My guess, if you could replicate it, would be that you would teleport to the exact same spot each time, and if I were to guess, that point is 0,0,0 of the level. This might occur because the universal gravity field would probably originate from 0,0,0, spread out across the x y coordinates, and then propagate across the Z axis once your position has been established. Either that or it expands in a spherical manner at super high speed. This of course happens at processor speeds on the exact frame that you transition between gravity fields, so to a human it would appear instant, but it's not. If something happens on the exact frame, the process hasn't begun yet. Again, this universal gravity field cannot exist at all times, otherwise it would always accelerate you toward its direction of influence and would change your movement vector. So it must not exist when you're on one of the planetoids. So what does this all mean then? Well, the program loop that probably runs at the frame rate of the game (maybe 2x) only checks the character position at that rate because that's only how often it *needs* to check. Another state is what gravity the character is being affected by. When flying, you're not affected by any gravity, but you are in a specific gravity location. If you were to end this zero-g state on the boundary of the two gravity zones, the game would be like "shit...I have to turn on the gravity on this frame." but at the same time, you're reinitializing your zero-g state, and it goes "uhh...okay. Let's just move you to the center of this gravity field." Which in this case would be 0,0,0. It would also make sense that the designers of the levels would want to put the level somewhere outside of the origin...why it's that far is beyond me though.
I remember seeing something on Mario 64 that, In certain versions, If you gather enough coins, It will spontaneously become a massive, Negative number. I believe it's called "Float Overflow" or something... Is that a possibility? Oh, Wait... Unless he was flying in place or got shot to the edge, Probably not... 🤔
Gonna be honest, when I saw the effect I thought you encountered an integer overflow, which is why you warped such a far distance and why it's difficult to reproduce. It'd be interesting to track Mario's position and momentum and see how they change when the bug triggers.
Actually, wormholes get a pass according to general relativity and don’t break physics, but irl a wormhole would collapse nearly instantly without exotic matter with negative mass coating the throat of the wormhole, otherwise any one or thing in it would be lost in hyperspace and die probably. That might sound made up, but I actually did a PowerPoint on wormholes in physics class, so trust me lol I’m only as credible as the sources I got it from, but they seemed acceptable
This is an amazing discovery! Super Mario Galaxy 2 was my first Mario game and is still my favorite game to this day. After I had 100 percented it I was sad because there was no real reason to play it anymore other than nostalgia, but now that wormholes are a thing there’s so many ways I could experiment with them. This is truly an amazing find! Nice job Swanky! 👍
Might be a bit late but I discovered a glitch. If you go to Dreadnought galaxy and start the bomb mini game. Die the second the timer hits 0 and the camera will spin. Found this after rage quitting. No clue what causes this but my guess is the game gets confused on what killed Mario. But eventually the galaxy will become out of sight and you will get a nice view of space. You do have to exit the game to fix this tough. Thought that might be something cool to look at.
you need to find a way to print the x,y, and z cords on the screen then find out how they are changing when this effect happens. This could greatly help in finding out what is going on. also the PU thing in super Mario 64 is completely unrelated. what happened there is that there were two different data types and one would overflow and revert back to zero while another would keep going up the reason for this is that the data types had different number of bits. so what really happened is he built up enough speed to allow one data value to overflow put the position kept going higher. I will explain this by using a 4 bit and 8 bit number okay so four bits can only be 0-15 or 0-f in hex 1111 being f okay now if I add one to that number it would be 16 which is 10000 which as you can see is more than 4 bits but a 8 bit data type can tell its 16 while a 4 bit data type thinks its zero cause it sees 0000. so when he built up speed for 12 hours he went above the amount of bits the number for collision could allow thus making it so even though he wasn't really on the map the game thought he was(this is why there was no enemies or items there because there positions were using the same data type as mario's). This is a whole new ball park doubt it has to do with the gravity thing but it might. by finding out how the cords change though we might begin to get a idea. also one reason why I doubt it has to do with gravity is that it doesn't seem to interpolate at all it just suddenly puts you there. what it might have to do with though is some sort of failsafe collision detection that snaps you to the wrong position because you are using a item that the developers never expected the player to use there.
after I saw this video I started experimenting and accidentally found out you can fly from your mario... head... ship... thing all the way to bowsers galaxy generator (last level) by flying, skipping EVERY level! it does take a month to do this though... my wii remote was sitting on the charger the whole time with the wii on. also, bowsers level has the music of the mario head ship. strange...
