If you are playing the PlayStation version and you care about secrets (and all pickups), you will have to go through the tutorial level(s). Otherwise, just do the level skip code twice if you don't care about secrets (and all pickups). Unfortunately, you cannot enter a code to get all 8 Golden Skulls, as they will not count as secrets if you do.
How to go fast and find secrets in Angkor Wat (version 1.0): - The action and camera cutscenes cannot be skipped. - In version 1.0, the instructor cutscenes can be skipped with the Look button. - The main objective is to collect all 8 Golden Skulls (and a couple of other items). The 1st Golden Skull is out in the open. Collect it. - Positioning on triggering the spikes and surviving with a swan dive is advised. Otherwise, just wait for Werner to trigger the spikes. - It is possible to avoid triggering the 3rd and 4th instructor cutscenes by being fast enough. The 2nd Golden Skull is in the water. Collect it, then climb up. - Stray away from Werner and collect the 3rd Golden Skull. Then do a running jump along with rolling in midair, and jump from the slope. - The 4th Golden Skull is in the water. Collect it (along with a Small Medipack and a Large Medipack), then continue on. - In version 1.0, the door is omitted, making it possible to bypass Werner activating the switch. - The 5th and 6th Golden Skulls are out in the open. Collect them. - In version 1.0, after triggering the 2nd action cutscene, collecting the 7th Golden Skull will not count as a secret. - To enter the Route of the Virtuous with all 8 Golden Skulls, trigger the 22nd instructor cutscene, wait until Werner begins to proceed to the gate, then go and collect the 8th Golden Skull next to the barricade. It is actually faster and safer this way. At this point, it is okay to do the level skip code twice. - Do a running jump from the alcove here and grab the rope. Positioning on grabbing the rope from a higher height is advised.
Race for the Iris (Easy) is shown afterwards.
Be sure to save, and DO NOT overwrite that file if you want to start in the actual 1st level next time you want to play the game from the beginning. The downside to this is that you will not be able to see the FMV before the actual 1st level, unless you either save at the end of part 2's tutorial level or do the level skip code twice.
Also, since there is no level select in this game, saving on other files is recommended.
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NOTE: Version 1.0 is only available on the PlayStation Store in the USA.
TR: The Last Revelation [PS] - Tutorial Bypassing (v1.0)William50000002018-05-18 | Tutorial bypassing (v1.0) in "Tomb Raider: The Last Revelation" for the PlayStation.
If you are playing the PlayStation version and you care about secrets (and all pickups), you will have to go through the tutorial level(s). Otherwise, just do the level skip code twice if you don't care about secrets (and all pickups). Unfortunately, you cannot enter a code to get all 8 Golden Skulls, as they will not count as secrets if you do.
How to go fast and find secrets in Angkor Wat (version 1.0): - The action and camera cutscenes cannot be skipped. - In version 1.0, the instructor cutscenes can be skipped with the Look button. - The main objective is to collect all 8 Golden Skulls (and a couple of other items). The 1st Golden Skull is out in the open. Collect it. - Positioning on triggering the spikes and surviving with a swan dive is advised. Otherwise, just wait for Werner to trigger the spikes. - It is possible to avoid triggering the 3rd and 4th instructor cutscenes by being fast enough. The 2nd Golden Skull is in the water. Collect it, then climb up. - Stray away from Werner and collect the 3rd Golden Skull. Then do a running jump along with rolling in midair, and jump from the slope. - The 4th Golden Skull is in the water. Collect it (along with a Small Medipack and a Large Medipack), then continue on. - In version 1.0, the door is omitted, making it possible to bypass Werner activating the switch. - The 5th and 6th Golden Skulls are out in the open. Collect them. - In version 1.0, after triggering the 2nd action cutscene, collecting the 7th Golden Skull will not count as a secret. - To enter the Route of the Virtuous with all 8 Golden Skulls, trigger the 22nd instructor cutscene, wait until Werner begins to proceed to the gate, then go and collect the 8th Golden Skull next to the barricade. It is actually faster and safer this way. At this point, it is okay to do the level skip code twice. - Do a running jump from the alcove here and grab the rope. Positioning on grabbing the rope from a higher height is advised.
Race for the Iris (Easy) is shown afterwards.
Be sure to save, and DO NOT overwrite that file if you want to start in the actual 1st level next time you want to play the game from the beginning. The downside to this is that you will not be able to see the FMV before the actual 1st level, unless you either save at the end of part 2's tutorial level or do the level skip code twice.
Also, since there is no level select in this game, saving on other files is recommended.
----------
NOTE: Version 1.0 is only available on the PlayStation Store in the USA.Resident Evil (1996) - Mansion Theme [All Variations]William50000002022-12-22 | The mansion theme (with variations) of "Resident Evil" for the PlayStation. The background music sounds the same, but there are major differences.
Songs: - Night Begins [Mansion 1st Floor] ~ 0:00 - Queer Structure [Mansion 1st Floor Revisit] ~ 2:09 - Night of Day [Mansion 2nd Floor Revisit] ~ 4:17
NOTE: This isn't my best work, so forgive me if this isn't perfect. This was hard to make.Metal Gear Solid - Duel [All Variations]William50000002021-12-20 | The boss theme (with variations) of "Metal Gear Solid" for the PlayStation.
NOTE: This isn't my best work, so forgive me if this isn't perfect.Mega Man 2 [FC] - Heat Man Stage ~ Yoku BlocksWilliam50000002020-12-18 | A guide/walkthrough of how to get across the Yoku blocks in the Heat Man stage of "Mega Man 2" for the Famicom.
The Yoku blocks are quite infamous for tripping up players, mostly at the end.
The strategy here is to go by the rhythm, as if one was on a countdown. With this strategy, this will reduce the need to jump on the Yoku block above the lower one.Mega Man 2 [FC] - Wood Man Stage BossWilliam50000002020-12-17 | A guide/walkthrough of the battle against Wood Man in "Mega Man 2" for the Famicom.
No damage taken.
This battle is pattern-based, but very hard. There is a way to get through it consistently.
Wood Man uses his Leaf Shield to attack. It has to be jumped over along with dodging the descending leaves. Get in as many shots as early as possible. Repeat the process. Once Wood Man is close enough, shoot through his Leaf Shield and finish him off fast.Mega Man 2 [FC] - Flash Man Stage BossWilliam50000002020-12-16 | A guide/walkthrough of the battle against Flash Man in "Mega Man 2" for the Famicom.
No damage taken.
This battle can prove to be a problem, mainly due to Flash Man's seemingly random Time Stopper. However, there is a way around it.
Flash Man jumps every time he's hit, and that can throw off the timing of his Time Stopper. The best strategy is to always have his Time Stopper activate when he's standing on the lower grounds at the left and Mega Man on the highest ground at the middle. After that, it's just the matter of when to fire at Flash Man and getting the timing down on his Time Stopper.
Ice physics are present, so be mindful of that.Mega Man 2 [FC] - Metal Man Stage BossWilliam50000002020-12-15 | A guide/walkthrough of the battle against Metal Man in "Mega Man 2" for the Famicom.
No damage taken.
This battle is challenging, but it is fair. There are a few strategies to get through it.
The conveyor belt switches every 6 seconds, and that's the strategy done on Metal Man. Once that's been figured out, it's just the matter of timing his Metal Blades at top notch.
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It turns out that nobody has ever done this strategy before. So this is the first video to show that.Mega Man 2 [FC] - Bubble Man Stage BossWilliam50000002020-12-14 | A guide/walkthrough of the battle against Bubble Man in "Mega Man 2" for the Famicom.
No damage taken.
This battle can prove to be a bit of a problem, mainly due to Bubble Man's randomness. However, there is a way around it.
At the start of the battle, jump as Bubble Man fires his second buster after the first one. Timing between the shots takes a bit of getting used to, but it's better that way. Aside from dodging one, two, or three Bubble Leads the first time, go to the right wall, fire one shot and jump just before Bubble Man lands on the ground. Apply the strategy done at the beginning of the battle, only this time, stand still and wait until the Bubble Leads go over, and go back to the left wall, fire one shot at Bubble Man and jump just before he lands. Repeat the process. With this strategy, Bubble Man's randomness isn't much of a problem.Rockman 7 Famicom - Title Theme [Extended Version]William50000002020-12-12 | The title theme of "Rockman 7 Famicom", an 8-bit fan game of the original game on Super Famicom. Just like with the original title theme, I extended it. Enjoy!
Requested by ღRollchan 34ღ.[TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ JigglypuffWilliam50000002019-12-07 | This is a tool-assisted superplay of the 999% match/goal on a cute character (Jigglypuff) in "Super Smash Bros." for the Nintendo 64.
