Badge Duplication was found in Thousand Year Door!
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- Опубликовано: 5 июл 2024
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Within a week and a half of the Paper Mario: The Thousand Year Door Remake being out on Nintendo Switch, somebody already managed to find a method to duplicate badges! This was never done in the original Gamecube game, so it's insane that it was already found in this game. In this video I'll go over how to perform it, some of the crazy effects of stacking badges, and what it could be used for in other contexts...
CHAPTERS:
0:00 - Intro
3:02 - The Setup
8:04 - Limitations
9:05 - Putting it to Use
21:57 - Conclusion
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#PaperMarioTheThousandYearDoor #Challenge #TTYD Игры
12:51 Imagine you hit a one in one million chance and it's not the lottery, but Mario getting hit in the funny videogame.
its not like that would "use up" your luck for the lottery though.
that's actually one in 100 million
That's about as lucky as I will ever be in anything.😂😩
This seems like a really fun way to become super overpowered when you’re messing around in the postgame. I hope they don’t patch it, the method seems obscure enough to where most people wouldn’t run into it and it would be fine left as is
You have not seen Nintendo’s stupid glitch policy
why would they fix a glitch in a game without multiplayer or online
@@cheeki420oh buddy, you've never heard of Totk
They will fix it
I kinda doubt it tbh, it's not exactly game breaking, is something you HAVE to grind for (to max out your Badges) and should only reasonably done in the lategame when you have enough money and or BP
Like, the average player is never gonna come across this
Ms. Mouz has unique dialogue if you complete her trouble with a full badge inventory
Thats pretty cool, was it also in the original?
Do you know what she says?
@@eichelwurst2929 I'm not sure if it was in the original
@@sirwaddleton7328I don't remember exactly what she says, but it's something along the lines of "You don't have enough room for this badge? How rude. I'll leave the badge here (in front of the badge shop) so you can pick it up later when you have room."
How to duplicate badges in pm64: A super complex process that's so complicated, it took 20 years to discover
How to duplicate badges in the ttyd remake: "Let's go gambling!"
**Buzzer**
Aw Dang it!
@@MahNamJeff
**Buzzer**
Aw Dang It!
@@egg6932
**Buzzer**
Aw Dang It!
@@Victini7472
**Buzzer**
Aw Dang It!
@@slayer-asp-6670
*buzzer*
Aw Dang it!
Challenge runs with enough Double Pains for Mario to always be one-shot would make a Superguard focused run really interesting.
It would be an interesting challenge, but I believe a few bosses have attacks that can't be super guarded no matter what you do
@@garrettkelly8312 The only attacks I can think of are Chapter 2 Vivian's Fiery Jinx, Marilyn's lightning, the Shadow Queen's hand attack where she pulls you beneath the floor, and Bonetail's bite.
One scenario that I'd imagine they were trying to prevent (there may be others like it) is somebody dropping the "useless" L Emblem badge to make room for a new badge, and only realizing later that this makes the "I wanna meet Luigi!" trouble completely impossible to finish.
On a similar note, if you beat Atomic Boo and Lucky Start falls in the statue hole, it appears in the shop.
Seems the shop is the general failsafe for badges.
10 Close Calls gets you to 94.4% evasion chance, and 16 gets you to a 99% evasion chance.
17 and the Curse box can't land his curse on you
@@SongokuJidai18 and Mario avoids everyone who ever tries to touch him. He can never be hugged or kissed again.
23 and mario evades the floor and phases through it
@@enderallygolem 25 and mario learns what the backrooms are
29 and Mario evades existence itself
The scientific notation said "e-11", whoch simply means add 11 zeros (including the leading zero befor the decimal point), then put the digits shown in the expression. The "e-11" stands for times 10^-11
Yeah but the essay had a word count requirement
@@theidioticadventurers8469 I can only assume this is dumbed down for kids.
