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I collect the star Swingin' in the Breeze in Rainbow Ride using 0 A presses. For the record, this is tool assisted. 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 - Swingin' in the Breeze - 1x A Press... . Since then, I worked out a rather complex route to collect this star in 0 A presses. First, I use vertical speed conservation combined with a lakitu bounce in order to get onto the ship platform. Then, I bring a bob-omb all the way to the teleport to activate the hands free bob-omb teleport glitch. Finally, I use the now invisible bob-omb hovering in front of me to push the goomba all the way to the star, and bounce on it to collect the star. Executing the lakitu bounce was very tough. First of all, it was difficult to get to the falling blocks before lakitu rose to that level. If you noticed, there were 2 times when I deliberately deactivated lakitu by being too far away from him, thereby delaying his ascent. Once I did get to the falling blocks, the jump to the ship was VERY precise. Not only did I need to lure lakitu into position, but I had to make sure to not stand on any of the 3 blocks for too long, or else they'd fall down. Furthermore, lakitu needed to be in a precise position at just the right time in his ascent (between y=2756 and y=2771), leaving only a 4 frame window when this bounce is possible. And finally, Mario himself had to be in position, by making the middle block fall and then performing the vertical speed conservation trick. 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 grab ledges with the former, which can ascend just enough height to make it to the ship platform. If you don't know about the hands free bob-omb teleport glitch, it works like this. If you hold a bob-omb hands free while at a teleport, the bob-omb will then hover invisibly in front of Mario. I take advantage of this by using the bob-omb to push the goomba all the way to the star. The bob-omb is quite burdensome, as it continuously pushes Mario backwards and any dive will grab the bob-omb and ruin the strategy. The exception to this is a dive followed immediately by a dive recover, which is only possible via pause buffering. One other note is that a bob-omb has 4 unique bloated states, which we'll call B1, B2, B3, and B4, and a non-bloated state, B0. The more bloated a bob-omb is, the greater backwards momentum Mario will have after bringing it through the teleport. Ideally, we'd prefer to use B0 since it causes no backwards momentum, but the backwards momentum is actually critical for moving Mario horizontally into the teleport right after grabbing the bob-omb hands free. Consequently, we prefer B1, since it has the least backwards momentum. Unfortunately, B1 doesn't provide enough backwards momentum to reach the teleport while on top of the red coin maze, so I actually achieve B3 and then convert it to B1 using the railing of the big house. .m64 stats: Re-records: 12474 Length: 4 minutes and 12 seconds Time to make it: 3 days ABC Playlist: • Super Mario 64 - A Button Challenge ABC Routes: https://docs.google.com/document/d/1y...