This TAS still is really amusing to watch. Just imagine you finally are free from your imprisonment in the Cobaltstar and want to take revenge for your sister, but then Mario and Luigi pull out a red shell and destroy you slowly but surely with their perfect hits. And then in the second phase with the Copy Flower too. The expression said it all. It’s almost like the elder shroob princess knew she was dead. And I know that’s what she normally looks like, but it could be interpreted as that. Slowly getting destroyed by those many jumps which just don’t seem to stop. Still it’s impressive how a huge part of the game can be skipped and then the fights are no problem, because of the Bros Attacks can be infinite.
Princess Shroob was able to completely destroy and recreate Peach’s Castle in about 1 hour and 20 minutes Such efficient Shroob architects and bricklayers!
@@commentutocca1167I know I’m replying a year later lol but further to what you said, remember before you crash into Baby bowsers castle you see Peach’s castle fully transformed which is only half an hour or so
@@GuitoWorks yes you can, you can go in any portal that is on the map, you'll just normally get locked out of moving on (which is bypassed by that glitch
@@GuitoWorks nope, you can, after completing yoshi's island and going back to peach's castle, you are allowed access to the top of the castle and you can enter the portal to the shroob's castle, what you CANT do normally is ENTER shroob's castle unless you have all the cobalt shar shards, but because this game came out on the time where many glitches or exploits were present in many games, you can do... this glitchy exploit that nintendo or alphadream hasnt understandably forseen before
I played this game as a child who gave me months of entertainment before I beat the game. And this TAS guy beat the sh*t out of the biggest plot twist of my life (1:34:06)
it was like the animation from mario and the yoshis or smth, where bowser says "how you get here so fast" then mario slaps him and yeets him into space, also 4 years late sorry lol
TheMaracaKirby cuz the sales of M&L SSS and BIS are mutch better then PIT in the DS era. PIT had the worst copy sales. Nintendo isnt doing this for the lolz, Nintendo needs money. I have watcht a video about the supject
A tool-assisted speedrun or tool-assisted superplay (TAS) is a set sequence of controller inputs used to perform a task in a video game. The input sequence is usually created by emulating the game and using tools such as slow motion, frame-by-frame advance, memory watch, and save states to create an extremely precise series of inputs. The idea is not to make gameplay easier for players, but rather to produce a demonstration of gameplay that would be practically impossible for a human. Tool-assisted speedruns often feature gameplay that would otherwise be impossible or prohibitively difficult to perform in real time. Producers of tool-assisted speedruns do not compete with "unassisted" speedrunners of video games; on the contrary, collaborative efforts between the two groups often take place. The opposite of "TAS" is "RTA", which refers to regular speedruns performed by humans. RTA stands for "Real Time Attack", a portmanteau of "real-time" and "time attack". History 1999-2001 The term was originally coined during the early days of Doom speedrunning, during which the first of these runs were made (although they were sometimes also referred to as "built demos"). When Andy "Aurican" Kempling released a modified version of the Doom source code that made it possible to record demos in slow motion and in several sessions, it was possible for the first players to start recording tool-assisted demos. A couple of months afterwards, in June 1999, Esko Koskimaa, Peo Sjoblom and Joonatan Donner opened the first site to share these demos, "Tools-Assisted Speedruns".[1] Like many other tool-assisted speedrun communities, the maintainers of the site stressed the fact that their demos were for entertainment purposes rather than skill competitions, although the attempt to attain the fastest time possible with tools itself became a competition as well.[2] The site became a success, updating usually several times a week with demos recorded by its maintainers and submitted by its readers. After a short while, when version 2.03 of Lee Killough's Marine's Best Friend Doom source port was released (based on the Boom source port), it became even easier for people to record these demos, adding the functionality of re-recording without having to replay the demo until it reached the point where the player wanted to continue. The site was active until August 10, 2001, at which point Jonathan Donner posted a news message stating that their site would be an archive from now on, and pointing towards The Doomed Speed Demos Archive, a site mainly for non-assisted speedruns, of which the author agreed to take over the posting of tool-assisted speedruns. Although popularity had dwindled since then, built demos have still been submitted until as late as November 2005, and are currently usually being made with PrBoom.[3] 2003-present In 2003, a video of a Japanese player named Morimoto beating the NES game Super Mario Bros. 3 in 11 minutes and performing some other incredible stunts as well started floating around the Internet.