A 1989 BeatEmUp by {{Creator/Konami}} based on [[Franchise/TeenageMutantNinjaTurtles the adolescent humanoid shinobi terrapins]] [[ComicBook/TeenageMutantNinjaTurtlesMirage created by Kevin Eastman and Peter Laird]]... more specifically, [[WesternAnimation/TeenageMutantNinjaTurtles1987 the 1987 cartoon]]. As the title suggests, this game was released in the arcades, though only as ''Teenage Mutant Ninja Turtles''. Several ports renamed it ''Teenage Mutant Ninja Turtles II: The Arcade Game'' to disambiguate it from the first console game [the UsefulNotes/{{Famicom}} version kept the original name, as its version of the previous game was [[MarketBasedTitle renamed]] ''Geki Kame Ninja Den'' (''Fierce Turtle Ninja Legend'')].

The plot is fairly simple: the four eponymous turtles Leonardo, Michelangelo, Donatello, and Raphael must rescue their news reporter friend April O'Neil, and later their beloved Master Splinter, from the clutches of the Shredder and the Foot Clan. The action takes the turtles from New York to the city's depths, where after saving their friends, the quartet heads into the Technodrome to defeat Krang and then the Shredder himself.

The arcade version of this game was a milestone in the genre. Up to four players could play, and the turtles varied a little from each other in terms of attack range and speed. Donatello possesses excellent range with his bo staff but hits the slowest. Michelangelo and Raphael hit the fastest, but their weapons the nunchaku and sais respectively provide limited range. Team leader Leonardo hits with average speed and range using his katanas.

There were several ports of this game. The UsefulNotes/NintendoEntertainmentSystem version featured downgraded graphics and audio, and allowed only up to two players (obviously since the NES's hardware wasn't exactly arcade quality), but it did add two new stages and swapped the second fight vs. Rocksteady and Bebop with a fight against Baxter Stockman in his fly form, making it the best port one could find of the game until the arcade version was re-released in 2007 for UsefulNotes/XboxLiveArcade. The computer ports varied greatly in quality, from passable to underwhelming. A direct port of the original arcade game can also be unlocked in ''Teenage Mutant Ninja Turtles 2: Battle Nexus'', but with altered music and the ability to put infinite credits into the game for unlimited lives.

!! This game provides examples of:

