This is a guide for beating Teenage Mutant Ninja Turtles IV: Turtles in Time for 
the Super Nintendo.  I have no idea why I'm writing a guide for this game, 
seeing as it's actually pretty easy, but I must be bored.  Ok, let's get started.  
I'm writing this guide from memory so some things may be off, but oh well.  I'm 
also talking about Hard difficulty... so some enemies or boss patterns may not 
show up on other levels.  Also, to make up for having two turtles, the game 
tends to spew out more enemies in 2 player mode.  I don't know what happens when 
a second player "zaps in" or when one player dies off the top of my head, sorry.  
Even so, the enemy patterns are the same, there are just more of them in 2 
player mode.  

Before I forget - it took a sick amount of time to write this thing so don't 
steal the information without asking me ok?  Email address is 
chillindragonx@aol.com... thanks in advance for respecting my property.

Ok, onto the guide.

PLAYER SELECT
Ok, now you have to pick one of the four turtles.  Each is known for something, 
and everyone has a favorite, but I'll break them down for you here anyway.

LEONARDO (Leo) - the most well rounded of the crew.  He's ranked 5/8 on all 
categories.  This means he has average speed, weapon reach, weapon strength, 
defense, dash speed/attack, and special move strength.  This makes him a pretty 
good choice for beginners... or so it seems.  Personally, I cannot stand the 
last hit of his standard four-hit combo; he jumps into the air and does a down-
thrust with his sword (yes, just one sword, even though he was holding two a 
half second ago).  Looks pretty, but gets you into trouble.  This move misses a 
lot for me, somewhat because it lacks range and somewhat because it's slow 
compared to the other Turtles' finishers.  His special attack is a spinning 
sword move which I think one would expect him to have.  Looks like what happens 
when you get a power pizza.  Keep in mind that doing a special sucks away your 
lifebar, so don't use it too much... you shouldn't need it much anyway.

MICHAELANGELO (Mike) - the most popular Turtle in damn near every popularity 
contest has a few things going for him.  His weapon is the strongest of the 
bunch - in fact, you'll find that you won't need all four hits from his combo to 
finish off some of the normal Foot Soldiers.   He can effectively kill any Foot 
Soldier with one four-hit combo (except the Shield Soldiers when they block).  
His special attack, while it looks strange, is pretty powerful too.  He jumps 
forwards and swings his nunchucks to the side.  Now, his drawbacks... he is a 
little slower than Leo is in foot speed.  Nothing terrible though.  I think his 
dash attack is also a little weaker than Leo's.  His weapon speed just sucks - 
to get power behind them li'l sticks, he has to wind up a bit.  This can get you 
into trouble sometimes.  But thankfully, his defense is pretty good.  A pretty 
good Turtle, actually, and my second favorite.

DONATELLO (Don) - everyone's favorite to start out with.  Don's advantage is 
immediately apparent - that Bo of his offers some serious reach.  He swings it 
at a decent rate too, so that's not bad.  I think it's about as strong as Leo's 
swords, if not a little stronger.  His defense is ok too, I think... it might be 
a little lower than Leo's.  His main drawback is speed, which is obviously to 
counter having obscene amounts of weapon reach.  His dash attack is average, 
amazingly.  I'm sure it's just as well, since if you were planning to play as 
Don, you were probably content with attacking at long range rather than rushing 
someone down.  His special is very strong - he does a weird jump kick, using his 
bo to hold him level.  You have to see it, I guess... but you won't be using it 
much, most likely, because his Bo usually is good enough.

RAPHAEL (Raph) - as I recall, he was the least popular Turtle... but he's my 
favorite in this game at least.  Raph is, hands down, the fastest of the four.  
He doesn't deserve the name "turtle" even... yeah sorry, had to say that.  
Anyway, he needs his speed because his weapon range sucks horribly.  Think of 
him as the antithesis of Don.  He is very good at getting in and out to attack, 
where Don can keep things a long way off.  This makes them a good 2P team (not 
that there is a bad team).  Oh, and his dash attacks rock, and his special is 
somehow the best.  He does a jumping spin kick, but I guess he moves his legs so 
fast that its the most powerful of the 4.  His weaknesses?  Aside from lack of 
weapon reach, his weapon strength is bad, and his defense is worst.  In fact, 
I've been killed in as few as two hits from a normal enemy... so please don't 
stand around with him.  Possibly the expert turtle of the game.

COMMON ATTACKS
Seeing as this is a side scroller, there's not too many attacks... but oh well.

