MINIGAMES SWEEPER->restartable, 3-2-1 countdown, CCW spin, spinner moves you(kills you if if moves you to another platform), no wall, 3-2-1 countdown, blue button removes/adds play area floor, red button spins bar opposite way until it's gone as many times CW as it has CCW to stop, multiple players on the bar kills whoever landed 1st (v30)bar instantly stops on game end (v30)SWEEPER 2(SPINNER)->restartable, 3-2-1 countdown, CCW spin, bars kill you after countdown, both teams can hit/+use buttons, outer floor vanishes on game start, 1 quarter flashes red 3 times after 18s before vanishing for 13s-this repeats every 3s afterwards OBSTACLE(1m15s)->can shoot through invis roof, crouch-jump off section 1 wall platforms, round platforms pattern (1st set doesn't count,1-left 4-right) 2-1-3-2-1, false platforms break when touched or shot once, walk off final diving board and hold W--teles to the end (v30)CLIMB(33s)->falling momentum is kept when tele'd back(15+fall dmg), alternating red/white platforms change every 2s(top of red instakills through uber)-can skip 1st or 2nd one if quick enough, jump when touching ramp and strafe up pillar aftwerwards, can jump straight from 2nd normal pillar platform to next section, can skip strafe portion of pillar w/ caber or basher+double jump, square platforms afterwards go down but don't do anything to you-can continue on a down one with crouch-jumping, 9-SQUARE->non-restartable, 5-4-3-2-1 countdown, REDs can't hit/+use buttons, in-between spaces kill, can shoot through invis roof, chosen squares lower through instakill trigger(can strafe around if yours isn't the 1st to fall), game auto-stops on final square FALL GAME(2m53s)->non-restartable, REDs can hit/+use doors and +use controls, outer floor vanishes on game start(millisecond start game button is pressed-ZERO WARNING), can shoot through invis roof but not glass window, can safely doorglitch,, platforms turn red and vanish for as long as someone is on the vanishing floor, DOESN'T! auto-stop on final square, can stand on inside of closed door (v30)STRAFE COURSE->Replaces GLORY HOLE below, start from the far left, don't touch the green lines, 25 dmg per fail, EXTREMELY tight turns--more about timing than speed, can shoot through invis roof, can skip entire course if you somehow go underneath SPEEDRUN(SENPAI CHASERS)(34s)->replayable, numbered buttons do nothing?, can shoot through invis ceiling, both teams can hit unmarked blue button which toggles wall INSTANTLY--w/o warning, falling off either side instakills, both teams can enter either side, slight push forward the entire time, touching the light blue wall or dark ground at any point afterwards sets you back, winning sends you into BLU side near the exit portal(back to main cell area), invis push triggers backwards/forwards to the sides of BLU side (v30)koneecheewah senpai.scout.mp3 on start CARTS(ICE GLIDERS)(66s)->restartable, BLUs can hit RED entrance toggle and KILL button(before game even starts), both teams can go through both sides and hit winner buttons, can shoot through invis walls, a million invis triggers to tele you back on fall (v30)skip near start MUCH harder to pull off (v30)BOX GAME->restartable, 3-2-1 countdown, REDs can +use buttons, boxes fall in a 3x3 pattern, can't shoot through glass, box sides are mostly safe MAZE->Green-Start Red-End, reaching a dead end KILLS you, can shoot through invis ceiling, get tele'd halfway through the correct path MAZE 2(GLORY HOLE)->entire floor is safe until either team hits 1 of 3 blue buttons on upper floor, no invis wall, can cheat w/ /tp, failure drops you into instakill lava (v30)replaced by STRAFE COURSE above MINEFIELD->can shoot through invis roof, mines deal 60ish splash dmg+slight knockback (v30)mine locations are changed JUST enough to fuck you over BOULDER DASH(34s, boulder kills by 38s)->Non-restartable, only BLUs can hit start button, both teams can enter RED side(and get stuck in eachother), BLUS can shoot from catwalks (and fall into instakill lava), invis walls at sides of playable area, Section 1:Can run through without hitting pillars(2hits to break if you want to) Section 2:1-hit doorways once(Random pattern) Section 3:end of correct path falls when you reach near the end and deals at roughly 18 fall damage each time(random pattern), end of game sends you to room near Red Doorway, Red Doorway-RED Warp, Blue Doorway-BLU Warp, if you are unlucky in section 2 or 3, you will die (v30)both teams can hit/+use new button that opens pre-game room, gap in the path to BLU side? Section 3:correct path now falls much earlier(slight floor pattern change at point where it falls) PLINKO->No invis wall around BLU catwalk, spikes move and push you, ending pits alternate between insta-death and tele back to start[Death-Tele-Death-Tele-Death-Tele-Death], can safely stand on and jump across white tops of platforms (v30)correct pits are now clearly shown ASSASSINS CREED->restartable, can shoot through invis BLU side wall, can skip 1st platform, final platform before 1st wall-to-wall, 2nd to last platform before 2nd wall-to-wall, 1st and 3rd(if you strafe) platforms before the end, floor and roof instakill, both teams can enter both sides, red exit is tele to CELL AREA, blu exit is tele to JEOPARDY sign (v30)heal trigger on starting platform WHATARETHOSE->restartable, both teams can hit buttons,can't eureka out after choosing a door, 1.gather REDs/BLUs into underground room 2.hit/+use green button 3.players choose 1 of 3 shoes(auto-sent into leftmost door after 10s w/ map-wide sound) 4.hit 1 of 3 side buttons to kill 5. hit white button to start all over from 2.
