@@Imirui we all obeyed newton’s laws like good little organisms until those heretic dinosaurs decided microscopic billiard balls weren’t enough for them, and they needed probability orbs instead.
As a coder, I find this fascinating for the technical aspect - I just can't wrap my head around the amount of time and obsession required to find these exploits. :) Many a long night must have been spent staring into a memory monitor and analyzing disassemblies.
It's a scene term. A "coder" is "someone who writes code". My proper job title would be one of Software Architect, Software Engineer, Lead Programmer, Systems Analyst or Technical Consultant, depending on what "hat" I'm wearing. But me and my ilk, in the demo- and gamedev scene, call ourselves coders, at least here in Finland. :) Gets the point across without any pompous sounding titles.
That's actually an tool-assisting emulator function. I used to do that with emuhawk. It rewinds the game and allows you to play over from the point you rewinded to (if you record it with the emulator's own recorder, it won't show that you rewinded, so that's how TAS videos are made).
The Yoshi double-tongue glitch reminds me of SM64 cloning: animation-based, and results in holding an intended-to-be-fixed-but-actually-variable sprite slot.
I actually find this really interesting, because it's basically the same glitch, arising from the same systems. I didn't really consider how much the programmers could have taken their experience from 2D games and adapted their methods to SM64, but I guess they must've.
This class of glitch is a common one when doing this kind of programming. It's even got a name: Dangling pointers. So I'm not especially surprised that you've seen it twice in two different contexts.
I love how in depth you get with these explanations. That's the interesting thing about these glitches, there's always a perfectly good reason why some weird thing happens, but it's sometimes very complicated.
i love this kinda stuff man! and yeah the video by Summoningsalt also went up recently, a new one about record progressions wich are always incredible, please can you name some other good ones that came out recently? im looking for some more good channels in this topic like mechanics explained and summoningsalt :)
Bismuth recently posted his Super Mario Bros world record explained video. As far as in depth, speedrunning videos, this week has had some really good content.
There really aren't many more, unless you want to watch speedrunning highlight videos. When I say there's a lot of content that came out this week, it usually isn't more than 3. It takes a long time to make so it comes out slow.
This was absolutely fascinating. When I was a kid and SMW came out, my friends and I used to try to find glitches for months. We would have been hysterical if we found a treasure trove of info like this back then. Subscribed.
Love your videos! This one is amazing, as always. I always thought Mario was gesturing forwards in that animation, like “go get ‘em, yoshi!” And yoshi scrunching up his face wasn’t in fear of Mario hitting him, but just the anticipation/ preparation of him shooting his tongue
I want to say Miyamoto or one of the other big-name Nintendo dudes did confirm Mario's punching him, or something. I remember hearing that. Though, even if that's what they say, I don't think that's what the artist drew. Note how the fist is drawn to the side of Yoshi's head, rather than actually fitting him in the head.
@@LonelySpaceDetective I believe that Miyamoto or whoever said Mario was originally intended to be punching Yoshi, but late in development someone said that seemed kind of mean and the official art was redone to show him pointing forward instead. Or something like that.
@@LonelySpaceDetective His hand next to the head isn’t meant to be seen as the animation happens so fast plus the limitations of 2d pixel art. The actual maker of the sprite intended for it to be mario hitting yoshi..there was even a bap sound effect for the hit! But it later was changed in further games I think? Not the animation however but the sound effects to symbolize mario saying go as hitting yoshi would make mario look evil which he’s meant to be hero so it was sort of retconned. Not sure why they ever thought mario abusing yoshi was a good idea for a hero character they didn’t want to be seen as a villain!
This was the first of your videos where I pretty much understood everything you were saying! I have enjoyed all your videos but being completely clueless about game coding I usually end up somewhat lost in all the technical talk, but this video did a great job of simplifying it down to something I could follow. Great stuff. Keep up the good work!
Glitches back then: Here's some speedrun hacks that we only discovered by looking at the ROM in an assembly debugger. Glitches today: People's faces aren't loading.
Today, we’ve got Assassin’s Creed, running at 14 frames/second and badly rendering
Місяць тому
most games are so terribly optimised, but there are still kids with oddly-shaped heads trying to run Forza Nine Trillion at 6000fps full ultra settings with their mom's grandma's Commodore 64, only to shit their vitriol onto a forum post about how the game is shet. That moment when they read the big word graphics option and they have to put it at 8x otherwise they slowly get a stroke about how it's not realistic enough to smother their bad family dynamics out of bounds.
This was insanely well made. This stuff was super technical and was explained so thoroughly and your graphics and gameplay footage were spot on. Really well done.
