Falling for 200 HOURS in Mario Odyssey! What Happens?
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- Опубліковано 25 вер 2024
- Edit: I just discovered a BRAND NEW glitch, stay tuned!
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Legend has it that if you fall for long enough, the game gets so blocky that it becomes the Super Mario Mash-Up Pack for Minecraft.
epicdude312 Maybe thats how they created it!!??
Yoshi F***ING GENIOUS
Illuminati: STAND RIGHT WHERE YOU ARE
yeah about a month into this glitch, the screen turns black, and suddenly you get loaded into the mario pack, and when you get stuck ubderneath the death barrier tyhe game crashes and opening it again transports you into the missingno kingdom
Heck yeah
Falling for 200 hours in Odyssey...
Wait for it....
Crashes Paper Mario...
Hahaha funny, but Toad 1000 thought of this joke (for this video).
Coilin Videos ,
they could have the same idea for a joke
This joke is TJ """"""""""""Henry"""""""""""" Yoshi Approved
in 0.5x A presses
Of course
I misread the title as ''Failing for 200 hours'' and I thought nice, a video about my exams
Biobak Underscore lol same
I love finding comments that people relate to.
Biobak Underscore I actually thought it said FAILING for 200 hours too
Biobak Underscore lol me 3
Or to do the swimming frog trick you can jump on a frog while it is in the air and capture it a5 the same time
"i fell for hours"- mama luigi
Oooh, for hours is long time!
Bad thing there wasnt a Magic Ballon
Mama?! Mama Luigi?! Buwahahaha. - Mario
Yoshi hungry
"Now I know how a meatball feels!"
-Mario Mario
When you execute this glitch in wounded kingdom and fall, at a certain point you just start hovering. Without going any lower, or higher
That kingdom sounds painful
I woundn't have guessed
You do up and down, but in a wave motion, iirc. Same as one of the underground Ice areas in Sand as well.
SuperGamer 675 Oh wow it does lay wounded, darn awtoh korekt
Mnyush Yes that’s what I meant by hovering. I tried to get past the giant dome that makes the steam gardens but I eventually hit a wall and went the other direction
For parallel universes to exist in this game, the colision detection must not be a floating variable, but mario's position shoud
Aloisio Saraiva Ventura A scuttlebug jamboree
EbuVitae no beacuse floating point numbers end at infinity and -infinity in the negatives.
They become infinite after a certain ammount is reached
Floating Points do not loop. But we have a good chance it is a floating point. Mario even helps us in the pause menu and gives us a hint.
according to pannenkoek2012 it may be possible that the float will stop at a certain low value (and not be able to decrease due to imprecision) instead of getting to -Infinity
groszak1 i forgot about that, thanks
Why it crashes Paper Mario of course. (Yup, someone had to do it).
Toad 1000 I actually thought it was one of his videos xD
Toad 1000 Doesn't everything crash Paper Mario?~
i was gonna say that :P
Sickmind33 Me too dude.
Great someone already made that joke
well, what if you glitch it to 2401 hours? do you unlock luigi for real?
A glitch is a glitch, you can't say you can unlock it that way.
Tavo(magic277) true, but why not try it?
If someone started the fall the day the game came out, we still wouldn't find out until February 2nd. Which is absurd, because not only do they have to do a blind playthrough to Darker Side, but find Airswim and know that there are weird results from falling past the death barrier and leave their game on for 100 days.
Tavo(magic277) ha, I get the joke. XD
Wow, never thought of that. But what if u figure out how to take the L in oddesy? Will we get weege?
Why don’t you build up speed for 12 hours?
We need to discover a glitch that increases speed first
That would take us to a parallel universe.
I’m here for the memes But first we need to talk about parallel universes. Parallel universes contain lotsa spaghetti!
I know this is a meme, but the backwards long jump isn't a thing in Mario Odyssey so it probably won't work.
You stole my joke
Next up:
What happens if we build speed for 12 hours?
LivingBox But first, we need to talk about parallel universes
He actually mentioned the word "parallel universes" xd.
¡Reremy because maybe it's a real thing?
Maybe (:
Also, it could be real for the way the game works.
