Why Stomping Wigglers Glitches Super Mario World

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  • Опубликовано: 20 ноя 2024

Комментарии • 549

  • @MarioFan587YT
    @MarioFan587YT 6 месяцев назад +710

    For some reason, the 5UP sprite has always fascinated me. Its upside down and shifted sprites intrigued me, because it's still there and you can see it's there when you look at the glitched sprite. I didn't know the blue-green colour palette for it was a glitch, or that the garbage attribute data was responsible for vertical and horizontal mirroring.

    • @ChrisTheStickman125
      @ChrisTheStickman125 6 месяцев назад +8

      Same

    • @samu6982
      @samu6982 6 месяцев назад +25

      17:57 If you convert the attribute
      to binary (11011110) both the flip bits are set the layer is different and the pallete is wrong, while the sprite page is correct.
      This explains most of the corruptions but the shift i can't explain

    • @WintryFox
      @WintryFox 6 месяцев назад +19

      ​@@samu6982 I suspect it flips each tile individually so that it ends up looking shifted.

    • @derek-64
      @derek-64 6 месяцев назад

      I always referred to it as the upside down 5up.

    • @zeya_zz
      @zeya_zz 3 месяца назад

      I actually saw the 5up in the gba port of the game, where it actually displays correctly in green

  • @vulcan6460
    @vulcan6460 6 месяцев назад +722

    Oh boy, out-of-bounds tables resulting in garbage data being read, my favorite

    • @Alloveck
      @Alloveck 6 месяцев назад +57

      Consistently the easiest spot to hit on the weird game behavior bingo card.

    • @wernerderchamp
      @wernerderchamp 6 месяцев назад +24

      @@Alloveck Indeed. There is so much mayham caused by things going out of bounds. Like Missingno.'s item duplication, the Pacman glitch level at 255, various crashes, etc.

    • @dotdash
      @dotdash 6 месяцев назад +18

      ​@@wernerderchamp hence why modern programming languages refuse to read data in a list/table/array with an index greater than the structure's size and crash or throw an error instead. much better to say 'nope, we're not doing that' and die instead of continuing execution and doing.. all of the weird stuff mentioned.

    • @wernerderchamp
      @wernerderchamp 6 месяцев назад +7

      @@dotdash Modern languages do have a lot of this, also checking for overflows/underflows, bad pointers, etc.

    • @dancrowdus
      @dancrowdus 6 месяцев назад +1

      You are now on a NSA watchlist

  • @kingcrimson4504
    @kingcrimson4504 6 месяцев назад +1856

    old games: we reused half of the face texture for the butt sprite to save space
    also old games: bible length of unused code and data

    • @GeneralBolas
      @GeneralBolas 6 месяцев назад +238

      Programmers: Imposing limitations on other people is our job. Following those limitations ourselves is not.

    • @Toonrick12
      @Toonrick12 6 месяцев назад +275

      To be fair, this was one of the first games made for the Super Nintendo, which means that the programmers had much more space to work with compared to the NES.

    • @AllahDoesNotExist
      @AllahDoesNotExist 6 месяцев назад +170

      Saving space in memory is more important than on the cartridge.

    • @Maric18
      @Maric18 6 месяцев назад +301

      Modern games: we updated ... uh ... something, i forgot, just download these 80 GB

    • @CptJistuce
      @CptJistuce 6 месяцев назад +175

      ​@@Maric18 The 80GB patch changes the shade of three pixels in the status bar.

  • @huks.
    @huks. 6 месяцев назад +725

    It's funny that Crash Bandicoot 2 and 3 have a variant of the same bug; the game lets you gain increasing rewards by bouncing on enemies consecutively, and the devs didn't put a hard cap on the value, and they overlooked the fact that there are some spots where you can rack up unlimited bounces by bouncing on an arrow crate for several minutes then landing on an enemy. This makes the reward table go out of bounds and give you bogus rewards including crystals and gems from other levels.

    • @_cfmca
      @_cfmca 6 месяцев назад +40

      Haha that’s great, do you know any videos of this?

    • @Toonrick12
      @Toonrick12 6 месяцев назад +92

      Imagine if Cortex was aware of it.
      "Uh, Crash? How did you get that gem? Are you cheating or something? Only I can cheat! ...Is what I would say before I changed my ways. Anyways, that gem doesn't count, get it the correct way!"
      I would assume Aku Aku would be the one calling you out in Crash 3.

    • @huks.
      @huks. 6 месяцев назад

      @@_cfmca ​You can look up pirohiko's "item glitch" TAS of Crash 2 which uses the bug to collect all 25 crystals in one go, allowing them to skip every level sans boss fights and beat the game in 11 minutes. The run also makes use of a second bug that causes the bounce counter to not reset if Crash lands on the ground while spinning.

    • @kaffecrashes
      @kaffecrashes 6 месяцев назад

      @@_cfmca Check out the any% speedrun of crash 2 to see this glitch in action. It's not terribly exiting run to be honest but an interesting watch nonetheless...

