To the ones who didn’t understand the concept- Each team has 5 cannons The circle in the middle selects which cannon should be triggered As soon as the marbles come out of the circle, they get assigned by the numbers 0 - It sends the Quantity, Durability, Explosion and Child to the 0 cannon 1, 2, 3 and 4 do the same thing All - It does the same thing, just for all cannons. Quantity - It increases the quantity of the ammo which is going to be released by the cannon. Durability - Increase Hp of bullet Explosion - Makes a small explosion Child - It will keep producing children till how many numbers of child there are. They all first make a chain to the cannons. The bullets are released when one cannon touches the release marble. Below each team, there is a circle where the release marble is selected. That’s it
@@TheVikingKing125 > ... it was literally what decided the end of the match. I wouldn't phrase it like that. One side had multiple activations of crisis mode, but never got the upper hand until the last activation. I think the problem with this one is that the mode takes too long to have any noticeable effect, which means that it lasts too long. Since the enemy gets no ammo during crisis mode thanks to the distribution mechanism, it actively penalizes the stronger side while empowering the weaker side. That's what happened at the end. Someone had crisis mode for far too long, which shifted the power balance way in their favor. As a result, the other side entered crisis mode for a bit too long which, due to the first side's already low HP, won them the match.
you say crisis mode lasts too long and is op but the durability stat is the SECOND stat to unlock, which allowed red to constantly cripple blue during the entire game, if it was the final stat or stole life from one core to the other it would have been so much better
@@PerseTheBeat "never got the upper hand" red had lost 2 total hp while blue was on the 800s AFTER getting a bunch of crisis modes and then red lost more than 90% in a single burst from another blue crisis mode, Red had the upperhand the whole time and took blue down to 133hp before getting a single crisis mode while blue had several before that and did nothing with them
This time crisis mode was more balanced, as it usually resulted in the rebuilding of the wires, and starving the enemy of resources, not a wave of destruction that in turn activated the opposing crisis mode
Blue at the start: oh no I’m taking so much damage Blue near the end: hey red, how bout I take 90% of your health Red: fine but what if I take 100% of your health Blue:
Crisis mode is usually a good balancer, but it didn't do that at all in this game. The problem was that blue was getting slaughtered for the entire match, draining their HP every time. By the end, they were almost dead, and when they finally gained the upper hand, it triggered red's crisis mode, which just ended the game right there since blue was already almost dead. It's pretty telling that blue was never ONCE ahead of red in HP, aside for like half a second at 4:50.
Blue litteraly had the crisis mode for 3 minute at a time for the slightest amount of damage for nearly indefinitely but red gets it once and now it's unbalanced?
Late to reply but yeah, thing about this match was that red has had advantage for most of the game. You can see that red had more balls than blue for a good portion of the game despite the fact that Blue got crisis mode multiple times, and Red only got crisis mode once. Despite having multiple crisis modes blue still lost. The imbalance wasn't the crisis mode. It was the fact that Red had favorable odds with the number of balls it got through out the game. Can't really say it was imbalanced if one side got it more than the other and still lost.
Crisis mode works better here than in many of the other game modes because it largely allows the player receiving it to rebuild rather than letting them make some kind of overwhelming counterattack. This prevents them from being immediately wiped out, but doesn't end up meaning they're actually better off than if their opponent hadn't attacked them. Real eureka moment when you realize the wires are actually part of the playing space. Kinda like the fortress destruction where the buttons were physically part of the fortress and could be smashed to prevent the opponent from using them.
i disagree completely. no attack was stopped at all by crisis mode defense in this video. every attack only stopped because the attacker had nothing left to shoot because crisis mode killed their eco.
I think this race was less determined by crisis mode, and moreso the uneven mechanism in the circle in the middle. It has to start off moving _some_ direction, which combined with the biased method it distributes the balls in, pretty much leads to one side getting 99% of the balls. Could've done something a little less blatantly biased depending on which direction it's spinning, I think.
Yeah you're actually correct by saying: "the outcome of the victory is less determined by crisis mode, and more by the uncertainty of the game" because the uncertainty of the game comes from the trajectory, and direction that the "attack spheres" are moving because the speed, and direction of the "attack spheres" often decides the outcome there are a lot of times that these things actually rocket around inside of the "main attack sphere hub," and go inside the "attack options" randomly he that could actually help with the victory outcome later on, And in a way that actually makes you very correct! 😅😅😅😉😉😉
At the start, I actually didn't understand what's this video is about, but I understood it now. This time, the crisis mode is much too powerful than the others. I really like the line which is created by the marbles. Nice video as always, keep going man!