You crash a parallel universe in Paper Mario
Maybe the position is a double. In that case it would probably take longer than our lifetimes. ANd maybe there's a fail safe that resets the position when you reach the min value or something. I think we shouldn't assume Odyssey has an equivalent to SM64's parallel universes. After all, that's not something you'd expect in every game since it's based on some specific code lines that could be much different in any game. And in newer games we don't need to worry about using too large data types anymore. So, they could just use the same type for position and collision.
The parallel universes in SM64 are caused by the fact that floors/ground are represented in integers instead of floats, explining why parallel universes exist at all(integer over/underflow) and why walls and a lot of others things don't exist in parallel universes.
The reason was that the data type for collision testing was a short, which has only 2 bytes, so the max values are roughly +/- 32k. But yeah, it's basically over/underflow. So it kinda calculates modulo values which leads to the repetition of collisions. But nowadays, there's zero reason to use a short for that. They can go all out and use longs/doubles/whatever.
i see, *hasn't read the comment because it would take too long* let's build up speed for 12 hours
Nintendo has learned its lesson.
Lugmillord
This isn't a brand new glitch as stated in the description, since it has been discovered already. You cannot call floating point precision errors a glitch when it is universal within all applications which use floating point precision, no matter the bit depth.
It is unlikely that Super Mario Odyssey uses the same Floating point / Integer combination for collision and object interaction since you had not ran into any 'Parallel universes'
The blocky artifacts can be easily explained (with some prior knowledge of floating points), because of how floats store each interval close to the origin, once you get far enough away, you will begin to run out of detail to do any accurate sort of mathematics, (this is measured as error) because the Y axis (Preferebly I call the up/down axis Z) has been stretched so far (Ex: --4294966528) the closest value which would be able to be stored would be so different that small differences such as the position between vertices in models would have to be rounded to do any operations on.
Take 2 neighboring floating numbers with large exponents, their binary representation is the following:
11001111011111111111111111111110
11001111011111111111111111111111
The numbers are represented as the following:
-4294966784
-4294967040
The error is measured to be plus or minus half of the difference,
[-4294966784-(-4294967040)]/2 = ±128
Although we cannot know the units (as of now) of how large Mario is, it is hard to say exactly what it would do, but lets just say you would have to round to every 256 (round up or down 128 units) for every operation at that exponent.
The reason I don't believe that collision is used the same way as SM64 is because you would have reached a parallel universe by now, the highest signed 32 bit integer (which is assumed to be the method of operating on collisions and objects) is 2^31-1, seeing how you've have hit an error which is very visible without wrapping around the signed 32 bit integer, it's reasonable beyond doubt that the way collision is stored and operated on is in 32 bit floats, this also means that the error of any collision, is proportional to the error in world-space.
I'd also like to explain the phenomena where the "most of the background is vanished, and we can see through to a hidden layer of stars." There is no hidden layer of stars, although due to floating precision error, some of the polygons have become inverted (see backface culling), and because there is nothing behind it, the frame is drawn on top of the previous frame. Because of post processing, an additive 'bloom' is added which is why it appears brighter than the regular background.
I really hope you could have engaged in the subject matter rather than resorting to assumptions that make this look quite ill conceived.
Well aren't you just intelligent, hmm?
5:05 Nightmare fuel
I HAVE SPECIAL EYES
TheSeveredAction
you mean 5:03?
BUT FIRST WE MUST DISCUSS PARALLEL UNIVERSES
Well Kaeden "Does" Gaming, you need to update your home to the death barrier
I highly doubt that this game has parallel universes because converting a float to an integer seems too inconvenient for a modern game to me. And since floats can't overflow, the game would probably crash when you hit the maximum value.
That being said, most modern computers express floating point numbers as either 32 or 64 bit, therefore if you somehow knew how fast mario falls, you could easily calculate the time it takes to reach the limit.
I think somebody should just let this experiment last longer
Bruh floats have limits and overflow to +Infinity or -Infinity.
Mario would eventually stop moving when its falling speed is less than the gap between floats.
Pannenkoek actually did an experiment like this with a fish in Wet-Dry World.
Yes, I said that. And floats don't overflow since they don't reset their value when you go past their maximum range.
Not just less than the gap between floats, but less than the half the gap between floats; only then it will round to the same value.
The "accidental diving" might actually be motion controls from docking the Switch for footage, then undocking to leave the game running. (Yes, you can shake a joycon while ground pounding to dive) -- Next time you try this, try disabling motion controls!
