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Konami’s NES Turtles Port Rewrites the Arcade Original

Konami's NES port of TMNT II: The Arcade Game adds two new levels and bosses Tora and Shogun, plus a Baxter Stockman swap. Review score: 7.5/10.

By mitch·2 min read
A turtle, blade in hand, battles a host of foot soldiers upon a perilous highway.

Konami’s port of Teenage Mutant Ninja Turtles II: The Arcade Game to the Nintendo Entertainment System adds rooms the arcade original never had. Two new levels join the conversion — the first part of Scene 3 and all of Scene 6 — and both arrive with fresh enemies and two bosses built for the game, Tora and Shogun. That is the trade a home port has to make. Arcade players paid by the credit; players at home paid once and wanted a longer road.

Tora and Shogun Join the Roster

Tora is a dog-like “blizzard beast.” Shogun is a robotic samurai. Neither appeared in the arcade cabinet, and that matters, because a straight port of a quarter-muncher tends to run thin by the third stage. The new fights give the back half of the game its own identity instead of asking players to remember the arcade run.

Konami also extended most of the original stages rather than dropping them in whole. The result is a version that plays longer than the arcade original without pretending to be a different game.

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The Parking Garage Swaps Its Boss

The second half of Scene 3, the parking garage, is the sharpest change. The arcade version ends that stretch with Bebop and Rocksteady. This version replaces them with the mutated fly form of Baxter Stockman.

That is a real edit, not a cosmetic one.

What the Game Gets Right

The bones hold up. Platform and hack-and-slash beat-’em-up action, side-view perspective, single player or multiplayer with co-operative and split-screen modes. Two players on one couch is still the way this thing is meant to be played.

The published critical score sits at 7.5/10 (IMDb). That feels right. The added levels and the Stockman swap are genuine improvements over a straight conversion, and the co-op keeps the room loud.

A Running Order Worth Knowing

Stage What Changes
Scene 3, first part New level, new enemies
Scene 3, second half Parking garage; Stockman replaces Bebop and Rocksteady
Scene 6 New level; Tora and Shogun appear

The changes, in the order the game presents them:

  1. The first part of Scene 3, a new level with new enemies
  2. The second half of Scene 3, where Stockman replaces Bebop and Rocksteady
  3. Scene 6, a new level where Tora and Shogun appear
  4. The extended original stages

The two new bosses are the headline, but the garage is the better call. Trading Bebop and Rocksteady for a mutated fly gives this version a fight nobody had seen.

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