Retronauts - Retronauts Episode 230: Teenage Mutant Ninja Turtles in 1989
Episode Date: July 1, 2019Before the launch of the go-go '90s, a certain green foursome closed out the decade with a bang. Though the Teenage Mutant Ninja Turtles entered the comic book world in 1984 and debuted on television ...in 1987, 1989 belonged to the Turtles, with weekday cartoon episodes, a movie in the works, and, at long last, a chance to be the Ninja Turtles in both console and arcade forms. On this episode of Retronauts, join Bob Mackey, Henry Gilbert, and Ray Barnholt (check out his issue of SCROLL on the TMNT games) as the crew goes sewer surfin' through the tail-end of the Reagan Decade in search of Pizza Power.
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This week on Retronauts, it's a flying saucer food delight.
one, Bob Mackie, and today's topic is
Teenage Mutant Ninja Turtles in
1989. Why, 1989, you might ask?
You just wait a second, Buster.
Poles is here today with me.
A doer of machines, Henry Gilbert.
You want to admit that on the air, Henry?
No way. You said it. Who do you have on the line?
Why, it's Ray Barnhold. It's Ray Barnhold.
He's on Retronauts making his first remote
appearance. Yeah, I mean, I'm only like
50 miles away from you guys, so.
Are you currently, I forget, Ray, you're in San Jose,
right? Not to doxia or anything
on this podcast.
No, that's okay.
I'm calling from...
Well, I do my other podcast here,
so let's call it the No More Wopper's Compound.
Okay, cool.
I'm having Ray on this podcast because back in 2012,
I did a podcast about all of the Ninja Turtles games
for One-Ups version of Retronauts,
and that included every game ever made up to that point.
That was a lot to handle.
That's a lot, yeah.
But I didn't have to write many notes
because Ray, his awesome magazine Scroll, Issue 7,
was called Let's Kick Shell,
and it was about every Ninja Turtle's game
up to that point.
So, Ray, you did most of the work
me on that episode, so thank you. But you were also on that episode, correct? I was, yes,
and I forget all of it. So this is like, I also forget most of the magazine. So it's like
I wrote notes for myself for today as well. But that episode, I'm sorry, that magazine is still
available at scroll.vg. And it's a really, really good magazine. Starting at 199.
Yes. Yes, it's very good. Worth every penny, I'd say. I have memories of printing out the
PDF version of that at IGN's offices and making the entire office mad for tying up the coffee
machine and I was not rehired back when it
closed down. You put the pieces together, everybody.
Ray owes you then.
Ray got me fine. No, Ray got me
not hired back. Well, Ray, you're here to pay me
back with a nice podcast appearance, so thank you.
I want to put up my grand theory about Ninja Turtles because
they've been around since officially
1984, but
in my estimation and from my own
childhood memories and from just historical
research, I think that
1989 was the year of the Ninja
Turtles. And we are now 30
years away from
1989. So now I want to look back
at the Ninja Turtles, what was happening
in their world in 1989, that included
particular to our interests, the NES
game and the arcade game, which were the
first two official Ninja Turtles game.
Yeah, I was a
big, big turtle head.
Like, it was perfect. Perfect
timing. I was reflecting on
like our age recently
about how, you know,
I was like four
when Transformers was big.
So I was a little too young for that.
same with He-Man, like those had both
past their peak, though I still
loved them, but I was watching their reruns
in G.I. Joe, too. The first
one that really hit for
me, as a seven-year-old
in the seven-to-12 age
bracket they want to sell toys to
was Ninja Turtles, and I
was ready to go, you know,
balls deep on that Turtle's
tough the second they showed it to me. I
remember vividly
at the daycare I stayed at,
well, it was more like the local
babysitter in Arkansas
in age 7, you know,
glued to the television all day.
The commercial came on for the
turtles coming up like it was like
the Ninja Turtles are about
to premiere. The new show, Ninja Turtles.
The second I saw it was like, I have to know
everything about this. I want every toy.
This is the coolest thing I have ever seen
and I need it all. Take me to the store now.
But yeah, I had the same experience
where I am too young for things like
you know, He-Man and Transformers and
Thundercats. But when I was, you know,
getting onto the internet as a teenager, that's what all the nostalgia was for.
I was like, none of these jokes work on me.
But this is the first show, the first super toyetic show that really hit me in my parents
in the wallet just because of how marketable it was.
And I want to say that, again, my theory is 1989 was the year of the Turtles.
It was the biggest year of the Turtles fad because 1990 was the Simpsons.
The Simpsons Zone 1990, the Turtle's own 89.
That's why you see so much crossover bootleg merchandise with Ninja Turtle Barts.
And I guess Homer or Splinter, who knows?
That's why the writers on The Simpsons thought Bart said Calabunga,
because it was really, they got him confused with Michelangelo.
They're basically the same character.
Ray, how about you?
What is your experience like as a child,
especially in this era with the Turtles?
I really don't know.
I was born in 83, so I'm kind of a similar situation.
Don't really have any recollection of Transformers or anything.
So I don't really, I don't remember what turned me on to Ninja Turtles.
It could have been just a toy commercial or something.
But, like, my favorite color is green, and I knew that early on.
So just seeing the turtles in general was pretty, you know, attractive to my young brain in that sense.
You're like lots of green. I'm tuning in.
Yeah, for sure.
And I also, you know, speaking of the Simpsons, I didn't even catch the Simpsons until, like, 91 or so.
And just because of our TV situation was dumb.
But so I was, yeah, pretty much devoted to Ninja Turtle as, like, my main childhood consumer interest aside from game in general.
So I want to talk a brief bit about the franchise general.
At restaurants, we're kind of branching out in terms of covering nostalgic stuff.
So I do want to cover the franchise as a whole, like the Ninja Turtles as a whole,
at least where it was up until 1989.
So I wanted to give a brief overview of the series.
And Ray, I believe you were telling me in the comments for the notes
that you have read the entire run of the original comics.
Most of them, the ones that I could get my hands on, yeah.
The original, like, Mirage Comics run, yeah.
I assume those are all readily available through digital versions and stuff?
Yeah, quote-unquote readily.
I think, you know, there's some collections you can buy now, yeah.
I don't know about the super later ones, like the early 2000s Peter Laird final run.
Oh, right, yeah.
But the black and white ones, I'm guessing, are the original ones.
Yeah, but I mean, this whole story I really find heartwarming because I sort of knew the story of Ninja Turtles, but I didn't really know it until I dug into the research for the property as a whole.
So the heartwarming thing about this is that it was a very self-made grassroots thing that exploded.
So the turtles were created by Kevin Eastman and Peter Laird.
There were two struggling comics creators united by their lack of success and their love of Jack Kirby.
So they got together in the early 80s to basically do independent comics.
And if you want to know how struggling they were,
we all have seen the term Mirage Studios referring to their corporation that you stone the turtles.
Now, I believe, Nickelodeon does or Viacom does.
Yeah, yeah.
Yeah.
I mean, name a paramount, it's all the same corporate octopus, holding it all.
The Viacom Monolith.
But it was called Mirage Studios because it wasn't really a studio.
It was two desks in an apartment.
Like, it was just them working out of a shared space.
Hey, this is a studio here.
We're in the Mirage recording studios right now.
The Mirage, yeah.
But so they were developing a comic called a fugitoid.
I guess it's about a fugitive robot, it seems.
I don't know if that ever came out.
I'm sorry, it's just the same character that ended up in the comic and toys and stuff.
Oh, so there was a fugitoid in the actual show.
Yeah, they basically adapted that character into the Turtles canon.
Okay, I had no idea.
At least in the comics, mostly, yeah.
So they were working on this thing called fugitoid, and basically,
Kevin showed Peter a funny drawing of what would be Michelangelo, this dopey-looking turtle
with basically nunchucks strapped to its arms.
And by passing this drawing back and forth and developing the idea, they had one funny
drawing of four different turtles, and they thought this could be a thing.
Like this thing that started as a joke you wanted to show me to maybe cheer me up when
we're both giant losers who can't sell an idea, this could be our new property.
And it turns out they were right.
That is wild that it all started as a joke like that.
I mean, the concept is so silly.
I guess it really could.
If you purposefully tried to think of it, you wouldn't end up with what you got, I think.
It's just something that more comes out of, like, joking around with a friend.
Yeah, I mean, the name is perfect for parody, which is why everything parieted it.
Yeah, well, and all the things that tried to be Ninja Turtles after its success, a lot of them couldn't find the kind of natural feel to it because it was very committee-driven, you know?
I guess the rule for all of the rip-offs
where the title had to be equally
as convoluted, so you have like
Biker Meister
the Wild West Cowboys of Moosa
Captain Simeon and the Space Monkeys.
That's right. Street Sharks was a little too
simple for me, so, but it is a rip-off.
To the point, yeah, and there was, yeah, but even
like in the comics, there's immediately a bunch of
parody comics with, like, rabbits
and stuff. I don't remember all the names, but yeah, they were
like very quickly lampooned
even though it was kind of
lampuni to begin with. It's true, yeah. So, I mean,
Their story basically reminds me of Kevin Smith and Clerks
where they just self-financed through borrowing and calling in every bet
the first comic.
And through Word of Mouth, through putting out ads,
they sold through two printings of that comic,
and that's where they basically got the word of mouth to spread
about this Ninja Turtle's idea.
So they put all their money,
they bet it all on black or whatever or on green in this case,
and it did pay off.
But that doesn't always work.
And they saw green instead of red,
which was the color of their masks.
