
| GAME INFORMATION | |
|---|---|
| Game Name | TMNT Tournament Fighters: Grandmasters Edition |
| Region | USA |
| Console | SNES |
| Game Release | 1993-01-12 (33 years ago) |
| Genre | Fighting, Hack |
| Publisher | Konami |
| Languages | English |
| Image Format | SFC/SMC |
| Downloads | 108 |
| Users Score | |
| Favorites | |
Game Description:
Manual: http://www.geocities.ws/allo/TMNTGrandmastersEdition.pdf
CHANGE LIST
Aesthetic
- Ending for Rat King fully programmed, in the correct artistic style and with animations!
- Ending for Karai fully programmed, in the correct artistic style and with animations!
- “GRANDMASTERS EDITION” subtitle has been added to main menu
- Karai’s character portrait changed to be more aesthetic
- Fights in demo mode now includes and starts with Karai and then Rat King
- Character profiles added for both Rat King and Karai
- Rat King and Karai added to Character Select screen
- Credits roll for Level 5 and below is significantly faster
- Story Mode text “We’ve FOUND OUT the….” changed to “We’ve LOCATED the…”
- Bug fixed where P2’s portrait doesn’t update correctly when changing too quickly, or when changing at the same time as P1
Global Gameplay
- Characters cannot be thrown during block stun
- Getting thrown now no longer resets dizzy meter for ALL characters (not just half the cast)
- Negative edge for special moves removed
- Number of continues in story mode changed from 3&5 to 2&4
Bug fixes
- Level 6&7 credits crash/freeze (in Championship Edition) fixed
- Bug where cursor can still move after selecting menu item (in Championship Edition) has been fixed
- Graphics garble when exiting from character select (in Championship Edition) fixed
- Loss of special effects palettes when getting electrocuted and performing certain Ultimate Attacks (in Championship Edition) fixed
- P2’s character palette issue during King of King’s special scene (in Championship Edition) fixed
- Bug where graphics garble is displayed when inputting directions immediately after returning to Main Menu after exiting Options Menu (in Championship Edition) fixed
- Character Profile portrait palette issues (in Championship Edition) fixed
Rat King changes - ONLY APPLIES TO HUMAN PLAYERS, CPU STILL RETAINS FULL STRENGTH
- Rat King now has added normal attacks: s.LP, s.LK, c.LP, c.LK, j.LP, j.LK - all with their own animations, frame data, hitbox data, hit sounds, meter gain, dizzy, damage, etc.
- Rat King’s c.HK has slowed startup, reduced dizzy value, larger hurtbox, but increased range
- Rat King’s Rodent Suplex throw can only be performed with F/B+HK now
- Rat King’s overall attack damage is reduced by 12.5%
- Rat King’s Hopping Axe Kick is now a command normal and requires pressing LK+HK
- Rat King’s Hopping Axe Kick’s first phase where he lifts his leg can no longer hit
- Rat King’s Hopping Axe Kick’s horizontal movement speed has been decreased
- Rat King’s Flat Rat is now a command normal and requires pressing D+LP+LK
- Rat King’s Rat Arrow special move now requires a directional input, and is now D+HK
- Rat King now has a LK Rat Arrow executed by pressing D+LK in the air, which travels at half the horizontal speed of the HK Rat Arrow
- Rat King’s Rat Bomber can only be performed with HCF+HP now
- Rat King’s Rat Bomber range is reduced to match Chrome Dome’s Electric Pile Driver at 80 pixels (down from 88)
- Rat King’s Rat Bomber’s rebound is larger, so Rat King needs effort to get back into range again
- Rat King’s inability to stand block after entering crouching block state fixed
- Rat King’s inability to block when coming out of crouching block stun fixed
- Rat King’s hurtbox script bugs for c.LK and c.HK have been corrected
- Rat King’s mismatched timing of when Shock Sphere’s hitbox and sphere animation ends fixed
- Rat King will stay highlighted when returning to Character select screen in Tournament mode (as in, if match is lost and then continue)
Karai changes - ONLY APPLIES TO HUMAN PLAYERS, CPU STILL RETAINS FULL STRENGTH
- Karai now has added normal attacks: close s.LK, far s.LK, c.LP, c.LK, j.HK - all with their own animations, frame data, hitbox data, hit sounds, meter gain, dizzy, damage, etc.
