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Donkey Kong 64 - Playing as Krusha in Adventure Mode (Glitch Explanation) 3 года назад


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Donkey Kong 64 - Playing as Krusha in Adventure Mode (Glitch Explanation)

After two months of working on this video, it's finally done. For an overview of all the steps as well as tiny details not mentioned in the video, click "Read more". Connect 2 controllers before starting the game. 1. Head to the K. Rool pad in Hideout Helm. The Blast-o-Matic timer must be active. 2. When the timer displays 0:02, press Z to enter the battle arena. 3. View an empty file, or an unneeded file that has not shut down the Blast-o-Matic. This can also be done right before step 5 or 6. (technically optional but if this is skipped, any file might get overwritten later on) 4. Activate Intro Story Glitch. 5. Enter Rambi or Enguarde Arena or any mystery menu boss fight and watch a cutscene while or after the Intro Story timer hits 0:55. 6. Start a multiplayer match to get kicked out immediately. 7. View the file you want to play in as Krusha. (optional) This file will also be overwritten later on and lose all its golden bananas. The Blast-o-Matic must still be active. 8. Enter multiplayer again, this time with Krusha as player 1. 9. End the match during the Game Over fadeout. In Survival, this can be done by firing a projectile just before the timer runs out. 10. (optional, only if you want to be able to pause the game as Krusha) Play one of Snide's bonus games. As you return to Snide, the last file you viewed will be saved with 0 golden bananas, and you will regain the ability to pause and take damage. Notes referring to specific parts of the video: 2:24 If you want to know more about how the parent map mechanic works and how to exploit it further, watch these videos:    • Flashback Warp Without ISG: Any% Game...      • Donkey Kong 64's next HUGE skip? | Ki...      • [OBSOLETE] All Three Batty Barrel Ban...   4:04 The video does not explain why the Game Over fadeout takes priority both times. It would have made the video more dense than it already is, so I'll just explain it here: Whenever the game switches modes, there are actually two variables at play, not one: current mode and next mode. The one I show in the bottom left corner is next mode. To explain what these variables do, let's take a look at an example: When you're on the main menu, both current mode and next mode are 5 (main menu). When you enter a boss fight from the mystery menu, next mode is set to 12 (DK Bonus) as the fadeout starts. As soon as the boss map starts loading, current mode is set to 12 as well. So current mode and next mode are always equal unless a mode-changing fadeout is in process. Every time a fadeout is triggered, there is a check that decides whether or not the fadeout actually goes through and updates the next map variable: If current mode = next mode, then allow fadeout; else deny fadeout Now let's apply this concept to the fadeout overlap at 3:48 and 12:24: The Game Over fadeout first sets next mode to 7 (Quit Game), while current mode remains 6 (Adventure). So when we try to enter the battle arena during that fadeout, the check does not pass, the battle arena or main menu fadeout does not start, and the Game Over cutscene loads. For the sake of clearer visuals, I decided to show the second fadeout in both timelines even though it's blocked from starting. 5:20 More information on Intro Story Glitch and Main Menu Mode: https://dk64.fandom.com/wiki/Intro_St...    • Donkey Kong 64 any% Tool-assisted Spe...      • Main Menu Mode   8:08 In case I didn't make it clear enough, the main menu checks the parent map because it is part of world 13. Every map in that world checks the parent map to determine which level you're in. 9:18 The character models shown on the Kong Battle screen aren't player characters until the multiplayer map loads. 9:35 If you're wondering what data is written into the file, check "Kong Battle" this spreadsheet (see "Other" tab at the bottom for even more information): https://docs.google.com/spreadsheets/... 10:25 When Hideout Helm is entered in Adventure mode, the game does the following check: If timer is not active, start timer from beginning; else do nothing The timer does not go away until the "Blast-o-Matic off" flag is set or the game mode changes. 16:46 The trick I use to go through walls is explained here:    • Donkey Kong 64 any% Tool-assisted Spe...   I might add some more details at a later point.

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