This is more of a 'what if' type of match/goal on cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff). I've done the goal back in 2015, with the help of a certain person (watch any video in the link above). But I was curious to see how it would play out in a match like this. Granted, a non-TAS of this type of match won't ever be perfect, but this should definitely explain how I wanted the match/goal, if my previous videos of the match/goal didn't explain it clear enough.
GameShark codes used: - No Music - No Tornado in Hyrule Castle
Now, in this type of match, I try to do what I was thinking of back then (from 2011 to 2015). I choose Mario for obvious reasons. Most of the rules are the same. However, there is one change I had to make.
1st set of rules: - 7 stocks. - No items. - Default costume/color only for player 1's character, any costume/color for player 2's character. - First attack always comes from the cute character. - Shield breaking is disallowed. - Player 2's cute character cannot get KO'd at all. - Player 2's cute character is allowed to taunt, periodically too. - Crowd must cheer for the cute character at a very high percent damage.
2nd set of rules: - Up smash that character for the KO endurance. - When that moves connect, that character must be on ground at a specific spot without crouching or DI'ing up, or else it's instant KO.
3rd set of rules: - Crowd cheers have to go uninterrupted. - Mario cannot get KO'd on second to last stock until the cute character is at 999% damage. - Mario has to be tortured on the last stock by the cute character. - Star KO must occur on the last stock.
For the 2nd set of rules, I ended up having to remove the up tilt on that character for the KO endurance. So, unfortunately, that was a mistake I made back in 2015 on doing the match/goal. Everything else is mostly the same. But here is the main reason why I did a TAS on this type of match. I was thinking more on where the percentage of the cute character would end up on stocks (from 1 to 5), as well as the crowd cheering for the cute character at that percentage (on stock 5).
Percentages on stocks 1 to 5 ended up being in the following ranges: - Stock 1 = 161%-171% damage - Stock 2 = 328%-338% damage - Stock 3 = 494%-504% damage - Stock 4 = 661%-671% damage - Stock 5 = within 700% damage upon crowd cheering, 827%-837% damage
So, yeah, that answers my curiosity.
The directional influence (DI) was not used, except on stock 7 when necessary. I wanted to make it easier on myself for this TAS.
Also, I try to get the cute character to use every move on Mario, connecting at least once, especially on stock 6, no matter how useful or useless the move is, with a bit of messing around on stock 6.
And about the RNG on reeling (spinning animation at 100% damage and above), most of it was manipulated, especially on stock 7. The biggest example is Mario's down special, where the 14th hit does a meteor smash on the grounded character. I didn't want any reeling from Mario or the cute character, but in some cases (notably Mario), I didn't have a choice.
To view the playlist of my TAS of the 999% match/goal on cute characters, click on this link: youtube.com/playlist?list=PL8H4noaCcU1jCa5vs2fmwY8sykIVAoclF[TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ KirbyWilliam50000002019-12-07 | This is a tool-assisted superplay of the 999% match/goal on a cute character (Kirby) in "Super Smash Bros." for the Nintendo 64.
This is more of a 'what if' type of match/goal on cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff). I've done the goal back in 2015, with the help of a certain person (watch any video in the link above). But I was curious to see how it would play out in a match like this. Granted, a non-TAS of this type of match won't ever be perfect, but this should definitely explain how I wanted the match/goal, if my previous videos of the match/goal didn't explain it clear enough.
GameShark codes used: - No Music - No Tornado in Hyrule Castle
Now, in this type of match, I try to do what I was thinking of back then (from 2011 to 2015). I choose Mario for obvious reasons. Most of the rules are the same. However, there is one change I had to make.
1st set of rules: - 7 stocks. - No items. - Default costume/color only for player 1's character, any costume/color for player 2's character. - First attack always comes from the cute character. - Shield breaking is disallowed. - Player 2's cute character cannot get KO'd at all. - Player 2's cute character is allowed to taunt, periodically too. - Crowd must cheer for the cute character at a very high percent damage.
2nd set of rules: - Up smash that character for the KO endurance. - When that moves connect, that character must be on ground at a specific spot without crouching or DI'ing up, or else it's instant KO.
3rd set of rules: - Crowd cheers have to go uninterrupted. - Mario cannot get KO'd on second to last stock until the cute character is at 999% damage. - Mario has to be tortured on the last stock by the cute character. - Star KO must occur on the last stock.
For the 2nd set of rules, I ended up having to remove the up tilt on that character for the KO endurance. So, unfortunately, that was a mistake I made back in 2015 on doing the match/goal. Everything else is mostly the same. But here is the main reason why I did a TAS of this type of match. I was thinking more on where the percentage of the cute character would end up on stocks (from 1 to 5), as well as the crowd cheering for the cute character at that percentage (on stock 5).
Percentages on stocks 1 to 5 ended up being in the following ranges: - Stock 1 = 161%-171% damage - Stock 2 = 328%-338% damage - Stock 3 = 494%-504% damage - Stock 4 = 661%-671% damage - Stock 5 = within 700% damage upon crowd cheering, 827%-837% damage
So, yeah, that answers my curiosity.
The directional influence (DI) was not used, except on stock 7 when necessary. I wanted to make it easier on myself for this TAS.
Also, I try to get the cute character to use every move on Mario, connecting at least once, especially on stock 6, no matter how useful or useless the move is, with a bit of messing around on stock 6.
And about the RNG on reeling (spinning animation at 100% damage and above), most of it was manipulated, especially on stock 7. The biggest example is Mario's down special, where the 14th hit does a meteor smash on the grounded character. I didn't want any reeling from Mario or the cute character, but in some cases (notably Mario), I didn't have a choice.
To view the playlist of my TAS of the 999% match/goal on cute characters, click on this link: youtube.com/playlist?list=PL8H4noaCcU1jCa5vs2fmwY8sykIVAoclF[TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ PikachuWilliam50000002019-12-07 | This is a tool-assisted superplay of the 999% match/goal on a cute character (Pikachu) in "Super Smash Bros." for the Nintendo 64.
This is more of a 'what if' type of match/goal on cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff). I've done the goal back in 2015, with the help of a certain person (watch any video in the link above). But I was curious to see how it would play out in a match like this. Granted, a non-TAS of this type of match won't ever be perfect, but this should definitely explain how I wanted the match/goal, if my previous videos of the match/goal didn't explain it clear enough.
GameShark codes used: - No Music - No Tornado in Hyrule Castle
Now, in this type of match, I try to do what I was thinking of back then (from 2011 to 2015). I choose Mario for obvious reasons. Most of the rules are the same. However, there is one change I had to make.
1st set of rules: - 7 stocks. - No items. - Default costume/color only for player 1's character, any costume/color for player 2's character. - First attack always comes from the cute character. - Shield breaking is disallowed. - Player 2's cute character cannot get KO'd at all. - Player 2's cute character is allowed to taunt, periodically too. - Crowd must cheer for the cute character at a very high percent damage.
2nd set of rules: - Up smash that character for the KO endurance. - When that moves connect, that character must be on ground at a specific spot without crouching or DI'ing up, or else it's instant KO.
3rd set of rules: - Crowd cheers have to go uninterrupted. - Mario cannot get KO'd on second to last stock until the cute character is at 999% damage. - Mario has to be tortured on the last stock by the cute character. - Star KO must occur on the last stock.
For the 2nd set of rules, I ended up having to remove the up tilt on that character for the KO endurance. So, unfortunately, that was a mistake I made back in 2015 on doing the match/goal. Everything else is mostly the same. But here is the main reason why I did a TAS of this type of match. I was thinking more on where the percentage of the cute character would end up on stocks (from 1 to 5), as well as the crowd cheering for the cute character at that percentage (on stock 5).
Percentages on stocks 1 to 5 ended up being in the following ranges: - Stock 1 = 161%-171% damage - Stock 2 = 328%-338% damage - Stock 3 = 494%-504% damage - Stock 4 = 661%-671% damage - Stock 5 = within 700% damage upon crowd cheering, 827%-837% damage
So, yeah, that answers my curiosity.
The directional influence (DI) was not used, except on stock 7 when necessary. I wanted to make it easier on myself for this TAS.
Also, I try to get the cute character to use every move on Mario, connecting at least once, especially on stock 6, no matter how useful or useless the move is, with a bit of messing around on stock 6.
And about the RNG on reeling (spinning animation at 100% damage and above), most of it was manipulated, especially on stock 7. The biggest example is Mario's down special, where the 14th hit does a meteor smash on the grounded character. I didn't want any reeling from Mario or the cute character, but in some cases (notably Mario), I didn't have a choice.
To view the playlist of my TAS of the 999% match/goal on cute characters, click on this link: youtube.com/playlist?list=PL8H4noaCcU1jCa5vs2fmwY8sykIVAoclF[TAS] Super Smash Bros. [N64] - 999% Match/Goal ~ YoshiWilliam50000002019-12-07 | This is a tool-assisted superplay of the 999% match/goal on a cute character (Yoshi) in "Super Smash Bros." for the Nintendo 64.
