Teenage Mutant Ninja Turtles: Shredder’s Revenge patch includes custom game mode

Teenage Mutant Ninja Turtles: Shredder’s Revenge patch includes custom game mode

A new update for Teenage Mutant Ninja Turtles: Shredder’s Revenge has been released, bringing along with it more features and possibilities for the Custom Game mode.

Players have more control over their experience with the introduction of 11 different modifiers that may be combined under the Custom Game choices. In this version, there are also several enhancements, modifications, and additions.

Table of Contents (TOC)

New patch details

NEW FEATURES

Gameplay

There is now a new option available in the Arcade called Custom Game! Just like a real arcade system, you may personalize your experience with the game by utilizing DIP switches. You can choose to have free play, old-school Super Attacks, quicker opponents, no more taunting, and many other options. The lobby areas of the custom games will show you the modification that has been done. When playing a Custom Game, neither the progress nor the unlocking of Achievements will occur.

Online

  • A limit on the number of players allowed in the lobby may now be established by the host in the Character Select menu.
  • With the addition of graphics come several great filters, such CRT (regular or curved) and VCR! Have a look at them under the menu labeled Options.

FIXES

  • Gameplay
    • Fixed an infrequent crash that occurred in the Arcade mode while adjusting the level of difficulty.
    • When the player is believed to be armored, cars can no longer inflict significant harm on them (for example: charging a Heavy Swing).
    • It should no longer be the case that bosses are unable to attack players who are positioned at the very top or bottom of the level.
    • Raphael’s Super Flying Attack no longer causes bosses to get locked in place after being used on them.
    • Fixed When the player continues the game and then switches characters, the player’s previous score is lost.
    • It has been fixed so that April’s Super Flying Attack does not occasionally seem to revive KOed foes.
    • The issue where reviving a player who had been knocked out close to a transition point (such the escalators in the Crystal Palace Mall) would occasionally block advancement has been fixed.
    • It is now possible to update the timer for special statuses, such as “Infinite Ninja Power,” even while the player has been knocked out or is watching a cutscene.
    • Online Guest players are now able to continue playing in the same game being hosted.
  • Input
    • When spinning around, the right evaluation of the input was not being performed when choosing between Backflip and Roundoff.
  • Menus
    • Fixed an instance of a rare soft lock that might occur on the World Map if the player has finished Stage 8 after completing Stage 10.

IMPROVEMENTS

  • Taunt will only fill the first Ninja Power bar from now on when used in game.
  • When we die on the Chill difficulty level, we will no longer completely delete any collected Ninja Power bars.
  • In order to gain invulnerability, the player must must perform a throw.
  • When attempting to perform a Super Attack without having sufficient Ninja Power, more feedback has been added to the HUD.
  • All of the bosses’ animations have undergone a number of minor changes, the most of which were intended to make the monsters’ assaults more intuitive.
  • Fixed a collision detection issue with Dirtbag’s dig holes that caused them to be overly broad and deep.
  • Both the quantity of foes and the number of times they appear during Zorax’s stampede have had their spawn rates decreased. When going off against numerous players, Zorax has a little less health than normal.
  • Pied Piper is performed by Rat King less regularly these days.
  • The battle against Super Shredder has had its flow streamlined in a variety of subtle ways, and its damage numbers have been adjusted accordingly. However, he has improved both the frequency and effectiveness of his grab in recent years. Bummer man!
  • Statue of Tyranny’s tempo has been improved, and various damage values have been adjusted.
  • In order to allow players more time to respond, Mother Mouser’s bite animation has been updated to distinguish between her charging bite and her idle bite.
  • Both the Mouser Model 3 and the Mother Mouser are now operating at a somewhat quicker pace.
  • The damage multiplier that is associated with Radical Mode is now applied to all throws, as well as Super Dive Attack and charged Heavy Swing.
  • Players no longer fall frequently over the edge of the screen when they respawn in certain spots, a bug that was previously present.
  • Online
    • The search list in the lobby now has a button labeled “Refresh.”
    • We made several changes to the way the score is tallied in the arcade, and one of them is that we now keep track of each player’s score separately, even if they quit playing.
  • Localization
    • Several Spanish, French, and German strings have had corrections or improvements made to them.
  • Menus
    • The game will remember whether the “How to Play” tutorial has been seen before; however, it will do so individually for the Story mode and the Arcade mode since these two modes are distinct.
    • We have made some improvements to the prompt that allows you to reset your tale and character progress.
    • The entire amount of time played can now be shown in the Pause menu of the Arcade mode.