are you telling me that if I build up enough speed to travel through dimensions and pass through a heart, then I can safely press my face into lava without melting?
"We're all familiar with Mario's HP (aka his "health" or "power")." Yep, I can agree on that. "It starts at 8, and when it reaches 0 Mario dies, right?" Naturally. "Well, it's actually more complicated than that." God dammit.
@@cyberninjarappa Since 8.5 sections equal 2176 and 8 sections equal 2048, it basically means that Mario's power meter will not be displayed on-screen unless it becomes ≤ 2047 or ≤ 7.996 sections. * With the obvious exception of being on the water's surface, which forces the power meter to stay on screen until you leave the water.
see, you could play mario or you could convert the hexadecimal values of his health to decimal using a complicated equation and correlate it to the in-game sprites in order to explain the delay between the damage taken and the change of the sprite along with how damage within the game is calculated and how this method leads to inconsistencies in damage taken, along with integer overflows that cause similar problems such as infinite health.
I'd like to give a shot at dubbing over some of your text-narrated videos someday. I won't reupload your visuals though that'd be a dick move, but I'd keep my visuals blank and sync it up on one of those side-by-side RUclips player sites.
Entering a cannon also stops instantly the fire damage. Also you didn't say that as soon as the HP value drops anything lower than 256, there's no way to gain any more health. For example if you enter a cannon with 255 HP (which means you're already dead), and then shoot, even if you pick up coins during the launch animation, those coins won't increase Mario's health and so you're doomed to die. Also if your HP value is anything lower than 256, you can't take stars anymore... You may want to add these things to the description
***** Well that works because you can't play the death animation until you are on the ground. The developers never thought it would be possible to be dead whilst in the air so they did nothing about it.
Actually, cloning a star and then dying from big fall damage while holding the star does something. Mario will collect the star after dying, thus it IS possible to collect a star with no health.
Yeah a lot can get close to 3000~4000 endgame And then there's some games that's just ridiculous. Dante from DMC3/4 starts with 6,000 HP and can raise it to 20,000. Star Ocean 3 & 4, with a fuckton of grinding let you get into the quintuple digits. Final Fantasy X lets characters break the HP cap, letting characters get a stupid high 99,999. It also depends on the scaling. Higher numbers aren't better all the time. A dragon can bite a character for 20 dmg, and in another game the same amount of HP damage can be inflicted by a rat or something. Also technically Mario only has 1921 HP. He can survive 1920 damage, any more without healing will kill him.
Disgaea 1 and 2: 120 Million Disgaea 3: About a billion, give or take 100 million I believe Disgaea 4: About Half a Billion. And Ways to deal several quadrillion points of damage, I believe? Yeah... no.
I hope you realize that these can seriously be considered archiving of gaming history. I'm glad you enjoy doing them, because they're revealing design choices and quirks that illustrate the time they were made in.
I wonder if since this video, anybody has made a mod where Mario's health is a dynamic health bar with exact values (or just a number shown on screen) rather than an 8-sector pie.
I've played through Mario 64 so many times and never knew Mario had an animation and "voice lines" for standing in smoke, that blew my mind more than the super intricate health system tbh
I really appreciate the way you're going beyond the ABC challenge and actually documenting the game on your secondary channel. And your videos are very comprehensive, whenever I think to myself "Wait, but what if...", the video immediately explains the exact situation in detail.
Thorough documentations like this also help me learn about the game, since I have to test everything when researching the topic. For example, I didn't know the INC/DEC counters could be overflowed before making this video, but now I do
I’ve always wondered, why the first sector gets drained so much faster than the others, when in water or toxic gas. Now I know it’s because a certain number of smaller units gets drained each frame, and there’s a half sector beyond the first sector, and a sector gets drained as soon as it’s not full anymore.
I've been subscribed for years to both channels. I never give SM64 much thought, and it's a testament to PK's enthusiasm and dedication that these videos end up being so interesting. That said, I'm afraid the slow-mo *_OOOOEEEUUUIRRGH_* at 3:25 is stealing the show. It is ascending me to a higher plane of existence.
Damn. These videos really keep me interested. I've recently been getting into programming and game design and this gives me (and others of course) a better look at how a game works behind the scenes. It's not just pushing a button and the character does stuffs from a line of code that says "hey jump". It's all code sequences and math calculation. Lots of them.