You can't disable them, you can only disable them for things like the Tank, not even the Goomba's high-jump is safe from the impossibility of disabling motion controls.
I like how there is so many "Build up speed for 12 hour memes." They're clearly not true fans as its now 5 hours
what about 23
12 Hours just sounds funnier than five.
Dionicio3 King_Of_Skiddos why not both? as someone who watches pannen i know its 5 hours
Probably because the "true fans" know that if Pannen sees it, it'll remind him of the pain that was the Watch for Rolling Rocks video.
Will this update my home to the death barrier
nopw
yes
Only if you're a scuttlebug down at the death barrier and you hit Mario, then you will have your home updated to the death barrier. However, the radius around a scuttlebug's home is a cylinder that extends upwards infintiely, so if there is land above you, you will most likely spawn there instead.
But first we need to talk about parallel universes
An a press is an a press. You can’t say it’s only a half.
But first, we need to talk about parallel universes.
Why does pause screen mario get distorted like that? The only reason I can think of is that pause screen mario uses a mario model that’s loaded over the game itself for the pause menu or something similar. Anybody else have any ideas?
Floating point precision limits
Look at Minecraft farlands
Floating Points get less "fine-grained" the higher they get.
To explain the concept of floating point precision further, imagine it like this: When you store a value in a computer, you need to give it some sort of size limit so that it doesn't take up the entire system memory. While a computer would do this in binary, we'll approximate this by saying we have a size limit of 10 digits, so the maximum value would be 9999999999. This is, of course, a pretty large number, but it's just a whole number with no decimal. If we want to have 1 decimal point, we can just move it over one spot, so that now we have 9 digits for the whole number and 1 digit for the decimal, like 999999999.9; We've gained an extra decimal place, but we paid for it by making the maximum value 10 times lower.
Computers will automatically change where the decimal point is by storing the number in scientific notation. This means that small numbers like 17.0000000 have a bunch of extra decimal places to use for extra precision, while large numbers like 14582937.0 have very few. Once your y position gets very very large, there isn't enough space left to store the decimal places, so things that really should be in between two spots on the screen get rounded up, leading to a blocky effect. Every time the number gets big enough that you lose another decimal place, the effect gets worse.
Interestingly, if you were able to swim the frog way out the side, you would eventually end up getting a similar effect, but the blockyness would be primarily horizontal.
2:39 ... or you could just go into the settings and turn auto shut down to off
*YOU MEAN.. P A R A L L E L U N I V E R S E S ?*
But first, we need to build up speed for 12 hours
Pokejoseph
It's 5 hours now. Pannen made a video showing a faster, more efficient method.
5:04 that is scary
"I fell for hours!"
'Oh, hours long time!'
"Well, it seemed like hours."
Anyone find 5:05 to be nightmare fuel?
You can also fall somewhat infinitely in the Snow Kingdom race course. That's 3 unique Superfall methods, and 5 different places you can do it in. (Although, I wonder if you could do Airswim in Top-Hat Tower and get past the DB that way. It wouldn't be past Nintendo to make the far walls solid, though)
I want to do this with the Snow Kingdom :0
Edit: Mario gets messed up real fucking quick
I know i already have it set up
Cochu U it will crash paper mario
Will Falling 200 Hours Crash Paper Mario? No,there will be 10 Luigis in the room.
I thought you were going to have Mario fall off the edge over and over again at first. A single 200 hr fall is more interesting
Mario has become too powerful
there are two ways to perform the flying frog glitch! the other way is to jump ontop of a frog and quickly capture it
THOSE EYES 5:04
I have-a special eyes.
ı’m sensing Super mario 64 vibes 😏
O O
GłaskaczProśka 5 i
Артур Карышев You...
*I FELL FOR HOURS*
Aqua *OOH HOURS LONG TIME*
Well it seemed like hours.
GOOD THING I FOUND A MAGIC BALLOON!
Falling for 200 hours crashes Mario Odyssey
._. No it doesn't.
SealBlob it is a joke.
Oh. Sorry, I didn't get it.
Please help me, Mario is a nightmare, I will not see Mario the same every again after this trama
So now, we fall for 200 hours. But first, let's talk about parallel universes.
