I completely forgot the steering inverted existed, so I'd like to reiterate my previous idea with that in mind: A mindbending tracks where you have to take the bends in the equal but opposite direction (left instead of right and vice-versa, same amount of degrees). Following the road = falling through the level, but going off the road into the wall = you drive through the wall and end up on a new road. But then further mess up people by having some random moments of steering inverted so they have to invert their inverted steering.
Make a map with wall-riding capabilities, but if you wall ride then something will trigger way later in the level, and trigger an invisible wall that makes you drive over the finish and say “Tryhards don’t deserve this”. Don’t make it kill them, but make them drive straight for 2 minutes to get to a second finish
But how, though? He just takes the 3 hard routes and nothing happens. That's some BS. Maki is in cahoots with Fiets38. No other explanation. And someone who says otherwise is in on it too
Nah, playing it safe simply means you wasted your life being utterly mediocre, but you reach the finish line steadily, that's the whole point. If you think being utterly mediocre is wasting a life that is, some people just like it steady and uneventful, and from their point of view that's winning in life. And some who take the hardest and most dangerous of paths, but fail, still feel that they are winners, even if it ends in their early demise, as they got to experience life the way they want to till the end. There is not one way to live life after all...
After looking at Maki's run, if I had to take a guess, it is his cut on the second hard section where it looks like he doesnt go directly under the hard sign and so misses the logic gate.
I once had an idea where you make an underground tunnel track that has a lot of twists and bends and loops back in on itself. Once you make one full lap there’s a logic that opens a path hidden behind a fake wall in one of the tighter bends that you need to find that will lead you to the end, but if you miss it it makes you go around again. Giving the illusion that the track is infinitely long. It needs a lot of varying twists and turns though to confuse people’s sense of direction.
How did Maki broke it? There wasn't any shenanigans in their run. Maybe your logic just had a unity bounce and broke on its own, considering it's physical logic?
Is it possible to break triggers by doing a texture reload or something? His game seems to stutter for a second only at the end of the run. It looks intentional.
@@ImaGe_ The triggers were already triggered at that point, so no. I think the hitch was unintentional from the recording software. In theory, it could be possible to go through the trigger with fast enough speed in such way that you never touch the trigger... In similar way as you can fall through the ground in Scrap Mechanic, but that would require extreme high speeds due to the size of the trigger boxes, a near frame perfect execution and subsequently a knowledge where exactly the triggers are. None of those were present, so it must be something else.
Idea for ScrapMechanic MM: Make rooms where every round something changes. It can be an object changing colors, a different color of lighting, a chair having rotated 30° from its initial position, or *nothing changes at all.* Play 10 rounds, each lasting 2 minutes. The players have to choose whether or not something changed. Red = Yes, something changed. Green = everything is as usual. You can add a logic system giving the players extra points if they need less than 2 minutes, sort of like in Kahoot. If you answer fast but wrong, you get 0 points including 0 time points. For every correct answer you get 5 points. For every 20 seconds used less than the round lasts you get a time point (first 20 seconds excluded, so the max score is 10 per round). The two players compete against each other, the one with the most points wins. Really hope to see this concept in a Multiplayer Monday episode, Cheers
Try to build a "Hazards" theme maps, A disaster city scenario with hurricanes that push you off the track if you go wide, rising waters that kill, etc.
Could you make a two- or three-lap track where (some of the) paths get blocked after you take them? If you take all the shortest paths on the first lap, you'll be left with some really awkward turns to connect the paths you have left! You might even have to drive a (repeatable) section backwards the second time to connect your remaining paths.
Rail gun track where you accelerate super quickly out of a giant gun and then have to make it through a bunch of pre-made bullet holes through objects to the finish
1:30 Looking at this easy route, I feel like there might be a cheese, jumping over the whole loop. Whether or not that works, it's a good idea for a track: Easy vs Hard mode, but the easy mode actually has a cheese that's faster than the hard mode.
Another Train Puzzle Track would be fun to see you do again! or A track where each lap you do adds new routes/obstacles onto it making it harder (Standard 3 laps should be fine, idk how hard the logic gates and their moveability is). IF logic gates are unmoveable then what you can do is block the checkpoints with a wall and it gets unlocked only by going through the checkpoint that's currently open, have a little drop off after the checkpoint so people cannot cheese it
A track with at least one choice between one longer looking path and one shorter one but the longer one actually takes less time or saves time on the other point of the track via logic would be interesting, could also be more then one such choices
Here me out: a speed test track, but like your pc speed. The faster route forces you to render an extremely difficult scene, or does somthing with physics objects to cripple your frames. Or make it so facing the pit(tm) is faster, but makes it impossible to play via frame drops.
