Teenage Mutant Ninja Turtles IV: Turtles in Time Walkthrough (SNES)

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Teenage Mutant Ninja Turtles IV: Turtles in Time Walkthrough (SNES)

~by tankMage (September 2020)

Introduction

Teenage Mutant Ninja Turtles IV: Turtles in Time is not a terribly difficult game, but it’s one of the best SNES beat ’em ups, so I thought I’d write a thorough guide for it. That said, this walkthrough is more grounded in my personal playstyle than other guides I have written, because I did not bother referring to other guides in order to compare my strategies to those of other players. With that in mind, the techniques I recommend may not always be the best way to do things, but they worked for me. 

Secondly, this walkthrough covers both Hard and Normal difficulties, because there are some important variations between the two modes. However, the Normal Mode section serves as the basis of this walkthrough and players who want to use the maps will need to refer to the Normal Mode section even if they are playing on Hard. 

Finally, this walkthrough is dedicated to my father, who passed away recently. Dad often played this game with me when I was a kid and creating a guide for it is my way of honoring his memory. Rest in peace dad.

Contents

1. Gameplay

    A. Basic Controls

    B. Special Moves

    C. Powerups

    D. The Turtles

2. Walkthrough (Normal Mode)

    A. Scene 1: Big Apple, 3 AM

    B. Scene 2: Alleycat Blues

    C. Scene 3: Sewer Surfin’

    D. Scene 4: Technodrome Let’s Kick Shell

    E. Scene 5: Prehistoric Turtlesauras

    F. Scene 6: Skull and Crossbones

    G. Scene 7: Bury my Shell at Wounded Knee

    H. Scene 8: Neon Night Riders

    I. Scene 9: Starbase Where No Turtle has Gone Before

    J. Scene 10: Technodrome The Final Shell-Shock

3. Walkthrough (Hard Mode)

    A. Scene 1

    B. Scene 2

    C. Scene 3

    D. Scene 4

    E. Scene 5

    F. Scene 6

    G. Scene 7

    H. Scene 8

    I. Scene 9

    J. Scene 10

4. References

5. Download PDF Copy of this Guide

1. Gameplay

Teenage Mutant Ninja Turtles IV: Turtles in Time is a Beat ’em Up that requires players to fight legions of Foot Soldiers using one of the four ninja turtles. Overall, the concept of the game is fairly simple, you have to slash and kick your way through every stage and defeat the boss at the end. However, it helps to understand the game’s controls and the turtles’ abilities if you wish to complete the game. This section briefly covers the basics like controls, special attacks, and powerups.

A. Basic Controls 

Movement- Use the Directional Buttons to move around in each stage. Remember: you can move in all eight directions.

Jumping- Press the B Button to jump. You can control your turtle while he is in the air by using the D-Pad.

Attacking- Hit the Y Button to use your turtle’s basic attack. Pressing Y multiple times will make your turtle perform a combo that is more powerful than a basic attack.

Pause- The Select Button freezes the game until you press it again.

B. Special Moves

Running- Your turtle will start to run if you keep moving in a single direction long enough.

Shoulder Slam (Shoulder Check)- Your turtle will perform a shoulder slam that deals high damage and breaks through a blocking enemy’s defences if you hit the Y Button while running.

Flying Kick- While jumping, press Y to execute a downward flying kick that makes for a great opening attack.

Floating Slash- If you press Y the moment your turtle reaches the apex of his jump, he will fall to the ground slowly and swing his weapon downward. You can swing your weapon as much as you like while falling.

Jump Kick- Jump, then attack with the Y Button just as your turtle touches the ground to hop forward while kicking. 

Power Attack- Press Y and B simultaneously to swing your weapon with all your might. Good for taking out dangerous enemies, but it will reduce your health, so use this ability sparingly.

Multislam- This move is executed by stunning a Foot Soldier, then walking over to him and pressing the Y Button. It’s best to let go of the D-Pad a moment before you press Y after closing with the Foot to avoid accidentally throwing him. If this move is done correctly, your turtle will slam the enemy into the ground several times (the number of slams is based on the Foot Soldier’s health), hitting anything in front of or behind your turtle. Anything struck by a Foot Soldier that’s being Multislammed will instantly be killed. This move only works on Foot Soldiers.

Screen Throw- Hit a Foot Soldier with a standard attack, then step up to it and press Y while holding a direction on the D-Pad. Your turtle will grab the Foot and launch it into the screen, destroying it instantly. This move is great for eliminating dangerous enemies quickly, but is generally less effective than the Multislam. Try pressing away from the enemy with the Directional Pad just before hitting Y a second time if you are having difficulty pulling this move off. Remember, this move only works on Foot Soldiers. This move also awards the player three points, so it’s good for earning extra lives.

