Why is this guy obsessed with how many times the A button gets pressed? When does the crazy stuff start?
And this is why you gotta be careful with wrapping in your code.
As someone who hasn't played Mario 64
Getting this one star would take over 12 hours according to this video.
So how and why would anyone ever do this?
I mean, it surely is impressive to say the least (mainly because it's full of math and I hate math, yet I understood all of it).
But the usability of this particular method of getting this (and possibly other) star(s) would be useless.
Getting this one star would take over 12 hours according to this video.
So how and why would anyone ever do this?
I mean, it surely is impressive to say the least (mainly because it's full of math and I hate math, yet I understood all of it).
But the usability of this particular method of getting this (and possibly other) star(s) would be useless.
Then you missed the best part.
And the glitches this guy finds. I love that particular one from the Bowser Glitches Video:
Weirded out how he pronounces Mario it "Märiou"!
So is this how the Millennium Falcon did the Kessel Run in 12 parsecs?
damnit, someone made this joke 40 posts before me
First time i heard about a button challenge run on any game. Is this a thing now?
It's actually shown quite clearly in the video.
Basically, while Mario's "real position" is stored as a specific data type that allows it to have an absurdly-huge value (for the purposes of the engine), the level itself has a specific boundary set to it on each axis. The engine handles things being outside of these boundaries by using the modulo operation, which basically returns the remainder after dividing evenly however many times as possible. The end result, is that the "useful" position for Mario, the position actually used for detecting collision with terrain, is some number within the level boundaries.
Even though Mario's "real position" is far outside of the map's boundaries, the engine's math for determining the value to use for collision detection always remains within the boundaries. This makes it so that Mario can collide with the terrain inside of the level boundaries, despite that he is himself not inside the level boundaries.
To put it simply, it says "Mario is at (X, Y)," after doing math, and deals with collision as if he is there, regardless of whether or not he actually is.
I wonder why though was Marios movement engine not reacting well to certain conditions when it was bounded or did the designers just not think of the race cases. I would love to have a back and forth with a few speed runners and the original developers Iwata asks style.
There's already something a little sad about speedrunning, but I understand why there are any% runs, no-glitch runs, 100% runs, etc.
But seeing such thought and effort poured into such an asinine goal is extra depressing somehow.
Mostly the fact that saying there are parallel universes can be a bit misleading because of the implications it has - it sounds a lot fancier than it actually is, and doesn't necessarily represent what's going on.
Still, one could reasonably come up with an easy-to-say term that describes what's going on, or rather, simply file it under myriad other glitch types that are commonly used in breaking down games of many types (wrong warps, screen-wraps, or in this case, an out-of-bounds glitch). Calling it a parallel universe is a bit needlessly-fanciful, considering all of the things it doesn't have in common with the concept.
This was a god tier video. But what raised it to OMEGA XIS GOD TIER was the fact that he had to plan the physical route through the PU grid to get back to the "real" map so that he could utilize objects that are not replicated in the PUs. What the fuck.
And this is why you gotta be careful with wrapping in your code.
As someone who hasn't played Mario 64,
People didn´t know about half pressing?
Why? Sure if it affects actual players like in bug ridden games, but thanks to the universe being the way it is in this game, we get, well, videos like this, which is just incredible to watch imo (as are the reactions in this thread), seeing the physics of that universe being reverse engineered and put to use like that. (Of course the problem isn't the float => short cast but how the match of physics and collision detection lets mario build up speed indefinitely though.)
Poor taste.
Just watched this video by pannenkoek2012 and my mind is broken. I've enjoyed speedruns for a while now but I've never had an appreciation for glitching or TAS runs until now! The amount of work that went into breaking down Super Mario 64 is seriously impressive. This video might just be one of the best uses of your 25 minutes today.
Holy poo poo!
Basically, at some point years ago, somebody realized they could get one of the stars in Mario 64 without jumping. So they said, "Let's see how many of the stars we can get without jumping."
Then they realized that it was impossible to get all of the stars without jumping, so they said, "Let's try to beat the game with as few A button presses as possible."
And some people got really into this and started finding glitches and exploiting them for the sole purpose of reducing the number of A button presses in the game.
And then this video happened.
I have never seen such a convoluted explanation of modular arithmetic in my life. Jesus christ