This is more of a 'what if' type of match/goal on cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff). I've done the goal back in 2015, with the help of a certain person (watch any video in the link above). But I was curious to see how it would play out in a match like this. Granted, a non-TAS of this type of match won't ever be perfect, but this should definitely explain how I wanted the match/goal, if my previous videos of the match/goal didn't explain it clear enough.
GameShark codes used: - No Music - No Tornado in Hyrule Castle
Now, in this type of match, I try to do what I was thinking of back then (from 2011 to 2015). I choose Mario for obvious reasons. Most of the rules are the same. However, there is one change I had to make.
1st set of rules: - 7 stocks. - No items. - Default costume/color only for player 1's character, any costume/color for player 2's character. - First attack always comes from the cute character. - Shield breaking is disallowed. - Player 2's cute character cannot get KO'd at all. - Player 2's cute character is allowed to taunt, periodically too. - Crowd must cheer for the cute character at a very high percent damage.
2nd set of rules: - Up smash that character for the KO endurance. - When that moves connect, that character must be on ground at a specific spot without crouching or DI'ing up, or else it's instant KO.
3rd set of rules: - Crowd cheers have to go uninterrupted. - Mario cannot get KO'd on second to last stock until the cute character is at 999% damage. - Mario has to be tortured on the last stock by the cute character. - Star KO must occur on the last stock.
For the 2nd set of rules, I ended up having to remove the up tilt on that character for the KO endurance. So, unfortunately, that was a mistake I made back in 2015 on doing the match/goal. Everything else is mostly the same. But here is the main reason why I did a TAS of this type of match. I was thinking more on where the percentage of the cute character would end up on stocks (from 1 to 5), as well as the crowd cheering for the cute character at that percentage (on stock 5).
Percentages on stocks 1 to 5 ended up being in the following ranges: - Stock 1 = 161%-171% damage - Stock 2 = 328%-338% damage - Stock 3 = 494%-504% damage - Stock 4 = 661%-671% damage - Stock 5 = within 700% damage upon crowd cheering, 827%-837% damage
So, yeah, that answers my curiosity.
The directional influence (DI) was not used, except on stock 7 when necessary. I wanted to make it easier on myself for this TAS.
Also, I try to get the cute character to use every move on Mario, connecting at least once, especially on stock 6, no matter how useful or useless the move is, with a bit of messing around on stock 6.
And about the RNG on reeling (spinning animation at 100% damage and above), most of it was manipulated, especially on stock 7. The biggest example is Mario's down special, where the 14th hit does a meteor smash on the grounded character. I didn't want any reeling from Mario or the cute character, but in some cases (notably Mario), I didn't have a choice.
To view the playlist of my TAS of the 999% match/goal on cute characters, click on this link: youtube.com/playlist?list=PL8H4noaCcU1jCa5vs2fmwY8sykIVAoclFSuper Smash Bros. [N64] - 999% Match/Goal ~ JigglypuffWilliam50000002018-12-07 | This is my 999% match/goal on a cute character in "Super Smash Bros." for the Nintendo 64.
My goal was to get cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff) to 999% damage, while the other person (female, if possible) played like normal. I played as Mario because the other characters either couldn't do it without KO'ing or simply had it too hard.
NOTE: For this type of match/goal, it heavily matters how good the other player is. The other player can't be too good, or it won't work out. As you see in this video, it does matter. So you may see the other player sandbagging quite a bit, for the sake of helping me with this goal. In other words, I deem it impossible for a good player to get the other good player to 999% damage, even when playing at top level.
After 4 years of trying, constantly searching for the one to help me with this goal, and endless frustration trying to explain to people how I wanted my goal so they'd fully understand...
My goal is finally done!
Very special thanks to TwilightSparkle for helping me with this goal! She's the only one who fully understood how I wanted my goal, and the last one! She was my last hope! If she hadn't have the patience to help me, I would've never achieved this goal! So, again, very special thanks to her for helping me with this! Much appreciated!
Surprisingly, she had lots of fun helping me with this goal. That makes me happy, despite all the frustration I went through.
By the way, the person who helped me with my goal is better than you think. She's very good, trust me on that one. In fact, during the match/goal, at certain parts, her skills shows just how good she really is. She only helped me because I wanted this goal to end so bad (after 4 years)! So, please, no harsh comments about my goal!
Player 1 - William5000000 [Mario] Player 2 - TwilightSparkle [Jigglypuff]
It takes place in Hyrule Castle. I turned the tornado off in Hyrule Castle by using a GameShark to make my goal easier. If that tornado was there, my goal would've been much more frustrating to achieve, especially at the end.
I also turned the music off by using a GameShark. The reason why is because I wanted to hear the sound effects as clear as possible.
Rules: - 7 stocks. - No items. - Default costume/color only for player 1's character, any costume/color for player 2's character. - First attack always comes from the cute character. - Shield breaking is disallowed. - Player 2's cute character cannot get KO'd at all. - Player 2's cute character is allowed to taunt, periodically too. - Crowd must cheer for the cute character at a very high percent damage.
Here is a list of my own rules I had for recording purposes: - Up smash that character for the KO endurance. - Up tilt that character for the KO endurance. - When those 2 moves connect, that character must be on ground at a specific spot without crouching or DI'ing up, or else it's instant KO.
Here are the additions to the rules for recording purposes: - Crowd cheers had to go uninterrupted. Interrupting the cheers with an attack meant an automatic restart. - Mario couldn't get KO'd on second to last stock until the cute character was at 999% damage. - Mario being tortured on the last stock by the cute character was masterminded by me. Not only for recording purposes, but also for laughs. - Star KO had to occur on the last stock. Screen KO occurring meant an automatic restart.
For anyone wondering, certain parts that don't seem like normal playing (such as not attempting to attack after getting 999% damage) are part of my goal! Hyrule Castle is the only stage where I could do the 999% match/goal, because no other stage had what I wanted, especially for the torture part!
I know there are ways to get 999% damage much faster (red shell glitch, bumper glitch, et cetera). I've seen too many videos of those glitches. In my opinion, they are less entertaining. And using stage hazards (such as the POW Block in Mushroom Kingdom) to get 999% damage much faster are also less entertaining. Those are the reasons why I wanted to do the 999% match/goal WITHOUT those glitches and stage hazards.
I'm very happy with my 999% match/goal on cute characters. I absolutely have no intention of improving this goal, let alone do other characters (other than Yoshi, Pikachu, Kirby, and Jigglypuff...at least for me).
If I ever decide to do a goal like this for "Super Smash Bros. Melee", I'll have the videos and the description here as a backup to make explaining much easier. Seriously, explaining how I wanted my goal without having this as a backup was very frustrating, and eventually too difficult to even bother explaining at all to others. So, I am glad I have this as a backup.
To view the playlist of my 999% match/goal on cute characters, click on this link: youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQvSuper Smash Bros. [N64] - 999% Match/Goal ~ KirbyWilliam50000002018-12-07 | This is my 999% match/goal on a cute character in "Super Smash Bros." for the Nintendo 64.
My goal was to get cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff) to 999% damage, while the other person (female, if possible) played like normal. I played as Mario because the other characters either couldn't do it without KO'ing or simply had it too hard.
NOTE: For this type of match/goal, it heavily matters how good the other player is. The other player can't be too good, or it won't work out. As you see in this video, it does matter. So you may see the other player sandbagging quite a bit, for the sake of helping me with this goal. In other words, I deem it impossible for a good player to get the other good player to 999% damage, even when playing at top level.
After 4 years of trying, constantly searching for the one to help me with this goal, and endless frustration trying to explain to people how I wanted my goal so they'd fully understand...
My goal is finally done!
Very special thanks to TwilightSparkle for helping me with this goal! She's the only one who fully understood how I wanted my goal, and the last one! She was my last hope! If she hadn't have the patience to help me, I would've never achieved this goal! So, again, very special thanks to her for helping me with this! Much appreciated!
Surprisingly, she had lots of fun helping me with this goal. That makes me happy, despite all the frustration I went through.
By the way, the person who helped me with my goal is better than you think. She's very good, trust me on that one. In fact, during the match/goal, at certain parts, her skills shows just how good she really is. She only helped me because I wanted this goal to end so bad (after 4 years)! So, please, no harsh comments about my goal!
Player 1 - William5000000 [Mario] Player 2 - TwilightSparkle [Kirby]
It takes place in Hyrule Castle. I turned the tornado off in Hyrule Castle by using a GameShark to make my goal easier. If that tornado was there, my goal would've been much more frustrating to achieve, especially at the end.
I also turned the music off by using a GameShark. The reason why is because I wanted to hear the sound effects as clear as possible.