What about making a track where taking a shortcut disables another shortcut? Maybe a big shortcut disables another big shortcut, while a small one disables a small one, and maybe you can have shortcuts a, b and c, where a disables b and b disables c but b is a better shortcut (so you either take a and c or b)
Map idea: a map based on the Matterhorn in Disneyland. A down hill track where you take one of two paths going down theough the mountain, occasionally passing by the "yeti" and one path being obviously faster. The trick is that while one track is in fact faster, the fastest path starts on the slower path and cuts over to the faster path through a shortcut. Maybe make the yeti's cave a shortcut.
I'm pretty sure that one the first easy route, you can just ramp over the turn and it would be basically the same time than the helicopter, thats my best calculation on how Maki got such a good time
You should do a track that uses logic and inconsistent Unity physics to randomize which routes are available on any given run. It would make it near impossible for someone to perfect any one route
What if you made an easy track with a secret pro path? Like it looks like it's a hidden shortcut, but in reality its a huge pro path. I guess that would either mean no checkpoints or sneaky check points. The normal path is still fun, just slower and less painful
Look like it a 3-input AND gate At the end/start of each the hard track it will be a switch that conect to the AND gate If you go through all 3, the AND gate output a 1 and drop the ball which turn on a switch that somehow noclip u to your death
After a bit of testing, I THINK... it's possible, maybe with some RNG bounces, for the balls to get stuck in the funnel. The convoluted logic/ball pathways create a bit of a discrepancy between the 2nd and 3rd triggers. I think the 2nd and 3rd balls could interfere with each other, but I'm not skilled enough to confirm it. Both the 1st and 2nd routes drop a ball, which goes through a trigger, which drops another ball, which goes through another trigger, which drops a ball into the funnel. The 3rd trigger, however, drops a ball directly into the funnel. The timing with the 1st and 2nd can put them pretty close together. With the 2nd and 3rd, there must be some potential overlap. Side note; why the multiple ball spawner logic paths? Is it to make it easier to adjust everything in the event of a large-scale track adjustment? Not hating, just, a more direct logic pathway would maybe help with consistency, if this were the issue.
Well... The 1st and 2nd have hit each other in the funnel before. I know that much is possible, albeit exceedingly rare. I realise now that the distance between the 2nd and 3rd triggers (all of hard route #2, plus the reasonably long combined section before the 3rd decision) is probably more than enough to make up for the different logic pathways. In all my testing, I've only seen the balls interfere once, so that's looking much less likely.
Oh it's 100% possible. With the 2nd and 3rd, too. I even grabbed a screenshot where the 2nd ball was still in the funnel, about where it spawned, but my zeepkist was well past the 3rd trigger. (I crashed at the 2nd CP, so the run didn't work out.) If I'd hit the next trigger though, the balls would've interfered for sure. It's all in the RNG bounces. In this case, the 2nd ball was actually still moving upwards at the moment in question. It came close to going through the funnel, but then wrapped around the inner edge and got a slingshot back up.
I don't think Maki skipped a logic gate. The spot people are suggesting it could be done, it cannot. At least, Maki didn't. I'm pretty sure it was an RNG bounce from one of the last 2 balls, staying in the funnel long enough that Maki reached the finish before they all settled.
Can you do a sphinx map which asks you a question and you have 3 doors you can take. After that you have another sphinx again with another question and another doors. This maybe 3 to 5 times. You can reach the finish only if you answer all questions correctly, otherwise the finish is blocked. And of course they a trick questions that are almost impossible to answer. To prevent crowd solving you need a large set of questions and answers. 3 doors and 5 sphinxes will have 3^5=243 possible answers. 4 doors and 5 sphinxes are 1024 possible answers and so on. How many you need depends on you.
You should have had the exit blocked and taking one of the easy paths was the unlock so if the map breaks, it just doesn't open, not hands out a free win.
How about make a track like those ads, choosing which vehicle to use to advance. . Now that zeepkist have wheels for sand, and the glider, and idk what else is there... it is possible.
