TMNT 4: Turtles In Time Speed Run Part 2

TMNT 4: Turtles In Time Speed Run Part 2

This is a speed run for Teenage Mutant Ninja Turtles 4: Turtles In Time on the SNES. I did not do this speed run. I got it from www.speeddemosarchive.com. I got it for all those Teenage Mutant Ninja Turtles fans out there, and non-fans alike. So please don't accuse me of copyright infringement, or plagurism. Enjoy. Note: the game's timer at the end isn't used because it is buggy. Best time as Raphael: Hard mode 0:22:31 by Mike Uyama on 14.03.06. Author's comments: -Played at the hardest difficulty -No deaths -Recorded using an snes and a VCR -As always, thanks go to Nate for capturing. A big thanks to Nitsuja for not only making a TAS that demonstrated a lot of good strategies, both stage and boss, but going so far as to give me a complete list of damage values and enemy hp for this game. I honestly don't think this run would be anywhere near as good without his help. To be honest I'm not satisfied with this run. I would be satisfied if my craptacular run of stage 9 didn't exist and I didn't make about a billion slide errors, but I realized I don't have that much time left until I go back to Japan. The only reason why I accepted this run is because it is a faster than the one that is currently up, and I'm becoming very irritated with game. I really hate to do this, but I will improve it sometime later, sorry. Yet another mini-FAQ from me. Q: Why did you only submit a run with Raphael? A: He is by far the most powerful out of all the turtles. He is the the only who can kill purple foot soldiers and roadkill rodneys (those unicycle robots that lasso you) in one hit without resorting to slam throwing. He also has the most powerful special and dash special (dash, hit the special button) out of all the turtles. Having the fastest walk speed never hurts either. I might do a run with Don or Mike someday since they have their good points, but a Leo run is very low on my list of priorities, he flat-out sucks. Q: hy don't you constantly slam throw/wall throw every foot soldier? A: When you kill a foot soldier by slamming him you not only have to wait for the slamming animation to complete, you also have to wait for the foot soldier to bounce up a bit, then explode. Foot soldiers won't always run into your slam throw either. Wall throwing is good against one or two foot soldiers because it gets rid of them very quickly, but inefficient against a group of foot soldiers because you can only throw one at a time. Q: Why do the foot soldiers in the Shredder battle have shields? A: Konami wanted to do something other than add more enemies to make hard mode more difficult, so they decided to be pricks and give the foot soldiers shields when you fight Shredder in hard mode. Q: You score 0 points in both bonus stages. Why must you torture us with boredom? A: It adds time counting up points during the bonus stages, and I care about making a fast run, not gaining points. Q: How did you take no damage when the stone soldier shot you in the sixth stage? A: I have no idea, it made the boss battle easier on me though (especially since I fucked it up). Stage comments: Stage 1: Went fine, only error was slam throwing a foot soldier when I should have specialed (for some reason you can't wall throw it) Baxter: Died without a hitch. Stage 2: I lost time on the first roadkill rodney spawn because I couldn't successfully run past a blue soldier, costing me a couple of seconds because I had to kill him. Metalhead: Nothing wrong here Stage 3: Not much to comment on except the Rat King is a bastard (watch what he does when he dies). Stage 4: I had a pretty piss-poor start, taking a while to kill enemies, but other than that I think the stage went well. Tokka and Rahzar: You can't deny this battle looks damn good. Shredder: Despite this battle being random and irritating, I managed to get a great battle. Stage 5: Nothing went wrong except for the stone warriors, I couldn't group any of them together so I had to kill them individually. This is actually my fault and not random because where they initially shoulder charge is based on my position, and if I'm in the correct position they will merge together while shoulder charging. Slash: I could be wrong, but I think I killed him faster than the TAS. Stage 6: My first big mistake was with the first group of stone warriors. Again, I positioned myself incorrectly so instead of charging together they charged separately in a straight line. I was able to skip one though so I don't think I lost too much time. My other big mistake (and I admit I probably should have restarted here considering all of my other mistakes) was when a foot soldier kicked me in the back, and I was afraid of dying so I took a couple of seconds to collect the pizza. Rocksteady and Bebop: I kind of fucked this up. The normal slash I used was supposed to be a shoulder charge. This forced me to hit Rocksteady one more time than I was used to. I hesitate on the last hit because I thought I didn't have enough life to perform another special (I was hit by a stone warrior right before the boss) Stage 7: The only significant mistake was failing to skip the stone warrior by the first pizza. Other than that, I think this is a solid run of the stage. Leatherhead: Nothing went wrong here. Stage 8: I actually goofed on my Super Krang battle a bit, but it didn't cost me any time. Stage 9: I am not going to deny that I should have stopped the run here and simply made another attempt, this is one of the worst attempts at stage 9 ever. I make various mistakes throughout the stage, but the biggest one is screwing up using the metal ball against the stone warriors. I decided to take them on without the metal ball since it was so late in the game, but I didn't know where they would spawn from so they shoulder charged me not once, but twice. This mistake alone cost me at least 20 seconds, and it really sticks out too. Krang: This is the second reason why I should have quit my run. My luck here was horrible. Once he appears a third time, he decides to never float low enough so I can special him. I'm forced to use jump kicks until he appears for the fifth or sixth time when he would die in one or two hits from jump kicks anyways. Super shredder: My luck wasn't the greatest ever, but it was good. I managed to get him in the corner once so I could dash special him, and after I got down to one bar of life he decides to use something other than his red flames, allowing me to hit him. I think this run could be improved by at least 30 seconds with a better ninth stage, which is pretty horrible considering the ninth stage is only about 10% of the game. I think the other stages have somewhere around 40-60 seconds of mistakes total. I will get around to improving this run someday, just not anytime soon.