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Скачать с ютуб [Team 0%] 0% NSMBU Castle Levels from 2020 Compilation (Super Mario Maker 2) в хорошем качестве

[Team 0%] 0% NSMBU Castle Levels from 2020 Compilation (Super Mario Maker 2) 12 дней назад


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[Team 0%] 0% NSMBU Castle Levels from 2020 Compilation (Super Mario Maker 2)

Four levels that aren't worth their own video. In our journey to beat all 0% levels, Team 0% creates various focus groups of levels for players to beat. These can include styles, countries with the smallest number of levels, lowest clear check times, etc. One of the longest-standing focus groups is NSMBU Castle, existing since May this year. Since I wanted a fresh new group to be created, I decided to speed up the process by defeating some levels there (only 144 left). However, since we only have 2.2k levels left from 2020, and NSMBU Castle's pace is very slow, it probably will last till the end. 1) "スピランノーマル 30s" by ユキカゼY/K The first level is a 30s speedrun that I wouldn't have tried if I had known it would take me this long. I spent about 2 hours on this. It's hard to tell what's the most difficult part, I struggled everywhere equally. I rebuilt the ending wrong in editor, which resulted in a death. ID: PLT-M67-B5G 2) "a kiazo level #3" by pig 2024 The second level looked pretty intimidating at first with all the ON/OFF blocks rapidly switching. However, it's pretty consistent if you do similar inputs each attempt: do a medium jump on the first jump, a full spin jump on the second jump, a full jump with two twirls on the third, etc. I struggled the most with the acorn part at 1:02, because upon hitting the saw I usually lost a lot of momentum and didn't get the red coin. Overall, a decent level. ID: QQC-RV2-2CG 3) "KOOBER" by bIGcHAZ The third level is pretty funny. It's basically a hold right/left level where you change directions when hitting a sideways spring. It's very precise, though; you need to align yourself nearly perfectly on the first mechakoopa, or else the rest of the level won't line up. My strat for the level was to do an almost full height spin jump on the first or second frame. That actually worked very well. When I first beat it, I held the switch capture button a bit too late, and so the first second didn't record. I decided to replay the beginning to capture it for the video, but when I got past it, I managed to beat the whole level again. So if you have a good strat, this level isn't hard. This clear was pretty satisfying, not just because of the level itself, but also because the creator of this level was one of the last 2 makers with 4+ uncleared levels. The number was 2 for a decently long time. The maker also had the last uncleared SM3DW level (and the 2nd and 3rd last!), although it happened after this clear, so I couldn't know at the time. ID: JG7-VMN-F6G 4) "Castle" by 9fnfh8d An awful level specifically designed to be awful. The beginning looks intimidating but it's actually easy. I used the background as a visual cue for where I should jump, both for locating the correct column, and hitting the invisible block with a mushroom. The latter was pretty annoying, usually it took me a few tries to reach the block. I often fell into one of the holes, forcing me to restart. After that, it's just standard precision. The jump where you have to fit into a 1-block gap at 3:07 also looked scary, but it's not bad. It usually took multiple seconds to do it, but as long as you don't hit the spike or spend too much time on it (so that you don't time out), it's fine. I think it took me around 1-2 hours, a bit longer than it should have. ID: 30Y-CB0-59G Team 0% is in its late game, nearly endgame stage for 2020. With only 2.2k levels in that year, many being beaten each day, we expect to be done with 2020 in about two weeks. The closer we are to the beautiful number of 0 uncleared levels, the more intense it gets. If you want to participate, you can join our discord with the link below. Of course, if you want to do easier levels, you are welcome to try levels from 2021 or 2022. Team 0% discord: discord.com/invite/dw7WKs8

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