What are the parameters of getting an SS rank for these Death difficulty fights? I've had countless no damage runs and can only squeeze an S rank run.
@MattTheNoMoreHero6 күн бұрын
@@DevilMayAsian I bet you've used the roulette wheel, whose use - no matter the result - always limits your maximum possible rank to S. Exit the fight, re-enter it and then do a relatively quick no damage victory without losing (meaning without using the wheel) to bag your SS rank. I stumbled thanks to not knowing this fact and others were wondering too, so it seems to be a common question. Tell me if that helped you.
@DevilMayAsian6 күн бұрын
@@MattTheNoMoreHero no joke, I grabbed the SS some 20 minutes ago. It was on the first round, without the wheel. I made a mental note of that and given what you just said, this will make the other SS attempts easier. I guess it makes sense, but....what an annoying thing to have to figure out.
@MattTheNoMoreHero6 күн бұрын
@@DevilMayAsian Yeah, it could've been communicated better in-game, but I'm glad you can now go for all the SS ranks. Btw, at least for Kimmy, no damaging the fight isn't a requirement; it's still possible to get the best rank despite taking minor damage from the lasers iirc. You still can't take much damage, but it could help reduce some of the tedium.
@DevilMayAsian6 күн бұрын
@@MattTheNoMoreHero understood. Thanks for the info, for Kimmy and the wheel!
@matthewmondragon20747 күн бұрын
Uncannonically but posible in a way, get mad and could awaken his true powers
@scienceboy208147 күн бұрын
Vile should have the 1 shot kill beam
@strengthcolossal55388 күн бұрын
Why This Game never was on PS2? O PC?
@zagoleo773212 күн бұрын
Ok, was no damega as possible, beside the unevitable attacks.
@MattTheNoMoreHero11 күн бұрын
Yeah, aside from unblockable party-wide attacks, everything is pretty much blockable. Czar Dragon is not really that difficult in this regard, it's rather the no deaths-rule that causes issues with him. He didn't use two blockable single-target spells though, but a later boss features them, so I'll show their blocks then.
@robertlupa827314 күн бұрын
1:18 This looks so stupid. 😂 This is why you should playtest your game.
@bryanlozado275215 күн бұрын
Crush Him!
@MattTheNoMoreHero24 күн бұрын
Once again an optional battle, which means the experience gained here is NOT carried over to any following fights. I simply reloaded my savefile and did the minigame correctly to skip this encounter.
@partytimecopyАй бұрын
Man the music you used during vile is absolutely majestic
@MattTheNoMoreHeroАй бұрын
Just to be clear: Since this fight is optional, I did NOT continue the run with the exp. gained here. Check and compare Mario's HP values in this and the next battle once it releases to see for yourselves - they haven't changed despite him leveling up here.
@MasterKnightDHАй бұрын
And now "YOULOOS" has lost!
@MattTheNoMoreHeroАй бұрын
Finally, someone has pointed out the irony of the situation xD
@WaldysProject-vg5tm2 ай бұрын
Wt fucking that 100hits men nathalia it's crazy
@MasterKnightDH2 ай бұрын
Hammer Bros. is an early enough fight that a lot of rules for a challenge wouldn't be relevant. In this case, No Items would barely do anything about the (obviously unneeded) Honey Syrup, No Deaths is redundant with only 1 party member, and people attempt this at Low Level. I actually take this as far as possible in my own run, though I end up segmenting because of luck far enough into a segment. What do I do? Here's a list: -No Damage -Level 1 -No Jump -Simultaneous KO of both HBs That last one is especially important because not only is it precise, but the splash from sweetspotted physical attacks can actually Miss because of luck. It's where I ended up video editing segmenting the involved video, because I didn't want to go through the entirety of Mushroom Way just to have ANYTHING in the entire fight go wrong. It doesn't help that HBs have Evade (10 in the original, 12.5 on Switch), so Misses are fully realistic, though ones that only Miss the direct target stop timing involvement, mercifully in this case including the splash. It just means 3 more Perfect Blocks. The whole venture is worth it, however, because of absolutely convenient math. With HBs have 13 Physical DEF, Mario deals 7 damage default, which doubles to 14 with sweetspot timing. The splash is 2/5 of the default damage, so the other HB takes 2 damage. 3 hits to each HB would result in 48 damage to both, and that leaves each of them with...2 HP. It's just amazing what can be done with math in a game nearly 3 decades old, and all that's needed is 19 sweetspot timings. And the clincher is that if HBs were to have 63 or 64 HP (from, say, a theoretical Hard Mode boost of 25% extra HP rounding up), the double KO would STILL get to happen, with 1 extra attack needed when the Evade stat is admittedly a problem for a fight where spell healing isn't even around. The developers weren't even afraid to change up Evade values as a later enemy, Birdy, has far more Evade than they did in the original. Nerfing their Physical Evade isn't going to keep people from preferring Jump because FP sharing isn't even prohibitive at this point. I also tried a No Damage Run of the HBs without Jumping in the original, but Hammer Time has asinine timing there, not helped by its randomness in the timing. It was a no go. Overall, the fight is improved.