[4] It was a very controversial video because not many people knew about tool-assisted speedruns at the time, especially for the NES. As the video was not clearly labeled as such, many people felt like they had been cheated when they found out it was done using an emulator. The video, however, gave the inspiration to Joel "Bisqwit" Yliluoma to start a website called NESvideos, which was dedicated to tool-assisted speedruns for the NES. At first it hosted videos only for the NES, but as the community grew, members of the community managed to add the features required for tool-assisted speedrunning into emulators for other systems. Later the name of the site was changed to TASVideos. As of January 2014, TASVideos is the largest English-language web community that produces and hosts tool-assisted speedruns; the site holds 2512 complete speedruns, of which 1319 are the fastest of their kind.[5] Tool-assisted speedruns have been made for some notable ROM hacks as well as for published games.[6] A joke personification of tool-assisted speedruns, called TAS-san (Mr. TAS), has become popular among Japanese Internet users. Tool-assisted speedruns uploaded to video sites like Nico Nico Douga, TH-cam or TASVideos may be described as a new world record by TAS-san, who is said to have the superhuman memory and reflexes needed to execute such a speedrun in real time. Method Creating a tool-assisted speedrun is the process of finding the optimal set of inputs to fulfill a given criterion - usually completing a game as fast as possible. No limits are imposed on the tools used for this search, but the result has to be a set of timed key-presses that, when played back on the actual console, achieves the target criterion. The basic method used to construct such a set of inputs is to record one's input while playing the game on an emulator, all the while saving and loading the emulator's state repeatedly to test out various possibilities and only keep the best result. To make this more precise, the game is slowed down. Initially, it was common to slow down to some low fraction (e.g. 5%) of normal speed. However, due to advances in the field, it is now expected that frame-advance, manually stepping through emulation one frame at a time, is used. A tool-assisted speedrun done without this technique will most likely be criticised for sloppy play. The use of savestates also facilitates another common technique, luck manipulation, which is the practice of exploiting the game's use of player input in its pseudo-random number generation to make favorable outcomes happen. Using a savestate from before some event, it is possible to experiment with small input variations until the event has the desired outcome. Depending on the game and event, this can be a very time consuming process, at times requiring much backtracking, and can as such take up a large portion of the total time spent making a tool-assisted speedrun. Making the ideal piece drop next in Tetris, or getting a rare drop the first time one kills an enemy, are examples of luck manipulation. A rarely used tool is brute-force searching for ideal inputs by making a computer play the game, trying all possible inputs. In theory, this process could find the ideal set of inputs for any game, but since the space of all possible inputs grows exponentially with the length of the sequence, this is only viable for optimizing very small portions of the speed run. Instead, a heuristic algorithm can be used. Although such approach does not warrant a perfect solution, it can prove very effective for solving simple puzzle games.[7] Another rarely used technique is disassembling the game executable. By exposing the game logic, this enables the player to manipulate luck without trial and error, or reveal obscure bugs in the game engine. A more common, related technique, is to monitor the memory addresses responsible for certain effects to learn why and when they change. Memory watching is supported by most emulators used on TASVideos.org. All these techniques involve direct interaction with the game state in ways not possible without emulation, but the final result, the set of inputs that makes up the speedrun, does not depend on such manipulation of the state of the emulated machine. The tool use in tool-assisted speedrunning is therefore different from the sort of state manipulation tools like Gameshark provide, since such manipulation would not be expressible as a sequence of timed inputs. Re-recording emulators Tool-assisted speedrunning relies on the same series of inputs being played back at different times always giving the same results. In a manner of speaking, the emulation must be deterministic with regard to the saved inputs (e.g. random seeds must not change from run to run). Otherwise, a speedrun that was optimal on one playback might not even complete it on a second playback. This loss of synchronization, or "desync", occurs when the state of the emulated machine at a particular time index no longer corresponds with that which existed at the same point in the movie's production. Desyncs can also be caused by incomplete savestates, which cause the emulated machine to be restored in a state