Not gonna lie, when you said you had a replay that was hard to believe, I was already thinking, "It's one from Sandals, Warcans, or JustMaki." Why? Because it's always one of those 3 who are doing insanity and calling it just another Monday.
So... you die young if you try too hard but not hard enough. . You win when you try a lot harder to actually make a very significant difference. . Or you win when you cheese it...
Before the race starts, Imma guess the fastest path. First Easy, jump across where that raised left is. Second and third hard, and that's the win... Right?
So... did you mess up the placement of the triggers? Because it doesn't look like maki did anything special to get through all 3 hards without getting to the bad ending...
He cut the corner on the second one pretty tight. Might’ve been just outside of the detection area. Either that or he was going so fast that he managed to outrun the ball
I'm 1:58 minutes in and let me guess, this secret run is : easy (cheese it), hard, hard will edit reaction once video ends Edit:.... what.... the................ seriously?
Ok I'm going to start including screenshots of the comments that I build tracks about so put em down below!
I completely forgot the steering inverted existed, so I'd like to reiterate my previous idea with that in mind:
A mindbending tracks where you have to take the bends in the equal but opposite direction (left instead of right and vice-versa, same amount of degrees). Following the road = falling through the level, but going off the road into the wall = you drive through the wall and end up on a new road. But then further mess up people by having some random moments of steering inverted so they have to invert their inverted steering.
a map where you have to use the brake or you are too fast for something
Make a map with wall-riding capabilities, but if you wall ride then something will trigger way later in the level, and trigger an invisible wall that makes you drive over the finish and say “Tryhards don’t deserve this”. Don’t make it kill them, but make them drive straight for 2 minutes to get to a second finish
A dropper map where you fall and try to land in a safe spot and you get teleported to a longer fall each time.
Try a map where you must take one shortcut but not all of them
"yeah, Maki broke my map" is a mood.
But how, though? He just takes the 3 hard routes and nothing happens. That's some BS. Maki is in cahoots with Fiets38. No other explanation. And someone who says otherwise is in on it too
@@danmaardeze I think what happened is he evaded the trigger on the second hard section by cutting the corner.
@@AWriterWandering So you're in on it too, got it.
The pause in the video just at the end? He is hacking.
he might have out run the logic balls
Would have been great if taking all 3 easy paths also blocks the ending with a quote like “you wasted your life playing it safe” or something.
That’s what I thought too
Nah, playing it safe simply means you wasted your life being utterly mediocre, but you reach the finish line steadily, that's the whole point. If you think being utterly mediocre is wasting a life that is, some people just like it steady and uneventful, and from their point of view that's winning in life. And some who take the hardest and most dangerous of paths, but fail, still feel that they are winners, even if it ends in their early demise, as they got to experience life the way they want to till the end. There is not one way to live life after all...
After looking at Maki's run, if I had to take a guess, it is his cut on the second hard section where it looks like he doesnt go directly under the hard sign and so misses the logic gate.
I thought it might have been the weird lag spike at the end allowing him to go over the trap hole before the ball hit the logic gate to open it
Every short cut routes you back to the beginning of the track.
YESS
Me rewatching to make sure what did I miss, how did Maki went through all hard ones and didn't die, then I hear kAN: "Yeah Maki broke my map"
If I have to guess maki missed the second trigger, because that's the only place where he might have missed one.
pulled the map into editor, he did not miss a trigger, the logic system kan had just broke
Yeah, the logic relying on ball physics is good but not perfect apparently
This has to be proof justMaki sold his soul to the zeepkist devil
I once had an idea where you make an underground tunnel track that has a lot of twists and bends and loops back in on itself. Once you make one full lap there’s a logic that opens a path hidden behind a fake wall in one of the tighter bends that you need to find that will lead you to the end, but if you miss it it makes you go around again.
Giving the illusion that the track is infinitely long.
It needs a lot of varying twists and turns though to confuse people’s sense of direction.
That sounds really cool, needs to be hints at which wall section otherwise no one will ever get it though
You should have called it “Choices Have KANsequences”😂
It took me a second to realize, but did Maki just go faster than the logic balls???
Either that or he managed to evade the trigger on the second one.
@@AWriterWanderinghe did comment “just go faster” … so could be he beat the logic
apparently someone else checked and they did drive through where the 2nd trigger is.