@MattTheNoMoreHero2 ай бұрын
I've just seen you finish these guys off simultaneously in your run - great show! As you say, it's really nice how well you can calculate certain things in this game. I'm especially thankful for the fixed damage of enemies' party-wide attacks since it lets me tinker around with defense values very reliably. Aside from some RNG here and there (Smithy, grr...), the game is overall really fair this way despite it being an RPG.
@MasterKnightDH2 ай бұрын
Hiya. I see you're undertaking a Self Imposed Challenge with Super Mario RPG Switch. I have been doing that since its release with my own run, which is titled Super Mario RPG Switch Restricted Weapons/No Deaths Run if you're interested in looking through that. I'm obviously involving different rules with that, though I can be glad I have completed a similar run of the original in its own difficulty, even if I did have to drop the Restricted Weapons part specifically for Bowyer there (no such problem here in the Switch version thanks to Ally Buffs, despite how happy Bowyer got with Static E in my recording), and I have an intended ban for Crystallines only for that to be dropped for 3 fights in the original, and I'm expecting to drop it for 2 of those fights as well despite their shenanigans being nerfed. I don't have minimum or even pseudo-minimum Levels on either version, but I do avoid getting too crazy with Level Ups. Oh yeah, and I'll miss Bowser's Physical DEF Ally Buff being pointless here. But undoubtedly, you'll be using Clown Car Barrage here and there. I do note that you don't have restrictions on things like Jump Specials. It's worth mentioning that I do have No Damage up to Croco (and I do Levels 1/2 for that fight at that), and I'm prohibiting my usage of Jump Specials in the Switch version, at the very least before postgame which is going to be self-explanatory, but the point is that I didn't use them to speed up any of the first 3 boss fights. Even then, considering what restrictions you're already involving here, I can buy the tedium reduction that would help speed things along with bosses who are already without any all-targeting spells. I would simply be happy if consistency against Birdo's attacks after her first single shot would end up being shown if it means showing that No Damage Running her would be possible at ANY Level just by wiping Eggberts, and that would be good because I like her concept. Of course, I wouldn't be surprised if she drops against Super Jump. Am I to assume that you use the Super Suit as well? I guess you'll display as much. Item usage is allowed on my run before certain fights when working with the Mallow/Bowser team gets nightmarish otherwise, but I do opt to track item usage to encourage myself to avoid getting too crazy with items before I forget why I would restrict Bracers and Crystallines specifically. With my restrictions such as Mallow/Bowser default with discretionary mid-battle switching from that feature being new, I'm needing item aid, but significantly less restriction, especially when Peach is significantly more free and her Magic DEF Ally Buff is also a thing here (hi, Culex), would inevitably reduce necessity so heavily. And, of course, No Deaths speaks for itself, and there's a reason it's my favorite rule here. I had managed and recorded with it in Ultima: Quest of the Avatar for NES as well as Secret of Evermore for SNES, both with added restrictions, and I would be similarly managing it for LostMagic for the Nintendo DS if I were to get around to that again. The whole notion of our people being kept safe is innately involving empathy, which speaks for itself. There's also the notion of seeing if the game avoids cheap design like instant death attacks that can't be addressed in an acceptable manner. So yeah, I approve. At any rate, happy hunting with the No Blockable Damage ventures.