This metaphor went too far.
analogy rather
so weirdly enough
and I kind of knew a bit about this
but I didn't know how close it was
but weirdly enough Ninja Turtles
is an odd unofficial spinoff of Daredevil
particularly the Frank Miller run of Daredevil
because of course in Daredevil
of that era
he's fighting against the hands
and his master was a stick
right is right yeah stick was his trainer
that was well Frank Miller
well he has a lot I could say about Frank Miller
but he was an early webe
When we were just twinkles in our mother's eyes, he was a web into not just Kirakurisal films,
but also ninja films and samurai assassin, all that stuff.
And also Lone Wolf and Cub, he was importing the Lone Wolf and Cub comics and took a ton
of inspiration from that comic art-wise.
And he popularized that.
He was just a low-level artist who worked on, like, fill-in issues on Spider-Man or
Daredevil as well
but Daredevil which was always
like a D-list superhero
in Marvel and always
on like the edge of cancellation
they just hand like Frank Miller's like I'm the
artist but I could write this too
give me a shot and so they handed it
to him and he got a chance with it and his big
expansion was Daredevil before
was just like Spider-Man if he was a lawyer
and then
the only way he got powers was
radioactive goop hid his eyes and gave him
super senses and according to the first
Ninja Turtles book, that same
Goup rolled into the sewers and created the turtles.
So turtles are an unofficial spinoff
of Daredevil. I guess we should say
ooze, not Goop. That's the official word.
Mutagen. Yeah, that's it.
Well, but anyway, just quickly
with Frank Miller, because he was such a
weeb, he was like, ninjas are magic.
So I'm going to create a magic group of ninjas
called the hand that run
the world and Daredevil
will fight them. And it's revealed that Daredevil
was trained by a
previous blind master with sticks like he is, who made him a great ninja master. And so
Daredevil went from being Spider-Man to a ninja who fights other ninjas. And that all seemed
normal to me when I was a kid. When they made the Daredevil TV show on Netflix in the last
few years and they put the hand in it, that the fact that the only Japanese characters in the show
are magical ninjas who run a corporation, that felt very racist now. It did. It,
Didn't then.
It feels like a product of the time it was created for sure.
Very much so. Japan's taken over. We're afraid of them.
So, yes, after the success of this first comic, they built enough hype for the comic to sell it through direct distribution, which I'm guessing is you sell a lot to what, like diamond and then they sprinkle it out throughout stores across America.
I got a lot of comic knowledge here to share.
What does that mean exactly, Henry?
Well, up to the late 70s, I believe, is when it started.
It was always sold through newsstands.
Like, all these comic sales would be done through newsstands.
the newsstands would just say like, well, we know this book's popular. We'll order a dozen of this or whatever, and we'll just sell them. But direct markets were created for specialty comic book shops who didn't want to buy through the newsstand system. So the comic retailers, it honestly turned into a monopoly accidentally. But short version is they created a separate retail distribution channel that could be sent to comic shops so they don't have to deal with the newsstand unions. And, you can run the unions, eh?
So it was DC, Marvel, and others would sell directly to them.
But that also, as a bonus to it, it created an opportunity for a lot more independent
creators to also sell their books through the direct market that they could never get
into newsstands.
Like there was no access they could get.
But through direct markets, they could.
So that's a big reason why in the 80s, there was a huge increase in direct distribution
independent comics.
And Ninja Turtles is definitely a company that took advantage of that.
Oh, yeah. And because of that, they were reprinting old comics. I think at the peak of Ninja Turtles in the 80s before the cartoon phenomenon, it was selling over 100,000 copies per issue, which compared to today's comics, that's basically what a popular comic issue will sell today.
The most popular stuff Marvel or DC publishes will get 100K. Now, in the late 80s, the boom was starting to take off again. Like the highest selling comic of all time happened in like 92, and that's X-Men number one. That was like 5 million copies. And no.
comic will ever beat that probably ever but yeah so right as someone who has read the original comics i mean
we were all too young when they came out can you like understand just why they were so appealing or why
they caught fire i'm guessing it's because no one was doing that sort of idea um i don't know if i
can fully answer that because the weird thing about the comics is that okay so mirage started like
this first volume let's say and they and esmond and laird wrote and produced like you know
I think like a handful of issues at first
and then they broke big
they got super popular
and then all of a sudden
they didn't have time
to make the comic by themselves
so a whole lot of this first volume
is just like them getting their friends
to write and produce stories
so you get a lot of like really interpretive
Ninja Turtle stories that have nothing to do
with the main plot that Eastman and Laird originally started
in the first few issues
until like like the end or in the in spots
and then they made like a second volume
where they finally hunkered dead.
and tried to make a whole cohesive story
without a whole lot of the guest
spots on it. I recall reading the early Ninja Turtle's
kind of spotty and April O'Neill
kind of changes races back and forth.
Oh, well, okay.
In the final mirage run
when Peter Laird was just doing it by himself,
you find out, this is a big spoiler,
but we find out that April O'Neill,
if you think that's bad,
April was basically,
he reveals that April was
kind of immaculately conceived
by like a magic pencil
that her quote-unquote father found.
And so he just like drew a baby and tried to,
and then April was created.
Wow.
Huh.
I'm glad you spoiled this for me because I don't want to read that.
Wow.
I mean, it's an interesting concept on its own, sort of,
but I don't know if it belongs in the Ninja Turtle story.
Yeah, it feels a bit too metaphysical for the Ninja Turtle's world.
Well, for most independent creators, this is the curse that happens.
It happened to all the image guys like four years later after the Turtles craze.
when Spawn or Youngblood got big
they are the artists and writers
but also the people in charge of their company
and when you have 800 meetings
you have to have about your content
you can't really draw anymore
like it's making a comic is one of the like
least most time consuming
and least respected art forms you can do
like it'll take you way more time to do it
than like to draw a storyboard for a movie
and you'll get paid way more
for that movie, then you will for your comic.
You normally won't own anything.
Yeah, also you won't own anything, which that's,
Eastman and Laird got damn lucky.
They didn't try to pitch this as a comic
to Marvel or something.
They were very smart, I guess because they just
couldn't get their foot in the door anywhere else.
I guess by failing, they were able to create their own thing.
If you don't know a guy, especially in the 80s,
if you don't know somebody and if you don't suck up
to a bunch of people like at San Diego Comic-Con
and also move to New York, it's hard
to get in the world of Marvel and DC then.
So, yeah, everybody wanted their hands on Ninja Turtles
because they were a thing at the same time
as things we talked about earlier.
Like, He-Man and Transformers
a lot of fun characters with weapons.
Everybody wanted to license these characters.
But understandably, Eastman and Laird were very protective of them
because historically, especially up to that point,
we are pre-image comics when creators
would own their own comic properties.
Creators were getting screwed.
I think this is just after the fact
that the Superman creators got screwed
was public knowledge, too.
Yeah.
Yeah. For these guys their age, if they came up in the 70s, that was when it was getting more publicly known. Like, Jack Kirby was doing way more press about like, I created all these people. It's not Stanley. It was me. And biggest of all was in 77 or late 76 when they announced the making of a Superman movie. And meanwhile, the two creators, Jerry Siegel and Joe Schuster, were destitute. That's when it became public knowledge of like, oh, this giant,
mega movies being made at Superman? Did you know that these guys are starving? And that's when
DC got guilted into basically signing them to a lifetime contract of the big sum of $20,000 a
year. How nice for Superman. You're about to die. Here's a check. Yeah, exactly. But so, yes,
most comic creators by the 80s were more aware of it, though they still wanted to play with the toys.
It was more of the understanding, like Frank Miller, for example, he wanted to tell these stories
about Daredevil or Batman, so he just did it. He got
paid way better than guys in the
60s did for their comics, but he knew
he wasn't keeping it. So they're very protective of
this property that they created,
and essentially they gave this one
high-powered Hollywood agent 30 days
to find them a licensing
deal that would fit what they wanted to do.
And I'm sure they read the contract like 30 times
before they signed anything because they're very protective.
But basically this agent hooked them up
with playmates who wanted
to use the turtles as action
figures, but they were like, well, number one,
they are a little too rowdy, a little too,
body there's drinking and violence in these comics and number two we don't believe in the strength
of these characters based off of comic books alone well yeah you can't sell it off of that you have to have
a then you had to have a cartoon show i think even now if you don't have a tv show or something like
i don't know how you sell toys to kids because they're not going to go into comic shops
one of the least friendly places in the world for children is a comic book store and women and women
pretty much anybody but old white guys yeah it's true we need a cartoon series
to make this more profitable because that was the model at the time,
especially, again, with the things you mentioned before.
So they commissioned a five-episode mini-series for 1987,
and that was, frankly, the best that series would ever look.
So good.
It's just a well-done anime version of Turtles.
Yeah, this came out recently that it was, like, Toe's A-team doing it,
including, like, one of the top directors for Sailor Moon,
who would later go on to direct and create a revolutionary girl,
That's nuts.
Yeah.
That's why the turtles in that one look way better.
All the action looks way better.
I love their beaks.
They have actual beaks, which, yeah.
I love that so much more than they're bulbous, like.
Soft.
Yeah.
I guess in toys, they like that soft bulbous nose thing.
But no, I want a little indent of a beak.
Just a line.
They're turtles, for Christ's sake.
So, yeah, I mean, the way the cartoon grew was kind of odd where, so 87, there was a five-episode miniseries.
And by the way, I'm sure we'll do this for what a cartoon, our other podcasts, at some point in the future, probably soon because I've just been reading a lot about the turtles.
So 87, we have a five-episode syndicated miniseries. I'm sure I never saw it. I'm not sure where it aired, but based on the strength of that alone, there was a 13-episode season for 88. That was for Saturday mornings, but it was syndicated.
Meaning, if you were a TV station, you can buy the rights to that. It was not something that was airing on, you know, it could air on NBC, but it was a station that bought it independently.
Yeah, I think that was when I first.
