Without looking too hard at the data values, I'd guess the camera crashes on Rainbow Road from it being located so far under the map when multiplied. Most courses don't have nearly as much of a height variance as Rainbow Road does, and I wouldn't be surprised if the camera is just giving up when it's located that far off along the vertical axis. Great videos as always! Love seeing your work.
Why do the invisible penguins and porcupines in this game work like the "infinitely-tall" demons in Doom? I'd expect more accurate collision detection from a 3D game like Mario Kart 64
@@XaneMyers It might have been for performance reasons? Mario Kart 64 was a very early 3D Nintendo game, and most of the objects and characters were rendered as 2D billboards. The game couldn't even run its music engine in 3P/4P mode!
@@XaneMyers why would you expect a 3d game to have more accurate collision detection than a 3d game? that's kinda like expecting 10 to be more than 10 like, really, mario kart 64 was only 3 years after doom, and it had polygonal rendering of huge open courses that include sloped surfaces, complex 3d collisions for a lot of objects ( complicated further by those aforementioned sloped surfaces ), ai that isn't just bouncing around like a bunch of angry pinballs, _and_ a _huge_ amount of sprites stored in memory because the racers have an _absurd_ amount of angles despite just being sprites. that's an incredible increase in the amount of processing for each frame, and full 3d collisions for obstacles that the players aren't going to ever be jumping over in normal gameplay doesn't really make any sense, so why increase the load on the n64 for literally no gain? when it comes down to the programming level, games aren't 2d or 3d or anything like that. object positions are just numbers floating in computer memory, and _every_ single facet of how they're used to simulate spatial interactions is decided by the human-written code. so, there's actually no reason to expect a 3d game to have its dimensions act like _our_ three dimensions, because they're not. most games just do a good enough job of convincing you that they are, even if they have glaring holes if you look too closely at 'em
@@hi-i-am-atan I consider the original Doom more of a 2D-3D hybrid. Most of it is seemingly 3D, but demons and objects don't have a height, just like Mario Kart 64 here. You can't jump over one or you'll be stopped by the object way below you, for example. I'd expect Mario Kart 64 to behave closer to GZDoom (which I consider closer to "3D") or a source port of Doom that gives objects proper height, so they can't be collided with way above the actual object.
When I was little, I used to get dreams about this game. Courses would be made up in my head as the race went on and this feels just like that. It’s such I weird feeling but I love it so much. Thank you.
It's weird the courses that softlock in this are ones with moving enemies like Chomps in rainbow road and porcupines/hedgehogs in yoshi valley. I wonder if they're classed as different things to the gophers in moo moo farm (which didnt cause a softlock in either of your videos) or flower plants (the ones that stretch up and down and you spin if you run into them)
You have that rare quality where I feel like you could do anything in a video and it wouldn't be boring. Are you considering doing Smash Bros Melee break the targets with unintended characters?
I'm used to playing Royal Raceway in MK8. Seeing just how plain it was on N64 both impresses and disturbs me. I'm impressed with how far we've come, but, like, WOW
I’ve gotta tell you. 1. Absolutely no one has comment on You for 2 weeks. 2. You need to play sneaky Sasquatch. It’s a really good Apple Arcade game. 3. If you want a car the price ranges are 250 coins,
Absolutely loved the Mario kart scaling vids. Can you scale in the X axis? Also could you do these while using the mushroom boosts? Would enjoy just being able to see the full levels.
Are people competing to see what the highest scale track they can complete? I'd love to see those videos! Or even these tracks in online multi player!! 😆👌
It would be cool if you could scale modded stages for this game, although I guess there'd be way too many to do haha also just bought some merch, can't wait for it to arrive! Love the uploads
I think that this goes to show _why_ the track scaling feature was scrapped. They realized there were no possible values you could scale _all_ of the tracks to and still have them all beatable- or at least no values far enough away from 1 to even matter.
**Me as a father** Son: "Hey dad, I got top of an internet leaderboard on Mario Kart 20! I'm a MASTER" Me: **twinkle in my eye as I load up the Gameshark on Mario Kart 64** _"Oh, you don't say, son?"_
I was definitely expecting this was going to have all the levels scaled to have lower y variation, like how luigi raceway turned out. Does make me curious what all courses scaled to be flatter would be like though.
Alternate names for these "new" tracks: SNES Luigi Raceway Moo Moo Mountain Koopa Kanyon Kalimari Hills Toad's Bridge Frappe Snowflats Choco Path Mario Circuit 2 (idk) Wario Dirt Road Sherbet Peaks (Heaven) Royal Road Bowser Jr. Castle D.K.'s Jungle Parkway Yoshi Valley (but you're in the valley) Banshee Board Rainbow Road (Easy Mode)
Hi I don't know if I'm just stupid or what I can't figure out what you put for the last four digits of the game shark code can you please explain in either a video or in the comments how you come up with the multipliers
Good video. I don't understand why when you set it to 0 scaling it isn't like playing it normally. What do you set it to to get it to play as intended?
Without looking too hard at the data values, I'd guess the camera crashes on Rainbow Road from it being located so far under the map when multiplied. