There's a "kick the puppy" type humor to seeing Vivian getting bullied by her sisters, and then getting instantly knocked out by Mario and Co before the fight even starts proper.
I like how she's "Sad" before doing it too. like I know she's exhausted having 1 HP but something about the somber "good bye, sis...*boom*" makes it that much better.
Yoshi's not even three minutes old and Mario sends him into a battle arena to fight two highly dangerous, SPIKY, INVINCIBLE enemies on the slight off-chance that a NEWBORN might be able to damage them. It's only natural that Mario's abuse would progress to this.
That's what I'm wondering. Some of these really look so obscure it took us 20 years to find them. Given the remakes generally use the exact same code as a basis and how rare it'd be to pull this off, I wouldn't be surprised if it was ignored. Though the HP drain partner first strike thing seems like something the devs should notice and account for, since the partner dying and still being usable in the overworld is a more deliberate game mechanic. Would be easier though to just keep them at 1HP in the overworld like most other RPGs do than ever bother with the zombie partner thing.
Fun analysis video! Thanks for uploading! That semi-KO'd partner glitch seems like it could be useful if harnessed for runs where partners (Or maybe Mario?!) aren't to be used, even as meat shield.
there's one thing im still wondering with the "first strike as any partner" glitch. say i have mega rush P equipped, bobbery is in peril, and i do a bomb first strike using goombella. would goombella's attack be boosted by mega rush or not? what about the reverse case, where goombella was in peril instead? does this happen with any other things (only power rush comes to mind)
Considering that Vivian did 1 less damage than Bobbery in the first Chapter 8 example, I would imagine that if Goombella was not in Peril, then she wouldn't do increased damage, even if Bobbery was.
@@UnknownCleric2420Yeah every partner is factored differently based on the current active partner. so even if Bobbery were to do the first strike, the game seems to check who the active partner is before damage calculation, not who used the attack. It's similar to how partner status effects are retained by the partner effected even if you switch out, allowing you to effectively stack boosts on them, then quick change them out so they retain the boosts before a final heavy attack.
Neat that they made the Bristle first strike show before the battle even starts that it was a bad idea in the remake. Happens with all harmful first strikes, even.
5:26 I think in the remake they changed it so you actually can first strike with a springjump and deal the same amount of damage you would with a springjump. In PM64 they also have this feature which I think is cool.
likely the hp drain situation with a dead partner happens because the state setup is only checked and done at the time the battle is initiated and creates a desync between the alive/dead state and the HP value. first striking with a dead partner starts the battle with the the game knowing to start the battle with the partner dead, but the strike recovers HP, and the game does not check again weather to continue with the dead state or not, after the HP is given from the first strike, the game remembers to start the partner in a dead state once control is given back to the player and does not check the health again to correct the state. the life shroom triggers by checking if the HP changed *to* zero upon a damge taking action occuring and escapes the glitched state, likely, the life shroom can be used on the "dead" partner to exit the dead state even though theres HP left
upon running into the dead partner scenario in the switch version, this oversight was accounted for by simply auto healing the partner by 1HP at the end of a battle if the partner was dead, removing the 0 HP in the field condition, it may still be triggerable with an FP/HP swap with favorable values for it from the field
6:02 - If you try to do this in the remake, the game will not display the "You struck first!" text; instead, the game will play the battle intro music where the enemy did the First Strike.
Maybe the super/ultra hammer quirk was actually intended? It's a hammer upgrade- maybe they intended for that to be a perk of the upgrade- you can first strike enemies like that.
Could this potentially save time in a speedrun if executed quickly in Chapter 2? Skipping the Shadow Sirens dialogue seems like it would save a few seconds, but I'm not sure if the setup would be worth it.