Rules: - 7 stocks. - No items. - Default costume/color only for player 1's character, any costume/color for player 2's character. - First attack always comes from the cute character. - Shield breaking is disallowed. - Player 2's cute character cannot get KO'd at all. - Player 2's cute character is allowed to taunt, periodically too. - Crowd must cheer for the cute character at a very high percent damage.
Here is a list of my own rules I had for recording purposes: - Up smash that character for the KO endurance. - Up tilt that character for the KO endurance. - When those 2 moves connect, that character must be on ground at a specific spot without crouching or DI'ing up, or else it's instant KO.
Here are the additions to the rules for recording purposes: - Crowd cheers had to go uninterrupted. Interrupting the cheers with an attack meant an automatic restart. - Mario couldn't get KO'd on second to last stock until the cute character was at 999% damage. - Mario being tortured on the last stock by the cute character was masterminded by me. Not only for recording purposes, but also for laughs. - Star KO had to occur on the last stock. Screen KO occurring meant an automatic restart.
For anyone wondering, certain parts that don't seem like normal playing (such as not attempting to attack after getting 999% damage) are part of my goal! Hyrule Castle is the only stage where I could do the 999% match/goal, because no other stage had what I wanted, especially for the torture part!
I know there are ways to get 999% damage much faster (red shell glitch, bumper glitch, et cetera). I've seen too many videos of those glitches. In my opinion, they are less entertaining. And using stage hazards (such as the POW Block in Mushroom Kingdom) to get 999% damage much faster are also less entertaining. Those are the reasons why I wanted to do the 999% match/goal WITHOUT those glitches and stage hazards.
I'm very happy with my 999% match/goal on cute characters. I absolutely have no intention of improving this goal, let alone do other characters (other than Yoshi, Pikachu, Kirby, and Jigglypuff...at least for me).
If I ever decide to do a goal like this for "Super Smash Bros. Melee", I'll have the videos and the description here as a backup to make explaining much easier. Seriously, explaining how I wanted my goal without having this as a backup was very frustrating, and eventually too difficult to even bother explaining at all to others. So, I am glad I have this as a backup.
To view the playlist of my 999% match/goal on cute characters, click on this link: youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQvSuper Smash Bros. [N64] - 999% Match/Goal ~ PikachuWilliam50000002018-12-07 | This is my 999% match/goal on a cute character in "Super Smash Bros." for the Nintendo 64.
My goal was to get cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff) to 999% damage, while the other person (female, if possible) played like normal. I played as Mario because the other characters either couldn't do it without KO'ing or simply had it too hard.
NOTE: For this type of match/goal, it heavily matters how good the other player is. The other player can't be too good, or it won't work out. As you see in this video, it does matter. So you may see the other player sandbagging quite a bit, for the sake of helping me with this goal. In other words, I deem it impossible for a good player to get the other good player to 999% damage, even when playing at top level.
After 4 years of trying, constantly searching for the one to help me with this goal, and endless frustration trying to explain to people how I wanted my goal so they'd fully understand...
My goal is finally done!
Very special thanks to TwilightSparkle for helping me with this goal! She's the only one who fully understood how I wanted my goal, and the last one! She was my last hope! If she hadn't have the patience to help me, I would've never achieved this goal! So, again, very special thanks to her for helping me with this! Much appreciated!
Surprisingly, she had lots of fun helping me with this goal. That makes me happy, despite all the frustration I went through.
By the way, the person who helped me with my goal is better than you think. She's very good, trust me on that one. In fact, during the match/goal, at certain parts, her skills shows just how good she really is. She only helped me because I wanted this goal to end so bad (after 4 years)! So, please, no harsh comments about my goal!
Player 1 - William5000000 [Mario] Player 2 - TwilightSparkle [Pikachu]
It takes place in Hyrule Castle. I turned the tornado off in Hyrule Castle by using a GameShark to make my goal easier. If that tornado was there, my goal would've been much more frustrating to achieve, especially at the end.
I also turned the music off by using a GameShark. The reason why is because I wanted to hear the sound effects as clear as possible.
Rules: - 7 stocks. - No items. - Default costume/color only for player 1's character, any costume/color for player 2's character. - First attack always comes from the cute character. - Shield breaking is disallowed. - Player 2's cute character cannot get KO'd at all. - Player 2's cute character is allowed to taunt, periodically too. - Crowd must cheer for the cute character at a very high percent damage.
Here is a list of my own rules I had for recording purposes: - Up smash that character for the KO endurance. - Up tilt that character for the KO endurance. - When those 2 moves connect, that character must be on ground at a specific spot without crouching or DI'ing up, or else it's instant KO.
Here are the additions to the rules for recording purposes: - Crowd cheers had to go uninterrupted. Interrupting the cheers with an attack meant an automatic restart. - Mario couldn't get KO'd on second to last stock until the cute character was at 999% damage. - Mario being tortured on the last stock by the cute character was masterminded by me. Not only for recording purposes, but also for laughs. - Star KO had to occur on the last stock. Screen KO occurring meant an automatic restart.
For anyone wondering, certain parts that don't seem like normal playing (such as not attempting to attack after getting 999% damage) are part of my goal! Hyrule Castle is the only stage where I could do the 999% match/goal, because no other stage had what I wanted, especially for the torture part!
I know there are ways to get 999% damage much faster (red shell glitch, bumper glitch, et cetera). I've seen too many videos of those glitches. In my opinion, they are less entertaining. And using stage hazards (such as the POW Block in Mushroom Kingdom) to get 999% damage much faster are also less entertaining. Those are the reasons why I wanted to do the 999% match/goal WITHOUT those glitches and stage hazards.
I'm very happy with my 999% match/goal on cute characters. I absolutely have no intention of improving this goal, let alone do other characters (other than Yoshi, Pikachu, Kirby, and Jigglypuff...at least for me).
If I ever decide to do a goal like this for "Super Smash Bros. Melee", I'll have the videos and the description here as a backup to make explaining much easier. Seriously, explaining how I wanted my goal without having this as a backup was very frustrating, and eventually too difficult to even bother explaining at all to others. So, I am glad I have this as a backup.
To view the playlist of my 999% match/goal on cute characters, click on this link: youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQvSuper Smash Bros. [N64] - 999% Match/Goal ~ YoshiWilliam50000002018-12-07 | This is my 999% match/goal on a cute character in "Super Smash Bros." for the Nintendo 64.
My goal was to get cute characters (Yoshi, Pikachu, Kirby, and Jigglypuff) to 999% damage, while the other person (female, if possible) played like normal. I played as Mario because the other characters either couldn't do it without KO'ing or simply had it too hard.
NOTE: For this type of match/goal, it heavily matters how good the other player is. The other player can't be too good, or it won't work out. As you see in this video, it does matter. So you may see the other player sandbagging quite a bit, for the sake of helping me with this goal. In other words, I deem it impossible for a good player to get the other good player to 999% damage, even when playing at top level.
After 4 years of trying, constantly searching for the one to help me with this goal, and endless frustration trying to explain to people how I wanted my goal so they'd fully understand...
My goal is finally done!
Very special thanks to TwilightSparkle for helping me with this goal! She's the only one who fully understood how I wanted my goal, and the last one! She was my last hope! If she hadn't have the patience to help me, I would've never achieved this goal! So, again, very special thanks to her for helping me with this! Much appreciated!
Surprisingly, she had lots of fun helping me with this goal. That makes me happy, despite all the frustration I went through.
By the way, the person who helped me with my goal is better than you think. She's very good, trust me on that one. In fact, during the match/goal, at certain parts, her skills shows just how good she really is. She only helped me because I wanted this goal to end so bad (after 4 years)! So, please, no harsh comments about my goal!
Player 1 - William5000000 [Mario] Player 2 - TwilightSparkle [Yoshi]
It takes place in Hyrule Castle. I turned the tornado off in Hyrule Castle by using a GameShark to make my goal easier. If that tornado was there, my goal would've been much more frustrating to achieve, especially at the end.
I also turned the music off by using a GameShark. The reason why is because I wanted to hear the sound effects as clear as possible.
Rules: - 7 stocks. - No items. - Default costume/color only for player 1's character, any costume/color for player 2's character. - First attack always comes from the cute character. - Shield breaking is disallowed. - Player 2's cute character cannot get KO'd at all. - Player 2's cute character is allowed to taunt, periodically too. - Crowd must cheer for the cute character at a very high percent damage.
Here is a list of my own rules I had for recording purposes: - Up smash that character for the KO endurance. - Up tilt that character for the KO endurance. - When those 2 moves connect, that character must be on ground at a specific spot without crouching or DI'ing up, or else it's instant KO.
