Teen Mutant Ninja Turtles: Tactical Delete Comments

Tactical knockdowns further echo these classics by rating your performance at each level through an arcade-style scoring system. Each knockdown adds a multiplier, further encouraging people to find a satisfying screen wipe. Once you clear a level, your KOS number, remaining persistence, and total damage will result in the final score and the number of shells you spend in the store. Each task has a PAR score that can be shot or surpassed, which is an interesting motivation to get me back on action and try to use new actions.

The formula stands out from its arcade inspiration, either. It's disappointing that it doesn't have much boss fights – there's something that exists in the end and isn't very memorable (except for the last game), which only worsens that stale feeling. But the lack of meaningful team makes Canon's breakthrough worse than a sparse boss. While I know that tactical evacuation is everything about turtles being separated, it’s frustrating that we’ll never see turtles best: Together. The tactical knockdown section is part of the healing in its fourth chapter, but not very satisfying.



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