Several reasons why this should be different from the general rule:
Level 27 takes much less time than maximum level in most RPGs. Defeating Amazy Dayzees, which are the fastest way to level up, gives a large amount of coins, which would otherwise need to be collected in a different way that is probably more repetitive. Average players would probably reach level 27 long before collecting all the badges, or even all the star pieces.
I don't know what there is against getting to level 27, unless there is a coin-collecting method significantly faster and less repetitive than Amazy Dayzees. (If the coin-collecting method is slower, Amazy Dayzees would be used anyway, and if it's slightly faster but more repetitive, the runner and the watchers would get bored, and the extra levels could make up for the time elsewhere.)
Several reasons why this should be different from the general rule:
Level 27 takes much less time than maximum level in most RPGs. Defeating Amazy Dayzees, which are the fastest way to level up, gives a large amount of coins, which would otherwise need to be collected in a different way that is probably more repetitive. Average players would probably reach level 27 long before collecting all the badges, or even all the star pieces.
I don't know what there is against getting to level 27, unless there is a coin-collecting method significantly faster and less repetitive than Amazy Dayzees. (If the coin-collecting method is slower, Amazy Dayzees would be used anyway, and if it's slightly faster but more repetitive, the runner and the watchers would get bored, and the extra levels could make up for the time elsewhere.)
If max level isn't needed for the run but X does get it, would that be bad?
I'll sort through this later, but max level is definitely NOT a requirement for 100%.
Also, 100% is generally collecting everything that stays in your inventory permanently, and/or collecting everything that permanently upgrades you (leveling isn't collecting), and doing side quests that are recorded somehow (like in Chrono Trigger, the end of time guy lists a bunch of side quests).
I'll sort through this later, but max level is definitely NOT a requirement for 100%.
Also, 100% is generally collecting everything that stays in your inventory permanently, and/or collecting everything that permanently upgrades you (leveling isn't collecting), and doing side quests that are recorded somehow (like in Chrono Trigger, the end of time guy lists a bunch of side quests).
Thanks Mike.
How many coins do Amazy Dayzees give? Just figure out the time/coin ratio of the silver/gold card games or killing Amazy Dayzees, then we will know what is quicker.
Hmmm.... Mike's definition of 100% means that the Diploma will be required, but beating Buzzar & Kent C. Koopa won't be. It also means that the Mystery Note will be unnecessary.
My Stat/Attack guide at www.gamefaqs.com lists enemy coin drops -- Amazy Dayzees drop 10-11 coins when defeated. The guide also lists coins earned from using the Refund Badge.
If level 27 isn't required, then the current battling strategy for the any% will also be used for the 100%. I doubt that the extra timed saved from using a Power Plus or two on bosses will counteract the time lost from not using Spook on forced encounters.
Also, it's pretty much required that we'll need to luck-manipulate a 950-coin-win from the Jump Attack game, possibly twice. Unless this is done single-segment.
Other good money-making things: selling Whacka Bumps (50 coins apiece normally, but 64 coins apiece at the Shroom Grocery), selling Jelly Supers & Maple Ultras (100 coins apiece, better than selling Jammin' Jellies & Ultra Shrooms on their own for 50 coins apiece), fighting some random fights with Pay-Off, Money Money, and P-Up D-Down badges equipped.
Buy Volt Shrooms, cooking them, and selling the resulting Hot Shrooms back works out to about a coin every 3 or 4 seconds. So any money-making tricks must better this average to be worth it.
Finding Amazy Dayzees -- best done after getting Lakilester. Go to the area with the tree that drops Blue Berries. There's a 1/4 chance one of the two Crazy Dayzees walking near it will be Amazy Dayzees instead. If not, just repeatedly enter & exit the area. Once you beat the Amazy Dayzee (dead easy with the Dizzy Attack badge), simply take Laikilester back west, enter one of the other areas, and return to find the enemies respawned.
But I don't think it's worth it to pursue Amazy Dayzees if level 27 isn't required.