Here are the additions to the rules for recording purposes: - Crowd cheers had to go uninterrupted. Interrupting the cheers with an attack meant an automatic restart. - Mario couldn't get KO'd on second to last stock until the cute character was at 999% damage. - Mario being tortured on the last stock by the cute character was masterminded by me. Not only for recording purposes, but also for laughs. - Star KO had to occur on the last stock. Screen KO occurring meant an automatic restart.
For anyone wondering, certain parts that don't seem like normal playing (such as not attempting to attack after getting 999% damage) are part of my goal! Hyrule Castle is the only stage where I could do the 999% match/goal, because no other stage had what I wanted, especially for the torture part!
I know there are ways to get 999% damage much faster (red shell glitch, bumper glitch, et cetera). I've seen too many videos of those glitches. In my opinion, they are less entertaining. And using stage hazards (such as the POW Block in Mushroom Kingdom) to get 999% damage much faster are also less entertaining. Those are the reasons why I wanted to do the 999% match/goal WITHOUT those glitches and stage hazards.
I'm very happy with my 999% match/goal on cute characters. I absolutely have no intention of improving this goal, let alone do other characters (other than Yoshi, Pikachu, Kirby, and Jigglypuff...at least for me).
If I ever decide to do a goal like this for "Super Smash Bros. Melee", I'll have the videos and the description here as a backup to make explaining much easier. Seriously, explaining how I wanted my goal without having this as a backup was very frustrating, and eventually too difficult to even bother explaining at all to others. So, I am glad I have this as a backup.
To view the playlist of my 999% match/goal on cute characters, click on this link: youtube.com/playlist?list=PL8H4noaCcU1iResZqO4Jts2DqzcbzuZQvTR: The Last Revelation [PS] - Tutorial Bypassing (v1.1)William50000002018-05-18 | Tutorial bypassing (v1.1) in "Tomb Raider: The Last Revelation" for the PlayStation.
If you are playing the PlayStation version and you care about secrets (and all pickups), you will have to go through the tutorial level(s). Otherwise, just do the level skip code twice if you don't care about secrets (and all pickups). Unfortunately, you cannot enter a code to get all 8 Golden Skulls, as they will not count as secrets if you do.
How to go fast, bypass some instructor cutscenes, and find secrets in 'Angkor Wat' (version 1.1): - The action and camera cutscenes cannot be skipped. - In version 1.1, the instructor cutscenes cannot be skipped with the Look button. - The main objective is to collect all 8 Golden Skulls (and a couple of other items). The 1st Golden Skull is out in the open. Collect it. - Positioning on triggering the spikes and surviving with a swan dive is advised. Otherwise, just wait for Werner to trigger the spikes. - To bypass the 3rd and 4th instructor cutscenes, jump over the barricade, preferably to the right. Collect the 2nd Golden Skull, then climb up. - To bypass the 6th, 7th, 8th, 9th, and 10th instructor cutscenes, stray away from Werner and collect the 3rd Golden Skull. Then do a running jump along with rolling in midair, and jump from the slope. - To bypass the 14th and 15th instructor cutscenes, jump in the water. Collect the 4th Golden Skull (along with a Small Medipack and a Large Medipack). - To bypass the 16th instructor cutscene, surface OUTSIDE of the mouth waterfall. Press and hold Forward until the shore is reached and climb out. As long as Forward is held, the instructor cutscene will not trigger. It is a bit faster this way. - In version 1.1, the door has been added, making it impossible to bypass Werner activating the switch. - The 5th and 6th Golden Skulls are out in the open. Collect them. - To bypass the 20th instructor cutscene, sprint and crouch into the gap. - In version 1.1, after triggering the 2nd action cutscene, collecting the 7th Golden Skull will still count as a secret. - The 21st instructor cutscene can be bypassed, but it involves triggering the 20th instructor cutscene from before. Plus, there is a slight chance that the 21st instructor cutscene will be triggered anyway. Overall, it's faster to just bypass the 20th instructor cutscene from before. - To enter the Route of the Virtuous with all 8 Golden Skulls, trigger the 22nd instructor cutscene, wait until Werner begins to proceed to the gate, then go and collect the 8th Golden Skull next to the barricade. It is actually faster and safer this way. At this point, it is okay to do the level skip twice code. - To bypass the 26th instructor cutscene, do a running jump from the alcove here and grab the rope. Positioning on grabbing the rope from a higher height is advised.
Race for the Iris (Easy) is shown afterwards.
Be sure to save, and DO NOT overwrite that file if you want to start in the actual 1st level next time you want to play the game from the beginning. The downside to this is that you will not be able to see the FMV before the actual 1st level, unless you either save at the end of part 2's tutorial level or do the level skip code twice.
Also, since there is no level select in this game, saving on other files is recommended.
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Hope this makes going through the forced tutorial level(s) less annoying and frustrating...Tomb Raider: The Last Revelation [PS] - Abnormal GameplayWilliam50000002018-05-17 | Abnormal gameplay of "Tomb Raider: The Last Revelation" for the PlayStation.
WARNING: Incoming multiple handstands and failed swan dives! These were intentional! If you are prone to these, do not watch this video!
Changes & new features after "Tomb Raider III": - Lara's design is significantly different. - Sound pitch on nearly everything still varies, but it is only random when that sound occurs. - Unskippable in-game cutscenes are introduced. - Inventory system from the previous "Tomb Raider" games has been changed. - Level select from the previous "Tomb Raider" games (PlayStation version) is removed for save files. - Most action animations from the previous "Tomb Raider" games have been changed. - Looking and regular climbing from the previous "Tomb Raider" games are now a bit delayed. - Canceling the camera angles (Look button) from the previous "Tomb Raider" games is no longer a thing. - Selecting the Pistols (while on default) from the previous "Tomb Raider" games now makes Lara draw them. - Targeting system (outrange lock-on tactic) from the previous "Tomb Raider" games has been changed. - Ammo counter HUD from the previous "Tomb Raider" games no longer displays. - Spike damage behavior (international only) and design from the previous "Tomb Raider" games are changed. - Heat damage behavior from the previous "Tomb Raider" games is no longer a thing. - Object-pushing behavior from the previous "Tomb Raider" games has been changed. - Enemies now disappear after they die, which was not a thing in the previous "Tomb Raider" games. - Skies now move, which was not a thing in the previous "Tomb Raider" games. - Crouching while running or sprinting is now a thing, along with turning in crouch position. - Sprinting when the sprint meter is not full is now a thing. - Corner-shimmying ability is introduced. - Ropes and poles are introduced. - Poisonous hazards are still a thing, but they now carry over to the next level when poisoned. - Flares still last for 30 seconds, but the design is different. - Medipack design is significantly different. - Camera on Lara's position is still shifted slightly to the left, but it is now slightly zoomed out. - The energy and breath meters still display the same from "Tomb Raider III", but upon entering the next level (or reloading at that amount of energy), the energy meter does not display when it is already full, and the depleting breath meter carries over.
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FUN FACT 1: This is the only "Tomb Raider" game (in the 1st era) where Lara does not get disarmed.
FUN FACT 2: This game was originally meant to end the series.Tomb Raider: The Last Revelation [PS] - Egypt FMVWilliam50000002018-05-17 | Egypt FMV of "Tomb Raider: The Last Revelation" for the PlayStation.Tomb Raider: The Last Revelation [PS] - Tutorial GameplayWilliam50000002018-05-17 | Tutorial gameplay of "Tomb Raider: The Last Revelation" for the PlayStation.
EXTRA TUTORIAL: To do a handstand while hanging on the ledge, hold down the Walk button, then press Forward. To do a swan dive, hold down the Walk button, then press Jump immediately followed by Forward. To do a somersault dive during a swan dive, press the Roll button. To air-roll, do either a running jump, standing jump, or a backwards jump, then press the Roll button. To shimmy on the monkey bars, hold down the Walk button, then press Left or Right. To swing on the rope, press and hold the Sprint button. To jump off of the rope, hold down the Sprint button, then press the Jump button.
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Changes & new features after "Tomb Raider III": - Lara's design is significantly different. - Sound pitch on nearly everything still varies, but it is only random when that sound occurs. - Unskippable in-game cutscenes are introduced. - Inventory system from the previous "Tomb Raider" games has been changed. - Level select from the previous "Tomb Raider" games (PlayStation version) is removed for save files. - Most action animations from the previous "Tomb Raider" games have been changed. - Looking and regular climbing from the previous "Tomb Raider" games are now a bit delayed. - Canceling the camera angles (Look button) from the previous "Tomb Raider" games is no longer a thing. - Selecting the Pistols (while on default) from the previous "Tomb Raider" games now makes Lara draw them. - Targeting system (outrange lock-on tactic) from the previous "Tomb Raider" games has been changed. - Ammo counter HUD from the previous "Tomb Raider" games no longer displays. - Spike damage behavior (international only) and design from the previous "Tomb Raider" games are changed. - Heat damage behavior from the previous "Tomb Raider" games is no longer a thing. - Object-pushing behavior from the previous "Tomb Raider" games has been changed. - Enemies now disappear after they die, which was not a thing in the previous "Tomb Raider" games. - Skies now move, which was not a thing in the previous "Tomb Raider" games. - Crouching while running or sprinting is now a thing, along with turning in crouch position. - Sprinting when the sprint meter is not full is now a thing. - Corner-shimmying ability is introduced. - Ropes and poles are introduced. - Poisonous hazards are still a thing, but they now carry over to the next level when poisoned. - Flares still last for 30 seconds, but the design is different. - Medipack design is significantly different. - Camera on Lara's position is still shifted slightly to the left, but it is now slightly zoomed out. - The energy and breath meters still display the same from "Tomb Raider III", but upon entering the next level (or reloading at that amount of energy), the energy meter does not display when it is already full, and the depleting breath meter carries over.
