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Uncleared SMM Levels No. 3 - Nine of the Final Courses скачать в хорошем качестве

Uncleared SMM Levels No. 3 - Nine of the Final Courses 2 года назад

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Uncleared SMM Levels No. 3 - Nine of the Final Courses
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Uncleared SMM Levels No. 3 - Nine of the Final Courses

This is extremely likely to be my last SMM1 clear compilation, although there are at least two more videos I'd like to make on the whole push to clear every level in SMM1 before the servers go down. One will be an analysis video going over details of various interesting levels I've cleared, and another will be a more general retrospective on the Team 0% SMM1 experience. With that said, I'll now discuss the levels in this video. The first level here is one of the last 10 second levels to fall. It's very chaotic in appearance, but mostly plays fairly straightforwardly. The P-switch jumps are a little tricky, and the last room has many odd hidden blocks forcing fairly specific jumps. The second level was made for a wowawa design contest. It has a pretty tricky beginning and is supposed to end in a midair, but the middle of the level is much milder. The weird pause before the thwomps is to switch to joystick, as I would frequently throw the upcoming springs instead of dropping them when on dpad. There's some simple cheese right afterwards that saves enough time to let the player use a vine at the end to skip the midair. The third level was also made for a wowawa design contest, but is much more difficult than the prior one. It opens with a midair, and later has a jump off a white skull platform between spikes that requires building momentum on the skulls before jumping, which is quite precise and takes some practice. Most of what follows is pretty straightforward, but the final jump is quite difficult and ended many attempts. As a side note, the ice block-heavy aesthetic reminded me of old French speedruns by players like Cazey, who were some of the first players outside of Japan to get really good at the NSMBU engine. The fourth level is an extremely busy castle speedrun. It's a little odd in that it actively requires doing some things less efficiently than experienced NSMBU players are accustomed to. For example, on the part where you need to put the helmet on near the start, a good jump and twirl would make you bounce off the shell rather than wear it. Similarly, doing the final triple jump to optimize distance would make you hit the spike above the donut block. There's also a Bowser in the middle of the level that randomly kills you most of the time, which is less than wonderful. The fifth level is probably my highest profile clear for Team 0%, although it's not the most difficult level I've beaten for the project, that still being Rei's POW wall kick TA. It requires very good mashing in the water section, coupled with solid execution in the other two rooms. This would have been a huge issue for me in the past, as I am not traditionally a good masher, but gravityrad, Team 0%'s resident mashing expert, came up with a technique that was very doable for me without destroying my wrists, which brought this course comfortably into the realm of possibility for me. The home menu at the first pipe is to put a rubber band on the joystick so that I can have both of my hands on the jump buttons without needing to worry about holding up for the pipe at the top. The sixth level is one with a number of viable cheese strats, generally revolving around the fact that you can use a bomb to skip a decent chunk of the level. Keeping a helmet from the start enables the player to skip a midair later on, which I am almost always inclined to do when possible. The seventh level is a ghost house level with a beginning that appears very intimidating and is a little tricky to survive, but quickly becomes much more manageable. Most of the level after the first room is pretty typical speedrun fare. A bomb can likely be used to skip a little bit of the final section, but I found the intended strat easy enough. The eighth level is a pretty long speedrun with many nontrivial obstacles, but the maker made the common error of forgetting about the havoc that a giant Bowser can unleash upon a level. I first use the Bowser fire to skip a pretty sizeable chunk of the level, then after doing one more room, use fire from the same Bowser to open up a path to the end. The final level is a tough ground speedrun that is overall pretty front-heavy in terms of difficulty. There is quite a bit of tricky precision in the first room, and while the second room is easy, the third room has an extremely finicky midair note block bypass that ended most attempts that got there. The level remains difficult in the subsequent rooms, although generally not to the same extent. There is a midair near the end, but I found a way of skipping it by getting a helmet in one of the last rooms and doing a deceptively complicated cheese strat that revolves around throwing a POW and then initiating a wall cling to scroll the screen up at a specific time so that a muncher blocking my path gets killed early, but an important shell a block higher remains alive. In all likelihood, this will remain my final SMM1 clear for Team 0%.

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