Q&A (will probs add to this as other interesting questions come up) Q: Can you use movement abilities like Stim & Grapple to get more speed out of snugglesliding in Apex? A: Kind of. Snugglesliding & Inverse Snugglesliding fundamentally just add the platform's velocity to your current speed. Increasing your speed coming onto the platform will net you more speed overall, but doesn't make the boost itself any bigger. Q: How would you know that the Titanfall engine is closest to the Portal 2 engine? A: While I couldn't find any direct official statement, Portal 2 came out in April of 2011 and development on Titanfall 1 began in the Summer of 2011 according to the funny Geoff Keighley book (Final Hours of Titanfall), so I'm basing it on that. Q: 🤓 A: yeah thats fair
titanfall devs have said in the past they forked portal 2's engine and even ran deathmatch with portal guns in early tf1 development, probably was said in a bunch of interviews but i know for a fact it's in this th-cam.com/video/ZT9yVUDDUJg/w-d-xo.html nearer the start there's also a bunch of references to portal 2 engine stuff in titanfall binaries
@@ididntaskverified3663 no. Titanfall 2 was completely abandoned and is now overrun with hackers, in favor of a mediocre battle royal that brought in cash.
Holy damn that Thumbnail is so damn smart once you see your use of vectors in the video. Fantastic video once again. I shall devour your videos for enternity
There's so much depth to tf|2 movement tech it's always interesting to see new breakthroughs in speedruns. "So after you've converted your angular momentum to potential quantum superposition, you have about 0.2 nanoseconds to stab Poseidon in the foot and crash the stock market, BUT it gets weirder." Also it's nice to see so much new interest in this game since last year.
you actually matched this thumbnail with the previous video's thumbnail. I don't know what's most impressive: your ability to explain difficult concepts simply, your understanding of the game's mechanics, your editing, your production skills, your ability to go in depth without flustering the viewer, or your freaking thumbnails. you're talent stacked on talent
I can't even express how good this video's production value is. Add that to some extra clean explanations about a niche, but super interesting topic, and you get one of the best videos I've ever watched! Mach 3 GGs to you!
That inverse bridge boost was actually very intuitive to understand, thanks to your visuals. This is the first time I've seen your channel, I'm definitely going to check out more of your content!
I know this is super specific but every time I play titanfall 2’s campaign and get to this part (0:20) I always jump down to where the enemies are and wait for the next platform to turn on its side and move down the production line. Basically I wall run on the moving platform and jumping off as it stops for crazy speed and it’s to fun.
That was spectacular, made me think so much more about the small nuances of interactions of the character and environment that largely go unnoticed t under-appreciated. Titanfall and apex especially. I’ve always been on console but makes me want to get a pc just to have access to the better movement tech
Burh i just sat through 2 hours of calc 3 where we were learning vector math in 3 dimensions and then boot up my computer and watch a 12 minute video about vectors without even thinking about it till the end
I have never played titanfall nor apex and this video was recommended to me, and I absolutely love it! The way you explained the mechanics using graphs and in-game image are perfect! I'd love to see more videos like that!
Incredibly well explained and detailed information that is hard to find elsewhere aside, the presentation style, visual (and audio) gags and aids are incredibly good. Your channel is criminally underrated!
Gosh, ever Titanfall video I watch makes me want Titanfall 3 even more. I love everything about Titanfall 2, form the movement to even the small intricate details of the campaign story. I have so much sadness still from BT's sacrifice, I wish to see him again in Titanfall 3 and reunite with Jack. I know he is alive, he has to be. I wont deny anything other than he still has some contact with Jack's helmet. They could download his AI from his helmet and make it back into a data core. I don't know man. I just really want him again. I think everyone thinks the same thing too.
Great video! The friendly quirky music mixed with timing and very well-explained coding and engine physics interactions made for an extremely digestible lecture. Thank you for your editing and explaining skills good sir.
the fact i understood near exactly how the inverse snuggleslide worked in the tas run before you started explaining it was a genius level of teaching. You established every bit of knowledge of how that particular tech was gonna work before you even got to explaining it. brilliant video
holy shit this game just keeps on giving more and more ways to break its speed limit in speedruns, i cant wait to see if people will figure out how implement this into their own runs (other than sugglesliding at that bridge)
Great video, i just love these videos who deeply explain the movement system. Honestly i would actually watch if it was you teaching games with math or vectors 👌
8:15 I think it makes sense to think about it using the bridge's acceleration. When it's at the max speed, it has 0 acceleration. When it's slowing down, it has to accelerate in the opposite direction. When you are touching it, as it is accelerating backwards, it applies that acceleration to you, giving you the extreme speed boost.