    • @Trimint123
      @Trimint123 6 месяцев назад +43

      ​​​​​​​​​​@@_cfmcaYou could watch a speedrun explain of that for both of those games related to the Arrow Crate.
      One thing that the commenter didn't mention is that the bounce counter only got reset if Crash landed on the ground (as expected), but it was later found out that doing a spin before land the ground and then crouching afterwards doesn't eliminate the bounce counter for some reason, so you can take your bounce counter everywhere before you bounce at a enemy, which cause the glitch bounce bonus.
      EDIT: Doing a jump during said spin in the air also doesn't eliminate the counter, so for speedrunner, it's an only fast method of moving around is by repeatedly jumping while spinning, considering if they're precise enough.

  • @itskdog
    @itskdog 6 месяцев назад +423

    As someone who watches with subtitles on, I appreciate you moving the subtitles to the top when you do any animations at the bottom of the screen. If I could give a second like on the video I would!

    • @DavidMuri-lm5vy
      @DavidMuri-lm5vy 6 месяцев назад +7

      Also by the way the score Sprite data tags numbers basically do the same basic data tag operations as how Minecraft block ID's used to work in Minecraft during early Minecraft versions. 😅😅😂😂🤣🤣

    • @TheRealMycanthrope
      @TheRealMycanthrope 6 месяцев назад

      ​@@DavidMuri-lm5vyok

    • @TheRealMycanthrope
      @TheRealMycanthrope 6 месяцев назад +7

      ​@@DavidMuri-lm5vybro what does that have to do with subtitles?

    • @DavidMuri-lm5vy
      @DavidMuri-lm5vy 6 месяцев назад +2

      @@TheRealMycanthrope I was trying to make a point on how super Mario world operates compared to Minecraft. 😅😅😂😂🤣🤣

    • @traumatizedgeworth
      @traumatizedgeworth 6 месяцев назад +7

      @@DavidMuri-lm5vy but why did you reply to this person's comment with something completely unrelated

  • @lior_haddad
    @lior_haddad 6 месяцев назад +379

    Maybe the E0-EF sprites were originally moons? They seem to be used for "harder" things to acomplish, which is what 3-up moons are for?

    • @lolnt6103
      @lolnt6103 6 месяцев назад +75

      seeing as E0 is used for when you bring an egg or when you're riding yoshi, it could have been used for putting a yoshi egg in the item slot

    • @MrCheeze
      @MrCheeze 6 месяцев назад +49

      Possible, but then what would E4 be, a 5-up moon?
      To me, the more striking thing is that E0/E4 exclusively show up when you have a Yoshi of some kind. I could imagine it being responsible for for keeping Yoshi on the overworld, or even for putting him in the item box. (And then E4 could be a second Yoshi colour?)

    • @hunterchichester5720
      @hunterchichester5720 6 месяцев назад +1

      I say item box and Yoshi color

    • @hi-i-am-atan
      @hi-i-am-atan 6 месяцев назад +6

      i think it might've been a special yoshi 1-up, like a yoshi cookie or a 1-up mushroom with a different cap pattern

    • @kyzerbuhnzi6403
      @kyzerbuhnzi6403 6 месяцев назад

      @@lolnt6103also subsequently removed because of yoshi and ghost houses

  • @AndrevusWhitetail
    @AndrevusWhitetail 6 месяцев назад +1066

    I always found it weird that if you eat a wiggler while on Yoshi and are running too fast you can TAKE DAMAGE AS MARIO without losing Yoshi in the process.

    • @metalclawsteelheart
      @metalclawsteelheart 6 месяцев назад +73

      I imagìne that's something to do with how long the wiggler is, and how it might be clipping into mario for a frame.

    • @_nahuel320
      @_nahuel320 6 месяцев назад +122

      Another funny thing is that if you die on top of a wiggler (for example due to time running out), in your way out of the screen you will hit it and you will bounce during your dying animation.

    • @sivart0
      @sivart0 6 месяцев назад +22

      Munchers also damage Mario while he's riding the Yoshman

    • @k-berry8771
      @k-berry8771 6 месяцев назад +6

      I imagine an intern coded these guys

    • @MarioFanGamer659
      @MarioFanGamer659 6 месяцев назад +63

      @@metalclawsteelheart Actually, it's much simper: The Wiggler simply hurt Mario instead of throwing him off Yoshi (eaten or not unless the head is touched in which case one often get thrown of Yoshi) and still interacts with Mario/Yoshi when eaten (so one can still jump onto an eaten Wiggler).
      The slightly longer answer is that enemy interaction when riding Yoshi is weird. For starters, it isn't the enemies themselves which throw Mario off Yoshi but rather it's Yoshi himself who throws Mario off when he touches an enemy. Indeed, the hurt code of enemies is actually disabled when Mario rides Yoshi - when they use the default interaction.
      This causes two shenanigans: One, the hitbox (when getting attacked) on Yoshi is actually smaller (which is why one can dodge airborn Banzai Bills simply by standing on the ground and while riding Yoshi) and second, Yoshi can't detect non-default hitboxes like the individual Wiggler segments. Furthermore, some non-default interactions forget to check for Yoshi so they still can hurt Mario instead of throwing him off as expected.
      For Wigglers, this is twofold: Each segment has its own interaction but Yoshi only checks for the head (where the default hitbox is located) and they don't check if Mario rides Yoshi, thus still hurting him instead of throwing the latter off the former.
      For completion, Dino Torches are similar where the flames are a separate interaction and they too hurt Mario instead of throwing him off Yoshi like expected.

