Overhazard

Overhazard

Hello, welcome to a little corner of the Internet where you can waste your precious time watching someone else play video games. Just remember--no R4's allowed!

Frequently Asked Questions:

Q: How did you record so clearly?
A: I have a video capture device. I use a Miglia TVMax, and the program it comes with is Elgato EyeTV. However, both are Mac-only. If you're using Windows or some other OS, you'll have to look elsewhere.

Q: What is your Friend Code?
A: My rosters are not open unless I say I have some spots open. People request to compete against me several times every day, so don't think you're the only one.
If you ask to battle or offer your Friend Code, I will ignore you.

Q: Will you ever do commentary/narration on your videos?
A: The video description provides enough commentary by itself. (The answer is "no.")

Q: What is your Hidden Power type?
A: Infernape - Dragon
Manectric - Grass
Victreebel - Rock
Clamperl - Fighting

F-Zero 99 - Festival Races

F-Zero 99 - Festival Races

Tetris 99 - F-Zero 99 Cup

Tetris 99 - F-Zero 99 Cup

Double Cross - Weird Fun

Double Cross - Weird Fun

Splatoon 3 - Splat Bomb Rush

Splatoon 3 - Splat Bomb Rush

Splatoon 3 - BIG Big Run

Splatoon 3 - BIG Big Run

Splatoon 3 - Ultra Stamp Rally

Splatoon 3 - Ultra Stamp Rally

Пікірлер

  • @rascol6024
    @rascol602429 минут бұрын

    That was a good attempt 2nd fight!

  • @randomyoshi
    @randomyoshi11 сағат бұрын

    Whoa, your team was unlucky in the first match when they had to face the triumvate on high tide. As for the second match, one of your teammates was luring Megalodontia to Horrorboros whenever the latter was charging up an attack. It was still an incredibly tough fight, however.

  • @7starraids
    @7starraidsКүн бұрын

    Interesting combination. One of our planned deployments is for Galarian Weezing in OHKO strats - can potentially work

  • @Overhazard
    @Overhazard22 сағат бұрын

    If you're talking about Tera Raid Battles, the Pokémon in them are immune to one-hit KO moves.

  • @objectified2763rebooted
    @objectified2763rebootedКүн бұрын

    Ah yes, my favorite character, Uhh... These Guys?

  • @randomyoshi
    @randomyoshiКүн бұрын

    So you not only get to race against actual racers (Captain Falcon, Samurai Goroh, etc.), but you get to collect Gem Sparks to unlock Festival-related goodies in it as well. Sounds fun if you ask me.

  • @Overhazard
    @Overhazard22 сағат бұрын

    Yeah, I'm going to keep going until I reach the last collectible, a Festival-themed Spin Attack. I'm currently a bit over halfway there.

  • @randomyoshi
    @randomyoshi2 күн бұрын

    Oy vey! That Skeledirge player in the 4th clip was horrible! Griefers are one of the worst types of gamers along with hackers and trash talkers.

  • @Overhazard
    @Overhazard2 күн бұрын

    Worse yet, there's no way to report this fool.

  • @MetalZuko
    @MetalZuko2 күн бұрын

    And walking mirrors.

  • @mrmostache7971
    @mrmostache79712 күн бұрын

    At 18:05 there was a "Help!" message next to Anniliahpe's icon. First time I see that. Is there actually a communication system in raids that I'm not aware of?

  • @Overhazard
    @Overhazard2 күн бұрын

    There is, in fact--its just rarely used.

  • @darkbeastqueen
    @darkbeastqueen2 күн бұрын

    Raid 1: An Alolan Ninetales with Tail Whip? Wasn't there a Zacian who kept using Swords Dance only to end up using Moonblast in an earlier video? The Ninetales reminded me of that. Raid 2: There was a moment during the raid where the game seemed to hang for a bit there. If the time limit still counts down when that's happening, that's gotta be annoying. Also, I don't recall Necrozma's moveset but I get the feeling there were better moves it could've used against Sceptile. Raid 3: Baxcalibur probably isn't the best choice given it takes double damage after using Glaive Rush and Sceptile has a Dragon-type move at its disposal. Raid 4: Ouch. Not sure what came over the Skeledirge Trainer but I guess they get their kicks from messing with people. Either that or they really hate Zamazenta.

  • @Overhazard
    @Overhazard2 күн бұрын

    What these people generally have in common is that they have incomplete knowledge of Pokémon battling and how Tera Raid Battling works. For the latter, I can't blame them entirely, as the game tells you VERY little about how they work. For instance, the Regidrago user and the Baxcalibur user both probably don't know you get a time penalty each time your Pokémon's knocked out. They don't see the computer players get time penalties, the penalty itself is delayed due to lag, and the game doesn't give you a message that you've caused a time penalty. As a result, you get these people who join these raids with reckless strategies where they get knocked out a lot, thinking they can make up for that with big damage. The Alolan Ninetales user, on the other hand, appears to be a beginner, albeit someone who at least knows your Pokémon needs to be at Level 100. Tail Whip isn't a move you'd really want to keep for the endgame, but the allure of "a move that causes their defenses to go down" might be too much to let go of, even if they don't know there are better moves for that and that physical and special damage run off of different stats.

  • @marcus5528
    @marcus55282 күн бұрын

    The end of the New Super Mario Bros series💔 (2006-2019)

  • @EclipseKnight2074
    @EclipseKnight20742 күн бұрын

    ok after reading the description i have to ask: what's griefing?

  • @Overhazard
    @Overhazard2 күн бұрын

    Griefing is when someone plays a game with the purpose to annoy, frustrate, or otherwise upset another player. A person who does this is a “griefer.”

  • @EclipseKnight2074
    @EclipseKnight20742 күн бұрын

    @@Overhazard yikes. a misclick is forgivable but that's low.

  • @Overhazard
    @Overhazard2 күн бұрын

    Yeah, you can see that player with the Skeledirge attack Zamazenta over and over. It didn’t stop until the end of the raid.

  • @vanesslifeygo
    @vanesslifeygo3 күн бұрын

    nice

  • @vanesslifeygo
    @vanesslifeygo3 күн бұрын

    Focus Sash + Flail in 2024, neat

  • @Overhazard
    @Overhazard2 күн бұрын

    Why not? It still works!