Liked this one a lot! Crisis mode seems extremely strong like before, but was much closer to being a more balanced catch-up mechanism. I think less duration on crisis would've made it a little bit more reasonable
Crisismode was way too powerful. You probably should make it end as soon as the side having it on deals core damage. Maybe a cooldown would also be an option since at one point blues crisis mode ended and just a second later turned back on. Or a limit on how often it can turn on in general, with it having a fixed duration.
I disagree, mostly because that Blue got crisis mode twice and still lost, while Red only got it once when it was on the only time it was on the back heel. Blue was at a disadvantage due to Red being constantly loaded with balls, even when the distributor in the middle was spinning to feed blue, red still had quite a bit going its way.
I think crisis mode tries to fix an underlying flaw in the design - once a team attacks it takes away the other teams ability to attack. This means the game is built on snowballing from the start.
Yeah! After all very powerful things that are, so powerful to the point where some consider them to be broken that can spike up controversy can show you an underlying narrative: "is this thing something broken that we should remove, or possibly "Nerf" (meaning make it weaker in the next update), or is this something that reveals an underlying issue with how fun of an experience the game is, and has to offer?" Which I consider your claim to be a valid argument with what I'm trying to explain to you here, So in a way you're actually right! 😅😅😅😅😅😅
It was pretty fair, Red didn't have to depend on Crisis Mode to win even wth constant crises from Blue. It's only because of that last one that Red had to use its crisis mode.
These Core Destruction matchups are always interesting. Blue almost won because of crisis mode though, not a fan of that. Crisis mode is good for getting back into the game but shouldn't provide the win. I'm glad Blue ended up losing.
@@pemain_gachalife3270 most of the marbles at the start (60% at most) were going to blue, blues luck was not very consistent unlike red, who'd save up and because they were awful at getting release marbles, they saved a bunch, causing blue to go into crisis mode 3 times
I love this, so I saw mikan some where in January this year and ever since I've been addicted to watching it, so listen. Mikan! just recently my dog died and your videos have been helping me through thank you for not stopping I don't know who you are I don't know where you are but thank you for everything.
The problem here is that when one side gains the upper hand, it's likely to keep the upper hand. Crisis Mode helps, but it doesn't switch sides fast enough.
Only major suggestion I have is to turn the status numbers on the blue side to white, or lighten the background behind them, because they’re hard to see on low values when the bar isn’t behind them.
This was cool to watch but the suspense kind of evaporated once I saw who has the advantage and how unlikely it was for blue to come back. Even with the help of 4 separate crisis mode triggers it could not get an advantage and was constantly on the back foot. Leaving the only chance at victory being a one shot with a final crisis or die when the other side inevitably had thier's activate. Which takes the suspense of wondering who's gonna win and just turns it into "how bad is this stomp going to be. As opposed to something like the structure construction battle that went back and forth constantly with no clear way to tell who was gonna win. Personally I don't know how I would Bette balance these battle concepts and I'm sure you put a lot of thought into them and do testing. I just wish to give my thoughts on how these feel watching is all. Looking forward to what you come up with next
nice race, l0ve all the variations you give us but like for me the same set with a different outcome would also be great and then that time with improved graphics on the objects. Keep it up!
As someone who loves AI battles and random probabilities, I could tell from the start this particular game was going to be stacked one way or the other. It’s a cool concept, but I think putting the neurons as the first line of defense was what skewed this whole thing. While one side was rebuilding neurons, the other was already making a more devastating second attack. It kind of directly necessitated the need for a crisis mode, which I feel also really hampered it. If I had to make a suggestion, something like a cannon that can build defenses would be cool, like it shoots out a brick that has 20 hp, and can build walls over time with it.
13:11 the final beat was just perfect❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥 I love this channel it makes me feel so relaxed.❤❤❤
4:35 Was super satisfying to see Red barely get the shot off and then shred through Blue's defenses. 6:32 YOOOO AND RED HAD NO MERCY HERE 12:02 Ok that was devastating to Red but... at least Blue's almost dead? 13:10 But Crisis Mode has Red's back, as they deal the killing blow!
This is definitely one of the most interesting ones I've seen! Also, in terms of music, maybe some variety might be called for? Some drum n bass wouldn't go amiss, I think.
