To do:

There are "night" copies of the Splatfest tracks, despite Splatfests already taking place at night. Investigate these.

Message version files

Splatoon is Nintendo's unique take on the third-person shooter, in which you play as a kid who is also a squid.

A significant amount of early Splatoon content also ended up being left unused in Super Mario Maker.

Subpages

Regional Differences

NOA really d-d-d-dropped the sea bass on that one!

Unused Map Entries

Nearly 100 unused map entries for your viewing pleasure.

Internal Project name

The game's internal name is Gambit.

(Source: Random Talking Bush)

Unused Music

STRM_Title



The music used on the title screen in the "Testfire" demo is present, but unused.

Placeholder Files

This needs some investigation.

Discuss ideas and findings on the talk page.

Specifically: What code do they have?

Added in version 2.4.0 are placeholder files for enemies internally referred to as JumpingGuy and HammerGuy. They have some coding as well.

Placeholder Gear Images

Gear Icon

Brand

If there is no brand or icon for a piece of gear, the game will display these instead.

(Source: NWPlayer123)

Placeholder Plaza TV Image

In the model for Inkopolis Plaza is this picture of the Squid Sisters, displayed on the TV as a placeholder for the animated graphic.

Unused Gear

To do:

The brands and main abilities (if any) should still be there, along with the translated names as well.

With a game that includes fashion elements, it is to be expected for some of the gear to be left out of the game. 4 pieces of gear go completely unused and 6 others are minor cosmetic alterations of used gear. Most unreleased pieces of gear shown here have Bomb Range Up as an ability and 0 stars, both likely placeholders.

It is unlikely if those pieces of gear will come back in Splatoon 2.

Headgear

Warrior Headdress - Forge

Shows up in the background of Cooler Heads, although covered by the shop text. One star, has Quick Super Jump as an ability. It is very unlikely that it will be released in the sequel, due to connection with Native American culture. A model for the hat also exists.

Stealth Goggles - Forge

An early icon for the Stealth Goggles. The night vision goggles received a green glow from the lenses in the final version.

Elite Octoling Goggles - Cuttlegear

The goggles Elite Octolings wear. Possibly meant to be obtained from Judd like the other special gear. It does not have an icon.

Clothing

Varsity Hoodie - Splash Mob

A grey and brown hoodie with a white house logo on the top left, complete with black buttons and a hood.

Early screenshots show it was displayed in the Jelly Fresh store, but the final game shows the Camo Zip hoodie instead. Its name suggests it could have been an early version of the existent Varsity Jacket or a completely different item.

Shirtstravaganza - Rockenberg

Seen being worn in a few early battle videos and several adverts, and even seen in the eighteenth Sunken Scroll. It may have been replaced by the Baby-Jelly Shirt in the final game, but it is still a mystery.

Round-Collar Shirt - Rockenberg

Early icon for Round Collar Shirt. The gray was changed to a lilac color.

Gray-Reel Sweat - Zekko

Early icon of the Reel Sweat. The gray was changed to blood red, and the name was changed alongside.

Purple Camo LS - SquidForce

Early icon for Purple Camo LS shown in prerelease screenshots and footage. The arm band was changed to be a vibrant orange.

White Puffer Tee - Firefin

Layered Anchor LS - SquidForce

Early icon of the Layered Anchor LS. The shirt was changed to a maroon color.

Shoes

Armor Boot Replicas - Cuttlegear

Before the 2.0.0 update, these were untitled and had two duplicate files. The 2.0.0 update made them an actual obtainable item, but uses a slightly different icon.

Custom Trail Boots - Inkline

Early icon of the Custom Trail Boots. The color palette was changed to a pink and green palette.





(Gear icons and names: NWPlayer123)

Unused Weapons

There are 18 unused weapons in Splatoon, 12 of which are unique. They're likely for testing.

Here's what they are in the video.

Shooters

There are 5 shooters, 1-4 are duplicates of eachother.

NormalShotAdjust1-4 - Splattershot Jr, 52 Gal, Splash-O-Matic, Aerospray

NormalShotAdjust5 - 96 Gal

Blasters

NormalShotAdjustExplosion1 - Luna Blaster

NormalShotAdjustExplosion2 - Blaster

NormalShotAdjustExplosion3 - Range Blaster

Chargers

There are 4 chargers, 2-4 are duplicates of eachother.