So missingno from pokemon is actually Mario glitching through the space time continuum. Not only did he change universes into the pokemon one, but also traveled 20 years into the past..
3D meshes becoming all corrupted when reaching really high positions is normal and happens in pretty much any 3D game engine. It is due to how floating point value are encoded. The max value of a 32 bits float is 2 147 483 647 but with a value that high, there is no bits left for decimals. So the precision goes down as the value goes higher, which causes imprecision in vertices' positions. You actually don't need to go very far to star seeing it, only around 20 000.
Games that require large environment (open world games that have over 10km wide maps) need to use some trickery such as moving the player back to the origin and instead add an offset to the world. So that all the rendered objects are closer to the world origin to keep a high floating point precision.
Legend says that when you fall for 200 more hours you find the mystery goomba of SM64.
The mystery goomba was on the death barrier, so he fell past where it would have been long before.
“I think blocky Mario is in pain.”
Me: ITS IN ENOUGH PAIN GAD DANGIT
>Mario starts getting slightly blocky
>Mario gets more blocky
>Mario becomes unrecognizable
>Mario turns into a single red block
>Block turns green
>Block turns into green mess
>Mess turns recognizable
>Turns less blocky
>Turns normal againn
>Isnt mario
>A message appears
>"Luigi unlocked"
that "hidden layer of stars" is just the normal sky left over from when it was still drawn as Odyssey doesn't clear the screen.
The distortion of Mario is very common when falling in 3D games. I've experienced this in probably 6 games, mostly PlayStation games, but some games are more extreme at a faster rate. PlayStation Home was huge for glitching out of bounds and falling. Only half an hour was needed to turn from a normal human into a Tetris block.
Personally, I find this to be super cool :) Nice find :) I wonder if the parallel universe idea is similar to the minus worlds in execution? This game does have a TON of references to previous games, maybe they put the minus worlds in there sort of just incase it needs to be an error handler? I know its not likely, but thats what it reminds me of.
edit: I really don't pay attention to Mario Odyssey glitches much so this was a first for my seeing it.
200 hours of painfully watching a screen, as Mario falls closer and closer to the deep depths of hell.
2:12 my life choices
and to stop the switch turning off, change the settings
I believe the reason Mario distorts like that is because how floating points after hitting a certain size limit depending on the type, usually several orders of magnitude, become less precise and thus unable to represent the exact values they should be and instead snap to their nearest represent-able value. look up pannenkoeks floating video for a mire thorough explanation.
It looks like Mario's vertices or maybe bones are snapping between certain points and those points get more and more coarse as Mario keeps falling, thus increasing the value of Mario's Z-axis making the values that can be represented increasingly few and far between. It would make sense that rotating the camera would change how Mario is distorted however, seeing as the Mario on the pause screen is evidently rendered in world space, meaning it appears in front of the camera and essentially exists in the level while the game is paused, though likely to be overdrawn so to ensure he can never be blocked by another object. As such, what way is considered the Z-Axis for that model would be dependent on the rotation of the camera. though looking at Mario's model, I'm not sure if it's just vertices or bones being distorted. It almost looks like Mario's UV-Mapping itself is being distorted the way textures seem to wobble around him, but i have no way to tell if something like that is the case or if I'm completely wrong on that. I would love to see how that looks in wireframe., shame we don't yet have Switch emulators.
"Mario is looking pretty sad."
Mario is the only guy I know who can have fun falling down with a talking hat for 200 hours!!!
This is exactly like CS:GO, GMod, NFS Carbon, GTA IV, and GTA San Andreas
For those wondering why this happens or wondering what people mean by "floating point precision": As Mario falls, data storing information about him, like his position, has to use the same amount of data storage space to represent larger and larger negative numbers. This means there's less data storage space to represent small decimals or incremental values, so everything gets "chunkier" like this.
i hate how devs fix all the fun bugs but never fix game breaking ones
SERIOUSLY The reason why SM64 had PU is that Mario's position (in float) gets rounded to short. Modern games no longer needs to do that (eg, in Minecraft you can walk for years - or teleport using cheats - to go to a place very far away where you can see interesting properties of floating point numbers and that place isn't any sort of duplicate of anything). For your experiment, the only thing that can happen is that when the distance between two possible floating point numbers gets bigger than Mario's falling speed, he simply gets stuck on the y-axis. In addition even if Nintendo tries to convert the float into some sort of integer, then it should be either long (32 bit, most likely, max=2,147,483,647) or long long (64-bit, max is somewhere around 1e18) rather than short (16-bit, max=32,767), which really makes PUs (if they exist) faaaaaaaar away.