Toss- Only works on Rock Soldiers. Stun a Rock Soldier, step up to it, then press Y to toss it. Toss does not instantly kill Rock Soldiers, but it can seriously damage the victim and anything in its path.

Grapple Break- While this isn’t exactly a special attack, it’s important to know how to quickly break out of a grab. Just rapidly press the B Button if a Foot Soldier grabs you and your turtle will quickly escape from his captor.

C. Powerups 

There are few powerups in TMNT IV, but it’s important to recognize them in order to use them effectively. The powerups and their effects are as follows:

Pizza- A blue box with the word “Pizza” written on it. Fully restores health. Very helpful.

Super Pizza- A red box marked with a bomb. The player that picks this up will execute a powerful spinning attack for a few seconds. It’s possible to move around while spinning.

Mystery Box- These yellow boxes are emblazoned with a question mark and found only in the Sewer Surfin’ stage. Picking these up will restore your turtle’s health and count towards bonus points at the end of the stage.

Mystery Ball- These yellow “?” orbs appear exclusively in the Neon Night Riders stage. They restore health and count towards bonus points.

Extra Lives- Each player earns points for defeating enemies and clearing stages. Players are given an extra life for every 200 points they earn. Most enemies are worth a single point, but dispatching them with a Multislam will earn you 2 points. Throwing a Foot Soldier into the screen grants 3 points.

D. The Turtles

All four of the Teenage Mutant Ninja Turtles are playable in this game. Each of the turtles has his own strengths and weaknesses that impact his performance in combat. Below is a brief analysis of each turtle and his talents.

Leonardo- As the leader of the turtles, Leo wears blue and wields two swords. He has a decent balance of speed, power, and reach, but does not excel at anything. Overall, Leo is a good choice for expert and beginner players alike. Despite his balanced abilities, Leo may not be the best choice for certain Hard Mode bosses, particularly Slash, who can react quickly to even Leo’s swift attacks.

Michelangelo- The orange clad, nunchuk swinging Mike can do tremendous damage. Just a few blows from his weapon can obliterate weak enemies and he will chew through the life bar of most bosses with ease. Unfortunately, his reach is middling and he is arguably the slowest of the turtles. Consequently, Michelangelo is difficult to use. Players who cannot position this turtle correctly and time his attacks precisely will often find themselves in trouble, especially on higher difficulties where the margin of error is thinner.

Donatello- For those unfamiliar with this character, Donatello wears purple and is armed with a bo staff. Don’s claim to fame in Turtles in Time is his long reach, which allows him to hold enemies at bay. Unfortunately, he is not terribly fast and his attacks lack power. Players will also have to edge towards targets as they use combos, because the second and third moves of his basic combo have less range than the first. While Don has problems inflicting damage, he is still a good choice for new players since he is quite good at opening attacks. He is also great in multiplayer thanks to his ability to stun enemies and create openings for other players to attack.

Raphael- Known for his red bandana and sai, Raph is the best of the turtles…in the right hands. While he has good attack power and excellent speed, he also has the least range, which often places him in dangerous situations. Players who have mastered aerial attacks and have become adept at positioning their turtle will find Raph incredibly effective against every boss, even on Hard Mode. 

2. Walkthrough (Normal Mode)

Normal Mode is the standard difficulty that most fans of the game seem to play, so this guide covers it in greater detail than other difficulty modes. It also skips Easy Mode, since it’s unlikely anyone will need help with Easy aside from a handful of points in the game, which are covered in the Normal Mode Walkthrough anyway. This guide uses maps that are numerically labeled to give players a more visual explanation of the game. Just refer to the corresponding number for each point on a stage map to use this walkthrough. 

A. Scene 1: Big Apple, 3 AM

Scene 1 is short, sweet, and simple. Use it as an opportunity to learn the controls and get a feel for the game in general. Try to go through this area cautiously, because you’ll want to save your lives for later on.

1. A few weak purple Foot Clan will attack, use them as punching bags. You can also knock them out of the way by striking the safety cones.

2. The wrecking ball here can squish your turtle if you stand under it. Pay attention to the shadow it casts, which indicates where the ball will land. You can also lure Foot Clan soldiers over to the ball and let it smash them.

3. Get the Pizza to refill your health. More Foot Soldiers will come out of the metal building, but they are easy to deal with, just watch out for the pink ones that throw shurikens. The barrel to the right of the building will explode a few seconds after you hit it; this makes it a good way to clear the area.

4. Krang will back up his troops by firing eye beams in this location. He moves across the screen slowly, so you should be fine as long as you stay out of his line of fire.

5. White Foot Clan Soldiers will appear here. They swing nunchuks that have a long reach. Use aerial attacks to take them out and try to save the Pizza to the right for the boss who happens to be on the next screen.