Given the set up required, probably not. You'd have to use Koop's ability in the overworld, and blind fire, and even then, you couldn't take advantage of the 2 damage done to Vivian. I think the time it takes to stop and launch Koops is about as long as the intro dialogue (factoring in the time it takes for the first strike to commence) that it probably at best saves a few frames, and at worst loses time due to movement. I thought of that too though. The second one has more options, but in a speed run you're not farming Mega Rush Ps and Power Rush Ps so you're not one shotting Doopliss to save a turn.
Koops' icon wouldn't show up at all. Only Mario's. similar to if he was naturally dead with 0 HP. it seems to consider the "dead" state as a status effect similar to pokemon's fainting status, where it doesn't matter what your HP is, a specific flag needs to be checked to change the status back to living and I guess they never accounted for HP Drain to be possible to activate when dead. Same reason Happy Heart P wouldn't activate while dead and why AoE healing effects don't work on a dead partner.
I'm curious about the first glitch and how it skips the initial dialogue at the start of the fights. Would this have an application in any speedrun category? Or even if it theoretically did, would the setup be too lengthy/precise to get any amount of timesave?
I don't think it gets used because the partner wouldn't do very notable damage, mashing the text is a bit faster than the set up especially if you trigger the battle, some bosses want specific partner set ups but generally you'd like to just crush everything with a low HP Mario. Partner Peril strats might save time but the problem is getting the badges.
@@velvetbutterflyeven in peril Koops wouldn't do the 9 damage to defeat Vivian in one turn. He'd do 8 (so close yet so far). Plus I think the strat is to use items to destroy them all at the same time so they don't have time to use thier lenghty attacks, so Mega Rush Koops Power shell + Mario using earth quake I think is the fastest way to defeat them anyway.
Yes: You can do a spring jump in the overworld and have it hit an enemy. No: Mario only ends up doing a normal jump once you're actually in the battle.
@@Koopatrol My thinking was based on if the game over was based on a check that both players were at 0HP. The fight would go on, but the enemy couldn't target either of your characters. If the condition for game over is just both players are fainted, regardless of HP (which is expected to be 0), then it wouldn't be a factor.
Loops said in another comment it "works" because you can first strike an enemy with it it doesn't work because nothing special happens, it just counts as a normal jump
No. The timing of Mario stopping, kicking Koops and the first strike animation is a bit longer than the timing of the dialogue. and the 2 - 8 damage you do to Vivian wouldn't make the battle any faster. Partially cause she has 9 hp anyway and partially because you still have 2 other characters to destroy, one with more HP so you'd still have to do a Mega Rush Koops Power shell + Earthquake item to destroy them as quickly as possible.
Regarding Mario not doing a spin jump first strike after he hits the ground, that does work when I play. That’s part of the reason I was able to spin-jump so often as a kid. I’m guessing it’s an emulator/regional/revision difference seeing as I play on an unmodified GameCube with an official disc.
It’s honestly so hilarious to see any partner just menacingly float towards and stand in front of an enemy before literally exploding
Oh lawd Goombella comin-!
[slides in] "I'm still full of terrorismmmm~" [boom]
Now if only Mario could do this 😂
vivian finally blows up on the shadow sirens after beldam's abuse
"Casually approach the Doopliss"
Bobbery: _does a Turn Zero one-hit KO_
Doopliss: "Oh no!"
what an inconvenience! i appear to be dead where i stand, before i even stood!
There's a "kick the puppy" type humor to seeing Vivian getting bullied by her sisters, and then getting instantly knocked out by Mario and Co before the fight even starts proper.
I like how she's "Sad" before doing it too. like I know she's exhausted having 1 HP but something about the somber "good bye, sis...*boom*" makes it that much better.
It's funny that out of the two boss fights that you can get First Strikes on, they're both the Shadow Sirens.
It makes a lot of sense. They're the bosses that you see out and about, rather than just sitting in their rooms waiting for the heroes to show up.
I'd say it's also thematically fitting, since they're some of the most dysfunctional and inefficient bosses in the whole game.