This is interesting but it won't result in a PU because PUs only existed because 64's positioning is clamped within 65535 units that loops, but floats go much further.
The blockiness occurs because each polygon gets less precise as the number of decimal places decrease over distance.
Plus you can do the same thing in source engine games by noclipping OOB very fast.
Stretchy polygons is actually a common occurance in 3D games when you go extremely far out of bounds. Not meaning to self-plug, but I have a couple videos of STRAFE that sees this happen, in both the SpeedZone alpha, and the 2017 latest-patch version. I think it has something to do with stuff about where the "Lines of the axis start to spread out", models with any sense of semi-free movement in them tend to get extremely stretchy over the weird treatment from those line distances. At least, that's what I'd assume.
The blocky Mario is due to the fact that floats become sharper the bigger they are. When a float is small, you have a tiny gap btween two numbers, used for decimals. But the bigger the numbers are, the bigger the gap between numbers is. So when you reach a negative Y coordonate big enough, Mario's vertices (points that are used to move his model) are forced to round to the nearest float, which become more and more torn apart.
Anyway that was an intresting video, I just wanted to say that, sorry if it sounded pretentious to just tell my science away (Thanks pannenkoek2002 by the way) '^^
YOU WEREN'T QPU ALIGNED.
5:04 mario is like "why are you doing this to me"
5:04 Okay, I'm scared. MARIO'S EYES LOOK POSSESSED.
I've watched all your SMO video's!
Oh this is cool!! I would guess its blocky because games like this may use a 3-dimensional vector of floating point numbers for representing positions in 3d space. So as mentioned in the video, since Mario is falling down only one axis (the y axis), the magnitude of that value is becoming incredibly large! Floating point numbers allow for incredibly large or small numbers to be stored by allowing for a finite 'resolution' to the number. So while integers store any number within a given countable range, floating point variables store a fixed amount of 'digits' so to speak. So when the value of a floating point gets really large, it starts to lose its smaller 'digits'. In the case of mario, when the game is using his position to calculate how to display him on screen, you'll notice the vertical blockiness increases in magnitude as he falls further. I would guess the change in distortion due to rotating the camera has to do with the way the game rotates mario's model in 3d space using those same 3-dimensional floating point vectors.
Also I would guess that the long time taken to reach a 'parallel world' as you call it would be exponentially longer than in Mario 64, as the floating point numbers in odyssey most likely have a much greater amount of memory to store larger and larger values. I'm naively assuming the 'parallel world' is a simple case of handling overflow in the y-value for position (overflow is when the floating point number get too large to be stored in the allocated piece of memory)
**Pannenkoek flashbacks**
Pinnocchio flashbacks? The LIVE ACTION?!
GUYS, IF YOU WANT TO SKIP DARKER SIDE EASY DO THESE.
1.) Go to the 2 Frogs, capture 1.
2.) Jump out at the peak of its jump.
3.) Bounce and Capture the other frog mid air.
4.) You should be swimming in air.
5.) Swim to the end and jump out of the frog.
6.) Good Job! You have the last moon
that mario will give everyone nightmares
“But first, let me tell you about parallel universes”
Nintendo had just solved what happens when you get sucked into a blackout.
If there are P.U.s, shouldn't they exist in every direction, meaning that you could eventually reach one by continuously swimming into the distance?
Ezra Nash yes but it’d be slower and harder ( even tough it is possible )
Thats why it took 200 hours for a new Odyssey video to be made!