Likely just some weirdness with the physics interactions with the balls, the way that the logic gates are built. Unity has inconsistent/buggy physics
just go faster
Lines™️ strikes again
How did Maki broke it? There wasn't any shenanigans in their run. Maybe your logic just had a unity bounce and broke on its own, considering it's physical logic?
Is it possible to race the last ball?
Is it possible to break triggers by doing a texture reload or something? His game seems to stutter for a second only at the end of the run. It looks intentional.
@@ImaGe_ The triggers were already triggered at that point, so no. I think the hitch was unintentional from the recording software.
In theory, it could be possible to go through the trigger with fast enough speed in such way that you never touch the trigger... In similar way as you can fall through the ground in Scrap Mechanic, but that would require extreme high speeds due to the size of the trigger boxes, a near frame perfect execution and subsequently a knowledge where exactly the triggers are. None of those were present, so it must be something else.
I was in a call with maki at the time, not intentional and he did not miss a trigger logic just broke
Idea for ScrapMechanic MM:
Make rooms where every round something changes. It can be an object changing colors, a different color of lighting, a chair having rotated 30° from its initial position, or *nothing changes at all.*
Play 10 rounds, each lasting 2 minutes. The players have to choose whether or not something changed. Red = Yes, something changed. Green = everything is as usual.
You can add a logic system giving the players extra points if they need less than 2 minutes, sort of like in Kahoot. If you answer fast but wrong, you get 0 points including 0 time points. For every correct answer you get 5 points. For every 20 seconds used less than the round lasts you get a time point (first 20 seconds excluded, so the max score is 10 per round). The two players compete against each other, the one with the most points wins.
Really hope to see this concept in a Multiplayer Monday episode,
Cheers
Like the old saying goes, "it wouldn't be Zeepkist without a profound and existential moral lesson to be learned"
Try to build a "Hazards" theme maps, A disaster city scenario with hurricanes that push you off the track if you go wide, rising waters that kill, etc.
Wait so how did he not die after taking all 3 hard routes?
He skipped a trigger
@@Paul_Bedford He just drove the course like normal. I dont see how driving on the road down the center could skip a trigger.
@wisnoskij I don't understand either, but somehow he skipped at least one trigger.
@@Paul_Bedford I would guess a unity physics bug before that.
i think he was just fast enough to beat the logic trigger ball to the ending
So, the lesson is, you just need to live even harder. Or you will die young if you live not quite 100% hard
In the end it doesn't even matter
Could you make a two- or three-lap track where (some of the) paths get blocked after you take them? If you take all the shortest paths on the first lap, you'll be left with some really awkward turns to connect the paths you have left! You might even have to drive a (repeatable) section backwards the second time to connect your remaining paths.
kannnnn love your vids bro been watching forever i got zeepkist bc of u its the best game love your track builds!!
Track idea: every boost pad you touch makes the track harder later on
Should make a track where the shortcuts involve small windows between invisible walls so you have to remember where to aim to get it.
Rail gun track where you accelerate super quickly out of a giant gun and then have to make it through a bunch of pre-made bullet holes through objects to the finish
1:30
Looking at this easy route, I feel like there might be a cheese, jumping over the whole loop. Whether or not that works, it's a good idea for a track: Easy vs Hard mode, but the easy mode actually has a cheese that's faster than the hard mode.
That's where the invisible wall is, you can see it when kAN reads the long message in chat. at 11:47
Im gonna go steal all the cheese from Walmart
have easy and hard tracks but on the easy tracks have unmarked super hard cuts that are faster than the hard track
Another Train Puzzle Track would be fun to see you do again! or A track where each lap you do adds new routes/obstacles onto it making it harder (Standard 3 laps should be fine, idk how hard the logic gates and their moveability is). IF logic gates are unmoveable then what you can do is block the checkpoints with a wall and it gets unlocked only by going through the checkpoint that's currently open, have a little drop off after the checkpoint so people cannot cheese it
If you choose 3 easy ones there should be sth like you died of old age.
A track with at least one choice between one longer looking path and one shorter one but the longer one actually takes less time or saves time on the other point of the track via logic would be interesting, could also be more then one such choices
Here me out: a speed test track, but like your pc speed. The faster route forces you to render an extremely difficult scene, or does somthing with physics objects to cripple your frames. Or make it so facing the pit(tm) is faster, but makes it impossible to play via frame drops.
So a pay to win map? Doesn't sound like a good idea to me.
What about making a track where taking a shortcut disables another shortcut?