With lots of experience with computer science, what's probably happening is when Mario starts to fly between the boundaries of the gravities some variable, possibly a printer, sets itself to some absurd number, which then is changed to the max bit number, which I believe for a Wii is 2^64. Check and see if that's the difference between the coordinates before and after the warp.
Out of curiosity, does the xyz positions of Mario/Luigi change at all between the two gravities normally? For example, if the origin points between those two are super far away, couldn't this just be teleporting between the two?
Here’s a wormhole: the game still assigns a flying value, due to pressing the button, but you are still under the worse than death path. So the game eventually makes you wormhole when you would be in limbo.
My theory is that either a: the gravity change super charges your flight hack, giving the appearance of wormholes when it's more like the flash, or b: the gravity changes your position slightly based on speed, and with the startup animation of the flight supercharging that to an extreme.
What I think is,building on your theory, is that whenever the character changes gravity he is A. pulled into the center point of gravity in the universal gravity and B he immediately is pulled by the local gravity resulting in massive momentum and him being launched at,at least,the speed of light probably faster
I've done the same thing in Pokémon Gen 4 by going out of bounds to the right or left and if you keep heading in that direction you will soon end up on the other side of the map. But going up and down seems to be infinite.
While potentially not related, there's a similar effect you can achieve in a game called Trackmania. In Trackmania (tested on Trackmania united, the most popular one in 2011, has the most worlds to build tracks in) you can ineract with environments long past the normal driveable area of the game. Because it's a game about track building, you can easily reach the normally unreachable areas through building a large ramp and launching to them. Whats interesting is the sections of environment in the distance all have collision so you can drive on them. Whats interesting is that once you reach the edge of the map you'll actually warp way to the other side of the enviroment where there is (usually) some invisible collision which lets you drive back. I wonder if the placement of the warp, assuming you arent being launched purely through speed, is done because some kind of barrier is there that the game defaults to.
The wormhole he is talking about is called a Theseract where it is usually a box folding upon itself but in the example it is where you fold matter and time to make a wormhole to travel to anywhere
I think it's more likely that you there is some sort of variable being overflowed, or since you actually pivot quickly each time, perhaps underflowed... Anyway I agree with ZerglingOne1 in that you probably would end up at the same exact point if you were able to replicate it.
What if you were warped to the position of the Skybox? Could it be possible that each level hast more layers of invisible walls? And you simply just glitches through one layer of the Skybox to the second? I know the skyboxes move with you, but what if they have a fixed programmed angle, but you simply can't see it? Does this make sense?
This kind of makes me think about Kerbal Space Program and the Kraken series of bugs that happen there. Those usually happen due to floating point precision errors, so maybe that's part of what's going on here at the boundaries between the different domains of the gravity field.
8:12 When this effect works over Mario's momentum, then it doesn't fit with wormhole at all. Wormholes are more equal to x,y,z reassigning without increasing momentum much.
If planets have variations in the strength of their gravity, they likely use multiplier to adjust said gravity. Perhaps when mario breaks and turns as he enters an object's gravity he temporarily throws the multiplier out of wack and launchs out of the map
I’ll bet you, memes aside, it probably *is* a parallel universe. If you were to somehow measure the distance traveled from the start and end of the wormhole, it would probably be similar to whatever SMG uses for floating points.
What happenes if you use the fly (normaly) at the end of the game at the observatory? if you go to far doesnt it teleport you back or anything? So maybe using the hack is just placing you where the observertory would be
That Tick Tock Clock warp has actually been explained as a result of a high-energy particle from space hitting the hardware. I'm not kidding! Veritasium explains it in a video titled _The Universe is Hostile to Computers._
2:23 - You apologized for saying Mario a lot while showing Luigi? Why are you sorry!? Luigi is, in my personal opinion, infinitely cooler and better than Mario! If anything, I should be thanking YOU for this, hahaha!