I played through Titanfall 2 literally once about a year and a half ago, I don't keep up with speedruns, nor do I really plan to, but god damn these videos are entertaining as hell. This & the damage boost are some of the most polished and engaging pieces of content on youtube, and it's so interesting to learn about these ultimately useless skills to me, but seeing other people get excited about them makes me excited for what extra content Zweek can make. Keep it up lad
this will surely help the team fortress 2 community (I've never played Titanfall 2 but on the behalf of the other TF2 community, I'd like to say this was an excellent watch and I was able to follow along perfectly. I wish your side a prosperous future!)
great video buddy, i admit that i've never understood the mechanics of the movements in Titanfall 2, i just noticed that i died too often when platforms just slowed incredibly fast and i just kept my velocity and jumped off of it. And i also never got any interest in it because it wasn't affecting me this much, however, this is a very good video, very well explained and i will now go to bed with a bit more knowledge and im glad of it. Thank you, i may be using this knowledge next time :)
i am really happy that i watched this a year after its upload because i just learned this year vectors in physics class and it really helped me to understand this video!
Gonna be honest; how is his channel so small Literally some of the best editing and “explaining” I’ve ever seen. He can make such a complex thing seem so simple and organized And yet there are channels with millions of subs where all they do is say INSANE GONR WRONG COPS CALLED GONE SEXUAL MUST WATCH
The main reason he makes it seem so simple is because it kinda is. Sure, vector arithmetic definitely requires more advanced mathematics than most people would have learned, but it's not like the SM64 TAS stuff where you need one of these ideas every couple minutes and it's hard to keep track of all of them.
I just wanna say, your explanations were really intuitive and reasonable to follow, and largely comes down to "Jumping to ignore friction" and "Platform relative math is jank as fuck", thank you for this wonderful insanity
ive never played titanfall 2 but still understood everything, good animations and a lot of effort in this i can tell. calling it right now, this will be a multi-million view video. this is going to take off massive.
You sir have just basicly gave me a understanding of how b hops work For that you have earned a sub and a notification bell ( I hate notifcations btw soo the bell is rare)
that was such a good video, I thought into the abyss 2 was always super inconsistent for my own runs but it's just that the movement system is. janky sometimes. but understanding it might actually make my runs better. thanks for this!
For a guy who has definitely lost all his math skill, i understood your explanations really well. They were clear, eloquent, and to the point. also really like the editing style, almost feels like some built in dev video
At 9:30, I realized right before the arrow flip what was happening and that got me absolutely wide eyed. Vectors can be absolutely crazy, but compensating for them can be absolutely terrible...
Just found your channel, amazingly high production value for a channel with less than 20k subs. Loved the Titanfall 2 campaign and multiplayer, definite sub!
This video in paper seems like it should be very confusing but you explain it in such a good way with very helpful animations that I actually understand it which is crazy because im not a very smart person.
I had this fun platform-induced momentum experience playing in a custom Glitch server on the Northstar client that I think chimes well with this video's explanation of platform jank. On this version of Glitch, there were platforms enabled in the central pit/death crevasse area, on either end, so that if you went deep into the pit you could make it back out without having to wallrun the whole way up. Since I hadn't seen platforms on that map before, I started playing around on them and noticed that you'd get launched really high up into the air if you timed your jump with the apex of the platform's upward trajectory. More interestingly, and like this video covers, my double jump would launch me much higher than I expected after I'd reached the maximum height of my first boosted jump off the rising platform. But the MOST interesting bit is this: I had the hover kit equipped (don't ask why) and I noticed that if I activated the hover ability just before or at the apex of my double jump, when I was already really damn high up in the air with the whole map visible under my feet, the thrust the jump kits provided kept me going higher and higher as long as I kept aiming down sights. I suppose that behind the scenes there were some funky vector additions to the absolute velocity relative to the... Actually, I have no idea, but I thought it was really cool and that the phenomenon relates well to the concepts beautifully explained in @zweek's video.