HP Drain P suddenly becomes so much more disappointing with its availability when you realize what this glitch could do for PHP type challenges.
PHP?
@@prexot2341 Pre-Hooktail Pit.
Doopliss getting downed by a first strike before the first turn seems like a very doopliss thing to happen lol.
4:40 Okay, sending a baby out to explode. Great parenting there, Mario, you goddamn Superstar.
Yoshi's not even three minutes old and Mario sends him into a battle arena to fight two highly dangerous, SPIKY, INVINCIBLE enemies on the slight off-chance that a NEWBORN might be able to damage them. It's only natural that Mario's abuse would progress to this.
7:54 the audience saw an abomination and took matters into their own hands
2:39 Bobbery doesn't want to hear ANYTHING from the Shadow Sirens and immediately attacks Doopliss
"Is that the one who stole your body, Mario, old chap?"
"Yep. Blow him to the moon."
"Righty-ho!"
how does he do *40* damage ._. i forgor
@@TearonQ Mega Rush P + a crapton of Power Rush Ps.
@@TearonQdoing this glitch
Bobbery will not stand for finding out that one of them stole his old boy's identity.
“Sir take one more step and we will use force!”
“Nuh uh”
*floats over and literally explodes*
1:05
Goombella: I came in like a Wreecccking Baaaaalllll.
I love these random oddities. I remember trying to spring jump first strike enemies a bunch of times when I was a kid
Encountered the spring jump "first strike" while playing casually, it's a disappointing result for how tricky it is to execute.
It's so funny how they stand menacingly and then explode.
about to be the 20th anniversary of this game and we're still learning new things about it.
7:50 nah what did koops do to u guys😭
The audience: Fooling us.
ttyd remake is going to be fun to test these glitches. i wonder if nintendo knew about these
That's what I'm wondering. Some of these really look so obscure it took us 20 years to find them. Given the remakes generally use the exact same code as a basis and how rare it'd be to pull this off, I wouldn't be surprised if it was ignored.
Though the HP drain partner first strike thing seems like something the devs should notice and account for, since the partner dying and still being usable in the overworld is a more deliberate game mechanic. Would be easier though to just keep them at 1HP in the overworld like most other RPGs do than ever bother with the zombie partner thing.
3:20 my luck in a nutshell
That's rough, buddy
4:40 “yea vet, my pet Yoshi has this issue where he sometimes slides across the ground and blows up people. I don’t know why he does”
4:40
Mario: Kid we have to take you to the hospital.
Mario: I feel concerned for Yoshi now.
@@NevaehLott-k5bYoshi: *tzzzzzz BAP* *BAP*
Bobbery: I think something is wrong with Yoshi.
Doopliss: Ya think?!
7:59 the seamless music transition
"If you strike first with a dead partner" gosh that’s morbid 7:07
TandeMowz used Self-Destruct! It was super effective!
7:40 The audience assumed Koops to be a zombie and attempted to finish the job
Audience wasn't fooled by Koops' playing dead.
Wow, I never would've thought that you could first-strike Ultra Hammer Bristles.
Miss mowz used bomb for 40 dmg 😂
The Koopatrols know better than to attack a defenseless enemy 😏
That stepless hover forward with the blank expression is honestly hilarious 😂
Your dedication to this game is nothing short of legendary.
When you're so good at superblocks, you use them to relentlessly persue your enemies at the speed of a launched shell...
Oh wait.
Fun analysis video! Thanks for uploading!
That semi-KO'd partner glitch seems like it could be useful if harnessed for runs where partners (Or maybe Mario?!) aren't to be used, even as meat shield.
Goombella spinning is hilarious
there's one thing im still wondering with the "first strike as any partner" glitch.
say i have mega rush P equipped, bobbery is in peril, and i do a bomb first strike using goombella. would goombella's attack be boosted by mega rush or not?
what about the reverse case, where goombella was in peril instead?
does this happen with any other things (only power rush comes to mind)
Considering that Vivian did 1 less damage than Bobbery in the first Chapter 8 example, I would imagine that if Goombella was not in Peril, then she wouldn't do increased damage, even if Bobbery was.