This video was basically a foreign language but with words that I know the meaning off, but just not in the order that he said them in. But either way, he's got a nice voice to fall asleep to. This is better than any ASMR out there.
I absolutely LOVE LOVE LOVE this channel. Channels like this really help in building the connections in my mind between the abstract concepts in computer science and how they're actually applied in practice. Plus, I don't learn very well from reading. So having a resource that explains things while showing visual aids is extremely helpful. In short, it's a perfect supplement to an informal education in computer science. Thanks for taking the time to make these so we can share in your passion for retro games and CS.
visual aids are amazing, i learn much more with then, and by learn i mean trully learning how it works, that we can even try to code this behaviour later.
I'm finding this fascinating, despite being lost by all the technical stuff. It's very intriguing that so much can of this kind of stuff can be done in SMW.
I saw the yoshi wings glitch in a 96 exits TAS dozens of times and when the TAS duped a block anywhere near a Yoshi coin i was like "It's Yoshi wings time" :)
Great video. I remember doing the clapping Chuck glitch a couple of times but never understood how it worked. I also remember having to avoid getting hit by the Chuck, otherwise the game would crash.
Really awesome explanation of exactly what is going on with item swaps - i've always been really curious about how that works to trigger things like cloud glitch, eventually jumping to controller registers, etc
The quality of your videos are amazing. The animation, the explanations, are all top notch. Very technical concepts made very accessible. Keep up the great work!
Double-tongue probably explains the "eating a berry twice" quirk I've triggered more than a few times on purpose. Interestingly, it frequently puts a static berry image in place of the swaying one. Yoshi's Island 2 is a good place to see that one.
Fun video! It's amazing how many loose interactions programmers are relying on working together that can be broken or exploited to trigger unintended effects.
Once, just once, I pulled off that silly green orb glitch; I could never figure out how I did it. Now that I've seen this, I'm pretty sure I won't be pulling it off on the regular...
SethBling uses the item swap along with some other glitches for his warp to credits speedrun and kill bowser speedrun. It's really nice to see a thorough explanation of the various mechanics here.
Forugotēn Duwerā Cut the animators some slack, you can only put so much detail into these things. I personally can see the pointing animation as pointing.
9:03 this is mario pointing how does that look like him hitting, if he were hitting yoshi then there wouldn't be a frame where mario's hand and yoshi's head intersect. love your stuff btw
According to Shigefumi Hino (a developer of Super Mario World), Mario is punching Yoshi. “Lots of people think that while Mario is pointing his finger foreward, he’s saying ‘Go,’ and Yoshi’s tongue comes out,” said Hino. “However, the set up that I drew was that when Mario punches Yoshi in the head, the character’s tongue shoots out in surprise.”
13:30 so THAT'S how I got that weird glitched goal tape one time on... I think it was either Star Road 3 or 5(?), one time! I knew it had something to do with the goal tape appearing when there were a lot of sprites on the screen, but I wasn't quite sure how it ended up in Yoshi's mouth. N.E.A.T.!
His expertise seems to be in NES/SNES and specifically the Super Mario games. Given that the Sega Master Drive/Genesis had completely different hardware and software languages, file systems and handling codes, it's likely that RGME won't be getting around to those games any time soon either due to learning how they work or, if he already knows, his focus on more Nintendo products.
I'm greatful that somebody was finally able to put this into context, as I've loved gltiching in mario, I'd found so many combinations of ways to do things, but I could never do any of the finishing combo's in mortal kombat lol
Great video! I haven't seen a comment regarding this, then again I haven't delved too far, but I digress. Mario is actually not smacking Yoshi, contrary to popular belief. (even I thought so.) If you look at the concept art for Yoshi, as well as his later rideable iterations, Mario is just pointing for Yoshi to stick his tongue out.
I like to "rom hack" smw in my free time (basically just fucking about with lunar magic) so I knew things like certain tiles changing their contents based off of thier x coordinates but I never occurred to me that you could exploit that ingame to create different items. That's an incredible concept!
Do you think you can explain the glitch when Yoshi turns in to a Chargin Chuck in Super Mario World? I had this happen when I was a kid. Couldn't figure out how it happened and haven't been able to replicate it since.
It's called 'sacrifice swap'. It happens when Yoshi dies at the same time certain sprites are spawned in his slot. The easiest way to do it is in Cheese Bridge Area, by despawning Yoshi and spawning the third platform at the same frame. If you do it with other sprites, Yoshi will get different collors. A bullet bill will give you a gray Yoshi, and a Mushroom such as the one in VD4 will give you a red Yoshi.