0:33 this is known as a “fixed point arithmetic”, the lower byte is essentially the fractional part, and the upper byte is the integer part. Therefore, Mario’s HP value is actually scaled by 1/256 for extreme precision. You take the value, integer-divide by 256 (or simply take the upper byte), and that determines if Mario should die if the resulting value is 0. This also controls what image for HUD.
The 7.75 sectors are added because you can get lower than 256 with fire, which is less than a sector. Even if 7.5 sectors were added, you’d be at almost full health. That is why the extra .25 is added, because the devs thought of this.
I have been playing rom hacks of Super Mario 64 recently, and because of these videos I'm able to describe things like the science behind sleeping. My friend said I needed to get a hobby.
If he tells you that just for watching and understanding the information, I can't imagine what he'd tell me as the person investigating and making videos of it
I remember doing stuff like this. Not explaining how health works in 15 minutes, but doing health defying glitches in general. But at least I have more useless information shoved into my head.
Wow this is awesome, it's so crazy how we never even realize how complex video games really are, even the old ones. It's fascinating to say the least o_0
Why the hell did they not just use an integer from 0-8 for his health and another integer for the Under-water gauge? Seems overly complicated from a programming standpoint ._. I guess it's to show the gradual HP loss and also have dec=0 be a variable for the HP gauge to move up afterwards, but for an N64 game that seems like a lot of bytes for such a small effect. Oh well, maybe someone had some extra time on their hands and wanted to pretty-up the HP gauge. Cool video, will now view the rest of it!
I think this might have something to do with planned multiplayer? It might of been cheaper to use Hex for two characters instead of two values of both. The stuff that got dropped due to technical and time issues still has some legacy in SM64 in one way or another.
love this vid. i was hoping to see the case of getting burned by the fire spitter, but instead of jumping, immediately falling off the edge so you're airborne the whole time
As someone who's interested in learning about game design, videos like this are a great window into the inner workings of old school games! Thanks for making them.
I already knew that it doesn't use simple integer values in-game but this video has so many things I didn't know, it's very interesting! even simple things like damage increase when not wearing a hat. You just don't try that out during normal gameplay. And a -5 chain chomp attack or -6 fall damage look kinda scary. But weird how lava/squishing is increased to 4.5. I wonder what thought went behind that. Also - jumping decreases burn time?! I would have thought the opposite since I only knew about the unlimited burn by falling down a cliff. Interesting indeed. Also, the overflows are pretty cool. Mario seems to have 9 lives if he can survive the lava log. ...well, actually he can have up to 101 lives but you know what I mean.
Burn time stops as soon as the value reaches 161 and Mario is in the running animation, it just happens that for some reason, being in mid air makes the timer go faster
I actually found this myself a few months ago... I noticed that sometimes I would lose 2 pieces of HP and sometimes 3... Then I figured out that jumping is the key to take much less damage
Well, it seems to me like all hatless damage is a 50% increase over the corresponding with-hat damage, the difference being that some of the values are rounded up to the nearest whole sector and others aren't. 1 damage becomes 1.5 and is rounded up to 2 2 damage becomes 3 3 damage becomes 4.5 and is (sometimes) rounded up to 5 and 4 damage becomes 6.
Thank you for making videos like this, I know this may not be your primary intention but watching these really helps me with my anxiety and panic attacks
When I played this as a kid playing this game, I always felt like jumping would help get rid of burning, but I never knew why or how that worked until this video. Speaking as a hobbyist programmer who's always thinking about game design, your videos are an absolute treasure.
8:31 i love how you hear a buzzing sound because the lava is trying to launch mario into the air, but the log holds him down, causing it to do so over and over every frame
I know this is an old video and that it's only a game, but I admire the way you apply the scientific method in order to discover how work something. Something that seems so simple as an HP bar. You make me understand the power of the human rationality, seriously. I want to be a physicist to understand how nature behaves the same way you discover these amazing things. ¿Are you a physicist perhaps?
8:04 And kids this is why we should conserve and protect the endangered Koopa or an Italian man made by Japanese men with a cap with the letter ‘M’ named “Mario” will come. ;)
I wish I could hold my breath for that long in real life! The most I can be underwater so far is usually around 30 to 40 seconds. Sometimes 50 seconds if I try hard enough. Mario can hold his breath for more than a minute!