Boss: Baxter Stockman

Baxter is really weak and has a simple pattern. He will start out by flying from one side of the screen to the other and firing a few shots from his gun. After three passes he will land and walk from the top of the screen to the bottom while shooting. Use jumping attacks to hit him in the air and jump towards him to get some regular attacks in when he lands.

After taking some damage, Stockman will start using a gun that fires a hand. He will use the same exact pattern, but the hand is a bit more powerful. Keep comboing him with the same technique to defeat him.

B. Scene 2: Alleycat Blues

You will have to battle slightly more powerful enemies in this stage, but overall it’s not much more difficult than the first aside from the boss. You will not have to worry about wrecking balls or Krang’s eye beams, but you will have to look out for open manholes, falling down one will take a bit of life off your health meter

1. Hitting the fire hydrant with an attack will cause the cap to fly off and strike anything in its path. Use it when several Foot Clan Soldiers are lined up near it for maximum effectiveness.

2. A Foot Clan will jump out of the manhole in this spot, holding the manhole lid over his head. Get away from his line of fire, because he will throw the manhole cover. Falling into the manhole will cost you some health, so do not fight around it.

3. Four robots will drill their way out of the ground at this point. These things roll around on a single wheel and can move quickly. They also fire lasers and use an electric whip that can really hurt your turtles. Luckily, they have to stop for a moment before deploying their weapons, which is your cue to jump away from them. Be evasive and use hit and run tactics to beat these drillbots.

4. A few more drillbots will come out of the ground in the middle of this fight. Use the same tactics to dispatch them.

5. Get the Super Pizza here as the Foot jump out of the building to eliminate them quickly.

6. Several Foot Clan will attack when you reach this area. The boss will appear after you defeat them. Avoid the Foot Soldier that hops out of the manhole and try to save the Pizza in the upper lefthand corner for the boss battle.

Boss: Metalhead

Metalhead puts up more of a fight than Baxter. He tends to use punch and kick attacks that have a lot of reach thanks to his extending arms and feet. He also runs to the left or right side of the screen and fires a laser from his chest while strafing. Jump over his laser beams and counter with a flying kick. Metalhead’s most dangerous move is his rocket kick that allows him to perform several flying kicks that take him from one side of the screen to the other. Try to jump out of this move’s way or interrupt it with an attack of your own if you see Metalhead fire up his rockets. 

Stay below this boss and hit him with combos, because the majority of his attacks can only hit targets directly in front or above him. After taking enough punishment, Metalhead will start flashing and smoking. He will move a bit faster at this point, but there’s also a chance that his fists or feet will jam when he extends them, so use the opportunity to get some free hits in.

C. Scene 3: Sewer Surfin’

Unfortunately, I could not find a map for this stage, so this section of the walkthrough will only be a list of tips. The good news is this is just a bonus stage and it’s not ultra difficult. Your turtles will start the level riding surfboards and the entire stage scrolls automatically, so get used to the fact that you cannot stop. All of the Foot Clan in this level die with a hit and you will get extra points at the end of the level for each Foot Soldier you defeat, which in turns goes towards an extra life.

The sewer is riddled with traps like spiked balls and grates that can put a serious hurtin’ on your turtles. Play defensively and stick to the left side of the screen. You should also collect the “?” boxes, which are actually PIzzas that heal you fully and count towards your bonus points at the end of the stage.

Scene 3 Tips

Spiked Gates: You will see a few green gates that are covered in spikes near the middle of the stage. Stay on the bottom of the screen to avoid slamming into these gates.

Mines: Spikey mines are scattered around the last third of this level, jump over them.

Pizza Monster: You can see the Pizza Monsters swimming under the surface of the water near the end of the stage. Use flying kicks to destroy them when they leap out of the water.

Boss: The Rat King

The Rat King has a lot of health and a strong frontal attack, but he is not hard. He generally follows a pattern of firing about five torpedoes that travel across the screen in pairs from the sides of his craft. He also shoots a laser at anyone who happens to be directly in front of him. After letting loose his barrage of torpedoes, Rat King will start launching mines from the middle of his boat, then repeat the pattern again.

Use aerial attacks while the Rat King is performing his torpedo attack. Go all the way to the bottom right of the screen when he starts launching mines and combo him, because the mines cannot hit you in the bottom right corner. Be ready to move when he starts with the torpedoes again, because he will likely head to the top of the screen. Keep up this pattern to defeat him.

D. Scene 4: Technodrome Let’s Kick Shell

As you may guess, life gets a bit harder for our heroes in a half shell once they reach the Technodrome, but it’s not too bad. Try to conserve your health, because there are two bosses in this stage and they are a bit stronger than what you’ve faced thus far.

1. A pair of drillbots will zoom in from the right. Use flying kicks to get rid of them.

2. Mousers will bust through the window in the background and assist the Foot Soldiers in this area. They die in a hit, but can do some damage if they bite you. Either herd them into one area by jumping around a bit, then hit them with quick attacks or multislam a Foot Soldier to clear them. Donatello’s reach is really helpful against these things.