  • @randomyoshi
    @randomyoshi3 күн бұрын

    Tower 1- The first part of the track up until the up-down teleporter was nothing but spirals and spirals and...well, you know. I didn't think going in the teleporter when the arrow is pointing down would be better than doing it when the arrow is pointing up. Despite this, Rob-ert was able to catch up with you in the final lap. Tower 2- Looks like you went the wrong way on purpose to do a super jump in order to bypass the slimy platform near the beginning of the level. Wow, that was a super close call at the end! The Thwomp-like enemy at the 6:58 mark slowed down Sno-eee long enough for you to grapple your way to the finish line. Tower 3- 7:43- You don't want to go too fast, or you'll go right past the next part of the track. 8:00-8:10- It's one of those sections where you have to go fast, or you'll be left behind. Your opponents were stuck on that section for a while, probably because of the items and the infighting. 8:31- There is at least one spike or spiky enemy in each of the platforms. You, Sno-eee, and everyone else were having trouble getting through the area. Tower 4- 11:04, 11:18, 11:33- What's with the ice everywhere? I thought we were supposed to be in a desert. 11:17, 11:28- I guess that is why the track's called "Bash-tastic!" 11:10, 11:23- You mentioned in the description that you need to hold the jump button while you're in the air to slow your descent. It seems that your opponents were having a little trouble gliding their way to the platforms based on what I saw in the video. But they were able to catch up to you in the mini-platforms section. Tower 5- 14:28, 14:41, 14:54, 15:00, 15:06, 15:19, 15:28- Ugh. Enemies on the boost panels again.... 15:50- You have to go against the boost panels this time? Huh. The gliding seems pretty useful here. 17:22- Yikes, you lost a lot of progress right there thanks to the reverse effect! Tower 6- 18:46-18:51- These parts look annoying, especially if you are racing on the track for the first few times. 19:07, 19:20- Seems like you need to glide your way to the other side before grappling onto the platforms. Sno-eee was going through this section fairly quickly. It's like he knows this track in the back of his mind. 19:42- Wait, that's not right. Where is the player supposed to go right there? You and the other racers had to wait until 19:58 to proceed further. 20:56- Bouncing on the yellow enemy gave you enough height for you to grapple to the next part of the level. You still had to move quickly to beat the other racers, though; they were slowly catching up. Tower 7- 22:33-22:46- Oh dear. That looks pretty darn annoying. You have to wait until the propellers line up so that you can climb higher. 23:43- Nice drop swing! Tower 8- 25:10- Oh hey, a shortcut! It's a perfect way to get past the racers who have gotten past you in the mini-platform section. 25:28- A mandatory drop swing section. That's the first time I've seen one in this game. There also seems to be a lot of ice platforms in the drop-swing sections of the track and the sections before it. Tower 9- 28:50-28:58- This looks tough to get past due to the enemies piled up around the platforms. 29:15-29:42- I like how this section uses the irregular-shaped platforms instead of the circular platforms that the game likes to use in the climbing sections. Final Tower- 32:04-32:13- It almost felt like the platforms lined up for you. 32:35-32:45- This section looks annoying because of the spikes suddenly popping out of the platforms. 32:54- You gotta drop swing to reach the finish line? That's an interesting way to finish the track and the world.

  • @Overhazard
    @Overhazard3 күн бұрын

    For the record, the arrow was pointing up each time I entered the teleporter. The game has a mercy window in which as long as the arrow hasn't fully pointed downwards when you enter the teleporter, it will take you up. At the end of Tower 2 ("Isle of Povros"), that was Snow-eee tossing away a Spike enemy. Burt yeah, that was too close. Flapping is definitely something the computer players struggle with. The result is that any tower where flapping is required tends to be easier than the other towers in that set, though this only really applies if you're very comfortable with flapping. (There was a bunch of ice platforms in Tower 1 ("Caveat Emptor"), so clearly, there are very cold areas in this desert.) That's the most devastating kind of timing for a Reverse thrown at me in Tower 5 ("Oasis"): the kind thart makes you fall to a lower part of the tower, and you'll have to climb back. The platforms towards the bottom of Tower 6 ("Der Klangischer") is, in fact very annoying because of the long waits for the platforms to line up with each other. Tower 7 ("The Propellor Stack") is actually the first tower to require a drop swing. You can even see the drop swing sign there. Tower 8 ("alling Staircase") is the frst to put it conspicuously in the middle though. From there on out, every tower in this set has a drop swing segment.

  • @randomyoshi
    @randomyoshi4 күн бұрын

    Tower 1- 0:35, 0:40, 1:23- Hey, what's with the spiky enemies on the ground? It was hard to tell which platforms are jumpthru platforms until I saw the lights flashing on the sides. 1:12- Looks like you need to be careful not to move too fast on the boost panels. 1:31- Whoa, those slanted mini-platforms are trippy. You need to make sure that you don't step on the boost panels on them, or you'll go right off the track. Tower 2- 4:00, 4:22-4:38 - Whoa, these U-shaped platforms move quickly! Grappling onto them looks pretty challenging to do, and it doesn't help that some of them have spikes popping out of them once in a while. Tower 3- Whoa, how did you do that boost trick at the 6:46 mark? That trick got you far ahead than the other racers, but they eventually caught after a lap. One of them took the lead until someone hit them with a homing electrical ball at the 8:28 mark. Tower 4- Gotta watch out for the up-down teleporter at the 9:56 mark. 11:41- So that's what happens when you get smacked by the sideway hammer. You lose a lot of time! The spiky enemies sure were annoying in this track. And your opponents were launching the homing electric balls at you several times through out the match! Tower 5- This level seems to have the most amount of hammers out of the tracks we have seen so far. 12:58-13:19- These platforms don't move quickly... 13:31- ...and this section looks annoying to get past due to the spikes... 13:41- ...and these platforms are fast! That was a really tight race at the end! Tower 6- The beginning part of the track looked confusing. It didn't become linear until the 16:40 mark. 16:54-17:02- You gotta jump from one platform to another, or you'll be pushed back to the start of the section. You lapped everyone in this race! Tower 7- 20:05-20:10, 20:24-20:35 - So that's why the track's called "Turbo Roller!!!" The climbing sections look hectic due to how fast the platforms move, especially in the final section of the track, where the spikes pop in and out. Tower 8- 24:44, 25:01, 25:13- These parts scream "don't be late or else!" 25:45- Finally, we get to ride on the boost panels that were present in the background of the level! I love how the roller coaster ride section of the level rewards the player for overcoming everything they went through in the track after they grappled and rolled their way through various obstacles. Tower 9- When you got to the loop-de-loop boost panel section, I was astonished that you weren't quite done with the level yet. I would hate to race on this track with three laps. Final Tower- Your opponents were having trouble climbing their way up in the first part of the track. 33:42-33:48, 34:00-34:20- I wouldn't like to get caught with other racers in these parts. 34:30- Whoa, where did you come from? Get out of here! 35:20- You can push bombs along the track? It's like the Bomb Kick ability in the Bomberman series.

