Marble Blast Levels 4

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Uploaded by on Sep 5, 2009

14 MBP levels:
Recoil Training (16.17), Keep on Rollin' (7.42), Battlecube (19.06), Technoropes (13.70), Byzantine Helix (7.93), Convoluted Helix (8.82), Astroflight (21.48), Floor Climb (40.73), Bumpy Highway (16.20), Dragged Up! (12.23), Divergence (4.40), Battlecube Revisited (49.31), Slippery Steps (15.51), and Dizzying Heights (33.78).

Notes:
Recoil Training: The 4th gem platform can be done in 2 natural bounces instead of 3, and I screwed up near the end but then I got a nice drop to the finish. So I can do sub-16.
Keep on Rollin': I don't go diagonal before the TM, but it's still my best catch (with several other 7.42's)
Battlecube: Learned how to minimize rebounding at the 4th gem (TM catch is about .5 better than older runs)
Technoropes: I roll on "Go" instead of jump since when rolling gives more traction and control, at least for me
Byzantine Helix: I like this path, but I don't like to do it, since I always fall just short of the finish. During my attempts, I realized that a certain specific jump and angle pattern gives me a much higher probability of getting to the finish (which I've probably used before but forgot, and I might have forgotten it by now... :P ).
Astroflight: One of the two levels here I wasn't really good at. That's all over now, although I might be able to do another .5 seconds faster.
Floor Climb: Regislian might have used this Jump Boost tweak (and 2 edge hits) to get his 38.xx. Can be done faster if I Jump Boost high, skillshot the diamond, and rebound to the tightrope.
Bumpy Highway: The other level I wasn't good at. End could have been faster.
Divergence: I can't do the edge hit for the 3.xx path for some reason, so I improvised and edge hit elsewhere. I also jump on a different trim than for the 3.xx path.
Battlecube Revisited: Like Par Pit and Frictional Battlecube, this is another old path I found (independently of others) that has been revised (although not quite as much as the other levels). The most significant tweak is not getting the 15th diamond until the end, since the ending path goes over that diamond. That tweak also means I don't use the Jump Boost after the 14th diamond, which gives me a direct angle to the 16th (17th before tweak) diamond rather than taking a small turn to get the Jump Boost next to it. The end part on the green surface could have been done diagonally. I nearly missed the finish for some reason, probably due to excessive angle/spin.
Slippery Steps: Very noticeable pause at 3rd diamond, since I didn't want to miss the second edge hit. Can go sub-15.
Dizzying Heights: After the first nuke hit, I almost got stuck to the side. The bit where the 2nd TM is on seems to be angled or something, since I get rebounded at an angle. In this run, the rebound was enough so that I thought I would miss the nuke. To my surprise I didn't, with a hit that went straight up towards the finish.

Songs: Billy Joel - We Didn't Start the Fire (anyone else heard this in history class?), 2-4 Grooves - Writing on the Wall (St. Elmo's Fire), Europe - The Final Countdown 2000

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  • OOO!

    I kept missing the Time Modifiers!! Great runs!

  • nice O.O

  • AWESOME

  • great runs

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