Teenage Mutant Ninja Turtles (arcade)/Scene 6: Let's defeat the enemy's ninja magic!!

New enemies

 * Barbarian: while he appears slow and lumbering at first, if you give him a chance to jump, you'll regret it. He can fly across the screen, and he'll throw a shuriken at you while he's airborne. It's not hard to knock him out of the air, but you can't hit his darts.
 * Renaissance Tiger: this irritating adversary will run back and forth across the floor, and will pounce on you sometimes. Only regular attacks work with consistency, so putting him down can take patience.
 * Mech Scorpion: you'll only find a small group of these critters, but they're more than enough to handle. You can use the corner technique like with the Roadkill Rodneys, but they can escape it. These can be very annoying.
 * Holes: The cheap recycled paper floor in this stage is easily broken by any Foot Soldiers that want to make a flashy entrance. If you somehow end up falling, you'll get the same results as the manholes.
 * Bamboo Spikes: this cliched Japanese booby trap can be found underfoot halfway through the stage. If you get caught in them on the left edge of the screen, they can hit you more than once.

The Thirteenth Floor
Splinter is obviously overjoyed at being rescued, but your mission isn't completed yet. You'll take the elevator up to a mysterious dojo that's ten stories or so above the factory. This is another extra level thrown in, but it's just not as fun as the other one. The path to the next new Boss is guarded by large armies of normal Foot Soldiers and the less energetic Lazy ones. If you've come this far, none of them should cause trouble as long as you take care to avoid the jump kicks the non-Lazy types enter with. Some of them pop out of the paper screens in the background and the floor, but they act just like the others. The candles you find midway through here make nice weapons, plus they each add a life-or-death extra point to your score.

The three new enemies are what give this area the challenge that it has. The Barbarians appear at the beginning and end of the stage, and are easily taken out with a couple of Special Attacks. As long as you take them out as they enter and don't give them a chance to jump, they won't put up much of a fight. The other two, though, are a different type of fruit. The Tigers can only be hit consecutively by regular attacks. Line yourself up with one as it charges and smack it on the head. Try to get into a position so you'll knock it off the edge of the screen (about three steps from the edge). For some reason it won't switch planes if you do this. It takes at least a dozen hits to defeat him, so use a turbo controller and go make yourself a sandwich.

The Mech Scorpions are the worst, but they only show up once. It takes a few Specials to knock them out, but you might have to resort to jump kicks, since getting in close is dangerous. Of course, they can hop back to avoid your kicks. Clever little guys, eh? But you'll soon prove yourself the trickiest bastard of all when you trap them in the corner and hang them out to dry. Look out if they manage to escape this, or they'll shoot you or whip you with their tails. Not too far after them you'll be confronted by a cool new Boss.

You'll think you've run into a dead end until this ghoul appears in the middle of the floor. There's not really any possible way of escaping this guy without getting mangled somehow. No matter where you aim your kicks or slashes from, he always seems to be there with a counter of his own. This isn't helped by the fact that his head will float around by itself and attack you. The flying melon describes a vague figure-eight pattern, and it's not too hard to stay away from. Land all of the kicks you can, and try a few Specials as his head reattaches itself. Don't attack him on the ground, since his halberd has a long range and can usually stop your jump kicks, too. You'll most likely need the Pizza Slice before the battle ends, but if you kick constantly and don't let up, you should easily outlast him. Surprisingly, Shogun seems to have less energy than the other Bosses (excluding the Baxters, of course).
 * Boss&#58; Shogun

Escape
After defeating Shogun and watching its remains fall over on the floor, your turtle will walk over and leap into the open hole in the ground.

Below, your turtle will spot the Technodrome, and then leap into it from an incredible distance.