To add on to what Bruno Visnadi said, here's an actual example of Dotsarecool (the creator of this video :P) getting the glitched yoshi and 2 of the level end glitches all in one segment in this speedrun attempt: www.twitch.tv/videos/208549634
Interesting that the 1-up mushroom is a power-up but the 3-up moon isn't. I guess the idea is that way the 1-up can borrow the red mushroom's code for moving and being collected? So Yoshi's tongue probably can't collect the 3-up moon for you?
After watching this video, I was about to comment, referencing to your videos from a while back putting a lot of this content into use. I don't know what it is about Super Mario World, but breaking apart it's coding and glitching the hell out of it is awesome. Same goes for Pokemon Red & Blue too.
This is really cool and addictive, great work and I love watching your videos. Now if you'll excuse me, your vids have kept me up till 2 in the morning :P
Phenomenal content. I once did some weird combination in Forrest of Illusion 3 where I was hit by an enemy as super Mario, then as small mario, jumped on and stuck yoshis tongue out while spin jumping off of yoshi .... I believe Yoshi's tongue grabbed the super mushroom while Mario was invincible and simultaneously and tuching the falling mushroom? Then paused and exited the level halfway through the powerup/invincible transformation. I was on the overworld map with wings!! 7 year old me couldn't comprend this....I started the level and yoshi appeared to be armored or replaced with a charging chuck. I could never understand almost 30 years later
Hi! How do you do your graphics and editing? It's _so_ good! Would love any insight into your workflow. Everything moves so smoothly and is animated so nicely. Also your video on mode7 was really amazing in how well you visualised all the parameters.
So, to summarize, Yoshi is one of the most likely parts of a Mario game to have a glitch, and generally has useful and interesting glitches. The main exception is Super Mario Odyssey, where they instead managed to make Glydon's hitbox so weird that it can clip through any corner you can stand on, and where you can spawn a Gushen with collision detection turned off (I know they patched these glitches, but they're still interesting and useful.
Great video, I love these technical explanations of games, especially ones that were tight on memory as to re-use memory slots, hilarity inevitably ensues. The level of detail and methodical explanation earned you this subscription after just one video, which is an atypically low threshold for me Seems like a pretty big oversight to use the position of the sprite rather than the coordinates of the entity that the sprite represents, one would think those things would be pretty distinct. And using the entity's collision response adjusted position for collision response is just bad practice lol. It would be interesting to delve into the history of the game's code development as well as the technicality of it, like why some of the decisions were made, such as why the chargin chucks were powerups, but going around finding and interviewing old programmers would be quite a task, also most of the answers would probably be "i dont remember" or "that wasnt intended" lol
It should be noted that this happens because interaction with ?-blocks and other blocks is handled as a, what I call, "post-interaction" code. The idea is that most sprites call the interaction code but it only handles basic ground, lava, water and magma interaction but SMW. Any extra interaction, such as the Chucks shattering some blocks or the shells interaction with ?-blocks, must be done "post-interaction". The problem here is that SMW uses two interaction points for each sprite (three if water is enabled) but only one set of interaction point coordinates. Since horizontal interaction runs after vertical interaction, only the former's coordinates are preserved and so for vertical block interaction, the position of the interaction point has to be recreated which doesn't line up with the actual interaction point's position (and of course, there are multiple sets of interaction points), thus causing these glitches. Actually, the position is only preserved for the blocked interaction point. That means, SMW does preserve the vertical interaction points but these typically get overwritten by the horizontal block interaction. Furthermore, SMW only runs the ceiling post-interaction when the sprite doesn't interact with a wall. Still a hacky and not glitch proof solution, though.
At 9:03 you say that Mario hits Yoshi, however, what he is actually doing is pointing forwards to indicate to Yoshi to stick his tongue out. About Yoshi's animation, that is actually him preparing to stick his tongue out.
Mario doesn't actually smack Yoshi on the head though. He USED to do that in the beta, but that came off as cruel, so they changed it to him pointing forward next to his head. It's like... Nintendo went out of their way to explain that while Mario DID hit Yoshi at one point, he no longer does, yet all that people took away from it was "Mario hits Yoshi". :P
Y'know, you said the part about editing alone and all, and I couldn't help but notice that probably was the case, as this entire video almost seemed like 1 single take. When you can hear the breaths someone takes to say things, then you know they aren't editing out many mistakes lol. Good on ya, you got my sub for this amazing clarification of how these things work.
Awesome video as always! I wonder if you could explain why certain Game Genie codes such as "YEAAAA" result in Super Mario Bros. glitching out like hell?
I’ll just... touch the goal post
but
. . .
speedruns
. . .
*speedruns*
Diego sure sure, you can do that.
