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Teenage Mutant Ninja Turtles: Turtles in Time (Arcade)

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Title Screen

Teenage Mutant Ninja Turtles: Turtles in Time

Also known as: Teenage Mutant Hero Turtles: Turtles in Time (EU)
Developer: Konami
Publisher: Konami
Platform: Arcade (Custom)
Released internationally: January 1992[1]


GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


The second TMNT arcade beat 'em up. Shredder and Krang steal the Statue of Liberty (because they're evil and had nothing better to do), but before the green terrapin team can get it back, Shredder sends them back in time! Somehow. The story's not important, just beat everything up!... if you can, this game has wonky hit detection and a very unfair 5-minute invisible timer in the stages.

Unused Graphics

A nice healthy glow.
Hidden in the standard explosion graphics are three names: Moriyama, Inafuku, and Kitai, the three artists who worked on the game.

Blueberries on pizza?
A straight-on version of the pizza box power-ups.

TMNT2ArcMailbox.png
Part of a mailbox object that could be launched at enemies, much like the traffic cones in Stage 1. This object can be viewed in-game by changing 106482 to 34, and 106483, 106484, & 106485 to 00. This will change the first object to the mailbox. The first frame of this object -- the intact, un-launched version -- no longer exists in the ROM. Its graphics were overwritten with the exploding barrel graphics.

Free?! No wonder they're going out of business.
A paper dispenser that would appear in Stage 2. Seems like it could be launched at enemies as well. Unlike the mailbox, there doesn't appear to be any code for this object left in the game.

BANG I mean END.
This flag appears next to the Neon Night-Riders sign graphics and probably should have been used there.

What is that? It's evil!
This... this is found near the "Winners Don't Use Drugs" graphics.

To hover over these images. Numbers are numbers.
A smaller Continue graphic with unique graphics, and unused number graphics. Given its placement in the ROM, these were intended to go in the players' HUD when they ran out of lives. In the actual game, there's no Continue countdown for players who lose all of their lives while one player is still alive.

Take a logic class.
These appear to be debug tiles that would display collision information for a stage's tiles. Some other symbols are in here as well.

Sometimes letters are numbers.
A hexadecimal font that's found at the start of the Object graphics ROM.

Unused Sounds

ID Sound Transcript
B6
You are history, slimeballs!

This is the only boss quote that's never used in the game. Interestingly, this is Slash's quote in the SNES port!

Regional Differences

Title Screen

US/Asia Europe
Ninja time! Ninjas are heroes.

Yeah, it's this change again. "Ninja" changed to "Hero".

Intro

US/Asia Shh, not so loud.
Europe I could go for a sandwich myself.

The same change appears in the game's intro.

(Source: Original TCRF research)

Items

  • The duration of the bomb pizza's spinning effect lasts less in the US version: 2,50 seconds (170 frames) compared to 4,11 seconds (250 frames) in the Asian and European versions.
  • The Asian and European versions of the game have extra pizza items that are not present in the US sets. Considering the very unfair nature of this game, they're a very welcoming addition:

TMNT2ArcStage3PizzaEU.png
A bomb pizza in between the third and fourth waves of floating spike balls on Stage 3, this pizza is only present in European sets and is the only one not sharing placement with the Asian sets.

TMNT2ArcStage4PizzaEU&AS.png
An energy pizza in the cave's entrance on Stage 4.

TMNT2ArcStage5PizzaEU&AS.png
An energy pizza next to the ship's second pillar on Stage 5.

US Europe/Asia
TMNT2ArcStage6PizzaUS.png TMNT2ArcStage6PizzaEU&AS.png

Not only there's a bomb pizza in the first cart with U.S. MAIL bags on Stage 6, but it also replaces the explosives crate that's present in the US version.

TMNT2ArcStage8PizzaEU&AS.png
An energy pizza right before Stage 8's boss fight, in between the two electricity turrets.

2P Version Credit System

US Europe
TMNT22PCreditSystemUS.png TMHT22PCreditSystemEU.png

Each 2P version of the game uses a different credit system. The US 2P version uses the same credit system used in the 4P version where every player have their credits slot. There isn't the credit counter and when a coin is inserted, you will earn two (by default) extra lives. The European 2P version uses a more accurate credit system, used even in the European 2P version of the prequel, Teenage Mutant Ninja Turtles, where every player share one credit slot and starts with a dedicated number of lives. There's a credit counter that when a player inserts a coin, a credit will be inserted. Compared to the US version, the player won't recive any extra lives (unless after he inserts a coin, press start to earn extra lives) in the European version. Curiously, the Asian version's credit system. Is based on the European 2P one.

Game Loop

US Europe/Asia
The fun never ends! We offer the twice of fun!

Aside that you can change the game loop setting to GAME OVER AFTER FINAL STAGE in order to make the game end after you completed it in both sets. The US sets (by default) has as setting, GAME LOOPS ENDLESSLY. Which means no matter how many times you beat the game, it'll keep loop endlessly until you lose your last life, decide to not continue and get a game over. The European and Asian sets replace the endless setting with a new one, GAME OVER AFTER SECOND ROUND. Which means that after you cleared the game once, the game repeats once more and when you complete it even the second time, the game ends. This change makes Turtles in Time act more like: Sunset Riders and Violent Storm.