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#supermario64#tas#paralleluniverses
SM64 - Watch for Rolling Rocks - 0.5x A Presses (Commentated) [OUTDATED]
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- Recommended by 14 people: 13 on Hacker News and 1 on Lobsters.
- A classic. People kept recommending it from 2016 to 2024.
- Presented by pannenkoek2012
- May be out of date. Uploaded 10 years ago, in an area where tools change fast.
Advanced. Deep dive for people who know the field.
5.4M views10 years ago14 recommendations
Game developmentComputer scienceRetro games and consolesGame programmingAlgorithms
pannenkoek2012 explains the complex game mechanics, parallel universes, and floating-point math used to complete a Super Mario 64 level with half an A press.
THIS VIDEO IS OUTDATED - SEE A BETTER VERSION OF THIS VIDEO HERE: youtu.be/aFx7woWkZbc I collect the star Watch for Rolling Rocks in Hazy Maze Cave using 0.5 A presses. The A press is to perform AB kicks on the rising elevators. Without doing these kicks, Mario would go through the elevator, and so there'd be no way to navigate out of the lake area with QPU speed. For the record, this is TAS. This video is an improvement from my previous video in which I collected this star in 1 A press. You can find that video here: youtu.be/yGic8wwhm6g. Since then, we discovered PU movement and scuttlebug raising, which made this strat possible. For convenience, here are the informative parts of the video: for half A presses for scuttlebug transportation for scuttlebug raising for hyper speed walking (HSWing) for parallel universes (PUs) Here is a play by play of what I do. First, I use scuttlebug transportation to move a scuttlebug to the corner of the Watch for Rolling Rocks platform. Then, I use scuttlebug raising to raise him to about the height of the platform. Next, I use hyper speed walking to generate massive speed. Finally, I use PU movement to navigate to the top of the course, launch to the scuttlebug to bounce on him, and ground pound in the misalignment of the platform to get onto it. And from there, I collect the star. If you want to see my workspace/calculations and read about the process of TASing this, I've chronicled it here: imgur.com/gallery/rK24p .m64 stats: Length: 13 hours and 49.5 minutes Re-records: 6824 Frames: 2986271 (1493100 input) This video is without a doubt the one that I've put the most time into out of all my videos. I knew this going in, and so I decided to keep a log of how much time I spent on each aspect of it (note: if my computer was doing work like compiling/recording and I could let it be, I didn't count that time). Here are the stats: Time to TAS: 12 hours Time to record/manage raw avis: 9 hours Time to create uncommentated version: 31 hours Time to add visuals/commentary: 75 hours Update: The PU route used in this video actually crashes on console, as it turns out PU crashes can still occur even when locking the camera in the main map. Nevertheless, an alternate route has been found that avoids these PU crashes and has been console verified: youtu.be/T-G4ymVwajw Commentated video playlist: youtube.com/playlist?list=PLmvvhlevqC2ftzAeEpTaI7eS6b4nPN3ji Uncommentated Version: youtu.be/X-zAWbM50JM ABC Playlist: youtube.com/playlist?list=PLmvvhlevqC2d6vis077yFHuLJHYtTtqe_ ABC Routes: docs.google.com/document/d/1ypRVVRyf4x-v8GqCSmKYnicrfKSIjao3…Why it's here
14 people recommend thisWhat people say. Highly recommended as a legendary, mind-bending deep dive into game engine internals, floating-point arithmetic, and coordinate space glitches.
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