Teenage Mutant Ninja Turtles Turtles in Time/YMMV

Everything About Fiction You Never Wanted to Know.


  • Adaptation Displacement: Some people don't even know there was an arcade game.
  • Anti-Climax Boss: Super Shredder. The color flames around him show what attack he's going to use and as long you don't stand in front of him when he's about to attack, which given the amount of time before he does attack isn't that difficult, he'll never hit you. One of his three moves can't even hit you unless you try a jump attack so it does nothing but leave him wide open.
  • Breather Level: "Neon Night Riders" in the SNES version. It's a bonus stage sandwiched between two very tough levels (the arcade version is much tougher, however).
  • Broken Base: Much like the original arcade game, which is better? Arcade or SNES? The arcade version has four player support and better visuals, while the SNES version has a lot of fan favorite characters, more precise controls, and extra modes added in. Most agree that Re-Shelled wasn't a good remake though.
  • Crowning Music of Awesome: SEWER SURFIN'
  • Demonic Spiders: The Yellow Frisbee Foot Soldiers which first appears at "Skull and Crossbones". They react far better than their common part, throw a rather difficult to dodge boomerang attack that can hit twice, and if you get too close, they simply kick you away probably faster than you can attack, to top that they can endure a decent amount of punishment before dying. Fighting them with Michelangelo is a rage inducing task, though well timed attacks can deflect them.
  • Game-Breaker: The ability to control throws and slams in the SNES port. While the throw is required for the exclusive Shredder boss where you throw foot soldiers at him, the slams and throws reduce all enemies save for stone warriors into One-Hit Kills and earn extra lives really fast.
  • Goddamned Boss: Super Shredder since you can't actually damage until after he attacks (touching the fire surrounding him actually damages you), and you have a short window to do it before he teleports, during which you can't hurt him either. He has the most health of any of the bosses, so you are in for a long fight. In hard mode, the damage window is so small that you are reduced to guessing whether Shredder will fire at ground level (the green one is a retro-mutagen ball that takes away a life instead of health, the red one just hurts like hell) or above with blue ice and hope you get lucky.
  • It's Easy, So It Sucks!: The SNES port for some people. The gameplay is slower, bosses and enemies are easier than their arcade versions, and "Sewer Surfin'" and "Neon Night Riders" became bonus rounds.
  • It's Hard, So It Sucks!: The Genesis port The Hyperstone Heist can be this for some. While there aren't as many levels (there's five) compared to Turtles in Time, the stages are longer, enemies move faster, and attack more aggressively.
  • It's the Same, Now It Sucks: Those who are aware of the arcade version say this about the remake, which was a bit too accurate to the arcade, and didn't have many features from the somewhat more popular SNES version.
    • This is how some feel about The Hyperstone Heist, since aside from adding a run button, there is not much else. There are some new areas, but everything else is a re-skin of stages seen in the arcade/SNES counterparts, though the environments have more detail and faster game play compared to the SNES.
  • Memetic Mutation:
    • "This cave is creepy."
    • "MY TOE! MY TOE!"
  • Misblamed: The fans say that the game "removed" several features that made the game good, like Bebop and Rocksteady, the Technodrome and Super Shredder... When they're talking about the SNES version, which expanded upon the arcade game.
  • Most Wonderful Sound: The sound effect heard in the SNES version every time you hit the boss at the end of a level. Not only does it fit perfectly into the boss theme itself, but it also tells the player that their hit actually connected. The buzzing sound that gets louder and louder after you defeat the boss before it explodes or vanishes also qualifies.
  • Narm Charm: Shredder, in the versions he actually says: "Turtle Soup, my favorite!" would probably be ridiculously funny, if the actor didn't sound so awesome.
  • Polished Port: The SNES version added an extra level, extra bosses (not to mention changing some of the original, adding mainstays Bebop and Rocksteady and Slash) and a few new resources (time-trial, two-player versus). It was so improved, many complained Re-Shelled just copied the arcade.
  • Scrappy Mechanic: Throwing in the arcade version. Unlike the SNES port that came later, you could not choose the type of throw because it was randomized in the arcade version. This makes you wonder why Konami thought it was a good idea at the time.
  • Suspiciously Similar Song: Unfortunately, due to Ubisoft being unable to secure the rights to Mutsuhiko Izumi's stellar music, the tunes in the Re-Shelled version are essentially sound-alikes that get the job done, but are nowhere near as memorable.
  • They Changed It, Now It Sucks:
    • To those who thought the game was "changed" for the remake, also overlaps with It's the Same, Now It Sucks.
    • They did, however, completely change the soundtrack, which many fans (whether it's of the arcade or the SNES version) are bitter about.
    • Fans of the arcade version didn't really like "Sewer Surfin'" and "Neon Night Riders" becoming bonus stages. Especially since they're shorter, enemies die in one hit, and you can easily avoid hitting anyone until the end. They do agree that the Technodrome stage is a welcome addition, as it is a challenging level, plus it makes more sense for the Technodrome to be where Shredder uses his time warp rather than after "Sewer Surfin'", which also got the Rat King as a boss.
    • Fans of the arcade or SNES version do not like the fact that the Genesis version lacks the throw-the-foot-ninja at the screen maneuver. This is due to the lack of Mode 7 graphics support on the console.
      • ...or so it would seem. But actually, throw-the-foot-ninja-at-the-screen maneuver didn't even utilize Mode 7, so the reason for its omission remains unknown.