  • @Overhazard
    @Overhazard4 күн бұрын

    If I recall correctly, the red spiky enemies are literally called Spikes. (Or "Spike" as a singular.) They can get pretty annoying because of their placement on long, fast-moving parts like you saw in Tower 1 ("Wallagis Rising"). As you can see, the computer players have no trouble grappling even the fastest-moving platforms, as was demonstrated in Tower 2 ("Star-ville"). What I did in Tower 3 ("Boxer Rebellion") with the boost was...an accident. I assure you that I will never be able to replicate that. Indeed, horizontally swinging hammers will cause you to lose more time if you're hit by them than vertically swinging hammers. That's why they're rarer, though I think they were introduced first. I actually did not lap everyone in Tower 6 ("...But Fear Itself!"), as Mask was able to start his final lap. That being said, the computer players are not that great at navigating those horizontal paths made of broken platforms. Tower 8 ("Shoe Filter") is my favorite of the Armored towers in this game, since you get to see the entire tower as you pass by the auto-roll segment at the end. The length of Tower 9 ("Liverspot") makes it a suitable way to wrap up this visual theme though. You can, in fact, push bombs along a track. It wastes time for me though, so I don't really do it unless I have bombs and an opponent is some distance away, but not close enough that it's best to just drop a bomb there.

  • @Barrysun
    @Barrysun4 күн бұрын

    *been a while.and sorry for the late commenting, time to explain the backstories with these levels* Jungle rush, (night) When I was making this one, it was to experiment how to do day/night levels. With day, that level was meant to be practice for this one. With the night version, I have to get creative with this one, since the koopa troops die in the poison water so I had to swap them with Dry Bones, which don't die when they touch the poisoned water. 1-1 remix pt2 A remix with SMB, SMB3, and Super Mario land on Gameboy, I was just having fun remixing those levels together. Shoot'em up in the castle This is a remake of an old super Mario maker level. Here, I've decided to add in the newly added Koopalings to the mix. (I believed the original only had Baby Bower to fight) Climb the Tower pt1 My first Tower level, in the original game, I was experimenting with alot of stuff with Mario maker. And Mario maker 2, I've decided to add in some stuff. Changebit adventure. In the original, these levels were ment to say goodbye to the first Mario maker game. Here, I held back until Nintendo did the final update before remaking these levels. (And show off what each styles have) maybe I should lay off the boss battles for a while.

  • @Overhazard
    @Overhazard4 күн бұрын

    Yeah, there were WAY too many boss battles. Not every course needs one, and most of these had three or more. This is especially when you cut the timer from the default 500 down to 300. That doesn't make the course more fun. That puts unnecessary anxiety and turns the boss battles into sheer tedium. "Shoot 'Em Up in the Castle" would be much better if you just had one mini-boss before Bowser, for instance. "Climb the Tower" would be better with none at all.

  • @kittypaisley2029
    @kittypaisley20294 күн бұрын

    Friendly reminder that Karate Joe is about the same height as the Tall Tappers

  • @jorgemoreno5585
    @jorgemoreno55854 күн бұрын

    It was close near the end, but you held on for the win and the perfect run. It turns out that the only way to 99-ify Iggy's Reckin' Balls is by having Throwback Entertainment, the ones who bought the rights, make new towers specifically for the 99 format, complete with obstacles that make it dangerous for the front of the pack (similar to the Bumpers in F-Zero 99). The fact that Iguana Entertainment, Acclaim Entertainment, and Probe Entertainment are no longer in business is what made it surprising how Iggy's Reckin' Balls and Extreme-G made it to Nintendo Switch Online.

  • @Overhazard
    @Overhazard4 күн бұрын

    Of course, as can be seen now that we’re further into this game, there would have to be a lot of changes done to allow 99 players at once. They are barely playable with 4. Stuff like the moving platforms, the small ledges, and, starting next world, the drop swinging.

  • @jorgemoreno5585
    @jorgemoreno55854 күн бұрын

    @@Overhazard I indirectly mentioned size because F-Zero 99 made its tracks wider in order to handle 99 racers at once. Again, Iggy's Reckin' Balls 99 would move the Safe Zone to higher ranks after each lap and each tower. The new towers would be larger and likely have less of the unique things that are coming up. This is to try to make it even, as I mentioned special obstacles that make it much more dangerous to stay in the front so players in the back can catch up. I am known for trying to give any game a 99-player battle royale treatment. One example is Tony Hawk's Pro Skater because it has competition levels where the player has to win a medal (place 3rd or better) in order to gain access to the next level, and later competition levels have stricter scoring judges than earlier competition levels do. Plus, winning three golds was part of 100% completing a Career Mode with the chosen character. The battle royale reboot, Tony Hawk's Pro Skater Royale 99, would be a competition where all 99 skaters are in individual playthroughs of a competition level. Each heat would last one minute, but at the end of each heat, skaters below the Safe Rank would be disqualified. After each heat, the Safe Area moves to a higher rank, and the judges get stricter. This makes it increasingly harder for the remaining skaters to make it to the end of the battle royale competition. Let me know what else has to be added for the 99-ifications.

  • @Overhazard
    @Overhazard4 күн бұрын

    Do you mean that Iggy 99 would have original tower designs?

  • @jorgemoreno5585
    @jorgemoreno55854 күн бұрын

    @@Overhazard I am afraid so.

  • @Overhazard
    @Overhazard4 күн бұрын

    I see. I was going to say to reserve your thoughts until at least World 8, since those are the ones least hospitable to there being 99 players, and I thought that you should see them for yourself first.

  • @user-or2cz7dp7y
    @user-or2cz7dp7y5 күн бұрын

    Sonic Forces Cutscenes with Zoe Written by Jonathan Silver Scott Teleplay by Cindy Azada Whitman Directed by Angela C Santomero

  • @Overhazard
    @Overhazard4 күн бұрын

    I don’t think they were the actual staff members in charge of those cutscenes.