Saw Turtles, it was for those 13 episodes
that first season
because maybe it was 88,
not 89. I didn't move
my family left Arkansas in 90s,
so I definitely remember it being there, but
as I recall,
it was, the first
week was those five episodes
and then the next episode
in it, I definitely thought
like, this looks a little different, even then
as a little baby, but I still just loved it.
Well, I think you're thinking of 1989, Henry,
because so 87, five episodes
miniseries.
88 was 13 weeks across Saturday mornings.
89 was them making 47 new episodes so they would air every day for 13 weeks.
So 89 was the year of the Turtles because that was the year.
So they had two years of build up to the cartoon series, but in 89 it was full steam ahead.
It was we have a new episode every day, every weekday for a certain number of weeks.
Okay.
That's when I was seeing it, yeah, which that's also, though, once you do a 47 episode
order, that is when quality is going to drop a little.
bit.
Yeah, it's hard to go back to clips.
Actually, one of the most recent times I went to the cartoon art museum in
SF, they had a Ninja Turtles exhibit, and it was hard to look at.
Well, they also had commandments about violence, too, after that.
Yeah, yeah.
I mean, fucking Michelangelo just,
Michelangelo just uses a grappling hook for most of the series after the first
episodes, which, like, I bought a toy who has nunchucks.
Nunchucks are cool.
Grappling hooks are boring.
I mean, they're fighting nothing but robots, right?
Yeah, but I mean, parents' groups were upset at the violence, blah, who cares?
So, yeah, this backs up my theory about 89 being the year of the turtles.
So first is the NES game in the summer, and then in the fall, there's the weekday cartoons, 65 episodes,
and then before the year is out, there's the arcade game.
So it's like the perfect distribution of turtle content for all the kids out there.
I was so into the merchandise and all the merch that, like, I think maybe this was the end of 90 or maybe even into 91, but they put out just a book that was photos of all the toys that they had made for all turtles merchandise.
I remember flipping through that book all the time of like, oh, I wish I had that.
It was a wish I had that one.
It was, except my parents probably paid like 20 bucks for it, I bet.
That's cool.
God, all those toys.
And not to say, I didn't have a lot of those turtle toys.
boy, I had the blimp, I had the pizza shooter skateboard thing.
This was between me and my brother, but we were spoiled.
And we had the van also had that one.
And I'd say a good 30 of the action figures, too, I think.
Wow.
I mean, so I want to ask Ray.
I'm sorry.
You spoiled bastard.
Well, I want to ask Ray, where did you fall into this world of turtle, the bridge tapestry of turtles in terms of partaking of the lifestyle, playing the games?
We'll talk about the game soon, but I want to know.
I mean, it was an experience.
Like, you could eat the cereal and the fruit pies and the mac and cheese and sleep in the bed sheets.
No, they were custard pies.
The custard pies with green custard filling.
I can still taste the nasty cereal.
Yeah, the pies is probably what contributed to my weight gain as a kid.
I don't think my mom would buy me them because it just looked disgusting.
Oh, your mom was right.
Your mom was right to not buy them.
But, Ray, where did you fall into this whole, I mean, for a few years, it was just like the default thing that boys were into?
yeah yeah yeah for sure i mean i freely consumed all of it basically uh you want to talk spoiled i think
for one christmas i got like a life-size leonardo like plush thing whoa wow wow big as a child basically
i did not have that uh i think that was that was that was that was the height of excess at least
for me as far as the turtle stuff goes um yeah like i said i just watch as much of the cartoon as i
could my oh yeah one the games yeah one christmas yeah one christi
Actually, sorry, there was a Christmas memory for me now of like that my mom got me and my brother all Christmas morning. We'll wrap them. It's all four of the turtles in their squishy, bendy, movie versions for the movie toy line. Like, oh, God, what a happy. You could probably buy like $300 versions of those now. Oh, yeah. Yeah. I will say that I wasn't a big action figure kid. Like, once I discovered video games at age five, it was just like, no, toys are trash. I will only play with video games. Had to be both for me. I just, I couldn't engage with that.
action figures on that level. It's like I, I'm like Bart without an imagination. Just like the action
figure. But I did get the Raphael action figure, just the standard default raft. And I think with my
own money, I bought the Leonardo with, you open up a shell, there's all kinds of crazy crap inside,
like weapons and status items. I don't know what else you had in there. But I didn't do a lot of toy
buying, but I had two of the, oh yeah, and I had a rock steady too. Yeah. So I had three actual action
figures at a time when I was never buying any of those. I love the original
line of them because their sneer, like their sneer
mouth. And their dead eyes. They're dead eyes. And the random
weapons they'd all come with on top of their regular weapons. And of course,
the curse of having action figures like those is keeping track of all those
weapons. Because if you lose them, it's a turtle without their weapons. As a
fastidious little kid, I was like, everything needs to go back in the shell
when I'm done playing with my one action figure. It was a lifestyle, a very
short-lived one. The turtles would never die, by the way. Of course, you all know this
listening. There's always new turtle stuff. There's new movies and video games and
experiences. But I remember the merchandising craze was so big that one of my friends was
what you would call at that time a collector, except he took his things out of the case.
But his bedroom was just like shelves and shelves of all the turtles figures. And he earned
enough of the turtle points or whatever on the back of the boxes to get like the coveted
Golden Leonardo. Good God. But I can't imagine he has this anymore. But it was
there was almost too much merchandise.
There was. There was. There was not
just the Four Turtles, but there were variants on
them. And it's like, now Michelangelo's a clown.
And it's like, now they're like evil
creatures. I don't know. There's so many
versions of them. My favorite of the
alt versions I had was the
I like the, it was basically Donnie
in their outside costume,
the trench coat costume. The pervert
costume. Yes, their pervert costume.
Or the, well,
I mean, in all their villains and friends got
toys too, which all had little
tricks and tips for them as well.
Yeah, every one-note side character got a figure.
Yeah, even Usagio Jimbo, who they don't even own the rights to, he got a toy.
Was there a Myrna figure?
That's April O'Neill's mousy friend.
Oh, man.
You know, I don't think she did.
Oh, Irma.
Okay, yeah, Irma.
I don't think she got a figure.
Well, yeah, I think she did because they had like a tune line of the figures.
Oh, okay.
More of the characters.
How about Vernon?
Is he out there?
Yeah, yeah, I think so, too.
I don't want that guy.
So I want to talk about the games now.
And Ray, you are our default expert on the games because you wrote about them seven years ago.
But I did play through both of these for the show.
I did a lot of research more than I did probably on the old show because I was covering about 30 games on that old show.
But the first game is simply called Teenage Mutant Ninja Turtles.
It was released and I will say, let's just say May of 89, who knows.
But May of 89 in the USA.
First off, what is your experience with the game?
Let's start with Henry.
Like, were you there?
Were you there in Maine?
I rented it as soon as I could and saw it.
I mean, my mom gave us regular trips to the video store and me and my brother definitely rented.
a lot of NES games. So I do believe we rented this before we would play the other game.
And so, yeah, we, as soon as I could, I couldn't point to date on it, but it was a rental.
And God was, I glad I was a rental because this, this was the classic childhood idea back
then on NES of like, we didn't think the game was hard. Yeah, we didn't think the game was bad.
We thought it was just too hard. And we're like, if only we were better at games, we could
enjoy all these turtles. It was the old one good level.
trick to get you in the door. How about you, Ray? I don't think I ever owned the first one.
I think I only rented it. But I think I'd heard, you know, first heard about it in Nintendo Power
because it was a cover story. I believe it was Game with the Year Nintendo Power.
That makes sense. It makes perfect sense.
Oh, and the box art confused me as a child, too. That was the first time I'd seen all the
red mask drawing in them. We will get into that. I want to talk about that. But for me,
it was one of those games that I never had to buy, like Mario 3, because out of all, like the
five to six Nintendo Freaks I knew as a kid.
They all had this game.
Of course.
This game sold like four million copies.
It was a mega seller
for a third-party game.
Makes sense.
It came at the exact right.
The apotheosis
of times.
Everything went perfect for it.
Like an NES couldn't have been bigger.
It came right when everybody
wanted to play it.
Like, yes, such smart timing.
So this game, of course,
is made by Konami under the disguise of
ultra games because of the whole
Nintendo licensing thing, but I think
it was just like Nintendo knew who Konami
was. Nintendo knew Ultra Games
wasn't a separate brand. But they
were pals and so they, I mean
soon they, but hey, they'd
face the, they'd, they'd
have to pay in that lawsuit of giving people a
gift certificate for Nintendo toys. Oh, that's
true, yeah. I feel like also that Ultra
was maybe treated as
Konami kind of treated it as not their
prestige line. Because you know, everything
with the Konami logo on it is like
Contra and Castlevania and stuff. And the Ultra
stuff is like skater die and ninja turtles which are like huge big and popular games but maybe
not things that they were like wanting to actually put the kanami uh stamp on i don't know i've also
felt i kind of agree with you ray i also felt that in the uh you know slightly more xenophobic
80s and 90s they are trying to distance themselves from japanese sounding words if they have a
very american style game like with turtles or skating or skiing so ultra is different than
konami and it's also good marketing yeah so yeah uh so kanami made the
core NES version and like a lot of games at this time it got a lot of terrible ports to computers
and other platforms so there's a terrible DOS port which is mostly known for an impossible jump
that's in the game that just like you can't do it unless you have the other version of the game
wow you can't do it unless you have version 2.0 of the game that's insane that's that's illegal
so yeah there are five other platforms like Atari ST and commodore 64 and amiga like all the all the
European brands of course are called teenage hero mutant turtles yeah
Yes, because ninjas are illegal in the UK.
It's time for our minute of hate on the British people here.