*If you're a coward.*
*Glitchless speedrunners in a nutshell*
But can you spawn a goal post?
Gameatronic9000 not glitchless speedruns...
How to speedrun SMW using dinosaur-powered quantum mechanics.
Dinosaurs are the key to quantum mechanics this whole time sounds like a great conspiracy theory.
Wait, it's all dinosaurs? Always has been
@@jan-lukas *_gunshot_*
@@Imirui we all obeyed newton’s laws like good little organisms until those heretic dinosaurs decided microscopic billiard balls weren’t enough for them, and they needed probability orbs instead.
idk what hes saying but i like listening
Schrödinger's Yoshi.
ManticTac lol
He’s not alive or dead lol
Schrödinger's blue koopa
Lol this is amazing.
LMAO
One of my favorite genres of comedy is “absurdity said in complete seriousness.” The part about Mario punching Yoshi got me.
deadpan humor! fun!
Watch the 'How it's really made' series. Seems right up your alley.
As a coder, I find this fascinating for the technical aspect - I just can't wrap my head around the amount of time and obsession required to find these exploits. :)
Many a long night must have been spent staring into a memory monitor and analyzing disassemblies.
"coder" It's called "Programmer"!
It's a scene term. A "coder" is "someone who writes code".
My proper job title would be one of Software Architect, Software Engineer, Lead Programmer, Systems Analyst or Technical Consultant, depending on what "hat" I'm wearing.
But me and my ilk, in the demo- and gamedev scene, call ourselves coders, at least here in Finland. :)
Gets the point across without any pompous sounding titles.
Ew. Programmer sounds better. Coder just sounds... stupid.
RandomCatDude : no one uses "programmer" in Fenno-Scandinavia. It's archaic and elitist at best.
What about "developer"?
Really digging that rewind effect
Indeed, definitely some extra style points alone for those clips :)
That's actually an tool-assisting emulator function. I used to do that with emuhawk. It rewinds the game and allows you to play over from the point you rewinded to (if you record it with the emulator's own recorder, it won't show that you rewinded, so that's how TAS videos are made).
What rewind effect?
Timestamp?
@@Partition2000GD 10:39
Well, Charging Chucks surely *do* change Mario’s state, when you touch them, since they’re enemies; just not in a way that would be useful for us.
XDD
The Yoshi double-tongue glitch reminds me of SM64 cloning: animation-based, and results in holding an intended-to-be-fixed-but-actually-variable sprite slot.
it is basically cloning, just like with the null sprite Glitch in yoshis island
I actually find this really interesting, because it's basically the same glitch, arising from the same systems. I didn't really consider how much the programmers could have taken their experience from 2D games and adapted their methods to SM64, but I guess they must've.
This class of glitch is a common one when doing this kind of programming. It's even got a name: Dangling pointers. So I'm not especially surprised that you've seen it twice in two different contexts.
Nintendo apparently never learns their lesson
Production quality of these video's is absolutely awesome!
I love how in depth you get with these explanations. That's the interesting thing about these glitches, there's always a perfectly good reason why some weird thing happens, but it's sometimes very complicated.
Such crazy coincidences sometimes...
I believe the glitches exists *because* they are complicated. Otherwise they would have been found and corrected in time.
@@klauspetersen8593 *complex* does not necessarily mean complicated. Not to nit pick... Just has been a very apt statement in life lately for me.
Some youtubers will say "ill skip the boring technical stuff" and I say "no! Tell me the technical stuff!" This issue is absent from rg mech explained
So much speedrun content being posted this week. Amazing
i love this kinda stuff man! and yeah the video by Summoningsalt also went up recently, a new one about record progressions wich are always incredible, please can you name some other good ones that came out recently? im looking for some more good channels in this topic like mechanics explained and summoningsalt :)
i ment to just ask EZscape, since he sounded like he knew a few other good channels on this topic :)
Bismuth recently posted his Super Mario Bros world record explained video. As far as in depth, speedrunning videos, this week has had some really good content.
right EZScape, can i ask you to list a few more please? i'd like to add some good channels to my sub list :) (ps i know of your channel too yes :P )
There really aren't many more, unless you want to watch speedrunning highlight videos. When I say there's a lot of content that came out this week, it usually isn't more than 3. It takes a long time to make so it comes out slow.
This was absolutely fascinating. When I was a kid and SMW came out, my friends and I used to try to find glitches for months. We would have been hysterical if we found a treasure trove of info like this back then. Subscribed.
Smelson I like that you tried to fix the broken bits of games as a kid. Do you still try to break recent games when they come out now?