  • @JamesR624
    @JamesR624 6 месяцев назад +177

    0:31 It makes me VERY happy you're keeping this being a thing. It's nostalgic and makes me feel like I am watching a PBS educational show in the best possible way.

    • @Mikev8.8938
      @Mikev8.8938 6 месяцев назад +18

      This guy made my day... kinda wonderful =]

  • @gretarreynisson3280
    @gretarreynisson3280 6 месяцев назад +2617

    Man, I spent hours of my life stomping… Wigglers, in the original Super Mario World.

    • @Ficehdulah
      @Ficehdulah 6 месяцев назад +312

      he said Koopas like it was a slur lol

    • @supernintendo182
      @supernintendo182 6 месяцев назад +92

      SNES game, at my... friend's house.

    • @sergio_circoloide
      @sergio_circoloide 6 месяцев назад +123

      stomping …………………………………………………………………………………… wigglers in the original super mario world on the snes

    • @koolkrafter5
      @koolkrafter5 6 месяцев назад +55

      At my local... laundromat

    • @kaxcommentssomethingREAL
      @kaxcommentssomethingREAL 6 месяцев назад +60

      i'm thinking about it, has somebody ever made Chris Pratt lose the Sonic Unleashed QTE when he says "KOOPAS"

  • @cappantwan2978
    @cappantwan2978 6 месяцев назад +184

    Mario steals the life force of baby Yoshis to keep the grim reaper at bay. What horrors must we endure to achieve immortality?

  • @JanusHoW
    @JanusHoW 6 месяцев назад +115

    I remember using the Wigglers to max out my score in Super Mario World. Neat to finally know why it happened.

    • @pokepress
      @pokepress 6 месяцев назад +12

      I read about it in a guidebook released around the time of the game.

  • @varietychan
    @varietychan 6 месяцев назад +43

    3:28, maybe the super star was intended to go into the reserve box as there are unused graphics for a star in reserve

    • @eyesistorm
      @eyesistorm 6 месяцев назад +21

      Yeah. In fact, there's even special code in the game to make the star change colors while in the reserve box, further implying that it was meant to go in there at some point in development.

  • @rzeka
    @rzeka 6 месяцев назад +25

    12:47 I actually said "ohhhh" out loud. The whole video i was thinking "ok but why are the sprites past 3UP flipped?"

  • @thecunninlynguist
    @thecunninlynguist 6 месяцев назад +103

    I actually never knew the power up changed. I always thought it was either a mushroom or 1up. Never seen a feather/flower in my years of playing through the game, lol.

  • @Justin-TPG
    @Justin-TPG 6 месяцев назад +114

    With the first discovery (end gate items check table), I believe this is an example of the developer planning ahead and then reining in the outcomes due to one of many reasons such as running out of time, not liking the idea, or finding a bug in testing, so they instead decided to link numerous status combinations to the same outcome.
    With the second discovery, enemies not using the same stomp reward routine, this is a prime example of why you should not copy and paste code and should instead have one routine that all instances of a scenario point to. Not only do you save space in your program, you also avoid the risk of forgetting to update the routine to be the same as another version of it that you’ve fixed or settled on. Nintendo should have had one routine but instead have ended up with three that all have different behaviours.

    • @GameDevYal
      @GameDevYal 6 месяцев назад +28

      I'd guess the code is slightly different for Rex and Wiggler because they don't die normally when stomped, but yeah, it leads to this pretty big oversight.

    • @Justin-TPG
      @Justin-TPG 6 месяцев назад +13

      @@GameDevYal Good point! Although an enemy type check and different subroutine for death handling would help there as well

    • @MarioFanGamer659
      @MarioFanGamer659 6 месяцев назад +11

      @@Justin-TPG What's funny is that the give points routine is a shared routine but it can only be accessed from one bank while SMW splits its sprite code through three banks with Rex and Wiggler being on a separate bank from the route and the devs expected to fit all the sprite code into a single bank but they learned the hard way and it was possibly too late to change.

    • @lucasgreer1736
      @lucasgreer1736 6 месяцев назад +1

      that second tip is not entirely correct, as function calls produce overhead. the main tutorial on gba dev tells you to inline functions as much as possible to speed up runtime, but you shouldn't do that unless you're coding in c.

    • @supremekirb
      @supremekirb 6 месяцев назад +5

      @@lucasgreer1736 on the SNES, a function call (JSR Jump Subroutine) is only 6 CPU cycles, 8 cycles if the code is in another bank (JSL). So function calls don't really introduce speed issues on SNES.

