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🔔 / @nenrikigaming 🎮 Title: スマッシュピンポン (Smash Ping Pong) 🕹 Platform Spec 🖥️ System: Family Computer Disk System (FDS) 🌍 Region Label: JP 📄 Revision: Original 🔁 Port Info: • Port Type: Licensed Exclusive Adaptation Port (Faithful) • Port Origin: Arcade (Konami’s Ping Pong, 1985) 📅 Release: 1987-05-30 🏢 Publisher: Nintendo 👾 Developer: Konami 🎲 Genre: Sports (Table Tennis Simulation) 🧮 Score Profile ¹ ⭐️ Personal Score: B 🌐 Consensus Score: B– (✓) 💬 Cultural Impact (Ψ): C (✓) 📆 Historical Tier: B– (✓) ✅ Completion Status: Full Game Clear 🔥 Difficulty Profile 🔧 Difficulty Mode: Game A 📈 Difficulty Curve: Gradual with Spikes ⚙️ Perceived Global Difficulty: Demanding 🧠 Play Mode: Focused Play 🎯 Intent: Documentation Smash Ping Pong is a fast-paced table tennis simulation designed for the Famicom Disk System, offering players the chance to experience the thrill of competitive play through simple yet precise controls. The game presents two selectable modes: Singles Match and Doubles Match, each following the official rules of table tennis where rallies are contested until one side reaches 11 points with a two-point margin. Matches are structured in sets, and victory requires consistent mastery of both offense and defense. Players control their athlete with responsive directional input, combining movement with the Action Button to execute a variety of strokes. A standard Drive Shot is performed with a timed press, while holding the button longer produces a Smash, a powerful downward strike that can overwhelm the opponent if placed correctly. By adjusting the control pad at the moment of contact, players can vary between Forehand and Backhand returns, as well as execute a Lob, sending the ball high to reset the rally or force positional errors. The game emphasizes the importance of rhythm and timing, as the ball’s trajectory and speed shift depending on the precision of the strike. The game’s presentation recreates the atmosphere of a real match. The Score Display at the top of the screen tracks points and sets, while the Service Indicator shows which side is serving. Each rally begins with a toss and serve, and the ball must clear the net to remain in play. The Umpire’s Call is automatic, enforcing faults, lets, and out-of-bounds shots. The crowd, featuring a cameo appearance by Donkey Kong Jr., reacts to the flow of the match, adding a playful touch to the otherwise serious competition. Difficulty progression is built into the match structure. Early opponents return shots predictably, allowing players to practice basic strokes, but later rivals employ aggressive smashes and deceptive lobs, demanding quick reflexes and strategic shot placement. The game highlights the need to anticipate the opponent’s position and to exploit openings by alternating between safe drives and decisive smashes. The game’s design reflects a balance between accessibility and depth. Beginners can enjoy straightforward rallies by focusing on basic drives, while advanced players can refine their mastery of smashes, lobs, and angled returns to dominate the table. Ultimately, Smash Ping Pong captures the essence of table tennis through its faithful scoring system, intuitive controls, and competitive structure. The combination of simple mechanics, escalating difficulty, and charming presentation makes it both approachable for newcomers and rewarding for dedicated players seeking mastery of the digital table. Notes ¹ Smash Ping Pong earns a Personal Score of B because it delivers a faithful and enjoyable table tennis simulation with responsive controls and authentic rules, yet remains modest in scope with limited modes and audiovisual ambition. It is polished and fun, but not expansive enough to reach higher tiers. The Consensus Score of B– reflects its reception as a competent but minor title in the Famicom Disk System library, while its Cultural Impact (C) is modest due to its Japan‑only release and lack of long‑term influence beyond a cameo by Donkey Kong Jr. Historically, it holds a B– Tier as a curious licensed adaptation published by Nintendo under Konami’s arcade design—interesting for preservation, but not transformative in the broader history of sports games. Chapters (Game A) 00:00 00:29 Level 1 07:34 Level 2 15:20 Level 3 25:47 Level 4 37:25 Level 5 #SmashPingPong https://X.com/NenrikiGaming