Super T.I.M.E. Force Ultra
Hints and Tips:
--------------
-= Treat Time-Out as an Attack =-
A Time-Out is not merely an undo. Rewind to a useful point, spawn another fighter,
and let the earlier timeline keep doing exactly what you already recorded. Damage,
shield coverage, collectible work, and movement can all happen in parallel. A
difficult enemy that takes too long for one fighter often collapses once several past
selves are attacking it at the same moment.
Normal stages begin with 60 seconds and 30 Time-Outs. Running out of time is
recoverable while you still have a Time-Out, but dying with no Time-Outs left fails
the mission. Use rewinds to create useful overlap instead of repeating the same
failed seconds with the same plan.
-= Split Jobs Between Timelines =-
Do not make every life chase the exit. One timeline can break a sparkling object and
catch its Glorb, another can clear the dangerous enemy beside it, and a later
timeline can sprint through the opening both of them created. The recorded
collectible pickup still happens when you rewind past it and take a different job
with the new character.
-= Save a Past Self for an Extra Hit and a Mixed Charge =-
If a past self died, rewind far enough to kill or block the thing that was about to
kill that timeline. The rescued fighter becomes a pickup at the former death point.
Touch it to gain one extra hit point and add that fighter's charged ability to your
current charged attack. You can carry only one borrowed ability at a time; saving a
new past self replaces the previous borrowed ability. Taking a hit consumes the extra
protection and the borrowed ability, so collect the rescue shortly before a dangerous
push when practical.
-= Use the Three Starting Characters for Different Problems =-
* Jean Rambois supplies steady machine-gun fire and a wide charged burst. Stack
several Jeans when a boss exposes a large target for a long time.
* Aimy McKillin fires precise ricocheting shots; her charged shot pierces through
walls and enemies. She is excellent when one accurate lane matters more than spray.
* Shieldy Blockerson can block and bash instead of relying on gunfire. His charged
protective field is especially useful when another timeline must survive a fixed
volley, escort an object, or stand in a dangerous firing lane.
-= Collect the Pickups That Change the Run =-
* Glorbs add Time-Outs. Sparkling enemies or objects can be hiding one; when a Glorb
flies out, intercept it before it hits the ground and shatters.
* CLOX add seconds to the mission clock. Grab them on the timeline that can reach
them cheaply, then use the saved time for the next push.
* Shards only become visible after time has been rewound past their position. Touch
or shoot one to slow enemies, bullets, and other moving hazards while your current
fighter keeps moving at normal speed. Trigger a Shard just before a dense fight,
dangerous jump, or Glorb catch rather than wasting the slowdown in an empty room.
-= Windows Roster and Single-Player Scope =-
Steam and GOG do not ship the same guest roster. Steam supports up to 19 playable
characters and includes Valve guests Zoey, Pyro, and Saxton Hale. GOG supports up
to 16 and does not include those three guests. Sony-exclusive guests from
PlayStation guides are absent from both Windows releases. The game itself is
single-player; its "co-op" is the interaction between your recorded past selves,
not a second local or online player.
Time Travel and Combat:
----------------------
-= Rewind, Respawn, and Stack a Timeline =-
1. Play forward until a fight, route, or collectible becomes too expensive in time
or kills you.
2. Use Time-Out and rewind to a point before the problem begins.
3. Respawn with the same fighter or choose a different unlocked character whose
attack solves another part of the problem.
4. Let the previous timeline repeat its recorded actions while the new timeline adds
damage, protection, movement, or collectible work.
5. Repeat only as far back as needed. Rewinding to the start is best when you need a
long synchronized attack; short local rewinds preserve more Time-Outs.
-= Build Boss Damage in Layers =-
A boss keeps taking damage from every timeline that reaches the same phase. Use one
life to learn the attack pattern, then rewind and add another sustained attacker
during the same damage window. When the boss changes position or phase, older shots
may begin hitting empty space; start the next stack from a point where the new target
is already exposed instead of blindly replaying the entire fight.