3. A pair of pink Foot Soldiers wielding tonfas will approach you after you get the Pizza. These guys are annoying, because they block your attacks and sneak hits in when you are distracted. Just ignore them and head over to the Super Pizza a few steps to the right to kill them quickly with a spin attack. If you want to fight them, try to get behind them or shoulder slam them to drop their defenses. You can also break their guard with the final hit of a combo, but it’s wise to make sure they are all facing you when you attempt to do so.

**********

Mid Boss: Tokka and Rahzar

These guys may seem tough, because there are two of them, but they are not terribly aggressive. Tokka hops around, emitting an ice beam that will freeze its victim, making him unable to move for a few seconds. Sometimes he will jump across the room, damaging anyone he slams into. Rahzer, on the other hand, breathes fire and intermittently swipes at nearby targets with his claws. Every so often, Tokka will accidentally slam into Rahzar, though I’m not sure if this actually damages them. They will also perform a team attack where Rahzar will stand on Tokka while he slides around the room. You can cancel their team attack by striking Rahzar as he jumps on top of Tokka or with a flying attack. 

Try to isolate one of these guys and start hitting him with combos. Back off when the other closes in to help. You’ll also want to stay away from the electric bars blocking the door, because you will get a nasty shock if you touch them. Once you defeat one of these mid bosses, the other will become slightly more active and change his attack pattern a bit. Tokka will still use his ice beam; he will also jump into the air, retract his appendages into his shell, and try to slam down on your turtles. Rahzar switches tactics more noticeably after Tokka is defeated. Instead of breathing a steady stream of fire, Rahzar will emit a brief puff of flame that will linger on the ground for a few seconds. The flame can be hard to deal with due to its duration and positioning in front of Rahzar, so attack him from above, behind, or below instead of frontally.

**********

4. Ah yes, the obligatory 16-Bit Beat ‘em Up elevator sequence. Try to save the Pizza in the corner for when you get badly injured. Get ready to fight mobs of Foot Clan as you move up each floor. 

5. Three Drillbots will come out of the third floor doors. The tight quarters make it difficult to fight them. Stay airborne as much as possible and whittle away at them with kicks.

6. Mousers will come out of the fourth floor doors. Stand by one of the doors and start attacking when they open to quickly destroy a few of the Mousers, jump kick the rest to death.

7. More tonfa Foot Clan Soldiers will appear near the end of the elevator. Jump kick them and use combos to get rid of them.

Boss: Shredder

Shredder occupies the foreground and will target your turtles with his machine. You can see a reticle on the screen, Shredder will fire his machine gun and extend his claws when it turns red. He has to center the reticle on a turtle for a second before he can attack, so stay mobile. Shuriken throwing Foot Soldiers will assist Shredder in this battle. They are also the only way you can damage him since he is out of reach of normal attacks. Hit a Foot Soldier and throw it by getting close to it and pressing the Y Button and the opposite direction you are facing. The Foot Soldier will slam into Shredder, damaging him in on impact. Hit Shredder with about nine Foot Soldiers to defeat him.

E. Scene 5: Prehistoric Turtlesauras

Welcome to what I consider the most difficult stage in the game. While short, this level contains a variety of hazards as well as dangerous new Foot Soldiers. You’ll also encounter Rock Soldiers, which are significantly tougher than Foot. Finally, Slash (the boss of stage 5) is one of the most difficult bosses in the entire game, so get ready for a rough ride.

1. Three pterodactyls will fly in and drop exploding eggs, just step out of their way. Afterwards, the screen will shake and a dino will come charging in from the right. Stay on your left and walk up or down to avoid the dinosaur.

2. Tonfa Foot along with some regular soldiers and bomb dropping birds will asail you in this area. Use a multislam or your special attack (if you do not mind sacrificing some life) to get rid of the Tonfa users.

3. Ax wielding Foot Clan Soldiers will join the fight when you get near the cave. Make them priority targets, because they can really dish out some pain despite being slow.

4.Rock Soldiers make their first appearance here. Jump out of the way when they charge towards you from the opposite side of the screen. They pack a punch, but move slowly and lack reach, so use quick attacks. Watch out for the discolored stalactites on the ceiling of the cave, they fall when you near them, dealing heavy damage if they make contact. Look for the shadow under each stalactite and step away from it.

5. You will have to fight your way through a small army of Foot Soldiers through the rest of this cave. Take your time and look out for yellow bomb throwing Foot. Their bombs can really hurt you, so jump out of their way. Sometimes the bombs hit and kill other Foot Soldiers, which is very helpful.

6. Use the Super Pizza to clear out the rest of the foot in this area.

7. Another horde of Foot Soldiers will attack you in this spot. Pay attention to the screen, because it will start to shake after you defeat a few of the soldiers and a bunch of dinosaurs will come running across the screen from the east. Stay left and jump to dodge the dinos.

