Sorry Tuts, I gotta wipe the floor with you this time. Nothing personal!
CantWin is a File Code in Dark Star Edition that sets you to level 27, gives you all 128 badges, and the 5 unlockable stones immediately (all but Greed, Badge, and Rainbow). However, in return, it forces all encounters to be at least 4.5x difficulty, the equivalent of Super + Mega Curse. Equipping Curse badges does NOT stack with this multiplier, but if you equip Ultra + Mega Curse or all 3 Curses, you will do a fight on that respective difficulty instead of the innate 4.5x difficulty that CantWin forces.
Tutankoopa EX has 100 Base HP, scaling up to 900, and has 1 Defense. The base attack of his Shell Toss is 8 (72), and the base attack of his Magic is 10 (90). His magic inflicts Sleep if you fail to block. His magic also hits the partner with damage value of 1 (9) if it hits Mario. He can still hit himself with his magic though, and that's also a base damage value of 1 (9).
The first turn he's able to move, Tutankoopa will call in a Golden Chomp. These have 15 Base HP (135), 8 Attack (72), and 5 Defense. Only 1 Golden Chomp can be out at a time. The Golden Chomps move slowly with their attack, but they can still fake out with said attack, and can do so multiple times. The Golden Chomp is irrelevant here, I'm just covering my bases.
Tutankoopa received several changes between his original fight in Chapter 2 and his EX Fight. First, he now has 10 Shells that he can toss instead of only 3. He's also far less likely to hit himself with his magic, though we won't see it here since I allowed myself to use the Mega Bounce Exploit. He can now throw 1 Shell the same turn he calls in a Golden Chomp, or 2 Shells in the same turn if unable to call in a Golden Chomp. Being in this fight also causes Mario to lose 3 FP every round that Tutankoopa is able to move.
The most apparent change though lies in Tutankoopa's Curses. He had them in his fight in Chapter 2 as well, but there are 3 of them now instead of only 2. The first one triggers when he falls below 75% HP, and it cuts Mario's Max HP in half (odd values round down). The second one triggers when he falls below 50% HP, and it decreases Mario's stats. Either his Defense decreases by 3, or his Attack AND Defense decrease by 1 each. The third and final curse triggers when he falls below 30% HP, and it will cut Mario's Max HP in half again.
So why did I allow myself to use the Mega Bounce Exploit in this fight? After all, my initial rules on it stated that I had to limit my bounces if I needed to use Mega Bounce. That was true, but I made an additional exception later on. The exception I added was that if a fight had only 1 viable strategy for a given difficulty, AND that strategy was already showcased in the Standard Curse Challenge, then I would allow myself to use the exploit. I added this exception later on to account for fights like Tutankoopa EX, Tubba EX (spoilers!), and some of the fights within Chapter 9. This was done so that I could save time/turns depending on the fight. Look at those fights from this point of view - would you really want to see the same strategy executed again? That point of view is especially prevalent for Tubba EX on 9x; a fight that takes almost 2 hours to beat, 95% of which is spent in Phase 1.
As a note - by viable strategy, I don't mean making minor tweaks. I mean that the strategy's premise needs to be different for me to consider it "different". For example, the only viable strategy for Tutankoopa EX is Danger + Peril with Flower Coins. You need Flower Coins because it enables more efficient play and allows you to ignore losing 3 FP round from Tutankoopa being able to move. Both of which are requirements to get through this. Just because I added my FP back to use Obsidian Shrooms does NOT mean I consider it a different strategy.
For me to consider a strategy different from the video showcased for the standard curse file, its execution and/or planning must be different. For example in this fight, I'd have to use a non-Flower Coins strat. While Flower Coins also works best with Perfect Peril builds, not having Flower Coins requires you to have to plan around the fact that you're using your FP for attacking moves as opposed to your Coins. Because of that, your play is less efficient and thus I would consider that different. If you don't agree with my mindset that's fine, but this exception will be part of the principle that I'll follow in regards to the Mega Bounce Exploit's use.
I also need to be able to practice getting 99 bounces consistently since I know there's a certain terrible fight waiting in Chapter 9 where the Mega Bounce Exploit is literally the only answer. If you know, you know...
So yeah, Mega Bounce Exploit for Tutankoopa EX. With all the attack I have, I could do this in just 7 Mega Bounces with perfect execution. I actually nearly got it, only messing up the 7th one. The MBE means I can bypass his curses entirely too.
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