Actually it's 1x for anything that deals damage gradually instead of in bursts (like being underwater or in toxic gas), 1.5x for anything that deals 2, 3, or 4 slices normally except 3-knockback, 1.67x for 3-knockback, and 2x for anything that deals 1 slice normally. So I'd say about 1.6x because most damage falls into the 1.5x category but the 3 exceptions (1- and 3-knockback, as well as being shocked) are all more damage than predicted.
Nabillio96 I definitely noticed this as a kid cause I experimented the shit out of this game! Being born in ‘93 meant this was the best shit for at least two years before Banjo-Kazooie came out
"But since we're already dead, nothing special really happens." story of my life
"You are already dead." "How much?" "552 days."
That's dark.
It's just a very slow Hokuto no Ken.
Why are you jumping like that?
*I WILL DIE IF I STOP*
wha...Maybe putting yourself out will help?
*IT DOSN´T MATTER IM ALREADY DEAD*
You mean un-life?
"Well, it's actually more complicated than that."
I'll never get tired of these videos
0 - 8.5 A presses.
Me as well.
I have asperger's syndrome, so I am interested to details and pay attention to them.
it's the anti-ceave
@@adiginist yes
spoot me neither they are fun to watch
are you telling me that if I build up enough speed to travel through dimensions and pass through a heart, then I can safely press my face into lava without melting?
No, but...
I mean, you could try if you want to.
Exactly
8:31 this will happen to you
Pichu The Pokémon * 10:15
But your poor ass will never be the same
"We could run around on fire for 276 days"
I love that this is probably the only channel where casually saying this sentence actually makes sense.
running around on fire for 276 days crashes paper mario
casually saying this implies the existence of competitively saying this
vsauce
>touch spinning Heart at QPU speed
Dude you're asking for it
I needed some HP for the road
@@UncommentatedPannen I dont think that much though
do you need 2,176?
doesn't this crash the game?
@@UncommentatedPannen holy shit he did it, 6 years later
"it's actually more complicated then that"
oh boy here we go again
than*
@@kregginzd2051 You're really replying to a comment from 2 years ago just to correct their spelling? Wow.
@@JGMeador444
yes he is.
“Aw shit, here we go again”
@@kregginzd2051 And what's funnier, is that this person has been on RUclips for the past 14 years. No way this dude is editing this comment
No Marios were harmed during the making of this video.
Damn it, Micky. I was JUST going to comment those exact words.
What a shock, Samuel.
I see you everywhere?
/\ Maybe because you're a psychic?
Several Marios were harmed during the filming of this video
At this point i'm sure you can recreate the whole game from scratch.
In Java.
in MS paint
In Powerpoint
In MS-DOS.
In Super Mario World.
"We're all familiar with Mario's HP (aka his "health" or "power")." Yep, I can agree on that.
"It starts at 8, and when it reaches 0 Mario dies, right?" Naturally.
"Well, it's actually more complicated than that." God dammit.
Actually, Mario's hit points starts at 8.5 instead of the integer 8.
@@cyberninjarappa Since 8.5 sections equal 2176 and 8 sections equal 2048, it basically means that
Mario's power meter will not be displayed on-screen unless it becomes ≤ 2047 or ≤ 7.996 sections.
* With the obvious exception of being on the water's surface, which forces the power meter to stay on screen until you leave the water.
Mario dies at just under 0.5 sectors, so it works out to 8 sectors of health + 1 teensy unit.
"After 276 days, nothing interesting happens..." Oh good.
"Interestingly, if we prolong the burn for 276 days" now I'll have nightmares
Me too
the fact that jumping reduces fire damage proves that this game was coded with so much love, really beautiful to see
Before I even watch the video, I know what to expect.
"In today's video, we're going to show you how to become an invincible GOD."
10:10
:D
So you excepted frame perfect jumps for 276 days?
"...For about 15 seconds!"
RarefoilB With 0.5 A presses.
see, you could play mario
or you could convert the hexadecimal values of his health to decimal using a complicated equation and correlate it to the in-game sprites in order to explain the delay between the damage taken and the change of the sprite along with how damage within the game is calculated and how this method leads to inconsistencies in damage taken, along with integer overflows that cause similar problems such as infinite health.
one does not simply _play_ mario
Indeed.