I personally choose the cool colors like blue purple and all those types and all i have to say about this i had my jaws on the floor while watching blue clutch up, and still lose 🤣🤣🤣 This was the most intense battle video tbh
That was great. side A could have gotten their revenge after being nearly rid themselves, but ultimately failed by a few hundred HP. That was way too close. (Also, music sync =) I just want to mention this: i've seen that you have a Twitch channel where you consistently host interactive streams, but you never really mention it in any video actively. This is the first time i've seen a link to it at the end of the video at all. It might be good to promote.
look at the health, blue was down at 16% of red's health with the first salvo and .03% with the second. Red was only taken down to 245 and had guns 3 and 4 still loaded.
Someday your little brain will notice a pattern that absolutely in any video, the song "Mortals" or "Light Up" plays at the end, and it specially adjusts the music at the end of the game
Eventually you're gonna take a look at these videos and realize with your peanut brain "wait a minute, IT'S MEANT TO SYNC!!!" and you're gonna die on the spot because your brain can't handle information that complex
I came here coz my 5-year-old loves the sight of it, and loves watching it muted. I wasn’t aware that it’s actually a GAME, and a kinda’ brainer one. Whoa (insert Bill and Ted whoa here) Br.: Boomer Dad in his early forties
⚠️ SPOILERS BELOW ⚠️ Before 11:30 - Red is just chillin with 4000+ HP while blue is down to less than 900. At 11:30 - CRISIS MODE give blue the boost it needs to begin building up a mega barrage that quickly brings red to its knees at only 245 HP. Meanwhile, blue goes down to a measly 133 HP from a particularly powerful shot from red. At 13:00 - Red losing HP so quickly triggers CRISIS MODE again, but this time it goes in their favor and gives them the strength they need to finally destroy blue. And as such, blue explodes only moments later, ending the fight in glorious fashion.
It's an interesting concept for certain but it seems too busy. There's nothing wrong with simplistic ideas. Maybe remove a turret or 2. Also the crisis mode was an interesting idea but as proven again it's very overpowered and always turns the tables from having a near perfect match to suddenly being on the brink of destruction.
hey! Mikan! I got an idea for you ya know how monochrome almost never wins? How about you make a video called monochromes revenge. monochrome is piloting a giant killer machine dragon(European) witch has lasers, and claws, and a big mouth it bites with, and homing spikes, witch slow down a marble, also touch it is death it's a who can survive the longest type of race with the marbles running away, also when it gets the homing spikes it targets rainbow first(they are enemy's), the homing spikes are on its back And it has a big zigzag mouth(either uniform or different) that it shoots lasers and bites with, it's claws move it along but not smooth more like wild charges of varying strengths, it also has tonge spike(like imposters from among us) that spears the closest marble to the machine also has hand cannons it stops moving and raises it's claws to point at the marbles before multiple missiles shoot out and explode it starts with claw slash, then getting bite, then getting homing spikes, then getting tongue stab, then lasers also the marbles can trigger switches that fire missiles the stun the dragon and it's basic marble system to fire the weapons, marbles in spinny core, touch the things that takes them to their places witch fires the weapons. You know all this hope this isn't too hard too make if it is I am okay with waiting a while if you do this, thanks in advance
crisis mode is just a different name for turn the battle 180 degrees, and it waited for red to just about die before kicking in while when blue had one of their paths even slightly damaged it would kick in and stay on for 9 minutes
To the ones who didn’t understand the concept-
Each team has 5 cannons
The circle in the middle selects which cannon should be triggered
As soon as the marbles come out of the circle, they get assigned by the numbers
0 - It sends the Quantity, Durability, Explosion and Child to the 0 cannon
1, 2, 3 and 4 do the same thing
All - It does the same thing, just for all cannons.
Quantity - It increases the quantity of the ammo which is going to be released by the cannon.
Durability - Increase Hp of bullet
Explosion - Makes a small explosion
Child - It will keep producing children till how many numbers of child there are.
They all first make a chain to the cannons.
The bullets are released when one cannon touches the release marble.
Below each team, there is a circle where the release marble is selected.
That’s it
Thanks for explanation :)
I loved this battle!
@@mikan2d you’re welcome!
Don't forget crisis mode.
what about the occasional blinking marbles?
Nice match, but once again the "crisis mode" seems to be just a bit overpowered, though to a much lesser extent than previous versions.
