ITT: Artificial difficulty

ITT: Artificial difficulty

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  1. 1 week ago
    Anonymous

    I think I only ever bonked on that one and some of the ones in Tick Tock Clock.

  2. 1 week ago
    Anonymous
    • 1 week ago
      Anonymous

      Frick these guys and their one hit kill railguns, what the frick were they thinking?
      Advice to anybody thinking of playing the original red faction, once you are going through some caves fighting monkey bats, and get to a cutscene with a midget wielding a staff and wearing a shitty costume, just stop playing. It's all down hill from there.

  3. 1 week ago
    Anonymous

    What's the issue here?

    • 1 week ago
      Anonymous

      It's a picture from the recent video by pannenkoek which exhaustively details all of the invisible walls and/or unintended geometry of Mario 64. Due to a misalignment between the various polygons of the mushroom and the way in which surfaces are programmed, each of those red columns represents a surface that Mario can bonk into if traveling at the correct distance and speed.

    • 1 week ago
      Anonymous

      There's an invisible wall surrounding the mushroom that will sometimes act up and cause you to smack into it. Sometimes.
      Due to an oversight error from how SM64 handles numbers via rounding, if something with a wall or ceiling isn't place JUST right, you end up with invisible infinite height walls. But only sometimes, depending on your speed and how you jump at it.
      Pannenkoek's newest video on it is like... four hours long. Why the frick do you need a theoretical physics degree for Mario at this point?

    • 1 week ago
      Anonymous

      If mario ever overlaps that 1 unit wide wall (keeping in mind that mario moves more than 1 unit per frame) he will stop/bonk. Most of the time you'll pass through it harmlessly but occasionally you'll just bonk for seemingly no reason and die. There are a bunch of these in game because if a ceiling doesn't have a floor over it, it makes these walls. So anywhere the things aren't aligned properly these will exist. No need to watch a 4 hour autism video for what can be explained in 3 minutes.

      • 1 week ago
        Anonymous

        It's 4 hour autism because it's not just an explanation of why it happens in abstract, but exhaustively detailing every single instance as a reference guide. Watching that video front to back is like reading a dictionary.

        There's an invisible wall surrounding the mushroom that will sometimes act up and cause you to smack into it. Sometimes.
        Due to an oversight error from how SM64 handles numbers via rounding, if something with a wall or ceiling isn't place JUST right, you end up with invisible infinite height walls. But only sometimes, depending on your speed and how you jump at it.
        Pannenkoek's newest video on it is like... four hours long. Why the frick do you need a theoretical physics degree for Mario at this point?

        Same reason you need a english degree to understand Shakespeare. Mario 64 is a piece of media that has been consumed ardently and voraciously by a number of people that their creators could have never intended. People, by their nature, are going to overexamine every facet of the original media in the hopes it gives them further insight into why they feel about it the way that they do.

        • 1 week ago
          Anonymous

          yeah i hate how that homosexual could've gotten to the point in 20 minutes tops but no he had to make it almost 4 hours for no good reason

          • 1 week ago
            Anonymous

            >for no good reason
            The anon you replied to explained what the reason was.
            The guy explains the fundamental concept behind their creation in the first thirty minutes.
            You only watch the rest of the video of you're an SM64 speedrunner or have it on a second monitor.

        • 1 week ago
          Anonymous

          >Same reason you need a english degree to understand Shakespeare. Mario 64 is a piece of media that has been consumed ardently and voraciously by a number of people that their creators could have never intended. People, by their nature, are going to overexamine every facet of the original media in the hopes it gives them further insight into why they feel about it the way that they do.
          At least here it gives valuable insight as well to modders. In this case, tips on how to best handle your topology in modeling custom levels (or just direction for possible core engine modifications for more advanced modders).

