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Watch the sequel about 4;55: • Is 4:55 the perfect speedrun? Super M... Watch the unedited run here: • Super Mario Bros. Speedrun in 4:56.46... Current WR by Kosmic: • Super Mario Bros. Any% Speedrun in 4:... My Twitch: / bismuth9 My Twitter: / bismuthi My Discord / discord Kosmic (4;55.913) Twitch: / kosmic YouTube: / kosmicd12 Twitter: / kosmicd12 Warpless WR: • SMB1 Warpless Speedrun in 19:02.369 (... Glitchless WR: • SMB1 Glitchless Speedrun in 5:04.099 Minus World Ending WR: • SMB1 Minus World Ending Speedrun in 2... Chapters: 00:00 - Introduction 00:35 - 1-1, Flagpole glitch, Framerules 03:03 - 1-2 04:00 - 4-1, Hitboxes, Flagpole glitch #2 05:35 - 4-2, Wall clip, Wrong warp, Plant despawn 10:00 - 8-1, Flag subpixel manipulation, "Judges" 13:50 - 8-2, Bullet Bill glitch, Start delay, Lag frame 17:38 - 8-3, Stomp from below, 242 timer 20:00 - 8-4, Wall jump, Wrong warp #2, Bowser hammers, Timer discrepancy 24:48 - Conclusion Notes: At 0;47, I refer to the console Kosmic is using as the Nintendo Famicom Disk System. He wasn't actually playing on the Disk System, just the Famicom. The Famicom is essentially the Japanese equivalent of the NES, and the Disk System is an add-on to it that reads special floppy disks. At 4;06, I mention that Kosmic holds the Glitchless WR with a 5;06.709. However, there is a video by Scott Kesler of a 5;05. This is because of timing differences. Glitchless is how Twin Galaxies (a deprecated high score website) view Super Mario Bros. speedruns, and its timing rules are different. They time from the start press on the title screen, which, because of framerules, adds a variation of up to 21 frames to the time of the run based on which frame you pressed start on. This timing difference adds about 2.5 seconds, so Scott Kesler's 5;05 was actually a high 5;07 by TG rules, and Kosmic's 5;06.709 is a low 5;04 with regular timing. At 13;15, I say that when the white pixel is missing, the judges are in a bad mood. For the sake of simplicity, I omitted that it's actually a 50/50 of good/bad judges if you don't get the pixel. However, this is frame dependent and not entirely random, and Kosmic rarely gets good judges with the bad pixel, so I took that shortcut. At 16;15, I say that the game only handles collisions on even frames. This is not accurate. It handles collisions on every other frame, but not necessarily even/odd. The parity of the frames depends on which frame the level was loaded on, so it flips on every framerule. At 26;35, I claim that the theoretical human limit is 4;55.496. The actual time is 4;55.49668, and it should have been rounded up to 4;55.497. Super Mario Bros. Leaderboards: https://www.speedrun.com/smb1 Frame Count spreadsheet (also by me): https://docs.google.com/spreadsheets/... Other speedrunners featured in this video: darbian PB: • (4:56.528) Super Mario Bros. any% spe... Twitch: / darbian YouTube: / darbiansrl Twitter: / darbiansrl somewes PB: • (4:56.245) Super Mario Bros. - Any% F... Twitch: / somewes YouTube: / somewes Twitter: / somewes StuckInAPlate PB: • Super Mario Bros. Any% PB [4:56.978] Twitch: / stuckinaplate YouTube: / @stuckinaplate_ Twitter: / stuckinaplate EddieCatGaming Twitch: / eddiecatgaming YouTube: / eddiecatgaming andrewg PB: • Super Mario Bros. Speedrun - 4:57.69 ... Twitch: / andrewg1990 YouTube: / andrewg1990 Twitter: / andrewgspeedrun HappyLee TAS (4:54.03): http://tasvideos.org/1715M.html YouTube: / happylee12 Special Thanks, for helping in some manner: Kosmic somewes HappyLee SummoningSalt EZScape darbian andrewg StuckInAPlate EddieCatGaming Znernicus theballaam96 1ted59