Knowing my luck in this game, even with Mario having a 1 in a million chance of getting hit, he’d get hit by a red Whacka Bump and die
“The odds of that are millions to one!”
@@bobthebuilder9509cougars in missions…
Even with bad luck getting hit is highly unlikely.
tfw the Bringler starts bringling
Bringle brings the Bringling
The Thousand-Year damage odds.
1:36 HEY THATS ME!! I’M Ozkr! (Another way to spell “Oscar”lol)Thanks for the shoutout! I went ALL out doing 100% as soon as the game came out. Trying to get strong badges again from enemies and I end up maxing out 200, then I went to the badge store to sell useless badges but I end up seeing the badges I threw out on sell again, then that’s when I started to test it out more and found out that’s how you can duplicate badges!
If I had a nickel for every time a nintendo game had a major glitch related to reapplying stat boosts from badges, I'd have two nickels, which isn't a lot but it's weird it happened twice.
phineas and ferb reference 🗿
What’s the second game?
@@user-qv1bu3eq8e badge boost glitch from Pokémon Red and Blue
@@user-qv1bu3eq8e The Gen 1 Pokémon games. JRose11's solo runs use that a lot, especially if he's using an underpowered 'mon.
the badge boost glitch!
getting my stryder insane number fix with a bringle video, the world is perfect
This is what brings people together, more than online games, glitches
bringles people togeher
@@darthpotatozqtTake my like and leave.
@@darthpotatozqt i hate myself for laughing louder than i should be
Correction but flower finder now drops from dark paratroopas in the pit, a lot of drop tables in the mario wiki are outdated
17:24 - fun fact, the highest CHARGED attack possible from an enemy is (spoilers):
Prince Mush's flying kicks. If you get him into the "fiery fighting spirit" phase while he's at +3 charge, you can use Vivian's Veil to have him charge again (+6). He'll then deal an attack that hits for 140 points total (five consecutive kicks at 30, 29, 28, 27, and 26 damage respectively). Using your same formula, this would give us a damage output of 28,539 for Mush if it weren't capped.
so WAIT, he charges up once if you don't Veil, but TWICE if you DO???? this mushroom terrifies me even more now
If Mush is already charged once, he's guaranteed to charge again right away if you use Veil. It's like the fact that you'd even try to evade his attack angers him, so he punishes you two-fold haha
calling 2^200 times the highest uncharged attack undefined makes me cry
Good to see you again :)
@@ThaneGaming he sees you try to evade and goes "okay, smart-ass, *I'll wait.* "
Stryder7x mentioned!! One day our king will hopefully return to us.
One can only hope... 😔
Unlikely. After the SO abuse allegations and the pandemic, he posted in his Patreon Discord server about not having any plans to come back because of social anxiety and personal health concerns. I’ll leave the situations outside of his specific words to others to think about themselves, but I’d say it’s not worth waiting for someone who has gone on-record saying they probably won’t return to content creation
Knowing how long and complicated badge duplication was in the first game, I hope it isn't like that in this one. Considering it's only 25 minutes it should be better
Man, that ended being some can perfectly happen by accident
To think that in the first game it was literally just an extremely elaborate infinite coins glitch
Badge duping is actually incredibly fast and easy in Paper Mario 64 if you only want to dupe one specific badge. The badge that drops from the tree puzzle in flower fields(center, right, left trees) doesn't despawn if you leave the room but the puzzle also resets if you leave and re-enter the room so you can just keep hitting the trees to get infinite of a badge.
Another thing about the intended use of the badge shop mechanic, if a badge becomes unattainable, like if somehow the drop from defeating Atomic Boo falls down the hole in the room, you can get it back, despite it becoming physically unattainable.
Remember, everyone - *_Turn off auto-update!!!_*
You might not ever be able to do this glitch if your Switch automatically updates your game!
This is a neat glitch. Hopefully it doesn't get patched out. To be honest though, I'm not sure how easy it would be to patch it out, so who knows if they will or not lol.