- Karai’s overall attack damage is reduced by 12.5%
- Karai’s dizzy value is reduced to match rest of cast (with exception of Raph/Mike who have the lowest in the game)
- Karai’s c.LK, c.LP, c.HK (non-slide version) and c.HP (non-slide version) can now be cancelled into her special moves
- Karai presses forward to slide instead of back
- Karai’s sliding attacks’ horizontal movement speed has been decreased
- Karai’s grounded normal attacks that can slide forward is now limited to heavy attacks only
- Karai’s s.HP, c.HP, s.HK, c.HK, and sliding c.HK has slower startup and slower recovery
- Karai’s s.LP, c.HP and s.HP now have changed hit box size/position, and can no longer hit crouching opponents but better against airborne opponents
- Karai’s sliding c.HK has reduced horizontal hit box size
- Karai’s hurtbox script bugs for c.LP, c.HP and s.HP and moving into crouch have been corrected
- Karai’s hurtbox during s.HP has been shortened, so it is more effective against airborne attacking opponents
- Karai’s wall throw is performed with F+HK (was previously F+LP)
- Karai’s throw range decreased from 64 to 56 pixels
- Karai’s j.LK only dives forward if down is pressed (j.D+LK) at the peak of the jump, otherwise will continue following jumping arc
- Karai’s Diving Torpedo (j.D+LP) now has a constant slower downward velocity unaffected by gravity (similar to Armaggon’s dive)
- Karai’s Diving Torpedo (j.D+LP) causes a slightly longer hit stun duration
- Karai’s air dives (j.D+LP and j.D+LK) have reduced horizontal movement
- Karai’s j.HP can only hit a maximum of two times, requiring player input for each hit
- Karai’s j.HP does not have a downward trajectory when executed, but follows her normal jumping arc
- Karai now has Wall Jump special move, which is executed via D(charge),U+K
- Karai’s Wall Jump can now jump off the wall from different heights depending on the strength of the attack button used (LK = lower height; HK = higher height)
- Karai’s Wall Jump will now jump off the wall in the direction pressed with the up+attack button (i.e. Karai will jump off left wall if charge down, then up-left+attack is pressed; and jump off right wall if charge down, then up-right+attack is pressed)
- Karai’s Wall Jump special move’s flight path can be controlled by holding left or right
- Karai’s Wall Jump then allows Flying Fist Fury or Flying Overhead Slam depending on inputs afterwards:
- To activate Flying Fist Fury, press LP or HP punch rapidly
- To activate Flying Overhead Slam, press F+HP when close to opponent
- Karai’s Flying Fist Frenzy’s post-attack recoil jump no longer moves her away horizontally and has slightly reduced height
- Karai’s Flying Fist Frenzy’s super meter gain has been reduced
- Karai’s Flying Fist Frenzy’s hitboxes enlarged slightly to increase reliability of connecting, particularly when crossing up behind opponent
- Karai’s Flying Fist Frenzy’s has longer startup to fix unblockable first hit bug
- Karai’s Flying Overhead Slam can now grab airborne opponents
- Karai’s Flying Overhead Slam damage has been increased by 8 points
- Karai will stay highlighted when returning to Character select screen in Tournament mode (as in, if match is lost and then continue)
Leonardo
- Leo’s Roto Cutter is now executed with kicks instead of punches
All Turtles
- Turtles backflip input only registers new directional presses (not held ones) so it does not come out accidentally anymore
- Turtles’ inability to block immediately after landing from Armaggon’s Shark Bite and Chrome Dome’s Gut Punch throws fixed
Aska
- Aska’s inability to stand block after entering crouching block state fixed
- Aska’s inability to block when coming out of crouching block stun fixed
- Aska’s Hip Thrust only comes out with F+HK, not B+HK
Armaggon
- Armaggon’s Fin Slicer has increased vertical velocity
- Armaggon’s Fin Slicer has decreased horizontal velocity
- Armaggon’s Fin Slicer damage has been reduced
- Armaggon’s inability to stand block after entering crouching block state fixed
