0:14 I just love the little hat-tip with his eyes closed that Mario does here. It’s like Mario’s way of showing respect in this situation without saying words. It’s the subtle touches that I love.
I think this might be my favorite remake chapter. Chapter 4 adding a pipe was huge as well, but the way they upgraded the cutscenes and music in this chapter makes it even better than it already was.
They somehow made supportive voices from afar even cooler and I'm so here for it. Also you do get a pipe back to the palace entrance if you die to shadow queen and retry from save.
10:30 as someone who’s heavily involved in ROMHacking, and particularly focuses on making my own MIDIs, it’s super validating to hear people say how much they notice stuff like that 😎👍
13:26 doesn't this part look weird? gloomtail's dialogue was overlapping the life shroom animation. i wonder what would if the game over animation was playing instead
game over (or dying in general) is quite strange, if the enemy attacks you with a multiple attack that goes to Mario or his partner in one go (like Piders) example if Mario reaches 0 HP and the final attack doesn’t go to Mario, he will still be alive despite having no HP, the next attack will finish off Mario if he takes damage, this also works for partners A few odd things that occur is: • swapping the partner that has 0 HP will die • Mario or his partner will do their danger animation but will not have the bubble or danger/peril sound effect • if 0 HP Mario wins the battle or flees, once you go back on field, you will get a game over • if you have a Life Shroom and win/flee battle, your Life Shroom will be used on field there might be more things that happen but i’m too lazy to experiment
I noticed that you only used jump attacks on Gloomtail's nose rather than their foot. Is there a strategic reason for this? I find it's far easier to use the action commands when I target the feet.
@Kappy0 Thanks for the info! I've been planning to take on the Pre-Hooktail Pit challenge and figured this might be important to know. You never know if the nose has less defense until you ask. On that point, do you have any item/badge recommendations for this challenge? I've spent 12 hours grinding shop points and now just thought to ask an expert.
@@Squeakypupper I'd bring a few POW Blocks, at least, for Dark Koopatrols, and since you're grinding shop points, I'd bring one of the Thunder Rages you've probably gotten for Floor 45 in case you get the 4 Spiky Parabuzzy loadout. I'd also recommend bringing a couple Sleepy Sheeps in case you're in a tight spot LOL As for badges, Quick Change + Item Hog/Flower Finder, Power Plus, or Power Plus P or all good options for Dazzle badges. I also recommend buying Power Jump, Piercing Blow, and Super Appeal from the badge shop. Good luck with your Pre-Hooktail Pit run!
@Kappy0 Alright! Sounds like a good plan. I didn't even think to bring pow blocks, but that'll definitely help. I was already considering quickchange for Bonetail since I happened upon a power punch while running back and forth selling sleepy sheeps. I must ask though, why thunder rages and not shooting stars?
If Bowser suffered recoil damage during his first Bite or Body Slam, he would be locked into it until he *didn't* receive recoil damage. I have a great example of this in my Zap Tap Spotlight and my Insane Mode challenge videos LOL
I think this might be the first time I've ever seen someone use a Point Swap to get somebody OUT of peril
0:14 I just love the little hat-tip with his eyes closed that Mario does here.
It’s like Mario’s way of showing respect in this situation without saying words. It’s the subtle touches that I love.
I think this might be my favorite remake chapter. Chapter 4 adding a pipe was huge as well, but the way they upgraded the cutscenes and music in this chapter makes it even better than it already was.
They somehow made supportive voices from afar even cooler and I'm so here for it.
Also you do get a pipe back to the palace entrance if you die to shadow queen and retry from save.
The devs literally went: "Okay everyone in the music room...go fuckin NUTS!!!"
THE CROWS
10:30 as someone who’s heavily involved in ROMHacking, and particularly focuses on making my own MIDIs, it’s super validating to hear people say how much they notice stuff like that 😎👍
by far my favorite chapter when playing TTYD technically for my second time xP
13:26 doesn't this part look weird? gloomtail's dialogue was overlapping the life shroom animation. i wonder what would if the game over animation was playing instead
game over (or dying in general) is quite strange, if the enemy attacks you with a multiple attack that goes to Mario or his partner in one go (like Piders) example if Mario reaches 0 HP and the final attack doesn’t go to Mario, he will still be alive despite having no HP, the next attack will finish off Mario if he takes damage, this also works for partners
A few odd things that occur is:
• swapping the partner that has 0 HP will die
• Mario or his partner will do their danger animation but will not have the bubble or danger/peril sound effect
• if 0 HP Mario wins the battle or flees, once you go back on field, you will get a game over
• if you have a Life Shroom and win/flee battle, your Life Shroom will be used on field
there might be more things that happen but i’m too lazy to experiment
I noticed that you only used jump attacks on Gloomtail's nose rather than their foot. Is there a strategic reason for this? I find it's far easier to use the action commands when I target the feet.
Nope! I just think the nose is perfectly fine, Action Command-wise, for most Jump attacks LOL I only use the feet for Spring Jump, really.
@Kappy0 Thanks for the info! I've been planning to take on the Pre-Hooktail Pit challenge and figured this might be important to know. You never know if the nose has less defense until you ask.
On that point, do you have any item/badge recommendations for this challenge? I've spent 12 hours grinding shop points and now just thought to ask an expert.
@@Squeakypupper I'd bring a few POW Blocks, at least, for Dark Koopatrols, and since you're grinding shop points, I'd bring one of the Thunder Rages you've probably gotten for Floor 45 in case you get the 4 Spiky Parabuzzy loadout. I'd also recommend bringing a couple Sleepy Sheeps in case you're in a tight spot LOL
As for badges, Quick Change + Item Hog/Flower Finder, Power Plus, or Power Plus P or all good options for Dazzle badges. I also recommend buying Power Jump, Piercing Blow, and Super Appeal from the badge shop.
Good luck with your Pre-Hooktail Pit run!
@Kappy0 Alright! Sounds like a good plan. I didn't even think to bring pow blocks, but that'll definitely help. I was already considering quickchange for Bonetail since I happened upon a power punch while running back and forth selling sleepy sheeps.
I must ask though, why thunder rages and not shooting stars?
@@Squeakypupper Spiky Parabuzzies have 5 HP so it doesn't really matter which you bring for them LOL
30:26 Wdym they fixed his AI?
If Bowser suffered recoil damage during his first Bite or Body Slam, he would be locked into it until he *didn't* receive recoil damage. I have a great example of this in my Zap Tap Spotlight and my Insane Mode challenge videos LOL
@@Kappy0 Maybe it’s because you superguarded and likely didn’t let Bowser deal damage and the hold fast work.
@@fridaynightfunkinfan5627 Superguarding counted as "recoil damage" for Bowser's AI in the original and would also lock him LOL
@@Kappy0 And what does “lock” mean here? And wouldn’t any enemy get recoil damage from a superguard?
@@fridaynightfunkinfan5627 I already explained it in an earlier comment, my guy LOL