different from that which existed when it was saved. Problems with emulation, such as nondeterminism and incomplete savestates, are often only discovered under the precise frame-by-frame conditions of tool-assisted speedrunning. Emulator developers often do not give speedrunning issues high priority because they have little effect on regular gameplay; consequentially the community has forked several emulators to make them suitable for the task. These include Snes9X improvement, Gens rerecording, VBA rerecording and Mupen rerecording. If a forked emulator is used to produce a TAS, playback on the normal, unmodified version of the emulator will usually result in a desync. Emulators that currently feature the tools necessary to create tool-assisted speedruns include the Arcade emulator MAME (MAMEUI's option to record an uncompressed AVI slows down a game), the NES emulator FCEUX, the Super NES emulator Snes9x, the Genesis emulator Gens, the Game Boy Advance emulator VisualBoyAdvance, the Nintendo 64 emulators Mupen64 and Project64, the GameCube and Wii emulator Dolphin, the Nintendo DS emulator DeSmuME, the Sega Saturn emulator Yabause, the PlayStation emulator PCSX, and several others for these and other platforms.[8] In 2012, there was a release by TASVideos.org which is an all-in-one emulator called Bizhawk. Due to the success of some of the core
1:43:31 terminaste el juego de manera cannon. Mario y luigi viaje al centro de Boweser, mencionan que baby Luigi termino con los shoorbs y en el TAS terminaste a la hermanas de la reina shoorb con baby Luigi
Me: Ha! There is no advance chopper bros this time, there is no stun lock Also me: *Remember that pocket chomps and copy flower exists Also Also me: I'll go get the popcorn... And a weed killer
*This game is so underrated! I know it's a little inferior if you compare it with the first and third games, but it's still a solid Mario & Luigi RPG experience. I like how it's a little darker than the other games in the series.*
Magoo is an ancient word used by the Dakota tribe as a war cry. Many soldiers yelled this and it became a way to say that you will fight for your people no matter what, even if it means putting your life in danger.
Mario and Luigi: Partners In Time is a game for the Nintendo DS in 2005! Mario, Luigi, Baby Mario, and Baby Luigi are here to help save the Mushroom Kingdom once and for all! You have different kinds of things to attack enemies using jump attacks, Bros. Attacks, items, gear, and so on!
This TAS still is really amusing to watch.
Just imagine you finally are free from your imprisonment in the Cobaltstar and want to take revenge for your sister, but then Mario and Luigi pull out a red shell and destroy you slowly but surely with their perfect hits.
And then in the second phase with the Copy Flower too.
The expression said it all. It’s almost like the elder shroob princess knew she was dead.
And I know that’s what she normally looks like, but it could be interpreted as that.
Slowly getting destroyed by those many jumps which just don’t seem to stop.
Still it’s impressive how a huge part of the game can be skipped and then the fights are no problem, because of the Bros Attacks can be infinite.
Princess Shroob was able to completely destroy and recreate Peach’s Castle in about 1 hour and 20 minutes
Such efficient Shroob architects and bricklayers!
They're in the past so technically whatever you do mario and luigi will go back at the same exact time
@@commentutocca1167I know I’m replying a year later lol but further to what you said, remember before you crash into Baby bowsers castle you see Peach’s castle fully transformed which is only half an hour or so
*B A B I E S*
*B-A-B-I-E-S*
Once of unique mario's voice clips used in this RPG game. 😅
22:41
and there's another that's *BABIES!!*
The B A B Y
It's absolutely astounding that you've managed to cut the time down by over 88 minutes over the previous TAS. Amazing job!
DyllonStej Gaming Jesus Christ...
Falcon is inprest.... So its very good
DyllonStej Gaming ii
For those who wonders how this TAS get nearly 1 and a half hours' improvement, see 1:16:00 (this is the greatest improvement in time).
ht Zheng skipping 2 arcs in this game cut about 70 minutes by my estimates
but you cant reach this portal if you dont have all the star pieces
Holy shit
@@GuitoWorks yes you can, you can go in any portal that is on the map, you'll just normally get locked out of moving on (which is bypassed by that glitch
@@GuitoWorks nope, you can, after completing yoshi's island and going back to peach's castle, you are allowed access to the top of the castle and you can enter the portal to the shroob's castle, what you CANT do normally is ENTER shroob's castle unless you have all the cobalt shar shards, but because this game came out on the time where many glitches or exploits were present in many games, you can do... this glitchy exploit that nintendo or alphadream hasnt understandably forseen before
Damn, time flies. This was like my first Nintendo game ever. I remember my father bringing this masterpiece home for me
W first nintendo game mine was galaxy a masterpiece too
THAT GRITZY DESERT, TOAD TOWN, STAR HILL, THWOMP CASTLE, THWOMP CAVERNS, UNDERGROUND AND STARSHIP SKIP THO OH MY GOD
Right?