@MattTheNoMoreHero2 ай бұрын
Hey, I've just watched your first three boss fights on the Switch version and you definitely know more about both versions of the game than me. For example, I didn't know the timing for blocking attacks was changed on Switch. Also, great job on imposing even more unique rules and pulling them off for the most part! To answer some of your questions. Yeah, I'm also a bit sad about Bowser's ally buff doing nothing in this run. But don't worry, he will be present enough for a large number of the battles. Terrorize is too useful and sometimes even absolutely necessary to survive certain attacks, so Bowser will play a vital role. Regarding Jump moves, I only use Mario's regular Jump during the whole run, most of the time to speed things up, as you said. Whenever I felt the need to try out any of the other ones, the damage output was so negligibly higher or required so many consecutive jumps that it wasn't worth or appealing to me. And even Jump will eventually become situational, so I didn't see the need to restrict it (at least, I didn't grind its usage to increase its power). As I never bothered to learn or practice the timing for 99 jumps in a row, I definitely won't use the Super Suit 😆 It would've been helpful, but since there is only one piece of it, it also wouldn't have worked wonders since I still need to keep everyone alive. I am going to use some good offensive equipment though. And don't mention Birdo, I've never expected her to become a problem, but boy was I wrong. I had to use Spare-us-all to uphold the no damage rule, and yet, she gave me the most ridiculous RNG imaginable when choosing her moves. Look forward to it.
@BenelopeAlmendra2 ай бұрын
i mean shoulndt have used turbo when there was not inmediate danger of loosing the position
@MattTheNoMoreHero2 ай бұрын
Some more info on the restrictions: -No damage (*from blockable attacks): The remake is kind enough to let you know exactly which moves can be perfectly blocked, resulting in 0 damage. Of course, there are many moves, usually party-wide, that can't be blocked (outside of certain items and the Spare-Us-All triple move, which isn't available frequently), so a complete no damage-run is out of the question. However, the fact that a lot of moves still do damage, and quite a lot at that with the pseudo-low-level rule in place, makes this quite a thrilling challenge. Keep an eye out for my party's HP values and you'll see why. -No items (in battle): Self-explanatory, but the impact this has is huge. Items can do so much in this game - heal your party, replenish your flower points, buff party members, reliably damage enemies...the list goes on. I really doubted if I could pull this one off. The only exceptions to this rule the Earlier Times-item which lets you redo a fight without watching any cutscenes before the fight - a convenient tool I'm making an exception for here for my own sanity (though I only started using it late in the run...). -No deaths: Paired with the no items and pseudo-low-level rules, this is another factor making everything much more intense. No party member is allowed to lose all HP in a fight, so keeping everyone alive becomes a priority and is the reason for some serious strategizing. -Pseudo-low-level: This takes a few sentences to explain. Low-level in this game is usually understood as only gaining the minimum amount of experience possible. For around a third of the run, this means only getting experience from obligatory fights. However, after a certain point, the Lucky Jewel and Lucky Hammer items allow players to not gain any experience at all - if you get lucky at the end of each battle and actually fail the "Where's Yoshi?" minigame. I'm NOT using the Lucky Jewel on bosses, which is why this is not a low-level run in the strict sense, but rather a pseudo-low-level run. I still avoid getting experience from every encounter other than a boss (and have to use the Lucky Jewel in these cases). My reasoning is as follows: Besting all bosses while taking no damage from their blockable attacks is already quite difficult, and I really didn't want to gamble on a 1/6 chance not to gain any experience for every fight after the first third of the run. It would've been infuriating, especially with how I like to create multiple takes for many bosses since I want them to use at least some variety of attacks to show off some dodges. My other reason also became apparent later in the run - it just isn't possible to survive certain attacks with all of the above restrictions intact if you stop leveling after a certain point. That's why I'm fine with getting more experience than in a traditional low-level run, but still keeping overall low levels for the whole party.
@angellopez6912 ай бұрын
that's bs. You spin attacked at it and yet... xD
@RazorBean3 ай бұрын
Thats on you buddy
@sean-dg4sk3 ай бұрын
Bet
@jacobfoster13823 ай бұрын
I've been part of dual's in this game before
@fabienzaca3 ай бұрын
Imagine this your first time almost getting first place 😭
@GriffyBoiii3 ай бұрын
W
@dotfinsvx3 ай бұрын
Wth lmao
@slashkensol3 ай бұрын
F-zero Always stay alert before goal What a great lesson
@Axtmoerder3 ай бұрын
This is bullshit I have beaten him in 16 seconds and only get s rank I’m pissed to go through 5 minutes of this mini game before the fight only to have a chance of 20 Seconds to get the tank
@MattTheNoMoreHero3 ай бұрын
Have you retried the fight before beating Ohma? Or rather: Have you used the roulette wheel before getting your 16 second-win? Using the roulette wheel - no matter what it shows - limits your possible highest rank to S. And about redoing the minigame. I'd need to check to be sure, but I think you don't need to go through it at all if you fight on Death mode via the capsule in Naomi's lab.