ChargeShotAdjust1 - Bamboozler

ChargeShotAdjust2-4 - Squiffer, Splat Charger, Eliter

Rollers

RollerAdjust1 - Inkbrush

RollerAdjust2 - Dynamo Roller

RollerAdjust3 - Splat Roller

RollerAdjust4 - Carbon Roller

Sloshers

There are 2 sloshers, they're duplicates of eachother.

BigBallAdjust1-2 - Slosher





(Source: Diam)

Unused Objects

Seesaws

A simple seesaw object, it will tilt if there's a player on it. It is meant to be used on Flounder Heights, but it is set to never load.





(Source: Diam)

Playable Octolings

A comparison between the unused model (left) and the used one (right).

Octolings have two separate models, one for the enemy that appears in single player (right), and an unused one that functions as an alternate player model for the inklings (left). Playable Octolings would never see the light of day until the Splatoon 2 Octo Expansion, and the Octoling design looks slightly different in comparison.

Hacking the goggles off the enemy model shows they have inkling eyes as placeholders, while the player models use unique ones not found anywhere else. Sometimes, the player model can fail to load and use either garbage textures or Inkling eyes. Official artwork of an Octoling without goggles was published on both the Japanese Twitter and American Tumblr Squid Research Center promo media.

The player model has ink color changing hair.

The player model received changes in the updates, most notably adding a mouth for use in losing animations.

The Octolings have their own unique version of the Kraken Special, fan-dubbed the Octo-Kraken. It is very similar to the regular Kraken, only with its tentacles curling up instead of pointing down.

The Octo-Kraken in use.





Texture Oddities

Amiibo Box

Due to how the camera works, it is normally impossible to see the back of the amiibo box.

However, due to an Inkling NPC who spawns in a specific spot, a crafty player can get out of bounds and walk around behind the box.

The back of the box itself is fully detailed, and even uses the Inkling language!

Skull Bandana

The top half of the skull in this bandana texture is never seen. The material is folded in half and only the mouth can be seen in-game.





(Source: NWPlayer123)

Ancho-V Games

A map near both of the elevators in Ancho-V Games (shown left) suggests that the stage was going to have a different layout.

Unused Parameter Sheets

There are parameter sheets that define a lot of object parameters in the game. It can range from collision sensors to weapon ranges. There are 2 currently known unused parameter files in the game.

PostGame_StageView_TestField218_DRC.camera.params

{ { "mRefType" 0 } { "mDirType" 0 } { "mAt" 0.00000000 0.00000000 0.00000000 } { "mPos" 0.00000000 1740.00000000 1.00000000 } { "mUp" 0.00000000 1.00000000 0.00000000 } { "mNear" 0.30000001 } { "mFar" 10000.00000000 } { "mFovy" 45.00000000 } { "mAspect" 1.33333337 } { "mIsUseLimit" 0 } { "mLimit" 60 } }

PostGame_StageView_TestField712_DRC.camera.params

{ { "mRefType" 0 } { "mDirType" 0 } { "mAt" 0.00000000 0.00000000 0.00000000 } { "mPos" 0.00000000 2600.00000000 50.00000000 } { "mUp" 0.00000000 1.00000000 0.00000000 } { "mNear" 0.30000001 } { "mFar" 10000.00000000 } { "mFovy" 45.00000000 } { "mAspect" 1.33333337 } { "mIsUseLimit" 0 } { "mLimit" 60 } }

(Source: MrRean)

Unused Text

Executable Strings

To do:

There's some strings for a developer menu (DevMenu), try to rip them soon, its present in all updates.

Various strings from the game's executable relating to debug and test features, as well as some source code file paths.