Standing attacks - from a standing position (which you're going to be in for 
over half the game), you can pull your basic 4 hit combo by pressing the attack 
button like a brain-dead monkey.  You can always tell that you're doing the 
fourth hit because your Turtle will say "yaah!" at the last hit.  Killing 
someone with this move is worth 2 points, where a different attack would only 
get 1.

Close attacks - if the game deems that you were close after stunning a Foot 
Soldier with a normal attack, you will instead do a shoulder whip.  You will 
slam the Soldier's life out - one slam for each normal weapon strike that it 
would have taken to kill him.  If another Foot Soldier or enemy gets in the way, 
it should be an instant kill.  These are worth 2 points, as are bystanders who 
get smacked with this.  You can also throw a Rock Soldier, but it just hurts him 
and is not a guaranteed kill.  There is also the screen toss, needed to kill 
Shredder's machine in the 4th stage.  To do this, you must approach the stunned 
Soldiers and hold a direction (usually into him) while pressing attack.  
Hopefully, you'll do the grab and fling into the screen, worth 3 potins.

Dash attacks - if you're playing on hard mode, you WILL need these.  First off, 
you can pick how you dash in the options screen; there's a double tap method or 
just hold the button.  Double tapping left or right doesn't seem terribly 
responsive for me, but it tends to be better in the long run, I think.  Ok, each 
turtle has a few different attacks.  The most basic is just a shoulder bash, 
which does good damage and can be followed up with a kick... or a screen throw.  
If you press jump while running, your turtle should do a forward flip.  While 
doing this, press attack to do a slide kick, which knocks Soldiers down.  The 
best dash attack is done by doing a flip, and at the very end of the move, press 
attack.  Your Turtle should do a shoulder dash... but this one is much stronger 
and can kill Soldiers with one hit, and is worth 4 points.  The last dash attack 
is by doing a special attack while running - you should do a jump kick (although 
you just hover, for some reason). 

Back attack - if this is turned on in the options screen, when someone is right 
at your back, your turtle will do a back attack.  There are two side effects to 
this move.  First, obviously, if someone is standing in front of you, you're 
probably going to get punched in the face instead, which is no better.  Secondly, 
you can only chain 3 back attacks in a row before you do the standard 4 hit 
combo finisher.  Just be careful with this move, it's useful sometimes, but 
don't rely on it.

Jump attacks - each turtle has the same jump attacks.  First, realize that each 
turtle has two jumping heights - a small hop, and a large jump.  As far as I can 
recall, all attacks are available in both heights, though the distances 
travelled and the duration of the attacks change.  I don't remember exactly what 
you have to do to get the different attacks, but I know it's a combination of 
jump height and the direction you're pressing.  Each turtle has a total of four 
jump attacks.  One uses the weapon that you're carrying - your turtle thrusts it 
between his legs.  This can be done repeatedly, if you just want to.  This tends 
to make your jump "floatier" - you slow your descent.  It looks the same as 
Leo's 4 hit combo finisher, BTW.  The second attack is a quick jump kick that 
doesn't alter your jump's horizontal movement, but lessens your height.  You 
kick with your back leg.  The other two attacks look like traditional jump kicks.  
The first of these is a quick jump kick - you will make a 45 degree divebomb 
kick.  It's pretty quick.  The other is a more floaty jump kick that looks like 
the attack you can do if you did a dashing special attack.  It seems to lift you 
back up a little.  Anyway,  I don't think you'll use these much, but jump kicks 
are a good way to move the slower turtles if you can get into the air without 
being hit.

STAGES (WALKTHROUGH) - ok, now that all the fun things are out of the way, onto 
a pseudo-walkthrough!  Since I don't have the game anywhere near me at the 
moment, I'm not going to tell you how many enemies there are in a certain stage, 
or what score you should have if you were playing perfectly.  Instead, I'm just 
going to try to remember most of the patterns and things to look for.  Besides, 
things change depending on the modes you're in.  But!  There is something I can 
tell you.  If you get through any stage without being hit and without picking up 
a pizza, you get a LOT of bonus points at the end.  I think it's like 20 extra 
points or something.  I don't recall what happens when you die and then beat the 
boss without being hit... but it's not worth finding out, since it takes 200 
points to get another life anyway.  Oh, and because the game has only somewhere 
around 1000 Foot Soldiers, expect to be fighting them all the time.  The 
majority of them are what I consider the "normal" ones.  This includes the ones 
that throw ninja stars and the ones that have swords.  You should be able to 
deal with them for the most part.  For other enemies, I'll alert you.