----------
FUN FACT 1: This is the only "Tomb Raider" game (in the 1st era) where Lara does not get disarmed.
FUN FACT 2: This game was originally meant to end the series.Tomb Raider: The Last Revelation [PS] - Cambodia FMVWilliam50000002018-05-17 | Cambodia FMV of "Tomb Raider: The Last Revelation" for the PlayStation.Tomb Raider: The Last Revelation [PS] - IntroWilliam50000002018-05-17 | This is the intro of "Tomb Raider: The Last Revelation" for the PlayStation.Tomb Raider III [PS] - Abnormal GameplayWilliam50000002018-05-16 | Abnormal gameplay of "Tomb Raider III" for the PlayStation.
WARNING: Incoming multiple handstands and failed swan dives! These were intentional! If you are prone to these, do not watch this video!
- Secret #1 ~ 0:16 - Swing Animation ~ 0:48 - Secret #2 ~ 1:31 - Highest Jump Fall Height ~ 2:39 - Secret #3 ~ 2:45 - Highest Jump Fall Height (Straight) ~ 3:03 - Good Monkey #1 ~ 4:25 - Semi-Trap Room ~ 5:49 - Highest Swan Dive Height ~ 7:38 - Good Monkey #2 ~ 8:01 - Another Swing Animation ~ 11:58 - Secret #4 ~ 14:20 - Secret #5 ~ 15:52 - Good Monkey #3 ~ 18:11 - Secret #6 ~ 18:30 - Short Route to Puzzle Element ~ 20:19 - Long Route ~ 20:56 - Standard Highest Safe Fall Height ~ 23:57 - Standard Highest Jump Fall Height ~ 24:49 - Puzzle Element ~ 25:25 - Tiger Strategy ~ 29:53, 30:13 - Bad Monkey ~ 30:58 - Inventory ~ 32:02 - Cutscene ~ 32:52 - Statistics ~ 34:50
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Changes & new features after "Tomb Raider II": - Lara no longer makes a grunt sound when she bunks or bangs against the wall (new engine). - Graphics are significantly different (new engine). - Sound effects on everything have been changed (new engine). - Midair grab speed after doing a running jump along with a standing jump has been buffed. - Side Step button has been reconfigured to being the Walk button. - Crawl and crouch-climbing abilities are introduced. - Monkey bars are introduced. - Sprint and diving roll abilities are introduced. - Swing animation has been changed, due to the monkey bars being introduced. - Wading in water is still a thing, but it was changed a bit, mostly after being one tile lower (slanted). - Uneven tiles are introduced. - Poisonous hazards are introduced. - Flares now last for 30 seconds, rather than 60 seconds. - Medipack color is now green, rather than red (PlayStation version). - Camera on Lara's position has been shifted slightly to the left. - The energy and breath meters still display the same from "Tomb Raider II", but the colors are noticeably different, and they are shifted very slightly to the left (PlayStation version).Tomb Raider III [PS] - Tutorial GameplayWilliam50000002018-05-16 | Tutorial gameplay of "Tomb Raider III" for the PlayStation.
EXTRA TUTORIAL: To do a handstand while hanging on the ledge, hold down the Walk button, then press Forward. To do a swan dive, hold down the Walk button, then press Jump immediately followed by Forward. To do a somersault dive during a swan dive, press the Roll button. To air-roll, do either a running jump, standing jump, or a backwards jump, then press the Roll button. To shimmy on the monkey bars, hold down the Walk button, then press Left or Right.
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Changes & new features after "Tomb Raider II": - Lara no longer makes a grunt sound when she bunks or bangs against the wall (new engine). - Graphics are significantly different (new engine). - Sound effects on everything have been changed (new engine). - Midair grab speed after doing a running jump along with a standing jump has been buffed. - Side Step button has been reconfigured to being the Walk button. - Crawl and crouch-climbing abilities are introduced. - Monkey bars are introduced. - Sprint and diving roll abilities are introduced. - Swing animation has been changed, due to the monkey bars being introduced. - Wading in water is still a thing, but it was changed a bit, mostly after being one tile lower (slanted). - Uneven tiles are introduced. - Poisonous hazards are introduced. - Flares now last for 30 seconds, rather than 60 seconds. - Medipack color is now green, rather than red (PlayStation version). - Camera on Lara's position has been shifted slightly to the left. - The energy and breath meters still display the same from "Tomb Raider II", but the colors are noticeably different, and they are shifted very slightly to the left (PlayStation version).Tomb Raider III [PS] - IntroWilliam50000002018-05-16 | This is the intro of "Tomb Raider III" for the PlayStation.Tomb Raider II [PS] - Abnormal GameplayWilliam50000002018-05-15 | Abnormal gameplay of "Tomb Raider II" for the PlayStation.
WARNING: Incoming multiple handstands and failed swan dives! These were intentional! If you are prone to these, do not watch this video!
Changes & new features after "Tomb Raider": - Lara's hair is now long pony-tailed, and the colors on her boots are different. - Sound pitch on nearly everything now varies (PlayStation version), and is random every frame. - Running jump timing has been changed. - Stumble animation on hitting both the wall and the ground at the same time has been changed. - Immediate ledge re-grabbing is introduced. - Side Step button has been reconfigured to be the secondary Walk button. - Somersault dive during a swan dive is introduced. - Wall climbing is introduced. - Air-roll ability is introduced. - Underwater movement speed has been nerfed, in favor of being able to roll in water. - Wading in water is introduced. - Looking while hanging from the ledge, while in midair, and while in water is now a thing. - Pickup radius has been increased, mostly when behind the item. - Flares have been introduced, lasting for 60 seconds. - Maximum amount of living enemies on-screen has been changed from 8 to 5. - The energy and breath meters are colored differently, and they now blink repeatedly when at 25.0% (PlayStation version).Tomb Raider II [PS] - China FMVWilliam50000002018-05-15 | China FMV of "Tomb Raider II" for the PlayStation.Tomb Raider II [PS] - Tutorial GameplayWilliam50000002018-05-15 | Tutorial gameplay of "Tomb Raider II" for the PlayStation.
EXTRA TUTORIAL: To do a handstand while hanging on the ledge, hold down the Walk button, then press Forward. To do a swan dive, hold down the Walk button, then press Jump immediately followed by Forward. To do a somersault dive during a swan dive, press the Roll button. To air-roll, do either a running jump, standing jump, or a backwards jump, then press the Roll button.
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Changes & new features after "Tomb Raider": - Lara's hair is now long pony-tailed, and the colors on her boots are different. - Sound pitch on nearly everything now varies (PlayStation version), and is random every frame. - Running jump timing has been changed. - Stumble animation on hitting both the wall and the ground at the same time has been changed. - Immediate ledge re-grabbing is introduced. - Side Step button has been reconfigured to being the secondary Walk button. - Somersault dive during a swan dive is introduced. - Wall climbing is introduced. - Air-roll ability is introduced. - Underwater movement speed has been nerfed, in favor of being able to roll in water. - Wading in water is introduced. - Looking while hanging from the ledge, while in midair, and while in water is now a thing. - Pickup radius has been increased, mostly when behind the item. - Flares have been introduced, lasting for 60 seconds. - Maximum amount of living enemies on-screen has been changed from 8 to 5. - The energy and breath meters are colored differently, and they now blink repeatedly when at 25.0% (PlayStation version).Tomb Raider II [PS] - IntroWilliam50000002018-05-15 | This is the intro of "Tomb Raider II" for the PlayStation.Tomb Raider (1996) [PS] - Abnormal GameplayWilliam50000002018-05-15 | Abnormal gameplay of "Tomb Raider" for the PlayStation.
WARNING: Incoming multiple handstands and failed swan dives! These were intentional! If you are prone to these, do not watch this video!