@Axtmoerder3 ай бұрын
@@MattTheNoMoreHero this was indeed the problem, i didn’t know using continue reduces the rank to s For the trophy/achievement you had to beat all bosses with ss during the story, Time Machine won’t work.
@MattTheNoMoreHero3 ай бұрын
@@Axtmoerder Glad that it solves your problem. I also didn't know about this from the start and wondered why some of my worst fights resulted in an SS rank while much more polished fights were just ranked S. I see, so they created an achievement like that. I didn't know since I've only played the Switch version, which doesn't have any trophies or achievements.
@ryanluker72233 ай бұрын
I just wish there was an f-zero 99 rage compilation.
@Galiaverse4 ай бұрын
Moves: Shown
@KinixKX4 ай бұрын
Well played! That was super close race
@Siarnaqpk4 ай бұрын
Man... I love this game... It brings back so many good memories... 💙❤️ vs 💜
@KinixKX4 ай бұрын
Oh huh, another rare case of "wait thats me!" I usually dont run goose but seeing you get that KO hurt me haha, still deserved tho
@MattTheNoMoreHero4 ай бұрын
Nice that you've actually recognized this race! I get your feeling though; after finishing the race, I myself was surprised how that last lap went. Definitely some great driving on your part! And fyi, you're gonna appear in the next vid as well since we had quite an intense last lap in the following race on Silence 😀
@MegaSnek974 ай бұрын
Nah. It was absolutely deserved.
@xd_teoma934 ай бұрын
Very impressive.... No armors ... Just his base form
@JB2X-Z4 ай бұрын
Hell yeah, THAT'S how you win! 100% deserved that win
@CrasherX20004 ай бұрын
I thought that first KO was bad If I was that guy at the end I would’ve thrown my controller at the wall
@MattTheNoMoreHero4 ай бұрын
Coincidentally, that person has actually commented on this video 😆
@Pichu-824 ай бұрын
You absolutely did deserve that win.
@IBigDickI4 ай бұрын
A fellow No More Heroes fan yeah? I've seen you on the track before. Nice racing!
@saltyt96834 ай бұрын
Isn't that the Omega theme?
@gyppygirl202112 күн бұрын
Yep. Edited into the video, clearly. I think it works here though. :p
@metagross68975 күн бұрын
Yeah but from the zx series
@gyppygirl20215 күн бұрын
@@metagross6897 In other words, the better Omega theme
@ShiroV24 ай бұрын
The algorythm sure does work in mysterious ways. The fight reminds me somewhat of fighting Pandora and Prometheus in ZX, except those two share the same health bar. WP.
@Justoneguy-BFR4 ай бұрын
Bro. That's Zero from mega man X5.
@blakedevitt69484 ай бұрын
What game?
@user-zg4dx2sw3y4 ай бұрын
Mega man: maverick hunter X
@blakedevitt69484 ай бұрын
@@user-zg4dx2sw3y for what system?
@shad-rl7xr4 ай бұрын
@@blakedevitt6948 psp
@guineapiggames82084 ай бұрын
@@blakedevitt6948psp
@user-bm9gw2mg3g4 ай бұрын
@@blakedevitt6948 Psp
@condimentman95334 ай бұрын
Zero go to the future to zx and x 5
@ShadowdaHedgie114 ай бұрын
This is a case of a character being stronger in gameplay than in cutscenes. X doing a charge shot on Vile by himself: NOT A CHARGE SHOT! *completely wrecked* X and Zero doing a charge shot together: *Vile just negates it completely*
@robertlupa827314 күн бұрын
Look at me, *I'm the boss now.*
@nate54904 ай бұрын
This boss fight was harder then sigma for me. X was mad annoying being the last one to kill
@tsyumamatsuthehavenofguard324 ай бұрын
.. He's the messiah now Edit: *realizes this is the exact same pattern gunvolt would later intergrate into their desperation attacks* Objective met: _kill x first_
@metagross68975 күн бұрын
.... You forgot the laugh
@amarj56784 ай бұрын
Which game is this?!? X6 ?
@MattTheNoMoreHero4 ай бұрын
Hell no 😆 It's a remake of the original Mega Man X called Mega Man Maverick Hunter X for PSP. The engine they used for it is either taken from or based on X8.