BIG APPLE, 3 AM
 I'm actually amazed that I remember the full name of this stage.  Anyway, it's 
an intro stage, and therefore it's not going all out to kill you yet.  In fact, 
last time I played this game, I got through it without being hit.  Ok, if I 
remember right, there are some orange cones near the beginning.  You can use 
these to hit some of the Foot Soldiers, if you like, but it's usually more 
trouble than it's worth.  There will be some more soldiers hopping off lifts.  
These guys have less HP than the run of the mill soldiers... i guess hanging 
onto that lift took something out of them.  Anyway, advance forward and you'll 
see a wrecking ball... yes, being under this thing when it comes down hurts.  
Not instant death, but if you're planning on getting a large bonus at the end of 
the stage, don't play around under it ok?  And it will actually damage enemies 
too!  This can be good or bad - bad if you wanted the points for killing them.  
But whatever.  Your next stop places you in front of a building which has a 
pizza and a suspicious yellow (or orange or red... don't remember) drum in front 
of it.  Striking the drum will cause it to blow up in about 2 seconds.  The 
trick is to lure soldiers over to it, then JUMP away at the last moment.  It 
kills soldiers, but doesn't finish you off... but the less unnecessary damage, 
the better.  Anyway, grab the pizza if you've been injured or think you can't 
beat the stage without being hit, then move on.  The next major event is the 
appearance of Super Krang.  Actually, you just see his head.  He walks by, 
trying to zap you with laser eyes.  But, he must be tired, as he's not trying 
very hard - the lasers only come out in a straight line in front of where he is.  
Just don't fight in that area when he shoots.  After that, there's another 
wrecking ball with some nunchuck Soldiers... except their nunchucks are longer 
than Mike's are.  Be careful, they can do some damage.  After you clear that 
area, you get to the end of this walkway, and see a pizza.  Don't grab it unless 
you're at a critically low level of health, because the Boss is going to show up!

BOSS - Baxter Stockman: ok, this guy isn't too hard, once you know what to do.  
First off, when he's flying around, do your best to either a) stay directly 
under him, or b) get to a different vertical level on the screen (up or down).  
He can't shoot you unless you're standing in front of him on the same horizontal 
level.  If you're standing under him, wait until he shoots, then jump kick him 
before he starts flying away.  This way, he should just go to the ends of the 
screen.  Otherwise, he may stop and shoot at odd places.  Anyway, his wings will 
get tired and he will come down, walking around trying to shoot.  This is when 
you get to do some big damage.  Again, don't stand in front of him.  Get to the 
side of the screen that he's on, and beat him senseless.  Yes, you will be 
standing "inside" him.  You can damage him without him being able to damage you.  
After enough hits, you break part of his gun and it shoots out a hand.  This 
does more damage than the dinky bullets he was shooting earlier... but he 
doesn't change his pattern at all.  It's entirely feasible to get a perfect on 
this stage once you see his patterns.  Grab the pizza if you need it.

ALLEYCAT BLUES
This stage is a little harder than the one before it, but I still managed a 
perfect on hard mode.  Let's see.  When you start out, run along the bottom of 
the screen and whack the fire hydrant to drop a few Soldiers.  Note that some of 
the Soldiers will be different colors now and carry swords.  They aren't bad, 
though, just don't stand around looking at them confused and you're good.  After 
going by a dumpster (there are tight corridors here, so don't expect much 
lateral dodging...), you'll see a manhole.  Guess what?  That's right, a Soldier 
is going to try to throw it at you.  Hit it back at him for an easy kill.  
Falling in doesn't hurt you in this game, but it can throw you off a bit.  
Somewhere around this area, you have to fight the most dangerous enemies in the 
stage - Roadkill Rodney.  This is where Raph players must be careful.  Above all, 
do NOT let him hit you with his electric lasso.  Two hits will kill Raph, and I 
think all the turtles really hate it.  You can take them down, but they don't 
stand around for combos like most enemies will - they fly backwards each time 
you hit them.  If there are no Foot Soldiers to slam around, then try to use a 
jump kick or special attack (if you must... but remember, the health you lose 
from that is far less than getting shocked).  Just be careful and continue in 
front of the chainlink fence.  At the end of it, after fighting off hordes of 
Soldiers (honestly, where DO they all come from?) you get another duo of 
Roadkill Rodneys to play with.  And there's no pizza here either.  Try to kill 
them as cleanly as possible, use jump kicks if you're a slower turtle.  Ok, 
after this, you get to see a new item - a red box with a bomb on it.  I think 
the instruction book called it a "Box of Hard Knocks" but i like "Power Pizza" 
better.  Pick this up and destroy everything on screen while you're spinning.  
After a few more skirmishes with nunchuck soldiers and a manhole cover tosser, 
you fight the boss...