Original Translation 消す 最寄りのアクタのHIOを開く このアクタへ移動 死亡 or 完成 ワールド初回デモ(ズーム単発) ワールド初回デモ(小刻みループ) 一定時間でポップする ポップフレーム プッシュ時の補間を上書きする ポップ時の補間を上書きする システムレイアウトマネージャ Erase Open the Nearest Actor's HIO Transfer to This Actor Death or Completion World Initial Demo (Single Zoom) World Initial Demo (Small Loop) Pop at Certain Time Pop Frame Overwrite Push Time Interpolation Overwrite Pop Time Interpolation System Layout Manager

l a b e l n o t f o u n d . n o l a b e l invalid vector<T> subscript vector<T> too long DummyMatch DummyTeamMatch LytCheck FontViewer ModelCapture GameSample LayoutSample MiiverseSample FreeTest NkjmTest CustomTest DbgSetting DbgEntry childV3fTest1 childV3fTest2 testA testB testC TestPatrol [%@, %@, %@] drc_test.png StateCount stringTest listTest childstringTest1 childstateCount2 childstringTest2 ##![PatrolLogStart:%@,%@]!## ##![PatrolLogEnd]!## TestField06 DebugDefaultWeaponSetID EnableMaxPlayerTest FreeTestPlayerNum PhotographMode Base2D(DRC) SceneBase::doLoad BaseScreenShotCapture(TV) Overlay2D(TV) Base2D(TV) Overlay2D(DRC) EnableGPUFootPrintAlways ThanksForShow TextureHeap ScriptHeap SaveDataMgr PaintDummy00 PaintTextureMgr ENABLE_CAUSTICS DEBUG_COLOR IS_NIGHT ENABLE_WRITE_NORMAL ENABLE_ALPHA_TEST PAINT_FACE IsVictoryLiftTest VictoryLiftTestLastRideTeamResetWaitFrame Obj_NamazuDummy MsnDemo_Goal MsnDemo_Goal_Dummy





DebugUnderPilot/BuildDate.txt D:/home/Cafe/Gambit/App/Program/Cmn/Actor/CmnSimpleModelActor.h D:/home/Cafe/Gambit/App/Program/Game/Bullet/GameBullet.cpp D:/home/Cafe/Gambit/App/Program/Game/Bullet/GameBulletBombSucker.cpp D:/home/Cafe/Gambit/App/Program/Game/Bullet/GameBulletPlayerNormalShotBase.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyBallKing.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyCharge.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyCleaner.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyFunctions.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyHideKing.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyMouthKingTooth.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyPhysics.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyRailKingBulletBase.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyRailKingPunch.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyRailKingTakowasaBullet.cpp D:/home/Cafe/Gambit/App/Program/Game/Enemy/GameEnemyTakolienFixed.cpp D:/home/Cafe/Gambit/App/Program/Game/GameSearchable.cpp D:/home/Cafe/Gambit/App/Program/Game/Item/GameItemBase.cpp D:/home/Cafe/Gambit/App/Program/Game/MapObj/GameBallKingPlate.cpp D:/home/Cafe/Gambit/App/Program/Game/MapObj/GameInkRail.cpp D:/home/Cafe/Gambit/App/Program/Game/MapObj/GameTurnPlate.cpp D:/home/Cafe/Gambit/App/Program/Game/Player/GamePlayer.cpp D:/home/Cafe/Gambit/App/Program/Game/Player/GamePlayerJointHuman.cpp D:/home/Cafe/Gambit/App/Program/Game/Player/GamePlayerJointSquid.cpp

Global Testfire

Most of, if not all text from the Global Testfire demo still remain.

Splatfest

From Art VS. Science onwards, there is text for each team winning, but obviously only one would be used. Currently, only USA text exists.

USA

Art VS. Science (If Science had won)

Callie's Dialogue Marie's Dialogue “Booyah! You just got scienced!” “Dang it...” “Scientific method in the hizzouse! Great job, guys.” “Well played, science nerds.”

Cars VS. Planes (If Planes had won)

Callie's Dialogue Marie's Dialogue “Team Plane soars to victory!” “Dang it...” “You so FLYYYY, Team Plane!" "We'll get 'em next time, drivers.”

Pirates VS. Ninjas (If Ninjas had won)

Callie's Dialogue Marie's Dialogue "Team Ninjaaaaaaa! Ninja stars in your face!” “Shiver me timbers!” “A ninja's path...is stained in the ink of her enemies.” “Yeah. Real deep, Marie.”

Burgers VS. Pizza (If Pizza had won)

Callie's Dialogue Marie's Dialogue "Pizza wins!” “You know what this means... PIZZA PARTAY!” “But I wanted a burger party...”

