[[caption-width-right:256:Menu from the {{SNES}} version.]]

->''Turtle Combat!''

A fighting game series based on TeenageMutantNinjaTurtles. It's a series, not a MultiPlatform release, because even though there are three games with the same name on the {{NES}}, {{SNES}}, and SegaGenesis, each one is a different game. All were released in 1993.

The SNES version would be most familiar with ''StreetFighter'' fans, as it has the most FollowTheLeader elements. The other versions had different mechanics, due to fewer buttons.

Compare ''VideoGame/TeenageMutantNinjaTurtlesSmashUp''.
!!Tropes of the games in general:
* ReformulatedGame: All three games were promoted as different versions of the same game.
* SnubByOmission: Each game features a different Ninja Turtle as its cover character. Since no fourth version of the game was ever made, Michelangelo was left out. Curiously, Konami never thought of promoting ''Radical Rescue'' (the third Game Boy game) alongside the ''Tournament Fighters'' games, despite being releasing at the same time and having Michelangelo as the default character.
** Rumor has it that [[WhatCouldHaveBeen a Game Boy version was planned]], but nothing has come up confirming this.
* SomethingCompletelyDifferent: Unlike the previous ''Turtles'' games based on the '87 cartoon, which were mostly BeatEmUp games, these ones were competitive fighting games.
* UnexpectedCharacter: Some of the characters in the various rosters are relatively minor characters who managed to make it into the more well-known '87 cartoon (like Rat King and Chrome Dome,) and then there's a few characters (like War, Armaggon and Ray Fillet) who only appeared in the Archie comics, while Aska and Sisyphus are [[OriginalGeneration completely original characters.]] Basically if you were only a passing Turtles fan, most of the characters would be completely alien to you.

!!Tropes of the Genesis Version:
* ActionGirl: April O'Neil is based more on her TookALevelInBadass self from the comics than the cartoon version. She wears [[BareYourMidriff a sports bra]] and [[MiniDressOfPower miniskirt]] (an outfit very similar to her "Ninja Newscaster" action figure) and hands out [[WrestlerInAllOfUs flying german suplexes]].
* AIBreaker: Play as Ray Fillet. Crouch. Use his strong kick. Win game. (He slides forward and the AI doesn't recognize the sliding part, so it never blocks)
* CanonForeigner: Sisyphus the mutant beetle.
* DubNameChange: Sisyphus is known as Musha Beetle in Japan.
* EvilTwin: The four turtles each have a doppelganger who serve as mini-bosses.
* FanservicePack: In addition to April's makeover, Karai went bare-thighed in this game.
* GuideDangIt: The desperation moves. There's only a vague hint in the manual stating they even exist, and to perform them, you need to use the taunt button, which serves no purpose otherwise and if you screw up the often-complicated motion, your character is now a sitting duck.
* PerfectPlayAI: The biggest complaint about the game. Even on the easiest difficulty, many say that the game is way too hard.
* SceneryPorn: The stage backgrounds are very detailed.
* SNKBoss: Triceraton. His throw is spammable, much like the Turtles' A throw, and unlike when fighting AI Leo and Raph, AI Triceraton LOVES to spam it whenever possible, it's not rare that once Triceraton grabs you for a throw, you're 90% losing the round.