If you thought the Aladdin podcast was bad, you're going to hate me now.
So this was released, actually re-released on the Wii Virtual Console in 2007
to promote the release of the CGI movie of the time.
The same thing happened with the arcade game, which we'll talk about later.
So in 2007, around the same time, there's a new CGI movie out.
I'm sure they use some of the marketing budget to buy the license and, you know, redistribute the games.
That was smart of Ubisoft to put that kind of money into.
and also working with Konami
to re-release
these things when they had the license
like now, I feel like whoever's got
the license now isn't cool like that.
I don't know. No, no. And... Actually, they're
putting out an arcade one-up, like
mini-cabinet. You're right. Okay, I take
that back. Yeah. Yeah, I did see that. It's somewhat
affordable. Yeah. But yeah, so
of course, you can't buy games on the Wii virtual console anymore,
but as of 2012, you couldn't buy this game anymore. So it was available for a good
five years at the additional...
with like, they bumped it up like 100 wee points
because of the licensing.
Ah, all right, yeah.
So it was 600, which made it even harder to buy.
So again, there's no real sales numbers
because these things are hard to track,
but it's sold around $4 million.
And to put that in perspective,
the Legend of Zelda, the first game,
sold around $6.5 million.
So think about how many people played Zelda,
about as many people played Ninja Turtles,
give or take a few million.
That sounds very believe.
It sounds crazy now,
but as someone who lived through it,
I knew more kids who played Ninja,
Turtles then original Zelda, I think.
Yeah, me too. I mean, too. I mean, a few of the kids would have Zelda
mostly for their dads to play, but
every kid had this game.
In 88, when I finally touched
the first Zelda game, like, I was too stupid
for it. I didn't get it. I knew
how to play a game that was like Mario.
I did not know how to play a game beyond that.
It was a game I would kind of poke around it.
The PAL version of this game was even a pack-in
for Christmas of 90 in the UK.
Allegedly that
people say that that saved
the system there, because otherwise
it would have been total Sega domination.
Wow.
So the British Nintendo fans our age
were brought into it
thanks to TMNT.
Our TMHT.
TMHT, it just sounds bad.
Yeah, I mean...
Yeah, we get confirmation on that, but yeah.
I guess Nintendo of Europe was not very happy about this
because it was a third-party game,
but I guess it worked because it was released
a year later in European territory,
so 90 was a new game
and it was being packaged with the NES
in an area is where it wasn't doing very well.
Yeah.
But I will say that I feel like this is the last time I can talk about this game
because it has been talked about a lot.
I still feel like I have a little more to say about that that's new.
But amongst people our age and slightly older,
it shares a certain amount of infamy with being a difficult game.
And especially with the second stage where you're disarming bombs underwater.
But I will posit that everything after that is a thousand times harder.
Well, nobody beat that part to see that beyond it.
Like, very few did.
It's what sold game genies that game.
It really did.
I mean, I will say stage two of this game is a different kind of stage where you're going underwater.
You have a time limit.
It's essentially about disarming like seven bombs before the time limit expires.
It is doable if you memorize which bombs to get in which order.
Memorization will not help you in any other part of this game.
It's in painfully hard game that like Konami, did Konami get the mistaken message that this was a coin op?
and they had to make this like really difficult
to get money out of people?
So my own take in this game
is that the hardness or difficulty
is not intentional.
It's just because of lack of design
that's difficult.
It's just like there's no real sense of design
like there is in let's say a Castlevania
where it's like these enemies
and these ledges are intricately placed
to push me through in a certain way
so I avoid these challenges in a certain way.
It's like no.
In most of the rooms in this game
you enter a room and there's like 30 enemies
just bouncing around.
It reminds me of like a shitty game
like Ghostbusters too.
But I feel like, again, this feels like the last time I could talk about this game because we are all getting too old.
And this is no longer a common touchstone amongst gamers.
You can't say, hey, those speeder bike levels, eh?
On flattletoads.
Like, a child would look at you and just throw their Fortnite game down and disgust.
Now, what's making me feel all these days is like the, it's seen as old to remember Banjo Kizui.
It's like, hey, remember our childhood Banjo Kizui?
It's like, that's old to kids now.
Oh, God.
but yeah
when we got into the games press
in like 2009
it was just such an easy thing
like probably
one out of every five articles
I wrote mentioned
this Ninja Turtles game
because like everybody knows this
this is an easy entry
in this top seven or whatever
thankfully some children
have avoided being scarred by it
but we all experience this mutual pain
and it's nice to have that touched on
but again I feel like we're now losing it
and talking about this game
will make us all sound too old
so this is the last time
on record I will ever talk about this game
I'm lying, of course, but it's not a great game.
I will say that, but I feel like there are other bad games on the NES that aren't trying
nearly as hard.
This is an ambitious game with a lot of different ideas, none of them really fully developed,
but each stage has like a central gimmick around it.
There's an over-rolled section, sort of like Zelda 2, where you're going to dungeons.
It's really Zelda 2.
Yeah.
I have to credit that observation to old co-worker mine, Hollander Cooper.
He said, like, no, what you don't get about this game is that it's a lot of,
it's Zelda, too. You go overworld
and then you pop on something
and you drop down into a 2D section.
Like, they totally learn from the
adventures of Link, totally.
Yeah, so again, there's stuff like an overworld,
a vehicle, uh, swimming level,
uh, stages where you're, you know, doing
some, you know, doing some, kind of very minor
stealth gameplay. There's something
happening new in every level, which means like
somebody cared. I've played a lot
of bad license games for the NSA that are just like,
you're a shitty platformer, you run left to right.
Like, let's say,
Ghostbusters too.
Or as a comic book fan,
I would play anything that was
a Marvel character on it, but I
play the X-Men game,
the top-down X-Men game,
or the Silver Surfer game, like,
those games just suck.
They're just not good.
Unplayable, completely.
Unplayable, made to not be played,
and with little care given,
outside of music and Silver Surfer,
I'll give it to Silver Surfer music.
Other than that, though,
nobody was trying.
So, Ray, what was your experience
with this game like in terms of playing
because when I was a kid
this is one of those games
like Battletoads
where I was like
okay this game
to me has one level
and I will play that one level
that I like a million times
but I can't get past level two
and that's it for me
and then the rest of the game
was a mystery until YouTube came out
and there are let's plays
and things like that.
Yeah that sounds about right
I only played a little bit of it back then
and I was not always that great
at finishing games
to begin with so I wasn't always that great
but I did play through it
when I did the magazine
and I don't think I cheated too much
but I just remember like
well what you said earlier is that
yeah it does get harder after that
after that dam and the bomb defusal
and like at the
pretty much at the end of the game
there's like a gauntlet that you just can't get through
without getting hit like at all
like there's really no pro level strat
to not get hit in that sequence
and other sequences like that
so it's just a game where
it probably just
Wasn't properly play tested.
Oh, yeah, for sure.
I mean, there's no time.
They got to get it out.
Yeah.
Yeah.
I feel like even at this time in game development,
there was the idea developing that in any video game,
mathematically, you should be able to avoid a hit.
You should be able to avoid every projectile if you can put in the inputs fast enough with this game.
It's good balance.
Yeah.
It's just good design balance.
And that's, you know, that's what I like about game design in general is that you have
just have to have some sort of balance.
Like, you make it fair to some degree.
But you're right.
There's, like, one big gauntlet at the end of the game
that just designed to strip you of all of your resources,
but there are so many hits in this game you just can't avoid.
There's a duck button in this game.
You can duck, but you can't duck under most projectiles.
It doesn't make any sense to me.
Well, and the way I played this game was always turtle games.
Me and my brother played them together all the time.
But the other game we're going to talk about,
that was one we could play at the same time.
But for this one with turtles,
we instead had to have the rule of, like,
my turn your turn my turn your turn and when a turtle would die then he plays the other one
and it was just the fight of who'd get to plays the good turtle and who gets stuck is the bad one at the end of it
we can all say right now again it's his shared knowledge of people of our age group donatello this is this game is the donatello show
donatello is the star of the show by design he has the best weapon with the most reach and each turtle beneath him
has a successively less useful weapon so it goes donatello leonardo michelangelo raphael raphael raphael
sucks in this game. He was always my favorite
turtle, but he had this dumb spinning little
salad fork in this game that hits nothing.
But his little twirl
of it is cute. It's a good animation,
I'll say that. Leo's always
been my favorite, so I like that he's at least
the beat. I mean, the sword can
reach a little farther down. It's not
as far as the bow stuff.
But, I mean, yeah, it's,
that's why his reach is just obscene
compared to every other turtle. And when
you're surrounded by enemies, you want to say,
hit someone below you before you can walk to an area,
then you better freaking have Donatello to smash it below you.
Michelangelo and Raphael are not stabbing beneath any platforms.
But, I mean, it's one thing I like about this game that is not in other games because
there are arcade games where in arcade games, by default, every character needs to be
around the same level as other characters.
One can't be more of a power because everyone would play as them.
But I think this game put into our minds, at least in the minds of my friend group,
that in every game, Donatello is the most popular character, sorry, the most powerful
character. Yeah, it has a very clear
tier list. No, it
upset me at the time, but
I mean, as a kid who didn't
grab their broomstick and pretend to be
Donatello? It was the most achievable
turtle weapon around your house,
but yeah, as a Raphael fan, I felt
very, just they
burned me on this one. So
what I want to talk about is just like where this
game fell into the turtle mania.
So of course, this game,
the cartoon had existed for about two years
in a smaller quantity,
before this game came out.
And so this game was May of 89.
And by fall of 89,
that is when the mega boom happened.
That's when weekday episodes are happening.
That's when the movie starts entering production.
Like,
that's when Turtle Mania is happening.