This is my favorite thing abt apex. In worlds edge when you go to the one place i forget but theres moving platforms that go super fast, so using a jump pad or grappling it sends you flying at like 3000 velocity
The jankyness of the Titanfall movement combined with how smooth it is the funniest thing to watch, I don’t think Titanfall speed runners get enough credit
I realize this is sort of an old video but you bring up the mechanics of jumping on a moving object. I want to mention the underlying mechanics of this in game development. I am not an expert on this, but i learned some of this from a professor in college because it related to an interest I had in graphics rendering. You can sort of simplify a game engine to being made up of two components: the graphics rendering and something called a "scene graph". The scene graph is a sort of master list for the objects and entities that are loaded in. I stored references to things like positional data, velocities, etc. It also lets you parent one object to another. This is exceptionally useful, because trying to make two separate entities move together can be janky when they don't have reference for each other. Another example of use for the handiness of this system is the fact that it can basically make things move without the devs needing to script complex movement algorithms. Lets say you want to make a solar system with realistic orbital movements. You have the sun that just sits there, and then you can move the planets around the sun. This is easy, you just give them a circular movement path around the sun. But how do you program the orbit of the moon? You cant just describe a circular path around the earth, because it wouldn't follow the earth around the sun. You need to combine the earth's orbit with the moon's orbit. Scene graphs are great, because you can make child objects automatically move with their parents. So you can just tell the moon to orbit the earth, make it a child of the earth and have the earths movements automatically accounted for. The platform system in titanfall is very likely using a scene graph, and a "standing on" check script. Whenever your feet are touching something, it checks if it is a different object and parents the player to that new object. The physics calculations can then be automatically added to the player from that object. This would fairly easily explain the weird phenomena of losing jump power on a lowering object.
I've never played titanfall, but this video kept me so interested i watched fully through it, learning tons of things that i'll never use but it was well worth it
Q&A (will probs add to this as other interesting questions come up)
Q: Can you use movement abilities like Stim & Grapple to get more speed out of snugglesliding in Apex?
A: Kind of. Snugglesliding & Inverse Snugglesliding fundamentally just add the platform's velocity to your current speed. Increasing your speed coming onto the platform will net you more speed overall, but doesn't make the boost itself any bigger.
Q: How would you know that the Titanfall engine is closest to the Portal 2 engine?
A: While I couldn't find any direct official statement, Portal 2 came out in April of 2011 and development on Titanfall 1 began in the Summer of 2011 according to the funny Geoff Keighley book (Final Hours of Titanfall), so I'm basing it on that.
Q: 🤓
A: yeah thats fair
titanfall devs have said in the past they forked portal 2's engine and even ran deathmatch with portal guns in early tf1 development, probably was said in a bunch of interviews but i know for a fact it's in this th-cam.com/video/ZT9yVUDDUJg/w-d-xo.html nearer the start
there's also a bunch of references to portal 2 engine stuff in titanfall binaries
This is amazing
Hot take: anyone who unironically says something like 🤓after anything well written just because it's math heavy didn't even pass middle school
is this exactly how movement boosts off wallbouncing off the big doors that open and close work?
*in apex legends
The more I learn about Titanfall code the sadder I become that it was almost all essentially dropped
Wdym? Everything was repurposed into apex since it’s a live service it needs all hands on deck
@@ididntaskverified3663 yeah, but Titanfall, as a concept, was dropped in favor of Apex
“essentially “????
@@ididntaskverified3663 no. Titanfall 2 was completely abandoned and is now overrun with hackers, in favor of a mediocre battle royal that brought in cash.
Cuz 30 iq twitch sweats can’t comprehend it and would just complain about it
Holy damn that Thumbnail is so damn smart once you see your use of vectors in the video. Fantastic video once again. I shall devour your videos for enternity
372 likes and no replies?
mans just said it all
there's not much to devour.
@@shayaharon5015 i hate these type of replies
@@That_Paperbag literal NPCs lmao
Pilots manipulating the fabric of reality so they can move faster than a motor vehicle
my teachings passed down for generations to come
There's so much depth to tf|2 movement tech it's always interesting to see new breakthroughs in speedruns.
"So after you've converted your angular momentum to potential quantum superposition, you have about 0.2 nanoseconds to stab Poseidon in the foot and crash the stock market, BUT it gets weirder."
Also it's nice to see so much new interest in this game since last year.
tf2 or tf2?
