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Re-records: 35970 This beats my old run with Jay (13:30) and also beats the run by Amaraticando (11:47.62). Also, this uses version 1.0, while the other two runs used the new version, because of a clip that was thought to be impossible but was in fact possible. Improvements: "Sunshine" room I was able to optimize the block duplication by immediately spitting the yellow shell out at y sub 60, and use two keys instead of three to enter the door. Blue Cloud Room No extra shelljump was needed after bouncing off of the screen-scrolled koopa. Shelljump Chain Green Room A quick screen scroll was done after the initial screen scroll for the second-to-last koopa, and also a walljump was able to be done to grab the end shell instead of waiting for the koopa. Disco Shell Yellow Room I have tried a lot to avoid using the koopas at all in this room, but it is not possible for two given reasons in which I need more than one shell when I only have one to work with. Other than that, tried to avoid bouncing on the disco shell as much as possible, as it slows you down briefly. Red Room No extra walljump was needed after the one tile muncher clip; used the p switch to enter the door quicker than flying around, which also skips the "got cape" freeze animation. Green Room This is where v1.0 comes in. Using the blue yoshi you get in the previous room, you are able to clip the block (which was the originally thought impossible bit), and get the shell. From there, you can gain sprinting speed on the top of the level, and jump to the end. Orange Lava Autoscroll Room This room actually does have an improvement, and that is skipping the yoshi hatch animation by keeping the original yoshi for the end bit. Ice Room No real improvement here, just manipulation of items to make them end up in the right spot. Orange Warm Outside Room Again, no real improvements go on here. Purple Flying Room Used perpetual air catches and flight manipulation to gain air quicker. 64 Speed Room No real difference, keeping 64 speed until the end. Red Forest Autoscroller No improvement. I tried but am 99% sure you cannot keep the initial yoshi past the p switch part, which would skip the other's growth animation. Also, doing so would make me need to get him underneath the level briefly to get past the future one tile gap, which needs the left side of the screen, which would delay me from getting to the door. In conclusion, pulling it off would lose time. First Water Room (Blue) I was able to get the first cycle of the urchin instead of waiting. Also, a little trick tutorial: wall clipping underwater just requires you to get to 33 speed and f0 subpixel at any position, and then use 1/1 swimming to get it on every other frame, allowing a wall clip. Purple Key Room No real improvement here. Brown Castle Room Another auto-scroller, and so no improvement here. Murky Water Room I was able to hit the flying hammer brother early, and be shoved into the area that normally you would have to wait for the p switch to run out to get into. EDIT: Wow. I could have just directly gone to the door, without needing yoshi. Mark that as a possible improvement on this run. Outside Flying Room I could corner clip the initial ledge, which is actually solid, and fly under the level to the end door. Dark Cave Room No real improvement on this auto scroller, although I was able to use a trick to get yoshi into the next room, and fly to the end of the level, putting me in the final sprint. Final Sprint (Second to last room) No real improvement. However, I tried for the longest time to use the second message box as a ceiling and quickly enter the door with flight, and I was able to get it, but on the first frame, which still displayed the message in the next room. So, the theory was trashed. Final Room (Boo Boss) More corner clip action, I used perpetual air catches and more quick catches to gain air faster.