I'll play Mario, thank you very much.
This is fake
T O O T E X T
I wish you would commentate more videos. I love the enthusiasm you have for your craft.
Commentate on a channel called UncommentatedPannen? That makes literally no sense
That's not fair! You just changed it. :P But honestly, I really do like your commentary.
Well, I really dislike having to commentate... so I guess that makes it even
UncommentatedPannen That's unfortunate. :( You really do have a great voice and you speak eloquently. :)
I'd like to give a shot at dubbing over some of your text-narrated videos someday. I won't reupload your visuals though that'd be a dick move, but I'd keep my visuals blank and sync it up on one of those side-by-side RUclips player sites.
13:14 "At last, the sweet release of death."
I love the sounds of Super Mario 64 in slow motion
"GGGGGGOOOOOAAAAAAAUUUUUUUUGGGGGGGHHHHHH!"
-Slow-mo Mario 2016
I'd uh also like to express my fondness for that particular sound
Exactly
Flash-Flire i ROFLED At Your Comment xD
waaaaaaaahaaaaahaaaaahaaahaaaaahaaahaaaaaaaaaahhhh
Entering a cannon also stops instantly the fire damage.
Also you didn't say that as soon as the HP value drops anything lower than 256, there's no way to gain any more health.
For example if you enter a cannon with 255 HP (which means you're already dead), and then shoot, even if you pick up coins during the launch animation, those coins won't increase Mario's health and so you're doomed to die.
Also if your HP value is anything lower than 256, you can't take stars anymore...
You may want to add these things to the description
These are some really interesting points I hope to see answered.
***** Well that works because you can't play the death animation until you are on the ground. The developers never thought it would be possible to be dead whilst in the air so they did nothing about it.
Actually, cloning a star and then dying from big fall damage while holding the star does something.
Mario will collect the star after dying, thus it IS possible to collect a star with no health.
See additional notes #1 and #2
***** hi
First building up speed for 12 hours, now Frame perfect jumps for 3/4ths of. a year
That's what he meant by frame perfect jumps for 3/4ths of a year.
+Leapordgaming ... Oh. I... I dunno why I didn't get that. It's too early?
Aren't you supposed to do it twice that time, 1.5 years?
Build up sleep for 12 hours!
Bake a cake for 4 1/2 years... wait, wrong channel
Why am I getting excited even when the video's title is just two letters?
Probably because it's pannenkoek2012.
actually pannenkeok2012, not pennenkoek2012, he has two channels ;)
But the original channel was Pannenkoek2012.
Therefore, Pannenkeok2012 = Pannenkoek2012.
Brumaticalpie no, it is ran by same person but it is still different
bleh whatever who cares bye
"But the original channel was Pannenkoek2012.
Therefore, Pannenkeok2012 = Pannenkoek2012."
I can concur. This is how it works
That title is the definition of anti-clickbait. This video is indescribably amazing.
Hmmm so if mario's hat is what makes him lose less health......
Guy 1: OH NO MAN WE'RE GONNA GET SHOT
Guy 2: Don't worry! I have a hat!
there is a reason klepto at all his will try to steal it from mario.
+superior AI
Or maybe Ukiki too?
Team Fortress 2 suddenly makes sense.
God damn it.
Bulletproof Vest? pfff that is for pussies
here, take my hat
Ceave: "it's actually really simple!"
Pannenkoek: "it's much more complicated than that!"
Know the difference.
You: "it's actually really simple!"
Ceave: "it's actually *surprisingly* simple!"
Know the difference.
13:10
Why would I want to run around on fire for 276 days?
i want to
for science
For science!
because ur a big boy now u do what u want to
For the same reason you'd want to hit a block with a hammer for 400+ years to destroy the world?
13:03 - "if we prolong the burn for 276 days"
nO
The fact that Mario's HP always goes down while underwater provokes a deep fear in me.
“So Mario can survive in water at most 64 seconds.”
I S E E W H A T Y O U D I D T H E R E
The Paper Mario speedrunning community borrows parallel universes from you, and you borrow frame-perfect jumps in return. Thus the circle is complete.
