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Teenage Mutant Ninja Turtles: Turtles in Time (Arcade)

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The second (if not the best) 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 get around the wonky hit detection and a very unfair hidden five-minute timer on every stage!

Sub-Pages#

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.

A year is passed and they're still the world's most cheerless crying team.
The same single frame of a crying Turtle from the first game is here too! Like the prequel, the same animated crying Turtle graphic is used instead.

To hover over these images. Numbers are numbers.
A smaller Continue text with unique graphics, and unused number graphics. Given its placement in the ROM, these were intended to go in the players' HUD after running 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, but such a feature was later added to the SNES port and in the Hyperstone Heist game (with neither having text that resembles these graphics).

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. Interestingly, this is Slash's quote in the SNES port!