@@richardgibson8403 I try *not* to find bugs and find them anyway... :3
@@ReshiLuna Country roooads, take me hooome
@@olegshkurenko-0448 what?
@@undefined06855 i hope that someone also replies to me in a year with a random message
Love your videos! This one is amazing, as always. I always thought Mario was gesturing forwards in that animation, like “go get ‘em, yoshi!” And yoshi scrunching up his face wasn’t in fear of Mario hitting him, but just the anticipation/ preparation of him shooting his tongue
I want to say Miyamoto or one of the other big-name Nintendo dudes did confirm Mario's punching him, or something. I remember hearing that.
Though, even if that's what they say, I don't think that's what the artist drew. Note how the fist is drawn to the side of Yoshi's head, rather than actually fitting him in the head.
@@LonelySpaceDetective I believe that Miyamoto or whoever said Mario was originally intended to be punching Yoshi, but late in development someone said that seemed kind of mean and the official art was redone to show him pointing forward instead. Or something like that.
@@LonelySpaceDetective His hand next to the head isn’t meant to be seen as the animation happens so fast plus the limitations of 2d pixel art. The actual maker of the sprite intended for it to be mario hitting yoshi..there was even a bap sound effect for the hit! But it later was changed in further games I think? Not the animation however but the sound effects to symbolize mario saying go as hitting yoshi would make mario look evil which he’s meant to be hero so it was sort of retconned. Not sure why they ever thought mario abusing yoshi was a good idea for a hero character they didn’t want to be seen as a villain!
On the original sprite, it's an obvious punch, but it was toned significantly down for the one that ended up in the game.
This was the first of your videos where I pretty much understood everything you were saying!
I have enjoyed all your videos but being completely clueless about game coding I usually end up somewhat lost in all the technical talk, but this video did a great job of simplifying it down to something I could follow.
Great stuff. Keep up the good work!
Glitches back then:
Here's some speedrun hacks that we only discovered by looking at the ROM in an assembly debugger.
Glitches today:
People's faces aren't loading.
i had Joe disappear twice now in Mafia II and i'm entirely convinced that he isn't real
Today, we’ve got Assassin’s Creed, running at 14 frames/second and badly rendering
most games are so terribly optimised, but there are still kids with oddly-shaped heads trying to run Forza Nine Trillion at 6000fps full ultra settings with their mom's grandma's Commodore 64, only to shit their vitriol onto a forum post about how the game is shet. That moment when they read the big word graphics option and they have to put it at 8x otherwise they slowly get a stroke about how it's not realistic enough to smother their bad family dynamics out of bounds.
Once I had a corrupted save state that made yoshi 1 become an auto scroller that goes from right to left and the goal tape was a glitchy bomb omb
You should send the save to someone.
This is art. Especially the TAS recordings.
18:35 +1 Million score for eating a fireflower?! Now that's just ridiculous!!
@@JustJory are you blind?
Actually its exactly 1 million points
@@SuperDZ555 How? Looks like 20K to me.
It's just 1000 points twice, both numbers are close together. Look at how much the points value increments
Its twice 1K, 1K from collecting the fireflower by mario, and 1K from collecting the fireflower by yoshi.
This was insanely well made. This stuff was super technical and was explained so thoroughly and your graphics and gameplay footage were spot on. Really well done.
This video was basically a foreign language but with words that I know the meaning off, but just not in the order that he said them in. But either way, he's got a nice voice to fall asleep to. This is better than any ASMR out there.
Really excellent visual communication in the editing and production value of this video.
I absolutely LOVE LOVE LOVE this channel. Channels like this really help in building the connections in my mind between the abstract concepts in computer science and how they're actually applied in practice. Plus, I don't learn very well from reading. So having a resource that explains things while showing visual aids is extremely helpful. In short, it's a perfect supplement to an informal education in computer science. Thanks for taking the time to make these so we can share in your passion for retro games and CS.
visual aids are amazing, i learn much more with then, and by learn i mean trully learning how it works, that we can even try to code this behaviour later.
I'm finding this fascinating, despite being lost by all the technical stuff. It's very intriguing that so much can of this kind of stuff can be done in SMW.
If you know how 65816 works it becomes a bit more digestable.
A little bit.
I saw the yoshi wings glitch in a 96 exits TAS dozens of times and when the TAS duped a block anywhere near a Yoshi coin i was like "It's Yoshi wings time" :)
But first, let's talk about Parallel Uni-
*D R A G O N C O I N S*
People are still making fun of pannenkoek2012? Why him and not anyone else?