  • @MidnightWonko
    @MidnightWonko 6 месяцев назад +8

    I seem to recall the original SMW players' guide even giving details on how to do this for maximum score.

  • @breado_deado
    @breado_deado 6 месяцев назад +20

    About the star counter, would it make sense as a half-implementation of a star reward system? Like you collect 7 stars and get rewarded with a star at the beginning of a level. But then they thought it might be broken or something and just removed invincibility as you touched the goal post as a bandaid patch to disable the code. It would explain why you need multiple stars to obtain it and why it clears after it’s achieved, and maybe the fact you only need to reenter a level to increase the counter is just due to the unfinished implementation. Idk code that great, but I like hearing theories on this kinds of stuff.

  • @arekrekas213
    @arekrekas213 6 месяцев назад +73

    when the "sponsor" segment turned out to be just a patreon plug + viewer appeciation moment, i loudly exclaimed "YAAAAY!"

  • @itstaifuni9361
    @itstaifuni9361 6 месяцев назад +51

    I don’t think anyone appreciates how each of your videos gets themed around the game you’re exploring, but I wanted to thank you for scratching that perfectionist itch in the back of my head.

  • @bland9876
    @bland9876 6 месяцев назад +18

    I always found it interesting in Mario that when you got a one up nothing happened to your score so if you wanted to maximize your score you'd want to stop stomping on enemies right before you get a one up and then kill the next enemy in a way to gove you 200 points.

  • @stefanfjellander1921
    @stefanfjellander1921 6 месяцев назад +76

    aaaaand yet another entry in "Super Mario World Indexes Table Out Of Bounds, Shenanigans Follow"
    great work, as usual!

  • @anactualmotherbear
    @anactualmotherbear 6 месяцев назад +6

    There is another way to see glitched value tiles, and that is in Chocolate Island 2. Leaving the second screen with 249-235 seconds left and holding less than 3 dragon coins you will come to an end tape goal with about 7 Rexes. Using the L and R buttons to move or call them into the screen and not touching the tape will show you a glitched value. It's even better if you somehow go through the goal with an item. I have to make a video of this because I don't think I've seen anyone document it.

  • @stapler942
    @stapler942 6 месяцев назад +12

    Barring some early arcade games, the Super Mario Bros series has something in common with Whose Line Is It Anyway: the points don't matter.

    • @FamilyTeamGaming
      @FamilyTeamGaming 6 месяцев назад +1

      Quite a few arcade and arcade style games incorporate scoring into the game in some way, usually through dedicated score mechanics and/or tying survival bonuses to score, like awarding lives at certain milestones.

  • @TheDaySquare
    @TheDaySquare 5 месяцев назад +2

    The fucking "viewers like you, thank you" gave me such a nostalgia trip
    I'm subscribing

  • @greenstarlover1
    @greenstarlover1 6 месяцев назад +43

    I can see some romhacks messing with these unused bonus power ups - like changing what item at the tape you get to troll people (like enemies). Imagine needing to trigger a star power up to avoid a kaizo trap 😂.

    • @pictocat8568
      @pictocat8568 6 месяцев назад +4

      that would be so evil... and very funny

    • @greenstarlover1
      @greenstarlover1 6 месяцев назад +4

      @@pictocat8568 do not underestimate the troll hack community. They are EVIL

    • @Supahdenning
      @Supahdenning 6 месяцев назад +3

      Or starting the level immediately in a trap, so you need to trigger the star counter 7 levels in advance to start with invincibility - and ideally, you can't go back

    • @greenstarlover1
      @greenstarlover1 6 месяцев назад

      @@Supahdenning that E.V.I.L. good job 👍🏻

  • @PearangeProductions
    @PearangeProductions 6 месяцев назад +11

    That "viewers like you, thank you" bit at 0:32...that was totally the PBS broadcasting credits thing, wasn't it?
    I had the biggest & dopiest nostalgia-fueled grin when I realized what you were referencing when you said that.

    • @de-fault_de-fault
      @de-fault_de-fault 3 месяца назад +1

      Still is. But also a nod to The Gaming Historian, whose videos all contain that.

  • @m90e
    @m90e 3 месяца назад +1

    That "... and viewers like you. Thank you!" brings back the old PBS Kids memories...

  • @GreyWolfLeaderTW
    @GreyWolfLeaderTW 6 месяцев назад +10

    Ah yes, our old buddy, "Inadvertently reading code and data out of the intended range to produce nightmare crazy unintended outcomes" glitch.

  • @jademonass2954
    @jademonass2954 6 месяцев назад +11

    seeing that the glich caused the "flip x" and "flip y" bites to be overriten on the 5up felt like fitting a perfectly cut insert of metal into a hole

  • @NaitorStudios
    @NaitorStudios 6 месяцев назад +47

    By the love of God, please make a video explaining slopes and jump through platforms (including moving ones) in SMW!
    That's the point I have the most curiosity about it, specially since it appears to have different states to handle flat ground and sloped ground.