Maybe a big shortcut disables another big shortcut, while a small one disables a small one, and maybe you can have shortcuts a, b and c, where a disables b and b disables c but b is a better shortcut (so you either take a and c or b)
He already, did that
@Cherrypizzasquad just went through his uploads, I can't find a track like that
1:41 - i can see the cut from this angle. actually this is the perfect angle
Looks like maki skipped the trigger on the 2nd hard by like a pixel maybe
For this you shouldve made all the triggers for the easy sides.
You then have to trigger atleast one of the easy triggers.
Map idea: a map based on the Matterhorn in Disneyland. A down hill track where you take one of two paths going down theough the mountain, occasionally passing by the "yeti" and one path being obviously faster. The trick is that while one track is in fact faster, the fastest path starts on the slower path and cuts over to the faster path through a shortcut. Maybe make the yeti's cave a shortcut.
Kan made it in the top 3! We are proud of you Kan, you did the appropriate amount of trying! 🎉
I'm pretty sure that one the first easy route, you can just ramp over the turn and it would be basically the same time than the helicopter, thats my best calculation on how Maki got such a good time
Kan: We'll talk about it later.
Later: Yea Maki broke my map
😂
10:49 "oh god steering inverted, f**k"
Track with jumps, and every second you spend on the ground spawns more cats at the end.
mirror maze where halfway through you go into the mirrors and have inverted controls
So, would it be safe to say... you tried so hard. You got so far. But, in the end, it doesn't even matter?
Appropriate considering....
I had to fall to lose it all
But in the end, it doesn’t even matter
kan with logic,feels like dapper with his stuff;D;D
Dapper really started this whole thing with his rock slide nonsense.
You should do a track that uses logic and inconsistent Unity physics to randomize which routes are available on any given run. It would make it near impossible for someone to perfect any one route
DOOM?? is this a reference?!
He didn't fall into the tryhard hole because he didn't have to try justMaki was just on an relaxing sunday drive
What if you made an easy track with a secret pro path? Like it looks like it's a hidden shortcut, but in reality its a huge pro path. I guess that would either mean no checkpoints or sneaky check points. The normal path is still fun, just slower and less painful
The time it takes to do an easy isn't what makes that one the one to do the easy, it's the time *difference* to do the easy compared to the hard
make a track that you can't finish if you take the optimal racing lines
YAY MORE ZEEPKIST
Look like it a 3-input AND gate
At the end/start of each the hard track it will be a switch that conect to the AND gate
If you go through all 3, the AND gate output a 1 and drop the ball which turn on a switch that somehow noclip u to your death
After a bit of testing, I THINK... it's possible, maybe with some RNG bounces, for the balls to get stuck in the funnel.
The convoluted logic/ball pathways create a bit of a discrepancy between the 2nd and 3rd triggers.
I think the 2nd and 3rd balls could interfere with each other, but I'm not skilled enough to confirm it.
Both the 1st and 2nd routes drop a ball, which goes through a trigger, which drops another ball, which goes through another trigger, which drops a ball into the funnel. The 3rd trigger, however, drops a ball directly into the funnel.
The timing with the 1st and 2nd can put them pretty close together. With the 2nd and 3rd, there must be some potential overlap.
Side note; why the multiple ball spawner logic paths? Is it to make it easier to adjust everything in the event of a large-scale track adjustment? Not hating, just, a more direct logic pathway would maybe help with consistency, if this were the issue.
Well... The 1st and 2nd have hit each other in the funnel before. I know that much is possible, albeit exceedingly rare.
I realise now that the distance between the 2nd and 3rd triggers (all of hard route #2, plus the reasonably long combined section before the 3rd decision) is probably more than enough to make up for the different logic pathways.
In all my testing, I've only seen the balls interfere once, so that's looking much less likely.
Oh it's 100% possible. With the 2nd and 3rd, too.
I even grabbed a screenshot where the 2nd ball was still in the funnel, about where it spawned, but my zeepkist was well past the 3rd trigger. (I crashed at the 2nd CP, so the run didn't work out.) If I'd hit the next trigger though, the balls would've interfered for sure.
It's all in the RNG bounces. In this case, the 2nd ball was actually still moving upwards at the moment in question. It came close to going through the funnel, but then wrapped around the inner edge and got a slingshot back up.
I don't think Maki skipped a logic gate. The spot people are suggesting it could be done, it cannot. At least, Maki didn't.
