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SM64 - Somewhere Over the Rainbow - 0x A Presses 9 лет назад


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SM64 - Somewhere Over the Rainbow - 0x A Presses

I collect the star Somewhere Over the Rainbow in Rainbow Ride using 0 A presses. For the record, this is TAS. This video is an improvement from my previous video in which I collected this star in 1 A press. You can find that video here:    • SM64 - Somewhere Over the Rainbow - 1...  . Since then, I worked out a strategy to use fly guy's twirl to get to the island from the ship's mast. Here is a play by play of the strategy. First, I go down to fly guy to lure him out of his starting position. You see, in order to manipulate fly guy's movement, he needs to be 2000+ units away from his starting position, and so I need to lure him away. I also use him to get off at the top of the pole, because Mario is unable to do that by himself. I then deactivate fly guy while he's in the direction I wish to transport him. From there, I manipulate him into a lunge, and activate him so that he lunges up to a particular height. While he's at this height, I repeatedly manipulate him into a lunging state in the direction of my choosing, then reactivate him right when his lunge runs out. In doing so, I am able to move him laterally without him moving up or down (if he moved up or down, I would lose the ability to manipulate him easily). Once fly guy is at a certain checkpoint, I ride the carpet up and allow fly guy to lunge up to another particular height. Then once again, I repeatedly manipulate fly into lunges at particular angles, effectively transporting him horizontally to another checkpoint. From there, I manipulate lakitu such that I use him to get onto the ship using vertical speed conservation. Then, I climb up the ship's mast, reactivating fly guy while he is in a spinning state. I strategically climb up and down the pole to manipulate fly guy just right so that he flies into the top of the mast. I also position Mario just right so that fly guy knocks into him while also causing Mario to bounce on him and twirl. The twirl's slow descent combined with the initial momentum of the knock back is just enough for Mario to reach the island. And from there, it's a simple matter of having chuckya throw Mario into the star. I put a lot of effort into studying fly guy in order to have the necessary tools to perform this strategy. Here is a video explaining how to manipulate fly guy:    • How to Manipulate Fly Guy  . Additionally, here is a diagram of how fly guy turns back towards his starting position as his lunge ends: http://imgur.com/rou6WMy. This was important so that I could maximize his displacement with each lunge. Also, here's a picture of my calculations [http://imgur.com/zqoFP8t] and here's a picture of my setup [http://imgur.com/8IBuFiM]. If you don't know about the vertical speed conservation trick, it works like this. When Mario does a dive recover and lands, the variable that maintains his vertical speed does NOT reset to zero. So, if Mario lands while he is falling, then this vertical speed will be negative. But if Mario lands while he is still ascending (as is the case when he diver recovers between the falling blocks), then this vertical speed will be positive. This vertical speed WILL reset to 0 if Mario moves at all, but punching and breakdancing will not affect it. Anyway, once Mario becomes airborne, then his vertical speed takes instant effect. So by storing a positive vertical speed and not resetting it, I am able to have Mario "pop up" when he punches his way off of the falling block. The reason I needed this vertical speed bounce instead of a regular dive recover is because Mario is able to ground pound with the former, which can ascend just enough height to make it to the ship platform. .m64 stats: Length: 24 minutes and 47 seconds Re-records: 16280 Frames: 89221 (44573 input) Time to Make: ~13 hours ABC Playlist:    • Super Mario 64 - A Button Challenge   ABC Routes: https://docs.google.com/document/d/1y...

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