    • @dreamcastfan
      @dreamcastfan 6 месяцев назад +5

      Yeah that would be interesting, especially as sometimes it’s possible to kick a Koopa Trooper shell through a slope and into the gap behind it.

  • @toonworld1748
    @toonworld1748 6 месяцев назад +6

    thank you so much for using grey for the backround white wouldve made this so much harder to watch

  • @zelenpixel
    @zelenpixel 6 месяцев назад +4

    this is fascinating i love seeing how games work internally and the weird quirks that come from messing with them

  • @turphm4ster
    @turphm4ster 6 месяцев назад +1

    I love how your intro jingle is literally the glitched lengthened 1-up sound from SMB3

  • @xXBlueSheepXx
    @xXBlueSheepXx 6 месяцев назад +121

    Love that you uploaded this on Wigger Wednesday

    • @0neDoomedSpaceMarine
      @0neDoomedSpaceMarine 6 месяцев назад +11

      _Wigger_ Wednesday?

    • @AlexCreeper
      @AlexCreeper 6 месяцев назад +38

      ​@@0neDoomedSpaceMarine all it takes is one letter for everything to go wrong...

    • @saikitonia
      @saikitonia 6 месяцев назад +3

      ah yes

    • @SECONDQUEST
      @SECONDQUEST 6 месяцев назад +6

      The Nintendo police are gonna come for you.

    • @somebonehead
      @somebonehead 6 месяцев назад +17

      Waluigi was crazy for that one.

  • @TheSavageBountyHunter
    @TheSavageBountyHunter 6 месяцев назад +6

    My hat goes off to your for the commentary.
    No corny jokes ..
    No long stretched out intro ..
    Just straight to the point
    And I like how you speak as if this is an educational video that would be watched in school or maybe a training video for a job 😂❤

  • @JoBoToGo
    @JoBoToGo 6 месяцев назад +7

    "Now for the fun part where I explain why everything is broken..." made me laugh and like

  • @FreakishSmilePA
    @FreakishSmilePA 6 месяцев назад +10

    I very much love the PBS style intro lol

  • @Gabriel2005Gaming
    @Gabriel2005Gaming 6 месяцев назад +2

    I think for the superstar power, i think the developers of super mario world initially planned on the super star to be a carryable item instead of a limited time item. This explains why there are references in the game for items to giving super stars. It likely would have went into your item box like a regular item, however they must have changed their minds on this at some point since they made invincibility immediately go out and made the star not able to go into the item box. It's a cool thing to think about to be honost.

  • @thecoldlemonade3532
    @thecoldlemonade3532 6 месяцев назад +1

    when you said "viewers like you" it gave me nostalgia of PBS when I was little

  • @Golden._Grayductions-x7j
    @Golden._Grayductions-x7j 6 месяцев назад +5

    19:44 the profiles say the atomic symbol for lead

  • @jamst5913
    @jamst5913 6 месяцев назад +42

    Haven't finished the video yet. The only other states I can think Mario can be in are "death animation" or "p-balloon". As everything freezes when you die I'm going to go with the balloon.
    EDIT: I remember the powerup video now. Death wasn't considered a powerup I believe so I'm double extra sure it isn't that, but I also don't remember if p balloon is either though.

    • @MisterVercetti
      @MisterVercetti 6 месяцев назад +21

      Nope. P Balloon is considered a carryable object - you can actually see it on the first row of the table.

    • @jackradzelovage6961
      @jackradzelovage6961 6 месяцев назад +5

      "Death wasnt considered a powerup"
      lol

  • @raxadian
    @raxadian 6 месяцев назад +9

    So... Mario eats baby Yoshis for extra lives? Wow.

  • @SearinoxNavras
    @SearinoxNavras 6 месяцев назад +2

    Decades ago when I discovered this I had a paper where I'd try to get as far into the glitched coin awards as possible before the level timer ran out. I would periodically do runs to try and update that sheet by getting farther than before. It was hard because sometimes I'd have to stop and keep stomping on the red Wiggler just to watch the coin counter finish updating otherwise it would be ambiguous how many points I was getting, which lost me time so it required multiple runs.
    I've since lost that piece of paper and it frustrated me greatly, and although now with access to emulator I could recreate that sheet more correctly than ever, I never bothered. At the end when the glitched coin gains were discussed, I could remember the sequence of 4, 6, and then I knew there were two very big numbers that I couldn't remember.
    It was so satisfying when 222 and 255 fit like pieces into my mind's 2-decade-old puzzle! The paper ran for quite a bit longer. I'm sure today by just knowing the offset and spacing between the addresses I could technically create a "complete" list. I found it quite odd when the first coin awards incremented so nicely and then it suddenly began giving weird coin awards and at that time I could not wrap my head around any of it. I had programming knowledge but it was all amateur QBASIC stuff and QBASIC is a managed language so concepts like overrunning a buffer and reading garbage data were absent to me. Initially I thought the score was tied to the number of coins provided and thought to use it - since it updates instantly - to calculate the number of coins I'd received without waiting for the coin counter. However, I quickly realised the scores weren't making sense.