  • @randomyoshi
    @randomyoshi5 күн бұрын

    It looks like I-Ball's win quote is: "I'm a true visionary, yes!" Tower 1- 0:44-1:13, 1:16-1:30, 1:34-1:55- I guess these sections are why the track's called "The Climbing Tower." Your opponents were able to climb the first section of the track quickly, but they got slowed down in the 3rd section of the track. They were confused on how they were supposed to get past the section. Tower 2- There's a ton of broken platforms all over the place. But where's the-? 6:49- Ah, that must be the skyscraper the level was talking about. And look at how fast the platforms are moving! Poor Cecil got lapped twice! Tower 3- Dang, Cecil was a monster in this track. He was able to get through the mini-platform section quickly and was way ahead of you in the first two laps! It wasn't until someone hit him with an item and caused him to concede the 1st place ranking to you. You still had to grapple like a madman (or a mad-eye?) to win the race, though. Tower 4- Looks like the first part is a maze-like climbing section, while the second part (14:04) is a climbing section with metal platforms. The maze-like section looks like it's easy to get lost in. Tower 5- 16:28- First part looks chaotic since you are likely to fight with other racers while you are trying to climb your way to the top. The next parts (17:10, 17:22, 17:29) has the player dashing their way through the boost panels. And then it ends with the climbing section (17:33), which is chaotic just like the first section of the track. You gotta be fast and watch out for the other racers, or you'll likely be left behind. Tower 6- 21:24- Welp, it's the mini-platforms again. And the CPU players are great at navigating those like you've said. 21:43- Thank goodness the arrows show where the player should wait to climb further up in the track. Tower 7- "Over-Lefted?" (sees the track) Oh. I see why. You gotta keep on going left unless you are in the final section of the level. Tower 8- More mini-platforms. Yay. 29:19- Oh, this is new. Your opponents were having trouble getting past that section. I guess it's because they were fighting each other while they were waiting for the platforms to spin around and line up so they could climb their way up. Tower 9- Most of the track had boost panels that you could dash through. The real challenging part of the level was the final climbing section, which had spiky enemies popping in and out of the platforms that could slow you down. I was nervous in the 2nd lap when all of the racers caught up with you. Final Tower- 34:49- This looks like a shortcut. 34:55, 35:00, 35:09- Yo, what is up with the spiky enemies everywhere? 35:27- Bye bye, T'Basco! 35:33- Wheeeeee! 35:53- This place looks like a great place to gain or lose ground depending on how fast you can get through the section.

  • @Overhazard
    @Overhazard4 күн бұрын

    The AI is frequently tripped up when the tower design is nonstandard. Pretty much all of the towers in World 5 are nonstandard, so you’ll see this every now and then. Tower 3 (“Spy D. Crinkle“) is pure agony. I got a good run out of that tower and never want to play on it again. The first part of Tower 4 (“Bey Brooth”) is actually not as hard to navigate as it looks. You just have to remember that you always want to move upwards. In Tower 6 (“The Inner Sanctum”), I’m very bad at the beginning part, but the computer players really fumble at the last part. I can only hope to gain a big enough lead in the latter to compensate for the former. Tower 9 (“Popburst”) doesn’t give you much room to pull ahead of the others. As a result, everyone will remain near each other, progress-wise. That was indeed a shortcut you saw in Final Tower (“Bug Trousers”).

  • @jayjayjean2920
    @jayjayjean29205 күн бұрын

    4:30 "Uh yeah yeah your on time nothing went wrong"

  • @jstttr
    @jstttr5 күн бұрын

    this game’s vibe is crazy. i love it

  • @Overhazard
    @Overhazard5 күн бұрын

    There hasn’t been another game like it before…or since!

  • @randomyoshi
    @randomyoshi6 күн бұрын

    Tower 1- This track has a combination of boost sections (0:34, 0:50) and climbing sections (0:29, 0:38, 1:08). Also, I've noticed that Sonny is the only racer who is not bouncing up and down. Tower 2- You gotta stay on the platforms when you're at 3:28-3:44, because if you don't, you'll fall. The mini-platform section at 4:02-4:18 looked tricky to navigate through. Fortunately for you, you were able to beat the other racers by a lot. Cecil kept on losing progress during the mini-platform section, but it was ultimately Q-Tee that ended up in last place. Tower 3- Wow, this track is long! There are multiple areas where you want to slow down if you want to progress, such as the beginning section of the track and the area at the 7:01 mark. Tower 4- Hmm, this seems fine. 11:36- Whoa, what the-! Tower 5- The warp at the 16:12 mark looks pretty helpful. The final section looks tough since it has lots of spinning platforms and crushing enemies. Tower 6- It seems that you will get involved with a lot of infighting between other racers in this track. Your opponents were also having trouble getting past the climbing section at the 20:44 mark. Tower 7- No wonder this track is called "Schadenfreude." 23:10 can mess you up if you get by other items (electric balls, bombs) or status conditions (reverse, freeze, shrink). In fact, everyone was getting hit by items and having trouble grappling their way to the top! The enemies from 23:42-24:00 can mess you up if you are not careful. Tower 8- The reverse boost panel at the 27:43 mark slowed everyone down for several seconds. 28:10-28:21 looks like the part where you can fall off easily if you aren't patient or are constantly attacked by other players. Poor Mask got stuck on that section for a while and even got lapped by you! Tower 9- You can get into fights with other racers at 31:29-32:01. And then there the pesky up and down teleporters at the 32:03 mark. The boost panel section at 32:05-32:21 reminded me of the Sonic levels for some reason. Final Tower- 35:42 and 36:20-36:36 look like the part where you can either gain or lose a lot of ground due to the spinning platforms. You were able to get through those sections quickly, though. The tracks in this world were very long compared to the ones in the previous worlds.

