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CHOKES
Quote from kirbymastah:
Hm, I didn't think about buffing up tankiness to get more hits for fury... nice idea. Not sure if it'd be worth it; how exactly does fury work? Is there an invisible counter that keeps track of how often bowser has taken hits? If so, does it reset outside of battle?

# of hits, as MarioGalaxy mentioned above. Apparently. And yes.
It seems that the # of hits varies a bit, though. Not sure if level or enemy or type of attack, but I believe I activated fury with 10 hits against Sea Pipe as I said, and Blizzard Midbus, for example, took something like 16?

2 little interesting things:
-It seems you can only have 1 "status" at once. This includes pow/def up/down, sickness and fury. So, for Blizzard Midbus, even if Bowser gets sick, fury will eventually cure him.
-Dark Fawful seems to be a little bit faster activating fury. Which is a bit strange to me, I need to retest it some time. But basically, to me it was "getting hit for fury + healing + 3 Magikoopas" vs "dodging + 5 Magikoopas". The latter sounds faster to me =p

Also, this game is longer than it looks like. My last save is 7:09, and though it's far from good, I don't see myself cutting too much from this - like, 3h to get close to PiT time. (Then again, I'm horrible at estimating time, and have actually done something like that in another game, but that was more route-related.)
Cool, so the Bowser specials would be goomba storm, shy guy squad, and magikoopa mob.  Bros. specials would be green shell, jump helmet, snack basket, falling star, and possibly spin pipe.  Spin pipe may have use because it attacks another random enemy once the assigned one has been defeated, if there are spins leftover.  So it could be useful against dark star if the power is there and it knocks out both of dark star's eyes.  But again it probably should be tested for time saving potential before implementing.

I don't know about Wigger, it may be risky to use fury on him.  You definitely don't want to suck up the leaf guys, so they are automatically going drop veggies on Bowser.  Then again, maybe it will work out if the drumsticks and syrups are used in sync with when he becomes vulnerable.

Also, you can get the fury fangs in Blubble Lake, which apparently makes it 50% easier to get fury.  I don't recall this being too far off from the way to the Tower of Yikk, so it might be worth getting for the rest of the normal bosses.

Also, here's some info on Bowser 1, not sure if it's already known or not.
HP: 25
1st jump always does 1 damage, even if you execute a double jump.  So maybe just doing a single could save a second or two
2nd jump does no damage.  However, if you don't do a good-excellent double jump, Toadsworth will make you do another and the redo doesn't do any damage either.
You can get a lucky on the 2nd jump of a double jump and it shows a damage of 3.  But for some reason the game still reads it as 2.
Optimally you can defeat Bowser 1 in 8 turns (1 single jump + 7 double jumps)

And yea 7 hrs is a long one for sure, hopefully we can find some trickeroos to chop it down some.
Edit history:
kirbymastah: 2012-12-03 09:51:42 am
<(^_^)>
As for badges, I'm sure the only one that we should ever use is Powerful Badge with excellent badge. I find jump helmet to be particularly useful, as it's not a lengthy attack, it boosts your badge power almost halfway with an excellent, and it's a relatively cheap attack obtained fairly early in the game.

Furthermore, when applying the boost from powerful badge, it only applies the boost to the first HIT, which is why jump helmet is even more useful, as it's a quick attack that does all its damage in one blow. The next bros attack that does its damage in one hit would be snack basket, which is required, and that attack is... very late in the game and very expensive. The badge would also be useful for falling star, but as that one is a bit more out of the way to get...

IMO Yoo-Hoo Cannon is good too, mainly because it damages multiple enemies and it's a very fast bros attack.
CHOKES
I liked Yoo Who when I played the 1st time, but it doesn't seem useful to any boss.

So, I'm testing fury again. It seems that it's RNG, and each hit increases the chance to activate, or something. The lowest amount of hits I got was 10, and highest, 18? (Against the statue)
<(^_^)>
yeah, i suggested yoowho on a whim because while it isn't particulary powerful, it's a very fast, cheap quick attack that targets multiple enemies. IMO it'd be used solely for how fast the attack is, rather than how powerful; in case there are any forced battles where you fight at least two weaker enemies?
CHOKES
OK, so I just tested getting Daredevil Boots after getting Jump Helmet.
As soon as I collected the last piece, I backtracked to the previous save, then went back to the entrance. Since the game saves only the items after completing a challenge, only the walk back is lost (+ the baktrack I did to the save).
I timed about 1 min from the save to the entrance of Flab Zone.
A fight against Kretin was ~7:4x without boots, IIRC. With the boots, the time went down to 3:23. I could defeat him in 1 loop only (4 Jump Helmets). So, yeah, even if this save trick isn't allowed, it's worth getting the boots before facing Kretin.

What we still need to test: which save point is the best to save before going back. I backtracked because it was the closest one to me, but maybe the last save before Kretin point could be faster?

And just to mention, this segment was ~5:20. 1 min to go back, ~35s to get to the challenge, and the rest was the challenge itself.
CHOKES
I'm eventually streaming and recording segments of a test run, and started uploading a few parts on YouTube now.
Each part has more than one segment, so they're pretty long (~40 min-1h).
Part 1 - up to Sea Pipe Statue
Part 2 - up to Wiggler
Part 3 - up to Midbus
CHOKES
All right, here are the other parts.

Part 4 - up to Bowser(itis)
Part 5 - up to Fawful Express
Part 6 - up to Junker
Part 7 - up to Dark Star
Part 8 - ending
<(^_^)>
best gif ever
I had a look at your speedrun, and i was wondering if you considered taking hits to make the enemies turn go faster? Especially the Giant Bowser battles in which you don't need that HP afterwards?
CHOKES
So, while no one does the wiki page for this game, here's one important info: after completing the puzzle for the safe combination, DON'T SKIP THE TEXT QUICKLY. Apparently that makes the game freeze.
Also, new RTA PB of 7:01:33. With 2 freezes. RTA/SS can be annoying to run, though, because of Dark Star's rare drop (D-Star Wear, +80 power). If I don't get the drop, I can still go get another in the castle, but that wastes some time.

And sorry for not answering, Powercutters. Some damage could save some time, but I just wanted to complete a test run, so I didn't want to redo any giant battle.
Does anyone know the WR for this game? If not, I would assume Anwonu's 7:01:03 is WR, and I'm about 13 seconds ahead after segment two.
Edit history:
Anwonu: 2013-10-06 11:04:05 pm
Anwonu: 2013-10-06 08:57:10 pm
Anwonu: 2013-10-06 08:57:04 pm
CHOKES
You can consider that as the WR, I guess. But that's an RTA time, I have a segmented on my YouTube. The time, I don't remember now, but you can check on the last segment of it before the last battle, then add the battle time. EDIT: Plus the Juuuuuump challenge, that time isn't considered in-game.
Quote from Anwonu:
So, while no one does the wiki page for this game, here's one important info: after completing the puzzle for the safe combination, DON'T SKIP THE TEXT QUICKLY. Apparently that makes the game freeze.


I'm led to believe this can happen anywhere in the game. My game froze just as I was about to get the Lucky(?) Shroom from Fawful. Though that early in the game, it's no problem to reset, if you don't save at all to save time, that would be very frustrating.