  • @Cool_Kid95
    @Cool_Kid95 6 месяцев назад +1

    I find it amusing that vids like these for Mario World (a game I don't even like that much) are so interesting, entertaining, and fascinating.

  • @YingwuUsagiri
    @YingwuUsagiri 6 месяцев назад +8

    That Star Power gimmick would be SOOOOOO cool in a Kaizo World setting. Not only would you be able to create a situation where ONLY the refreshed Star Power Mario from getting the Star from the Goaltape would keep you alive you could also set it up in such a way that the immediate next stage requires you to take a path through it in such an exact 'correct' way that the Star Power triggers in a room where you absolutely need it with no other solution like a stretch of Munchers.

  • @linkthehero8431
    @linkthehero8431 6 месяцев назад +36

    7:31 *Hex $E0 and $F0*
    Me after hearing the F0: _Mute City theme plays in my head_

    • @Toonrick12
      @Toonrick12 6 месяцев назад +3

      Hmmm. Was F-Zero a pun on F0? Though I could see it as a more "extreme" version of F1, so...

    • @arashikou6661
      @arashikou6661 6 месяцев назад +9

      @@Toonrick12The latter makes sense, since there’s a Formula 2 and Formula 3 that are less-intense training and qualification leagues for Formula 1. Formula 0 would presumably be _even more extreme!!!_

  • @ferociousfeind8538
    @ferociousfeind8538 6 месяцев назад +43

    Man... that purple amorphous patreon logo sucjs so badly... we should go back to the orange stick + circle one.

    • @jackwsmf
      @jackwsmf 6 месяцев назад +22

      I prefer even more the one before the stick and circle

    • @RandomBloonStuff
      @RandomBloonStuff 6 месяцев назад +21

      I thought the logo couldn't get any simpler than a stick with a ball... I was wrong

    • @nickwallette6201
      @nickwallette6201 6 месяцев назад +3

      Oh, you mean the Gentoo logo?

    • @ferociousfeind8538
      @ferociousfeind8538 6 месяцев назад +1

      @jackwsmf it's been too long, I'd forgotten it used to be good and the circle and stick aren't THAT bad compared to other simplified logos

    • @jackwsmf
      @jackwsmf 6 месяцев назад +1

      @@ferociousfeind8538 What other simplified logos are you thinking of? I think the circle and stick is pretty freaking bad lol

  • @TheOneTrueDragonKing
    @TheOneTrueDragonKing 6 месяцев назад +1

    May I just say I love the PBS style "this video brought to you by" intro to your videos? Retro indeed!

  • @1gnore_me.
    @1gnore_me. 5 месяцев назад

    man, I've always appreciated your production on these videos ... but this takes it to a completely different level. really incredible video

  • @Raccoon_Ingot
    @Raccoon_Ingot 6 месяцев назад +1

    him saying "any viewers like you, thank you" made this feel like a PBS kids show

  • @bingusbongus9807
    @bingusbongus9807 6 месяцев назад +13

    ive been super excited for this video to come to youtube since you announced it in your community tab thing! i love the wriggly worms!! i love mario!!! i love your videos!!!!

  • @somerandomguyintheinternet
    @somerandomguyintheinternet 5 месяцев назад +1

    The way your videos are edited are so smooth and satisfying is so good!

  • @mycophobia
    @mycophobia 6 месяцев назад +6

    5:00 the slowed down jump noise sounds kind of like michael jackson saying hoo

  • @AmyraCarter
    @AmyraCarter 6 месяцев назад +25

    "You only need to stomp on forty-eight Wigglers to max out your score counter." ~RGMEx
    Speedrunners: NEW STRAT UNLOCKED

    • @zyad48
      @zyad48 6 месяцев назад +4

      More like a new joke category "SMW max score%"
      It would be neat to see tho tbh
      There'd probably be some wacky TASes of such a category

  • @nathanisbored
    @nathanisbored 6 месяцев назад +8

    Wigglers also behave different when you kill them with star power but I think it just caps at 2-up in that case

  • @biggallcaps
    @biggallcaps 6 месяцев назад +3

    Oh boy oh boy more Super Mario World and Super Nintendo code execution explanation :)

  • @Aero_Yuki
    @Aero_Yuki 5 месяцев назад

    I remember activating the wiggler life/score glitch all the time back in the day after just happening upon it the first time during normal gameplay. Nice to finally see what was going on with the glitched text.