But this game is not at all faithful to the cartoon.
In fact,
it feels more faithful to just someone flipping
through the comic book once,
being like,
uh,
that's a guy,
that's a guy.
Put him in there,
put him in there.
Yeah,
even some of the toys,
like it has,
you know,
it has the van that is pretty much the,
has it represented more in the toys and,
cartoon, I guess. But yeah, it's just
a weird kind of mishmash.
It does feel odd. I feel like
they put in just enough things to feel
official. Like, okay, all four turtles are there.
April O'Neil's there. Shredder is there.
The techno drum is there. The turtle van is there.
But then just like, it's just like
random, just grabbing video game
enemies from other video games. Like floating eyeballs
come in here. Jason, get your ass in here.
Flaming Torch. You're in two. Come on.
Well, Konami Simpsons had that same
thing. Like, they, it came out
into the start of season two,
but they had, at best,
season one,
like three episodes to go through,
I think.
I will say in Konami's favor,
though,
they used every part of the Buffalo
in terms of Simpsons Arcade.
It's like everything we can mine
from season one
and part of two is going in this game.
For this first game on the NES,
they use very little of it.
So my theory is that
Konami didn't put a lot of work
behind this game
because they didn't know
what a phenomenon
the turtles would be.
So it was still, it was kind of blossoming before the weekday episodes hit in 89, but when this game was under development, it was sort of like, could this be a big deal? Who knows? Like, don't work too hard on this. Don't be too faithful to it. And I feel like that is why this game is the way it is. And why the arcade game released about six months later is like, you're just playing the cartoon. Like, these games are six months apart in time. There's no reason this should be that off.
but it's
well
it's also a change in resources
too like
clearly Konami
gave a little more
budget to their
games after this one
once they saw the sales
in America
and my other evidence
for this game
being developed with the idea
that like
cartoon Shmartoon
who cares about this property
so the NES art
uses the existing
comic art
of the reprint of issue
four which is why
the characters
are off model
in terms of the way
that we knew that
yeah so they're all
dressed with their identical red bandanas looking very angry, looking very angular, not the
soft, rounded, nice, friendly turtles that we see on the cover of the arcade game a year
two later.
It confused the hell out of me as a kid.
It was the first time I ever saw it.
I think it wasn't until I got that aforementioned catalog of turtle toys was when I
finally saw the covers for the original comics and realized that's what the turtles really, quote
unquote really look like. Yeah, and to be fair, it's a really cool illustration. I'm
surprised no one stepped in and was like, no, the turtles look like this. This is the cartoon kids
are watching. This is just an illustration from the comic book. And even up until a certain
point in time, for me as a kid, the fact that it was a comic book was just fun trivia. Like, did
you know this was a comic book? And like, I'd be like, okay, I've never seen it before and I
will never read it, but thanks. I never saw issues in this comic book when I was buying comics.
You could. Oh, man, I want to mention, like, I got another Christmas present, I think, from an aunt.
and it was like book three of the trade paperback of the comic
and in like 1991 when I'm like seven years old
it is impenetrable
yeah wow volume three yeah see
I never read those because they were not readily available near me
the only turtle comics I read were the Archie versions of them
which was built it was post the cartoon so it was all based on the cartoon world
I read those too yeah and it's very much like the Sonic Archie comics
it starts to build its own universe very quickly
and it becomes very involved fan fiction
in a certain point.
Like it dangerous.
Raphael got a sexy furry girlfriend
in the comic for one thing.
But again,
I think all the difficulty in this game
comes from the fact that it's just not designed.
It's just no one sat down
and looked at every square tile of a level
and thought, like,
how would the player go through this way?
How would the enemies flow through this way?
Just usually like too many enemies on the screen at once,
just sort of like swarming and bouncing around
with no regard to you.
And this game runs terribly.
when I was playing it again
the UI was flickering insanely
everything was slowing down
just like too much was happening
on the screen at once
they weren't thinking about
the screen by screen design
as they would with a game like Castlevania
which also Konami was working on at the time
I mean it really is an anomaly
as far as like Konami NES game quality
and that makes me think like maybe they just got
maybe the team that made it
was just really young
like they were just
just junior team members
just handed something
yeah I can see that
it could be I mean there are no
real credits on this game of course
and I couldn't find any credits
all we know is who did the music
for the game because apparently
that's much easier to find out but yeah
there are credits on the arcade game and I was able
to find a few names from there but this is an
uncredited game which was the case of the time
but not even like pseudonyms you know
were credited that's crazy it's the case now
for Konami well that's
another issue entirely
but again there are cool
ideas Henry pointed out before when he was talking about playing
with his brother where you have four lives
and, like, basically one life per turtle.
And if a turtle dies, you can rescue them to get that life back.
But again, it involves backtracking off into, like, very perilous areas.
You'll just die.
You'll probably just die with your next turtle, trying to save your other turtle.
It was, I didn't even realize that was a mechanic until probably the third or fourth time we rented it,
because that was when we finally saw, like, wait, oh, that's one of the guys that died before.
Can we save him?
Or what are they doing in this sewer or whatever?
Yeah, I don't think it puts it on your map or anything like that.
I think you have to find them.
So another reason this game feels unfinished,
I call these bosses like of the Mr. Snubb variety.
They're from someplace far away,
where you'll go to the end of a level
or the end of a section of a sewer or whatever,
and it'll start playing boss music.
And then an enemy you fought a thousand times before
will show up just with a health bar.
Like, haven't I fought you a billion times?
Like, no, no, someone else.
I'm someone else.
They didn't even design unique, but I mean, they did.
But they also use a ton of enemy stand-ins for bosses.
That's lazy.
They're just placeholders.
Yeah.
Or lazies, too, me.
Ray pointed out a very good point that Konami games at this time were just on fire in terms
of their design.
Like, this feels very often.
Ray, you're saying this feels or at least has some things in common with an existing
Japanese Konami game of the same era.
Oh, yeah.
So Getsu Fu Maiden was released on Famicom a little while before this.
And it's not like a huge list of similarities, but it has a similar thing where it has an
overworld.
then side-trolling stages, and the player character kind of swings a sword in a similar
manner that Leonardo does, and that's like the big things about it.
But then after that, they released the Ninja Turtles game in Japan and called it Gekikikame
Ninja Den.
So they didn't use the original Turtles logo, but yeah, they renamed it and used a logo
that kind of resembled the Fuma Den logo.
So it's kind of funny that they went like that.
I think Konami kind of saw the similarities themselves and sort of made it like a spiritual
and sequel.
Yeah, yeah.
Maybe they thought of that game
when designing this one,
like, okay,
the guy should jump a lot
and use swords,
but it's like,
they're not that similar,
but there's like an overworld
and level concept
going on there too.
Again, ninja stuff,
similar sound effects
and similar sounding music,
but that was just Konami of that era.
The good thing about this game
and you'll hear this in the episode.
So the music is great.
The music is really,
really good.
Konami music of this era
was always very good.
So we don't know who made the game,
but who made the music is
June Funahashi.
And they were credited
on games with great soundtracks like Adventures of Bayou, Billy,
Castlevania 3, Ski or Die, Mission Impossible,
and Tiny Tune Adventures for the NES.
All great sounding games.
I love those songs, yeah.
A lot of ultra games as well.
Games ended up.
Yeah, yeah, I got to say,
Ski or Die is a really good soundtrack.
I swear to God, ski or die is an amazing soundtrack.
When these were a lot of my favorites when I,
when Napster began and I could download video game soundtracks that way,
I definitely put these in my video game music.
music files, for sure. On my
Winamp. Ooh, Winamp. Which
skin did you use? The Evangelian
skin? I had an Avangelian skin. Of course.
I did, too. But yeah,
I mean, all like seven songs
from this game are in my brain to this day. I can
just summon them at will because they're just so
catchy. They're so great. I love them so
much. And another funny thing is that
none of them are like based on the cartoon
or anything. Like they're not familiar turtle songs
or just all original tunes, basically.
I think you hear a little
bit of that
when you win something.
But that's it.
They don't even reference
that in the beginning of the game.
I mean,
this game has an amazing opening
cutscene, but in no way
do they ever use that song
during the opening cutscene.
It's like an original song.
But yeah, one thing I found
that broke recently
was the fact that
internally at Konami,
the Turtles games were so successful
that resources were being
taken from other development groups
to be spent on Turtles games.
So there was like an internal competition
to outdo the Turtles games
because they were just selling so well.
And Castlevania was
one of the series that was struggling. There was no Castlevania
4 on Famicom because
they put resources towards turtles.
I never knew that. I mean,
it's easily their bestseller.
So yeah, you're going to take it away from
Castlevania, but damn, those turtles.
They can't...
I had just forgotten, too, the two bits of trivia
that other people probably know, but the
yeah, the Ninja Turtles theme is written by Chuck Lorry.
That's right. Two and a half men.
He's the guy who does the spoken word points
in the spoken word lines in the song.
That's a fact, Jack.
And also, to set it in 1989, I'd forgotten.
If you guys know the writer essayist, David Sedaris, in his most famous story, I'd say, Santa Land Diaries,
there's a funny, which sets it in 1989.
There is a tragic comic moment where he talks about how he's an elf working in Santa's
workshop in Macy's in New York City.
And he said, one of its times was, today a girl,
A little kid came up and said
They wanted two things for Christmas
Their father were back alive again
And the Ninja Turtles toys
These kids love their turtles
You have to say in his voice Henry
He wanted a Ninja Turtle
Kids love their turtles
That actually that came from a
Someone on Twitter
He is he now drives a taxi for a living
And I got to say Japanese taxi drivers are professionals
Unlike the ones in America who always rip me off
But he now drives a taxi
And he was telling stories about Konami
because it's funny, like, if you look at the people
who all direct games from this era, they're just
don't do games anymore, or they didn't
do it for much longer after this. It was
just a job for a lot of people.