@@DoYouSeeBananaManTH tf2
@@bokaxet1698 I prefer tf2 to be honest
@@DoYouSeeBananaManTH Ehhhh, but tf2 has some of the most amazing lore and characters ever
@@bokaxet1698 yeah but tf2 has epic controls
you actually matched this thumbnail with the previous video's thumbnail. I don't know what's most impressive: your ability to explain difficult concepts simply, your understanding of the game's mechanics, your editing, your production skills, your ability to go in depth without flustering the viewer, or your freaking thumbnails. you're talent stacked on talent
I can't even express how good this video's production value is. Add that to some extra clean explanations about a niche, but super interesting topic, and you get one of the best videos I've ever watched! Mach 3 GGs to you!
Insightful and high quality content, I love it
I love watching this guy to see the fun jumpy pilot men breaking the sound barrier while I don't understand shit from what he is saying
definitely seeing the funke inspiration in the thumbnail & entire video in general
Your videos are the highest quality and the most informative things I've ever watched about anything
That inverse bridge boost was actually very intuitive to understand, thanks to your visuals. This is the first time I've seen your channel, I'm definitely going to check out more of your content!
I know this is super specific but every time I play titanfall 2’s campaign and get to this part (0:20) I always jump down to where the enemies are and wait for the next platform to turn on its side and move down the production line.
Basically I wall run on the moving platform and jumping off as it stops for crazy speed and it’s to fun.
That was spectacular, made me think so much more about the small nuances of interactions of the character and environment that largely go unnoticed t under-appreciated. Titanfall and apex especially. I’ve always been on console but makes me want to get a pc just to have access to the better movement tech
the reward for finishing the video was definitely worth it
Burh i just sat through 2 hours of calc 3 where we were learning vector math in 3 dimensions and then boot up my computer and watch a 12 minute video about vectors without even thinking about it till the end
I have never played titanfall nor apex and this video was recommended to me, and I absolutely love it! The way you explained the mechanics using graphs and in-game image are perfect! I'd love to see more videos like that!
Incredibly well explained and detailed information that is hard to find elsewhere aside, the presentation style, visual (and audio) gags and aids are incredibly good.
Your channel is criminally underrated!
“A lecture on vector math” you say that like it’s a bad thing 😏
6:20 thank you for the extremely helpful diagram, i became an expert at all movement mechanics in every video game thanks to this clarification
Glad to see you getting some love after all of the hard work you put into this game and community!!!
Super high quality, love it! Incredible thumbnail too. I'm just waiting for the day the algorithm blesses you with what you deserve.
The cat at the end was the cherry on top. Thanks for a great video!
Gosh, ever Titanfall video I watch makes me want Titanfall 3 even more. I love everything about Titanfall 2, form the movement to even the small intricate details of the campaign story.
I have so much sadness still from BT's sacrifice, I wish to see him again in Titanfall 3 and reunite with Jack. I know he is alive, he has to be. I wont deny anything other than he still has some contact with Jack's helmet. They could download his AI from his helmet and make it back into a data core. I don't know man. I just really want him again. I think everyone thinks the same thing too.
*LOVE IT!* Best lecture about vector math yet xD
But seriously, love your production quality, learned something new, keep it up!
Great video! The friendly quirky music mixed with timing and very well-explained coding and engine physics interactions made for an extremely digestible lecture. Thank you for your editing and explaining skills good sir.
the fact i understood near exactly how the inverse snuggleslide worked in the tas run before you started explaining it was a genius level of teaching. You established every bit of knowledge of how that particular tech was gonna work before you even got to explaining it.
brilliant video
holy shit this game just keeps on giving more and more ways to break its speed limit in speedruns, i cant wait to see if people will figure out how implement this into their own runs (other than sugglesliding at that bridge)
never wouldve thought that hands down the most entertaining content maker who explains techy stuff would be about a game i found like a week ago
Great video, i just love these videos who deeply explain the movement system. Honestly i would actually watch if it was you teaching games with math or vectors 👌
can't wait for your channel to blow up.
8:15 I think it makes sense to think about it using the bridge's acceleration. When it's at the max speed, it has 0 acceleration. When it's slowing down, it has to accelerate in the opposite direction. When you are touching it, as it is accelerating backwards, it applies that acceleration to you, giving you the extreme speed boost.
Thank you for the cat I really appreciate it
I played through Titanfall 2 literally once about a year and a half ago, I don't keep up with speedruns, nor do I really plan to, but god damn these videos are entertaining as hell. This & the damage boost are some of the most polished and engaging pieces of content on youtube, and it's so interesting to learn about these ultimately useless skills to me, but seeing other people get excited about them makes me excited for what extra content Zweek can make.