@amarj56784 ай бұрын
@@MattTheNoMoreHero thanks for replying Idk why youtube recommended that after years
@MattTheNoMoreHero4 ай бұрын
Apparently, the YT algorithm has recently drawn quite some people to this rather old video. If you somehow wound up here and enjoyed what you've seen: Thank you! Since this video has received much more attention than most of my challenge runs of Maverick Hunter X, I invite you to be my guest and watch them if you enjoy that sort of thing: Vile run (no damage): kzread.info/head/PLFmsBjD8BmmrgpcWijThJAW_gK2g2UPAH X run (no damage, minimalist): kzread.info/head/PLFmsBjD8BmmpfM7UkJEQzFrEJ00m57cJG Kirby X run: kzread.info/head/PLFmsBjD8Bmmoj3IZRHdTSoEIXGPyLalLI
@javierhernandezsoliman91984 ай бұрын
What kind of magic is this?
@rockmanomegaawakeningofcon31163 ай бұрын
Sure it did,was seeking this for years,finally can rest in peace
@MakotoYuichi014 ай бұрын
Here I am got recommended by KZread Fun Fact: Zero's Divekick, Giga Attack, and Guard moves are inspired from Megaman X2 and Megaman X8. - Zero's Divekick is inspired by Enkoukyaku from Megaman X8, A divekick pattern attack used when Zero equip with K Knuckles. = Giga Attack is inspired by variant "Giga Attacks" from Megaman X2, and X4 - X8. To me, the elemental giga attacs resembles with Bakuenjin from Megaman X7 but with new pattern up and down rising flames pillar. - and lastly, The Guard pattern is used in Megaman X2 where Zero blocking X's attacks if you failed collect all Zero Parts from X-Hunters
@RealMrSebas20055 ай бұрын
OH GOD
@daosxion7765 ай бұрын
This remake series would've been so much more successful if it wasn't locked to the psp, there could've been a real treat if we got more perspective games.
Пікірлер
Awakened Zero in X1... Impressive...
What are the parameters of getting an SS rank for these Death difficulty fights? I've had countless no damage runs and can only squeeze an S rank run.
@@DevilMayAsian I bet you've used the roulette wheel, whose use - no matter the result - always limits your maximum possible rank to S. Exit the fight, re-enter it and then do a relatively quick no damage victory without losing (meaning without using the wheel) to bag your SS rank. I stumbled thanks to not knowing this fact and others were wondering too, so it seems to be a common question. Tell me if that helped you.
@@MattTheNoMoreHero no joke, I grabbed the SS some 20 minutes ago. It was on the first round, without the wheel. I made a mental note of that and given what you just said, this will make the other SS attempts easier. I guess it makes sense, but....what an annoying thing to have to figure out.
@@DevilMayAsian Yeah, it could've been communicated better in-game, but I'm glad you can now go for all the SS ranks. Btw, at least for Kimmy, no damaging the fight isn't a requirement; it's still possible to get the best rank despite taking minor damage from the lasers iirc. You still can't take much damage, but it could help reduce some of the tedium.
@@MattTheNoMoreHero understood. Thanks for the info, for Kimmy and the wheel!
Uncannonically but posible in a way, get mad and could awaken his true powers
Vile should have the 1 shot kill beam
Why This Game never was on PS2? O PC?
Ok, was no damega as possible, beside the unevitable attacks.
Yeah, aside from unblockable party-wide attacks, everything is pretty much blockable. Czar Dragon is not really that difficult in this regard, it's rather the no deaths-rule that causes issues with him. He didn't use two blockable single-target spells though, but a later boss features them, so I'll show their blocks then.
1:18 This looks so stupid. 😂 This is why you should playtest your game.
Crush Him!
Once again an optional battle, which means the experience gained here is NOT carried over to any following fights. I simply reloaded my savefile and did the minigame correctly to skip this encounter.
Man the music you used during vile is absolutely majestic
Just to be clear: Since this fight is optional, I did NOT continue the run with the exp. gained here. Check and compare Mario's HP values in this and the next battle once it releases to see for yourselves - they haven't changed despite him leveling up here.
And now "YOULOOS" has lost!