Even if they do patch it, I simply won't update my copy.
Like they did with Zelda TotK’s item duplications, they probably will. But just like that game, it’s completely pointless to do in a single player game, especially when the glitch doesn’t affect normal gameplay or hinder the player in any way. You have to actually try to do them, so it’s just a little fun thing players can do if they choose to, but nobody would ever do it on accident. Seems like a waste of resources to take the time to fix it.
@@maroonkennedy6213manbabies being so pointlessly possessive over nothing will never not be hilarious 😂 It’s like a monkey keeping someone’s keys because… it can.
@@Themacattack1209 Yet they did it on TotK anyway.
Fact of the matter is, they don't want you to glitch, doesn't matter if its considered 'harmless'
@@Novarcharesk
Why is this comment so aggressive? Are you saying that people who want to keep glitches are manbabies? I don't even understand where this is coming from.
Hey, much love for the shoutout, Bringle. Was funny seeing the mention and I'm happy to see the tutorial is helping people.
The 1 in 25 billion math is correct in theory, but in practice it will depend a lot on how the game determines hits and misses internally. Like whether it’s using floating-point arithmetic and with what precision. If it isn’t, it might be rounded to 0 or to something like 1/65536.
Ah, the illusion of continuity. Yes, at a certain level, there probably no longer exists a frame on which Mario gets hit, or maybe there is always one where it gets hit and so it never goes below 1/number of seeds.
Has anybody done any testing? Because they easily could have capped it at a 1/255 chance or even some arbitrary number with no significance.
@@jkid1134 in the original, it would calculate each badge’s dodge probability one at a time, so if you stacked 52 close calls you would always dodge because the PRNG’s cycle didn’t have any runs of 52 values that could all hit through a close call.
@@JacksonBockus I wish more videos like these that analyzed probabilities took the PRNG cycle into consideration, it's much more interesting to see what outcomes are actually possible rather than naively multiplying 500 times and saying "1 in bahzrillion chance"
Also, depending on how the game calculates chance of getting hit, it might just truncate to 0 since I don’t think floats are precise out to the E-11 range lmao
Note that it is possible to become completely evasive at least in the original Thousand Year Door, as computers aren't truly random so there's only so many random values it's going to produce, and it's going to produce them in a specific order. The net result is that 52 Close Calls will make you invincible, as there's no string of 52 RNG values that will get through it. The same principle is probably true in the remake, but the exact number is probably different.
Note that I got this info from jdaster64 on his article titled "The Trick Is To Not Get Hit - Evasion Badges in TTYD" on his blog, which I would highly recommend for a bunch of obscure Paper Mario info. Speaking of info from that blog, the Flower Finder information in this video is actually incorrect for the Switch version, as Dark Paratroopas now have their correct drop table (it was originally a copy of the Dark Paragloomba instead), which are the same as the Shady Paratroopas, so you can farm Flower Finders from them in the Pit if you are so inclined for some reason.
Another important thing is that drop rates are better in the Switch version because every enemy can potentially drop something, not just the front one, though it does check front-to-back. This both gooses your odds (almost multiplying it by the amount of enemies in battle, but not quite) and also makes it so some drops from enemies stuck in the back are possible to get. You could now get a Flower Saver from an Amayzee Dayzee near the bottom of the Pit, for example. It also can heavily boost the odds of badges stuck on very specific enemies; Flower Finder would only have 2 chances of dropping in one Pit trip with the old drop logic, but it now has up to 6.
7:47 it's actually up to 3 copies *of each badge*. So you can duplicate hundreds at one time, potentially 3 of every badge type.
Now Im getting nostalgic for Stryder7x, rip legend
Hi! Just so you know, scientific notation is very easy to read. An "e" of a negative number means that many zeroes before, and a positive number is that many zeroes after.