BOSS - Metalhead: now, as I recall, Donatello fixed him so that he wouldn't 
fight the turtles.  But whatever, I guess he got reprogrammed or something.  Now 
then, this is easy for Raph and possibly Don.  Hard for Leo if you do a full 4 
hit combo, and hard for Mike because of weapon speed.  Basically, you want to 
attack him when he can't hurt you.  First, his main attacks are ripoffs from 
Street Fighter II's Dhalsim.  He has an extending leg, extending punch, and some 
weird thing that comes out of his chest to stop air attacks.  What you must do 
is trick him into doing an extend attack then smack him around while he recovers. 
If you get a full combo, step away so that he can do his three attacks (which he 
always does after a full 4 hit combo), then smack him again.  He will jump to 
the upper right corner of the screen and try to shoot you with a laser in his 
chest.  Get to the upper right corner and flail away before he can shoot, and 
he'll jump kick to the bottom right corner.  Repeat the pattern until he's toast. 

SEWER SURFIN'
This is referred to as a bonus stage.  What that means is that all the Soldiers 
die in one hit.  Sure, they can still hurt you, but they die in one hit.  This 
also makes it harder for you to do the fourth hit to kill someone, but you take 
what you can get.  I think all the turtles surf at the same speed, so in theory 
at least that makes Don the best here.  But I can't stand his slow ass in other 
levels so I use Raph's dinky sai for all it's worth.  Um... right, the level.  
So you're merrily surfing down a sewer.  Every now and then, a Foot Soldier will 
show up.  Kill them for points or just let them go if you're feeling nice.  Try 
your best not to just flail away, since it is possible to get each fourth 
Soldier with the fourth hit of your combo, making that one worth 2.  But if you 
don't, don't sweat it.  Oh, if you're on hard mode, there's a spike mine 
somewhere in the first part that gets me every damn time because I'm trying to 
kill a reddish Soldier that's masking it... You'll know when you hit it.  At 
some point, there will be spiky barriers rising and falling.  The easiest way to 
pass them is to be on the bottom right of the screen... of course, then you see 
a yellow "?" box near the top (after the first gate).  Yes dear turtle lovers, 
that is a pizza.  Grab it if you can.  After the third spiky cage, you enter the 
minefield.  Of course if you're on hard, there's a fourth spiky cage with a mine 
at the bottom of the screen, so jump it.  I can't remember the best path to take 
for this next part, but just try to hang back, jump smart, and don't be going 
for pizzas that will get you killed.  When you leave the minefield, you fight 
Pizza Monsters.  They can be killed with one jump kick or weapon hit, like the 
soldiers could.  Careful, they slash when they jump out of the water... you can 
tell where some are because of the shadows though.  After you get through that 
area, position yourself near the top left of the screen for the incoming pizza.  
Then prepare for the boss...

BOSS - Rat King: no, you can't drop him in one hit.  What you should do is stand 
in the area that the game says is the "break point" for most of the time.  This 
way, you avoid the missiles.  On hard and medium though, he'll shoot an energy 
weapon... jump over this when he shoots it.  When he stops shooting missiles, 
get out from in front of him (preferably, move down).  He unleashes a series of 
mines directly in front of him.  You can hit him while below him if you're right 
there, so keep attacking.  When he stops shooting mines, he goes back to pattern 
1... this repeats until you kill him.

TECHNODROME - LET'S KICK SHELL!
Ok, the cakewalk stages are over.  I hope that you enjoyed them while they were 
there, because it's not going to be easy from here on out, with few exceptions.  
You start this stage by running right... and you are greeted with Roadkill 
Rodneys and some Foot Soldiers.  If you manage to slam a soldier onto a Roadkill 
Rodney, it dies... my advice is to slam as many as you can.  As you progress, 
you'll notice that the walls in the background are glass.  Guess what, you get 
to fight Mousers!  They're smaller and faster than Roadkill Rodneys, but 
thankfully don't hurt as much.  But they also come in greater numbers, so be 
careful.  After you advance enough to see the power pizza, you'll be to the part 
where soldiers morph up from the ground.  Cool effect, but same ol' soldiers.  
Proceed to the right and you get to fight the first bosses of the level.