Honestly went a little to hard. Mikan has done it better before but this time it was literally what decided the end of the match.
@@TheVikingKing125
> ... it was literally what decided the end of the match.
I wouldn't phrase it like that. One side had multiple activations of crisis mode, but never got the upper hand until the last activation.
I think the problem with this one is that the mode takes too long to have any noticeable effect, which means that it lasts too long. Since the enemy gets no ammo during crisis mode thanks to the distribution mechanism, it actively penalizes the stronger side while empowering the weaker side.
That's what happened at the end. Someone had crisis mode for far too long, which shifted the power balance way in their favor. As a result, the other side entered crisis mode for a bit too long which, due to the first side's already low HP, won them the match.
you say crisis mode lasts too long and is op but the durability stat is the SECOND stat to unlock, which allowed red to constantly cripple blue during the entire game, if it was the final stat or stole life from one core to the other it would have been so much better
@@PerseTheBeat "never got the upper hand" red had lost 2 total hp while blue was on the 800s AFTER getting a bunch of crisis modes and then red lost more than 90% in a single burst from another blue crisis mode, Red had the upperhand the whole time and took blue down to 133hp before getting a single crisis mode while blue had several before that and did nothing with them
This time crisis mode was more balanced, as it usually resulted in the rebuilding of the wires, and starving the enemy of resources, not a wave of destruction that in turn activated the opposing crisis mode
Blue at the start: oh no I’m taking so much damage
Blue near the end: hey red, how bout I take 90% of your health
Red: fine but what if I take 100% of your health
Blue:
imo that's the issue with crisis mode, the burst causes whichever side activated it to go op for a long time which is what ends games
Blue is not alive anymore
But blue experienced crisis mode like 4 times and it was the last time that drained red
Blue: You've literally been doing that this entire game.
Red said “Okay, my turn” so much here it was only Blue’s turn once
Crisis mode is usually a good balancer, but it didn't do that at all in this game. The problem was that blue was getting slaughtered for the entire match, draining their HP every time. By the end, they were almost dead, and when they finally gained the upper hand, it triggered red's crisis mode, which just ended the game right there since blue was already almost dead. It's pretty telling that blue was never ONCE ahead of red in HP, aside for like half a second at 4:50.
crisis mode should be nerfed if the other team has too low hp
This is in spite of the fact that Blue's Crisis Mode was active up until around when Red hit like 250 hp
Blue litteraly had the crisis mode for 3 minute at a time for the slightest amount of damage for nearly indefinitely but red gets it once and now it's unbalanced?
Late to reply but yeah, thing about this match was that red has had advantage for most of the game. You can see that red had more balls than blue for a good portion of the game despite the fact that Blue got crisis mode multiple times, and Red only got crisis mode once. Despite having multiple crisis modes blue still lost. The imbalance wasn't the crisis mode. It was the fact that Red had favorable odds with the number of balls it got through out the game. Can't really say it was imbalanced if one side got it more than the other and still lost.
Crisis mode works better here than in many of the other game modes because it largely allows the player receiving it to rebuild rather than letting them make some kind of overwhelming counterattack. This prevents them from being immediately wiped out, but doesn't end up meaning they're actually better off than if their opponent hadn't attacked them.
Real eureka moment when you realize the wires are actually part of the playing space. Kinda like the fortress destruction where the buttons were physically part of the fortress and could be smashed to prevent the opponent from using them.
i disagree completely. no attack was stopped at all by crisis mode defense in this video. every attack only stopped because the attacker had nothing left to shoot because crisis mode killed their eco.
@@BayWa4eva "Because crisis mode"
@@BayWa4eva so it was stopped by crisis mode?
@@unodos-i1p nobody said the opposite.
@@BayWa4evai do
I think this race was less determined by crisis mode, and moreso the uneven mechanism in the circle in the middle. It has to start off moving _some_ direction, which combined with the biased method it distributes the balls in, pretty much leads to one side getting 99% of the balls. Could've done something a little less blatantly biased depending on which direction it's spinning, I think.
Yeah you're actually correct by saying: "the outcome of the victory is less determined by crisis mode, and more by the uncertainty of the game" because the uncertainty of the game comes from the trajectory, and direction that the "attack spheres" are moving because the speed, and direction of the "attack spheres" often decides the outcome there are a lot of times that these things actually rocket around inside of the "main attack sphere hub," and go inside the "attack options" randomly he that could actually help with the victory outcome later on, And in a way that actually makes you very correct! 😅😅😅😉😉😉
At the start, I actually didn't understand what's this video is about, but I understood it now. This time, the crisis mode is much too powerful than the others. I really like the line which is created by the marbles. Nice video as always, keep going man!