IE: 3e4 would be 30000 and 3e-4 would be 0.0003
On my first playthrough of the PM2 remake, I got extremely lucky on a run through the Pit of 100 Trials and got two Wizerds with Power Plusses. And I had just recruited Miss Mowz (or however she is spelled in English).
You spelt her name right, don't worry. Also, nice luck.
Red whacka bumps do 27 damage.
And heal Whacka 75 hp
Amazing! I love doing this type of probability math when I’m playing other games so it was cool to see you explain it for this context as well. 🙂
hooray new bringle video! just stumbled upon your channel this week and ive been binging all your videos
keep doing what youre doing, brignle!
Balatro taught me that you need good base number for multiplicative to be effective
Your content has improved so much over time, you should be proud!! Love vids lately
Kid:Why do I take math classes? What use are they?
Me: *shows kids this video*
9:04 The moment you started playing the file select theme from Mario 64 is when this turned into a Pannenkoek video xD
I kind of feel like basic multiplying of odds isn't quite worthy of the Pannenkoek theme.
Paper Mario: The Thousand Years Of Invincibility.
It’s funny that you made this video actually because I did the duplication! See, I maxed out my badges and went into the pit hoping I could get another drop, but didn’t. Then, I just remembered from your video that there is a Boo that drops a Money Money badge, so I duplicated from that badge! Funnily enough, after I went back to the shop, I engaged in a battle in rogueport sewer with another badge drop immediately afterwards. So, I go to try this out twice conservatively and that was cool!
i stack double pain badges just to feel something
Are you okay?
@@17Master fortnite double pump
I thought close call was 33% evasion.
According to the Mario Wiki, you are correct. Assuming that it's 33%, you can Chet Rippo your HP down to 5 and be practically invincible AND constantly in "Danger" for a mere 12-13 BP. That's literally less BP than it takes to equip 2 Lucky Day badges.
Dear Bringle, please never stop making videos. I love your vids so much and I get those Stryder7x vibes that I have missed for such a long time. You're awesome
I feel like this is a glitch that actually might not get patched out. Seems weird considering modern Nintendo standards but it really seems like not fully a glitch and rather just abuse of the way the game is intended to work. Like, it's definitely not fully functioning as intended since it thinks you dropped 3 separate copies of a badge instead of the same one three times, but other than that, it's working as intended. And it's also already been nearly a month since this was discovered and it hasn't been patched yet. I wouldn't be surprised if they leave this alone since it's so close to how they want it to work
Yeah, the only actual _mistake_ is that the Howz adds dropped badges to its inventory on *drop* instead of on *despawn*. And the amount of effort you need to go to to exploit this little mistake means that approximately nobody is going to do this by accident. (And even if they did, it's not going to do anything bad.)
its getting patched, nintendo hates fun
@@kingtoast6624 They have insanely inconsistent rules on patching. They patched all the item duping out of TotK, but that one infinitely light material you're not supposed to be able to break off the elevator? Over a year later, and they still don't care. Build all the flying machines you want, you just can't use the one-minute-gliders we programed for flying.
@@Wendy_O._Koopa They figure no one is going to immediately get to the elevator rails to use them since they're (usually) in what the game considers a "late-game" area, meanwhile the Wings are given to you immediately in the tutorial.
And they're not going to fix the Rails' properties because they need them to be light to function as the Elevator's rails, because it would would be too much work to replace them all as a single object given orientation, angle, etc. So it's two (or more) parts for easier implementation.
About the one thing they did patch about the Rail, is the Rail's inability to be destroyed by certain enemies, like Lynels and Gleeoks, which before the patch would perpetually break Lynel AI (They would constantly Roar to rid of Autobuild copies) and that auto build copies would not persist if broken from their initial glue point (IE You can't get an Autobuild Rail with an Apple, and break the Apple off to get a Rail on its own. Now it will vanish)
I can see them patch this badge glitch.