My dude just said "nah" and warped through the shroob gate.
You need to skip those parts to play on emulator because of the stylus
on melonDS you click on the screen and it simulates the stylus
1:49:46
"You can't dodge them all!"
Oh yes he can
1:17:37 The real reason this tas was so successful.
22:05 HOLY SHIT
1:24:23 magically has the full cobalt star lmao
I played this game as a child who gave me months of entertainment before I beat the game. And this TAS guy beat the sh*t out of the biggest plot twist of my life (1:34:06)
The copy flowers and red shells where so impressive!
Did they actually control it or was it some sort of computer system bc they are nuts
@@generalspoon4683TAS stands for tool assisted speedrun so it was done by a computer
Man, this was one of the games of my childhood and I never realized how broken it truly was.
Watching gameplay of it again I think I suddenly understand where Toby Fox got the inspiration for the Queen in Deltarune.
This was so quick the shroobs never seen it coming.
it was like the animation from mario and the yoshis or smth, where bowser says "how you get here so fast" then mario slaps him and yeets him into space, also 4 years late sorry lol
Saving the world and the timelines in less than 2 hours
1:30:44 if you master the shell at that point you're pretty much god at this game
Tas
Imagine the sheer time reaction skills this would take.
It was a tas
@@camuchoc5913 thanks I really needed to know that 5 years later!
i tried to master it many times but i just couldn't do it lol
If Nintendo sees this they are forced to make HD remake
SMG2 yeah...
TheMaracaKirby cuz the sales of M&L SSS and BIS are mutch better then PIT in the DS era. PIT had the worst copy sales. Nintendo isnt doing this for the lolz, Nintendo needs money. I have watcht a video about the supject
HD?! For Nintendo Switch?!?! *cums* FUCK YES!!!!
This remake or the remake of Bowser's inside story
this remake
1:18:41 that little delay just gets me every time.
1:56:18 this music at the end of the game just makes you wanna shed a tear....
Yoshi's island is the moment where you remember this is a TAS.
Omg l love this game
It's a part of my childhood, and i'm playing it right now because of nostalgia, even though i'm 15
Aleksander Rubik i was so young when i played this game it’s so nostalgic for me even though i can’t even remember most of it
I can’t believe it’s 15 years ikd
@@aleksanderrubik. Same, I can't forget this game
Why doesn't this video have AT LEAST 10 million views?!?!?!?! The skills in this are INSANE😭😭😭😭
Damn I never knew there was a wall clip at Shroob castle well done
"Dude, you skipped too fast"
*1:47:43** 1 hour loop*
Good job this is the best Tas I have ever seen bro when you went to past princess peaches early I was like this man is a legend
That last bossfight though
Okay I have seriously underestimated the power of the fire flower
As a smart man once said: "We ain't gonna sugar coat it- ABABXYBYXBAAYBXYABYXBAYABXYABXYBBXYABAYXBYXBAYXBY"
1:11:32 - Spoilers Alert: Those two Cobalt Star Pieces are not that innocent but I am thankful for the karma they gave to Baby Bowser.
I get so much fucking nostalgia from watching this, this game was epic when I played it as a kid.
And i was proud of myself for completing the game in a day
Dialog:
TAS: I'm gonna stop you right there
*goes out of way to say to save*
*player: doesn’t save*
*game: wait, that’s illegal*
"You only have one attack left"
Me: 1:30:21-1:32:11
A Mefta that battle is very weird...
Ima attempt to take down the first shroob princess in one turn without a red shell
How poor Baby Luigi must have felt xD
Kinda what I did with Elder Shrooboid
Congrats on finishing!
Been waiting on this one. Good stuff.
22:32 Mario and Luigi: Our babies!
Wow less than two hours, i would imaginate how long you would have taken even with the TAS if you hadn't applied that glitch at around 1:16:02 !