  • @Overhazard
    @Overhazard6 күн бұрын

    Sonny, Rob-ert, and En-Tee-I hover instead of bounce. They also sit in place instead of bouncing when the tower is getting detonated and during the trophy ceremony. Sonny and En-Tee-I have particle effects radiating out from them that might look strange when they bounce, whole Rob-ert is made of metal and would be rigid. The platforms at the beginning of Tower 2 ("¡Muy Peligroso!") are very hard to navigate when they're pivoting, but the computer players can climb up without a problem, even when they're moving. That mass of tiny platforms is also something I'm terrible at, but the computer players can make their way through them like they live there. I needed to retry this one many times. That teleporter in Tower 5 you mentioned ("Over 'n' Out") is a shortcut that you'd only really find by chance, if you happen to be over there when the platform it's on dips to its lowest point. The computer players don't take it, so I might as well. What happened at 20:44 (in Tower 6, "Imbroglio") was me dropping down to take a spring shortcut. It helped me skip a troublesome section of this tower. The computer players were particularly vindictive in Tower 7 ("Schadenfreude"). It got annoying that I'd get a good lead, only to see it vanish due to an ill-timed Reverse or Ice. Computer players can get hung up on unusual layouts. Tower 8 ("Interzone") is not a traditional tower, so every now and then, it happens. I'll take full advantage of it. I've been told that the turbo section in Tower 9 ("Crowned Jools") reminds them of grind rail paths in Sonic, so you weren't the only one. Of course, Iggy's Reckin' Balls preceded even Sonic Adventure. The reason I got through Final Tower ("Up the Junction") is because I retried so many times. Even the smallest platforms don't bother the computer player much.

  • @lololordjr
    @lololordjr6 күн бұрын

    Truly a car

  • @ShadowWolfTJC
    @ShadowWolfTJC6 күн бұрын

    With how abstract and shifting these tracks are, this game seems reminiscent of Super Monkey Ball IMO.

  • @Overhazard
    @Overhazard6 күн бұрын

    I could definitely see the similarities. Suepr Monkey Ball came later, of course.

  • @brianpang9222
    @brianpang92226 күн бұрын

    🟢🔴🟢🔵🟡😱Master Silver the hedgehog And Master Blaze The Cat? so that's the time Eater. Which one there's two Dr. Eggmans.

  • @strategist9
    @strategist96 күн бұрын

    You've got BLOCK power! I'm glad F-Zero is getting SOME recognition with both F-Zero 99 and this game...maybe someday it can be a completely NEW game and not just retro stuff.

  • @Overhazard
    @Overhazard6 күн бұрын

    Maybe they're having a hard time figuring out how to make an F-Zero game in a way that doesn't cause it and Mario Kart to cannibalize each other. I don't think any of the F-Zero games have sold too well; F-Zero 99 seems to be the biggest success of the series.

  • @jack-5640
    @jack-56406 күн бұрын

    My lord, World 4 is a pretty dang long world to complete. I can't imagine how long the others are gonna be. ESPECIALLY FOR WORLD 10. Rib Tickler | I think the area at the 0:52 mark represents a human's ribs. ¡Muy Peligroso! | I feel like the title is correct Spanish. I translated the title in Google Translate, and it exactly means "Very Dangerous!". For the stage, the twisting platforms can give me anxiety and probably a seizure. NO WONDER WHY IT'S CALLED "VERY DANGEROUS." Rip Ride | I HONESTLY KINDA GOT A BIT SURPRISED WHEN I SAW SONNY GOING AS FAST AS THE SPEED OF LIGHT AT THE 6:50 MARK. The CPUs just like to become hostile for no reason in this stage. Reminds me of Mario Kart's rubberbanding BS. Giraffe Pie | I can agree with you that this stage is very oddly shaped. AND IT'S TEDIOUS AS ALL CAN BE. Over 'n' Out | I wonder if you can go left and cut a chunk of the platform at the 15:46 mark. Imbroglio | I think you misspelled Natalie Imbruglia's name wrong in the description. Schadenfreude | The title is absolutely correct on this one. You were struggling on this stage due to the hostile CPUs. Interzone | TEDIOUS. MOVING. PLATFORMS. YAY. Crowned Jools | Imagine if you were at a rollercoaster at the 32:05 mark. THAT'LL BE ENJOYABLE. Up the Junction | A pretty anti-climactic final stage of World 4. I wish they did something extra to end the Easy difficulty there. Off-topic question: Will you ever get Luigi's Mansion 2 HD for the Nintendo Switch and do videos of it? I just got this game yesterday, and I'm pretty happy that remake of Luigi's Mansion: Dark Moon (Original name for the 3DS) happened, because I don't have to worry about my 3DS's somehow randomly breaking while playing the game.

  • @Overhazard
    @Overhazard6 күн бұрын

    Thank you for verifying if "¡Muy Peligroso!" is correct Spanish. I've updated the description. I also looked up "Imbroglio" to see if it means anything and got a lot of people with a family name of Imbroglio; if Natalie doesn't have that spelling, I've corrected it in the description too. There's no known upper limit as to how fast you can travel. At the beginning of "Rip Ride," I had a fast conveyor belt combined with a boost, but you can go even faster if that conveyor belt happens to be part of a moving platform (or IS the moving platform) going in that same direction. Personally, I feel that moments where you have to wait are pretty tense, because you're in a race. These moments are not only full of anticipation on when you can proceed next (which isn't always obvious), but they might allow someone falling behind to catch up, or someone ahead to pull ahead further. Note how all of the most well-liked chase scenes in movies and TV shows have a start-and-stop progression. Moments when you wait can also turn into all-out brawls if someone catches up to you there, because you're guaranteed to get attacked. There are lengthy waits on tiny platforms in World 9 Tower 7 ("Tropical Freeze"), which you'll see later on. What you saw at 15:46 in Tower 4 ("Over 'n' Out") was the same platform that I went on, but horizontally flipped, It just looks differently-shaped, more like a loop, because of the short draw distance. I have no plans for Luigi's Mansion 2 HD. My 3DS has continued to operate fine so far though.

  • @patrickrose2580
    @patrickrose25807 күн бұрын

    2:54 Game over

  • @randomyoshi
    @randomyoshi7 күн бұрын

    -I was wondering why Zacian was in its Hero of Many Battles form instead of its Intrepid Sword form until I realized that the latter form is part Steel-type and is weak to Earthquake. -Huh, I didn't expect Annihilape to use Taunt on Sceptile on its first turn. Sceptile knows Dragon Dance, so it's a good way to prevent Sceptile from boosting its stats repeatedly. -Looks like Corviknight was using Screech to lower Sceptile's DEF, then used the Iron Defense + Body Press combo to deal a lot of damage. -I am used to seeing you play the support role in Tera Raid battles, so it was a bit surprising to see you go on the offense in this video. -Amazing! No one on your team fainted! Everyone was prepared and knew what their roles were.