I *think* I have a simple explanation for this... I'm no math super genius to the point where I can make conclusion on glitches caused by geometrical model (OpenGL type) errors within the system... now that was a sentence I thought I would never say... but I'm not sure if I am right... but... While falling into the void... the deeper you get, the faster you fall (Logically)... even if it doesn't look like it (Using this mathematical method + this glitch... it could cause some crazy results, Yes... more crazier than this.)... With that being said, in the game *Minecraft* I made a 'God Potion' so that its impossible for me to die... even by void damage... this doesn't just do with the void... you can simply be falling from high points... Well... if you go in Third Person Mode (F5 Mode) you will notice that your character is invisible... this is because games have trouble rendering falling entities falling faster than the frame rate... like in most games... will cause your character to vanish. Back to *Super Mario Odyssey*... I.M.O this is the exact same situation... The reason why Mario looks so blocky, polygonal, and weird is because (Like I said) IMO... The game takes Mario's Model from the gameplay and repose it on the pause screen. What I'm trying to say... falling faster than the frame rate itself can make it so that some certain model parts don't update while other parts do. I hope you understand. (Believe it or not, I am a 12 year old writing this xD)
my fingers hurt xD
that actually makes a lot more sense than other theories suggesting floating point errors. well done!
This kinda requires a simple understanding of how floats work. I recommend Pannenkoek's video on it, he explains things clearly. I believe it's because the points of the mesh used to render Mario are being 'collapsed' onto the floating point errors, and the character model is stretching and squashing to match the shape of the broken mesh. This explains why the pause screen Mario has these obvious lines where it jumps from, say, his eyes straight to his nose with no space in between. It also explains why these lines get larger in distance when he falls further, it's when the float gets coarser. (I'm 13, your point?)
Take a shot every time he says "..."
I look forward to this "BRAND NEW glitch".
This is like a test subject going into a new universe
"Seeing as we got some time to kill, let's review some useful skills"
Falling for 200 HOURS in Mario Odyssey Crashes Paper Mario.
1:08 The reason sm64 has parallel universes is simply because it uses integers for collision detection. I'm not sure what you mean when you talk about "system", but if you're talking about the engine, it technically doesn't cause that glitch.
This would most likely not result in a parallel universe like in SM64 since there's a factor in SM64 that newer games don't have that accidentally causes copies of the course to occur
My assumption would be that the game would either crash as Mario reaches certain float values, stop at the dimensional limit (if there even is one), or the game would loop back to positive values, which would "teleport" Mario to the top and loop back down, assuming that loop wouldn't also cause a game crash. Mostly just speculation, though
I think the parallel universe thing would be awesome. Just reaching the bottom of the seemingly endless pit would be awesome too.
Floats for very big and very small numbers eventually have too low precision to decrease by the falling amount, so yes, the "bottom" may technically be reached.
It would take basically forever though, right?
The Far Lands but it’s Mario Odyssey
so odyssey truly is Mario 64 2.
That also means we can build speed for 12 hours and BLJ and we need you to attempt that
Not only can Mario use「THE WORLD」, but also「D4C」. What a horrifying Stand User.
Mar(D)io
0:47 Mario Normal
5:04 Mario Bootleg
when i first saw
Mario getting more and more blocky and deformed my reaction was "I'm Scared X("
You can stop time in Mario Odyssey?
ZA WARUDO!
5:05 AHHHHHHHHHHHHHHHHHHHHHHH
“What is at the bottom of the *endless* pit”
Lmao
Yeah, I’d think that the developers would just suspend mario in the void in an animation/position that would make it seem like you were falling or moving. Might be that the surfaces on everything fluctuate the longer period of time you leave the game on as an effect of falling, it just stretched to its maximum.
great job
you put a nice italian man through horrible pain
1:14 Wait...
Did you just say...
*PARRALEL UNIVERSES?*
Let's talk about parralel universes.
Next video: Cappy jumping for 100 hours!
4:59 It's no longer Mario. xD
every video on this channel = a video that has something to do with parallel unvierses
MARIO YOU DONT LOOK SO GOOD ON THAT PAUSE MENU WHAT HAVE YOU BEEN UP TO?
You can glitch out of bounds in the seaside kingdom, to find a parallel universe
If you did reach a parallel universe, it might mean its possible to skip broodeal tower. Admittedly, after hundreds of hours, but its the thought that counts!
Watch your quarter step and QPU!
"but this experiment is taking a lot longer than I expected"
Well, it's using floating point values. Theoretically it goes down to infinite
Anyway, depending on how the game calculates position, there may be a point where floats will be so spread that you'll won't go down any further because the game would not reach the next float in a frame, so it would keep Mario at the same height
"Parallel Universe" *but first we have to talk about parallel universes*
And you STILL get the fruit back.
Very cool stuff!
Also, I can't wait for the Odyssey app that you mentioned in a recent video description!