And the one where he Walked through the spikes
forget he cant never make that whit that cheat tool the TAS whit this he cant do the same thing
@@Rambestgirl making a tas is ridiculously hard and Time consuming
1:40:19 At 2x Speed.
LOL. For the best experience. 😅
I love so much the mario and luigi gibberish in this game
A tool-assisted speedrun or tool-assisted superplay (TAS) is a set sequence of controller inputs used to perform a task in a video game. The input sequence is usually created by emulating the game and using tools such as slow motion, frame-by-frame advance, memory watch, and save states to create an extremely precise series of inputs. The idea is not to make gameplay easier for players, but rather to produce a demonstration of gameplay that would be practically impossible for a human. Tool-assisted speedruns often feature gameplay that would otherwise be impossible or prohibitively difficult to perform in real time. Producers of tool-assisted speedruns do not compete with "unassisted" speedrunners of video games; on the contrary, collaborative efforts between the two groups often take place.
The opposite of "TAS" is "RTA", which refers to regular speedruns performed by humans. RTA stands for "Real Time Attack", a portmanteau of "real-time" and "time attack".
History
1999-2001
The term was originally coined during the early days of Doom speedrunning, during which the first of these runs were made (although they were sometimes also referred to as "built demos"). When Andy "Aurican" Kempling released a modified version of the Doom source code that made it possible to record demos in slow motion and in several sessions, it was possible for the first players to start recording tool-assisted demos. A couple of months afterwards, in June 1999, Esko Koskimaa, Peo Sjoblom and Joonatan Donner opened the first site to share these demos, "Tools-Assisted Speedruns".[1]
Like many other tool-assisted speedrun communities, the maintainers of the site stressed the fact that their demos were for entertainment purposes rather than skill competitions, although the attempt to attain the fastest time possible with tools itself became a competition as well.[2] The site became a success, updating usually several times a week with demos recorded by its maintainers and submitted by its readers. After a short while, when version 2.03 of Lee Killough's Marine's Best Friend Doom source port was released (based on the Boom source port), it became even easier for people to record these demos, adding the functionality of re-recording without having to replay the demo until it reached the point where the player wanted to continue.
The site was active until August 10, 2001, at which point Jonathan Donner posted a news message stating that their site would be an archive from now on, and pointing towards The Doomed Speed Demos Archive, a site mainly for non-assisted speedruns, of which the author agreed to take over the posting of tool-assisted speedruns. Although popularity had dwindled since then, built demos have still been submitted until as late as November 2005, and are currently usually being made with PrBoom.[3]
2003-present
In 2003, a video of a Japanese player named Morimoto beating the NES game Super Mario Bros. 3 in 11 minutes and performing some other incredible stunts as well started floating around the Internet.[4] It was a very controversial video because not many people knew about tool-assisted speedruns at the time, especially for the NES. As the video was not clearly labeled as such, many people felt like they had been cheated when they found out it was done using an emulator. The video, however, gave the inspiration to Joel "Bisqwit" Yliluoma to start a website called NESvideos, which was dedicated to tool-assisted speedruns for the NES. At first it hosted videos only for the NES, but as the community grew, members of the community managed to add the features required for tool-assisted speedrunning into emulators for other systems. Later the name of the site was changed to TASVideos. As of January 2014, TASVideos is the largest English-language web community that produces and hosts tool-assisted speedruns; the site holds 2512 complete speedruns, of which 1319 are the fastest of their kind.[5]
Tool-assisted speedruns have been made for some notable ROM hacks as well as for published games.[6]
A joke personification of tool-assisted speedruns, called TAS-san (Mr. TAS), has become popular among Japanese Internet users. Tool-assisted speedruns uploaded to video sites like Nico Nico Douga, TH-cam or TASVideos may be described as a new world record by TAS-san, who is said to have the superhuman memory and reflexes needed to execute such a speedrun in real time.