@@Aerafuz eh it depends. Patching this glitch is theoretically very easy (just do an ID and room check before sending a second copy of the same badge to the shop), but there's always the edge case of someone actually grinding out a second identical badge in the same room in normal gameplay, which would mean they might create what's realistically a worse glitch out of it.
You missed an opportunity to mention P-Down D-Up! Stacking 25 of those for 50 BP lets you get 25 defense, then you can use 49 power rushes to end with a respectable +73 attack as danger Mario. Since no attack is stronger than 25 damage, it’s not a matter of chance: you’re really invincible!
The thing that i highly recommend doing is only buying Refund badges since if you want to sell them, it will be 40 Coins while Super Appeal is 30.
Great video!
One note: It's multiPLICative, not multipliCATIVE.
18:07 - I was able to create a "Luigi wins by doing absolutely nothing" video by equipping Double Pain x4, Return Postage, P-Down, D-Up, Zap Tap, and--most importantly of all--L Emblem. I did nothing but appeal with full Star Power…Rawk Hawk hurt himself for over 40 damage in three turns, collapsing before initiating the second phase where he jumps up onto the stage girder 😆 ruclips.net/video/ldzbD9MJgeE/видео.htmlsi=LswbGKNcaNjJ3Oku
Hearing the math about the dodge chances was really fascinating
And this glitch is pretty cool too, might give me something to do in my completed file (or in my current, Danger Mario file)
Suscribiendome, hasta el final me di cuenta que es un video en español 😮, eso no es normal en esta calidad de analisis musical de videojuegos OMG!!! Felicidades
4:57 - Sadly, this isn't true. Kiss Thief will not guarantee a badge drop if you already have 200 in your inventory. I tested this out myself and have footage as proof if you're interested, Bringle! I tried stealing a Power Plus from a Dark Wizzerd in the Pit of 100 Trials and got a coin, but the enemy did not drop the badge after battle
Yeah, that didn't sound right...
Can confirm. I tried this myself on two different enemies with a full badge inventory and kiss thief only gave me a coin with no drop after the battle, even if i used the move multiple times. I think the person just happened to get lucky and thought that kiss thief was the reason the badge dropped.
I can also confirm
I can also also confirm
Sorry. Ozkr here, I got the badge with kiss thief 4 out of 4 times and thought it would be 100% guaranteed. Keep trying! It will work eventually, hope you guys get it soon!
Wow, that is absolutely insane! I'm definitely gonna be doing some personal challenges with this glitch!😂
They should have made an impossible easter egg (except with badge duplication) that if you have more than 1 Nostalgic Tunes badge, the music keeps degrading. So with 2 you get N64 tunes, with 3 you get SNES style tunes, etc.
I like the Stryder style approach with the insane numbers, feels nostalgic. Like this video could be titled "This badge can protect Mario for 3,448 years"
too bad he wont be making videos anymore
Subbed yesterday and wow, a new video! Good timing
It's actually a 1 in 100 millions chance for 64 close calls (assuming the percentage shown is correct) since 1% would be a 1 in 100 chance.
Same mistake with the calculation for 99 close calls
HOLY FUCKING SHIT, THIS CHANGES EVERYTHING! What an amazing deep dive that this world clearly needed in slick video production form. Honestly, I hope this is the future of online content.
13:17 I’m wondering how the game engine would handle that number. I’d imagine there’d be rounding somewhere, so I’m very curious if it’d actually be 1/1000000 in practice, or if it would round to either 1% or 0%
I assume it’d probably truncate to 0 since floating point data types (commonly used to store percentages) aren’t typically precise out to the E-11 range
99 Close Calls is just Ultra Instinct Mario.
playing the spicy slot machine for one hour is perfectly acceptable
Glad you gave a shoutout to Danger Mario offensive strats. While the duping is doable, it's not necessary to break the game.
I didn't realize reducing defense could result in taking more damage overall rather than just nullifying any blocking.