That's pretty crazy to me.
Well, because Nintendo people,
like, they're the difference
in most cases. Like, they're,
they were lifers at Nintendo.
So many of the people there still,
when Iwada did,
his Wada asked for Game and Watch,
most of those, like, guys had either retired or
were entering retirement, but still were
at Nintendo.
Yeah, in the case of the arcade game, which we'll talk about soon.
So, number one, I can't find anyone who worked on this game, but I doubt any of them
are at Konami anymore.
And if they are, they're like in the spa dungeons or wherever they send their employees.
But the guy who directed the arcade game didn't do anything else after that.
And I was like, were these people just, like, resentful that these games sold so well
and they're just probably paid a pittance and no royalties on top of that, to just get out
of games because of that.
That's just my conspiratorial brainworking.
But, I mean, they could have a different thought.
thoughts about work than I do, of course, you know.
But that's wild, though.
Like, I would have, I would have just presumed that, you know,
at least two or three of the main people in the Turtles games
would have worked on, like, the Simpsons game, for instance.
But, you know, I'm sure that's the case in some of them,
but not the director.
I mean, that's crazy to me.
Yeah.
Yeah, so this guy who worked at Konami at the time,
this is a translated quote from the website, Nintendo Soup.
He says, during the Famicom era at Konami,
the overseas sales for turtles was Konami's highest seller.
And because of that, the Turtle's development team was prioritized above everything else.
The Castlevania team and others like it, which didn't make a lot of money, had to survive on scraps.
There was a possibility for further Castlevania sequels on the Famicom, but it got pushed out by the popularity of Ninja Turtles.
So we could have had more Castlevenias, dammit.
Yeah, but hey, I wouldn't trade.
I love the arcade game so much.
I don't know if I'd trade a Castlevania for that.
Yes.
Well, let's talk about that.
Fresh from the sewer.
And into your Nintendo Entertainment System comes Ultras version of Teenage Mutant Ninja Turtles.
Now you can take control of these heroes in a half shell as they nunchuck, swim,
and Bazooka blasts their way through sewers and streets, ridding the world of rival robots, wretched ruffians, and the evil footclam forever.
Teenage Mutant Ninja Turtles, they're out of the sewers and available where Ultra Games are sold.
So the arcade game, let's say, so arcade games at 89 did not have release dates, of course, but I was able to pin it down to November of 89.
So that's roughly six months after the NES game.
But I want to know for both of you guys,
like where did you find this?
Let's start with Henry.
Like, when did you first encounter this?
Because you weren't reading about previews of arcade games.
Like this just, like, struck you, right?
Like a bolt of lightning, it really did.
Like, I guess it would have been late 89 or early 90,
but I think it was a movie theater or like on a vacation or something,
because it wasn't in my local arcade.
but my family was walking through some place
and I just saw the Ninja Turtles machine
so of course just seeing
the arcade art is so striking
and just pulls you right in
but I'm watching the screen and the free play
and I'm hearing them talk
and I'm like to my mind as a 7 year old
I thought this is a moving cartoon
this is the cartoon right in front of me
they're talking they're so colorful
this looks nothing like that game I played on my NES
this is amazing
and I think I could talk a quarter out of my parents
and it wasn't about money,
it was about that they were probably going somewhere
like, we can't stand around and wait for you to play a game all day.
But I played for one quarter and it was like a drug.
And when the quarter ran out, I was like, no, I need more.
But I couldn't, I never really played it and beat it
until probably a year or two later when one birthday,
my mom just gave us like $20.
It was kind of a thing like on our birthday,
birthday, me or my brother, we'd go to an arcade, we'd get $20 of tokens each, and we could just
play a game till we beat it. And one of the times was turtles. We did the same with X-Men and
Simpsons as well. 20 bucks might get you through turtles. Yeah. You got through turtles on 20?
I believe we did. So 40 bucks got you through. If we got, if we needed $5 more, she'd give it
than to you. Like, if we're like, Mom, we're almost at the end. Please run to the arcade. And I,
I feel so bad for that. Well, I mean, all of these, all of those games operated on the sunk cost
fallacy. Like, I paid this much money. Why can I just
beat it. But I did love, I
loved it, and I love the
NES one even more. We'll talk about that one, too.
So, Ray, how about you? When did you first encounter this game
and did it knock you out like it did with Henry?
I think several malls in America
had Tilt Arcades.
That was the name of them, and so
did mine, and I remember seeing it in there
one day. And yeah,
the same reaction as Henry, basically.
Like, yeah, it was a moving cartoon. I could
beat at this all day.
And that's it
in the nutshell. I think after that, it just became
like an evergreen game.
It showed up
at every arcade after that
and it was always
whenever I'd go to somebody's
birthday party or something
or some other get together
with the kids,
it'd always be like,
yeah, let's do a four-player turtle's session.
Hell yeah.
Yeah, this, I think this and Simpsons
are the games I find everywhere.
I think maybe even,
they might have made more Simpsons
because I see Simpsons in more places.
Or they re-skinned
Simpsons arcade machines
that were Turtles machines.
It could be that too,
which goes,
even more into your 89 theory of
Simpsons replacing Turtles. Oh, that's true.
Maybe physically...
I had a similar experience. I mean, these are all kind of the same, but again,
it's like I was in the very beginning
of my reading magazine stages of
video game fandom, but no one was reporting
on arcade games. I'm sure if you were an arcade
distributor or an arcade owner, you could probably
get like a newsletter that will tell you what is coming
out, but I did not have access to that.
So, walking past the arcade in my mall
called Fun and Games, I think
it's now just a call center because nothing else is in my
mall. I saw it. I saw
it's, and I was like, oh my God, it's a cartoon. I can play the cartoon. And of course, my mom and I had an
understanding. It's just like, well, this is going to change my life, mom. You have to let me
do this. And of course, now I'm recording a podcast for money about it, so I was right in the end.
But I played it. I was just, I was marveling at it. I played arcade games before, but this is
the best looking one that I had ever seen. And I remember I was just like jittering with
excitement. It was like a drug, like you said, Henry. And I got home and I called my friend Adam. I was
like, you have to get to the ball. They have an intro's game. I was like, hyperventilating.
But I remember calling my friend and being like, you have to, you have to play this. You have
to play it. And then it's all I can think about until, of course, the NES game came out. And that's
all I played with my friend Adam, who I called about the game way back in 1989, or in 1990, maybe.
It brings people together. And also, I played it with my brother, too, a ton. Like,
be the arcade one and the other one, too. And that's when we could finally pick our own
favorite turtle and be them. His was Raff. Mine was Leo and we wouldn't have to just play his Donatello
because he was easily the best. Yeah. So this game, so unlike the last game, which was an adaptation
of just the idea of turtles in general, this game is just the cartoon. The logo is there. All the
characters look exactly like they do in the cartoon. All of the enemies look exactly like they
do in the cartoon. The cutscenes are just stills look like they were ripped from the cartoon.
It is just, you are looking at the cartoon. They knew exactly what they were doing. They pay
for the goddamn song and the opening
video, the attract screen. They paid for
10 seconds of that song. Sure, but they paid for
it. Just to see that with
watching the turtles fly out
like it kits with
you the same excitement of watching the opening
starts when you're like, I'm in for
30 minutes of amazing life right
now. So when you see it
start on the arcade machine too, you're like, well,
I have to give you money. You're showing me the
turtles. I mean, compared to how much
the Simpsons arcade game would fake the opening,
you get very little of this
opening fake, but it's just enough.
It is the light coming out of the sewer and the turtle's
exploding out of it and the sample
of the song, but that is like the siren song
to any child in 1989, like come
and take, come and let me have your
quarters, please. If you're in, my
local place is called Latin's Castle, if you
just walk by and then you hear
you're like, what,
what? Like, you got to turn to it.
Similar with the
Simpsons opening, which I think they
learned a lot from this game
and brought it to Simpsons. Oh, yeah.
game. So yeah, they were very
on brand in terms of being the cartoon. What I find odd
is that the cabinet art is
these weird, funky, live-action-y-looking
turtles and a babe-alicious April
O'Neill. Kanami, if you look at their
arcade flyers from the era, they
love putting babes in them. So I think
someone just like photographing babes, they made a part
of the business. Usually in a beat-up tank top
a lot of the time. Yeah.
I bet whoever photographed April O'Neill was like, too many clothes
on her. Oh, well, they tell
me it's got to be this. But I remember
as a little boy being like, she's cute or
whatever, whatever I would think about women at the time.
But yes, a very formative brawler.
I want to talk to Ray about this.
I believe, Ray, did you put together our Konami Brawers episode
for Retronauts away back in the day, like five years ago?
I'll try to remember if it was exactly Konami one.
I didn't have time to listen to that one again,
but I was looking at, okay, what else did Konami do in 1989?
And to be fair, this is coming out at the very end of 89,
but it looks so much better than anything else they had made up to that point for arcades,
especially Crime Fighters, which was their previous brawler.
It is so much better looking than Crime Fighters.
Crime Fighters looks like an 86 game or maybe even like a late 85 game.
This game is like a high mark in terms of arcade fidelity and graphics and presentation.
Yeah, that's something I was going to say is that, yeah, there is a, you can, it's a clear generational mark with turtles and all the games before it.
You can see everything like where Konami was actually learning and improving in success.
excessive beat-em-ups from that era.
So, yeah, I mean, this is the clear generational mark.
Like, yeah, okay, this is where things started to ramp up for them.
