Teenage Mutant Ninja Turtles: Tournament Fighters is a 1v1 fighting game on the SNES, published by Konami in 1993. The game got releases on most major platforms of the day, including at least Genesis and NES ports that I know of, and they were all slightly different.
Story Stuff
The story, according to the manual, starts in the way most classic TMNT games ever did, with the four radical dudes watching TV. At this point in the TMNT shared game universe, Shredder has already been defeated. The manual has the turts sitting in April's apartment, but the in-game cutscene shows them in the sewer lair. The TV tells them about an upcoming tournament which is gonna be so big! Bigger than the Super Bowl! Bigger than (and I quote) Wrestlefest XIV!
Raph gets hot-headed and says he's gonna join up, and the other turtles quickly agree. But just then, an arrow whips past Raph's fast and lodges into the wall. And attached to it is...a note! The note claims that the Foot Clan is now under the control of someone named Karai, and the turtles best watch out!
But who's Karai?
More on her later.
Of note is that this arrow scene is actually shown in-game. In the manual text, the arrows busts through a window in April's apartment. But since the game cutscene takes place in the sewers, the arrow sorta appears out of nowhere. Funny.
Select Your Fighter
The title screen gives us a handful of modes.
Tournament gives us the standard Street Fighter progression of picking a champion and fighting all the other playable characters, then a couple of non-playable bosses at the end. There's unlimited continues and you can choose a new character when you lose.
Story gives you only a choice of the four turtles, and you journey all over the world, trying to rescue (as usual) Master Splinter and April O'Neil from the revived Foot Clan. This mode has dialogue cutscenes before and after each battle, but there's only three continues. VS Battle is the usual player vs. player mode, Watch lets you...watch two computer-controlled fighters battle each other...and then there are a pretty diverse selection of options, including an eight-stage difficulty meter (it defaults to level 3), a speed toggle, and some other stuff.
The game works just like any self-respecting Street Fighter clone of the era - the four face buttons represent different levels of punch and kick, you hold up to jump, back to block, and can execute special moves by doing a specific d-pad input followed by a button. Every character also has an ultimate attack they can trigger by pressing X+A, but only once they build up their power gauge. It's all pretty intuitive if you've ever played a Street Fighter before.
But as we all know, the measure of any fighting game is by what characters you can use. And this game's got quite a selection! So let's check 'em out. The "goals" are taken straight from the manual.
Leonardo leads. He's the guy who you know from saying "turtle power" and "turtles fight with honor" all the time in the cartoon. He's got swords. He's got the whirling katana move from the arcade games and a "shining cutter" sword-wave thing he loves to spam as a computer opponent. Leo is boring, so let's move on.
Goals: To be the king of the Tournament Fighters!
Raphael is cool, but rude. In the cartoon, he was the guy who would repeatedly break the fourth wall. In most other versions of Turtles media, he's the guy with no chill at all. He's got some moves carried over from the arcade game(s), as well as a strange energy disc move called "jamboree." Raph is one of two characters I didn't use at all during my run.
Goals: He wants to buy presents for all of his friends.
Donatello does machines. Donnie used to be my favorite turtle, because he's a big ol' nerd, like me. In Tournament Fighters, he's got the Chun-Li rapid blows move and his fierce punch has massive range and priority. Of all the turts, I probably got the most use out of him.
Goals: Working on a new invention and needs more money to make his dreams come true.
Michelangelo is a party dude. Mikey is absolutely my favorite turtle these days, and it was the 2012 Nickelodeon cartoon which taught me this. In this game, he's got some risky lunging/jumping moves and a half-circle forward fireball, which he shoots out of his mouth. I'm not kidding.
Goals: He is planning a vacation of surfing and skateboarding.
As a final note on the four heroes in a halfshell, they all have exactly the same voice, and they all sound kind of like Guile or Sagat from SFII.
And now onto the weird stuff! If this game were made today, almost certainly the fighters would be the mainstays from the cartoon. Bebop, Rocksteady, Krang, Baxter, April, Splinter - but not Tournament Fighters! Nope, it gives us deep cuts straight out the door.
WAR is, I guess, the personification of War. I'm led to understand he was one of the four horsemen of the apocalypse, and appeared primarily in the Archie comics, which started as a spinoff of the original 'toon but got increasingly bizarre as it went on. In this game, he's a bit like Blanka, with a fast forward lunge attack, a fast jumping attack, and generally high priority. I used him quite a lot on my run.
Goals: Destruction.
Aska probably should be "Asuka," but who knows. Typical 1990s fighting games had exactly one female character, and Aska is this game's one (well, with one notable exception, which we'll get to). I believe she was made up for the game. She feels like she's moonlighting from Fighter's History. She's got a cool twirling spinny lunge move and an uppcut which summons magic butterflies. I used her a bit at the beginning, but I didn't have great luck with her.
Goals: She is a master of ninjutsu and wishes to own her own dojo.