-= Aim Lock and Charged Attacks =-
Movement and aiming share the same directional input, so diagonal shots can be
awkward while platforming. Use Aim Lock when you need to hold a firing angle without
changing your movement. Most fighters have a tap attack and a different charged
attack; hold Attack, aim the charge, then release. Many of the strongest time-loop
combinations come from placing charged attacks on earlier timelines and using a
faster character to move during the same window.
-= When the Last Time-Out Is Gone =-
Time-Outs are effectively your spare lives. A death normally opens a rewind, but a
death after the stock reaches zero ends the mission. Glorbs therefore matter during
ordinary progression as well as completion: collecting them increases the number of
rewinds available for later mistakes and army-building.
Controls:
--------
-= Xbox-Style Controller Defaults =-
* Left Stick: Move and aim.
* X: Attack; hold X to charge the character's alternate attack.
* A: Jump.
* B: Time-Out.
* LB: Rewind while the timeline is open.
* RB: Fast-forward while reviewing the timeline.
* LT: Lock the current aim direction.
* Start: Pause.
The Windows version supports control remapping and both XInput and SDL-supported
DirectInput controllers. Keyboard controls are also remappable. Because the mouse is
not used as a normal free-aim pointer during gameplay, keyboard players should bind
movement, Attack, Jump, Time-Out, rewind, fast-forward, and Aim Lock where they can
be reached without changing hand position.
The remapping screen also exposes "Lock Position" separately from "Lock Aim". Lock
Position stops your fighter from walking while you adjust the shared movement/aim
direction. Use it for charged precision shots when moving even a step would spoil the
line; remap it near Attack if the default layout feels awkward.
-= Steam Deck and External Controllers =-
The Steam version is Steam Deck Verified. If a Bluetooth or USB controller is
connected on Steam Deck but the game still follows the built-in controls, open the
Deck Quick Access controller settings and switch the active controller order so the
external pad occupies the primary slot.
Characters and Unlocks:
----------------------
-= Starting Team =-
* Jean Rambois: Machine gun; charged wide bullet spread. Best general sustained
damage and an easy choice for building boss-fire timelines.
* Aimy McKillin: Precision rifle with ricochet; charged piercing shot. Use her for
thin lanes, enemies behind cover, and shots that must pass through geometry.
* Shieldy Blockerson: Shield bash and projectile defense; charged protective field.
Use him to keep escorts or vulnerable past selves alive while another timeline
does the killing.
-= Stage and Story Unlocks =-
* Jef Leppard: Rescue him in 198X Stage 1. He lobs explosives and charges a powerful
missile; the blast can also be used for advanced movement.
* Merlin: Rescue him in 673 Stage 1. His charged magic creates a lingering offensive
orb that works well when a target remains in one area.
* Zackasaurus: Rescue him in 1,000,000 BC Stage 1. He fights at close range and uses
a charged venom projectile.
* Lou Don Jim: Rescue him in 3072 Stage 1. His Light Saver is a strong melee weapon;
the charged throw gives him a long-range line through enemies and pickups.
* Dolphin Lundgren: Rescue him in 9600 BC Stage 2. His basic sonar is short-ranged;
the charged attack produces a much stronger bullet spray.
* Melanie Gibson: Rescue her in 199X Stage 2. The normal shotgun handles close
targets; the charged blast covers a wider, stronger firing lane.
* Cleo: Finish the 199X time zone. Her orbiting boomerangs protect nearby space and
can be released as a charged ranged attack.
* Commander Repeatski: Begin the final Dr. Infinity zone after clearing the six main
time zones. His charged medal beam is powerful but leaves a melee-oriented fighter
exposed while the beam is being aimed.
-= Ultra Character Unlocks from Collectibles =-
Ultra unlocks four regular characters through Glorb and Shard completion. Steam
also adds three Valve guests at earlier milestones; GOG contains the 16-character
Ultra roster without those guests.
