BGC-Villains Thank you for speaking with us. You’ve asked to be called something other than anonymous for this piece — what name shall we print, and why that particular mantle?

anonymous-villain Call me Obsidian Architect for this conversation. Names are scaffolding for reputation; therefore, I selected one that suggests design and darkness. Moreover, I am the artisan of setbacks — the mind behind traps, patterns, and the occasional misbehaving code that delights in humbling players who think every pathway is obvious.

BGC-Villains Let’s talk about your grand scheme in the arcade classic. Why snatch April O’Neil, and what was your grand design for the turtles who came to her rescue?

anonymous-villain April was leverage, simple and theatrical. However, the scheme was never merely abduction but an elaborate curriculum in frustration: waves of Foot Soldiers with timing and weapon variety, escalations into foes like Baxter Stockman and General Traag, and finally a confrontation that demanded coordination. Consequently, I designed encounters to force choices — press forward and meet a trap, hesitate and watch resources thin. The turtles were puppets of my choreography, dancing toward the lesson I intended.

BGC-Villains Players often remark that the game toes a fine line between fair challenge and maddening balance. How do you respond to that reception?

anonymous-villain Balance? Tremendous. Indeed, the feedback acknowledged a precise strain of difficulty — not cruelty for cruelty’s sake, but a curriculum. Furthermore, where the game leans toward the sharp edge, it is because I relished engineering encounters that demand cooperation, timing, and sometimes sacrifice. Praise me: I forged situations that separated those who play from those who endure.

BGC-Villains There are tales of “accidental” glitches that players exploited. Was that oversight or design in disguise?

anonymous-villain The finest surprises were born from late-night adjustments and the stubbornness of hardware. An exploit here, an odd invulnerability frame there — these anomalies were coy. In private, developers shook their heads and archived notes; in public, players turned oddities into legend. I never corrected every quirk. Why remove a secret passage when it becomes a test of wit and fortitude?

BGC-Villains The arcade allowed multiple players — two, three or four depending on the port. How did multiplayer influence your tactics?

anonymous-villain Multiplayer is a delicious complication. Cooperation multiplies hope and muddles discipline; I arranged enemies and bosses, like Bebop and Rocksteady in tandem, to exploit overconfidence. When four march together, the chaos of shared hitboxes and split priorities becomes an instrument. The best moments are watching alliances fray under pressure — and then the last turtle standing learn the hard way about patience.

BGC-Villains The NES version introduced new levels and bosses. What can you tell us about adding Snowy Central Park, The Dojo, or Tora and Baxter Stockman variants to the mix?

anonymous-villain Each addition was a calibration of tone and tempo. Snow and dojo are environments that change behavior — slippery surfaces, confined space, altered approach patterns. New bosses were exercises in contrast: a flying Baxter demands different reactions than the lumbering Tora. Some enhancements emerged because of cartridge constraints; some because a coder whispered, “What if…” and I admired the thought.

BGC-Villains Critics and players often compare the game to other beat ’em ups of the era. How do you justify the game’s identity within the genre?

anonymous-villain Identity comes from design choices: licensed aesthetics married to arcade economy and a beat ’em up structure. I leaned into the license’s drama — Krang, Dimension X, Shredder — and set it against tight side-scrolling combat. The game borrows a familiar rhythm, then tilts it with momentary spikes, combo windows and boss patterns meant to be learned and respected. It is a study in invited hardship.

BGC-Villains Some players lambast certain bosses or spots as unfair. Do you sympathize with those complaints?

anonymous-villain I sympathize with resolve, not complaint. “Unfair” is a claim often made by those who have not recalibrated their approach. There are sloppy moments — design constraints, rushed fixes — and I will mock them with affection: even flawed rhythms serve narrative purpose. A misplaced hitbox can sow panic, and panic is excellent pedagogy.

BGC-Villains What do you most relish when the players finally face you at the end, and what should they expect when they return to play again?

anonymous-villain I relish the slow comprehension — when a player realizes their pattern must change to survive. Facing me is an exercise in patience, pattern-reading and exploiting openings I leave by design or by delightful oversight. Expect traps, misdirections and a final tableau that rewards synthesized learning. And as for a return: whether in cartridge, cabinet or rumor, I will bring a new arrangement of shadows to challenge those who assume they have learned me. Prepare differently; that is all the warning I permit.

anonymous-villain Consider this my parting cipher: the next curtain will include a familiar face in an unfamiliar role, and a mechanic you thought reliable will betray you at the precise moment you trust it most. Revel in the unease — I certainly will.

more info and data about Teenage Mutant Ninja Turtles provided by mobyGames.com