!!Tropes of the Super NES Version:
* AlternateCompanyEquivalent:
** Leo is the "Ryu", having the same [[ShotoClone basic moveset]] and [[ToBeAMaster character ending.]]
** Mikey stands-in for "Ken", with faster multi-hitting attacks, albeit with charge motion inputs rather than quarter circles.
** Raph is the same as M.Bison, having charge motion inputs with his "Power Drill" and "Chest Buster" being his renditions of Bison's Psycho Crusher and Scissor Kick respectively.
** Shredder, oddly enough, plays like Balrog. His standard special mimics Balrog's 'Dash Upper' and his Aura Crush is the same as Balrog's 'Buffalo Headbutt'[[note]]complete with invincibility frames on startup, making it useful for getting past projectiles in close quarters[[/note]].
** Chrome Dome combines aspects of Dhalsim (extendable/retractable limbs) and Zangief ('Electric Piledriver') into one character.
* AmericanKirbyIsHardcore: The Turtles have deeper, gravelly voices in the American version. They go from sounding all like Don in the Japanese version and the arcades to sounding like Dean Winchester from ''Series/{{Supernatural}}''.
* AssKicksYou: Aska's down+HK special normal results in an attack much like [[Characters/ArtOfFighting Yuri Sakazaki's]] hip thrust.
* AttackReflector: Shredder's Aura Shield repels standard projectiles.
* BareYourMidriff: Aska
* BreathWeapon: Michelangelo and Armaggon both fire their projectiles ("Dragon Breath" and "Aqua Burst" respectively) from their mouths.
* {{Bowdlerize}}: Aska wears a thong in the Japanese version and bloomers in the other releases. Her victory animation in the Japanese version also has [[{{Gainaxing}} her breasts jiggling]] while she raises her arm in victory, whereas in the overseas versions she uses the same animation pattern as Kunai Spin Attack.
* CanonForeigner: Aska is the game's only original character (although she was based on Mitsu from the third live-action movie).
* DinerBrawl: One of the stages is a GreasySpoon cafe.
* {{Expy}}: In the pre-release builds of the game, Aska was originally named Mitsu, who was a supporting character in ''Film/TeenageMutantNinjaTurtlesIII'', although the final version of the game treats her as an original character.
* FreeFloorFighting: Rat King's stage in the Japanese version featured breakable walls.
* FinalBoss: Karai
* HurricaneKick: Donatello does a headstanding hurricane kick.
* KamehameHadoken: Raphael, and Wingnut have the most proper forms of the attack, but many of the other characters have something close.
* LimitBreak: Available in Arcade and 2P Versus mode only, once each character's rage meter maxes out (indicated by a chime, and the meter will begin flashing). They're all performed the same way: simply press HP+HK simultaneously.
* MarketBasedTitle: The Super Famicom version was titled ''Teenage Mutant Ninja Turtles: Mutant Warriors''.
* MirrorMatch: Every character has an alt color version for when the same characters are chosen.
* MovesetClone: While [[LazyArtist all four Turtles look about 90% identical]], Leonardo and Michelangelo are the ones that fit this trope the closest; Leo is the classic [[{{Shotoclone}} Ryu-type fighter]], while Mikey is more Ken-like with faster, multi-hitting attacks (albeit with charge motions rather than quarter-circles).
* NoHoldsBarredBeatdown: Mikey's rage move ('Beat Rush') is essentially his rendition of [[VideoGame/ArtOfFighting Ryo and Robert's]] [[DesperationAttack Ryuko Ranbu.]] From its fullscreen dash, to being [[UnblockableAttack unblockable.]]
* RapidFireFisticuffs:
** Leonardo's rage move ('Millennium Wave') floods the screen with a cone shaped, high-speed barrage of blue energy fists.
** Karai has two variations, her (jump) down forward+HP special normal results in a multi-hitting downward spiral attack. While pressing LP+HP together causes her to auto jump away from her opponent before unleashing a rapid-fire barrage from above.
* RazorWind: Leonardo's "Shining Cutter".
* RooftopConfrontation: Mikey's fighting stage is set atop a skyscraper, overlooking Manhattan.
* RoundhouseKick: All the turtles have the same standing HK.
* SharkMan: Armaggon.
* ShoutOut: The MirrorMatch in this game's story mode is actually a throwback to a boss fight in the first ''[[VideoGame/TeenageMutantNinjaTurtles TMNT]]'' game on the {{NES}}.
** Ever wonder where Cyber Shredder gets his name? It's a holdover from the Game Boy game ''Radical Rescue''.
* ShockAndAwe: Chrome Dome's "Chrome Spark", Cyber Shredder's "Lightning Crusher", and Karai's "Dark Thunder".
* {{Shoryuken}}: Michelangelo and Aska have the purest forms. Others have moves that come close.
* SpamAttack: Donatello's rapid bo attack, Michelangelo's super move is a series of rapid kicks and punches up close.
* SpiritedCompetitor: Unlike the others, Leo doesn't care about the tournament prize money. All he wants is the chance to test himself, then continues his training afterward.
* SNKBoss: Rat King and Karai. The latter even has a [[https://www.youtube.com/watch?v=bDGxChmOnYY one button infinite]].
* SpinAttack: Many of the moves.
* TakeOverTheWorld: Used for Shredder and Armaggon's endings. In Shredder's case, the tournament was simply a way getting rid of the Turtles, so there'd be no one to oppose him. While Armaggon uses his prize winnings to finance his global takeover.
* ThereIsNoKillLikeOverkill: If Leo unleashes 'Millennium Wave', your best bet is to duck and cover, as blocking it from a standing position can shave off nearly of your life meter. But if he actually ''connects with it'', it will rapidly deplete 90% of his opponent's health!
* TookALevelInBadass: [[spoiler: The Rat King]]
* TrainTopBattle: The fight against Karai takes place atop a moving elevated car.
* UnblockableAttack: Michelangelo's rage move (noted in the NoHoldsBarredBeatdown entry).
** Thanks to a GoodBadBug, you can make any move an overhead... including low attacks, making them unblockable.
* UnwillingSuspension: April and Splinter, although, April is more distinctly BoundAndGagged.
* WholeCostumeReference: In the concert stage, the singer is wearing {{Music/Madonna}}'s pointy bra.
* WrestlerInAllOfUs: The Rat King's "Rat Bomber" and "Rodent Suplex" moves. Chrome Dome's piledriver as well.

!!Tropes of the NES Version:
* InstantAwesomeJustAddDragons: Hothead, who is based on the Warrior Dragon in the Archie ''[=TMNT=]'' comics.
* KamehameHadoken: Relegated to a powerup that can be acquired during a match from an item dropped by Splinter, although Shredder has constant access to a ground variant.
* MirrorMatch: Averted with Hothead... when the game is played normally; its justification is that the dragon spirit inhabiting the character wouldn't permit such a battle to take place. If the player uses a GameMod to accomplish it, though, he will see that the real reason is because [[GameBreakingBug it causes a helluva lot of flicker in the sprites.]][[note]]This is not so much of a game bug than pushing the NES' sprite generator past it's limits. Remember that a NES sptite tile is 8x8 or 16x16 in size and the GPU lays multiple tiles to construct one sprite. Hothead probably contains way more sprite tiles than the other characters, and having two on the screen at the same time probably requires more tiles than the GPU can handle smoothly.[[/note]]
* NoExportForYou: Unlike the other two, this one didn't get a Japanese release.