* 50% Glorb progress: Stash. Chainsaw at melee range; charged double-barrel shotgun
for a sudden medium-range burst.
* 100% Glorb progress: Re-Bot. Three-round burst; the charged attack fires
four homing missiles.
* 50% Shard progress: Squirty Harry. Revolver plus charged gas. Fire the revolver
into the gas cloud to ignite it and turn the cloud into an explosion.
* 100% Shard progress: Da Vinci. Gravity-affected crossbow bolts; charged attack
places a rapid-firing crossbow turret facing the chosen direction.
* Steam only - 10% Glorb progress: Zoey. Rapid dual pistols; charged propane tank.
Shoot a thrown tank to detonate it when an enemy is inside the blast.
* Steam only - 25% Glorb progress: Pyro. Flare gun plus a charged flamethrower burst
for dense groups and large vulnerable targets.
* Steam only - 25% Shard progress: Saxton Hale. Heavy punches; charged lunge with
rapid punches afterward. Stack several Saxton timelines to erase a close-range
boss phase quickly.
* All Looker challenges: The Looker. His normal shots mark surfaces and enemies
instead of dealing direct damage. The charged attack sends homing lasers toward
those marked targets.
-= Finish the Stage After a Rescue =-
The six in-stage recruits can die before you reach them. If that happens, use a
Time-Out instead of restarting immediately: rewind to before the lethal event, kill
the executioner or attacker sooner, then touch the survivor. The rescue only needs
one corrected timeline. Finish the stage after rescuing a recruit so the unlock is
committed for use in other stages.
Collectibles and Stage Completion:
---------------------------------
-= Glorb Badges =-
A normal stage contains ten Glorbs. Boss fights use smaller sets, and the final Dr.
Infinity fight is an exception with more. A Glorb collected during a run immediately
adds a Time-Out, but the stage awards its Glorb Badge only when every Glorb in that
stage is collected during the same run. Partial runs do not combine into one badge.
Sparkling scenery or enemies indicate a hidden Glorb. When destroying the host
launches the Glorb through the air, plan the catch before firing the final shot. You
can also rewind and let an earlier timeline destroy the host while the new timeline
waits at the landing path.
-= Shard Badges =-
A normal stage contains three Shards and a boss normally contains one. Shards are
invisible on the first pass through their position; trigger a Time-Out and rewind
past the location to reveal them. A Shard can be touched or shot. Collect or shatter
every Shard in one run to earn the stage Shard Badge.
-= STF Rank =-
Normal stages can award separate completion, Glorb, Shard, and Looker badges.
Earning the full set for a stage gives its STF rank. Glorb and Shard cleanup can
be done in separate runs; you do not need to collect both families together on
one perfect attempt.
-= Looker Challenges =-
Near the end of each non-boss stage is a strange cluster of squares. Reaching it too
slowly makes the symbol look scrambled. Touch it once to reveal a negative timer,
Time-Out, rewind to the start, then race back before that displayed limit expires.
When you arrive fast enough the symbol resolves and the Looker badge registers. You
may use multiple Time-Outs and different characters while building the optimized run;
the challenge measures the completed timeline, not a one-life restriction.
If your route is already fast enough, the Looker can appear in its valid form on the
first arrival and can be collected without first touching the scrambled version.
Ultra Force characters make late cleanup much easier after the story.
HellaDeck:
---------
-= How the 50 Challenge Rooms Work =-
HellaDeck contains 50 compact challenge rooms. Each room asks you to collect a
required number of Glorbs before its timer expires, with a fixed or restricted
character setup and a limited number of Time-Outs. Some rooms remain unavailable
until the required character has been unlocked; The Looker is not required to clear
the full HellaDeck.
-= Build HellaDeck Runs in Layers =-
1. Use the first attempt to identify which Glorbs can be collected by one clean
movement line and which need a second timeline.