@@chimebirdplayer3327 >making fun
Chime Bird, the second it's not making fun, the statement is now a meme
Aww man, I was gonna make that joke
@@chimebirdplayer3327 Because they don't know what a dead meme is
Great video. I remember doing the clapping Chuck glitch a couple of times but never understood how it worked. I also remember having to avoid getting hit by the Chuck, otherwise the game would crash.
Really awesome explanation of exactly what is going on with item swaps - i've always been really curious about how that works to trigger things like cloud glitch, eventually jumping to controller registers, etc
Still ready for the second video talking about the Reznors and Switch Palace warping! :p
Really cool video again! I really liked the duplication explanation. (Also that Bruno Butter Bridge 1 TAS was amazing!)
I love how your videos are essentially perfect pixel for a 1080p monitor. It looks awesome and is a detail I don't see too often
18:35 1000 points are awarded twice, making it look like Mario collected 1,000,000 points
This video is going to help me show off to my casual friends that have SNES-minis. Thanks a lot!
Fantastic video man. For those looking for technical aspects of how things work, this channel does a great job explaining in plenty of detail.
The quality of your videos are amazing. The animation, the explanations, are all top notch. Very technical concepts made very accessible. Keep up the great work!
Awesome visuals.
Double-tongue probably explains the "eating a berry twice" quirk I've triggered more than a few times on purpose. Interestingly, it frequently puts a static berry image in place of the swaying one. Yoshi's Island 2 is a good place to see that one.
I enjoyed this thorough explanation into one of my favorite games so much, I am glad to be subscribed and look forward to more content!
I am completely in love with the visuals on your videos. It helps so much and it's so cool to look at! Congratulations, man. (:
You make nerding out fun and somewhat easy. Thanks for making these videos.
Fun video! It's amazing how many loose interactions programmers are relying on working together that can be broken or exploited to trigger unintended effects.
Once, just once, I pulled off that silly green orb glitch; I could never figure out how I did it. Now that I've seen this, I'm pretty sure I won't be pulling it off on the regular...
SethBling uses the item swap along with some other glitches for his warp to credits speedrun and kill bowser speedrun. It's really nice to see a thorough explanation of the various mechanics here.
I can only imagine the HUGE amount of work that goes into making these videos. You should have WAY more subscribers than you do!
Such a calm and enjoyable voice. I listen to these before bed so I can drift off easily.
I thought Mario points at the direction so Yoshi can takes his tongue out
that is what it should have been
but nintendo didn't decide to till Mario Sunshine
@@memerboi69.0 Mario abuses yoshi
Bama Miner yes
Even though the animation suggests otherwise
Forugotēn Duwerā Cut the animators some slack, you can only put so much detail into these things. I personally can see the pointing animation as pointing.
Now I can finally begin to understand how the 96 exit TAS works, thank you!
9:03
this is mario pointing
how does that look like him hitting, if he were hitting yoshi then there wouldn't be a frame where mario's hand and yoshi's head intersect.
love your stuff btw
According to Shigefumi Hino (a developer of Super Mario World), Mario is punching Yoshi. “Lots of people think that while Mario is pointing his finger foreward, he’s saying ‘Go,’ and Yoshi’s tongue comes out,” said Hino. “However, the set up that I drew was that when Mario punches Yoshi in the head, the character’s tongue shoots out in surprise.”
Bob Yuck he also said that some official material did say Mario was pointing because some players might feel sad for poor yoshi.
@@yes4531 ok never mind then
I don't know about this game, but he certainly hits yoshi in the super Mario bros wii game
This is so great to watch and obviously a lot of work put into this. Props!
Super Mario World: A Link Between Yoshi's Tongue and a Sprite Slot
I bet these videos took a ton of time. Thank you so much for doing them!
mario isnt hitting yoshi,he is pointing infront of him.
It's like you're the pannenkoek of Super Mario World! Keep up the good work, man! :D
This vid is incredibly well explained woah
13:30 so THAT'S how I got that weird glitched goal tape one time on... I think it was either Star Road 3 or 5(?), one time! I knew it had something to do with the goal tape appearing when there were a lot of sprites on the screen, but I wasn't quite sure how it ended up in Yoshi's mouth. N.E.A.T.!
I love your videos and I ADORE your explanations
His expertise seems to be in NES/SNES and specifically the Super Mario games. Given that the Sega Master Drive/Genesis had completely different hardware and software languages, file systems and handling codes, it's likely that RGME won't be getting around to those games any time soon either due to learning how they work or, if he already knows, his focus on more Nintendo products.
The whole section at 14:12 where you wind forward and backward and explore other timelines is amazing.
Great explanation! For something so complicated you did a great job simplifying it and providing some interesting visuals.