I feel like the concept of frame perfect jumps has been around since way before paper mario
Yeah, jumping to prolong the flame damage has been known forever, Paper Mario wasn't the first to use it.
@@UncommentatedPannen they took everything from us i see
Mario technically has 2176 HP! Suck it, RPG protagonists!
Some RPG protagonists have more, especially Final Fantasy.
Yeah a lot can get close to 3000~4000 endgame
And then there's some games that's just ridiculous. Dante from DMC3/4 starts with 6,000 HP and can raise it to 20,000. Star Ocean 3 & 4, with a fuckton of grinding let you get into the quintuple digits. Final Fantasy X lets characters break the HP cap, letting characters get a stupid high 99,999.
It also depends on the scaling. Higher numbers aren't better all the time. A dragon can bite a character for 20 dmg, and in another game the same amount of HP damage can be inflicted by a rat or something.
Also technically Mario only has 1921 HP. He can survive 1920 damage, any more without healing will kill him.
Disgaea 1 and 2: 120 Million
Disgaea 3: About a billion, give or take 100 million I believe
Disgaea 4: About Half a Billion. And Ways to deal several quadrillion points of damage, I believe?
Yeah... no.
Aurorosthebest Yeah, I forgot about that.
It's pronounced "This Gaea"
I hope you realize that these can seriously be considered archiving of gaming history. I'm glad you enjoy doing them, because they're revealing design choices and quirks that illustrate the time they were made in.
*Runs around while on fire for 276 days straight*
"Well, it's actually more complicated than that."
SO IT BEGINS..
Burning Mario under the log in Lethal Lava Land was always one of my most favorite things to do.
I wonder if since this video, anybody has made a mod where Mario's health is a dynamic health bar with exact values (or just a number shown on screen) rather than an 8-sector pie.
I've played through Mario 64 so many times and never knew Mario had an animation and "voice lines" for standing in smoke, that blew my mind more than the super intricate health system tbh
10:20 THAT'S A LOTTA DAMAGE
Casual player: "Mario has 8 pieces of health right?"
Pannen: "Well yes but actually no."
276 days? Gold my beer, I got this!
YTSunny i'm a bit fan!!!!! Shoutout me pls
Gold my beer
YTSunny gold your beer? You are more drunk than I thought!
hello?
Regular Block you wish
I really appreciate the way you're going beyond the ABC challenge and actually documenting the game on your secondary channel. And your videos are very comprehensive, whenever I think to myself "Wait, but what if...", the video immediately explains the exact situation in detail.
Thorough documentations like this also help me learn about the game, since I have to test everything when researching the topic. For example, I didn't know the INC/DEC counters could be overflowed before making this video, but now I do
I’ve always wondered, why the first sector gets drained so much faster than the others, when in water or toxic gas. Now I know it’s because a certain number of smaller units gets drained each frame, and there’s a half sector beyond the first sector, and a sector gets drained as soon as it’s not full anymore.
Pannenkoek, you make the simplest things so complicated. And I love it.
I've been subscribed for years to both channels. I never give SM64 much thought, and it's a testament to PK's enthusiasm and dedication that these videos end up being so interesting.
That said, I'm afraid the slow-mo *_OOOOEEEUUUIRRGH_* at 3:25 is stealing the show. It is ascending me to a higher plane of existence.
Mario yelling in slow motion was something I didn't know I needed.
Damn. These videos really keep me interested. I've recently been getting into programming and game design and this gives me (and others of course) a better look at how a game works behind the scenes. It's not just pushing a button and the character does stuffs from a line of code that says "hey jump". It's all code sequences and math calculation. Lots of them.
These videos are now the fuel to my lonely nights.
I love how he grabbed that coin at 9:09 at EXACTLY the last frame before dying
OK CALM DOWN
i _really_ wanna hear what 10:19 sounds like using the Oneyplays romhack that uses Chris's voice for mario
0:33 this is known as a “fixed point arithmetic”, the lower byte is essentially the fractional part, and the upper byte is the integer part. Therefore, Mario’s HP value is actually scaled by 1/256 for extreme precision. You take the value, integer-divide by 256 (or simply take the upper byte), and that determines if Mario should die if the resulting value is 0. This also controls what image for HUD.