    • 1 week ago
      Anonymous

      Skill

  4. 1 week ago
    Anonymous
    • 1 week ago
      Anonymous

      Made me laugh.
      >mario uses the golden ratio to gather infinite speed
      >his rival is a dude who can put up invisible walls and travel to parallel universes without quarter steps or misalignments
      Mario v. Funny is pretty good.
      >wins by getting through a pixel gap in Love Train

  5. 1 week ago
    Anonymous

    you didn't make the jump

  6. 1 week ago
    Anonymous

    In terms of "frick you difficulty", very few bosses have surpassed this son of a b***h.

    • 1 week ago
      Anonymous

      The problem is that they designed the boss to show off Young Xehanort and didn't realize the battle system in BBS didn't fricking work with their idea.

    • 1 week ago
      Anonymous

      >nerfed him
      >twice
      >still bullshit especially as Terra
      I'm glad he can be cheesed but goddamn

    • 1 week ago
      Anonymous

      Bro just spam thunder surge.

  7. 1 week ago
    Anonymous

    Why did they leave the dev mode on for half the potential fps when they didn't even bother to playtest this game

    • 1 week ago
      Anonymous

      ninutendo's first 3d consor, preas undastando

    • 1 week ago
      Anonymous

      A good chunk of Mario 64 feels like an extended tech demo. Which is kinda funny that they only revisted 3d platformer Mario in Sunshine.
      Like we got a ton of other Mario games, just never really touched back on for 6 years, the entire console life of the N64 and a good ways into the Gamecube.
      Just feels weird, like a massive missed oppertunity.

      • 1 week ago
        Anonymous

        That's not for lack of trying. There were 2, 3 if you want to count the Super Mario 128 tech demo as a sequel attempt, to make a follow-up to Super Mario 64. These all meandered for one reason or another like the 64DD failing, before Yamauchi said enough and just told Koizumi to fricking get some 3D Mario out by 2002 for the Gamecube. As the mythology goes, allegedly it was his final order before handing Nintendo off to Iwata.

        • 1 week ago
          Anonymous

          Point.
          We've gotten a ton of 3d marios ever since.
          Now if only Metroid Prime 4 ever comes out...

  8. 1 week ago
    Anonymous

    Why does mario 64 have so many autistic videos like this anyway, you don't see it for other games.

    • 1 week ago
      Anonymous

      >popular
      >retro
      >mario
      >speedrunners

      • 1 week ago
        Anonymous

        >nintendo

    • 1 week ago
      Anonymous

      Yeah I wonder why people do this for Mario and not icons like Croc, Glover, or Ty the Tasmanian Tiger

    • 1 week ago
      Anonymous

      If you want more of this type of stuff for other games, check out decino's analysis videos on Doom. They're not quite as autistically detailed as pannenkoek's stuff, but it's still very interesting.

      • 1 week ago
        Anonymous

        cool thanks for actually being helpful and not a passive aggressive troony

        • 1 week ago
          Anonymous

          You asked a moron question though you insufferable homosexual
          It's only natural to mock you

      • 1 week ago
        Anonymous

        cool thanks for actually being helpful and not a passive aggressive troony

        I am always looking for more youtubers like this. Here is one for RTC

        this is an binding of isaac guy doesn't really always explain fully why things happen (sometimes he does) but he does show off a ton of quirks in the game and stuff I would never think of that interacts with itself

    • 1 week ago
      Anonymous

      doom also has one autist making videos like this for it

    • 1 week ago
      Anonymous

      Because Mario 64 is such a deep and engrossing game experience that even 28 years later people can still derive joy from it, it's just that good

      • 1 week ago
        Anonymous

        epitome of autism

    • 1 week ago
      Anonymous

      Mario 64 has a very "solve your own puzzle" approach to platforming that even other 3D marios don't capture. You're basically given point A and point B, and allowed to draw all the rest yourself. That type of approach is the absolute pinnacle of autism thinking, being able to make your own path even if it doesn't look right at first.

    • 1 week ago
      Anonymous

      Super Mario 64 is basically the Rosetta Stone for 3D games and third person action in general. Stuff before it and immediately in its wake are extremely rudimentary, taking shortcuts to achieve results, e.g. games like Croc, Bubsy, Tomb Raider relying on tank controls(also OoT's lock on aiming is fricking space age compared to the stuff like Tomb Raider's). Other 3D platformers like Crash tended to be highly linear and with very limited camera control so the game never had to account for every single possible perspective.