Finally, someone has pointed out the irony of the situation xD
Wt fucking that 100hits men nathalia it's crazy
Hammer Bros. is an early enough fight that a lot of rules for a challenge wouldn't be relevant. In this case, No Items would barely do anything about the (obviously unneeded) Honey Syrup, No Deaths is redundant with only 1 party member, and people attempt this at Low Level. I actually take this as far as possible in my own run, though I end up segmenting because of luck far enough into a segment. What do I do? Here's a list: -No Damage -Level 1 -No Jump -Simultaneous KO of both HBs That last one is especially important because not only is it precise, but the splash from sweetspotted physical attacks can actually Miss because of luck. It's where I ended up video editing segmenting the involved video, because I didn't want to go through the entirety of Mushroom Way just to have ANYTHING in the entire fight go wrong. It doesn't help that HBs have Evade (10 in the original, 12.5 on Switch), so Misses are fully realistic, though ones that only Miss the direct target stop timing involvement, mercifully in this case including the splash. It just means 3 more Perfect Blocks. The whole venture is worth it, however, because of absolutely convenient math. With HBs have 13 Physical DEF, Mario deals 7 damage default, which doubles to 14 with sweetspot timing. The splash is 2/5 of the default damage, so the other HB takes 2 damage. 3 hits to each HB would result in 48 damage to both, and that leaves each of them with...2 HP. It's just amazing what can be done with math in a game nearly 3 decades old, and all that's needed is 19 sweetspot timings. And the clincher is that if HBs were to have 63 or 64 HP (from, say, a theoretical Hard Mode boost of 25% extra HP rounding up), the double KO would STILL get to happen, with 1 extra attack needed when the Evade stat is admittedly a problem for a fight where spell healing isn't even around. The developers weren't even afraid to change up Evade values as a later enemy, Birdy, has far more Evade than they did in the original. Nerfing their Physical Evade isn't going to keep people from preferring Jump because FP sharing isn't even prohibitive at this point. I also tried a No Damage Run of the HBs without Jumping in the original, but Hammer Time has asinine timing there, not helped by its randomness in the timing. It was a no go. Overall, the fight is improved.
I've just seen you finish these guys off simultaneously in your run - great show! As you say, it's really nice how well you can calculate certain things in this game. I'm especially thankful for the fixed damage of enemies' party-wide attacks since it lets me tinker around with defense values very reliably. Aside from some RNG here and there (Smithy, grr...), the game is overall really fair this way despite it being an RPG.
Hiya. I see you're undertaking a Self Imposed Challenge with Super Mario RPG Switch. I have been doing that since its release with my own run, which is titled Super Mario RPG Switch Restricted Weapons/No Deaths Run if you're interested in looking through that. I'm obviously involving different rules with that, though I can be glad I have completed a similar run of the original in its own difficulty, even if I did have to drop the Restricted Weapons part specifically for Bowyer there (no such problem here in the Switch version thanks to Ally Buffs, despite how happy Bowyer got with Static E in my recording), and I have an intended ban for Crystallines only for that to be dropped for 3 fights in the original, and I'm expecting to drop it for 2 of those fights as well despite their shenanigans being nerfed. I don't have minimum or even pseudo-minimum Levels on either version, but I do avoid getting too crazy with Level Ups. Oh yeah, and I'll miss Bowser's Physical DEF Ally Buff being pointless here. But undoubtedly, you'll be using Clown Car Barrage here and there. I do note that you don't have restrictions on things like Jump Specials. It's worth mentioning that I do have No Damage up to Croco (and I do Levels 1/2 for that fight at that), and I'm prohibiting my usage of Jump Specials in the Switch version, at the very least before postgame which is going to be self-explanatory, but the point is that I didn't use them to speed up any of the first 3 boss fights. Even then, considering what restrictions you're already involving here, I can buy the tedium reduction that would help speed things along with bosses who are already without any all-targeting spells. I would simply be happy if consistency against Birdo's attacks after her first single shot would end up being shown if it means showing that No Damage Running her would be possible at ANY Level just by wiping Eggberts, and that would be good because I like her concept. Of course, I wouldn't be surprised if she drops against Super Jump. Am I to assume that you use the Super Suit as well? I guess you'll display as much. Item usage is allowed on my run before certain fights when working with the Mallow/Bowser team gets nightmarish otherwise, but I do opt to track item usage to encourage myself to avoid getting too crazy with items before I forget why I would restrict Bracers and Crystallines specifically. With my restrictions such as Mallow/Bowser default with discretionary mid-battle switching from that feature being new, I'm needing item aid, but significantly less restriction, especially when Peach is significantly more free and her Magic DEF Ally Buff is also a thing here (hi, Culex), would inevitably reduce necessity so heavily. And, of course, No Deaths speaks for itself, and there's a reason it's my favorite rule here. I had managed and recorded with it in Ultima: Quest of the Avatar for NES as well as Secret of Evermore for SNES, both with added restrictions, and I would be similarly managing it for LostMagic for the Nintendo DS if I were to get around to that again. The whole notion of our people being kept safe is innately involving empathy, which speaks for itself. There's also the notion of seeing if the game avoids cheap design like instant death attacks that can't be addressed in an acceptable manner. So yeah, I approve. At any rate, happy hunting with the No Blockable Damage ventures.