The 7.75 sectors are added because you can get lower than 256 with fire, which is less than a sector. Even if 7.5 sectors were added, you’d be at almost full health. That is why the extra .25 is added, because the devs thought of this.
I have been playing rom hacks of Super Mario 64 recently, and because of these videos I'm able to describe things like the science behind sleeping. My friend said I needed to get a hobby.
If he tells you that just for watching and understanding the information, I can't imagine what he'd tell me as the person investigating and making videos of it
I remember doing stuff like this.
Not explaining how health works in 15 minutes, but doing health defying glitches in general.
But at least I have more useless information shoved into my head.
10:20 The true sound of pain.
mario on fire for 276 days is my new aesthetic
i love the funny titles like...
"sleeping"
"blinking"
and "hp"
Mario is nice and all, but the music that begins at 0:15 is what we're all really here for.
You've never been more correct.
@@galoomba5559 YOU FUCKING DUMB
I can hold my breath for Super Mario 64 seconds underwater, too.
I'll see myself out...
"Mario without an hat is like playing hard mode." -Elli_s
"Frame perfect jumps"
"For 276 days"
Do I sense a Stryder7x thing going on?
"Since we're already dead, nothing special really happens"
what about doing that jump thing but while getting coins?
Wow this is awesome, it's so crazy how we never even realize how complex video games really are, even the old ones. It's fascinating to say the least o_0
Why the hell did they not just use an integer from 0-8 for his health and another integer for the Under-water gauge? Seems overly complicated from a programming standpoint ._.
I guess it's to show the gradual HP loss and also have dec=0 be a variable for the HP gauge to move up afterwards, but for an N64 game that seems like a lot of bytes for such a small effect. Oh well, maybe someone had some extra time on their hands and wanted to pretty-up the HP gauge.
Cool video, will now view the rest of it!
why?
SM64 was coded in a cave by imps
I think this might have something to do with planned multiplayer? It might of been cheaper to use Hex for two characters instead of two values of both.
The stuff that got dropped due to technical and time issues still has some legacy in SM64 in one way or another.
Kersyl Ger they've done it to set a time limit on certain events wothout having to create separate timers. it saves space!
Hm, good point.
So that breathing could actually feel like you take a breath
Guy: aw damn i lost 3 hp from that
Pannen: *file select screen song starts playing* Actually...
I'll have nightmares with that slowed down bowser laughter you know.
And I'll have nightmares ofthat profile pic
The only person who can make programming mumbo jumbo entertaining.
Sooner or later he will tell how breathing works.
Ow
Isn't that exactly what he just did? Apart from being on fire, all of the effects that deal direct HP damage are breathing-related.
OH NOES
If you haven't seen it, he did it with his HP with Metal Cap video. xD
love this vid. i was hoping to see the case of getting burned by the fire spitter, but instead of jumping, immediately falling off the edge so you're airborne the whole time
As someone who's interested in learning about game design, videos like this are a great window into the inner workings of old school games! Thanks for making them.
do note that almost everything mario 64 does is pretty stupid, especially by today's standards so i wouldnt use a lot of ideas from mario 64
I already knew that it doesn't use simple integer values in-game but this video has so many things I didn't know, it's very interesting! even simple things like damage increase when not wearing a hat. You just don't try that out during normal gameplay. And a -5 chain chomp attack or -6 fall damage look kinda scary. But weird how lava/squishing is increased to 4.5. I wonder what thought went behind that. Also - jumping decreases burn time?! I would have thought the opposite since I only knew about the unlimited burn by falling down a cliff. Interesting indeed. Also, the overflows are pretty cool. Mario seems to have 9 lives if he can survive the lava log. ...well, actually he can have up to 101 lives but you know what I mean.
Burn time stops as soon as the value reaches 161 and Mario is in the running animation, it just happens that for some reason, being in mid air makes the timer go faster
Chris Link
not the time, but as he said, the decrement of the value is higher when in the air. But you wouldn't notice that during normal gameplay.
I actually found this myself a few months ago... I noticed that sometimes I would lose 2 pieces of HP and sometimes 3... Then I figured out that jumping is the key to take much less damage
Well, it seems to me like all hatless damage is a 50% increase over the corresponding with-hat damage, the difference being that some of the values are rounded up to the nearest whole sector and others aren't.
