Part 1 is not required to enjoy this! This mod is intense, even for the best Paper Mario players in the world. By the end of the game, you have the option to challenge many optional bosses, which we've deemed "Superbosses" for their immense challenge. Some superbosses took me many attempts. Sometimes I clutched a win first try. Sometimes I just got lucky. But we tackled them all on my Twitch in October 2019. :)
Kent C. Koopa has double his original HP, and attacks many times per turn depending on how low his health is. He also removes a Life Shroom from Mario's inventory every turn. He's no longer weak to sleep either.
The Koopinator Unit replaced the Anti Guy Unit in Chapter 8, likely because the Anti Guy Unit is in the Toy Box now (see part 1 of this mini-series). They remove battle commands if you miss blocks.
Chapter 8 Jr. Troopa is underwhelming at first sight. His 30 HP is pathetic at this point in Master Quest, but he heals 20 HP every turn, and his attack increases by 3 each heal. This is in addition to his normal attack. It's a damage per turn check, so bring a Hustle Drink.
Goomba King EX isn't bad. Dizzy Shell works wonders there, as do Quake Hammers. Their damage potential is quite high without Chill Out or other status, though.
I had no issues with the Koopa Bros. EX fight. Quakes seem like a necessity to beating them.
Tutankoopa EX might have been the easiest refight. However, his magic attack puts you to sleep if you don't block. You will need Mega Jump, Zap Tap, and/or Quake badges though. This is due to the Chain Chomp and electrified Tutankoopa gimmick.
Tubba Blubba EX is fun. He heals for 10 HP every turn, and gains 2 attack. I recommend using a Hustle Drink on Turn 1 to mitigate the first heal, and to maximize your damage on Turn 2. Bow's Fan Smack is great. Tubba's double block timing is misleading though, and cut a few of my attempts short.
General Guy EX is very difficult. He is supposed to have multiple Medi Guys (but a stronger variant) that will heal him constantly. He calls reinforcements every time they are defeated. When Mario is at low HP, he calls Anti Guys for reinforcements to deter using "Danger Mario" strategies. I actually found the Anti Guys easier to deal with by using the Hustle Drink + Repel Gel + Mega Rush + Quake + Outta Sight strategy, so I entered the fight in peril to manipulate this.
Lava Piranha EX is quite the challenge as well. Each active Lava Bud gives him +3 defense. Phase 1 isn't bad. Phase 2, he hits your partner and will destroy every item with his first attack. This cannot be avoided, and requires a bit of critical thinking to survive due to Lava Piranha's ridiculous attack power.
Huff N. Puff EX is insanity. He has 3x his normal health in the base game, can heal 20 HP every 2 turns, deals 25 damage with his charge attack, Tuff Puffs deal 7 damage per hit, missing the extremely dubious block on his wind attack halves Mario's attack for a few turns, and he turns invisible for 3 turns if you dodge his attacks. I somehow beat this without much planning due to an extremely clutch moment in this highlight reel.
Crystal King EX has 100 health, and can heal 99 HP. Twice. And this activates automatically when he dies. There is a 7-frame variant on blocking his wind attack when he's airborne. Missing the block freezes Mario. There is also a 25-damage anti-Danger Mario move, complete with a bit of trash talk.
The Master (3) has more health, and his first attack can 1-shot you right off the bat. This one was cleared with Hustle Drink + Repel Gel + D-Down Jump + Turbo Charge / Outta Sight.
A Pit of 100 Trials was added to this, and it is asinine. No one has ever beaten it without savestates, as of this video's upload. I did, however, beat it without using any items I brought.
Disastar has very tricky block timings. He has 255 health, and his damage and defense increases every turn. I think his defense caps at +5. Mega Jump is your best friend! Oh, and his 3 attacks are on a cycle, so Outta Sight the ridiculous multi-hit one.
Koopa Koot. Yep, he's a boss if you do every optional favor, with 200 HP to boot. I figured out a way to break his heal mechanic by using the same strategy used on the Master (3). A Kooky Cookie was used on Turn 1 for additional turns of invisibility since I was unsure if he would die when testing the strategy for the first time.
Giga Bowser has 200 HP and three 90-HP heals, so that's a casual 470 HP. He also attacks multiple times per turn. This boss is getting nerfed for the final version. We beat him with a lucky Egg :)
Shoutouts to Emperor_Thamz, Rainchus, Brotenko, JaThePlayer, Purseit, and TwoPieRadian for their work on this mod!
• Patreon: / stryder7x
• Twitch: / stryder7x
• Twitter: / stryder7x
Video intro animated by TheSneakySpy: / thesneakyspy
Video border by totallynotjon_: / totallynotjon_
Информация по комментариям в разработке