      Mario avoided all of that and controlled incredibly well even by today's standards, and it had pretty ahead of its time physics that made it interesting to break down even today.

      • 1 week ago
        Anonymous

        >taking shortcuts to achieve results
        like integer hitbox detection and 2D sprites forced to face the camera?

      • 1 week ago
        Anonymous

        I will defend tank controls in some contexts for certain precision platformers. Shadow Man feels really stilted when you aren't used to it but it adds a nice bit of weight and intentionality in the platforming that makes up for the lack of air control. They also intersect well with strafing during gun fights.

      • 1 week ago
        Anonymous

        >and controlled incredibly well even by today's standards

        • 1 week ago
          Anonymous

          He isn't wrong. Mario's moveset is complete from the get go and it's up to you to figure out the best way to use it. He has multiple movement options that each serve a specific purpose but can also be used in different ways if you get creative, like ground pounding to avoid fall damage or jump kicking to manipulate your momentum. Them you have the other 3D Marios that either butchered or simplified his moveset to accommodate their gimmicks.

          • 1 week ago
            Anonymous

            The moveset aint bad
            The control is stinky

    • 1 week ago
      Anonymous

      Super Mario 64's engine is ridiculously overdesigned relative to what the intended gameplay is actually supposed to be, which makes an absolutely absurd number of exploits and glitches possible.

      • 1 week ago
        Anonymous

        How long was it actually in use for? I heard that on top of OOT and MM (which the 3DS remakes keep it for), it was also used in Animal Crossing?

        • 1 week ago
          Anonymous

          MM3D marks its last major use via updating a legacy title, but it was actually most prolific during the DS era where 64DS, NSMB, AC:WW, and Mario Kart DS all used a condensed version of the 64 engine.

          3D Land's engine marks the next major general-purpose library for Nintendo games, powering both 3D Land, World, Odyssey, and Mario Maker on top of the first two Splatoon games and Mario Kart 7 and 8.

          The Wii and most of the Wii-U era NSMB games and the Galaxy games are all odd ducks out for using a scratch-built and the Donky Konga engines. respectively.
          Sunshine was a one-off based off the Mario 128 engine which I guess contains some pieces of 64's code in it. Probably. Maybe.

  9. 1 week ago
    Anonymous

    Why does the game take mario's hat from him every frame?

    • 1 week ago
      Anonymous

      It's probably some workaround for some weird hat based issue.

  10. 1 week ago
    Anonymous

    Must be because I was still a kid when I played SM64 but it is odd that I can't recall a single instance of hitting an invisible wall.
    Speedrunners are masochistic. fds

    • 1 week ago
      Anonymous

      You probably weren't ever killed by one, so you likely just wrote it off and forgot about it everytime you hit one.
      They are pretty rare to hit.

  11. 1 week ago
    Anonymous

    i've never stumbled on an invisible wall and i 100% this game every year

  12. 1 week ago
    Anonymous

    I've never hit the wall in that mushroom, and I always just make the jump on my first run up the hill.

  13. 1 week ago
    Anonymous

    I experienced almost none of the invisible walls in the video, but I remember specifically getting fricked by this one. What a bizarre way to code a game

  14. 1 week ago
    Anonymous
  15. 1 week ago
    Anonymous

    he really should have demonstrated the probability of hitting the invisible wall because he made it look like you'll always bonk into it in normal gameplay. Most invisible walls have a very low chance of stopping you, and a few of them will often stop you but you'd have to be going a really weird direction. I wish he made a list of the most impactful invisible walls.

    • 1 week ago
      Anonymous

      Isn't it explained pretty early that the naive chances depend on the thickness, the density, your speed and your angle of approach? The diagrams also show pretty clearly and exhaustively the ones that are particularly thick.

  16. 1 week ago
    Anonymous
    • 1 week ago
      Anonymous

      just hug them

    • 1 week ago
      Anonymous

      just hug them

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