Glitz Pit Discord - https://discord.gg/QDvW67
19:31 - Shadow Sirens Fight
1:22:26 - Magnus Von Grapple Fight
I think this challenge went okay. I had a feeling the Shadow Sirens would be pretty easy, but I went with something I thought was creative and put Marilyn to sleep to totally negate damage (I got a pretty lucky bucket on Beldam). I died once on Magnus though due to Koops getting flipped (an unfortunate circumstance I forgot about) leaving me vulnerable to the fists.
Audio is good this time :)
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https://www.youtube.com/watch?v=-wlh0-HOy8c
Doopliss 2
Badges: Jumpman, Power Rush
Items: Any healing item
T1: Spin Jump (32)
T2: Spin Jump (20)
T3: Jump (10), Horsetail/Super Shroom/whatever
T4: Jump (0)
Super easy. Perfect damage both ways.
Level One rules:
10HP, 5FP, 3BP
No Superguards
No partner upgrades
Cannot lower HP to 5
HP Plus/FP Plus are allowed
Start each battle fully healed
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https://www.youtube.com/watch?v=fQX63iJ-Smk
This is a trailer for the mod I've created, A Day in the Life, for the Simpsons: Hit & Run! If this looks interesting to you, check it out here at https://donutteam.com/forum/topic/348/
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https://www.youtube.com/watch?v=ekJkqbvJ9XI
General Guy
Conditions: Hammerman, Pacifist Partners
Stats: 15HP/10FP/18BP
Badges: Quake Hammer, Spin Smash, Smash Charge, D-Down Pound, Mega Rush, HP Drain, Power Plus, Damage Dodge
Items: Dusty Hammer x3, Fire Pop
T1: Dusty Hammer (M=1) [No Guard]
T2: Dusty Hammer
T3: Turbo Charge, Quake Hammer (M=3)
T4: Spin Smash (SS1=5 SS2=9) (M=2) [Guard]
T5: Spin Smash (SS1=0 SS2=8) (M=1) [No Guard]
T6: Hammer [No AC] (SS2=1) (M=2) [Guard]
T7: Smash Charge (M=2) [Guard]
T8: Fire Pop (M=1) [Guard]
T9: Dusty Hammer
T10: Quake Hammer (M=3) to (M=1) (G=22 B=0) [Guard]
T11: Power Smash, Outta Sight (G=14) (M=2)
T12: Hammer [No AC] (G=14) (M=1) [Guard]
T13: Power Smash (G=6), Outta Sight (M=2)
T14: Hammer [No AC] (G=6) (M=1) [Guard]
T15: Hammer (G=0)
-D-Down Pound is there for swag instead of Power Smash (it's just 1 more BP, but it rounds out the 18BP used)
-You can use 10HP and an Egg Missile for 1 level lower, or 5HP and a few guards for 2 levels lower. Double Dusty Hammer, and Mario getting absolutely beaten, is way funnier though
-You can use Double Dip and more FP (reduce your HP stat via the above) in exchange for one less turn.
-You can also use an Egg Missile at the end for one less turn.
-The Bulb has 8HP.
Relevant AI:
-Shy Squad (Phase 1) attacks for 1 damage per HP it has. It runs away after taking at least one damage on two separate turns.
-Shy Stacks (Phase 3) attack for 1 damage per Shy Guy in the stack. It loses 1 after being hit by Spin Smash.
-General Guy (Phase 4) attacks by throwing a bomb for 4 damage every turn. (The bulb attack is eliminated when it's defeated; this happens immediately in this strategy)
Dissertation:
I didn't like this condition at first, but... I ended up going with this strat anyway.
I tried some other ideas with Mario Alone or just using partners normally, but they really didn't work out as clean as I'd have liked.
Ultimately, I really wanted to go with a Hammerman strat to use Spin Smash in the only truly applicable location (for bosses).
I also uploaded an alternate strat that uses Goombario's Charge and the Fire Pop+Life Shroom glitch.
The only thing I don't really like about this is the missed ACs. (To some capacity, you need to miss some ACs for this to work out to perfect damage)
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https://www.youtube.com/watch?v=jDWge9PGuLM
Time Without Loads: 25:02
Time With Loads: 25:11
Saved a lot of time from my ASM run by not getting the Mr. Plow. Then saved a lot of time from probably stupid things I did on my other run. Oh, and L2M5 Apu escape strat went well.
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https://www.youtube.com/watch?v=QjzN3plHRTc