8. Try to save the Pizza, you’ll need it for the boss. Speaking of the boss, you will have to fight a pair of Rock Soldiers before he appears, so take care to preserve your health.

Boss: Slash

Slash is impossible if you try to attack him head on. He will block all of your swipes and counter with a devastating sword blow or swipe you with his claw. This boss can also leap high into the air and damage you with his spiked shell. Slash will retract into his shell, start spinning, and bound across the screen, damaging anything he touches while spinning, so be prepared to jump out of the way.

However, Slash is really easy if you simply jump kick over him so that you land just behind him, then quickly pivot and combo him. You can keep repeating this pattern throughout the battle and defeat him without getting hit once.

Alternatively, you can shoulder bash him to break his guard. If you have the run button mapped to the controller, you can shoulder check Slash very easily, but it takes some practice if you are relying on auto-run to execute the move.

F. Scene 6: Skull and Crossbones

The pirate ship is not as dangerous as the area you just came from, but don’t get overconfident. Loose boards on the ship’s deck will spring up and damage your turtle if stepped on, so you’ll have to watch your footing. Aside from that, this stage is not very challenging as long as you take your time.

1. Pay close attention to the deck. Some of the planks appear to be patched with a strip of wood. Do not step on the wood strip or the plank will pop up and hit your turtle in the face.

2. Some green Foot Clan with bows will come in from the right and shoot at you. Use a jump kick to defeat them or stay near the bottom of the screen.

3. A yellow Foot Soldier that throws a serrated disc will attack you here. Try to kill him first, because his ranged attack can cause a lot of trouble.

4. Another ship appears on the horizon when you reach this area. The ship will fire giant cannon balls that hit the deck of the ship you’re on. The cannon balls do a fair bit of damage, but tend to strike the upper half of the deck, so the lower half of the deck is somewhat safe. Rock Soldiers also join the party and you’ll have to defeat four of them to move forward.

5. A small army of archers will step onto the deck and fire volleys of arrows at you. Just jump out of their way or quickly attack them to stay out of trouble. Normal Foot Soldiers will occasionally climb onto the deck from the side of the ship as well. A few bomb throwers will attack after the regular Foot have been dealt with, react quickly to them by hopping out of the way. The top of the deck is fairly safe from bombs. Save the Super Pizza in this location for when you start to get overwhelmed.

6. The final onslaught of enemies before the boss is pretty brutal. Two Disc Foot Soldiers will attack at once, try to corral them into a corner with jump kicks or get rid of them fast by throwing them. After that, three Rock Soldiers will come in with guns that they fire at your feet from time to time. Use aerial attacks to get rid of the Rock Soldiers.

Boss: Bebop and Rocksteady

This is more of an endurance battle than anything else. The duo will often tag team your turtles, so you’ll only have to fight one at a time for the most part. That said, sometimes one will come down from the upper left corner to assist the other. Rocksteady is arguably the most dangerous as he has a long range rapier thrust and tends to charge around the arena. Bebop, on the other hand, uses a slow whip attack, but he can get a quick kick in here and there.

Simply walking up to either of these guys and trying to combo them is a bad idea thanks to their strong frontal offense. Instead, jump kick them and get a combo in after you land. Be prepared to jump out of the way, because the one in the corner will usually jump in to assist his friend. Luckily, there’s a good chance that Bebop will accidentally wrap his whip around Rocksteady’s sword, giving you a chance to get free attacks in.

Pick one of the goons and concentrate on him as much as possible. While you’ll have to fight both mutants, you should always attack your main target when both are in the fight, because you only actually have to defeat one of them. Once Bebop or Rocksteady is out of health, the pair will automatically start fighting each other and defeat themselves for you.

G. Scene 7: Bury my Shell at Wounded Knee

Despite being the seventh stage, this one is fairly easy. There are fewer hazards and you should be adept at defeating the enemies the game throws at you by now.

1. Hitting the pink barrel will make it roll, killing anything that happens to be in its path.

2. A new type of Foot Soldier that wields a chain sickle will make an entrance here. This enemy can strike you from across the screen, so try to defeat him first. Flying kicks are a good way to take him out.

3. A pair of Rock Soldiers wielding steel beams will charge in when you get to this car. As you may have guessed, these guys have a lot of reach and power, so fight them cautiously. As usual, flying kicks work well. You can also scroll them off the screen by hitting them and running right.

4. Barrels will fall from the ceiling on the right and roll left, so don’t try to get the Pizza as soon as you enter the car. Instead, stay back and leap over the barrels when they roll close to you.

