"I just got stuck in some kind of limbo world" Probably a PU so far away that the distance between the individual x planes and z planes is >32 units (you need a speed of at least 64 units)
@@Pixelcraftian this video was made just a year before the discovery of Parallel Universes. Oldest video's are 7 years old so this could be an early demonstration of one before they had a name.
+MegaZack30 I don't think so, I think he would need way more speed to get to a PU. In the video where he explains how PUs work he had to build up speed for hours to get to one.
I hope you use your talents to do something like teach, this video explained things very well and your method of testing hypotheses to flesh out the explanations is something that would lend itself very well to teaching. I'm imagining programming or something since you clearly like exploring mechanics of games
You should make a video explaining that outside-the-level limbo in details. I did it many times with an autofire controller, and sometimes Mario disappears but can still “move” like you did, sometimes there is a sound glitch and nothing else can happen, sometimes the camera still follows Mario who is in an invisible box, and sometimes the same thing happens except I have infinite space to move.
Not even close. The earliest documented example of travelling to a PU that I've seen is 25 July 2005 cdn.discordapp.com/attachments/267091686423789568/392996279191339008/unknown.png
@@MariaNicolae i've been trying to figure out when PUs were first discovered and properly explained, but searching for them in this day and age just digs up shitty memes about watch for rolling rocks
@@ojcorp The term "PU" has only been in use since about 2015. If you want to find anything earlier than that searching "PU" won't yield shit. It's been known as "out of bounds" since at least 2008 (maybe 2007), but I don't know if there was a name before that one. Back in 2005 there probably wasn't a standard name for it
@@ojcorp From what I've seen, the first time PUs were utilised was in Moat Door Skip, since it was a solution to a long standing problem. Tyler Kehne did most of the figuring out how to route them
Mans accidentally discovered a SM64 speedrun meme without even realizing it. Without this vid, would Bismuth have created the masterpiece that was the parallel universe video?
No, this is different. In PUs, Mario can still move normally. This is probably a PU that's so far out Mario's stuck in place by floating-point imprecision.
VirtigrisTheWrench: PU crashes don't happen on the emulator he was using (the power meter appears after the PU crash would have happened), so probably float imprecision (he's so many PUs out that Mario's normal 32~64 movement speed isn't enough to go to the next float, in the same way that, on a TI-89 or TI-83/84 series calc [14 digits], 1.E+16 + 100 = 1.E+16) anyway doubles _were_ used in a few places …unintentionally, causing things like the WiiVC BitFS 0x route to be possible
I've discussed this in another comment chain on this video, and based on all the circumstances and the limited information we have from this video, the most likely explanation by far is Floats. There's a video about it that Pannen has put out. Bascially, Floats are used to track Mario's position (at least for our purposes, that's explained in the Watch for Rolling Rocks video). The thing about floats, is that they can technically represent values from +/- infinity, however, they get less and less precise the farther from 0 you go. Since these are used to track Mario's movement, his movement becomes more and more granular visually at distances really far away from the origin of the map, such as PUs that are far enough away. Eventually, Floats become so granular that Mario can't quarter-step between two "adjacent" values of the Float (remember that Mario's movement is accounted for at every quarter step of his next intended position, and the game will move Mario up to but not including the first invalid step). So with enough speed, Mario would me almost instantly transported a large distance away from the main map, such that he wouldn't qualify at every quarter-step moving through float points, even with such immense speed. He'd be stuck in place with his position not updating. However, as seen in the Float video, Mario can still perform the running animation, even if he's not moving anywhere. The only other option would be a completely new glitch. Remember that PUs don't have walls, so the only things stopping Mario's movement out in a PU are Floats and OOB, both of which function on the quarter-step movement calculation. PUs don't become more granular, so were Floats factored out of the equation, Mario would just continue forever until he lost speed naturally such that he could not travel between PUs, which is not what is seen in the video. So if it's not floats, it would be a new glitch with the exact specifications Pannen described: Mario can run about as he pleases, but his position doesn't update, and the camera locks. These things are all covered by Floats, so the existence of a separate glitch is unlikely, but technically possible.