SUB-BOSSES - Tokka and Rahzar: these two mutants can be hard if you run up to 
them and flail away.  However, I've found a pattern that works.  First, attack 
Rahzar.  To do this, stand just below the electric door on the right side of the 
screen.  Tokka should generally stay away.  Note that Rahzar likes to rush 
attack when you hit him with the power hit of your combo... don't attack him at 
point blank, but rather, stay near the max range of your weapon.  He should just 
keep falling for this pattern, but occasionally you have to venture out from the 
corner to hit him before he uses flame breath.  With him dead, Tokka's easy.  He 
too reacts to your hitting him with a power hit by rushing - but he rushes to 
the other side of the screen without hitting you.  Get him near the bottom of 
the screen and run back and forth with your combo... or better yet, hit him with 
the combo at the bottom of the screen so that he dashes to the other side.  Then 
use your dash attack where you flip then do a shoulder bash.  Do this until he 
dies.  Of course it is possible to beat them with normal methods, keeping in 
mind their patterns... but then Rahzar can hop on Tokka's back and use him like 
a hoverboard and it just gets ugly, especially since you have to avoid the 
electric door.

When you're done returning the animals to their original state, you get into an 
elevator.  Now, everyone knows that elevators are just a fun way of having a 
small space for enemies to fight you in.  You'll have to fight some Roadkill 
Rodneys, Mousers, Nunchuck Soldiers, and the new blocking soldiers before it's 
all over.  To kill these new guys, you have to hit them with a strong hit to 
break their guard, or sometimes you get lucky and catch them when they're moving 
(they can't walk and block at the same time).  A "strong hit" is a dashing 
shoulder bash, the fourth hit from your combo, your special attack, the power 
pizza, or the Foot Soldier slam.  Jump kicks can and will be blocked.  But once 
you beat them and take the pizza, you're on to the new boss.

BOSS - Shredder:  this time, he's in a machine, and you can't directly hurt him.  
Instead, you have to throw soldiers at him to damage the machine.  Easy right?  
Well on Hard, the only soldiers are the ones that can block... so you have to 
shoulder bash them, then throw them.  Oh and soldiers aren't the only danger... 
Shredder's machine has a machinegun and an electric claw.  On normal and easy, 
you can find safespots in the corners of the area (the upper ones are better).  
Same is true on Hard, but you have to do so much running around that you can't 
stay in the corner.  I prefer to remain on the top because the machinegun is 
less of a threat, and the claw can't get you up there.  It takes 9 thrown 
soldiers to win this battle.

PREHISTORIC TURTLESAURAS 
Look, I'm not going to put in the ridiculous time, you know what stage i'm 
talking about.  Anyway, when you first go right, you should watch out for the 
orange birds (ok my palentology sucks alright?) carrying bombs, disguised as 
balls.  And if you ever see the screen shake, go to the left side of the screen 
because some dinos are about to make a mad dash across the screen, trampling 
whatever is in their way.  You can usually jump over them, if you're fast.  As 
you move through the countless Foot Soldiers, you'll eventually meet some with 
axes.  As one would think goese without saying - getting hit with the blade 
rather sucks, so try not to get hacked.  Take other hits if you have to, the axe 
hurts.  Oh, inside the cave you'll be meeting some Rock Soldiers for the first 
time.  These guys cannot be treated like the normal Foot Soldiers can - they 
take more punishment, cannot be multislamed, and should be approached with 
caution because they can carry weapons.  On the other hand, just keep swinging 
your weapon, and they will go down.  Just beware of the weapons.  And while 
you're watching out for things, keep in mind that there are falling stalagtites 
denoted by shadows.  So just be mindful of them while you still have a head and 
you're fine.  Somewhere in the cave is a Power Pizza, which you should use when 
you feel like it.  After you get outside of the cave, you're almost done - just 
watch out for dinos and you're practically at the boss.