Hey, I've just watched your first three boss fights on the Switch version and you definitely know more about both versions of the game than me. For example, I didn't know the timing for blocking attacks was changed on Switch. Also, great job on imposing even more unique rules and pulling them off for the most part! To answer some of your questions. Yeah, I'm also a bit sad about Bowser's ally buff doing nothing in this run. But don't worry, he will be present enough for a large number of the battles. Terrorize is too useful and sometimes even absolutely necessary to survive certain attacks, so Bowser will play a vital role. Regarding Jump moves, I only use Mario's regular Jump during the whole run, most of the time to speed things up, as you said. Whenever I felt the need to try out any of the other ones, the damage output was so negligibly higher or required so many consecutive jumps that it wasn't worth or appealing to me. And even Jump will eventually become situational, so I didn't see the need to restrict it (at least, I didn't grind its usage to increase its power). As I never bothered to learn or practice the timing for 99 jumps in a row, I definitely won't use the Super Suit 😆 It would've been helpful, but since there is only one piece of it, it also wouldn't have worked wonders since I still need to keep everyone alive. I am going to use some good offensive equipment though. And don't mention Birdo, I've never expected her to become a problem, but boy was I wrong. I had to use Spare-us-all to uphold the no damage rule, and yet, she gave me the most ridiculous RNG imaginable when choosing her moves. Look forward to it.
i mean shoulndt have used turbo when there was not inmediate danger of loosing the position
Some more info on the restrictions: -No damage (*from blockable attacks): The remake is kind enough to let you know exactly which moves can be perfectly blocked, resulting in 0 damage. Of course, there are many moves, usually party-wide, that can't be blocked (outside of certain items and the Spare-Us-All triple move, which isn't available frequently), so a complete no damage-run is out of the question. However, the fact that a lot of moves still do damage, and quite a lot at that with the pseudo-low-level rule in place, makes this quite a thrilling challenge. Keep an eye out for my party's HP values and you'll see why. -No items (in battle): Self-explanatory, but the impact this has is huge. Items can do so much in this game - heal your party, replenish your flower points, buff party members, reliably damage enemies...the list goes on. I really doubted if I could pull this one off. The only exceptions to this rule the Earlier Times-item which lets you redo a fight without watching any cutscenes before the fight - a convenient tool I'm making an exception for here for my own sanity (though I only started using it late in the run...). -No deaths: Paired with the no items and pseudo-low-level rules, this is another factor making everything much more intense. No party member is allowed to lose all HP in a fight, so keeping everyone alive becomes a priority and is the reason for some serious strategizing. -Pseudo-low-level: This takes a few sentences to explain. Low-level in this game is usually understood as only gaining the minimum amount of experience possible. For around a third of the run, this means only getting experience from obligatory fights. However, after a certain point, the Lucky Jewel and Lucky Hammer items allow players to not gain any experience at all - if you get lucky at the end of each battle and actually fail the "Where's Yoshi?" minigame. I'm NOT using the Lucky Jewel on bosses, which is why this is not a low-level run in the strict sense, but rather a pseudo-low-level run. I still avoid getting experience from every encounter other than a boss (and have to use the Lucky Jewel in these cases). My reasoning is as follows: Besting all bosses while taking no damage from their blockable attacks is already quite difficult, and I really didn't want to gamble on a 1/6 chance not to gain any experience for every fight after the first third of the run. It would've been infuriating, especially with how I like to create multiple takes for many bosses since I want them to use at least some variety of attacks to show off some dodges. My other reason also became apparent later in the run - it just isn't possible to survive certain attacks with all of the above restrictions intact if you stop leveling after a certain point. That's why I'm fine with getting more experience than in a traditional low-level run, but still keeping overall low levels for the whole party.
that's bs. You spin attacked at it and yet... xD
Thats on you buddy
Bet
I've been part of dual's in this game before
Imagine this your first time almost getting first place 😭
W
Wth lmao
F-zero Always stay alert before goal What a great lesson
This is bullshit I have beaten him in 16 seconds and only get s rank I’m pissed to go through 5 minutes of this mini game before the fight only to have a chance of 20 Seconds to get the tank
Have you retried the fight before beating Ohma? Or rather: Have you used the roulette wheel before getting your 16 second-win? Using the roulette wheel - no matter what it shows - limits your possible highest rank to S. And about redoing the minigame. I'd need to check to be sure, but I think you don't need to go through it at all if you fight on Death mode via the capsule in Naomi's lab.