Naughty VS. Nice (If Nice had won)

Callie's Dialogue Marie's Dialogue "NOICE!” “Team Nice wins!” “Ugh...” “And they say nice squids finish last. HA!” “Whatevs...” “At least I'm getting free coal for my barbecue.”

Callie VS. Marie

Callie's Dialogue Marie's Dialogue "HOLY CARP!" "I WON! I'm the undisputed Splatfest Champion!" I'd also like to thank Judd, Gramps, and most of all... Thank you, Marie, for being my best friend. Congrats, Callie. You earned it. SQUID SISTERS FOREVER! Well, I guess that's it. I'm really gonna miss this. Now get to the plaza and claim your prize! Me too, Callie. Me too.

Misc.

A list of Octo Valley enemies and content exist, but aren't used in any form.





Uncompiled Shaders

The password for this download is tcrf-tcrf-tcrf-tcrf.

Similarly to New Super Mario Bros. U, a set of source code files that appear to be shaders are embedded in a PTCL file. All eleven can be found in Pack/Static.pack/Effect/Gambit.szs/Particle.ptcl. Oddly, two of them are both named eft_Stripe.vsh, yet have different contents.

Also worth noting is that the files from New Super Mario Bros. U were encoded in Shift-JIS, whereas most of these are encoded in UTF-8. (Two of them -- GambitBasic.fsh and GambitBasic.vsh -- seem to use neither.)





(Source: RoadrunnerWMC, Hiccup)

Revisional Differences

To do:

Versions 2.3.0's content (previous update) STILL needs to be added, as well as updates 2.6.0 to 2.11.0

Version 1.0.0

The original release of the game.

Version 1.2.0

This version was released on June 3, 2015, and fixes a bug, where you could gain all your money back after adding a slot to your gear or rerolling the abilities from Spyke and then talking to Judd after having any level of Vibe. Also, the main plaza had its framerate upped to be a consistent 30 FPS.

Version 1.3.0

This version was released on June 30, 2015.

The Kraken and Bubbler special weapons now receive more knockback when shot at

The area covered by an Inkstrike is more consistent regardless of where it lands

The Ninja Squid ability's swim speed is decreased when equipped

The Stealth Jump ability's Super Jump speed is decreased when equipped

The Ink Resistance ability's effectiveness was decreased

This version also changes how Splatfest works:

Members of the same team now join the lobby as a different team when matchmaking takes too long

Random people may get access to the Splatfest 5 minutes before the actual Splatfest starts to avoid high traffic

The amount of Super Sea Snails won depending by rank was adjusted

Version 2.0.0

This version was released on August 5.

Squad Battle

Users are able to create a squad with friends and battle against other squads in Ranked Battle.

Squad Battle can be accessed by players who are at level 10 or higher.

Once a squad is created, friends of friends will be able to join the squad.

Passwords can be set if users wish to only play with specific friends.

Squad Battle can only be played against other users who are playing Squad Battle. (Ranked Battle players will not be matched up with Squad Battle players.)

Users are able to create a Squad of 4, Squad of 3, or Squad of 2.

Squads of 3 may be matched up against Squads of 4.

When a Squad of 3 plays against a Squad of 4, the game will be set so the Squad of 3 respawns faster, but in general, the Squad of 3 will be at a disadvantage.

Squads of 2 will be matched up with three other Squads of 2, resulting in a match between "Squad of 2 x 2" vs "Squad of 2 x 2".

Private Battle

In Private Battle, friends can play in private, customizable matches.

Friends of friends will be able to join.

Passwords can be set if users wish to only play with specific friends.

Users are able to level up to level 50.

This is unlocked once players reach level 20 and go to the lobby.

Users are be able to achieve rank S and S+.

Rank S and S+ can only be attained by playing Ranked Battle, not through Squad Battle.

Once users reach rank S and S+, the rank will no longer be affected by the results of Squad Battle.

Change the calculation method for Rank Points based on the results in Ranked Battle.

Users will be sent back to the lobby when their ranks change in Ranked Battle.

New Gear

New gear has been added, which appear in the in-game shop at random.

New Background Music

New BGM has been added, which play during battles at random.

During the results of Splatfest, the winning percentage are now multiplied by 4 rather than 2.