-collect all of the coins around that area plus doll in tree -beat jr. troopa (just jump) -get 4 coins plus fire flower on spring -get star piece in next area and go around enemies -save after getting power bounce badge.
Segment 3 ---------
-get a goomnut out of goomnut tree -go passed the goombas and collect close call badge -battle goomba bros. (same strat as floogal's) -heal and go battle goomba king (same strat as floogal's) -get star piece in tree first then hit blue switch -save
Segment 4 ---------
-peach/twink -buy 2 fright jars from shop -get starpiece from tree next to merlin's house -go to shooting star summit and get star piece on left side -heal and save at top
Segment 5 ---------
-peach/twink -battle magikoopa 1. power jump/headbonk 2. jump
-save in toad town
Segment 6 ---------
-talk to koopa bros., then merlin -grab fright jar and pow block on the way (don't grab coins or badge yet) -get 10 coin block and sleep sheep on the way -hit left, right, up for attack fx badge -do chuck quizmo's quiz if he's there, and save.
Segment 7 ---------
-grab koopa leaf in first bush in next area -get koopa's shell (manipulate game) -battle fuzzies 1. pow block/power shell -get hp plus badge -go to koopa koot's house for favor -get star piece on blue block -go to kolorado's house and get book (get another koopa leaf on the way) -do chuck quizmo if not already -grab the trap coins and get thunderbolt and hidden fire flower -save at koopa bros. fortress
Segment 8 ---------
-get key from first koopa 0. first strike 1.power jump/untimed shell toss -get power bounce badge -kill koopa for blue switch 0. first strike 1.fire flower/untimed shell toss -use fright jars in all 3 battles downstairs -get coins from each firebar and get key -get bobomb and battle koopa and 2 bob-ombs 1. power jump bob-omb/bomb koopa 2. power jump -grab all of those coins -lure koopa away and blow up wall to get the key -go to where the entrance where you fell to get bob-omb -blow up that wall and get the refund badge outside -lure paratroopa away and open door with key -use kooper for red switches, right when you are done, switch to bob-omb again -blow up wall for key -use bob-omb to press switch -get charge hammer badge further up the ramp -save and heal after jumping over the bullet bills
Segment 9 --------- -fight cannons 0. first strike with bob-omb 1. skip/bomb 2. power jump bullet bill/ bomb -heal and grab all of the coins -fight koopa bros. 1. power jump/bomb 2. power jump/switch to kooper 3. shell toss/untimed jump 4. fire flower/power shell -save after getting eldstar
Segment 10 ----------
-use bombette to blast away the wall to get the badge at the top -get star piece in tree -get honey syrup on the way back and any extra coins -go to koopa koot, give him book, talk again, and give sleepy sheep, and talk again -get star piece with kooper -go and fight jr. troopa and get dizzy attack badge on the way -save in toad town
Segment 11 ----------
-rest at inn -buy speedy spin (equip it) -go to tayce t.'s and cook koopa leaf and goomnut -go down in sewers, go right and hit as many coins as you can on block without getting caught by goomba -battle blooper (partner goombario) 1. power jump/headbonk 2. power jump/headbonk 3. power jump/headbonk 4. power jump/headbonk 5. power jump/headbonk -get badge in chest -get out of sewers, blow up rock, and go on train to mt. rugged. -heal, talk to parakarry, go to next area and hit whacka -save in next area
Segment 12 ----------
-right when you show up, switch to kooper -go and collect first letter -in next area, go up ramp, go to the left and drop down second hole to get star piece -go back up ramp and go right and collect letter on bottom -go on trampoline and go left and off slidy ramp -in next area, grab the damage dodge badge on hidden ramp -go on trampoline, grab coin, and go on slidy ramp -grab the last letter -go get parakarry and on the way, get another whacka's bump (go down coin ramp too) -after getting parakarry, get another whacka's bump -fly with parakarry to get quake hammer badge -in next area, get seed -fly across pit in next area, trick buzaar, save
Segment 13 ----------
-from the save area, go right twice and down 3 times and jump on top of the rock to get attack fx badge -from there, go up once and go right till you hit blue cacti, and go into the whirlwind, get badge on top of rock -from the top of the rock, go right once and down once to hit the oasis -hit the lime tree and the super block -go up once and get life shroom on top of coin block -go into dry dry outpost and save.