And I will say, I'm not sure if there was a four-player brawler before, but this began, like, the
escalation, like the Cold War of expanding the amount of controllers for arcade brawlers where
this, and I will say, this is a very formative year for brawlers.
Brawlers had maybe, I would say, at best, a six-year lifespan of being very relevant, like
89 to 95 maybe was the lifespan of brawlers being a big deal.
I mean, you could even say 89 to 92 after Street Fighter 2 came out.
It was over.
So I will say 89 is also another big game, Final Fight.
So Final Fight and Ninja Turtles would define the brawler in arcades, period.
Those were the days, man.
Well, also because I see it all through the vision of playing games with my brother.
And so brawlers would be one of the best games you could play.
The other wouldn't monopolize the time.
You didn't have to share a life for trade-off like you did playing Mario.
If you were playing Streets of Rage or a Turtles game with your brother,
you're both playing at the same time.
So no sharing, no fights.
And you kind of even help each other at some time or steal each other's pizza.
And what if you had more friends?
I know it's crazy.
No, don't have that.
Well, by high school, when the N64 came out,
Then I had two other friends on top of my brother and could play a four-player game.
But yeah, this escalation would continue for Konami where it's like if you thought four controllers was big, or four joysticks was big, what about six?
And that was the X-Men arcade game with six joysticks, two monitors.
It was just like the ultimate act of hubris.
I guess it wasn't active hubris because they profited handsomely from it.
Yeah, that was another spend all the money in the arcade to see the ending.
Boy, you needed, I think it took us probably about 20 tokens just to be Magneto in that.
game. Oh yeah. Yeah. So this game
again, released within a month or so
a final fight. It's amazing how at this point in game development
so much lateral thinking was happening
between game developers. Just like
they stumbled upon the same ideas
and we're developing the same sorts of impressive hardware at the
same time. So I can see them both being
major influencers in the
brawler market. But again, a real showstopper,
a real attention getter in the arcade.
The spectacle, the presentation was one thing.
But it starts off the arcade game,
of course, with, I would say,
the most visually impressive set piece of the game.
you are in the burning apartment of April O'Neill.
Oh, yeah.
It starts off with an amazing cutscene of all the turtles going through the window of her apartment.
It is just, they knew to start.
It's like, what is the most beautiful thing we can do that will draw people in?
What is the one level most people will probably spend one quarter on, and that's it?
Well, on the colors of it, just to just grab you because they are the bright colors of the cartoon,
which you, an NES can't do and didn't do it on the TMNT game before this on NNES.
Yeah.
So this was the color pal that you could only
This was back then
When arcades were better
The idea of like arcade perfect port
Was the dream
And so seeing a
You just expected a better thing in arcades
But to get this much better
Was incredible
It is still a very good looking game
I will say it starts off with again
The most visually interesting level
A lot of this game
And upon playing through it again
I forgot a lot of this game
There is a lot of repeated city street motifs levels
like two or three of those
and I feel like turtles in time
the next game would really spice things up
in terms of level diversity
in terms of how the turtles look
because the turtles are all essentially
kind of the same sprites
with different weapons
and in turtles of time
I think they were given
like different colors
like different shades of green
they all play kind of the same
they still look all very beautiful
they gave Raff a different special attack
because his puny little daggers
don't do the same cool swing
that all the other turtles do
so he does like a roll
kind of attack
yeah it was pretty cool move
but that's kind of why I liked him
because he had a unique
a move to him. We all thought
that Donatello was the most popular
or sorry, the most powerful turtle because of the
NES game. So whenever I play the game,
I think very rarely
I would actually play as Donatella because that would always be
taken up by somebody else. It was
all about jump kicks for me. That was my
strategy in it. I think it was
my brother who discovered it, a little brother
who discovered it first. Like, no, jump kick everybody
like then it does more damage. It was
the coward's way out, but it's viable.
Cowards survive.
So in this game also, again, this is all about spectacle and presentation.
So lots and lots of voices.
Of course, none of them are the voices from the cartoon.
They're barely even close approximations of those voices.
But the fact that our arcade machine was saying stuff to you in 89 was enough of a novelty to be like, whoa.
He said, who put the lights out when he went in the sewer?
Oh, man.
And he said it again.
And again.
He'll keep saying it.
But yeah, and Cowabunga, of course.
Yeah, wipe out.
It was very interesting.
Again, go back to our history of voice acting episode.
It sounds very quaint, but the idea of a game even saying anything to you was just like, wow, what else is it going to say?
Even when the Mousers made their just like noise, I was like, oh my God, the Mousers even talk.
Whoa.
There's a very creative use of enemy types.
I feel like they're still brushing up against technology in this game and the amount of space they have to create.
So a lot of the artwork is reused in terms of, okay, the turtles are essentially all the same sprite.
and in terms of the enemies
they are kind of the same way too
where the most common enemy you fight
is the foot soldier but they come in a variety
of different colors
and they all different kinds of weapons
so they're able to get a lot of mileage
out of one piece of artwork
that they recolor and put different weapons
in the hands of?
I'd say they treat them a lot like a Power Ranger
or Super Sentai villain
like Puddy Patrol type of thing
or it's just like yeah we'll give these guys
all sorts of different
quote unquote personalities with their weapons and such
no yeah we and my brother
would go like oh the yellow one
Ones are showing up now.
Uh-oh, they're tough.
Do this.
The dynamite guy sucked.
The guys of the big hammers are terrible, and the sword guys aren't very good.
But, yeah, I think there was kind of a lack of enemy variety in terms of types of enemies.
I mean, there were lots of foot soldiers, but I believe the NES game, which we'll talk about soon, would add different kinds of enemies to the game, just to vary it up a bit.
Yeah, the X-Men arcade game repeated this, too.
Like, you fought, they created human-sized sentinels that were just different colors for each stage, too.
That was mostly what you fought in the X-Men game.
And I don't know if this game set the president.
I'm sure it was there before,
but this reminds me of the Simpsons game
in that the final, quote-unquote, level
is two just money-sucking super bosses.
So in Simpsons, you had Smithers and Mr. Burns
just as the final level.
And in this game, you have Crang and then shredders.
So more than one shredder.
Oh, yeah, the multi-shredders.
God, that was a pain in the ass.
And it is just like a quarter-gobler.
But again, you're talking about asking your mom for more money.
The game is basically saying,
you're going to give up now.
Why not give me more money?
You're going to see the credits.
Oh, man, if you were to die and run out and continues now, you'll never see it.
Boo, boy.
Then what, you're going to spend another $40 to get back here?
That sounds like no fun.
I'm glad that, you know, people complain about loop boxes now, but that probably
some pretty evil shit back in our views.
That was paid to play.
So in case you don't know who made it, there are credits on this game, but again, it's
the fact that these people didn't.
do very much else. The director of this game, director
in quotes, he
only worked on the X-Men
arcade game and has no other credits. It's possible
that was a pseudonym, and he was working under
another name on different things,
but that's all I could dig up on him.
It sounds like X-Men similarities there.
In Boss Fight, too, with
you like do Toad, then Magneto
as well, yeah, very similar.
And there are people who did music
for this game, who did music for other Konami games
up until the late 90s, so the people who
worked on this game music-wise did music for, of
where it's like Turtles in Time,
but also for Melgear 2 on the MSX and Sukkoden 2.
So just some kind of like Konami music people
were just doing music for the game.
I think the version that we're most familiar with
because we could take the arcade version home
with the NES version.
So there were seven ports of this game.
All of them are bad,
except for the NES version.
I really believe that Castlevania guy's statement
about getting all the money to Turtle stuff
because this game is a technical showcase.
This game does...
more than it needs to to sell the idea
of playing the arcade game. It gives you more stuff
than the arcade game. It gives you two new
levels. I mean, this
is really where I experienced
the arcade game the most was at home with this version.
And as a kid playing it on the TV,
I didn't have the two things next to each other
because I can fool myself into thinking, you know, it's essentially the same
thing. And it's alarming to see how
close they kind of come, given the technology
they have. Do you guys remember the comic
book ad that was the
I think it was for the Tiger version
but it was ooze dripping on the arcade machine
that then shrunk in the tiger version.
No, it's for the NES one, yeah.
Oh, okay, okay.
Come to the NES box, basically.
Yeah, that's what I love,
that I think that ad really sold it to me
that I thought I misremembered this Tiger version.
Yeah, that, when I saw that ad, I was like,
I can play at home, like, and this one, we did own.
We rented the other TMNT one,
but this was a birthday gift for one of us.
Yes, so they cut down on a few things.
course, like the amount of enemies on screen, of course. It's a very inferior-looking game because
it's running on 8-bit hardware. But what they do add is so you can play with two players. So the
first Turtles game had not any simultaneous player game action. And also, what's added in this
version are two new bosses designed by Kevin Eastman and two new levels to put them in. So
what I like about this game is that Konami had a thing for putting very Japanese stages in
non-Japanese licenses. So the three I can think of is Simpsons, Lone Ranger, and this.
all have very Japanese stages
with Japanese bosses in them just for fun.
Yeah, but not a kabuki play
like in Simpson. No, sorry, right, you're saying?
I was just saying, I was just joking, and
then Konami only released like three Goimmon games
here. Yeah, what the hell?
But yeah, so that's one thing
I like where it's just like they managed to find
a way to sneak in a Japanese
level, a Japanese style level, although
Kevin Eastman did design
a samurai-style boss with like
a floating head. I didn't
know that, and I think I might have
made an error in that in the magazine
actually. I think I just called them Konami
creations or something. You'll have
to recall that one, Ray. I'm sorry.
I want a refund, damn it. Let me go back
and open up that project file from six years ago.
So one thing they change, it's actually
an improvement. So in one of the stages
in the arcade game, the boss is you
fighting rock steady and bebop together.