Stage Adjustments

Urchin Underpass: Overall layout has been adjusted in all modes.

Saltspray Rig: Adjusted stage layout in Tower Control.

Arowana Mall: Adjusted stage layout in Splat Zones.

Kelp Dome: Adjusted stage layout in Splat Zones and Tower Control.

Moray Towers: Adjusted stage layout in Splat Zones and Tower Control.

Special Weapon Adjustments

Adjust the points needed to use Inkzooka from 180p to 220p.

Adjust the points needed to use Point Sensor from 180p to 200p.

Adjust the points needed to use Killer Wail from 180p to 160p.

The above numbers apply when users do not have the Special Charge Up ability equipped.

Sub Weapon Adjustments:

Splash Wall: Correct the amount of damage done by bombs when they are thrown against the Splash Wall.

Ability Adjustments

Tenacity: Adjustments will be made so the special gauge begins to fill up after the battle begins, rather than starting prior to the battle.

Special Charge Up: Adjustments will be made so the special gauge will fill up in amounts consistent with the amount of area inked.

Sound Effects Adjustments

Adjust the sound effects for Inkstrike so it can be heard when it is about to strike on the left, right, or back of the player.

Adjust the sound effects for some of the longer range weapons so it can be heard from far away when it hits.





Version 2.1.0

This version was released on September 1.

Arowana Mall: Adjustments to stage layout in all modes to prevent users from swimming over some of the ledges.

Camp Triggerfish: Adjustments to stage layout in Turf War and Splat Zones so users cannot jump directly over to the opponents’ turf.

Main Weapon Adjustments

All Rollers: Adjusted the movement of the camera angle when users lift up the Roller back to the movement in Ver. 1.3.0.

Sub Weapon Adjustments

Splash Wall: Fixed the issue in which users can sometimes inflict damage on their opponents by throwing a bomb while standing up against the opponent’s Splash Wall.

Ranked Mode Adjustments

Fixed the issue in which the teams’ points are erroneously considered as tied when the numbers are extremely close to one another in Tower Control.

Changed the amount of points awarded to teams when the opposing team takes control of the tower after the player’s team has not been able to take the lead when the points are tied. In Ver. 2.0.0, the leading team’s score goes down by 1 point, but this will revert back to the settings in Ver. 1.3.0 where the losing team’s score goes up by 1 point.



Other

Fixes the issue in which the 104-2230 error occurs after downloading Ver. 2.0.0.

Adjustments have been made to make for a more pleasant gaming experience.

Version 2.2.0

To do:

MORE INFORMATION!

This version was released on October 20.

Mode Adjustments

Fixed the issue in the Battle Dojo in which Splash Walls do not block opponents’ bombs and blasters.

The leading team’s Special Gauge in Splat Zones will gradually charge when the counter for both teams is stopped. The Special Gauge will charge faster when the counter is active.

The Special Gauge will automatically charge in Tower Defense gradually for the team that has control of the Tower regardless of who has the lead. Decreased the speed at which the Special Gauge automatically increases. Increased the amount of knockback when players using Bubbler or Kraken are hit from above or below. Changed the way in which the Splash Wall bounces when thrown against the top of the pillar of the Tower in order to increase the difficulty to place Splash Walls on the Tower while riding it.



Stage Adjustments

Walleye Warehouse: Adjustments will be made to prevent users from taking certain shortcuts in Rainmaker Mode.

Saltspray Rig: Adjustments have been made to prevent users from placing Splash Walls in certain places.

Arowana Mall: Adjustments have been made to prevent users from taking certain shortcuts in all modes.

Kelp Dome: Small adjustments have been made for Rainmaker mode.

Flounder Heights: In addition to changing the stage layout in Rainmaker, other adjustments have been made to prevent users from taking certain shortcuts in all modes and to prevent the attachment of Suction Bombs in certain places.

Hammerhead Bridge: Adjustments have been made to prevent users from taking certain shortcuts in all modes.

Weapon Adjustments

Splattershot, Tentatek Splattershot, Hero Shot Replica, and the Octoshot Replica receive a decrease in damage from 36 to 35.

Both N-ZAPs receive an 11% increase in strafing speed.

Splash-o-matics receive an increase in damage from 26 to 28.