  • @AkumaAPN
    @AkumaAPN 6 месяцев назад +1

    I had a list of "strange symbols." I would gear up with a Cape, start from the checkpoint, and blast the whole clock trying to get as far into the list as possible before time ran out.
    I remember using easy-to-remember "rare" symbols as progress markers to see how far i was getting down the list.
    I remember when you got Double Grey Boxes with X's, you were getting pretty far into the list.
    The game made all the various permutations of the glitched symbols in the same order every time, so it wasn't random. And every time you saw something easy to remember like a big orange O, or a hot pink box with x, it was always as many bounces as last time.
    I had always thought it might be fun to make a ROM Hack with lots of green berries on that level, so i could have extra time to uncover more glitched sprites beyond what time would normally allow.
    Now I'm thinking maybe a Game Genie Code could suffice for this purpose.
    I wish this video would show what all 256 glitches looked like, so i could see real quick how many wiggler hits it took to reach double grey boxes with X's.

  • @Amaraticando
    @Amaraticando 6 месяцев назад

    I was already familiar with the goal tape item routine, but the visualization here makes everything easier to reason about.

  • @midge_gender_solek3314
    @midge_gender_solek3314 6 месяцев назад +3

    Beautiful visualisations!

  • @SullySadface
    @SullySadface 3 месяца назад

    Every time I look at assembly it makes me feel like my eyes are just throwing up into my brain

  • @NavonDemhier
    @NavonDemhier 6 месяцев назад +2

    I admire the presentation and the pace of this video a lot. Keep it up!

  • @NotSomeJustinWithoutAMoustache
    @NotSomeJustinWithoutAMoustache 6 месяцев назад +1

    It actually felt eerie and bizarre watching a video with no running BGM. Feels empty and lonely somehow.

  • @yamalpaca5861
    @yamalpaca5861 6 месяцев назад +8

    0:42 NES Remix nostalgia

    • @Toonrick12
      @Toonrick12 6 месяцев назад +2

      I would kill for a version with the games from NSO.

  • @hanfan26
    @hanfan26 6 месяцев назад +1

    Your videos are top notch quality. The animations are so helpful to understand the topic! 😊

  • @NesrocksGamingVideos
    @NesrocksGamingVideos 2 месяца назад +1

    What do you use to animate all this? It's so well done.

  • @djmoch1001
    @djmoch1001 6 месяцев назад

    Man I was so proud of myself for discovering this glitch when I played SMW as a teenager.

  • @ElKabongg42
    @ElKabongg42 3 месяца назад

    I like how Nintendo kept the intended wiggler-coin interaction for SMRPG to obtain secret frog coins

  • @dirkkrohn1907
    @dirkkrohn1907 6 месяцев назад

    Stomping Wigglers like you showed was something I remember doing back in the day.

  • @minecraft12lol
    @minecraft12lol 6 месяцев назад

    3:16 I wonder if that's related to the star in the item box in some way. Maybe at one point they thought of making a separate star item that would be added to your item box, and when used would make you invincible, similar to Super Mario Bros. 3, and the normal star dropping was just a placeholder. Though the counter you mentioned later on sort of disproves this, since it seems like they already started working on it and just gave up later, leaving it half finished. The 7 entries delay thing is probably an unfinished requirement.

  • @weirdibibfishiplop3644
    @weirdibibfishiplop3644 6 месяцев назад

    i fall asleep better when there's something i really want or need to pay attention to. this video feels like a class, but im also very intrigued and interested so this was perfect for my nap. thanks i guess.

  • @Choralone422
    @Choralone422 6 месяцев назад

    I had totally forgotten about how broken the score counter was on wigglers in SMW. I remember maxing out the life & score counter way back when on my quest to go through all 96 exits for the first time!

  • @DogsRNice
    @DogsRNice 6 месяцев назад +1

    I like the palette the 5UP sprite ended up with

  • @budgetcoinhunter
    @budgetcoinhunter 6 месяцев назад +4

    I remember seeing the early sprite table over on TCRF when it first showed up in an article, and quickly made the connection when I did the Wiggler glitch and watched my coins counter closely after passing 5UP. Not hard to imagine my 'eureka!' face making that link, so when he started talking about the glitched values, I knew what was up.

  • @Basegud
    @Basegud 6 месяцев назад +1

    Nice, uploading a video about wigglers on a Wednesday ;)

  • @qoombert
    @qoombert 6 месяцев назад +4

    do a video on glitch mario statuses and how poweups affect them

  • @Jdbye
    @Jdbye 6 месяцев назад

    Keep the Mario (and especially SMW) videos coming. I'm really enjoying these. :)

  • @Kaitri
    @Kaitri 6 месяцев назад

    I love smw and ive seen so many videos on it, rarely do i hear anything new, yet i still loooove watching these videos.

  • @SomeGuy712x
    @SomeGuy712x 6 месяцев назад

    Interesting stuff. I always thought that Wigglers starting off being worth 100 points instead of 200 when stomped as the first hit of a combo was intentional. Also, with an invincibility star combo, Wigglers actually cap at 2-up instead of 1-up. I wonder if they meant to cap Wigglers at 2-up with stomps as well, but forgot to do so.