Cloning the game would be piracy. Piracy is an illegal action and will terminate your N64.exe Not to mention, all these glitches in application for the A button challenge are console tested so, good luck duplicating a N64 game pak.
Actually I think you can do this, you just have to place the HOLP at the loading point, and when you clone the teleport it appears at the loading point and you can unload the clone.
Either you release a blue coin that's still there and collect it (released too early) or you release a blue coin that's not there so nothing appears (released too late). Basically, there's no interesting intermediate outcome. As far as I know, this applies to all instances of releasing a clone right when that object unloads.
It's honestly a shame your videos got memed to death *cough cough* Watch for rolling rocks *cough cough*. These videos are really entertaining and informative.
MY question here is: can't you clone both the block AND the blue coins? that way you can infinitely clone both! clone both a blue coin and the block before ground pounding the original block,dont collect the coin clone, reclone the coin before the timer runs out,ground pound the block and repeat infinitely.cant you do that?
Hmmm... Would it be possible to use the "lower the water" glitch to empty out the pipe? From there, you could Backwards Long Jump into the pipe and run to the loading point in time, since there'd be no swimming. Unless, of course, I'm missing something about the water lowering glitch. It's just a little theory. ^^;
What I want to know is, if you clone the blue coin switch, throw it, and hit the original, collect some but not ALL the blue coins, leave the area, come back to the area, and hit the switch, will the rest of the blue coins still spawn?
So, idk if this helps or not, or if you figured this out yet, but ill comment it anyways. At ~10:35 is this "limbo" state the PU that you showcased in your 0x A presses for the Secret Aquarium? It's apparent that, at the time, you didn't know/understand why or what this was (if it is in fact Mario going into the PU do to you gaining a ton of negative speed). If this is the case, could you not Ground Pound the Blue Coin Block and collect a Blue Coin Clone, then BLJ on the elevator to enter the PU, and then get out of the PU into the Loading point zone of the underwater town? or is there not enough time/wrong elevation/simply not possible? or is this just an unexplored Option that you don't really want to waste time on?which i could understand.
I basically do testing, make observations, formulate models that obey these observations, do more testing and observations, update the model if necessary, and repeat. Until the model makes sense for every situation!
What happens if you gather all coins on the course, and then make a bunch of intangible blue coin clones near the coin block? If you ground pounded it, would they all become tangible?
I'm curious. What would happen if you were somehow able to clone a coin, collect it, and then clone the block. In theory, this would respawn both the cloned coin, and the cloned block, allowing you to collect the coin again. Or would the block/coin still realize the timer had run out, and immediately unload.
What if you ground pound the blue coin block then clone the blue coin block and a blue coin before the timer runs out? There is most likely not enough time for this though.
You can't clone anything during the timer. Cloning involves going to the loading point, and doing that while the timer is running is the problem discussed in the video.
Now, I know how to fix this! Pannenkoek hope this will help! So, the problem is that they unload the real coin? What if you clone the blue coin block AND the blue coin and reload everything after collecting the blue coins! Then you will get 5 coins instead of the four. Not sure if this will work but by the logic it probably might.
What if you clone the blue coin button AND the blue coins? Then you can clone the blue coin button again and then place it for reusability. You also clone the blue coins for reusability.
Wait... in the SM64 multiplayer mod, can't Luigi also clone? And then, couldn't you be able to clone BOTH coin and block and preserve both? Just saying.
Idea to get 5 extra points. Clone the blue coin, then the block (correctly), and collect 3 blue coins, then go back again and there will be 4 blue coins (6 blue coins are there in WDW) and it works
1.Clone the teleporter. 2.Collect 2 blue coins. 3.Teleport. 4.Go back and clone a blue coin. 5. Groud pound the block and release the clone. 6.Finsh collecting the coins. (-:
pretty sure i've seen you use more than 1 clone... wat's that about when you say you only get 1? is it becuase you need to reload and then the previous clone is useless?