  • @Overhazard
    @Overhazard7 күн бұрын

    I was prepared to play support, but most of the roles were already covered, so I just went for Acid Spray, then Strange Steam. I usually see Annihilape with a pure attacking role. They will either use nothing but Rage Fist, or they will use Bulk Up and then Rage Fist. I was kind of surprised to see them open with Taunt. They knew exactly how this raid worked.

  • @mrmostache7971
    @mrmostache79717 күн бұрын

    This is basically the Meganium Raid. Either one person need to bring Clear Smog/ Haze / Malmar, or otherwise everyone must bring an Unaware Pokemon (or have a +6 defense). Since the conditions are very specific, you will have a lot of difficulties on online raids. I used the Unaware + Psych Up (or Calm Mind) Clefable that I suggested in a previous comment. Since the timing for the Shield and nullifying wave are close to each other, the timing to copy Sceptile's stats can be tricky. Alternatively you can copy your allies stats. I saw an Ally use Whimsicott which can use Cotton Guard, and resist all Sceptile's moves. Though if Leaf Blade crits that could be a disaster.

  • @Overhazard
    @Overhazard7 күн бұрын

    And hence, I was the one supplying Clear Smog support, as most prone coming into these raids don’t know about how to deal with these stat boosts or are unprepared for the event.

  • @ClefairyRox
    @ClefairyRox7 күн бұрын

    Sceptile has mostly physical moves because its special attacking movepool is extremely shallow. Aside from Grass and Dragon moves it pretty much only gets Focus Blast. Its physical movepool is much larger and it can use either Swords Dance or Dragon Dance to boost its lower Attack stat. The choice of Galarian Weezing is very smart, as it resists or is immune to everything Sceptile has except Thunder Punch, and its high Defense lets it take a beating. Clear Smog is quite helpful to get rid of Dragon Dance boosts too

  • @Overhazard
    @Overhazard7 күн бұрын

    I never saw anybody use Galarian Weezing except me--but as the event went on, I did start seeing people use Malamar, opening with Skill Swap to prevent Sceptile from using Dragon Dance for the rest of the raid. That move is what caused most of the failures I saw (barring one instance of a griefer). I raised a Sceptile for the Blueberry Prologue event and either forgot or never noticed the imbalance between Sceptile's physical attacks and special attacks. That being said, I had him there partly as a special attacker and partly as a support Pokémon, and Tera Blast means I could select any other move type I wanted.

  • @mijihman
    @mijihman7 күн бұрын

    I like this video

  • @justinjyeung
    @justinjyeung7 күн бұрын

    Not to mention Grovyle from Pokemon Mystery Dungeon! Also nice to see the Dragon Tera type referencing Mega Sceptile

  • @Overhazard
    @Overhazard7 күн бұрын

    Ah, you're absolutely right on both fronts. I forgot about both of those, even though I'm pretty sure we're getting Mega Sceptile again next year.

  • @idontknow-628
    @idontknow-6288 күн бұрын

    I can’t believe that this video is already 12 years old, and that i’m getting a copy of the ds version soon.

  • @Overhazard
    @Overhazard8 күн бұрын

    The DS Rhythm Heaven is an entirely different game.

  • @idontknow-628
    @idontknow-6287 күн бұрын

    @@Overhazard Yeah, i know, i just thought it was cool that this is 12 years old now

  • @Overhazard
    @Overhazard7 күн бұрын

    Ah, I see! Sorry for the misunderstanding!

  • @MothkingTwelve
    @MothkingTwelve8 күн бұрын

    First time seeing this game. The music is a total bop 😆

  • @Overhazard
    @Overhazard7 күн бұрын

    Heh, there are only 9 songs for the races though!

  • @RedMarcus14
    @RedMarcus148 күн бұрын

    The emo one was that easy?

  • @Overhazard
    @Overhazard7 күн бұрын

    When you know how the battle with Zor works, you can beat him pretty easily and quickly.

  • @randomyoshi
    @randomyoshi8 күн бұрын

    Looks like the music they used were: -99 players left - Mute City -50 players left - Big Blue -10 players left - White Land II -Lose Match - Lucky Bumper (End) -Results (loss) - Race Complete -Win Match - Final (Grand Prix, Mini Prix) -Results (win) - Top 3 (Grand Prix, Mini Prix) Your opponents seemed tougher than in the previous matches. You got eliminated in the 2nd match even though you got an All Clear! at 16:19.

  • @Overhazard
    @Overhazard7 күн бұрын

    Thanks for pointing out some of these songs and sounds. I also noticed some vicious players throughout the entire Maximus Cup, more so than normal. I wonder if it's because of the theme, where anyone who gets to play Tetris 99 also gets to play F-Zero 99, so this is a theme they can understand.

  • @jorgemoreno5585
    @jorgemoreno55858 күн бұрын

    As for the notification sounds, 50 players is the normal lap sound while 10 players is the final lap sound. The wing symbols are actually from the Skyway, and winning plays the song that F-Zero 99 uses when the player finishes the last race of a Grand/Mini Prix. The winning results theme is the Grand Prix podium results theme. Oddly, getting eliminated plays the Lucky Bumper (blue) end theme, and even more oddly, the losing results music is the normal results music from F-Zero 99 (an upbeat remix of Select Time, the normal results music from the original F-Zero). I would use the Rank Out music as the losing theme while the losing results music would be the normal results music (Select Time) from the original F-Zero, as that song's normal version is used as the losing results theme in F-Zero 99. Either way, it was interesting how Tetris 99 managed to get a Falcon Dinner of its own.

  • @Overhazard
    @Overhazard8 күн бұрын

    Thank you, I'll edit the description shortly. I looked through my F-Zero 99 footage and couldn't find some of these sounds and songs.