  • @nmotschidontwannagivemyrea8932
    @nmotschidontwannagivemyrea8932 6 месяцев назад +1

    You show the P-balloon on the chart, but I think an aside about how it works and gets treated as a held item would have fit. Maybe you've mentioned it in other videos, IDK, but not everyone watched all of them, and I think it would have made a lot of sense to draw a bit of attention to.
    (It's also possible that you did and I spaced out during that time; if this is the case then I apologize for my ADHD.)
    Anyway, neat video!

  • @VincentHernandez2121
    @VincentHernandez2121 6 месяцев назад +6

    Huh... Now I think I sould give more credit to Super Mario Advance 2 for fixing most (if not all) of these glitches that were present in the original SNES game. 🤔

  • @shinylugiagames270
    @shinylugiagames270 3 месяца назад +1

    i dont understand why specifically nintendo developers always just leave unused code in the game, i mean if its not going to be used, why bother even keeping it? just trash it, if nothing else it will just decrease the size of the rom

  • @pspauloplayz4295
    @pspauloplayz4295 6 месяцев назад +2

    fixed the 5up sprite in ms paint, looked pretty nice

    • @brasilballs
      @brasilballs 6 месяцев назад

      now fix it in-game too

  • @facuzamorano7839
    @facuzamorano7839 2 месяца назад +1

    7:32 F ZERO REFERENCE!?1!1!1?1 NO WAY 😨😨😨😨😰😰😰😱😱😱

  • @Coffeemancer
    @Coffeemancer 6 месяцев назад

    Best RUclips on RUclips. Honest original content, no ads

  • @beatziegraham6928
    @beatziegraham6928 6 месяцев назад

    I like how they fixed it in the gba version. I remember getting a +30 lives sprite by bouncing on wigglers as a kid. (Or something like that. It’s been years since I played it.)

  • @WaterOnTheHill-xp3yx
    @WaterOnTheHill-xp3yx 6 месяцев назад +2

    i love getting hcwhasoef-ups

  • @mwk1
    @mwk1 6 месяцев назад +1

    Those Wigglers are making the whole game goes loosey-goosey wiggly-woggly 😎

  • @ClassicTVMan1981X
    @ClassicTVMan1981X 3 месяца назад

    For the IncreaseStompCounter routine you mention, the ending RTS should instead be an RTL if we want to include it as a JSL within the affected two routines you mention (for stomping on Rexes or Wigglers). Be sure that the existing JSR calls to this routine are changed to JSLs, too.
    In addition, I wonder why the copy-and-pasted code for the Rexes doesn't play the 1-UP sound and stomp sounds together?

  • @kasugaryuichi9767
    @kasugaryuichi9767 6 месяцев назад +1

    Thank you for this birthday gift!

  • @dreamcastfan
    @dreamcastfan 6 месяцев назад +2

    This explains so much. I always thought the Koopa Troopers didn’t need to be jumped on when maxing out your score and I also thought the Wigglers seemed to give large bonus points only some of the time.
    I normally spin jump on the Koopa Troopers to get rid of them as it makes it easier to jump on the Wigglers with them out of the way. It also makes it more likely that the Wigglers will respawn, sometimes the Koopa Troopers max out the number of sprites or something.

  • @PartygoerReborn
    @PartygoerReborn 6 месяцев назад

    I love when people talk about broken things in old Mario games in depth. Its so awesome to me! =D

  • @Gencoil
    @Gencoil Месяц назад

    Hehe, I did the Wiggler jump trick in Forest of Illusion all the time when I was strapped for lives.

  • @OldShatterham
    @OldShatterham 6 месяцев назад

    I love looking at these leftover data in games, thinking about what could have been

  • @Vuusteri
    @Vuusteri 6 месяцев назад +1

    Those leaking invisible walls also bug me...oh, wrong channel.

  • @XperimentorEES
    @XperimentorEES 6 месяцев назад

    Stuff like this also highlights how much coding optimization was implemented between pokemon gen1 & gen2 lol.
    I always wondered why the score number was offset depending on what the bonus was, never would've guessed it was a pair of spites to display one number.

  • @saycrain
    @saycrain 5 месяцев назад +1

    it feels like the programmer waned to make the star power happen in the next level after finishing a level with it. but they didn't use LSR (Logically shift right) instead they used ASL (Arithmetic shift left) by mistake and didn't catch it because the code didn't get run anymore thanks to newer code later on

  • @derek-64
    @derek-64 6 месяцев назад

    I've been stomping Wigglers for a long time ever since the game was originally released. Near the halfway point in Forest of Illusion 1 there are 3 wigglers you can do this with. If you restart the level from the checkpoint it'll save time but it's a good way to max out the score and lives in no time.

  • @Inspirator_AG112
    @Inspirator_AG112 3 месяца назад +1

    *@[**17:54**]:* Well, that would explain why the orientation of the each tile of the 5-up sprite is reversed...

  • @Xch3l
    @Xch3l 6 месяцев назад

    boy I remember hitting wigglers to stack up lives and sometime later I even made a patch to fix it! Sadly I couldn't even post it to SMWCentral because I forgot my login details and by now the files are probably lost. Only thing that remains is an old recording of it 😔