2. Record the longest uninterrupted collection line with the first life instead of
spending Time-Outs on tiny corrections.
3. Rewind to just before the first missed branch and give the new timeline only that
branch while the old life repeats the main line.
4. Use Shards, explosive movement, shields, or charged attacks only where they
remove a real timing obstacle. A flashy detour that saves no seconds wastes the
limited Time-Out stock.
5. When a room requires a locked fighter, leave it and raise the relevant Glorb or
Shard progress in Story mode; do not grind the room with the wrong character.
-= HellaDeck Progress Toward Glorb Unlocks =-
Completing HellaDeck rooms awards additional Glorb-badge progress in sets of five
rooms. This matters for the Glorb-progress character unlocks. The Shards inside
HellaDeck are challenge tools and do not replace the campaign Shards used for the
full campaign Shard collection.
Ultra Force and Super Hardcore:
------------------------------
-= Ultra Force =-
Finishing the story unlocks Ultra Force versions of the roster for postgame use.
These fighters are much stronger than their normal forms and work well for Looker
cleanup, difficult HellaDeck rooms, and fast boss replays. Each Ultra fighter is
limited in supply rather than a permanent replacement for the normal version, and it
explodes when it dies. Save an Ultra spawn for a room, race, or boss phase where the
extra speed or damage saves real time.
-= Super Hardcore =-
Clearing Story mode also adds Super Hardcore to the main menu. Starting it does not
erase the normal Story save, and every character already unlocked in Normal is
available when you begin. Enemy layouts and boss health stay the same. A lethal hit
temporarily removes that fighter from the rest of the current stage unless a later
timeline prevents the death and rescues the past self. Restarting or entering a new
stage restores the roster. Running out the stage clock is different: if the timer
reaches zero and opens Time-Out, rewind and the current fighter remains selectable.
Normal and Super Hardcore keep separate stage-medal and collectible progress, so
normal-mode cleanup does not automatically fill the Hardcore medal set. Do Glorb and
Shard cleanup in Normal unless you specifically want to earn the corresponding
Hardcore medal set.
If a strong character dies early, rewind just before the killing shot and use
Shieldy or another fighter to remove the threat. Preventing that death restores the
fighter for later spawns in the same stage and is usually cheaper than finishing the
level with a depleted roster.
Solutions:
---------
-= Rescue Jef Leppard - 198X Stage 1 =-
1. Reach the closed garage or gate where Repeatski calls out the trapped teammate.
2. Break the door and immediately focus the robot that drops into the rescue area.
3. Kill the robot before it kills Jef, then touch Jef to register the rescue. If he
dies, Time-Out and rewind before the robot lands.
-= Rescue Merlin - 673 Stage 1 =-
1. After the diagonal flamethrower, reach the ladder that normally continues upward.
2. Go past the ladder and down the sloped lower route.
3. Kill the executioner before the beheading finishes, then touch Merlin. Rewind
locally if the execution animation wins the race.
-= Rescue Zackasaurus - 1,000,000 BC Stage 1 =-
1. Near the later part of the stage, watch for Zack beside the dinosaur eggs before
the main boss area.
2. Kill the attacking dinosaurs before they reach Zack.
3. Touch Zack after the immediate threat is clear. If the dinosaurs kill him, rewind
before they emerge and pre-fire the spawn area.
-= Rescue Lou Don Jim - 3072 Stage 1 =-
1. Pass the giant fan and enter the corridor with four ceiling flamethrowers.
2. Immediately after the third flamethrower, destroy the blue floor panel and
drop through it.
3. Break the second blue floor below, then destroy Lou's television before the figure
emerging from it reaches him.
4. Touch Lou to complete the rescue. A short rewind lets one timeline break the
floors while the next arrives already firing at the TV.
-= Rescue Dolphin Lundgren - 9600 BC Stage 2 =-
1. At the waterfall with falling logs, travel downward instead of following the
normal route upward.