@@UnknownCleric2420Yeah every partner is factored differently based on the current active partner. so even if Bobbery were to do the first strike, the game seems to check who the active partner is before damage calculation, not who used the attack. It's similar to how partner status effects are retained by the partner effected even if you switch out, allowing you to effectively stack boosts on them, then quick change them out so they retain the boosts before a final heavy attack.
Schrödinger's Koopa
Shadow Sirens, doomed to get dunked on.
Vivian taking revenge on her sisters (And her replacement Doopliss) by activating Martyrdom
gotta love finding out new glitches for this game
Miss mowz became rouge the bat and exploded doopliss on the first second. Ofc, stealth senses!!
Neat that they made the Bristle first strike show before the battle even starts that it was a bad idea in the remake. Happens with all harmful first strikes, even.
Ms.Mowz blows up... What a way to start a video!
Mowz: So you were the one that stole my man’s body!
Doopliss: Wait we can talk about this!
*Ms Mowz goes up to Doopliss and Explodes.*
I love your TTYD content
i would have gotten as much enjoyment out of this video if it had ended after the first 5 seconds lmao
Huh, vivian. Why are you coming at m-
Vivian:explodes
5:26 I think in the remake they changed it so you actually can first strike with a springjump and deal the same amount of damage you would with a springjump. In PM64 they also have this feature which I think is cool.
likely the hp drain situation with a dead partner happens because the state setup is only checked and done at the time the battle is initiated and creates a desync between the alive/dead state and the HP value. first striking with a dead partner starts the battle with the the game knowing to start the battle with the partner dead, but the strike recovers HP, and the game does not check again weather to continue with the dead state or not, after the HP is given from the first strike, the game remembers to start the partner in a dead state once control is given back to the player and does not check the health again to correct the state. the life shroom triggers by checking if the HP changed *to* zero upon a damge taking action occuring and escapes the glitched state, likely, the life shroom can be used on the "dead" partner to exit the dead state even though theres HP left
upon running into the dead partner scenario in the switch version, this oversight was accounted for by simply auto healing the partner by 1HP at the end of a battle if the partner was dead, removing the 0 HP in the field condition, it may still be triggerable with an FP/HP swap with favorable values for it from the field
This feels like I’m in TTYD school, there’s so much here I gotta get ready for the next pop quiz!!! 😵💫😵💫
sirens? i'm only familiar with The Three Shadows - RELATION WITHHELD /lh
3:57 Vivian with Bobbery’s ability: Ka *B O O M!*
Vivian with Koops’ ability: *Sonic X Spin Dash sound effect*
6:02 - If you try to do this in the remake, the game will not display the "You struck first!" text; instead, the game will play the battle intro music where the enemy did the First Strike.
Maybe the super/ultra hammer quirk was actually intended? It's a hammer upgrade- maybe they intended for that to be a perk of the upgrade- you can first strike enemies like that.
The Bristles first strike is a glitch for sure. It got fixed in the remaster.
Interesting stuff.
Makes me wonder how much of this stuff is still in the Switch version.
Now the real question is: will this be possible in the remake
wonder if this is possible in the remake
Ah yes, Ms mous can explode
you mean, EVERYONE can explode
Could this potentially save time in a speedrun if executed quickly in Chapter 2? Skipping the Shadow Sirens dialogue seems like it would save a few seconds, but I'm not sure if the setup would be worth it.
Given the set up required, probably not. You'd have to use Koop's ability in the overworld, and blind fire, and even then, you couldn't take advantage of the 2 damage done to Vivian. I think the time it takes to stop and launch Koops is about as long as the intro dialogue (factoring in the time it takes for the first strike to commence) that it probably at best saves a few frames, and at worst loses time due to movement. I thought of that too though. The second one has more options, but in a speed run you're not farming Mega Rush Ps and Power Rush Ps so you're not one shotting Doopliss to save a turn.