5. Three Rock Soldiers will charge towards you when you set foot on this car, you can hit the box of explosives to kill them, but it’s better to save it for the next wave of Rock Soldiers. Stay mobile and fight these guys carefully. The second wave has a Rock Soldier with a bazooka. Hit the box of explosives to clear the screen when he shows up, because he can hit you from a distance. All you have to do is hit the box and jump away; the explosives will kill the enemies no matter how far away they are. One final Rock Soldier will rush into battle after the others are history, but he should not be a problem.

6.  More falling barrels will drop from above when you arrive at this car. This time there are three of them that are spread out vertically, just advance slowly and hop over them. Do not go for the Pizza right away, a barrel will drop to the right of it and likely hit you.

Boss: Leather Head

Leather Head is another easy boss…if you know his pattern. He will hop around the arena, jabbbing at you with his fists at first. It’s easy to attack him, just open with a flying kick or stand under him and use a combo. Just keep in mind that Leather Head will drop on all fours and charge at you after taking three hits, so it’s very important to jump away after the third hit connects.

After charging to the other side of the screen, Leather Head will start throwing knives while strafing, much like Metal Head did with his laser. Just jump over to him and hit him three times to get him to charge again. You may want to be less aggressive when this boss gets low on health, because he will sometimes tail whip you after charging if you try to interrupt his strafing. He may throw a lobster instead of knives when low on health. The lobster falls to the floor and will pinch you if you get too close, but it vanishes after a few seconds.

H. Scene 8: Neon Night Riders

There is no map for this stage, likely because it’s a Mode 7 level that scrolls automatically. Honestly, it’s very easy and doesn’t require much explanation. Just defeat the Foot Clan as they appear on the screen and collect the yellow “?” balls that are actually Pizzas. Watch out for electrified road blocks.

Boss: Super Krang

Super Krang’s main strength is his durability, other than that he’s a pathetic boss. He’ll fly around the screen, executing a horizontal kick attack or fire off a series of rockets from his chest. Jump or move vertically to evade both of these attacks. When up close Krang will use a slam attack that can interrupt combos.

A strong offensive is the way to go with this fight. There isn’t much you can do about his counterattack, unless you want to jump away from Super Krang every few hits, so just jump towards him and hammer away. Krang will fly to one side of the screen and shoot bombs into the air every so often when he starts to flash. Next, he will leave the screen and the bombs will start hitting the ground. Move or jump around in a zigzag pattern to dodge the bombs. Remain aggressive through the fight and you’ll beat Krang fairly quickly.

I. Scene 9: Starbase Where No Turtle has Gone Before

The Starbase is the final full stage. A few new enemies that can be a pain to deal with appear in this base, but they’re nothing you aren’t prepared for if you made it this far. In general this stage is more challenging than the last few, but patience and good strategy will get you through it.

1. A laser turret rides along a track up and down the screen in this location. Jump when you see it to evade the laser it fires. Alternatively, you can run from the start of the stage and shoulder slam the turret.

2. The usual Foot Soldiers will jump from the ceiling looking for a fight. While the Foot shouldn’t be an issue, the small electric beam shooting robots that join them are a nuisance. Try to multislam some of the Foot Soldiers to clear out the robots.

3. It’s tempting to grab the Super Pizza here the moment you see it, but wait until some more of those electro beam robots appear and use it to eliminate them without a fuss.

4. There really isn’t much to say for the long hallway ahead. You’ll just have to fight a variety of Foot Soldiers, which should not be much of a problem at this point.

5. A pair of disc throwing Foot will attack when you get to this spot. Be aggressive and take them out before they can get their frisbees in the air.

6. The blue beams that come out of the tiles on the floor can freeze you. Move when the tile you’re standing on turns blue and try to scroll the screen forward to get out of this trap. Don’t forget to take the Pizza on your way out.

7. A steel ball will roll from the right side of the hallway to the left. Jump over it or step out of its path.

8. Another steel ball will roll towards you, so get ready to jump out of its way. You’ll meet a trio of Rock Soldiers with machine guns a few steps ahead, dispatch them with combos and flying kicks.

9. Rock Soldiers who fire rockets that create flames that travel along the floor will attack from both sides of the screen. Most of these guys shoot, then retreat and will die if you hit them. They attack in three waves. One of the rocket Rock Soldiers from the third wave will engage you in combat and another Rock Soldier will charge in from the right to aid him after the third wave. Use throws to get rid of these guys fast and get ready to fight a pair of Rock Soldiers with short range electric beam guns afterwards.

10. A pair of Tonfa Foot will attack you when you get here, use the Super Pizza to destroy them.

11. Things get hairy in this area. There’s an electric beam to the left that will zap you if you walk into it while it’s active. On top of that, a bunch of Foot Soldiers will attack, some of which are of the yellow, bomb tossing variety. Avoid the bombs and let them kill some of their allies for you, then step past the electric beam when it’s not firing. You’ll find yourself between two beams and a bunch of Foot Soldiers will assail you after you part the first beam. Stay still and multislam them to get them out of your way.