BOSS - Slash: well this would be the downside.  Most people consider Slash to be 
the hardest boss in the game on Hard mode.  Why? Well look at him.  He looks 
like Leo on a bad day.  He can use that sword to block, but he can slash you 
with it or his claw and both hurt.  He's also equipped with a nice jump that 
seems to hurt you if it makes contact.  How do you win?  Basically, put him on 
the defensive.  Attack him until he's cornered, and he should jump.  Now when he 
jumps, he leaves his back open to you when he lands (albeit, on the other side 
of the screen).  Your job is to haul your shell over there and smack him down 
when he lands.  If you have perfect timing, you'll hit him after he lands but 
before he turns around, so you can land your combo.  If you mess up, just keep 
attacking him to make him jump.  If he's just standing around not blocking, 
expect to lose health getting near him.  Try jump kicking and hope he doesn't 
attack with his sword.  Also, watch the life meter... when he gets low, he adds 
another attack to his arsenal - a cannonball attack much like Blanka's rolling 
attack, if you're familiar with Street Fighter.  He uses this in cases where 
he'd jump.  The trick here is to make him charge up the roll (he'll roll in 
place on the ground), then jump high before he actually blasts off.  He'll 
bounce off the other wall and, if you managed to get out the way, land with his 
back facing you.  It takes a little practice to get everything down right, but 
he can be beaten if you learn how to attack effectively.  On the bright side, 
you won't face anyone this hard again, until Super Shredder (who may or may not 
be harder... but leave that alone until the time comes).

SKULL AND CROSSBONES 
Yes friends, a pirate ship.  And it's a fairly rickety one at that.  Be mindful 
of the planks that will raise up and smack you - these are marked with an X of 
tape and wood.  Try not to stand on them, or you'll break your turtle's nose.  
Anyway, just play through the level.  The new enemies are in the form of green 
Foot Soldiers which shoot arrows (and die with one hit) and the most annoying 
Foot Soldiers in the game.  They are yellow and throw some weird thing that 
looks like it could be a jellyfish.  Not only is this fairly accurate, it comes 
back.  And the Soldiers will fight if you get close.  Do your best to kill them 
fast so they can't just beat you down while your back is turned.  When you reach 
the part with the Rock Soldiers, stay alert.  There will be a ship in the 
background that fires cannonballs onto your ship.  Getting hit by it is like 
being hit by the wrecking ball in the first stage.  You can make the Rock 
Soldiers get hurt too if they are in the path, but it's better to just stay at 
the top of the screen where the cannonballs can't land.  A few more evil 
Soldiers and you're at the boss area.

BOSSES - Rocksteady and Bebop: yeah that's right, Rocksteady graduated from a 
level one boss!  His skills still suck though.  Generally to win, you have to 
stay inside the range of the weapons that Bebop and Rocksteady carry when 
attacking them.  You can get them to hit each other for a while, but it's faster 
to just beat them down.  If you get out of weapon range, it's better to jump 
kick.  Overall there's not much in the way of a pattern to tell you about, just 
beat them... or let them beat themselves up a little, as the case may be.

BURY MY SHELL AT WOUNDED KNEE
A train stage! Well first off, you'll get a cool trick in one player mode only 
(not two player).  At the beginning of the stage is a barrel.  Hit it and run 
after it immediately, and you'll have killed several Foot Soldiers without doing 
anything else!  It doesn't work as well in two player because the placement of 
the Soldiers is different.  Anyway, the new type of Soldier in this stage has a 
chain that he swings around like a lasso before tossing it at you.  You 
shouldn't have too many problems with him.  The problems arise in the form of a 
large amount of Rock Soldiers in this level.  Some are carrying steel beams, and 
you should not let yourself get hit by them (don't you love when people tell you 
the obvious in these guides?).  In addition to making your turtle lose his lunch, 
getting spun across the screen hurts.  But just keep perservering.  There is one 
room with fireworks in it... hit the fireworks, stand near it for at most a 
second, then jump away.  It should kill a large amount of the Rock Soldiers in 
the room.  But seeing as my memory is a little hazy without the game nearby, I 
don't remember exact timing and stuff.  Either way, you should be able to make 
it to the boss... but as a word of caution, on Hard mode you should expect 
barrels to drop from the ceiling in different parts of the stage.  If you see a 
shadow in front of you, get out of the way vertically to avoid being flattened.

