Super Famicom / SNES · Beat 'em up

Teenage Mutant Ninja Turtles: Turtles in Time

ティーンエイジ・ミュータント・ニンジャ・タートルズ タートルズ イン タイム

Japan: July 1, 1992 · Dev: Konami · Music: Kazuhiko Uehara , Harumi Ueko

Updated:

The arcade version was chaos in a box. The SNES port proved you could bring that chaos home without losing what mattered.

Konami's arcade game ran on hardware designed to handle four players throwing enemies at once, layering sprites until the screen was nearly opaque with brawling. The Super Famicom could never match that raw horsepower. So Konami rebuilt the game from inside — they kept the pacing, the enemy patterns, the feeling of throwing a Foot Soldier directly at the player's face. What they gave up was pixel counts and colour depth. What they preserved was the chaos.

They added stages the arcade didn't have — a dinosaur level, original boss encounters — because a console game sits in someone's living room long after the quarters stop clinking. The arcade was a one-time spectacle. The SNES version was built to be played again.

About this game

In the arcade, throwing a Foot Soldier at the screen was not something you did. It happened on its own, at random, while you were busy elsewhere. When Konami rebuilt the four-player brawler for the Super Famicom in 1992, someone on that team put it in the player's hands — a throw you could aim, on purpose, into the screen.

The arcade original has names on it. Gen Suzuki directed it; Mutsuhiko Izumi wrote its music. On the Super Famicom, Kazuhiko Uehara and Harumi Ueko are named for the music. The director credit reads only Yorozuya Juggling Group, a house alias.

The one second of this game that players still describe to each other belongs to someone whose name we do not have.

Key Features

Two-player simultaneous cooperative play, time-travel stages from prehistoric dinosaurs to futuristic space, throwing enemies directly at the screen using Mode 7 effects, varied boss encounters including Shredder and Krang, and console-exclusive stages created for the SNES version.

The Story Behind

Turtles in Time originated as an arcade beat 'em up released by Konami in March 1991, at the height of the Teenage Mutant Ninja Turtles' global popularity following the 1987 animated series. The SNES port arrived in 1992 as Teenage Mutant Ninja Turtles IV, following three previous TMNT games on NES. Konami's arcade-to-console ports were known for carefully adapting visuals and gameplay to console limitations while preserving the core experience. The game became one of the SNES's most widely recognized multiplayer titles and was later re-released on various platforms.

Tricks & Tales

The SNES version features console-exclusive stages created specifically for the port, including a prehistoric dinosaur stage not present in the arcade original. The arcade version used the song 'Pizza Power' from the Coming Out of Their Shells live tour in its intro; the SNES version replaced this with scenes based on the cartoon series' opening sequence. The ability to throw defeated enemies directly at the screen using Mode 7 rotation became one of the game's signature visual moments. Development was handled by Konami's internal team under the Yorozuya Juggling Group label.

Collector's Guide

Rarity common
Japan Release July 1, 1992

Region & Compatibility

Super Famicom and SNES region differences operate on two separate levels. First, there is a physical incompatibility: a Japanese Super Famicom cartridge and a North American SNES cartridge have different shell shapes. NTSC-J (Super Famicom) carts are narrower and will not seat in a North American SNES slot without the slot's internal tabs removed or bypassed; conversely, the wider NTSC-U carts cannot even be inserted into a Super Famicom. Second, even where cartridges physically fit — PAL carts share a shell shape closer to Super Famicom and will insert — a lockout chip on the motherboard (F411 for NTSC, F413 for PAL) will prevent the game from booting on a mismatched console. Running a Super Famicom cartridge on a Super Famicom purchased in Japan is of course straightforward; playing it on a foreign console requires either a mod or an adapter that addresses both the physical and the chip-level lock.

Maintenance Tips

The 72-pin cartridge connector is the most common maintenance point. Clean the gold-plated pins on cartridges with a cotton swab and 90%+ isopropyl alcohol; never use abrasive erasers on cartridge contacts. The connector slot on the console itself can be cleaned by inserting and removing a cartridge several times, or with a dedicated pin cleaner. For video output, S-Video provides significantly cleaner image quality than composite and uses the same multi-out port -- a passive adapter cable is all that is required. On early SHVC board revisions, a capacitor near the power LED can leak; inspect the board if the console shows instability. Use the original AC adapter or a verified equivalent: the SFC runs on 10V DC and is not compatible with Famicom or NES power supplies.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Teenage Mutant Ninja Turtles: Turtles in Time copies regularly.

Does this game save progress, or does it use a password system?

Neither. Turtles in Time is a single-session beat 'em up — you play it in one sitting or start over next time. There's no battery save or password system. The game was designed to be completed in about an hour with a friend, the way arcade games were. If you lose your last life, you begin again from the first stage.

Will a Japanese Super Famicom copy work on a North American or European console?

The game itself is region-free, but Super Famicom and SNES cartridges have different physical shell shapes to prevent cross-region use. A Super Famicom cartridge won't physically fit in a North American or European SNES without modification or a region adapter. For the smoothest experience, play the Japanese version on a Super Famicom or the North American version (released as Teenage Mutant Ninja Turtles IV: Turtles in Time) on an SNES.

Before You Buy

Things worth knowing before you buy Teenage Mutant Ninja Turtles: Turtles in Time

A short checklist for buying a used Super Famicom cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese Super Famicom cartridge; its shell is shaped differently from the North American SNES and will not fit without modification.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Confirm it is genuine, not a reproduction

    Sought-after titles are targets for reproduction boards with replacement labels.

    Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.

  6. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

Unexpected Discoveries

Games you weren't looking for — but might be glad you found.

Rooms this game lives in

Wander deeper — explore the themed rooms where Teenage Mutant Ninja Turtles: Turtles in Time sits alongside its kin.

Share your memory

No account needed. Just your nickname and your words. Your memory goes straight to Taisei — the person who cleaned, tested, and packed these consoles in Toyohashi. He reads every one, in any language.

Choose a prompt to start writing:

Memories
Struggles & Strategies
Strength for Tomorrow

(Select a prompt above, or write freely below)

Any name you like. No registration needed.

Write in any language. Maximum 2,000 characters.

Just a nickname and your words — no account, no login. Taisei reads every memory before it appears here, so it may take a little while to show up. See our Privacy Policy.

Prefer to write to Taisei privately? Email him directly →

Memories from around the world

This is a young museum, and this page is still waiting for its first voices. The memories people send reach Taisei personally, and the ones that move him find a home here over time — always with the writer's blessing. Yours could be the very first for this game.

Share your memory ↑