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.
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.
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?
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.
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.
>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.
>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).
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
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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
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.
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.
I think I only ever bonked on that one and some of the ones in Tick Tock Clock.
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.
What's the issue here?
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.
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?
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.
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.
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.
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
>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.
>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).
Skill
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
you didn't make the jump
In terms of "frick you difficulty", very few bosses have surpassed this son of a b***h.
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.
>nerfed him
>twice
>still bullshit especially as Terra
I'm glad he can be cheesed but goddamn
Bro just spam thunder surge.
Why did they leave the dev mode on for half the potential fps when they didn't even bother to playtest this game
ninutendo's first 3d consor, preas undastando
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.
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.
Point.
We've gotten a ton of 3d marios ever since.
Now if only Metroid Prime 4 ever comes out...
Why does mario 64 have so many autistic videos like this anyway, you don't see it for other games.
>popular
>retro
>mario
>speedrunners
>nintendo
Yeah I wonder why people do this for Mario and not icons like Croc, Glover, or Ty the Tasmanian Tiger
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.
cool thanks for actually being helpful and not a passive aggressive troony
You asked a moron question though you insufferable homosexual
It's only natural to mock you
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
doom also has one autist making videos like this for it
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
epitome of autism
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.
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.
>taking shortcuts to achieve results
like integer hitbox detection and 2D sprites forced to face the camera?
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.
>and controlled incredibly well even by today's standards
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.
The moveset aint bad
The control is stinky
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.
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?
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.
Why does the game take mario's hat from him every frame?
It's probably some workaround for some weird hat based issue.
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
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.
i've never stumbled on an invisible wall and i 100% this game every year
I've never hit the wall in that mushroom, and I always just make the jump on my first run up the hill.
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
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.
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.
just hug them