* AbsurdlySpaciousSewer: One stage is such, but considering the source material...
* AdaptationalBadass: One of ''the'' most badass versions of Shredder in the franchise. While the cartoons generally depicted him as something of a joke and not really all that dangerous, (especially compared to later adaptations) the final battle against Shredder in the arcade game can verge on outright ThatOneBoss.
* AdaptationExpansion: To compensate for the downgraded graphics and the lack of 4-Player support, the NES version adds two new stages and replaces the Rocksteady and Bebop dual boss battle with a fight against Baxter's fly form.
* AmericanKirbyIsHardcore: Averted, surprisingly. See the USA box art on the top page? That same cover was used for the EU and JAP version of the game.
* AprilFoolsDay: Magazine/ElectronicGamingMonthly's first infamous joke involved playing this game as [[Franchise/{{Castlevania}} Simon Belmont]].
* AsideGlance: On the NES version, each of the turtles have this in their standing poses.
* BadassInDistress: As if having to save April wasn't enough, [[OldMaster Splinter]] is taken hostage too in one stage. (And given how the Boss appears when you find him, he was probably kidnapped to lure the Turtles into an ambush.)
* BigNo: The same exact one is uttered by some of the bosses when are defeated, such as Rocksteady and Bebop.
* BossOnlyLevel: The final stage is sort of like this, except you fight ''two'' bosses, one after another. First Krang, then Shredder, who's the FinalBoss.
* CanonForeigner: Tora the Wolfman and Shogun Warrior in the NES version.
* CherryTapping: The safest way to defeat most any enemy in the game, be it lowly foot soldier or boss, is to jump kick him, then jump away before he can recover from the hit. The jump kick does little damage, but its high mobility generally trumps the more powerful standard attacks which nearly guarantee taking damage in return.
** It is by far the safest tactic for bosses as most will quickly counterattack you if you hit them with the other attacks, and trying to stand toe to toe with most of them this way just results in you trading hits, and you ''will'' die in short order if you do this in a solo game. The very nature of utilizing the jump kicks allows you to avoid the vast majority of this. With good timing, you can even chain jump kicks into each other by jumping away from the enemies upon landing and using the jump kick on them again just as their HitStun ends. [[GameBreaker Practice this enough, and you can defeat most of the enemies in the entire game with little to no damage taken just by spamming this attack]].
%%* ColorCodedMultiplayer
* ConvectionSchmonvection: That burning building doesn't seem to actually be doing any ''harm'' to anyone. In fact, you can walk until you're chest deep in the flames with no ill effects.
* DamselInDistress: April. In Stage 1, she is in danger of being grilled to perfection. After beating the stage boss Rocksteady Shredder swoops out of nowhere and kidnaps April.
* DualBoss: Rocksteady and Bebop in the arcade version.
* DummiedOut: At one point, the game was to have special power ups in the form of color-coded pizzas: "Speedy," "Whirly," "Zappy," and "Energy." "Energy" remains in the final game as a life-up, and "Whirly" and "Speedy" pretty obviously show up in [[VideoGame/TeenageMutantNinjaTurtlesTurtlesInTime the sequel]] as the instant-kill invincibility attack and the turtles' automatic dash attack, respectively. The odd one out is "Zappy," which gives the turtles a laser gun to use. This one likely got nixed because the cartoon's licensors did not want to see depictions of the turtles shooting people, realistic guns or not.
* TheEndOrIsIt: The epilogue, which gushes about how the Technodrome has been destroyed, notes that Shredder may have survived. The NES version goes one step further, showing the Shredder laughing after the credits to indicate he'll be back.
* FlunkyBoss: Baxter, the third Boss, attacks while throwing Mousers at you, but if you deplete his LifeBar, they all blow up; however, if he throws them all, he leaves, and you have to destroy them all to win the fight.
** Shredder, the FinalBoss, can make duplicates of himself that do much less damage than he does (but can still hurt you). Only the real Shredder can use the Anti-Mutagen Beam, the best way to tell them apart. (Assuming you dodge it.)
* GameLobby: The UsefulNotes/XBoxLiveArcade version works this way, requiring players to get together in a group if they wish to play together. While four-player play was part of the original game's appeal, this system makes it nearly impossible to get a four-player match going.
* HeroicFireRescue: The first stage is the Channel 6 News building set ablaze, where your mission is to save April.
* KonamiCode: You better bet this got used!
* MarketBasedTitle: The arcade game itself was simply titled ''Teenage Mutant Ninja Turtles''. When it was ported to the NES, it was retitled ''Teenage Mutant Ninja Turtles II: The Arcade Game'' to distinguish it from the earlier unrelated NES game while in the same time making it clear to players that it was based on the arcade game. The Famicom version had no such issue, since the Famicom version of the first NES game actually had a [[CompletelyDifferentTitle different title in Japanese]].
* MadeOfExplodium: The Foots explode when you kill them, and a few Bosses (the two giant Rock Soldiers and Krang) go out in very ''dramatic'' explosions.
* NintendoHard: The arcade version, and unapologetically so, with an interesting twist: Aside from the difficulty dip-switch, this game features a sort of DynamicDifficulty involving the enemy count that kicks in depending on several factors, including how many people are playing in the game, and chiefly in one-player mode whether or not the player has died/continued. Beating any level without losing a life will make the subsequent level much tougher (in that you have many more enemies to contend with in each wave), and dying at all will reset the soldier count to an easier level. Also, some bosses (namely the DualBoss with Rocksteady & Bebop, and the final battle with Shredder) will have more health if you reach them without dying.
** Now bear in mind that, by default, your life bar can take on average about 3~8 hits before you die, depending on what it is that damaged you, and the original arcade game settings allow for one life per credit. The Xbox Live Arcade version gives you '''20 lives'''. NintendoHard indeed.
** The NES version itself is quite difficult, as it uses the standard three Lives and three Continues format (and extra lives are far and few in between -- [[LawOfOneHundred only given every 200 kills; which is roughly every two or three stages in a ''single'' player game; kills are ''not'' shared in a two player game]], and there are two extra stages in the NES version compared to the Arcade version. And it only allows for two players. To compensate, the turtles in the NES version can take much more punishment before dying, and the DynamicDifficulty feature mentioned above has been removed.
* OneHitKill: Shredder possesses an anti-mutagen beam that can revert your turtle back into a regular turtle if hit, resulting in an instant life loss. Possibly the cutest OneHitKill ever.
* PaletteSwap: Much like the Turtles themselves, the Foot Soldiers are color-coded to indicate their weapons of choice. Bosses on critical health will [[FlashOfPain flash red or yellow]] via "Konami seizure time", except Baxter Stockman who will rather flash red ''only'' when he gets hit.
* PinballScoring: Only in the Famicom version of the game. The others allot you exactly one point per defeated enemy.
* PowerUpFood: Pizza, naturally, used to replenish the LifeMeter.
* ProductPlacement: The NES version featured some instances of the Pizza Hut logo in-game, as well as Pizza Hut coupons in the manual.
* RewardingVandalism: Striking the skateboarding girl in the second stage yields a point for some bizarre reason.
* SequentialBoss: The game ends with you fighting General Traag, Krang, and Shredder, all in a row -- though the latter two fights are fought in a final boss room that is actually considered a new stage on the NES version.
* SmoochOfVictory: April gives one to the Turtle with the highest score when she is rescued.
* StealthPun: In the bonus dojo stage in the NES version, an illustration of a tiger painted on the paper wall comes to life and attacks the players. It's a literal paper tiger!
* TitleTheAdaptation: In the NES version, it was given both a sequel number (to the earlier game for the system) and ''The Arcade Game'' subtitle.
* TrashTalk:
-->'''Bebop''': You're dead, shellbrain!
-->'''Turtle''': [[DeadpanSnarker They ain't getting any prettier.]]
-->'''Bebop''': Watch your mouth, slime ball!
* TurnsRed: Possibly the TropeCodifier, for the genre at least.
** The helicopter enemies had a variation in [[color:green:turning green]], upon getting hit.
* UniqueEnemy: The NES version has three unique enemies in a single stage. The Shogun's stage had Robot Gorilla Ninjas, Robot Scorpions, and Robot Tigers that come to life out of door paintings. There are also snowman-disguised robots in Stage 4.
* XRaySparks: The Turtles suffer this effect when zapped by Roadkill Rodneys and laser cannons.