2. Enter the opening on the lower right and break into the "Dolph Dogz" room.
3. Kill the captor before Dolphin is lowered into the meat grinder, then touch
Dolphin. Rewind before entering the room if the grinder sequence completes.
-= Rescue Melanie Gibson - 199X Stage 2 =-
1. Near the stacked explosive barrels, continue toward the lower route instead of
using the barrels only to advance.
2. Drop into the pit where Melanie is being lowered toward the mutant pigs.
3. Kill the pigs before she reaches them, then touch Melanie. Rewind and pre-clear
the pit if the lowering sequence is already too far advanced.
-= Protect the Atomic Battering Ram - 673 =-
1. Let the first attempt reveal which knights and ranged attackers damage the moving
atomic ram before it reaches the castle gate.
2. Time-Out and rewind to the beginning of the escort. Use the new timeline
to kill one dangerous attacker earlier while the first timeline repeats
its original damage.
3. Repeat for the remaining attackers instead of trying to escort the ram with
one life. Shieldy can also place protection where a fixed volley repeatedly
hits the ram.
4. Once the combined timelines keep the ram alive, stay ahead of it and clear the
gate approach. The sequence completes when the ram reaches the castle door intact.
-= Complete a Looker Time Trial =-
1. Reach the Looker symbol near the end of a non-boss stage and touch it once if
it is scrambled.
2. Read the negative target time that appears below the collectible counters.
3. Use Time-Out, rewind to the beginning, and plan a route that removes waiting:
one timeline kills blockers, another opens breakables, and the final runner
takes the shortest path.
4. Reach the symbol before the target expires. The resolved symbol is the success
signal; touch it to register the Looker badge.
-= Dr. Infinity Final Zone =-
The final zone opens after the six main time zones are cleared. It first repeats the
opening boss, then gives you a normal stage, then the final Dr. Infinity fight. In
the normal stage, do not try to make one character perform every side switch and
still reach the exit: record one side, rewind, clear the other side with a second
timeline, and let their actions combine to open the route for the runner.
-= Final Dr. Infinity Fight =-
1. Use the first life to learn where the robot arms and weapon parts remain exposed.
Sustained fire is more valuable than chasing every projectile.
2. Rewind and stack long firing windows on the same arm or drill. Destroying the
paired external parts advances the fight and also releases the fight's Glorbs.
3. When the target changes, begin a new stack after the new part becomes exposed.
Older timelines may keep firing where the boss is no longer vulnerable.
4. After the head is destroyed and Dr. Infinity is exposed, concentrate several
charged attacks on the center rather than scattering damage across the arena.
5. If the last flying threats overwhelm the center, record a Shieldy protection
window first, rewind, then add ranged attackers while the shield timeline repeats.
Advanced Tricks:
---------------
-= Turn a Death Into a Damage Upgrade =-
A planned rescue can be stronger than simply avoiding the hit. Let a useful
charged-attack character die at a predictable point, rewind, prevent that death, then
collect the past-self pickup with the character you want to keep. The result is an
extra hit plus a combined charge for the next dangerous room. The trick is most
valuable when the rescue point lies directly on the route.
-= Recoil and Explosion Jumps =-
Several Windows-roster attacks also work as movement tools. Practice them in a normal
stage before spending limited HellaDeck Time-Outs on the timing.
* Aimy McKillin: Charge the piercing shot, jump toward the higher platform, aim down
quickly, and release. The recoil adds upward momentum; re-aim toward the landing
platform immediately after the shot.
* Jef Leppard: Charge his explosive shot, aim down at the takeoff surface, and
release as you jump. The blast adds height and can also push a jump farther.
* Zoey: Throw a propane tank, get above it, and shoot the tank so it explodes beneath
her. The blast gives Zoey a strong upward boost as well as damaging nearby enemies.