MINIGAMES
SWEEPER->restartable, 3-2-1 countdown, CCW spin, spinner moves you(kills you if if moves you to another platform), no wall, 3-2-1 countdown, blue button removes/adds play area floor, red button spins bar opposite way until it's gone as many times CW as it has CCW to stop, multiple players on the bar kills whoever landed 1st
(v30)bar instantly stops on game end
(v30)SWEEPER 2(SPINNER)->restartable, 3-2-1 countdown, CCW spin, bars kill you after countdown, both teams can hit/+use buttons, outer floor vanishes on game start, 1 quarter flashes red 3 times after 18s before vanishing for 13s-this repeats every 3s afterwards
OBSTACLE(1m15s)->can shoot through invis roof, crouch-jump off section 1 wall platforms, round platforms pattern (1st set doesn't count,1-left 4-right) 2-1-3-2-1, false platforms break when touched or shot once, walk off final diving board and hold W--teles to the end
(v30)CLIMB(33s)->falling momentum is kept when tele'd back(15+fall dmg), alternating red/white platforms change every 2s(top of red instakills through uber)-can skip 1st or 2nd one if quick enough, jump when touching ramp and strafe up pillar aftwerwards, can jump straight from 2nd normal pillar platform to next section, can skip strafe portion of pillar w/ caber or basher+double jump, square platforms afterwards go down but don't do anything to you-can continue on a down one with crouch-jumping,
9-SQUARE->non-restartable, 5-4-3-2-1 countdown, REDs can't hit/+use buttons, in-between spaces kill, can shoot through invis roof, chosen squares lower through instakill trigger(can strafe around if yours isn't the 1st to fall), game auto-stops on final square
FALL GAME(2m53s)->non-restartable, REDs can hit/+use doors and +use controls, outer floor vanishes on game start(millisecond start game button is pressed-ZERO WARNING), can shoot through invis roof but not glass window, can safely doorglitch,, platforms turn red and vanish for as long as someone is on the vanishing floor, DOESN'T! auto-stop on final square, can stand on inside of closed door
(v30)STRAFE COURSE->Replaces GLORY HOLE below, start from the far left, don't touch the green lines, 25 dmg per fail, EXTREMELY tight turns--more about timing than speed, can shoot through invis roof, can skip entire course if you somehow go underneath
SPEEDRUN(SENPAI CHASERS)(34s)->replayable, numbered buttons do nothing?, can shoot through invis ceiling, both teams can hit unmarked blue button which toggles wall INSTANTLY--w/o warning, falling off either side instakills, both teams can enter either side, slight push forward the entire time, touching the light blue wall or dark ground at any point afterwards sets you back, winning sends you into BLU side near the exit portal(back to main cell area), invis push triggers backwards/forwards to the sides of BLU side
(v30)koneecheewah senpai.scout.mp3 on start
CARTS(ICE GLIDERS)(66s)->restartable, BLUs can hit RED entrance toggle and KILL button(before game even starts), both teams can go through both sides and hit winner buttons, can shoot through invis walls, a million invis triggers to tele you back on fall
(v30)skip near start MUCH harder to pull off
(v30)BOX GAME->restartable, 3-2-1 countdown, REDs can +use buttons, boxes fall in a 3x3 pattern, can't shoot through glass, box sides are mostly safe
MAZE->Green-Start Red-End, reaching a dead end KILLS you, can shoot through invis ceiling, get tele'd halfway through the correct path
MAZE 2(GLORY HOLE)->entire floor is safe until either team hits 1 of 3 blue buttons on upper floor, no invis wall, can cheat w/ /tp, failure drops you into instakill lava
(v30)replaced by STRAFE COURSE above
MINEFIELD->can shoot through invis roof, mines deal 60ish splash dmg+slight knockback
(v30)mine locations are changed JUST enough to fuck you over
BOULDER DASH(34s, boulder kills by 38s)->Non-restartable, only BLUs can hit start button, both teams can enter RED side(and get stuck in eachother), BLUS can shoot from catwalks (and fall into instakill lava), invis walls at sides of playable area, Section 1:Can run through without hitting pillars(2hits to break if you want to) Section 2:1-hit doorways once(Random pattern)
Section 3:end of correct path falls when you reach near the end and deals at roughly 18 fall damage each time(random pattern), end of game sends you to room near Red Doorway, Red Doorway-RED Warp, Blue Doorway-BLU Warp, if you are unlucky in section 2 or 3, you will die
(v30)both teams can hit/+use new button that opens pre-game room, gap in the path to BLU side? Section 3:correct path now falls much earlier(slight floor pattern change at point where it falls)
PLINKO->No invis wall around BLU catwalk, spikes move and push you, ending pits alternate between insta-death and tele back to start[Death-Tele-Death-Tele-Death-Tele-Death], can safely stand on and jump across white tops of platforms
(v30)correct pits are now clearly shown
ASSASSINS CREED->restartable, can shoot through invis BLU side wall, can skip 1st platform, final platform before 1st wall-to-wall, 2nd to last platform before 2nd wall-to-wall, 1st and 3rd(if you strafe) platforms before the end, floor and roof instakill, both teams can enter both sides, red exit is tele to CELL AREA, blu exit is tele to JEOPARDY sign
(v30)heal trigger on starting platform
WHATARETHOSE->restartable, both teams can hit buttons,can't eureka out after choosing a door, 1.gather REDs/BLUs into underground room 2.hit/+use green button
3.players choose 1 of 3 shoes(auto-sent into leftmost door after 10s w/ map-wide sound) 4.hit 1 of 3 side buttons to kill 5. hit white button to start all over from 2.
You are an absolute madman! Good video!
The Plinko + Maze secret doesnt work? i hit the maze sign and do the plinko but it still kills me