Welp, the Idea of Cloning Blue coins to be productive in Super Mario 64 seems to not work BUT is it possible to clone both the coins AND switch in Super Mario 64 MULTIPLAYER? (I'm going to assume that the answer is yes, but isn't what you're looking for)
"Blue coins that come from enemies can be cloned, but since the enemy dies in the process, that blue coin can't be produced again." What if you left the area and came back after killing the enemy? Or do they still not respawn?
nathanisbored Enemies only release coins once. Once the coin is released, it will not be released again. For example, if you clone a coin from a bob-omb, the bob-omb will not produce more coins, since its releasing of a coin isn't dependent on whether you actually collected the coin or not. Same thing goes for all enemies. If I kill a goomba, clone its coin, then leave and come back, the goomba will not be back. Its life does not depend on whether I collect its coin or not, but on whether I killed it.
Really old comment, but I'll point this out for future youtube-comment-archaeologists like myself; yes, it is a PU. And yes, normally in PUs you can still move. But there are two effects going on here: if you travel to PUs too far out, floating point imprecision takes effect. This is technically unrelated to the PU, but can be seen *at* PUs. Mario's position vectors have such high numbers that the minuscule speed he normally runs at is not enough to overcome the gap between X and X+"1 unit". It is still a PU, with all the normal features of PUs, but Mario is burdened by the extra effect of floating point imprecision. Floating point imprecision exists because computers use binary numbers which cannot normally be shown as decimal places. 00000001 is the smallest non-zero binary number and it equals 1. So how do you show 0.1? Or 0.000004? You use a floating point. If you're planning to interact with tiny numbers a lot (important for precise movement) like 0.0000001, then you change the way you interpret the binary number. In doing so, you gain precision at the smaller end, but lose precision at the bigger end: you can now see the difference between 0.0001 and 0.0002, but can no longer see the difference between (for the sake of explanation) 1,000,000 and 1,000,001, seeing them both as 1 mil, but you *can* see the difference between 1,000,000 and 1,000,002. (Obviously the numbers are a LOT larger in reality). Why does this matter? If you have a speed of 1.05 speed per frame, in one frame you can go from 1mil to 1,000,001, but because of the imprecision of floating point the game doesn't recognise that number. You now need a speed of at least 2.00 to get to the next recognised "unit". The further you go out, the bigger the number, and the larger the imprecision. Eventually you reach a point where Mario can no longer build up enough speed to get across the "gap" and so he loses the ability to move on one axis. Hypothetically if you then went equally as far on the other axis at the same time, you would lose ALL horizontal movement. So. It is a PU; Mario's position is beyond the level's visual terrain boundary coordinates (which is held in a smaller sized variable), but still within the collision-checker's coordinate system, and that makes it a PU. But he is also so far away that Mario's movement (and anything else that gets out there too) is too burdened by floating point imprecision.
Is it possible to clone the block and then use the un-cloned block to load the blue coins tangible, then clone a blue coin then exit and re-enter the block's loading area to recollect the one coin you cloned?
RedWoolStudios If I cloned the block, then I can't clone the coin as well. I can only clone one at a time, and to clone something else, I'd have to leave and come back, thereby resetting anything I did with the first clone.
So you never actually tried that Tiny Huge Island method of cloning the blue coin and leaving before the timer ran out? Or did you ever consider used the levitate cheat code to get over to the loading zone?
pannenkoek2012 Okay, maybe that won't work. I did get an idea of getting a blue coin from Princess's Secret Slide because I know there are certain areas on the slide where you can stand and not slide away, but then I realized there's nothing to clone in the slide, so that won't work.
That won't work either. Cloned enemies either don't drop coins when they're interacted with, like with Goombas, or they just move the enemy to a new location, like with Bob-ombs, and killing those just net you the original coin to begin with.
I'm not sure if I understand your question. You could clone a coin and collect it during the timer to collect it. Then after the timer runs out, Mario could leave and come back, and that blue coin would still be there, but invisible and intangible. In this state, you can still clone it again, but you can't collect the clone.
Okay, thanks. I was just wondering if collecting a coin as a clone would have the same effect (turning the coin invisible/intangible) as collecting the coin itself.