FUN FACT: The handstand feature is absent in the Saturn version of this game.Tomb Raider (1996) [PS] - Peru FMVWilliam50000002018-05-15 | Peru FMV of "Tomb Raider" for the PlayStation.Tomb Raider (1996) [PS] - Tutorial GameplayWilliam50000002018-05-15 | Tutorial gameplay of "Tomb Raider" for the PlayStation.
EXTRA TUTORIAL: To do a handstand while hanging on the ledge, hold down the Walk button, then press Forward. To do a swan dive, hold down the Walk button, then press Jump immediately followed by Forward.
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FUN FACT: The handstand feature is absent in the Saturn version of this game.Tomb Raider (1996) [PS] - Croft Manor FMVWilliam50000002018-05-15 | Croft Manor FMV of "Tomb Raider" for the PlayStation.Tomb Raider (1996) [PS] - IntroWilliam50000002018-05-15 | This is the intro of "Tomb Raider" for the PlayStation.Parasite Eve - Escape from U.B. [True Speed]William50000002018-01-22 | The chase theme (with true speed) of "Parasite Eve" for the PlayStation. The difference here is that the music gets faster after it loops once for each speed.
This may be the first video to do that out of all the other videos of this theme.
NOTE: This isn't my best work, so forgive me if this isn't perfect.Parasite Eve - Game Over [Fails]William50000002018-01-22 | Ways to get a game over in "Parasite Eve" for the PlayStation.
- Dying in battle ~ 0:00 - Taking too long on the roof ~ 0:18 - Using the phone at the wrong time ~ 1:19 - Taking the wrong path during the chase ~ 1:41, 2:14 - Failing to increase boiler pressure ~ 2:36, 3:04 - Taking too long during the boiler destruction sequence ~ 3:13, 4:20
FUN FACT 1: When you hear the jet approaching, you have 34 seconds to escape before it crashes.
FUN FACT 2: When the boiler pressure is increased, you have a set timer for each room; 35 seconds in that room, about 30 seconds in the room after that, just under 21 seconds in the room after that, about 13 seconds in the room after that, and about 7 seconds in the final room.Parasite Eve - Boiler Destruction Sequence [Set Timers]William50000002018-01-22 | Set timers during the boiler destruction sequence in "Parasite Eve" for the PlayStation.
Boiler destruction sequence: - Boiler timer 1 = 35 seconds - Boiler timer 2 = about 30 seconds - Boiler timer 3 = just under 21 seconds - Boiler timer 4 = about 13 seconds - Boiler timer 5 = about 7 seconds
Apparently, the amount of time you have in each room (except the final one) is pretty forgiving.
Chase Guide: youtube.com/watch?v=-2jPV3fNK7MParasite Eve - Chase GuideWilliam50000002018-01-22 | A guide/walkthrough of the chase scene (escape from Ultimate Being) in "Parasite Eve" for the PlayStation.
As most people know, if the Ultimate Being touches Aya, it is a one-hit kill. However, I found some interesting things about this scene.
Chase scene: - In the 1st room, trying to save by using the phone will most likely get you killed by the Ultimate Being. But if you are fast enough, you can still make it to the door and survive. - In the 2nd room, you can actually spend as much time here as you want without pausing the game, until you take the left path. If you take the right path, you will most likely get killed. But if you are fast enough, you can go back to the area you came from, and the Ultimate Being will not appear until you take the left path. - In the 5th room, if you take the right path, you will most likely get killed. But if you are fast enough, you can still turn back and take the upper path before the Ultimate Being catches up. - In the 6th room, you can actually spend as much time here as you want without pausing the game. The Ultimate Being will not appear here until you either increase the boiler pressure or leave without doing that. - During the boiler destruction sequence, in each room except the final one, the Ultimate Being will not bust through the door as long as you do not move away from it.
For the boiler destruction sequence, there is actually a set timer for each room.
Boiler destruction sequence: - Boiler timer 1 = 35 seconds - Boiler timer 2 = about 30 seconds - Boiler timer 3 = just under 21 seconds - Boiler timer 4 = about 13 seconds - Boiler timer 5 = about 7 seconds
These combos were done without the use of platforms, wall bouncing, stage hazards, items, and directional influence (DI).
These combos were done in a stage called Dream Land. Results may vary, depending on what stage is played.
These combos were done specifically on Mario. There are other combos that Yoshi can do on different characters.
NOTE: Double jump cancel (DJC) along with lag canceling is required to do most of the combos. Doing the double jump cancel trick along with lag canceling takes a lot of practice. And even then, it is very difficult to get used to doing it consistently.
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Up smash combos:
0% to 86% ~ 0:10 - Up tilt, down aerial, up smash
0% to 102% ~ 0:18 - Back aerial (with lag canceling), up tilt, down aerial, up smash
0% to 116% ~ 0:26 - Back aerial (with lag canceling), neutral aerial (DJC'd, with lag canceling), up tilt, down aerial, up smash
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Down special combos:
0% to 112% ~ 0:53 - Back aerial (with lag canceling), up tilt, down aerial, up tilt, down special
0% to 126% ~ 0:47 - Back aerial (with lag canceling), neutral aerial (DJC'd, with lag canceling), up tilt, down aerial, up tilt, down special
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Up aerial combos:
0% to 126% ~ 1:00 - Back aerial (with lag canceling), neutral aerial (DJC'd, with lag canceling), up tilt, down aerial, forward tilt, up aerial
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Forward aerial combos:
0% to 81% ~ 1:13 - Back aerial (with lag canceling), neutral aerial x4 (DJC'd, with lag canceling), forward aerial
0% to 82%, #1 ~ 1:20 - Back aerial (with lag canceling), neutral aerial x3 (DJC'd, with lag canceling), dash attack, forward aerial
0% to 82%, #2 ~ 1:27 - Back aerial (with lag canceling), neutral aerial (DJC'd, with lag canceling), forward tilt, dash attack x2, forward aerial
0% to 83% ~ 1:35 - Back aerial (with lag canceling), neutral aerial x3 (DJC'd, with lag canceling), forward tilt, forward aerial
0% to 84%, #1 ~ 1:42 - Back aerial (with lag canceling), neutral aerial x2 (DJC'd, with lag canceling), forward tilt, neutral aerial (DJC'd, with lag canceling), forward aerial
0% to 84%, #2 ~ 1:50 - Back aerial (with lag canceling), neutral aerial x2 (DJC'd, with lag canceling), forward tilt, dash attack, forward aerial
0% to 84%, #3 ~ 1:57 - Back aerial (with lag canceling), neutral aerial (DJC'd, with lag canceling), forward tilt, dash attack, forward tilt, forward aerial
0% to 94% ~ 2:05 - Back aerial (with lag canceling), neutral Aerial (DJC'd, with lag canceling), forward tilt, dash attack x2, forward tilt, forward aerial
0% to 99% ~ 2:13 - Up tilt, down aerial, forward tilt, forward aerial
0% to 115% ~ 2:21 - Back aerial (with lag canceling), up tilt, down aerial, forward tilt, forward aerial
0% to 129% ~ 2:30 - Back aerial (with lag canceling), neutral aerial (DJC'd, with lag canceling), up tilt, down aerial, forward tilt, forward aerial
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Note that connecting with Yoshi's DJC'd neutral aerial after starting with back aerial can be extremely difficult to keep the combo going on a character, especially on Mario. Timing on the 1st DJC'd neutral aerial after using back aerial is nearly frame perfect (3 frames away from Mario recovering). However, Yoshi's DJC'd neutral aerial can be a shield break combo. If the 1st DJC'd neutral aerial is shielded, repeating that move with DJC (and ending with an up smash) will most likely break that character's shield, due to shield pressure. Yoshi's down aerial can be escaped by using DI. However, that can also be a shield break combo.
These combos were done without the use of platforms, wall bouncing, stage hazards, items, and directional influence (DI).
These combos were done in a stage called Mushroom Kingdom. Results may vary, depending on what stage is played.
These combos were done specifically on Mario. There are other combos that Pikachu can do on different characters.
NOTE: For Thunderspike combos, dashing is important. Dash first, then immediately use up smash.
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Thunderspike combos:
0% to 100% ~ 0:10 - Neutral aerial (front, with lag canceling), up tilt x4 (walk slightly, front), up aerial x2 (front), up smash, down special
0% to 104% ~ 0:23 - Up smash, up tilt x4 (walk slightly, front), up aerial x2 (front), up smash, down special
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Neutral aerial combos:
0% to 114% ~ 0:37 - Neutral aerial (front, with lag canceling), up tilt x5 (walk slightly, front), up aerial x2 (front), forward aerial, neutral aerial
0% to 115% ~ 0:48 - Up smash x2, neutral aerial, up aerial x4 (front), forward aerial, neutral aerial
0% to 116% ~ 0:58 - Up smash, up tilt x3 (front), up aerial x4 (front), forward aerial, neutral aerial
0% to 117% ~ 1:09 - Up smash, up tilt x4 (front), up aerial x3 (front), forward aerial, neutral aerial
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Back aerial combos:
0% to 103% ~ 1:20 - Neutral aerial (behind, with lag canceling), up tilt x5 (behind), up aerial x3 (behind), back aerial
0% to 106% ~ 1:29 - Up smash, up tilt x4 (walk slightly, behind), up aerial x4 (behind), back aerial
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Note that the aerial combos can be ended earlier. Pikachu's forward aerial can be escaped by using DI. However, it is extremely difficult because Pikachu's up aerial can be used afterwards.