I'm greatful that somebody was finally able to put this into context, as I've loved gltiching in mario, I'd found so many combinations of ways to do things, but I could never do any of the finishing combo's in mortal kombat lol
I had no idea!! Good video!
Great video! Eventhough at 9:05 you say he hits yoshi's head. He is actually pointing and not hitting him.
According to Shigefumi Hino (a developer of Super Mario World), Mario is punching yoshi
So much awesome explained. Thank you.
Great video! I haven't seen a comment regarding this, then again I haven't delved too far, but I digress.
Mario is actually not smacking Yoshi, contrary to popular belief. (even I thought so.) If you look at the concept art for Yoshi, as well as his later rideable iterations, Mario is just pointing for Yoshi to stick his tongue out.
Just seems weird to me that Yoshi would reel like that when Mario does that...
I love you glitch videos, specially the minus level one
So thorough, I love it! Thanks :)
9:06 It actually looks like Mario is pointing, as if he were to say "eat that!"
That is exactly what it's supposed to be.
I like to "rom hack" smw in my free time (basically just fucking about with lunar magic) so I knew things like certain tiles changing their contents based off of thier x coordinates but I never occurred to me that you could exploit that ingame to create different items. That's an incredible concept!
Do you think you can explain the glitch when Yoshi turns in to a Chargin Chuck in Super Mario World? I had this happen when I was a kid. Couldn't figure out how it happened and haven't been able to replicate it since.
ua-cam.com/video/_7kDNCN4MVA/v-deo.html
Looked like this
It's called 'sacrifice swap'. It happens when Yoshi dies at the same time certain sprites are spawned in his slot. The easiest way to do it is in Cheese Bridge Area, by despawning Yoshi and spawning the third platform at the same frame.
If you do it with other sprites, Yoshi will get different collors. A bullet bill will give you a gray Yoshi, and a Mushroom such as the one in VD4 will give you a red Yoshi.
To add on to what Bruno Visnadi said, here's an actual example of Dotsarecool (the creator of this video :P) getting the glitched yoshi and 2 of the level end glitches all in one segment in this speedrun attempt: www.twitch.tv/videos/208549634
Mine happened in the Forest of Illusion 4...the secret key exit area. :)
Interesting that the 1-up mushroom is a power-up but the 3-up moon isn't. I guess the idea is that way the 1-up can borrow the red mushroom's code for moving and being collected? So Yoshi's tongue probably can't collect the 3-up moon for you?
I didn't even know there was a secret star world and now this
This was explained so well. Great job!
im really glad you insist that Mario is indeed punching Yoshi when he sticks out his tongue and not pointing
After watching this video, I was about to comment, referencing to your videos from a while back putting a lot of this content into use. I don't know what it is about Super Mario World, but breaking apart it's coding and glitching the hell out of it is awesome. Same goes for Pokemon Red & Blue too.
Hearing that about Mario punching Yoshi, I just wanted to pause on Yoshi's face. So cruel... WHY, MARIO!?
I don't get how it's been proven he punches Yoshi but HIS HAND OVERLAPS THE YOSHI SPRITE, NOT AT THE BORDER
Yoshi Yes, because he hits Yoshi's head at a slight angle.
You see Yoshi's face before extending his tongue? He knows what's coming.
It looks like he punches Yoshi from the side, but why would yoshi stick his tounge out ourwards then?
I’m glad this video mentions “chain stars”, I can never find good documentation on those, and I’m sad they don’t exist in Mario Maker
BOI YES NEW VID
This is really cool and addictive, great work and I love watching your videos. Now if you'll excuse me, your vids have kept me up till 2 in the morning :P
What was the floating nightmare that appeared at 13:00? [Shudders]
tangentofaj a bubble using the diggin’ chuck’s shovel graphic.
Phenomenal content. I once did some weird combination in Forrest of Illusion 3 where I was hit by an enemy as super Mario, then as small mario, jumped on and stuck yoshis tongue out while spin jumping off of yoshi .... I believe Yoshi's tongue grabbed the super mushroom while Mario was invincible and simultaneously and tuching the falling mushroom? Then paused and exited the level halfway through the powerup/invincible transformation. I was on the overworld map with wings!! 7 year old me couldn't comprend this....I started the level and yoshi appeared to be armored or replaced with a charging chuck. I could never understand almost 30 years later
Hi!
How do you do your graphics and editing? It's _so_ good! Would love any insight into your workflow. Everything moves so smoothly and is animated so nicely. Also your video on mode7 was really amazing in how well you visualised all the parameters.
Despite the brain-melting nature of these glitches I feel like I sort of understand. These videos are just amazing
At 17:21, Yoshi's just not having it anymore and decides to off himself. Can we get an F in the chat?