Wingnut is a goofy mutant from another planet. He's the first of these weirdos who had his own action figure in the vintage Playmates line, and I think he MIGHT have showed up in the cartoon as well (and definitely appeared in the Archie comics, where he was a member of the Mighty Mutanimals). In the game, he can hover and do some diving attacks and stuff. I didn't end up using him.
Goals: Thinks the tournament will be fun - a good way to kill time.
Armaggon is a shark man! Look at this guy! He's cool enough that he's on the cover art. I have no idea if he has prior appearances in TMNT. He wasn't in the cartoon, toyline, or prior video games. NECA actually just recently announced that this guy is
getting his own toy. Cool! Anyway, in the game, he plays a bit like a Dhalsim, with huge reach and a slow, floating dive lunge. I ended up using him most often, mainly because it was easy to trap the computer with his dive lunge followed by a grab.
Goals: This is his first step toward conquering Earth.
Chrome Dome is a cool robot! This guy appeared in both the vintage toyline and cartoon, and even had a cameo in the intro animation for the
recently revealed Shredder's Revenge game. In Tournament Fighters, he's got some extendo-arm/leg action and some other fun tricks. I only used him a little bit, and as a computer opponent he was super easy to beat.
Goals: He wants to extract the "warrior" program from his system memory.
The in-game selection calls our old friend Oroku Saki "Shredder," but the manual and cutscenes refer to him as
CYBER SHREDDER. He doesn't have any notable bionic attachments that I can see, and otherwise appears as a super buff version of shred-head with longer wrist blades. His red suit is reminiscent of the Mirage comics version of the character. I used him a lot! Also, he doesn't sound like Shredder at all, and his voice clips are actually closer to the Turtles' than anyone elses'.
Goals: To regain control over the "mindless" masses of New York.
The Tournament
I spent the most amount of time in the game's tournament mode. You can pick any of the above characters, then fight everyone one after another (including yourself) in, I think, I pre-set order. I tried nearly every character at least once, but I primarily used War, Armaggon, and Cyber Shredder. Between every stage, April O'Neil announces the winner (who stands in a pile of money).
I found that the NPC opponents were a bit easier to bait and predict than some other computer opponents I've played in fighting games from the same era, and I was able to get through a whole run of the game on default difficulty with most of the challenge coming from the last few fights. Before we get there, let's talk about the stages! They're great! There's tons of animation and cameos going on in the background. In the scrapyard (above), there's a truck smashed into a girder, and there are a bunch of foot soldiers sitting and standing around, cheering us on.
I spotted Nutrinos, Casey Jones, mousers, Baxter Stockman, and even these two cretins:
The music is also typically good for the time period. If I heard it enough it'd probably get stuck in my head forever, just like the music from all the other NES and SNES turtles games.
Anyway, once you beat up everyone on the roster, April announces that the previous year's champion has arrive to defend the title! And that champion is...
...
Rat King? Yep, and he's been hitting the gym. He behaves like a Zangief, busting your face with drop kicks and executing extremely damaging grabs and throws if you get too close. I managed to take him out after many tries with Armaggon.
Rat King was a recurring villain in nearly every iteration of TMNT. In the classic cartoon, he was kind of a chaotic neutral, sometimes clashing with the Turtles, and sometimes with the Foot Clan, but usually causing trouble for someone.
But after you beat him, it's still not over! A special challenger appears!
Yes, it's that mysterious
Karai we mentioned before. Her profile page in the manual is a big question mark, so what she looks like is a mystery until you encounter her.
But true doom Turtleheads will recognize Karai from several versions of the Turtles stories. She's in the original comics and 2000s cartoon, stepping in to lead the Foot Clan after Shredder's defeat. I remember her mainly from the 2012 cartoon, where she is introduced as Shredder's daughter.
Here she is! I'm not sure if this design comes from the Archie comics, or is unique to the game, or what. The battle takes place on the back of a train, with the city flying by in the background and a Channel 6 copter hovering overhead. It's a great backdrop for a tough battle. Karai is, for some reason, enormous, towering over even Shredder, and has a variety of absurdly powerful moves, as befitting a fighting game final boss. Just look at how she dwarfs April in the win screen:
She also has her own ultimate move, "Dark Thunder," where she sprays lightning everywhere and turns into Goku:
Absolute legend.
It took me quite a few tries, but I was eventually able to take her out with Cyber Shredder. The game seems to give every character their own unique ending cutscene. Here's some of Shredder's:
After my win, I tried out story mode for a bit, but the limited continues repulsed me, so I ended my run there.
This was a great option to begin on! I've been on a Turtles kick since last year, and this was one of a handful of the classic TMNT games which I hadn't revisited at all recently. It's a perfectly cromulent fighting game for the era, which is a little amazing to me - did Konami make a lot of other games like this? Because I'm not thinking of any off the top of my head, and this one feels super polished. It's also cool how they picked such a bizarre selection of characters instead of going with the obvious choices.
Thanks, Torzelbaum!
I may not have as much to say about future games in this thread, but what a fun first step. Thanks for your suggestions and for reading!