I'm guessing if you used sweet treat after dead koops had 1 (or 20) HP, he'd gain more HP but stay passed out?
Koops' icon wouldn't show up at all. Only Mario's. similar to if he was naturally dead with 0 HP. it seems to consider the "dead" state as a status effect similar to pokemon's fainting status, where it doesn't matter what your HP is, a specific flag needs to be checked to change the status back to living and I guess they never accounted for HP Drain to be possible to activate when dead. Same reason Happy Heart P wouldn't activate while dead and why AoE healing effects don't work on a dead partner.
I'm curious about the first glitch and how it skips the initial dialogue at the start of the fights. Would this have an application in any speedrun category? Or even if it theoretically did, would the setup be too lengthy/precise to get any amount of timesave?
I don't think it gets used because the partner wouldn't do very notable damage, mashing the text is a bit faster than the set up especially if you trigger the battle, some bosses want specific partner set ups but generally you'd like to just crush everything with a low HP Mario.
Partner Peril strats might save time but the problem is getting the badges.
@@velvetbutterflyeven in peril Koops wouldn't do the 9 damage to defeat Vivian in one turn. He'd do 8 (so close yet so far). Plus I think the strat is to use items to destroy them all at the same time so they don't have time to use thier lenghty attacks, so Mega Rush Koops Power shell + Mario using earth quake I think is the fastest way to defeat them anyway.
@@MarioMastar well that was the general point I was making, any first strike strat is slower than what they do
you didn't fully explain spring jump's Yes and No
Yes: You can do a spring jump in the overworld and have it hit an enemy.
No: Mario only ends up doing a normal jump once you're actually in the battle.
Correct
I wonder if this works in the remake?
Can the partners get stylish moves on the Koops/Bobbery first strikes?
No
I think it's funny the lack of animations for partners using Bobbery's attack.
Minecraft Creeper vibes 😰
6:48 Nah, they would had fixed it in the remake.
Now I'm curious if TTYD gives you a game over if Mario loses all his HP while Koops is "fake dead".
It's game over if Mario dies regardless of partner's condition
What happens if Mario hits 0HO while Koops is fainted with >0HP? Is it still a game over, or is it a softlock?
Why would the game softlock?
@@Koopatrol My thinking was based on if the game over was based on a check that both players were at 0HP. The fight would go on, but the enemy couldn't target either of your characters. If the condition for game over is just both players are fainted, regardless of HP (which is expected to be 0), then it wouldn't be a factor.
@@MOORE4U2 The condition is only if Mario is at 0HP, not both.
Can you explain how frist striking with spring jump works? When does it work and not work?
Loops said in another comment
it "works" because you can first strike an enemy with it
it doesn't work because nothing special happens, it just counts as a normal jump
@@PixyEm oh really? I could've sworn it was possible to get it to actually do a spring jump but it has been a while
Lucky 999th like and true. I have recently been thinking about Paper Mario lately; video games are so mindblowing. 😄
Does this save time in a Speedrun?
No. The timing of Mario stopping, kicking Koops and the first strike animation is a bit longer than the timing of the dialogue. and the 2 - 8 damage you do to Vivian wouldn't make the battle any faster. Partially cause she has 9 hp anyway and partially because you still have 2 other characters to destroy, one with more HP so you'd still have to do a Mega Rush Koops Power shell + Earthquake item to destroy them as quickly as possible.
I see now.
Regarding Mario not doing a spin jump first strike after he hits the ground, that does work when I play. That’s part of the reason I was able to spin-jump so often as a kid. I’m guessing it’s an emulator/regional/revision difference seeing as I play on an unmodified GameCube with an official disc.
I really like your videos but it'd be better with some narration so I can listen while I do chores