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Скачать с ютуб Mega Man Rock 'n Roll: Any% Speedrun - в хорошем качестве

Mega Man Rock 'n Roll: Any% Speedrun - 3 года назад


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Mega Man Rock 'n Roll: Any% Speedrun -

Well... this was a run that happened. It's been a bit, but I have another speed run to show off. This time it's from one of the more recent Mega Man fangames and arguably one of the top ones in Mega Man Rock 'n Roll. This game is one of the most solidly made and one of the toughest games to come out in recent years. It has also become one of my toughest speedruns yet to try and work on. On a somewhat related note, this was also a game I help playtest about a month or so before release, so this game has some attachment to me. It was quite an experience as it was my first playtesting venture of any kind so from going to playtesting to speedrunning the game almost felt like a natural progression of sorts. (To note, I'm credited as "LVCreed" during the end credits.) To summerize the game and the run, Rock 'n Roll uses both Mega Man and Roll to go through the game, choosing whichever character you see fit. However, for the majority of the run, Roll is primarily used in just about every stage that doesn't require Rock/Mega Man. Her double jump ability as well as her helper item, Beat Lift, makes Roll the superior choice for going through all the Robot Master stages after the intro stage until the endgame where both characters are eventually used. To maximize the routing, the Robot Master order is in weakness order starting with Dune, and after four robots are defeated, then you get Beat Lift by Polar Woman's stage which makes every stage by that point even more centralized towards using Roll if she wasn't such already. (On an unrelated note, you get Rush Coil after two robots down and Rush Jet after six down.) Afterwards, it's just proper utilization of both characters as you'll have to use both of them to complete the rest of the game. As for the run itself, while the end time is solid for what it is, there is tons of room for improvement as mistakes piled up as the run progressed. You can tell that while there is some good general movement in most stages, they are almost cancelled out by some notable mistake in the same areas. I've been working on this run for over a year, and I can say that out of all of the games that I've done a run for, this one is by far the most punishing run I've attempted. However, this is one that I will keep grinding on, so this is far from finished. This current time will be much lower soon as I believe a 42:XX is possible, but it will require more time and effort to get there and be satisfied. Until then, this will be a sort of starting benchmark to archive. Note that this is not the first completed run I've done. I have a run done elsewhere with a high 43:XX, so this run is an improvement. However, this is the first one I've done with splits to keep up with RTA time; just to get that information out there. I'll end my descriptions here. If I go into detail of every bit of good and bad in this run, there would be no room left to keep on talking about it as there are A LOT of things happening and not-happening. So, if you have any questions that you'd like to go over about the run, feel free to comment about it, and I'll reply to the best of my ability. With that all said, enjoy the video and be sure that I will be improving this time. The grind never stops. Download the game here: https://dennisengelhard.com/rock-n-roll/ Download the soundtrack here: https://juhanijunkala.bandcamp.com/al...

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