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Скачать с ютуб [TAS] Mario breaks EVERY BONE IN HIS BODY 64 in в хорошем качестве

[TAS] Mario breaks EVERY BONE IN HIS BODY 64 in 1 месяц назад


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[TAS] Mario breaks EVERY BONE IN HIS BODY 64 in

This ROM Hack (Link: https://romhacking.com/hack/mario-bre...) is effectively a Super Monkey Ball hack in disguise, as it completely replaces Mario's regular platforming capabilities with rotating the entire level with the control stick, just like Super Monkey Ball. A LOTAD like you'd never believe because of how utterly insane ragdoll physics + Super Monkey Ball is in terms of bruteforce potential. Even in this, I managed to find a few quirks that breaks intended level design. Level 1: Just a straight line Level 2: Another straight line. I'm able to hit the level clear trigger despite not falling completely in the hole, which is a common event throughout the TAS. Level 3: I slightly cut the corner so I can fall sooner, and make my way down to the ending trigger. Level 4: Easily the one with the most improvement potential in hindsight, I'm forced to make a bunch of turns and slow Mario down (Despite still doing some corner boosts to retain speed). Level 5: The introduction of bounce pads; I manipulate my speed in a way that I'm able to barely make it into the hole. Level 6: An upgraded version of the previous level; I'm able to do a series of (probably unintended) megajumps to fly right to the ending trigger. Level 7: A straight line with a large gap that you bounce over; I do the same thing as before and make it in a single jump. Level 8: I do a corner boost and conserve much more speed than the other attempts, which allows me to partially sequence break and jump right into the hole instead of needing to do some extra movement. Level 9: Another sequence break; due to the geometry of the level, you're intended to go left and around, but I'm able to barely make it by just going straight, which saves time. Level 10: Mario Plinko. Despite several attempts, I was unable to change the default position and RNG, which leads to Mario reaching the bottom at the same time. Level 11: The introduction of automatic bounce pads; I can't clear it in one bounce, so I'm forced to do it in two. Level 12: A semi-straight line level, with an extra speed boost by the auto-pad that lines the main platform. Level 13: By getting the correct control stick position, I'm able to just have Mario fall all the way down to the level trigger. Level 14: I found that it was faster to fall at the start and rush to the end instead of trying to stay on top and fall afterwards. Level 15: Due to how fast the spinner is moving, Mario just clips right through it at the start. I boost with it on its second turn, and fall right into the hole. Level 16: The final level, another straight line. I need to adjust my tilt so I don't completely miss the final trigger. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Become a member! (If you want):    / @dyllonstejgaming   Check out my Patreon!   / dyllonstej   My Discord Server: https://discordapp.com/invite/T7rZqbm My Side Channel:    / @dyllonstejstuff   Twitter:   / dstejgaming   My Project M/Brawl Mods: https://www.dropbox.com/sh/67ce97vfa4...

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