BOSS- Leatherhead:  nobody likes this stupid alligator, but he's not too hard to 
beat.  The trick is knowing when to hit and when to back off.  He has a few 
patterns that he's dead set on.  Most importantly, know that if you hit him four 
times, he'll start crawling on the ground and move across the screen... usually 
trying to hit you, so jump out of the way (jump towards the side of the screen 
he's on and move vertically).  Now then, he has three attack patterns.  The most 
simple is he'll start near the top or the bottom of the screen and throw knives, 
moving vertically towards whichever side he didn't start on.  All you have to do 
is jump kick over the knives, or if you're feeling brave, just stand where he's 
going to jump, then attack with your weapon until you reach the four hit mark.  
The second pattern is that he'll just assume a boxer's position and if you get 
close, expect to be punched all the way back across the screen.  I think that 
you might be able to jump kick him out of this, just be sure not to be low when 
you hit him.  Do NOT walk up to attack him though.  Finally, he'll throw some 
live shrimps at you for his third pattern.  if a shrimp hits you, expect to be 
yelling "my toe!" for a moment.  The bright side to this attack is that it's 
possible to hit the shrimp back at him and have them grab his tail.  If this 
happens, he's stunned and you can walk up for a free 4 hit combo.  Beware, he 
can punch you if there's nothing distracting him in this pattern.  On Hard mode, 
expect some barrels to drop during the fight, especially as his life runs low.  
That's pretty much all I can say about him.

NEON NIGHT-RIDERS  
Bonus stage!  Just like the first one, one hit kills any Foot Soldier that you 
come across.  But here, they come in from in front of you, attempt one attack, 
then disappear (unless you kill them).  You'll get used to it pretty fast.  
Other things to note are that there are electric Mousers that, as far as I know, 
cannot be killed and should just be avoided when they zoom in.  They'll show up 
in the distance as a flashing white object - avoid them!  The pizzas on this 
level are little yellow "?" orbs, so be sure to pick them up.  Near the end of 
the stage, you'll fight a few helicopter Foot Soldiers.  If you want to kill 
them, align yourself vertically then jump kick them.  Or just let them go.  It's 
your call.  When the screen turns back to the normal side view, you get to fight 
the boss.

BOSS - Super Krang:  now what I'm going to tell you is how I beat the boss every 
time.  I don't know if it works on other TMNT 4 carts but it works on mine.  
Before he comes on screen, move to the top of the screen (by this i mean, just 
after the screen changes perspectives).  All you have to do is make sure you're 
standing "above him" from this screen's perspective, and attack away.  For 
example, stand in the middle of the screen horizonally but as far up as you can 
go at the start of the boss fight, and just attack.  You'll notice that you're 
connecting even though you're not on the same line as he is.  In fact, he won't 
attack you back, but you can hurt him.  This way you get around all his damaging 
attacks, except for the bombs.  When you see him spit a lot of bombs, just try 
to keep moving and jumping and you should get out without too much trouble.  Try 
your best to make sure that he doesn't move vertically so as to be able to hit 
you back, because he really makes this stage a bonus if you don't get hit at all 
by him.

STARBASE: WHERE NO TURTLE HAS GONE BEFORE
This stage is not even close to a bonus stage.  As the second to last stage of 
the game, it is going to pretty much throw every type of enemy that you have 
seen in the game at you.  This stage is a test of endurance as much as anything 
else, so just prepare yourself.  Note that the Roadkill Rodneys do not actually 
show up in this stage, but have been replaced by some slightly less lethal robot 
walkers that throw out beams of electricity at you.  These guys can be 
dispatched with one hit, but are fairly quick, so try to not lose track of them.  
Ok, as the stage starts, run right and destroy the robot that is shooting lasers 
at you.  After this intro, the onslaught begins.  There's really not much that I 
should have to say, because by this point in the game you should know how to 
survive on whatever difficulty level you're on.  Just beware that enemies now 
have the ability to teleport in at specific times in the stage.  It's not like 
this gives them an advantage, so don't worry about this too much.  Also keep in 
mind that you will be fighting Rock Soldiers in this stage, along with every 
type of Foot Soldier that you've faced.  There are a few things that I should 
tell you to take note of, in terms of the stage itself.  After the second 
teleporting machine, you'll enter a field of hexagons that periodically turn 
blue.  This is a sign to get off the spot - it is about to shoot an ice column 
straight up, and it will freeze you if you're standing on top of it (or jumping 
over it, I think).  Just try not to be caught napping while fighting the enemies, 
and do be sure to grab the pizza when it's safe to do so.  Immediately after the 
hexagon ice field, run to the bottom right of the screen.  You'll see a bouncing 
wrecking ball, without a chain.  IMMEDIATELY ATTACK IT.  Otherwise, after 
bouncing in place a few moments, it will proceed to bounce at you with the 
intent of crushing you.  There is one more after it, but you have to kill some 
more enemies before you can get to it.  I think it's on the top of the screen.  
If you're not in time to hit it away, just dodge it as best you can (I'm sure I 
don't need to remind you that the best way to dodge is to jump and move 
diagonally).  After you get past these threats, you'll be introduced to some 
more Rock Soldiers, this time carrying napalm guns and electric stun guns.  The 
more lethal of the two is the electric ones, because they can shoot faster, but 
neither one should be taken lightly.  Some of the napalm gunners die in one hit, 
but there's no such luck on the electric ones.  Anyway, keep moving to the left, 
being mindful of the electric cannons mounted in the wall.  Finally you'll get 
to the boss.