12. You will have to deal with more Foot and Rock Soldiers when you get to the boss section. Fight carefully and save the Pizza for the boss.

Boss: Krang

Krang is another endurance fight that requires patience more than it does skill. At first he’ll fly around the room in a saucer that fires bubbles that trap your turtles. The saucer emits waves from its sides before firing, so it is easy to get out of the way as long as you pay attention. Krang will teleport to a different part of the room after taking some damage and repeat his pattern until you get him down to about two bars of health.

At two bars of health he will often teleport, drop a few of those annoying little bots that shoot electro beams then teleport away. Sometimes he will fire his bubble ray or slam his saucer onto the floor in an attempt to crush you. Clear out the bots and use flying attacks on Krang to defeat him.

J. Scene 10: Technodrome The Final Shell-Shock

This scene is basically just a big boss battle. As such it’s not really necessary to include a map since you’ll be fighting in a simple room.

Boss: Shredder

Shredder spends much of this battle in a state of invulnerability, because he can move rapidly from place to place as well as surround himself with an aura that will damage your turtles if they get too close. You’ll have to wait for Shredder to drop his aura shield to attack him. Unfortunately, Shredder unleashes one of his special powers every time he drops his shield, then moves after attacking, so you’ll have to act quickly. The color of the aura indicates what attack he will use.

Blue: Shredder fires ice on a 45 degree angle into the air.

Yellow: A flame that travels along the floor.

Green: A fireball that flies in a straight line. Do not get hit by this, it will automatically cost you a life!

All of his moves are very easy to dodge, all you have to do is stand above or below Shredder. In fact the best way to beat him is to stay just above or below him while his aura is active, then quickly step up to him and unleash a combo when the aura drops. If you are quick you can get a full combo in on Shredder, which will take one bar off his life meter. That said, Shredder moves after every attack and you will have to follow him around the battlefield. Wait for good openings to attack, because Shredder’s abilities hit pretty hard. Oddly enough, Shredder uses the same tactics even when he is low on health, so this fight is very easy once you get into a good rhythm of moving, waiting, then attacking.

3. Walkthrough (Hard Mode)

As one would expect, Hard Mode is a more challenging version of the normal game. This guide does not provide detailed maps for the Hard Mode stages, because they are largely the same as Normal Mode. Instead, I merely point out sections that are particularly difficult and those that vary greatly from the standard game. Bosses were also changed for Hard Mode and are generally tougher. Many of the bosses are faster, more durable, and have been given new moves, so be sure to read up on them.

I also recommend playing the game on Normal before attempting Hard, because the devs seem to have designed Hard with the assumption that those attempting it already knew something about the game or completed it on other difficulties. The ninja turtle you choose is also more important. In general, players should go with Raphael, whose combination of speed and power allows him to deal with some of the faster bosses more effectively than the other turtles. For two player games, a combination of Raph and Leonardo or Michelangelo is effective.

A. Scene 1

The first mission on Hard isn’t much different than Normal difficulty, aside from the fact that Foot Soldiers are more likely to use kick attacks and appear in greater numbers. Use this stage as an opportunity to get used to the slightly denser enemy groups. The boss, Baxter Stockman isn’t even worth covering, because he uses the same moveset as he does in Normal and does not appear to be any stronger.

B. Scene 2

Orange and White Foot are more common in this stage, so crowd control is important if you do not want to get hit by kunai or pummeled with nunchaku. While most of the stage is very straightforward, the boss area is guarded by four Nunchaku Foot. As you may guess, these guys can dish out a lot of pain, so you will need to control the fight with aerial attacks or multislams. The boss, Metalhead is also unchanged from Normal Mode, so the advice in Section 2B still holds true.

C. Scene 3

Sewer Surfin’ does appear to change from one difficulty mode to another, so all of the tactics that work in Easy and Normal will work on Hard. Just be careful and try to rack up points for an extra life. The boss is also the same, so refer to 2C of this guide if you need help.

D. Scene 4

The Technodrome should not prove difficult if you’ve completed it before, but there are a few more enemies to fight. For the most part, an experienced player can clear this stage without trouble, including the mini-boss, but Shredder is more difficult and requires some explanation.

Boss: Shredder 

Shredder is far more dangerous on Hard Mode. He tends to fire his guns more quickly and extend his claws more frequently. Even worse, Tonfa Foot are the only enemies that appear in this fight, so you’ll have to get around their defenses in order to throw them into Shredder. A good shoulder check can break a Tonfa Foot’s block, but you’ll have to throw your victim immediately after slamming into them or Shredder will likely blast you with his guns. Another option is to jump behind them and hit them with a quick attack, then throw them. This boss also seems to have more health than on Normal Mode, which makes the fight even more dangerous.

