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YMMV / Jimmy and the Pulsating Mass

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  • Awesome Music: Kasey really outdid himself on the soundtrack in this game. Every track is wonderful, but here are some notable ones.
    • A Cocoon Throbbing In A Dead Man's Mouth, the boss theme for "scary" fights, is scarily oppressive, and gets the blood pumping for the game's tougher battles. The 8 bit version is pretty good as well.
    • Righteous Scrabble is the boss theme for more "standard" fights, and while not nearly as common as A Cocoon, it's cheerful and serious nonetheless. The 8 bit version deserves mention too.
    • Gut Punch plays for fights against Buck, and is by far the most intense track in the game, with a kickass guitar line, and even bits from other songs in the game like Let's Color Today and Adventuring For Beginners.
  • Demonic Spiders:
    • The third version of Hug Monkey in Jonathon Bear's Playtime Forest can not only grasp a party member to prevent them from moving, but does ridiculous damage with every squeeze. And it's always accompanied by at least two other enemies.
    • Fifth Street Creepers in the World's Library have the ability to instantly kill a party member, something very few enemies share. While they're not especially impressive statwise, this alone makes them a brutal opponent.
  • Disappointing Last Level: The final dungeon, The Pulsating Mass itself. While it has some interesting new enemies, the dungeon itself is just a retread of an area you've already been through only a few hours ago, which is a bit of a letdown when you consider every other area up to this point has been unique.
  • Suspiciously Similar Song: Organic Nightmare sounds similar to Some Rudiments Of Propriety from OFF, not due to their melody but due to the sound effects and instruments used, with both songs combining distorted synths with sounds of squishy liquid flowing and a person breathing through a gas mask.
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  • Memetic Badass: Punch Tanaka seems to be one, given his article on the fan wiki for this game.
  • That One Attack:
    • Imaginary Numbers's Program Omega is pretty much guaranteed to one-shot anyone but Lars at the level you can first fight it, and has no attack windup or cooldown, so nothing prevents it from using it multiple times unless it decides to glitch out.
    • Grimclaw's Death Breath, while having an attack windup, is still ridiculously damaging if you let it land, and pretty much requires you to bring a fast party member with access to a stun move. Thankfully, Grimclaw's not too tough otherwise.
    • GAMM-E's Rockets deal huge damage, to the point of likely being an instant kill, and have no windup, instead requiring the boss to reload their rockets.
  • That One Boss: This game is considerably hard for an RPG and could make the bosses over at Atlus blush. While most of the bosses are pretty tough, there are a few that stand out.
    • The boss at the end of the third continent, Jonathon Bear, can be quite the almighty roadblock. He's not too bad at first - he doesn't hit too hard and gives attack warnings for his more threatening attacks like his rampage. The most annoying thing is that he can grab a party member in his mouth and chew on them, but it can be removed via Startled. However, when he gets low on health, he starts to use his rampage and mass-disease claws without any attack warnings, and causes a hugely damaging tremor with his attack warning as well. While this is signaled by him staggering backwards and screeching, it doesn't take up his action for the turn, giving your party little time to prepare. It's not uncommon to be doing very well up until the final phase, where the boss proceeds to wreck the party. It doesn't help that with Jonathon gone, you only have three party members, limiting your options. Thankfully, there are some tricks you can use, like buying Super Balls from Rubik and stealing Jonathon's stitching to cause a pretty big chunk of damage, but they only make the fight marginally easier. It doesn't help that the dungeon before him is filled with tough enemies, especially near the end.
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    • In terms of optional bosses, if you challenge him as soon as he's available, Turnbuckle is a force to be reckoned with. His gimmick is that he summons presents every turn, which have very damaging effects when they open up - specifically, bombs that cause damage to everyone (though thankfully, they hit the opposing side too), a retractable boxing glove that deals huge damage to a single foe, spirits that make everyone afraid, or noxious gas that causes Sick and Immunodeficiency to the entire party. Turnbuckle replaces presents almost as soon as they're gone, which doesn't help. If you picked up Jonathon's Immunize manual from Ebeezil, this can help neuter the presents, but not always. Turnbuckle himself is no slouch either, having the ability to mass-stun your party, as well as use counters and magic barriers.
    • Imaginary Numbers, by far. Assuming you challenge it at a reasonable level, the entire boss is essentially a Luck-Based Mission. The boss comes with a static 30% chance to reflect any magic attack and evade or counter physical attacks - and yes, those last two can trigger at the same time. However, that's not what makes it especially tough. Its attack pattern is essentially, it has 6 different sets of attacks, each one more punishing from the last. As turns go by, it cycles through them - unless it uses the "Glitch Out" skill, which hurts itself and resets the attack pattern to the first, easiest one. The problem is, its 6th skillset has Program Omega, which is pretty much guaranteed to massacre your entire party. And nothing prevents it from using it twice in a row, either, or if you're especially unlucky, three times. You have to pretty much hope it glitches out and resets itself, because there's very little you can do to stop it otherwise. You know it's bad when the game developer himself outright suggests that you go back and one-shot it when you're at higher levels.
    • While he is essentially the Final Boss, Buck's second boss fight is a huge Difficulty Spike compared to any of the bosses listed here, especially since his first battle was relatively tame. He combines all of the gimmicks from the previous Pulsating Mass bosses - he has the Mutt's miasma to drain your health, Chancellor Pulsating Mass's ability to use specific attacks based on what form you have equipped, and four of Principal Pulsating Mass's Brain Bats - which have their AI reconfigured to be as infuriating as possible; the bats that prevent physical damage and reflect magic now use their skills exclusively on the weakpoint-granting bat, while the other Brain Bat keeps Buck alert and prevents startling him. Combined, their HP exceeds that of the first boss of Heart Prison, topped off with impressive attacking stats from Buck - and him no longer wasting turns.

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