Segment 14 ----------
-manipulate chuck quizmo and chase the store keeper -put 3 whacka's bumps life shroom and nutty cake into checking -buy dried shroom then dusty hammer -sell dried shroom -go to moustafa and get pulse stone -leave dry dry outpost and go left twice to give a letter to the traveler -go up once and jump in the middle of the triangle of trees -go to the pulse stone rock and save inside temple
Segment 15 ----------
-grab spike badge -switch to bombette for wall -grab star piece in drained sand room -fight 2 pokeys 0. first strike with bomb 1. bomb -fight pokey and swooper 0. first strike with bomb 1. lightning bolt -fight 2 pokeys and swooper 0. first strike with bomb 1. bomb pokey/dusty hammer 2. power jump -get slow go badge and special hammer -upgrade bombette -fight stone chomps 1. hammer/body slam 2. hammer/body slam -get key in hallway -get antique item -fight 2 stone chomps 0. first strike with bomb 1. hammer/body slam -go back and fight last 2 stone chomps 1. power bomb -triangle, diamond, moon -heal and save
Segment 16 ----------
-fight tutankoopa (partner parakarry) 1. power jump/shell shot 2. power jump/sehll shot 3. power jump/shell shot -grab star spirit and save
sorry about that. i don't think we should worry about that because its just like telling you if you got all of the items or not, recipes are just usable items basically. but how does the route look so far?
Do you guys really think all this is necessary? All star pieces, badges, super blocks, sure. Don't the key items happen automatically though? Are there any that don't?
What do you think about letters and favors? There's some redundancy where you need some of these for some of the aforementioned things. Honestly, star pieces, badges, and super blocks sound like enough to me, but other people remember this game better of course.
'All star pieces, badges, super blocks' must include all the Koot favors and all lettres because they give Mario star pieces. And Star pieces are needed to buy some badges.
i will have to do it in segments so people can skip it because it took about an hour and a half to see him 30 times. ill do it once after chapter 2 (that's when i go in the sewers) and once at the end of game in the sewers.
Just to make sure, do you need all star pieces to be able to get all badges? If so, "all badges and super blocks" is it; otherwise, throw "all star pieces" in there too.
Edit: All badges and super blocks, it is.
Honestly, if it was my run, I'd push for only "all super blocks," but since it's not and people want to see "all badges," we're going with that.
Just to make sure, do you need all star pieces to be able to get all badges? If so, "all badges and super blocks" is it; otherwise, throw "all star pieces" in there too.
Honestly, if it was my run, I'd push for only "all super blocks," but since it's not and people want to see "all badges," we're going with that.
Yes, Merlow sells badges for star pieces, and there are 160 Star Pieces ingame:
Attack FX A 1 Pay-Off 1 Chill Out 3 Pretty Lucky 5 Feeling Fine 5 Happy Heart 8 Happy Flower 8 Peekaboo 10 Zap Tap 10 Heart Finder 12 Flower Finder 12 HP Drain 15 Money Money 20 Flower Saver 25 Power Plus 25
But one question is left.... there's a set number of badges in the game, but some like the HP/FP plus badges have multiples. Will just one, or will all copies of them be necessary?
there are 70 actual badges in the game, but counting the doubles, there are 80. anyway, the chuck quizmo segments will both probably take up more than an hour of play because he doesn't always show up quickly... that segment is also where i start my chain letters and about 6 or seven koopa koot favors. i'll update the route after i get back home, ive planned out the second chapter.
But one question is left.... there's a set number of badges in the game, but some like the HP/FP plus badges have multiples. Will just one, or will all copies of them be necessary?
If they aren't then there is no need to get all star pieces because 'power plus' has a double