Keep it up lad
How many times have I watched this? Yes. Will I watch it more? Also yes.
Your content is so polished, thank you for blessing us on this day
damn what a super-well made video!
had me goblin drooling when the sweet info graphics showed up
this will surely help the team fortress 2 community
(I've never played Titanfall 2 but on the behalf of the other TF2 community, I'd like to say this was an excellent watch and I was able to follow along perfectly. I wish your side a prosperous future!)
The production quality is insane, and the content is amazing too
sweet mother of guacamole the amount of charm in this video is incredible
I dont know why I love these channels and videos.. I WANNA LEARN. (Great video I learned a lot and you made it easy to understand)
These videos are amazing and so fascinating. Please keep up the good work and don’t stop!!
great video buddy, i admit that i've never understood the mechanics of the movements in Titanfall 2, i just noticed that i died too often when platforms just slowed incredibly fast and i just kept my velocity and jumped off of it. And i also never got any interest in it because it wasn't affecting me this much, however, this is a very good video, very well explained and i will now go to bed with a bit more knowledge and im glad of it. Thank you, i may be using this knowledge next time :)
I like your funny words magic man.
Editing, music, pacing, everything in point GOAT vid
idk why I clicked on the video but for me it was super interesting and both your voice and way of speaking made it even more fun to watch.
you have explained this so well now I know how to use gondolas like a true pilot thanks alot man!
This was an awesome educational video!
Really appreciate the time spent and depth with which you covered everything.
Keep up the good work!
i am really happy that i watched this a year after its upload because i just learned this year vectors in physics class and it really helped me to understand this video!
This was actually very helpful thank you I don’t like videos often but this deserves it and you explained it very well
The five of us are hungry, you wouldn't mind treating us to a restaurant?
*Devilish grin*
Gonna be honest; how is his channel so small
Literally some of the best editing and “explaining” I’ve ever seen. He can make such a complex thing seem so simple and organized
And yet there are channels with millions of subs where all they do is say INSANE GONR WRONG COPS CALLED GONE SEXUAL MUST WATCH
The main reason he makes it seem so simple is because it kinda is. Sure, vector arithmetic definitely requires more advanced mathematics than most people would have learned, but it's not like the SM64 TAS stuff where you need one of these ideas every couple minutes and it's hard to keep track of all of them.
Certainly the most interesting vector addition lecture I’ve ever attended
Even though I only understood most of those words, I still love the content and the added Apex bit at the end. Liked and subscribed.
This is just so Well put together and in depth and easy to follow, it's great. Love to see it
thanks for bingus :)
Loved the video! This really inspires me to expand my movement system to be more complex than it already is
Holy, this video is incredible and i love every single part of it. Keep up with this kind of stuff
I love these vids, helps my brain to make sense of it all.
I just wanna say, your explanations were really intuitive and reasonable to follow, and largely comes down to "Jumping to ignore friction" and "Platform relative math is jank as fuck", thank you for this wonderful insanity
The editing is fantastic dude. Sick to see your name pop up in my recommended on YT
ive never played titanfall 2 but still understood everything, good animations and a lot of effort in this i can tell.
calling it right now, this will be a multi-million view video. this is going to take off massive.
You sir have just basicly gave me a understanding of how b hops work For that you have earned a sub and a notification bell ( I hate notifcations btw soo the bell is rare)
that's an incredible work for a single video, good job !
i love your animation style, you make these topics so interesting, thanks for the cat
that was such a good video, I thought into the abyss 2 was always super inconsistent for my own runs but it's just that the movement system is. janky sometimes. but understanding it might actually make my runs better. thanks for this!
super cool way to explain something I would've never understood
For a guy who has definitely lost all his math skill, i understood your explanations really well. They were clear, eloquent, and to the point. also really like the editing style, almost feels like some built in dev video
Just found your videos and they are honestly some of the most interesting videos I've ever seen. Keep up the great work
Source spaghetti never stops being funny, how well the nickname fits
a lecture on vector math? bro thats my favorite type of tech breakdown
banger quality. the editing, animation, broll, sound, all of it. #ZweekDiff
At 9:30, I realized right before the arrow flip what was happening and that got me absolutely wide eyed. Vectors can be absolutely crazy, but compensating for them can be absolutely terrible...
3:38 The Fox death sound was so out of place, I lost it. Thank you very much
Watched until the end and you got yourself a subscriber.