  • @jorgemoreno5585
    @jorgemoreno55857 күн бұрын

    @@Overhazard You are welcome. I am known for making music/sound schemes out of other games to make it look like I edited them into Tetris 99. I usually go for Nintendo 64 games because the Nintendo Switch Online Virtual Console has Nintendo 64 games. Banjo-Tooie is an unlikely example due to Humba Wumba, and another unlikely example I have is WCW vs. nWo: World Tour. That game has Chris Benoit on the roster, so if any re-releases somehow happen, he would have to be edited out; resolving the license/contract headaches will not do enough. The WCW vs. nWo: World Tour-themed skin's background would have the main menu's wrestling ring, but with the WCW (World Championship Wrestling) logo edited out. As for the music scheme: 99 players would be the main menu music. 50 players would be a WCW-nWo mashup of the third generic match theme. 10 players woukd be a WCW-nWo mashup of the championship title bout music. Winning would play the theme that WCW vs. nWo: World Tour uses when the player wins a bout, and the winning results music would be the championship victory theme (like a presentation). Losing woukd play the theme the game over music from WCW vs. nWo: World Tour, and that game's save screen music was the closest towards a losing results theme. I know WCW vs. nWo: World Tour is an unlikely possibility due to license/contract problems as well as Chris Benoit's presence, but the music scheme sums up why I am the Great 99-Ifier.

  • @Overhazard
    @Overhazard7 күн бұрын

    Heh, I would say something about that, but unfortunately, I don’t know enough about WCW vs. nWo: World Tour to comment. I know about Banjo-Tooie though, and I’m certain the “Magical Native American” stereotype of Humba Wumba is why it hasn’t gotten in yet. Is what you’re doing a playable mod?

  • @jorgemoreno5585
    @jorgemoreno55857 күн бұрын

    ⁠​⁠​⁠​⁠​⁠@@Overhazard It is not a playable mod, but I still use Microsoft PowerPoint animations and Microsoft Paint to help me imagine what the altered skins would be like. I know WWF No Mercy 64 has Chris Benoit on the roster and that is is why WWF No Mercy 64, even after solving the license headaches, will not make it to Nintendo Switch Online. The only real way is to edit Chris Benoit out if any re-releases somehow happen, and Nintendo 64 games are usually left the same when they get released on the Nintendo Switch Online Virtual Console.

  • @Overhazard
    @Overhazard5 күн бұрын

    Interesting. I wish you the best in your aspirations! Even if I’m not sure how to take it from there.

  • @tomj4080
    @tomj40809 күн бұрын

    It's mod or real

  • @Overhazard
    @Overhazard8 күн бұрын

    This is from the original Sonic Colors for the Wii. There are no mods in my run.

  • @Phantasm_64
    @Phantasm_649 күн бұрын

    Thats why i couldn't beat it cuz the red platforms that fall near the end bugged out and landed on top of each other making a jump impossible

  • @mr_lott08
    @mr_lott089 күн бұрын

    This was NOT what I had in mind about this game. I've always heard the name as a kid, but never have I seen any pics, videos, or just basic info about this.

  • @Overhazard
    @Overhazard8 күн бұрын

    The game was basically just...there when it was new. I got it because it was cheaper and I liked kart racers (still do), and while it wasn't the best Nintendo 64 game I played by a longshot, I had fond memories of it, and I wanted to play it again when it turned up on the Nintendo Switch's archives.

  • @xaviarsly
    @xaviarsly9 күн бұрын

    how did you get this game to run so perfectly?

  • @Overhazard
    @Overhazard9 күн бұрын

    That's just how it is when played on the Switch.

  • @randomyoshi
    @randomyoshi9 күн бұрын

    Tower 1- So that's happens when the red stomping enemies crush you. You definitely want to avoid them at all costs. Also, what hit you at the 1:27 mark that caused King Jr. to fall off before the finish line? I think it was an electric spark that homed in on you like a red shell. Tower 2- How large is the grapple hitbox? Because if it isn't large, then the section at the 3:01-3:10 marks would be tricky to get past. Tower 3- 5:53-6:23 looks pretty tough because of the spinning platforms. Things got hectic when there were multiple racers in that section of the track. Poor Sonny got lapped in the track as well. Tower 4- Sonny got lapped again. It looks like he gave up on lap 2 and tried to cause as much trouble as possible. Tower 5- 1st half of the track consisted of long tracks filled with sideway springs and boost panels, while the 2nd half was a maze-like climbing section with a fast-moving platform close to the finish line. The fast-moving platform looks very annoying to grapple onto. Tower 6- 17:12-17:28 looks like the part where you can either gain a lot of ground or lose a lot of ground since the platforms where you need to grab onto are constantly moving up and down. Tower 7- You gotta be careful when entering the teleporters at the 20:51 and the 21:09 marks, or you'll be warped to the earlier part of the level. It looks like the game does this to punish players that try to get to the end without thinking. Tower 8- Boy, that's a lot of dash panels and fans. Tower 9- Dash panels, icy tracks, gooey tracks, springs, metal platforms, enemies of various types. This track has it all! And they've introduce a new enemy at the 26:41 mark, which is a hammer. Final tower- This track seem similar to the previous track since it also has a wide variety of enemies, platforms, and other obstacles.

  • @Overhazard
    @Overhazard8 күн бұрын

    What you saw at 1:27 is the Yellow Shot, which functions a lot like the Spiny Shell in Mario Kart: it seeks out everybody ahead of the one who launched it, striking the racer in 1st with a stronger hit. The grapple hitbox is exactly the size that it looks: the small object at the end of your character's grappling rope. It is indeed tricky to do precise grappling, as you use the left control stick both for moving your character and aiming your grappling. Computer players sometimes get stuck on things the whole race long. I don't think they're actually programmed to do griefing, but when they get stuck, it tends to happen at the arrow signs. Those arrow signs are probably to help guide the computer players. Sonny getting lapped on Tower 4 ("Slip Slidin' Away") seems to be due to getting confused over the flipping arrows at the teleporter. Computer players are programmed to jump over them when the arrow is down and enter when the arrow is up, but Sonny got stuck on a loop where his cycle of moving back and forth happened to be about the same as the cycle of the arrow flipping. What's tricky about the last platform in Tower 5 ("Fanatos") is that it's not clear where the lowest point is that you can grapple to. It's not where the up arrow sign points. The platforms you mentioned in Tower 6 ("Taxidermy") is something you'll see again and again through the game: platforms with lengthy cycles where only a small part can be accessed at a time and there's a lot of waiting involved. It's both a way to catch up to someone else (as they have to wait) and a way to gain ground (if you can catch the platform before the others can). World 4 has a lot of platforms like that. Technically, that hammer is not an enemy, but an obstacle. The Stomps, Spikes, and Shovers have faces, while the hammers are just machines running on the towers. The hammers are a lot like the gold spikes; they're not alive. The FInal Tower ("Bar Maldoror") has much longer, twisty platforms and more complex movement of moving platforms, so while it seems to share the gimmick of "everything you've seen so far" as Tower 9 ("Jimbabwe"), it feels like its own tower rather than a sequel.

