

Professor Baxter Stockman has proven to be dangerous in a laboratory, but in the sewers, he goes down faster than green tea. Jump kick his flying contraption and move out of the way of the Mousers!

 


These two infamous intergalactic bounty hunters are looking to tag team the turtles. Tora will test your skills in the radical new and never before Scene 3, Part 1. Shogun will shock your senses in Scene 6, the one of a kind challenge that will change you from green to black and blue!

 

Say 'sayonara' to Tora with jump kicks when he is readying to hurl an ice block your way. Just do not freeze in one place and you will be fine, my sons. Ha ha, I made another funny!

 


Mouser bombardier by day, Knat Man by night, you’ll find this fun lovin’ freak in Scene 2, Part 2 and Scene 3, Part 2.

 

Professor Baxter Stockman is back, it seems, but now transformed as a fly. Like all flies, he is bothersome to catch, but with enough concentration, he can be swatted. Stay away from his attacks by placing yourself underneath Baxter, and wait for him to fly across the screen to deliver a fast jump kick. He will sometimes come down to use a fly swatter against you. Sharp reflexes will be your best defense. Use the Pizza Power-Up when you are low on health.

 


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My sons, do any of you know the going rates for gym memberships these days? I have really been meaning to tone up. Ha ha! Yet another funny!

 


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What is all of this talk about mercury in sushi that I have been hearing about in the news lately?

 


Ruler of Scene 5, this hardbodied hooligan likes his turtle meat extra crispy. And he’s brought his own hibachi blaster cannon.

 

It will require great patience and perseverance to bring down Granitor, a great Stone Warrior of Dimension X. Jump kick him on one side and jump kick from the other side for as long as it takes while dodging his flame thrower attack. Eat the nearby Pizza for health and heartburn.

 


These two infamous intergalactic bounty hunters are looking to tag team the turtles. Tora will test your skills in the radical new and never before Scene 3, Part 1. Shogun will shock your senses in Scene 6, the one of a kind challenge that will change you from green to black and blue!

 

Shogun is like a Martial Arts warrior I once knew in Japan, except that his cursed head can detach and fly around the room. Concentrate on delivering blows to the body with traditional attacks until the head comes off. Then remember to use your jump kick. If you are running low on life, pick up the Pizza Power-Up.

 


Granitor’s army of hard rock hit men. (The instruction manual does not give General Traag's proper name, and erroneously labels Granitor as the leader. He is not. Granitor is a Lieutenant. General Traag leads the Rock Soldiers. Also, if it is not yet clear to you, I have no life to speak of.)

 

A second foe of stone from Dimension X! Defeat him with your jump kicks and dodge his gun blasts. This is only the first of three bosses in this scene, so stay alert, my sons!

Once a warlord of alien planets, Krang fights side by side with Shredder in Scene 7.

 

Krang does not look powerful, but looks can often be deceiving. Equipped in his Android Suit, he proves to be quite deadly. He will kick when approached closely, and shoot out fist missiles when far away. When his eyes change color, prepare to jump out of the way of his charged eye beam attack. Jump kick Krang all the way back to Dimension X!

Ruler of Scene 7, you’ll face off against this old foe in the ominous Technodrome.

 

Orkoku Saki is a most powerful adversary. Focus on finding the fake first by attacking both Shredders until one of their helmets comes off to reveal the fraud. Focus your attacks now on the real Shredder, sideswiping his sword slashes to save your shell. If you accidentally inflict enough damage on the clone, the fake Shredder will disperse and Shredder will create a new one in its place. When you see the real Shredder backing up to the side of the screen, he is preparing to assault you with a retromutagen attack that will blast you back into a pet turtle and will cause you to lose a life. Move with swiftness and make your way over to Shredder in time to dodge the blast. With enough effort, the real Shredder’s helmet will fly off and the end of Orkoku Saki’s reign will be close at hand. I have faith in you, my Turtles!

See the Cowabunga Cutscenes page for pictures and video of all the game's cutscenes.

Donny here. So you wanna scope out the prototype of Teenage Mutant Ninja Turtles II: The Arcade Game? You've come to the right place and to the right turtle!

The same RD031 marking and 8/2 date on the cartridge’s front label are found on the stickers on the CHR and PRG (written as “PROG”) EPROMs, too. You can also see some Japanese characters written below that. translates to “sample”. Bossa nova!

This sample is NTSC region coded, so judging by the August 2nd, 1990 markings on the label and EPROMs, this copy predates the official North American release in December by four whole months.

This prototype is on an NES-TLROM-02 PCB. The released version's board is NES-TLROM-03.

Just check out the MacGyver job on the back, guys! This thing has more soldering than a Turtle Comm! The wires are for making the CHR and PRG EPROMs work on a non-EPROM board like this NES-TLROM-02.

Having exhausted the game and beating the prototype version on Michaelangelo's Nintendo, taking photographs of nearly everything in the game along the way, then comparing those shots to the released TMNT II game, I could find no obvious differences. The Foot are the same, the copyright and title screens are the same, all of the cutscenes are the same, same overt Pizza Hut advertisements everywhere (hey, don't blame us for selling out to pizza!), even the same cheats work [i.e. B, A, B, A, Up, Down, B, A, Left, Right, B, A , Start on the title screen].

Quite a bummer, dude!

After dumping the game, it turns out the same is essentially the same except for one thing: the build ID on the retail game is MAST900801, while in this prototype, it's SAMP900802. The prototype was made one day after the final retail version!

I'd hate to be the one who shelled out the money for this game. Get it? Shelled out? I bet that guy must feel like a total numbskull

Thanks, Donatello. I think I can take it from here. You were my least favorite Turtle, by the way. You nerd.

I have had disappointments with prototypes before in the past, but nothing compares to the hurt of this one. Four months before its official release, and everything seems to be this finished?

Of the 12 previous NES prototypes that have passed into my hands, only one actually had an obvious non-glitch difference—Princess Tomato in the Salad Kingdom. And that difference was in the translation. And that difference in the translation was the replacement of the word “pot” for “vase” in the game’s stores. That’s right, of the thousands spent on procuring prototypes, “POT” TO “VASE” IS ALL I HAVE TO SHOW FOR IT. But this prototype has made me snap a little. Ha, ha, ha! Tonight I dine on turtle soup! Ha, ha, ha! I am slowly drifting into a deep madness from which I will never return.

I think I'll take up Master Splinter's suggestion and go out for some sushi. Raw fish is sounding better and better to me.