@@THawkMedia Yep, one of his attacks when he’s low on health (first phase only I think?) is to fly into the audience and straight up just eat half of their souls, which heals him a bunch, it’s honestly a surprisingly gruesome fourth wall break
6:49 i petition to officially name these "random shy guy events" i swear shy guys are the chimps of the mario world (not counting ukiki) cuz they do the absolute most random stuff ever sometimes
Yeah, I thought this was going to be about manipulating the audience into _throwing things at Magnus_ (is that even a thing? i know Audience Boos can "I'm Going Ghost" _anyone_ on stage... but, are Stage Hand Shy Guys the only ones that can actually _damage_ enemies on your behalf?)...
I’ve watched your videos for a while, and I just gotta say how much I appreciate the old-school let’s play style of text on screen rather than narrating every move after a 5 minute intro. Keep em coming!
Now that the remake is out, it is funny but also wonderful to see so many people in the comments unfamiliar with this channel (and probably TTYD challenge runs in general lol)
Oh Power Bounce and Multibonk getting shafted makes SO much sense, I was never able to get the fourth input right and I also had Unsimplifier for the whole game, idk if that actually makes it completely impossible by reducing the window to 0 frames or not but it felt way harder to use Power Bounce than in the 64 port
My biggest complaint with multibonk is that, for some godforsaken reason, the jump animation is way slower than for headbonk. So, I miss the first action command embarrassingly often
I mean, this technique is known as Audience Manipulation, because both X-Nauts and Hammer Bros. have special conditions under which they’re guaranteed to throw hazards at you
@@aprinnyonbreak1290 I'm torn on it, I like elements of both. I feel like the idea was there but the new version lacks too many of the elements from the original that really got you pumped up for the fight. If that makes sense.
@@aprinnyonbreak1290I like how the 2.0 version in the remake has the same kind of feel to it as the X-Naut Fortress and the Moon battle theme, but I can understand you referring this game's Magnus theme or the Gamecube original
Personally, I think it depends on the run. For example, vanilla Pre-Hooktail Pit is quite different now. Since partners now are fully healed when leveling up and revive with 1 HP after leaving a battle at 0 HP, Mega Rush P functions quite differently. In addition, the Power Lift buff could add some potential for even tougher challenges, but also seems to ease up the difficulty on some, such as Level Zero. However, a good number of runs might not be all that different.
I was initially terrified of the crowd cannon but I had like 3 defense ups and lucky day from the Pit and like another pretty lucky so I took 0 damage from it
Likely from skipping the cutscene from a successive attempt. The game gives you the ability to skip cutscenes if you happen to game over on a boss or scripted encounter. Kind of a shame they didn't program something like Luigi's Mansion 3 though to give you perma access to doing that after completing the game once though.
It did in the GCN version too. The only change that I noticed about the cannon is only cosmetic, the audience member are now shot out like 1-2-3 4-5-6 7-8-9-10, instead of all 10 being shot in a row
What do you think about the remake’s changes (stopping the battle momentarily whenever somebody prepares to throw something, Power Lift being busted, etc)?
@@Miccat87 I like how Power Lift is less RNG based but hate how strong it is - I dislike the game stopping to scream at you “HEY! This dude is gonna throw something!” and I’m not the biggest fan of the new coin cap (kinda overpowered). 30 FPS is also lame. Some other changes are good, though, like the accuracy changes on text boxes so it’s closer to the Japanese script. I’m mixed, and while I consider the remake the definitive edition due to the additional content and better graphics, the GameCube version has quite a few things over it.
@@SonicMaster519 I'm a bit conflicted about Power Lift. I like it being consistent and how it being buffed could add some more challenge running potential, but yeah, it's impossible to deny that it's pretty borked now. However, I've never personally felt that game balance is exactly the top priority when it comes to single player RPGs like this. If you really want, you can always choose to restrict your use of Power Lift or only allow a certain amount of attack and defense up from it. That's the beauty of these kinds of games. They can appeal to all kinds of people by allowing them to tune their experience to their liking. I will say, one balancing change I inherently dislike is how Sleep was changed. Now only specific things can end Sleep early, excluding all Mario and partner attacks if they aren't charged. It's honestly feels braindead as hell to be able to lock enemies or even bosses into Sleep so easily, and it's inherently less interesting now because it's very similar to Stop. However, since I don't use Sleep too much anyway, I don't see it as that big a deal, personally. However, I do worry new players could miss out on some of the cooler parts of the game by cheesing their way through a lot of battles with Sleep. As for things I like, I think the way the game handles SP regeneration is better. Appealing is buffed, but SP regen from Stylishes are nerfed, which makes Special Moves a bit less easy to spam mindlessly. While the Power Bounce nerf is pretty whacky, I do like that it encourages players to try out some other moves or try to plan around sometimes not getting more than 4 bounces. And of course, as you said, the game's visuals are a lot better. I personally don't have a strong opinion about the game being 30 FPS or the audience throws being more clearly telegraphed. Those changes are whatever to me. However, I will say that I do like that some stage hazards were toned down a bit. You can actually see things like buckets before they hit you, and the ice jets are a lot more forgiving. So overall, as I said, I think there's both pros and cons to this remake.
@@lordmarshmal_0643 this is actually one of the most mandatory things in a remake oh my god, no matter what way there SHOULD be a function that lets you do this at all times when you make a remake
When Mario is at one HP the badge "Mega Rush" is triggered, allowing him to do 5 more damage. By failing the hammer command, Hammer Bros in the audience will throw hammers at Mario, dealing 3 damage. This can deal enough damage to trigger Mega Rush.