Liked this one a lot! Crisis mode seems extremely strong like before, but was much closer to being a more balanced catch-up mechanism. I think less duration on crisis would've made it a little bit more reasonable
Crisismode was way too powerful. You probably should make it end as soon as the side having it on deals core damage. Maybe a cooldown would also be an option since at one point blues crisis mode ended and just a second later turned back on. Or a limit on how often it can turn on in general, with it having a fixed duration.
which was at 9:43
true. red got nothing and almost died even though they were playing better
I disagree, mostly because that Blue got crisis mode twice and still lost, while Red only got it once when it was on the only time it was on the back heel. Blue was at a disadvantage due to Red being constantly loaded with balls, even when the distributor in the middle was spinning to feed blue, red still had quite a bit going its way.
I think crisis mode tries to fix an underlying flaw in the design - once a team attacks it takes away the other teams ability to attack. This means the game is built on snowballing from the start.
Yeah! After all very powerful things that are, so powerful to the point where some consider them to be broken that can spike up controversy can show you an underlying narrative: "is this thing something broken that we should remove, or possibly "Nerf" (meaning make it weaker in the next update), or is this something that reveals an underlying issue with how fun of an experience the game is, and has to offer?" Which I consider your claim to be a valid argument with what I'm trying to explain to you here, So in a way you're actually right! 😅😅😅😅😅😅
Very nice concept! Only downside was crisis mode almost entirely flipping the game from fair loss to crushing win.
what about any of this game was fair for Blue?
It was pretty fair, Red didn't have to depend on Crisis Mode to win even wth constant crises from Blue. It's only because of that last one that Red had to use its crisis mode.
These Core Destruction matchups are always interesting. Blue almost won because of crisis mode though, not a fan of that. Crisis mode is good for getting back into the game but shouldn't provide the win. I'm glad Blue ended up losing.
This is not fair just look at the beginning all the marble is going at red because it was spinning to red
@@pemain_gachalife3270 most of the marbles at the start (60% at most) were going to blue, blues luck was not very consistent unlike red, who'd save up and because they were awful at getting release marbles, they saved a bunch, causing blue to go into crisis mode 3 times
Underrated comment.
I love this, so I saw mikan some where in January this year and ever since I've been addicted to watching it, so listen.
Mikan!
just recently my dog died and your videos have been helping me through
thank you for not stopping
I don't know who you are
I don't know where you are
but thank you
for everything.
There's something so satisfying about blue's death being in sync with the beat drop.
The problem here is that when one side gains the upper hand, it's likely to keep the upper hand. Crisis Mode helps, but it doesn't switch sides fast enough.
12:35 i never thought a bunch of marbles destroying eachother would be so epic
Only major suggestion I have is to turn the status numbers on the blue side to white, or lighten the background behind them, because they’re hard to see on low values when the bar isn’t behind them.
Goddamn Mikan, the timing on Wariyo is just so absolutely perfect. Im so glad to hear it again
This was cool to watch but the suspense kind of evaporated once I saw who has the advantage and how unlikely it was for blue to come back.
Even with the help of 4 separate crisis mode triggers it could not get an advantage and was constantly on the back foot. Leaving the only chance at victory being a one shot with a final crisis or die when the other side inevitably had thier's activate. Which takes the suspense of wondering who's gonna win and just turns it into "how bad is this stomp going to be. As opposed to something like the structure construction battle that went back and forth constantly with no clear way to tell who was gonna win.
Personally I don't know how I would Bette balance these battle concepts and I'm sure you put a lot of thought into them and do testing. I just wish to give my thoughts on how these feel watching is all.
Looking forward to what you come up with next
A lot of the times a team makes a comeback with "Crisis mode" and it makes you think twice before you choose the winning team.
12:19 pm will not stop me from watching core destruction
Plentiful, durable, explosive children... great.
nice race, l0ve all the variations you give us but like for me the same set with a different outcome would also be great and then that time with improved graphics on the objects. Keep it up!