I figured he was pointing to signal Yoshi to lick, not donkey punching him.
"To answer that, we need to talk about paralell universes"
So, to summarize, Yoshi is one of the most likely parts of a Mario game to have a glitch, and generally has useful and interesting glitches. The main exception is Super Mario Odyssey, where they instead managed to make Glydon's hitbox so weird that it can clip through any corner you can stand on, and where you can spawn a Gushen with collision detection turned off (I know they patched these glitches, but they're still interesting and useful.
13:00 that weird "bubble"
Apparently it’s made out of... shovels?
So much quality, deserves way more attention
Great video, I love these technical explanations of games, especially ones that were tight on memory as to re-use memory slots, hilarity inevitably ensues. The level of detail and methodical explanation earned you this subscription after just one video, which is an atypically low threshold for me
Seems like a pretty big oversight to use the position of the sprite rather than the coordinates of the entity that the sprite represents, one would think those things would be pretty distinct. And using the entity's collision response adjusted position for collision response is just bad practice lol. It would be interesting to delve into the history of the game's code development as well as the technicality of it, like why some of the decisions were made, such as why the chargin chucks were powerups, but going around finding and interviewing old programmers would be quite a task, also most of the answers would probably be "i dont remember" or "that wasnt intended" lol
It avoided having to track the original entity's coordinates.
It should be noted that this happens because interaction with ?-blocks and other blocks is handled as a, what I call, "post-interaction" code. The idea is that most sprites call the interaction code but it only handles basic ground, lava, water and magma interaction but SMW. Any extra interaction, such as the Chucks shattering some blocks or the shells interaction with ?-blocks, must be done "post-interaction".
The problem here is that SMW uses two interaction points for each sprite (three if water is enabled) but only one set of interaction point coordinates. Since horizontal interaction runs after vertical interaction, only the former's coordinates are preserved and so for vertical block interaction, the position of the interaction point has to be recreated which doesn't line up with the actual interaction point's position (and of course, there are multiple sets of interaction points), thus causing these glitches.
Actually, the position is only preserved for the blocked interaction point. That means, SMW does preserve the vertical interaction points but these typically get overwritten by the horizontal block interaction. Furthermore, SMW only runs the ceiling post-interaction when the sprite doesn't interact with a wall. Still a hacky and not glitch proof solution, though.
YES! New vidjeo, great explanation of the block duplication glitch. Always wondered what the mechanism behind it was.
At 9:03 you say that Mario hits Yoshi, however, what he is actually doing is pointing forwards to indicate to Yoshi to stick his tongue out. About Yoshi's animation, that is actually him preparing to stick his tongue out.
PIN THIS COMMENT!
I never realized the question blocks have eyes until now
I honestly glitched the video, so I’m now at timestamp -24:01, but the video still runs, as usual 😆.
Extremely impressive work I'm a software engineering student and you continuously blow my fuxing mind!!!!
Mario doesn't actually smack Yoshi on the head though. He USED to do that in the beta, but that came off as cruel, so they changed it to him pointing forward next to his head.
It's like... Nintendo went out of their way to explain that while Mario DID hit Yoshi at one point, he no longer does, yet all that people took away from it was "Mario hits Yoshi". :P
actually... kotaku.com/confirmed-mario-was-originally-punching-yoshi-1818873540
+wariolandgoldpiramid
What about it? This says exactly what I said.
+ShyGuyXXL: You understand the article properly the first time, your explanation his correct.
Then again, this is the same guy who locked Donkey Kong in a cage and tortured the great ape until he snapped and kidnapped Daisy.
You mean Pauline?
Y'know, you said the part about editing alone and all, and I couldn't help but notice that probably was the case, as this entire video almost seemed like 1 single take. When you can hear the breaths someone takes to say things, then you know they aren't editing out many mistakes lol. Good on ya, you got my sub for this amazing clarification of how these things work.
18:37 lol 1000000 points above Yoshi
Lol that's 1 million
#yoshigold
il try this 18:27
I mean 18:36
he says why this happens
wow, you have an amazing channel. I really enjoy learning how the snes worked, since I grew up with it.
man... like Schrödinger's cat. *mind begins to melt*
Colin Stuart rip cat's mind
These are always super-fascinating, so I want to thank you for making them.
Awesome video as always! I wonder if you could explain why certain Game Genie codes such as "YEAAAA" result in Super Mario Bros. glitching out like hell?
You're writing garbage into RAM or ROM. That makes everything glitch.
Some of the best technical videos I've ever seen.
10:30 schrödinger’s mouth
Just amazing. Keep up the good work !