Русские видео

Сейчас в тренде

Иностранные видео


Скачать с ютуб MaGMML3 - Just a Water Level 1 Jump в хорошем качестве

MaGMML3 - Just a Water Level 1 Jump 2 месяца назад


Если кнопки скачивания не загрузились НАЖМИТЕ ЗДЕСЬ или обновите страницу
Если возникают проблемы со скачиванием, пожалуйста напишите в поддержку по адресу внизу страницы.
Спасибо за использование сервиса savevideohd.ru



MaGMML3 - Just a Water Level 1 Jump

I reinspected this stage and it turns out that Track Shoes zipping saves a jump. Previously, I used a jump at the first stationary bubble and the second stationary bubble in the stage. While I still haven't figured out a way past the first one, the second one is conveniently in the room that splits off for the fifth Token. You get into that part of the stage with a slide passage and that's enough grounds to investigate with Track Shoes zipping. For this one, doing the zip sends you in the wall. If you're not holding any directions when you're in the wall, you'll be firmly lodged in it, but if you're holding right, you'll be sent in the wall very close to the bubble for one frame. Holding right for any longer zips you out of the wall. You can still skip the bubble if you're in that spot, but I choose the spot here because it allows me to skip a large chunk of this room using a separate zip, Electro Cable zipping. To do Electro Cable zipping, you have to already be in a wall, then use Electro Cable in the general direction of where you want to go. Where you end up is different with each spot, but generally, an upwards Electro Cable zips you straight up and a downwards Electro Cable zips you straight down. With every other direction, it's kinda unpredictable. Most of them will probably zip you to useless locations that softlock or kill you or just take you back to where you started so this zip is a lot less useful than you might think. Here though, I use it to skip a large chunk of the downwards bubble section. You have to be careful not to have it out for too long or else you'll zip under the room and die. The screen transition is only at the open spot. As for the rest of the stage, it's the same as before. There's a lot of damage boosting on spikes to get past some parts. The rising bubbles can only be popped by ramming them into spikes so you need to go face-first into a few of them. The last section also takes a lot of damage boosting to dodge through the minefield of stationary bubbles. Getting pulled into one is the end of the run because they can't be popped by anything other than a jump. You need to position yourself very carefully on top of the spikes. I'm glad these're only damage spikes because death spikes would be incredibly annoying. Possible, just requiring a lot of Banshee Wailing and probably pause spamming. The rising bubbles were actually slightly changed since the last time I did this stage. Starting v1.05, Electro Cable doesn't do anything if you're in the rising bubbles. This was cause it looked pretty buggy when you used it. It did make me have to use a different, slower, damage boosting strat for the first checkpoint room. Bubble Crab's weakness is Ice Wall and Bait Bobber. But not really. What you should be using is Thunder Beam which Bubble Crab takes 1 damage from, but does not have i-frames against so you can hit him repeatedly with Thunder Beam with good weapon switching. Every other weapon makes Bubble Crab have a bazillion i-frames. It's about 2 seconds (precisely, I think it's 110 frames but I'm not completely sure on that). This is the first 1 jump run on the leaderboard. It's better than my previous 2 jump run. In terms of time, this is about 2 seconds slower than that run. For improvements, doing the room with the Track Shoes zip more confidently with less pausing would save some time. That last room can also be done a lot faster, once again, by having a bit more confidence. I think Bubble Crab could also go a decent bit faster by using Ice Wall as the last hit and with better weapon switching and positioning in general.

Comments