I'm pretty sure it was an RNG bounce from one of the last 2 balls, staying in the funnel long enough that Maki reached the finish before they all settled.
Your should do a ready player one track, where if you go forward it’s difficult and kills you at the end but if you go backwards then you can win.
Can you do a sphinx map which asks you a question and you have 3 doors you can take. After that you have another sphinx again with another question and another doors. This maybe 3 to 5 times. You can reach the finish only if you answer all questions correctly, otherwise the finish is blocked. And of course they a trick questions that are almost impossible to answer.
To prevent crowd solving you need a large set of questions and answers. 3 doors and 5 sphinxes will have 3^5=243 possible answers. 4 doors and 5 sphinxes are 1024 possible answers and so on. How many you need depends on you.
Looks like Maki skipped the second hard trigger by taking the corner shallow, I could be wrong
You should have had the exit blocked and taking one of the easy paths was the unlock so if the map breaks, it just doesn't open, not hands out a free win.
a tack that has a short cut rout but its just a mirro of the track
A map where taking the shortcut puts you in a loop that you can't escape.
Maki didn't break the track, he's just so good he didn't have to try hard and the game acknowledged it.
If the triggers are under the sign, is it possible to jump off the loop toward the saws?
How about make a track like those ads, choosing which vehicle to use to advance.
.
Now that zeepkist have wheels for sand, and the glider, and idk what else is there... it is possible.
Could have had it so if you take all 3 easy it drops you into a 2nd room that says you took too long and died of old age.
The way Maki moves doesn’t look human
I don’t think he did it legit
Not gonna lie, when you said you had a replay that was hard to believe, I was already thinking, "It's one from Sandals, Warcans, or JustMaki." Why? Because it's always one of those 3 who are doing insanity and calling it just another Monday.
First green, jump off onto the main track? That would cut it back
What about bout a track with a ton of shortcuts, some being very hidden, and you can only finish the map by using all of them.
So... you die young if you try too hard but not hard enough.
.
You win when you try a lot harder to actually make a very significant difference.
.
Or you win when you cheese it...
Yeah, maki broke my map
Atleast nobody called it pain in chat
How did the map get broken? Gitch in the logic, or did he actually go fast enough that he outran the activation?
They tried too hard, got so far... but in the end it didn't even matter
Before the race starts, Imma guess the fastest path. First Easy, jump across where that raised left is. Second and third hard, and that's the win... Right?
Oh wow lol, not what I expected
Maki took all 3 but didn't fall? Also a track, but you're on a boat, the boat moves and you have to jump from boat to boat to get to the treasure
So... did you mess up the placement of the triggers? Because it doesn't look like maki did anything special to get through all 3 hards without getting to the bad ending...
I don’t understand how Maki bypassed the trigger for the floor to drop
He cut the corner on the second one pretty tight. Might’ve been just outside of the detection area. Either that or he was going so fast that he managed to outrun the ball
I wager someone found a way to jump from green to green to bypass the first trigger
I was close!
Missed opurtunity to call it choices have kANsequences
kAN builds track with Easy mode, Hard mode, everyone takes the secret level 100 Boss mode.
You should've had one where it said you were to lazy and gave up
Are your ribs still beat up?
Make a track where theres 3 options. 1 easy. 1 hard. and 1 impossible to see how many people try the actually impossible one
Zeepkist players have a CHEESE addiction. LOL
Wait.... Im so confused... I did exactly what maki did and got punished, I assumed he cheesed the last easy
Maki didn't try to hard it was just a casual drive
Make a map where you can take it forwards or backwards (not in reverse)
do the fastest would be easy, hard, hard. this was writtten when the game just started
Easy, Hard, Hard is definitely fastest in a world where exploits don’t exist.👍
Please make a map but make it so you HAVE to do shortcuts
how? U just said a beginning, that all hards will destroy You, and Maki did that,...
I'm 1:58 minutes in and let me guess, this secret run is : easy (cheese it), hard, hard will edit reaction once video ends
Edit:.... what.... the................ seriously?
cant you skip from the easy tracks to the hard skips, not triggering the logic?
rng i guess
Hi
DAY 28 of asking Kan to play grasslands hide & seek map
kAN: So I built this track....
Me: Are you showing it because you want to just show it off or because you didnt finish it....
14 views 5 comments *WASHED* jk awsome vid kan
can you make the mt. akina downhill stage from initial d