@@MattTheNoMoreHero this was indeed the problem, i didn’t know using continue reduces the rank to s For the trophy/achievement you had to beat all bosses with ss during the story, Time Machine won’t work.
@@Axtmoerder Glad that it solves your problem. I also didn't know about this from the start and wondered why some of my worst fights resulted in an SS rank while much more polished fights were just ranked S. I see, so they created an achievement like that. I didn't know since I've only played the Switch version, which doesn't have any trophies or achievements.
I just wish there was an f-zero 99 rage compilation.
Moves: Shown
Well played! That was super close race
Man... I love this game... It brings back so many good memories... 💙❤️ vs 💜
Oh huh, another rare case of "wait thats me!" I usually dont run goose but seeing you get that KO hurt me haha, still deserved tho
Nice that you've actually recognized this race! I get your feeling though; after finishing the race, I myself was surprised how that last lap went. Definitely some great driving on your part! And fyi, you're gonna appear in the next vid as well since we had quite an intense last lap in the following race on Silence 😀
Nah. It was absolutely deserved.
Very impressive.... No armors ... Just his base form
Hell yeah, THAT'S how you win! 100% deserved that win
I thought that first KO was bad If I was that guy at the end I would’ve thrown my controller at the wall
Coincidentally, that person has actually commented on this video 😆
You absolutely did deserve that win.
A fellow No More Heroes fan yeah? I've seen you on the track before. Nice racing!
Isn't that the Omega theme?
Yep. Edited into the video, clearly. I think it works here though. :p
Yeah but from the zx series
@@metagross6897 In other words, the better Omega theme
The algorythm sure does work in mysterious ways. The fight reminds me somewhat of fighting Pandora and Prometheus in ZX, except those two share the same health bar. WP.
Bro. That's Zero from mega man X5.
What game?
Mega man: maverick hunter X
@@user-zg4dx2sw3y for what system?
@@blakedevitt6948 psp
@@blakedevitt6948psp
@@blakedevitt6948 Psp
Zero go to the future to zx and x 5
This is a case of a character being stronger in gameplay than in cutscenes. X doing a charge shot on Vile by himself: NOT A CHARGE SHOT! *completely wrecked* X and Zero doing a charge shot together: *Vile just negates it completely*
Look at me, *I'm the boss now.*
This boss fight was harder then sigma for me. X was mad annoying being the last one to kill
.. He's the messiah now Edit: *realizes this is the exact same pattern gunvolt would later intergrate into their desperation attacks* Objective met: _kill x first_
.... You forgot the laugh
Which game is this?!? X6 ?
Hell no 😆 It's a remake of the original Mega Man X called Mega Man Maverick Hunter X for PSP. The engine they used for it is either taken from or based on X8.
@@MattTheNoMoreHero thanks for replying Idk why youtube recommended that after years
Apparently, the YT algorithm has recently drawn quite some people to this rather old video. If you somehow wound up here and enjoyed what you've seen: Thank you! Since this video has received much more attention than most of my challenge runs of Maverick Hunter X, I invite you to be my guest and watch them if you enjoy that sort of thing: Vile run (no damage): kzread.info/head/PLFmsBjD8BmmrgpcWijThJAW_gK2g2UPAH X run (no damage, minimalist): kzread.info/head/PLFmsBjD8BmmpfM7UkJEQzFrEJ00m57cJG Kirby X run: kzread.info/head/PLFmsBjD8Bmmoj3IZRHdTSoEIXGPyLalLI
What kind of magic is this?
Sure it did,was seeking this for years,finally can rest in peace
Here I am got recommended by KZread Fun Fact: Zero's Divekick, Giga Attack, and Guard moves are inspired from Megaman X2 and Megaman X8. - Zero's Divekick is inspired by Enkoukyaku from Megaman X8, A divekick pattern attack used when Zero equip with K Knuckles. = Giga Attack is inspired by variant "Giga Attacks" from Megaman X2, and X4 - X8. To me, the elemental giga attacs resembles with Bakuenjin from Megaman X7 but with new pattern up and down rising flames pillar. - and lastly, The Guard pattern is used in Megaman X2 where Zero blocking X's attacks if you failed collect all Zero Parts from X-Hunters
OH GOD
This remake series would've been so much more successful if it wasn't locked to the psp, there could've been a real treat if we got more perspective games.