Just found your channel, amazingly high production value for a channel with less than 20k subs. Loved the Titanfall 2 campaign and multiplayer, definite sub!
This video in paper seems like it should be very confusing but you explain it in such a good way with very helpful animations that I actually understand it which is crazy because im not a very smart person.
this video is so well made, congrats man
I had this fun platform-induced momentum experience playing in a custom Glitch server on the Northstar client that I think chimes well with this video's explanation of platform jank. On this version of Glitch, there were platforms enabled in the central pit/death crevasse area, on either end, so that if you went deep into the pit you could make it back out without having to wallrun the whole way up. Since I hadn't seen platforms on that map before, I started playing around on them and noticed that you'd get launched really high up into the air if you timed your jump with the apex of the platform's upward trajectory. More interestingly, and like this video covers, my double jump would launch me much higher than I expected after I'd reached the maximum height of my first boosted jump off the rising platform.
But the MOST interesting bit is this: I had the hover kit equipped (don't ask why) and I noticed that if I activated the hover ability just before or at the apex of my double jump, when I was already really damn high up in the air with the whole map visible under my feet, the thrust the jump kits provided kept me going higher and higher as long as I kept aiming down sights. I suppose that behind the scenes there were some funky vector additions to the absolute velocity relative to the... Actually, I have no idea, but I thought it was really cool and that the phenomenon relates well to the concepts beautifully explained in @zweek's video.
dude I just found your channel and this is simply amazing. Keep up the good work man I hope the best for you
This is my favorite thing abt apex. In worlds edge when you go to the one place i forget but theres moving platforms that go super fast, so using a jump pad or grappling it sends you flying at like 3000 velocity
Came for the video game jank, stayed for the Newtonian physics lesson
I'm in love with the Pikuniku bits haha
(Pikuniku speedrunner here, getting my two favourite things served in one video)
I love the comical effect when one lengthens the x buzzer and changes the pitch and size, as on explains the no points. 5:33
wake up babe new zweek video
Thank you for explaining this to the ppl who cant understand the movement!
The jankyness of the Titanfall movement combined with how smooth it is the funniest thing to watch, I don’t think Titanfall speed runners get enough credit
I realize this is sort of an old video but you bring up the mechanics of jumping on a moving object. I want to mention the underlying mechanics of this in game development. I am not an expert on this, but i learned some of this from a professor in college because it related to an interest I had in graphics rendering.
You can sort of simplify a game engine to being made up of two components: the graphics rendering and something called a "scene graph". The scene graph is a sort of master list for the objects and entities that are loaded in. I stored references to things like positional data, velocities, etc. It also lets you parent one object to another. This is exceptionally useful, because trying to make two separate entities move together can be janky when they don't have reference for each other.
Another example of use for the handiness of this system is the fact that it can basically make things move without the devs needing to script complex movement algorithms. Lets say you want to make a solar system with realistic orbital movements. You have the sun that just sits there, and then you can move the planets around the sun. This is easy, you just give them a circular movement path around the sun. But how do you program the orbit of the moon? You cant just describe a circular path around the earth, because it wouldn't follow the earth around the sun. You need to combine the earth's orbit with the moon's orbit. Scene graphs are great, because you can make child objects automatically move with their parents. So you can just tell the moon to orbit the earth, make it a child of the earth and have the earths movements automatically accounted for.
The platform system in titanfall is very likely using a scene graph, and a "standing on" check script. Whenever your feet are touching something, it checks if it is a different object and parents the player to that new object. The physics calculations can then be automatically added to the player from that object. This would fairly easily explain the weird phenomena of losing jump power on a lowering object.
You're right at the end. The video did feel rather....Complex
woah this is good. This video's editing is insane
this is really great editing.
Great job zweek.
casually traveling at speeds of 150+mph seems like an every day thing for Coop
"Pilot. My analysis indicates a throw is our only option here. I can throw you across the g-"
First time seeing your channel, and AAGGH I LOVE the design of your character, lol.
first, i hear pikuniku music : happy
then i hear new super mario bros music : MY GOD MEMORIES
I've never played titanfall, but this video kept me so interested i watched fully through it, learning tons of things that i'll never use but it was well worth it
Was pleased to hear the Pikinuku music. Nice taste
:( aww no mention of snuggle wall bounces using the momentum of the doors, GREAT video overall love learning how stuff works
"Stop flying across the mountain bro"
"Lmao no"
That cat is definitely a war criminal