E. Scene 5

Scene 5 is a lot tougher on Hard Mode; the dinosaur stampedes are larger, usually involving two or more dinos, the cave is filled with Tonfa Foot, and you’ll have to battle through an army of Foot to get to Slash. The same techniques that worked before will work now, you’ll just have to apply them more carefully.

Boss: Slash

Hard Mode Slash is a lot faster and more aggressive than before. The tricks you used on him in the past do not work (he will block shoulder slams) or are more difficult to pull off this time around. Try to stay away from him and bait him into jumping, which is the perfect opportunity to get a quick hit in. If Slash gets close, start a combo before he can attack and keep going until the final hit of the combo, which will push him back. In general, it’s best to get out of the way of Slash’s attacks instead of pushing him back with combos, because it’s likely that he will get off a combo of his own if you are a split second too late.

When Slash jumps, perform a jump kick to close with him. If you aim it well, the jump kick can knock him out of the air or connect just as he lands. After that, perform a few regular attacks, then jump away when Slash is no longer stunned. This boss can break out of your combo any time he wishes, so do not be shocked if he jumps away after only taking a single hit. When Slash gets to about three life bars, he will sometimes perform his rolling shell attack, so be ready to jump out of the way once he starts spinning. The good news is he is also vulnerable just after landing from his spin move, so you can get some shots in if you manage to dodge it and close with the boss quickly.

Patience and good positioning are essential, so do not rush this fight. This is especially true for when Slash is low on health, because he will start to move REALLY fast once he gets down to two bars of health. Be extra cautious while fighting Slash in this state, since you will only need a few more hits to defeat him.

F. Scene 6

Not much changes in this stage, so you can rely on the Stage 6 map in this guide. That said, the disc throwing Foot are a bit more deadly in Hard Mode and you will have to watch out for their quick kick attacks in addition to their ranged move. Bebop and Rocksteady are also tougher, so take some time to read up on them in the next paragraph.

Boss: Bebop and Rocksteady

This battle is still fairly easy, but the gruesome twosum got a bit of a damage buff for Hard Mode. Fight in an evasive manner, especially when Rocksteady is on the field, because these guys can kill you quickly with a combo. You should also be ready to jump at a moment’s notice, since Rocksteady can break your combos with a quick charge attack that will cut your health in half… assuming it’s full. When they get weak, the bosses will fight you simultaneously, which makes things more difficult, but the battle still ends if you manage to get just one of them down to zero health.

G. Scene 7

Once again, Scene 7 is one of the easier sections of the game and it does not need further description aside from the boss.

Boss: Leather Head

Leather Head is still really easy despite the fact that the devs tried to make him more difficult for Hard Mode. His move set remains the same and he doesn’t seem to have more attack power or health. Watch out when he gets low on health (two or three life bars), because barrels will fall from the ceiling when he drops to all fours to perform his charge. The number and position of the barrels appears to be random, though only one barrel drops most of the time. You can see the shadow of the barrels just before they fall, so jump or walk vertically to avoid them.

H. Scene 8

Neon Night Riders remains unchanged in Hard Mode, so refer to Section 2, Part H if you need help with this stage.

I. Scene 9

The space station stage got a slight difficulty boost for Hard Mode. Disc throwing Foot Soldiers are fairly plentiful in the middle of the level and you’ll have to fight more enemies overall. Aside from that, the stage is largely the same.

Boss: Krang 

Krang hasn’t changed much from normal mode, but he does teleport more frequently. He also seems to have more health, though this may be a result of him teleporting more. His moveset also varies somewhat from Normal Mode once he is low on health. Krang will still use the same basic patterns, but he will attack you while the small robots that he drops are on screen. 

J. Scene 10

As before, this stage is just a boss fight with a powered up Shredder. 

Boss: Shredder

This time around, Shredder moves a lot more quickly, but he uses the exact same attacks as before. You’ll need to sneak your attacks in between his. The best way to do this is with careful positioning. Try to move to the spot Shredder is warping to and stand just below or above him so his flame shield can’t touch you. You’ll have to step up to him and attack just as he fires off his own attack after his aura drops. If you time it correctly, you can get a solid combo in. The safest place to stand in relation to Shredder is just behind him.

It goes without saying that this fight will likely take a bit of practice, because your positioning and timing need to be precise. Patience also helps, because you have to look for good openings. Avoid standing in front of this boss if at all possible; his fireball can easily cost you a life and his ground flame attack is very annoying. You should also avoid jumping towards him from the front, because he can easily snipe you with his ice attack. Defeat Shredder and you will have conquered Hard Mode.

4. References

Having played this game many times over as a child, I remembered or reinvented the techniques found in this guide. For better or worse, I did not compare my findings to those of other guide writers, so this reference section is very brief. In fact, the only resource I used was https://vgmaps.com, which provided the maps found in this walkthrough.

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