The easiest way I found to get badge drops after already collecting every one in the field was to just do the pit of 100 trials with a lot of power rushes to one shot everything. I got about 2 badge drops every time and even had a swampire drop a lucky day that it wasn’t already holding in battle. Also the glitch isn’t limited to 3 badges per drop, you can duplicate a max of 3 per type of badge, so you can add 3 to each type you want per drop.
14:58 The Shadow Queen would come back 3 more times by the time Mario got hit by a Spinia once 💀
I'm pretty sure I've duplicated far more than 3 badges at a time after picking up a badge - if you're duplicating the same badge repeatedly, the shop wont hold all of them at the same time, but if you leave the badge shop and get into a battle, finish it, and come back to the badge shop, the stock will refresh and will continue to restock duplicate badges until it runs out of its stock (based on however many you 'dropped')
I was gonna say if it was capped at 3 then it defeats the point because badges would still disappear
I think he was referring to the fact the Badge Shop can only hold 3 copies of each Badge in storage
8:48
Not technically true, as if you decide to tempt fate and reload the shop by moving two rooms away (in this case, heading to the Blimp/Train Station) and then head back, you are able to shuffle around the badges that are being sold in the shop and can get them for a discounted price.
The only issue is that you can only buy one of those badges at a time, meaning you have to keep reloading the shop constantly if you want to buy all of your badges at a discounted price (which is worth it if you don't have a lot of "Money Money" badges on hand or the BP to use them on).
Thumbnail got me thinking Rawk Hawk gonna butt-slam Mario so hard Hawk'd be tasting moustache hairs.
13:05 it's actually a 1 in 100 million chance because it's a percentage 👀
13:49 and similary here it's 1 in 2.5 trillion 🤯
12:51 Sure, people don't often _win_ million-to-one rolls, but damn I've seen a lot lose rolls with similar chances. We just need to find a way to make this the starting condition in some TTYD Remake category and I'm _sure_ dozens will get nuked by a goomba just starting out and even give it some ominous nickname.
Ah yes, the so called best video yet. I can’t wait!
this is exactly the reason i am subscribed. highly unlikely things tested in action
I never would’ve guessed that this is what that community post was referring to
2000th like congratulations :) love the videos as always
you could have stacked evasion badges and started playing when moses told the pharaoh "let my people go" and STILL not get hit yet TODAY
"and so moises part the red skibidi toilet sea in search of a new gyatt"
imagine being the guy to get hit with the 1 in 25 billion chance
What about 99x Last Stand badges? Would Mario take no damage at all, or would it always be 1 damage?
The first two Paper Mario games AND NONE OF THE OTHEES are beloved classics. I will not be taking questions at this time
Super is also appreciated very well
I feel lucky for getting two enemies to have Pretty Lucky badges, and have Mrs. Mowz at the time, lol.
Who said you don't learn things from video games. This was basically just a math class video. Awesome rundown
For practical purposes, having 99% evasion would be completely sufficient to call yourself invincible. That would require only 12 Close Call badges and 12 BP [(0.667^12)*100 = 0.78 % chance to be hit]. This would honestly be a great build because you'd have 99% evasion AND only 5 HP to take advantage of any danger strat you want. Since you only need 12 BP, you have plenty left over for a build that deals massive damage.
IF you don't like the idea of having only 5 HP, Pretty Lucky is your best bet as the BP requirement is more efficient than Lucky Day. If you equip 22 Pretty Lucky badges (44 BP) you can get yourself to 91% evasion which is still near-invincible and gives you potentially up to 55 BP left for the rest of your build. I don't recommend going higher because of diminishing returns; you need 44 Lucky Day badges and 88 BP to match the effectiveness of 12 Close Call badges.
All that said, Mario pretty much always gets to act first so why bother with evasion at all? I think you could just use a danger strat or partner badges to just OHKO anything before it acts.