1 damage becomes 1.5 and is rounded up to 2
2 damage becomes 3
3 damage becomes 4.5 and is (sometimes) rounded up to 5
and 4 damage becomes 6.
SomeGuyNamedDavid
But that remaining 4.5-thing... so weird!
Mario can hold his breath underwater for exactly 64 seconds. Nice one, Nintendo.
press the left arrow key at 0:20. the music continues at the same place almost seamlessly.
Also on mobile double tap
Great video! I was just skimming through videos but yours caught my full attention. Ended up watching all 15 minutes of it and I'm impressed.
8:03 Now that was just badass.
I never even knew Mario had a coughing animation when standing still in the toxic gas... I guess I was never crazy enough to try.
*In fact, we can actually use frame-perfect jumps to kill ourselves*
They really just did all of this to make the health bar move gradually over multiple frames
Everything is complicated in SM64, it's a good thing because you are a thing
Thank you for making videos like this, I know this may not be your primary intention but watching these really helps me with my anxiety and panic attacks
10:20 satisfying moment we all wanted to achieve when we were younger
I could watch your videos on SM64 theory for the rest of my life, non-stop.
"Hi. I'm Super Mario. Welcome to Jackass."
When I played this as a kid playing this game, I always felt like jumping would help get rid of burning, but I never knew why or how that worked until this video.
Speaking as a hobbyist programmer who's always thinking about game design, your videos are an absolute treasure.
9:53 RIP marios ass
3:25 you can really feel the pain
8:40
lol why is this so funny
+Joel Graber LOL IKR
Joel Graber
Because it's the same as 10:20
HAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHHAHAHAHAHHAHAHAHAHHAHAHAHHHHHAAHHHHAHHHHHHHHH
A-A-A-A-A-A-A-A-A-A-A-A-A-A
8:48
HO HO HO HO
8:31 i love how you hear a buzzing sound because the lava is trying to launch mario into the air, but the log holds him down, causing it to do so over and over every frame
I know this is an old video and that it's only a game, but I admire the way you apply the scientific method in order to discover how work something. Something that seems so simple as an HP bar. You make me understand the power of the human rationality, seriously. I want to be a physicist to understand how nature behaves the same way you discover these amazing things. ¿Are you a physicist perhaps?
I haven't subscribed to a person in a very long time....
Congratulations
8:45 This looks like mario's worst nightmare
“A health slice is a health slice, you can’t say it’s a half”
8:29
JESUS CHRIST, THAT WAS SO DAMN VIOLENT
I did not know Mario coughed and waved in the Hazy Maze gas. 11:15 . I mean, when did you ever WANT to stand in the Hazy Maze?
Wouldn't it be great if Mario actually had 2176 life segments?
You should make SM64 into a school subject in the later future, because it contains mathematical problems that we could solve etc
So THAT'S why the game is called Super Mario 64. I didn't realize it was it was an esoteric reference to the increments Mario loses health in.
8:04 And kids this is why we should conserve and protect the endangered Koopa or an Italian man made by Japanese men with a cap with the letter ‘M’ named “Mario” will come. ;)
The slow motion sound of Mario in pain is hilarious
11:45
This got removed in the DS version
I wish I could hold my breath for that long in real life! The most I can be underwater so far is usually around 30 to 40 seconds. Sometimes 50 seconds if I try hard enough. Mario can hold his breath for more than a minute!
Holy shit! I never noticed how Mario takes double damage without his hat! wtf?
Its more like 1.5X, Also the game does say that without his hat, Mario is in for some bad luck
Probably never noticed because you never get hurt without the hat on because you never lose it long enough to see yourself take damage
Actually it's 1x for anything that deals damage gradually instead of in bursts (like being underwater or in toxic gas), 1.5x for anything that deals 2, 3, or 4 slices normally except 3-knockback, 1.67x for 3-knockback, and 2x for anything that deals 1 slice normally. So I'd say about 1.6x because most damage falls into the 1.5x category but the 3 exceptions (1- and 3-knockback, as well as being shocked) are all more damage than predicted.
Nabillio96 I definitely noticed this as a kid cause I experimented the shit out of this game! Being born in ‘93 meant this was the best shit for at least two years before Banjo-Kazooie came out
This seems like such a needlessly convoluted system at first, but all the little quirks the health system allows makes it worth it.