Without looking too hard at the data values, I'd guess the camera crashes on Rainbow Road from it being located so far under the map when multiplied. Most courses don't have nearly as much of a height variance as Rainbow Road does, and I wouldn't be surprised if the camera is just giving up when it's located that far off along the vertical axis. Great videos as always! Love seeing your work.
Why do the invisible penguins and porcupines in this game work like the "infinitely-tall" demons in Doom? I'd expect more accurate collision detection from a 3D game like Mario Kart 64
@@XaneMyers It might have been for performance reasons? Mario Kart 64 was a very early 3D Nintendo game, and most of the objects and characters were rendered as 2D billboards. The game couldn't even run its music engine in 3P/4P mode!
@@XaneMyers why would you expect a 3d game to have more accurate collision detection than a 3d game? that's kinda like expecting 10 to be more than 10 like, really, mario kart 64 was only 3 years after doom, and it had polygonal rendering of huge open courses that include sloped surfaces, complex 3d collisions for a lot of objects ( complicated further by those aforementioned sloped surfaces ), ai that isn't just bouncing around like a bunch of angry pinballs, _and_ a _huge_ amount of sprites stored in memory because the racers have an _absurd_ amount of angles despite just being sprites. that's an incredible increase in the amount of processing for each frame, and full 3d collisions for obstacles that the players aren't going to ever be jumping over in normal gameplay doesn't really make any sense, so why increase the load on the n64 for literally no gain? when it comes down to the programming level, games aren't 2d or 3d or anything like that. object positions are just numbers floating in computer memory, and _every_ single facet of how they're used to simulate spatial interactions is decided by the human-written code. so, there's actually no reason to expect a 3d game to have its dimensions act like _our_ three dimensions, because they're not. most games just do a good enough job of convincing you that they are, even if they have glaring holes if you look too closely at 'em
@@hi-i-am-atan I consider the original Doom more of a 2D-3D hybrid. Most of it is seemingly 3D, but demons and objects don't have a height, just like Mario Kart 64 here. You can't jump over one or you'll be stopped by the object way below you, for example. I'd expect Mario Kart 64 to behave closer to GZDoom (which I consider closer to "3D") or a source port of Doom that gives objects proper height, so they can't be collided with way above the actual object.
When I was little, I used to get dreams about this game. Courses would be made up in my head as the race went on and this feels just like that. It’s such I weird feeling but I love it so much. Thank you.
You have that rare quality where I feel like you could do anything in a video and it wouldn't be boring. Are you considering doing Smash Bros Melee break the targets with unintended characters?
It's weird the courses that softlock in this are ones with moving enemies like Chomps in rainbow road and porcupines/hedgehogs in yoshi valley. I wonder if they're classed as different things to the gophers in moo moo farm (which didnt cause a softlock in either of your videos) or flower plants (the ones that stretch up and down and you spin if you run into them)
I’ve gotta tell you. 1. Absolutely no one has comment on You for 2 weeks. 2. You need to play sneaky Sasquatch. It’s a really good Apple Arcade game. 3. If you want a car the price ranges are 250 coins,
I'm used to playing Royal Raceway in MK8. Seeing just how plain it was on N64 both impresses and disturbs me. I'm impressed with how far we've come, but, like, WOW
**Me as a father** Son: "Hey dad, I got top of an internet leaderboard on Mario Kart 20! I'm a MASTER" Me: **twinkle in my eye as I load up the Gameshark on Mario Kart 64** _"Oh, you don't say, son?"_
Absolutely loved the Mario kart scaling vids. Can you scale in the X axis? Also could you do these while using the mushroom boosts? Would enjoy just being able to see the full levels.
Are people competing to see what the highest scale track they can complete? I'd love to see those videos! Or even these tracks in online multi player!! 😆👌
I think that this goes to show _why_ the track scaling feature was scrapped. They realized there were no possible values you could scale _all_ of the tracks to and still have them all beatable- or at least no values far enough away from 1 to even matter.
It would be cool if you could scale modded stages for this game, although I guess there'd be way too many to do haha also just bought some merch, can't wait for it to arrive! Love the uploads
Hi I don't know if I'm just stupid or what I can't figure out what you put for the last four digits of the game shark code can you please explain in either a video or in the comments how you come up with the multipliers
Alternate names for these "new" tracks: SNES Luigi Raceway Moo Moo Mountain Koopa Kanyon Kalimari Hills Toad's Bridge Frappe Snowflats Choco Path Mario Circuit 2 (idk) Wario Dirt Road Sherbet Peaks (Heaven) Royal Road Bowser Jr. Castle D.K.'s Jungle Parkway Yoshi Valley (but you're in the valley) Banshee Board Rainbow Road (Easy Mode)
I was definitely expecting this was going to have all the levels scaled to have lower y variation, like how luigi raceway turned out. Does make me curious what all courses scaled to be flatter would be like though.
but wait wouldnt the dip before the ramp on frappe become the ramp just a little further back on negatives? It might be possible at negative 0.5 or a little higher.
mario kart 64 mario circuit at x5: this too steep for me :< mario kart wii rainbow road at x-1 because normally it's a big drop when not upside down: hmm yes the wall here is made out of road. [Mario Kart 8 wall riding activation thing sound effect]