Splattershot Pro and Forge Splattershot Pro receive a 5% increase in ink efficiency

Dual Squelchers receive a 20% increase in strafing speed.

Jet Squelchers receive a 6% increase in ink efficiency.

L-3 Nozzlenose and L-3 Nozzlenose D receive a 10% increase in turf coverage.

H-3 Nozzlenose receives a 15% increase in turf coverage and range.

All blasters except for the Rapid Blasters and their Pro versions have maximum blast wave damage from 125 to 80.

All blasters except for the Rapid Blasters and their Pro versions have damage up increases for blast waves cap out at 100.

Rapid Blasters and Rapid Blaster Pros gain an increase in fire rate from 0.28 sec. to 0.20 sec. when firing from squid form

Rapid Blasters and Rapid Blaster Pros gain an increase in recovery time after firing from 0.43 sec. to 0.33 sec.

All rollers have splash damage values adjusted so the very edges of the roller flick cannot one-hit kill.

All rollers cannot swing immediately after running out of ink

Both Dynamo Rollers have the amount of time before ink recovers after flicks increased

The Inkbrush and Inkbrush Noveau have a 10% increase in ink efficiency while running

The E-Liter 3k and it's variations damage value range for shots is decreased from 40-120 to 40-100

The Bamboozler Mk 1 receives a 12.5% increase in ink efficiency

The charge time for the first and second levels of the Mini Splatling's first and second levels have been reduced from 0.33 to 0.30 sec. and 0.50 to 0.45 sec. respectively.

The Heavy Splatling receives a 10% decrease in ink efficiency.

The Slosher and the Tri-Slosher deal 33% damage to Rainmaker shields

The blast radius of Point Sensors is increased by 17%

The time Point Sensors display enemy positions for is decreased from 10 sec. to 8 sec.

The Splash Wall takes 40% less damage.

The time it takes for ink to start recovering after a Splash Wall is increased from 1.33 sec. to 2.67 sec.

The maximum cooldown between Inkzooka shots is increased from 0.55 to 0.92 sec.

The points needed to fill up the special meter for the Kraken is increased from 180p to 200p

Players receive a 0.75 cooldown period in which they cannot attack after the Kraken ends

The Kraken receives more consistent knockback.

Version 2.4.0

This version was released on December 17, 2015.

Matchmaking Adjustments

Adjusts matchmaking in Regular Battle and Splatfest modes to align players with those of a similar skill level.

Rainmaker Adjustments

Adds "prohibited areas" to Walleye Warehouse, Saltspray Rig, Arowana Mall, and Flounder Heights in Rainmaker mode. When the Rainmaker is brought into a prohibited area, its explosion timer will begin to count down faster as a penalty.

Stage Adjustments

Arowana Mall: Adjusts the stage to prevent players from taking certain shortcuts in all modes.

Port Mackerel: Adjusts the stage to prevent players from taking certain shortcuts in all modes.

Flounder Heights: Adjusts the stage to prevent players from taking certain shortcuts in all modes.

Museum d'Alfonsino: Adjusts the stage to prevent players from taking certain shortcuts in Rainmaker mode.

Rainmaker Fixes

Fixes an issue that caused the Rainmaker timer to count down faster while airborne.

Fixes an issue that let blast waves from bomb sub weapons damage the Rainmaker shield even when it was behind an obstacle.

Fixes an issue that caused two Splash Walls placed next to each other by the same team to take damage when hit by an ink splat.

Fixes an issue that caused bombs thrown near a wall to not fly straight.

Other

General adjustments for a more pleasant gaming experience.

Version 2.5.0

This version was released on January 19th, 2016.

Stage Adjustments

Walleye Warehouse: Adjustments made to object placement in Rainmaker Mode.

Arowana Mall: Adjustments made to prevent users from taking certain shortcuts in all modes.

Piranha Pit: Adjustments made to prevent users from taking certain shortcuts in Tower Control Mode.

Museum D’Alfonsino: Fixed the issue in modes other than Tower Control in which the area around the central rotating platform was registering as being inked in unintended ways.

Mahi-Mahi Resort: Fixed the issue In Rainmaker Mode in which breaking the Rainmaker barrier while in the central area caused the special gauge to fill more than intended.

Other

Adjustments have been made to make for a more pleasant gaming experience.