BOSS - Krang: yeah he's back, this time in a flying saucer.  He's not as 
dangerous as the Super Krang body would have been had you fought it hand to hand, 
but that doesn't make him easy.  Early in the battle, he'll have only two 
attacks available.  If he's flying around the screen fairly close to the ground, 
he'll use the bubble attack.  You can tell just before he fires the bubbles 
because there will be yellow energy gathering around the side of the ship that 
he's going to fire from.  Just get out of the way.  The other attack is trying 
to crush you.  You can generally tell when he'll use this attack because he 
appears a lot higher off the ground.  Just move out from under the shadow when 
he comes down, and attack him on the way up (jump kick, of course).  After you 
whittle away at his life bar, he'll add a fun twist - he'll have the same 
attacks, but he can also drop out some of those weird robot walkers for you to 
play with.  Krang will not reappear until there is only one left, so destroy 
them.  Just keep in mind that he can still use bubbles and the drop attack in 
addition to dropping these little buggers for you to play with, so don't sit 
there looking pretty if he appears 10 feet above your shiny green head aight?  
Defeat him and step into the last time warp...

TECHNODROME: THE FINAL SHELL SHOCK - this level is just a boss battle. 
FINAL BOSS - Super Shredder.  He only has three attacks, and they all start the 
same - he powers up with a flame around him.  Yes, the flame makes him 
invincible, so save it.  The color of the flame determines what attack he's 
going to use.  The red flame is a fire attack - he shoots a fire wave on the 
ground in front of him.  The blue flame is an ice attack - he shoots ice waves 
as an anti-air attack.  Finally, the green flame is the infamous anti-mutagen 
attack, which appears as a Street Fighter style fireball.  After these attacks 
or after you've attacked him enough, he usually teleports to a new location 
(invincible during teleport).  Now then, how to beat him.  If you're on easy, 
you have time enough to see what the attack is, then dodge appropriately.  After 
the attack he walks around so that you can hit hm.  But on hard, you have to 
guess.  I usually just try to jump kick since that avoids the fire and the 
energy ball.  Whatever you do, don't get hit by the energy ball.  You can wait 
for the ice attack and just try to walk in and attack him, but you must be fast 
because he doesn't sit around waiting - on hard mode, you must attack him while 
he's doing one of his own attacks, because he teleports right afterwards.  Good 
luck - you're going to need it.  But once you defeat him that's the game!

DIFFERENCES BETWEEN SNES AND ARCADE GAMES: Oh you better believe there are 
differences.  First and foremost, the SNES game is 2P max, while the arcade game 
was usually 4P max (some cabinets were 2P cabinets).  However, life bars are a 
lot shorter in the arcade - naturally, because you put in quarters for each set 
of lives.  Also, your turtles' attacks seem a lot less fluid and weaker... they 
definately got stronger in the home game.  But enough with the cosmetic 
differences, there are several huge differences too.  Stage 3 - Several Surfin' 
- is not a bonus stage in the arcade game.  That means you actually have to 
battle the Foot Soldiers while dodging a ridiculous number of obstacles.  There 
is no real boss, either - you just fight the pizza monsters (screen is 
stationary though).  Then you immediately get beamed into Prehistoric 
Turtlesauras (sic), no Technodrome.  The boss here is the glue monster from a 
random episode of the cartoon shows... this could be easier than the SNES game, 
actually, until you find Slash's pattern.  Then the bosses of Skull and 
Crossbones are Tokka and Rahzar, not Bebop and Rocksteady.  The next stage is 
the same, but then Neon Night-Riders is no longer a bonus stage either - you 
play through it like Sewer Surfin' (no change in perspective).  Starbase is the 
same, but then Technodrome: the Final Shell Shock is a boss battle against 
Shredder with a sword, not Super Shredder.  Seems more like the first arcade 
game (TMNT II on the NES). 
Ok that should be it... I can't really think of that much else to say.  If 
you're a perfectionist and I missed something, feel free to point it out to me... 
current email address is chillindragonx@aol.com.  