  • @jacobangeles7902
    @jacobangeles790210 күн бұрын

    This might be hard the daredevil run

  • @jacobangeles7902
    @jacobangeles790210 күн бұрын

    This might be no damage but it is one life

  • @randomyoshi
    @randomyoshi10 күн бұрын

    Tower 1- Uh-oh. Looks like your controls got reversed at the 1:51 mark. And it looks like you have to use the grapples a lot in order to go through this track as fast as possible. Tower 2- You had to do this one technique where you had to drop to a lower level and grapple onto the platform you were on, then swing back and forth until you built up enough momentum to grapple onto a higher platform. That looked tough to do, especially when there are other racers around. Fortunately, your opponents had a tough time racing on this track. You even lapped one of them! Tower 3- You can go through metal platforms with the bubble blowers? I see. Tower 4- You were dropping down to a platform with a spring on it at the beginning of each lap. Was that spring a shortcut? Tower 5- This tower felt maze-like. And your opponents were having trouble navigating it. Tower 6- 13:37-14:00 looks tough since there's only one way to get through the platforms. And there's even a spike enemy guarding one of the platforms! Tower 7- Well, this doesn't look bad... until you get to 16:43-16:58. Also, whatever item you used in the 2nd lap slowed your opponents down. Tower 8- This felt like a combination of the previous tracks in this world. Tower 9- The Ninja guy was ahead of you until you used an item to slow him down in the 3rd lap. Final tower- Seems like you have to be patient at 24:30-25:00. Then, you have to be careful when you're climbing the platforms at 25:11 and 25:43. And it looks like the opponent that was ahead of you decided to take an item instead of reaching the end.

  • @Overhazard
    @Overhazard10 күн бұрын

    That technique in Tower 2 (Lebanese) is the drop swing. It's an advanced technique that you're not really supposed to need to do until World 7, but this segment is so infuriatingly difficult to do without it that I decided for it anyway. The computer players get very tripped up with that part too. Indeed, what I did at the beginning of Tower 4 (Steady Eddie) is a shortcut. Notice that the spring takes you to the middle of the series of circular layers. I'll do what I can to get ahead in Hard difficulty. It's just that your actual placement doesn't show until you go up a few layers. What you saw there in Tower 6 (Curly Twirly) is a pretty common thing done in this game, with every world having at least one of these (I think except Easy Street). There are tougher variants on it later. That mass of tiny platforms in Tower 7 (Tricky Climbing Wall) is very annoying because the computer players are extremely good at it, way better at it than I am. This gimmick will turn up again in Worlds 4, 5, and 7, and I struggle even MORE with those. Regarding the Final Tower (Spiral Insana), yeah, sometimes, the computer players will make weird decisions, but I'm not going to hold myself back just because they do that. They're superior to me in many aspects; I'll take whatever few advantages I can get. (For future reference, the ninja guy's name is Mask.)

  • @JungleLoverGamer543sAlt
    @JungleLoverGamer543sAlt10 күн бұрын

    Hello Ally, my name is ardi. No one loves my videos and me.

  • @brianpang9222
    @brianpang922211 күн бұрын

    Water And Fire Combine Body Spinners airjitzu Brian And Sonic Mario Luigi Sensei Blaze the cat we got sol emeralds

  • @Logan-bw4ki
    @Logan-bw4ki11 күн бұрын

    Ay ay ay ay! ay ay ay?

  • @randomyoshi
    @randomyoshi11 күн бұрын

    Tower 1- It looks like you got an item from the star-shaped object that allowed you to lay down bombs to slow down other racers. Tower 2- The electric ball at the 2:38 mark caused both you and your opponent to spin out. Tower 3- The CPU players were doing better here than in the previous towers. One of them caught you at the 6:25 and the 6:50 marks! Tower 4- The pink racer nearly beat you. =O Tower 5- The racer in last place froze everyone in front of them at the 12:15 mark. It reminds me of the Lightning in the Mario Kart series. Tower 6- Gooey platforms? Icy platforms? Boost panels? This tower has all three! Tower 7- Looks like you have to attack your opponents in the giant moving platform section. Otherwise, you'll be left behind. Tower 8- You got hit by a bomb, bounced off of your opponent, and jumped right through a metal platform at the 19:05 mark. And you clipped through a metal platform after getting hit by an electric spark at the 20:16 mark. Must be a glitch, but hey. It's useful for advancing through the level. Tower 9- It's not a maze, but you can roll right off of various parts of the track if you aren't careful. Final Tower- The parts where you had to grapple through multiple narrow platforms to reach the top look tough, especially when you're dealing with other racers who can throw you around.

  • @Overhazard
    @Overhazard11 күн бұрын

    Indeed, the projectiles you saw at 2:38, the blue ones, CAN hit the character who shot them. Between that and how they just travel along a path until they fall off or enough time passes, I consider them useless to catch up to someone. Not only was I attacked twice by grappling in Tower 3 ("Nice Action!"), but Skully also dropped a bomb directly in front of me. And yeah, Q-Tee almost beat me. This is a taste of how brutal the computer players can be on Hard difficulty. What you saw at 12:15 was the Freeze item, which encases all opponents in balls of ice. This makes their movement slipper and hinders their grappling upwards. You can use a boost to break free of the ice, but you won't get a speed increase. There is a closer analogue to Lightning, which is Shrink. You may notice my character suddenly getting smaller and slower sometimes. This is that item at work. You'll see me use one at about 19:58. What you saw at 20:16 is not a glitch. Armored platforms can't be grappled onto, but any other sort of upwards movement can let you pass through them. That includes getting bounced into the air from an item attack. Orbital is tougher than the towers that came before it, but we're only about one-fifth through the game at this point. (Including Easy Street, 20 towers out of 100 in the game.) Naturally, it gets much tougher after this.

  • @WhiteKhakis
    @WhiteKhakis11 күн бұрын

    What a weird looking game, shame I missed out on this one way back when!

  • @Overhazard
    @Overhazard11 күн бұрын

    You didn’t miss much. It was mediocre. But it was an original idea, and I appreciate it for that.