Great video! Depending on how the game rounds decimals, it may be possible to achieve 100% evasion
now i can wear 33 pity flowers
5:54 The skill issue is crazy
Something interesting to note about the evasion badges, is that in the original GCN release, the way evasion RNG was calculated meant that, with low enough odds, you would never be able to roll a hit state for Mario even though it should've always been theoretically possible. Since the RNG in the remake is "true" RNG though, this is no longer the case.
ice power reduces fire damage by 1 and increases damage to fire enemies by 1 per badge equipped and also gives immunity to burn
Fun fact about math and percentages: if something has a 1/X chance of occurring, if it happens X times, then it still has a 36-37% chance to not happen. This scales infinitely. If you have a 1/25,000,000,000 chance of being hit, and are attacked 25,000,000,000 times, you essentially only had a 2/3 chance to actually be hit. If you want to be 95% sure to be hit, you need to get attacked ~78 billion times
this guy Runescapes
9:46 The evasion rate for Close Call is 33%, not 25%. Other than that, math checks out.
EDIT: Unless Close Call was nerfed in the remake, which if so, I'm not aware of. 33% is at the very least the percentage for the original GC version
Can’t believe I was lucky enough to get a second Jumpman badge on my first time through the pit in the remake. This should make getting more a lot easier lol
14:48 The calculation for time required for getting hit is actually different. If you took 25 billion turns, with a 1/25 billion chance to be hit, you’d only have a 0.6321 probability of being hit: (1-(1-1/25bil)^25bil). There’s no guarantee that you will get hit in any specific amount of turns. However if you wanted to know the amount of time until you’d have a 99.99% chance of being hit, it is 4.4*ln(0.01)/ln(1-1/25bil) seconds, which is 16,063 YEARS.
Also, Mario Wiki's drop tables are a bit inaccurate. For instance, the chance for an X-Naut PhD to drop a Flower Finder badge is 2/364 (1/182), not 2/300 like it lists. They also don't take into account that random drops in general are only a CHANCE to happen (without Item Hog, a 1/4 chance normally and a 1/5 chance in the Pit of 100 Trials), so it's in reality even less.
I love Mario fans. We break the game in the best ways possible
1:36 Ozkr here! Lil shorter for Oscar lol Thanks!
It's worth noting that triple Simplifier had some really odd effects on action commands and especially superguard timing
I'm curious if badge duplication specifically requires Mario to toss a badge out of his inventory from 200 badges to take effect or just one to leave his inventory, since badge bandits exist in this game. If the devs intended for any badges Mario loses to appear back in the Rogueport badge shop, then I wonder if it's possible to replicate badge duplication by letting a badge bandit steal one of your badges, then getting it back. Although I'm not sure if it'll work if you reclaim the badge within the same battle, but Goombella's tattle does say that if a badge bandit does get away with one of your badges, that you can re-engage with them to get it back, so maybe that could work. Personally, I never let a badge bandit steal anything from me in the remake, so it's possible I'm missing something that doesn't make this work, but this is still a cool thing I hope doesn't get patched.
Badge duplication sounds O.P.
I hope this doesn't get patched, this seems like a fun thing to mess around with
As far as making Mario potentially invincible goes, would it not be possible to do with sufficient P-Down D-Up badges? They reduce damage taken by 1 rather than increasing defense by 1 (an important distinction because some things bypass defense). Can maybe supplement it with Last Stand (divides damage taken when in Danger) to make it there easier, since you'll probably be wanting to be in Danger anyway to make up for the attack power you'd be losing.
so now there is someone who have to do a one shot challenge
Thank you for the math class, professor Bringle!
Finally: Octuple Dip in an Item Only run
Pretty cool panitoic reference having the Mario 64 file selection music on while needing out on some maths.
You mean Pannenkoek?
The pannenkoek music really makes this video
This will be very useful for the Charge Badges. Makes it so I don't have to use Charge multiple consecutive turns to get big damage.