Method
Creating a tool-assisted speedrun is the process of finding the optimal set of inputs to fulfill a given criterion - usually completing a game as fast as possible. No limits are imposed on the tools used for this search, but the result has to be a set of timed key-presses that, when played back on the actual console, achieves the target criterion. The basic method used to construct such a set of inputs is to record one's input while playing the game on an emulator, all the while saving and loading the emulator's state repeatedly to test out various possibilities and only keep the best result. To make this more precise, the game is slowed down. Initially, it was common to slow down to some low fraction (e.g. 5%) of normal speed. However, due to advances in the field, it is now expected that frame-advance, manually stepping through emulation one frame at a time, is used. A tool-assisted speedrun done without this technique will most likely be criticised for sloppy play.
The use of savestates also facilitates another common technique, luck manipulation, which is the practice of exploiting the game's use of player input in its pseudo-random number generation to make favorable outcomes happen. Using a savestate from before some event, it is possible to experiment with small input variations until the event has the desired outcome. Depending on the game and event, this can be a very time consuming process, at times requiring much backtracking, and can as such take up a large portion of the total time spent making a tool-assisted speedrun. Making the ideal piece drop next in Tetris, or getting a rare drop the first time one kills an enemy, are examples of luck manipulation.
A rarely used tool is brute-force searching for ideal inputs by making a computer play the game, trying all possible inputs. In theory, this process could find the ideal set of inputs for any game, but since the space of all possible inputs grows exponentially with the length of the sequence, this is only viable for optimizing very small portions of the speed run. Instead, a heuristic algorithm can be used. Although such approach does not warrant a perfect solution, it can prove very effective for solving simple puzzle games.[7]
Another rarely used technique is disassembling the game executable. By exposing the game logic, this enables the player to manipulate luck without trial and error, or reveal obscure bugs in the game engine. A more common, related technique, is to monitor the memory addresses responsible for certain effects to learn why and when they change. Memory watching is supported by most emulators used on TASVideos.org.
All these techniques involve direct interaction with the game state in ways not possible without emulation, but the final result, the set of inputs that makes up the speedrun, does not depend on such manipulation of the state of the emulated machine. The tool use in tool-assisted speedrunning is therefore different from the sort of state manipulation tools like Gameshark provide, since such manipulation would not be expressible as a sequence of timed inputs.
Re-recording emulators
Tool-assisted speedrunning relies on the same series of inputs being played back at different times always giving the same results. In a manner of speaking, the emulation must be deterministic with regard to the saved inputs (e.g. random seeds must not change from run to run). Otherwise, a speedrun that was optimal on one playback might not even complete it on a second playback. This loss of synchronization, or "desync", occurs when the state of the emulated machine at a particular time index no longer corresponds with that which existed at the same point in the movie's production. Desyncs can also be caused by incomplete savestates, which cause the emulated machine to be restored in a state different from that which existed when it was saved.
Problems with emulation, such as nondeterminism and incomplete savestates, are often only discovered under the precise frame-by-frame conditions of tool-assisted speedrunning. Emulator developers often do not give speedrunning issues high priority because they have little effect on regular gameplay; consequentially the community has forked several emulators to make them suitable for the task. These include Snes9X improvement, Gens rerecording, VBA rerecording and Mupen rerecording. If a forked emulator is used to produce a TAS, playback on the normal, unmodified version of the emulator will usually result in a desync.
Emulators that currently feature the tools necessary to create tool-assisted speedruns include the Arcade emulator MAME (MAMEUI's option to record an uncompressed AVI slows down a game), the NES emulator FCEUX, the Super NES emulator Snes9x, the Genesis emulator Gens, the Game Boy Advance emulator VisualBoyAdvance, the Nintendo 64 emulators Mupen64 and Project64, the GameCube and Wii emulator Dolphin, the Nintendo DS emulator DeSmuME, the Sega Saturn emulator Yabause, the PlayStation emulator PCSX, and several others for these and other platforms.[8]
In 2012, there was a release by TASVideos.org which is an all-in-one emulator called Bizhawk. Due to the success of some of the core
Yes
Wow, thanks
How long did it take you to type that
@@Darth_Vader1 its called copy and paste
Damn i forgot about this game i was so young when i first played it and i want to play it again
That Copy Flower on the Elder Princess Shroob was an absolute club beat you could really bop to that
LOL the red shell and the final boss music (part 1) is synchronous 🤣
たったの二時間でクリア出来んのか…!!!TASってすげぇ
なんか凄いなって感想よりもたすだから当たり前かみたいに感覚麻痺するけど、普通に神PSなんだよね
0:02 *NIN-TEN*-*_DO_*
I came here for 22:39 ❤
That much dedication deserves a million views :) Well done man! This is amazing!