As someone who loves AI battles and random probabilities, I could tell from the start this particular game was going to be stacked one way or the other. It’s a cool concept, but I think putting the neurons as the first line of defense was what skewed this whole thing. While one side was rebuilding neurons, the other was already making a more devastating second attack. It kind of directly necessitated the need for a crisis mode, which I feel also really hampered it. If I had to make a suggestion, something like a cannon that can build defenses would be cool, like it shoots out a brick that has 20 hp, and can build walls over time with it.
13:11 the final beat was just perfect❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥❤️🔥 I love this channel it makes me feel so relaxed.❤❤❤
This is without doubt the most tense and exciting one yet, holy moly! wow!!!
wow expensive thank you mikan
So close blue dude!
_Long paragraph that displays my appreciation for this video existing_
why does man have to post when it’s 1 am here
worth the good content tho
ohhh i liked the close final, great one Red and MIKAN!!
4:35 Was super satisfying to see Red barely get the shot off and then shred through Blue's defenses.
6:32 YOOOO AND RED HAD NO MERCY HERE
12:02 Ok that was devastating to Red but... at least Blue's almost dead?
13:10 But Crisis Mode has Red's back, as they deal the killing blow!
This is such an interesting concept lol
This is definitely one of the most interesting ones I've seen!
Also, in terms of music, maybe some variety might be called for? Some drum n bass wouldn't go amiss, I think.
This is a cool concept
I personally choose the cool colors like blue purple and all those types and all i have to say about this
i had my jaws on the floor while watching blue clutch up, and still lose 🤣🤣🤣
This was the most intense battle video tbh
That was great. side A could have gotten their revenge after being nearly rid themselves, but ultimately failed by a few hundred HP. That was way too close. (Also, music sync =)
I just want to mention this: i've seen that you have a Twitch channel where you consistently host interactive streams, but you never really mention it in any video actively. This is the first time i've seen a link to it at the end of the video at all. It might be good to promote.
Red: BYE BYE!
Blue: * epic comeback *
Red: * even more epic comeback *
Blue: we cab hurt some of their wires every once in a while.
Red every 2 minutes: would you like to return to monkey?
the crisis mode is more like an advantage than the one that is losing, that's why the red team almost lost
look at the health, blue was down at 16% of red's health with the first salvo and .03% with the second. Red was only taken down to 245 and had guns 3 and 4 still loaded.
Blue when getting crisis: Trying to survive the fight.
Red when get the crisis: Now your done for.
12:29 Red wires are in a worst position the crisis mode should go to red
Crisis mode should never detract from the winning team, only increase temporarily the power of the side losing.
The blue in the last minute just said No, im winning now!
I like that we ended with Mortals, which is my favorite song out of NCS
Crisis mode was a bit too much in this - it almost gave the game to blue which would have been absurdly unfair given the scores at that point
This is one of my favorites mikan videos
Being able to zoom into the video on my phone is a game changer!
That was the biggest clutch I have seen in my life!
For a moment, I thought that was going to go like the House Cup at the end of a Harry Potter novel.
this looks like one of those arcade games you don't understand but you play anyways and then lose
6:27 Me seeing the All Fire marble get destroyed immediately: =[]
6:39 Me seeing the All Fire marble shoot all cannons: =]
Blues base exploding was perfectly timed with the beat drop
Someday your little brain will notice a pattern that absolutely in any video, the song "Mortals" or "Light Up" plays at the end, and it specially adjusts the music at the end of the game
Eventually you're gonna take a look at these videos and realize with your peanut brain "wait a minute, IT'S MEANT TO SYNC!!!" and you're gonna die on the spot because your brain can't handle information that complex
So wonderful!
Can you rematch with 2 another colors or more colors?
blue is like having a brillionaire dad to save the shit for the whole time
I really liked the part when Red said "It's marblin' time", and started marbling the hell out of Blue
10:00 red deprived of any ammo
I came here coz my 5-year-old loves the sight of it, and loves watching it muted. I wasn’t aware that it’s actually a GAME, and a kinda’ brainer one. Whoa (insert Bill and Ted whoa here)
Br.: Boomer Dad in his early forties
12:13 Blue had a redemption arc right there
⚠️ SPOILERS BELOW ⚠️
Before 11:30 - Red is just chillin with 4000+ HP while blue is down to less than 900.
At 11:30 - CRISIS MODE give blue the boost it needs to begin building up a mega barrage that quickly brings red to its knees at only 245 HP. Meanwhile, blue goes down to a measly 133 HP from a particularly powerful shot from red.