-= Squirty's Gas Moves Him and Explodes =-
Releasing Squirty Harry's charged gas propels him a short distance, so the charge can
correct a jump or squeeze extra movement out of a tight timer. The cloud remains
behind him; fire his revolver into it to ignite the gas and create a delayed area
explosion. An earlier Squirty timeline can leave the cloud while a later fighter
handles another lane.
-= Leave Collectible Work to the Old Timeline =-
When a collectible detour costs too much clock time, collect it anyway, then Time-Out
and rewind to before the detour. On the new timeline, take the fast route while the
old self repeats the collectible pickup. The badge work remains recorded while the
new runner spends those seconds on the clear.
Technical Issues:
----------------
-= Back Up the Steam Save =-
Exit the game completely before copying or restoring save data. Steam keeps the main
save and config in separate folders under the account-specific userdata tree.
Replace "" with the Steam installation folder and "" with the
numeric account folder.
* Steam configuration file:
[SteamDir]\userdata\[SteamID]\250700\local\config.txt
* Steam save file:
[SteamDir]\userdata\[SteamID]\250700\remote\save.bin
Copy the save file to a folder outside the Steam userdata tree before testing a
restore. Restore only while the game is closed. Keep the config backup as well if you
are troubleshooting display or input settings, but do not replace a healthy save
merely to reset controls.
-= Non-Steam Windows Save and Config =-
* Configuration file:
%APPDATA%\capy\SuperTimeForce\config.txt
* Save file:
%APPDATA%\capy\SuperTimeForce\save.dat
These are the normal Windows locations used outside the Steam userdata layout. Do
not mix a Steam "save.bin" with a non-Steam "save.dat" and assume the game will
convert it automatically.
-= Startup or Black-Screen Failure =-
If the game closes immediately or remains black at startup, begin with the PC basics
that do not risk the save: restart Windows, update the display driver, and verify the
installed game files through the storefront. If the problem remains, back up the save
before changing configuration files. The config location above is also the first
place to preserve before testing display-setting changes.
-= Controller Problems =-
First confirm that Windows and the storefront see the controller, then use the game's
remapping screen rather than assuming an old guide's button layout matches your
device. Steam users can also disable a conflicting per-game Steam Input override or
remap through Steam when a generic DirectInput pad reports the wrong buttons. On
Steam Deck, correct controller order before changing in-game binds.
Reference:
---------
-= Campaign Structure =-
* Finish the opening 198X time zone; the other five main time zones then become
available without a required story order.
* Clearing the six main time zones opens the Dr. Infinity zone.
* The Dr. Infinity zone contains a returning boss encounter, a normal stage, and the
final boss sequence.
* Completed stages can be replayed for Glorb, Shard, Looker, STF-rank, and route
cleanup; missing a collectible on the first clear does not permanently lock it.
-= Collectible Rules at a Glance =-
* Glorb: Adds one Time-Out when collected; a normal-stage badge requires all ten
in one run.
* CLOX: Adds time to the current stage clock.
* Shard: Appears after rewinding past its position; touching or shooting it slows the
world around the current fighter.
* Looker: One timed challenge in each non-boss stage; reach the end symbol within its
hidden target time.
* HellaDeck: 50 Glorb-collection challenge rooms with restricted characters and
Time-Outs; some rooms wait for the required character unlock.
-= Windows Roster Progression =-
* Both Steam and GOG: Stash at 50% Glorbs, Re-Bot at 100% Glorbs, Squirty Harry at
50% Shards, and Da Vinci at 100% Shards.
* Steam only: Zoey at 10% Glorbs, Pyro at 25% Glorbs, and Saxton Hale at 25% Shards.
* Looker progress: Complete every Looker challenge to unlock The Looker.
* Story and rescues: Jef, Merlin, Zackasaurus, Lou Don Jim, Dolphin Lundgren, Melanie
Gibson, Cleo, and Commander Repeatski complete the non-collectible unlocks.
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