These combos were done without the use of platforms, wall bouncing, stage hazards, items, and directional influence (DI).
These combos were done in a stage called Mushroom Kingdom. Results may vary, depending on what stage is played.
These combos were done specifically on Mario. There are other combos that Kirby can do on different characters.
NOTE: For up smash combos, dashing is important. Dash first, then immediately use up smash.
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Up smash combos:
0% to 116% ~ 0:10 - Back aerial (with lag canceling), up tilt, forward aerial, up tilt, forward aerial x2, up smash
0% to 120% ~ 0:25 - Down aerial (with lag canceling), up tilt x2, forward aerial, up tilt, forward aerial x2, up smash
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Neutral aerial combos:
0% to 102% ~ 0:42 - Up tilt x3, forward aerial, up tilt, forward aerial, neutral aerial
0% to 107% ~ 0:53 - Back aerial (with lag canceling), up tilt x2, forward aerial, up tilt, forward aerial, neutral aerial
0% to 110% ~ 1:04 - Down aerial, up tilt, forward aerial, up tilt, forward aerial, neutral aerial
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Forward smash combos:
0% to 81% ~ 1:15 - Down aerial, up tilt, forward aerial, forward Smash
0% to 93% ~ 1:22 - Up tilt x2, forward aerial, up tilt, forward aerial, forward smash
0% to 112% ~ 1:32 - Back aerial (with lag canceling), up tilt, back aerial, up tilt, forward aerial x2, forward smash
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Note that Kirby's down aerial and forward aerial can be escaped by using DI. To play safe, use either back aerial or neutral aerial after a set of up tilts (and possibly the 1st use of forward aerial). Grabbing after down aerial (with lag canceling) also works.
These combos were done without the use of platforms, wall bouncing, stage hazards, items, and directional influence (DI).
These combos were done in a stage called Mushroom Kingdom. Results may vary, depending on what stage is played.
These combos were done specifically on Mario. There are other combos that Jigglypuff can do on different characters.
NOTE: Grabbing wrongfully resets the combo number to 0. Disregard that.
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Up smash combos:
0% to 96% ~ 0:10 - Down aerial, up tilt x2 (front), down aerial, up smash
0% to 105% ~ 0:23 - Down aerial (without lag canceling), up tilt x5 (behind), down aerial, up smash
0% to 127% (or lower) ~ 0:38 - Down aerial, up tilt (front), down aerial, up tilt (behind), down aerial, up smash
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Down special combos:
0% to 83% ~ 0:52 - Back aerial (with lag canceling), up tilt x6 (behind), down special
0% to 84% ~ 1:01 - Down aerial, up tilt x4 (behind), down special
0% to 85%, #1 ~ 1:11 - Down aerial (with lag canceling), forward throw, up aerial, foward aerial x2, down special
0% to 85%, #2 ~ 1:22 - Forward aerial (with lag canceling), forward throw, up aerial, forward aerial x2, down special
0% to 99% ~ 1:32 - Down aerial, up tilt (front), down aerial, up tilt (behind), down special
0% to 107% ~ 1:42 - Down aerial, up tilt x2 (front), down aerial, up tilt (behind), down special
0% to 116% ~ 1:55 - Down aerial (without lag canceling), up tilt x5 (behind), down aerial, up tilt (behind), down special
0% to 138% (or lower) ~ 2:11 - Down aerial, up tilt (front), down aerial, up tilt (behind), down aerial, up tilt (behind), down special
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Note that Jigglypuff's down aerial can be escaped by using DI. To play safe, use either back aerial or neutral aerial after a set of up tilts. Grabbing after a set of up tilts is also an option. Grabbing after down aerial also works.
To view the playlist of the combos, click on this link: youtube.com/playlist?list=PL8H4noaCcU1gu2zswYU8WhJ2gUZHeOeaKS2 (16-bit): Master Edition 3 Extra ST - Death EggWilliam50000002017-07-03 | This is the soundtrack of "Sonic 2 (16-bit): Master Edition 3 Extra", a side-hack of the original "Sonic 2 (16-bit)".
Song - Death Egg Theme - Space
Music edited by VegaLTE.
NOTE: Music was edited only for the harder levels. That's why it sounds 'out of tune' in those levels.
Tracklist: 1. Aquatic Ruin 2. Hill Top 3. Oil Ocean 4. Death Egg
To view the playlist of the entire soundtrack of this side-hack, click on this link: youtube.com/playlist?list=PL8H4noaCcU1hZohOtkc87oYKupbgWt-MPS2 (16-bit): Master Edition 3 Extra ST - Oil OceanWilliam50000002017-07-03 | This is the soundtrack of "Sonic 2 (16-bit): Master Edition 3 Extra", a side-hack of the original "Sonic 2 (16-bit)".
Song - Oil Ocean Theme - Coastal
Music edited by VegaLTE.
NOTE: Music was edited only for the harder levels. That's why it sounds 'out of tune' in those levels.
Tracklist: 1. Aquatic Ruin 2. Hill Top 3. Oil Ocean 4. Death Egg
To view the playlist of the entire soundtrack of this side-hack, click on this link: youtube.com/playlist?list=PL8H4noaCcU1hZohOtkc87oYKupbgWt-MPS2 (16-bit): Master Edition 3 Extra ST - Hill TopWilliam50000002017-07-03 | This is the soundtrack of "Sonic 2 (16-bit): Master Edition 3 Extra", a side-hack of the original "Sonic 2 (16-bit)".
Song - Hill Top Theme - Canyon
Music edited by VegaLTE.
NOTE: Music was edited only for the harder levels. That's why it sounds 'out of tune' in those levels.
Tracklist: 1. Aquatic Ruin 2. Hill Top 3. Oil Ocean 4. Death Egg
To view the playlist of the entire soundtrack of this side-hack, click on this link: youtube.com/playlist?list=PL8H4noaCcU1hZohOtkc87oYKupbgWt-MPS2 (16-bit): Master Edition 3 Extra ST - Aquatic RuinWilliam50000002017-07-03 | This is the soundtrack of "Sonic 2 (16-bit): Master Edition 3 Extra", a side-hack of the original "Sonic 2 (16-bit)".
Song - Aquatic Ruin Theme - Underwater
Music edited by VegaLTE.
NOTE: Music was edited only for the harder levels. That's why it sounds 'out of tune' in those levels.
Tracklist: 1. Aquatic Ruin 2. Hill Top 3. Oil Ocean 4. Death Egg
To view the playlist of the entire soundtrack of this side-hack, click on this link: youtube.com/playlist?list=PL8H4noaCcU1hZohOtkc87oYKupbgWt-MPS3&K: Master Edition 2 Extra ST - Lava Reef, Act 1William50000002017-07-03 | This is the soundtrack of "Sonic 3 & Knuckles: Master Edition 2 Extra", a side-hack of the original "Sonic 3 & Knuckles".
Song - Lava Reef, Act 1 Theme - Fire
Music edited by VegaLTE.
NOTE: Music was edited only for the harder levels. That's why it sounds 'out of tune' in those levels.
To view the playlist of the entire soundtrack of this side-hack, click on this link: youtube.com/playlist?list=PL8H4noaCcU1gcIW59_FuuO6fkAtEK-twNS3&K: Master Edition 2 Extra ST - Mushroom Hill, Act 1William50000002017-07-03 | This is the soundtrack of "Sonic 3 & Knuckles: Master Edition 2 Extra", a side-hack of the original "Sonic 3 & Knuckles".
Song - Mushroom Hill, Act 1 Theme - Forest
Music edited by VegaLTE.
NOTE: Music was edited only for the harder levels. That's why it sounds 'out of tune' in those levels.
To view the playlist of the entire soundtrack of this side-hack, click on this link: youtube.com/playlist?list=PL8H4noaCcU1gcIW59_FuuO6fkAtEK-twNS3&K: Master Edition 2 Extra ST - Death Egg, Act 2William50000002017-07-03 | This is the soundtrack of "Sonic 3 & Knuckles: Master Edition 2 Extra", a side-hack of the original "Sonic 3 & Knuckles".
Song - Death Egg, Act 2 Theme - Space
Music edited by VegaLTE.
NOTE: Music was edited only for the harder levels. That's why it sounds 'out of tune' in those levels.