Which was pretty cool. It was cool, but
you fought those bosses previously.
And the NES version, because they can't
they can't fit two huge boss characters on the
screen at the same time, you fight Baxter
Stockman as a fly, which you never
fought him as a fly in the arcade game. You just fought him in his
dumb, dorky, flying machine kind of thing.
When I played it as a kid, I noticed
the difference is, and I was definitely sad they
didn't talk to me, but I
understood there was more, and
I did appreciate that. Like,
okay, but there is more in this game.
I'm playing this for longer, and
I'm not putting quarters in. I just
keep playing and playing and playing.
And there was also a lot of
Pizza Hut product placements. Oh, man.
Yes, so Pizza Hut is all over this game, at least
the initial run of it.
I believe they took that stuff out for the virtual
console version, yeah, but hey, pizza needs
to pay up. So, this cart
came with a coupon for a free
personal pan pizza. I pop
my peas here, which was
good up until December 31st of
1991, so no, you can't use it if you
buy this game mint and box.
That's okay. I didn't even like pizza
that much, because for one thing, it was
on like the other side of town, so I never really went
there. I had much preferred roundtable
pizza, which is much more expensive, but
better quality.
I will say that for me at least,
and I'm sure it might have been the same for you guys,
like the Pizza Hut personal pan pizza
was the definitive food-based reward system
for most child accomplishments.
Like, you write a book, get a pizza.
You bought a game, get a pizza.
Yeah.
They expertly marketed it as their happy meal.
Like, I definitely got more happy meals,
but the idea was your parents would take you
to the dine-in restaurant version of Pizza Hut,
which certainly doesn't exist anymore.
You get those amazing red plastic cups.
A picture of Pepsi.
Picture of Pepsi.
And you would want to, I mean, I remember doing it for Garfield cups.
I remember doing it for laying before time hand puppet things.
Back to the future glasses.
Yeah, back to future glasses too.
And they had an X-Men thing.
Like, it was cups and a placemat.
You wouldn't get a toy, which I did think was dumb.
But, yeah, the personal pan pizza was like,
that's a dream like and they sold it to kids like the marketing was really smart because they're
like you don't want to share pizza with your dumb mom or your sister get get your own by too i'm
not sharing with kately this is your personal pizza for you get what you want on it which would just
be cheese because i was a boring baby kid but i just wanted to cheese pizza they knew it was a way to
offload cheese pizzas yeah onto kids with baby palettes with like a nickel of dough on it's like yeah
but the personal pan, like the ownership you had over it.
And so you could also pitch it to your,
I swear like I must have pitched to my mom.
Like, well, have you bought it for us?
It also gets a free pizza.
So it's almost like it's paying for itself, you know?
You mean that'll buy me a $6 pizza, this $50 game?
And now it's very crass when that Pizza Hut logo appears on screen.
But as a kid, I was like, it's Pizza Hut.
Like the thing I eat.
It made me want Pizza Hut more.
So in a way, it's evil.
Oh, yeah.
But I don't know why, but it's like, I know, Pizza Hut is the pizza the Turtles prefer, and therefore, it is my favorite pizza.
See, in the first movie, they got Domino's, but then Pizza Hut paid them, like, when they filmed the movie, they got dominoes, but then as they got bigger and bigger, Pizza Hut took over the sponsorship.
That's why they eat friggin, in the Michael Bay turtles, they still eat Pizza Hut, because they paid the big money.
As it should be. Yeah, I mean, we're coming up at the end of the podcast, and it should be said at this point, we're only,
only covering up to 89.
There is like 30 more years of
Turtles stuff happening after this.
In most recent memory,
I believe a new Turtles cartoon just started
that is sort of like Teen Titans Goy.
It looks really neat.
It looks kind of cool.
And there were the recent Michael Bay disaster movies
and that they were about disasters
and also disasters.
But I will say,
so much has happened in the past 30 years.
We're only up to 89.
We can easily do more and we will.
But Ray, you wrote the book
on Ninja Turtle's games.
What is your take?
on the Konami games to follow the ones we talked about today?
Well, obviously, right after this was Turtles and Time in the arcade.
And I think everybody sort of interprets that as like the peak of the,
I guess the Turtles franchise as games and for Konami as far as like treating those games.
So that's a big one.
I do like, the Game Boy ones are okay.
The third one is interesting.
It's kind of a Metroidvania.
That first Gameboy game, that was like the second game.
After your Mario Land and Tetris.
That was the third Game Boy game I got,
and I played the crap out of that game.
I love that game, yeah.
You mentioned Turtles in Time, Ray, not to interrupt,
but I was just playing that at Quarterworld.
No, I'm sorry, ground control in Portland.
It's there, and I played every time.
And I never watched the track screen before recently,
and I found out that Splinter is 30.
What?
So there you have it.
And rat years, that's pretty old.
Sure, sure.
I'm sorry, right, please continue.
Yeah, I would say, well, first of all,
TMNT2 on NES, it is an air.
admirable effort. It surely is. It seems, it kind of feels like more of a profit-driven decision,
though, because for a 91 release, like, they could have made it like the killer app for the Super
NES, but that surprises me, yeah. So it makes sense for them to just port it to that. But yeah,
that's really the only comment I had about that game, basically. Yeah, like I said, oh, also
tournament fighters on Super NES is very well regarded. There's like, kind of like a fighting game scene,
for it because people made like a champion edition
hack of it. So people play that
on side tournaments
and things. You can find streams of it.
Yeah, it's a fun game. I really like
tournament fighters on Super Nias.
It has kind of a neo-geo quality
that they really nailed. Not so much
with the other tournament fighters games. Those are a bit
lesser, but so it goes.
And I think the Turtles games ended
in 96-97 with
Konami or before that, because
96 was the end of the cartoon,
the first cartoon. No, you ended
before the cartoon, they kind of ended after
tournament fighters.
I would think by then, the
weed aged out of it
and the next generation had, they had
new things. They like, the Power Rangers
really ate the Turtles lunch. That's true.
I think 93, it was the passing
of the torch from Turtles to Power Rangers.
Absolutely. In terms of kids' action cartoons.
But, yeah, I hope everyone enjoyed this look
at two interesting games.
I'm glad I didn't do every Turtle's game
like I did in that first podcast, which I bet was just
an hour long. God help me.
I must have had more energy or something
because I feel like, wow,
there's still more to talk about these two games,
but we're out of time for now.
But thank you so much for joining us remotely, Ray.
I really appreciate it.
Absolutely.
Can you please plug what you're doing, of course?
People can still buy scroll,
although that one issue has a mistake in it.
I will not let you promote it.
I'm sorry.
No, it's a great issue outside of that.
Definitely not the first mistake.
Yeah, it's scroll.vg.
You can find it.
There's a very clear shop link.
You can just find all the magazines there.
You can get it as a PDF or an ebook,
whatever you want, or print.
But yeah, so moved on from the magazine.
I started just making games as my company, Bipeladled Dog,
and that you can just find out at Bipelot.org.
I try to buy the most creative top-level domains I can.
You can play my game, BlastRushers on iOS and Android.
And like I mentioned at the top of the show,
I also do another podcast with my friend Alex called No More Whoppers.
We do it very infrequently, but we just goof around on it.
It's one of those shows.
But you can check that out at no more whoppers.
Oh, yeah, Tumblr.com.
We're still on Tumblr.
How about that?
You haven't given up yet.
If you stay, you could be the only one left.
Yeah, we might be.
It's just a feed for our other feeds.
You don't have pornography on there, so you're going to be there for a while.
Not yet.
Thank you for joining us, Ray.
So thanks again to Ray Barnhold for being on the show.
We always love having Ray on, and please check out Scroll at scroll.
Atcg. He's not making the magazines anymore, for now at least,
but they were a great collection, and I used that first into Turtles magazine as a guide
for the first podcast and Ray was very good on this podcast as well so please check out his stuff
if you want to help our show though please go to patreon.com slash retronauts and for the low price
of three bucks a month you'll receive every episode of this podcast one week in advance
and add free and you will help support everything that we do on this podcast including
recording spaces hosting flying guests out going to conventions and so on we really appreciate
any donation you can give us and we'd like to give you a little back in return and if you want
to donate more to us every month there are more rewards on top of that including the
ability to request an episode topic.
But yes, again, that is patreon.com
slash retronauts.
Henry, you are known to have worked with me before on podcast.
I think you're still doing that, is that correct?
It tends to happen sometimes like three times a week or so.
But yes, that is Talking Simpsons and What a Cartoon,
the Talking Simpsons Network of Podcasts that me and Bob do is our full-time jobs.
If you loved all this talk about a classic cartoon,
then went into video games,
We do that every week on What a Cartoon.
We haven't covered the Ninja Turtles yet, but I'm sure it's going to soon.
But we have done G.I. Joe, Captain Simian and the Space Monkeys,
Winnie the Pooh and Tigger 2, and even animas like Cowboy Bebop and tons, tons more.
We are doing it all on What a Cartoon.
And also Talking Simpsons, where we go through every episode of The Simpsons,
one week at a time, in chronological order.
We're getting close to season 10 now,
and you can hear those a week ahead of time
and ad-free.
If you are a subscriber on the Patreon
that helps me and Bob do this full-time,
that is patreon.com slash talking Simpsons.
And if you sign up at a $10 level,
you'll get access to our monthly
What a Cartoon Movie podcast
where we do a different animated feature film as well.
Most recently, Tiny Tune Adventures,
how I spent my vacation.
Don't you want to hear us talk about Tiny Tunes
for almost four hours?
I know I do and did.
So please, one more time,
Patreon.com slash Talking Simpsons.
Thank you so much for listening, folks.
We'll see you next time for another episode of Retronauts.
Goodbye.
I don't know.