At 13:00 - Red losing HP so quickly triggers CRISIS MODE again, but this time it goes in their favor and gives them the strength they need to finally destroy blue. And as such, blue explodes only moments later, ending the fight in glorious fashion.
Red RIP blue
Blue no boi baby!
Red NOOOOOOOOO…. Phew!
Red bye blue
Im the one who was in the premiere lol
It's an interesting concept for certain but it seems too busy. There's nothing wrong with simplistic ideas. Maybe remove a turret or 2. Also the crisis mode was an interesting idea but as proven again it's very overpowered and always turns the tables from having a near perfect match to suddenly being on the brink of destruction.
13:07 Red: C A G A S T E
Blue hogging crises mode all match and then almost wiping out red in one blow 😂
You almost masacered my boy but he recovered ❤
“Quantity”
“Durability”
“Explosion”
“C H I L D”
Thank you for new interesting videos. Keep up the good work.
Me: *Sees Red fire a few cannons about 15 seconds before the beat drop*
Me: Oh hell yeah, we won!
Man, blue barely had a chance. :(
Nice drop sync at the end
кандай жакшы видео экен брат муну түшүнөсүң деген үмүттөмүн
hey! Mikan! I got an idea for you ya know how monochrome almost never wins? How about you make a video called monochromes revenge. monochrome is piloting a giant killer machine dragon(European) witch has lasers, and claws, and a big mouth it bites with, and homing spikes, witch slow down a marble, also touch it is death it's a who can survive the longest type of race with the marbles running away, also when it gets the homing spikes it targets rainbow first(they are enemy's), the homing spikes are on its back And it has a big zigzag mouth(either uniform or different) that it shoots lasers and bites with, it's claws move it along but not smooth more like wild charges of varying strengths, it also has tonge spike(like imposters from among us) that spears the closest marble to the machine also has hand cannons it stops moving and raises it's claws to point at the marbles before multiple missiles shoot out and explode it starts with claw slash, then getting bite, then getting homing spikes, then getting tongue stab, then lasers also the marbles can trigger switches that fire missiles the stun the dragon and it's basic marble system to fire the weapons, marbles in spinny core, touch the things that takes them to their places witch fires the weapons. You know all this hope this isn't too hard too make if it is I am okay with waiting a while if you do this, thanks in advance
Red: "does 1 dmg to blue who is a bout to die"
Blue: CRISIS MODE!!!
THIS FIGHT WASNT FAIR TO BLUE!! RED GOT EVERY MARBLE AT THE END!!!!!😡😡😡😡🤬🤬🤬
And thats why life is unfair
the end the music was perfectly timed
I keep wanting to do running sports commentary for these.
Blue's counterattack was inspiring, but it was just too little too late!
crisis mode is just a different name for turn the battle 180 degrees, and it waited for red to just about die before kicking in while when blue had one of their paths even slightly damaged it would kick in and stay on for 9 minutes
hello mikan im a big fan you deserve 1M subs or more
Crisis mode felt like it did nothing for quite a while, until it did nearly the full HP pool as damage. There was no inbetween.
*vaya... El rojo no recibió casi nada de daño hasta los últimos momentos de la batalla* 😢🔵👊🔴
pero azul era mas debil
I watched every core destruction and every of them is a fair game and the best and the best ever videos I love them
-What I say abut the videos
A race suggestion : squid race
Hit the core of enterprise in Algodoo
Incredibly timed
Perfectly timed ending tho noice
Best rvb fight yet
was expecting it to be a one sided stomp the full way through byt blue almost pulled it back
I had absolutely know idea how anything in this race worked
Im addicted with this crisis mode!
Crisis mode is kind of like a Deus ex machina plot device. It cheapens any comeback that the losing team makes.
man i like this
marble race
FINALLY! MY COLOR ACTUALLY WON
Yay i'm all in for red too ! Would have been so unfair to lose after defending against 3 crisis mode !!
Awwww, I thought I would see a great comeback from Blue. Still they cornered Red though.
imagine if this was a real battle and a solider is like sir our 30 marbles with 6 explosive children that hit 12 times where effective
I am seeing a pattern of one side being slightly favored by the "random" dispersion, and that side always winning....
Bro 1 am fr?
almost come back
Nice battle
So... yeah, about how I expect a match of Blue vs anyone to go on this channel.
When you deal 2 dmg, then get sent into perpetual crisis mode
It’s just him extending the view time instead of letting it play out fairly