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I show how by using bowling ball clones, we can manipulate Koopa the Quick. You see, Koopa the Quick reacts to bowling ball clones in exactly the same way that he reacts to regular bowling balls. If he encounters a bowling ball moving towards him, then he'll jump over it. If he counters a bowling ball moving away from him, then he'll slow down for it. Since we can place bowling ball clones at will, we can cause some rather unintended situations to occur.
The most interesting of these situations is when we use a bowling ball clone to have Koopa the Quick slow down, at which point he will even run backwards as well. This causes his animation timer to go negative, resulting in him being rendered with animations that were never programmed in.