- Armaggon’s inability to block when coming out of crouching block stun fixed
Shredder
- Shredder’s inability to stand block after entering crouching block state fixed
- Shredder’s inability to block when coming out of crouching block stun fixed
War
- War’s inability to block immediately after landing from Armaggon’s Shark Bite and Chrome Dome’s Gut Punch throws fixed
- War’s Headbutt now has a smaller hurtbox, making it more effective against opponent’s jumping attacks
- War now has cancellable normals: c.HP and s.HK
Changes from Championship Edition Patch (1.03) by Enigami, Kosheh and Streetwize Menu Functionality
- Competitive tournament play settings loaded by default
- Pressing B after selecting a character now deselects
- Pressing B on the Character Select screen when you haven’t selected a character brings you back to the main menu
- Idling in the Character Select Screen no longer automatically goes to the Stage Select Screen
- Idling in the Stage Select Screen no longer automatically starts the battle
- Character Select Screen direction input improved (Up/Down can be used to move between front and back row characters, and Left/Right not in reverse for back row characters)
- Main Menu direction input improved (Left/Right can be used to move cursor between columns)
- Konami Logo at startup can be skipped with ABXY in addition to Start/Select
Character Colour Palettes
- Character colour palette can be changed by pressing L/R before selecting character
- 10 new character colour palettes added for each character
Cheats Enabled By Default
- Bosses enabled not only in Vs. and Watch Mode, but even in Tournament Mode
- Boss stages enabled in Vs. and Watch Modes
- 10 continues in Story Mode
- High Speed Level 3 unlocked
MOVE LIST
RAT KING
Command Normals
- Hopping Axe Kick: LK+HK
- Flat Rat: D+LP+LK
- Body Press: D+P (air only)
Throws
- Rodent Suplex F/B+HK
Special Moves
- Rodent Arrow: D+K (air only)
- Rat Bomber: HCF+HP
Ultimate Attack
- Rodent Shock Sphere: HP+HK
KARAI
Command Normals
- Sliding High Backhand: F+HP
- Sliding Side Kick: F+HK
- Sliding Low Backhand: DF+HP
- Sliding Sweep Kick: DF+HK
- Diving Torpedo: D+LP (air only)
- Diving Stomp: D+LK (air only, peak of jump)
- Flying 1-2 Punch: HP, HP (air only)
Throws
- Ground Throw: F/B+HP
- Wall Throw: F/B+HK
Special Moves
- Wall Jump: D(hold),U+K
- Flying Fist Frenzy: After wall jump, tap P quickly
- Flying Overhead Slam: After wall jump, F/B+HP when close to opponent
Ultimate Attack
- Dark Thunder: HP+HK
MOST RECENT CHANGES
v3.9
- Karai’s Flying Fist Frenzy’s hitboxes enlarged slightly to increase reliability of connecting, particularly when crossing up behind opponent
- Karai’s Flying Fist Frenzy’s has longer startup to fix unblockable first hit bug
v3.8
- Fixed Level 6/7 credits roll crash on P2 side
- Fixed crash on character screen when 2 players active on Rat King, then P2 moves off Rat King
- Fixed directional input for P2 Karai’s slide when on left side
- Fixed Rat King’s jLP/jLK hitbox/animation timing mismatch
- Fixed mismatched timing of Rat King’s Shock Sphere’s hitbox and sphere animation
- Fixed P2’s character palette issue during King of King’s special scene
- Fixed bug where graphics garble is displayed when inputting directions immediately after returning to Main Menu after exiting Options Menu.
- Fixed Character Profile portrait palette issues
- Fixed bug where P2’s portrait doesn’t update correctly when changing too quickly, or when changing at the same time as P1
- Minor damage tweaks for Rat King and Karai
- Aska’s Hip Thrust only comes out with F+HK, not B+HK
Hack Information
Hack by: Allo
Category: Improvement
Version: 3.9
Release Date: 26 May 2026
Last Modified: 26
Source: https://www.romhacking.net/hacks/8894/
Personal Note
I wish they used Aska's Japanese uncensored design, it would've made this hack even more definitive imo... a bit surprised the rep does not seem to have the Japanese Rom too since the international versions censored Aska's outfit.