1:30:58
Princess Shroob: ARE YOU SERIOUSLY-
1:36:37
Elder Princess Shroob:
not this again...
and the player say im a fuc***** cheater that why u lost
Holy shit that red shell damage tho
1:43:31 terminaste el juego de manera cannon. Mario y luigi viaje al centro de Boweser, mencionan que baby Luigi termino con los shoorbs y en el TAS terminaste a la hermanas de la reina shoorb con baby Luigi
thumbnail art goes hard
1:11:58 Yay.
The Best game ever!
Me: Ha! There is no advance chopper bros this time, there is no stun lock
Also me: *Remember that pocket chomps and copy flower exists
Also Also me: I'll go get the popcorn... And a weed killer
my favourite ds game
TAS最強
This TAS guy sure is fast
My man can beat it in less than 2 hours and I still can’t beat it after 6 years
It's a TAS if you don't know
1:16:00 legit that cut over half of the game holy cow
i really dont know i never try it but i going to stard the game again but im not sure if that can really work
I do this all the time
1:31:16, I can just imagine this dude at his computer looking like Coraline's Dad, charting these inputs
Nice job Magoo 💗
*This game is so underrated! I know it's a little inferior if you compare it with the first and third games, but it's still a solid Mario & Luigi RPG experience. I like how it's a little darker than the other games in the series.*
1:31:21 only crap..
Btw Luigi did indeed do the finishing attack when Partners In Time was referenced in Bowser’s Inside Story
1:40:20 P A I N
I must be one of the only people that do not get how partner's in time's storyline is not dark
I don’t get how it’s dark
Put it on 2x speed for the full experience
英語圏の人気凄いなぁ…日本人でも好きな人居るよね…?どこ…どこ……
ここ
ここ
Pentuple Pannen upload followed by a new PiT TAS? Could this day get any better?
1:30:20 love how long this part takes😂
0:14 to 3:34. 7:33 to 1:52:57 (past m&l)
And baby Luigi stopped the world from plunging into darkness.....
By Crying😭😭😭😭😭😭😭😭😭😭😭😭😭😭😭
It is actually 1:52:46, time starts when you press start on the file and ends when ''babies thank you'' disappears
That is the RTA timing but TAS timing starts from power on.
Every Illegal moment:
28:30 uhhh.
37:05 spike more like no
(unfinished)
The sound of baby peach is made from a deep web video
uhhh
Don't Mind me, just saving my place 1:34:42
58:29 何処で拾ったし。
624 hits at your last attack against Elder Princess Shroob
1:36:42 ronaldo
1:43:20 RIP his eyes and brain cells
RiOt SyDe yt it’s a her lol
46:59 & 1:18:53
what does magoo mean
M.idget
A.sshole
G.ay
O.verpowed
O.beast
Magoo is an ancient word used by the Dakota tribe as a war cry. Many soldiers yelled this and it became a way to say that you will fight for your people no matter what, even if it means putting your life in danger.
ligma
Balls
Mario and Luigi: Partners In Time is a game for the Nintendo DS in 2005! Mario, Luigi, Baby Mario, and Baby Luigi are here to help save the Mushroom Kingdom once and for all! You have different kinds of things to attack enemies using jump attacks, Bros. Attacks, items, gear, and so on!
Ah the feels
Just with a red Shell princess Shroob died ? JUST WITH A RED SHELL?
AND ELDER? OMG What a magoo
Incredible, and was Rng manipulated at the end of queen shroob phase 1
I remember playing this when I was 6 XD
tfw giving the player a sneak peak at the final area becomes the ultimate way to break the game
It's so weird baby Mario saving a yoshi
*Successful jump sound*
Ok u went from having only 2 cobalt shards to being in the final area. I have no clue how that happened.
I slept while this has was running on my phone. Don't ask me why, I was sleepy
Magoo
Somebody upload DS / 3DS videos only in 9:16 ascept ratio![;
Goo! Goo!
23:25 57:52
...
ALL THE FUCKING CRYING
It was this moment mario knew, he f**ked up
This is the true power of children with moustaches
Teach me the ways of the turtle shell Screw it teach me every thing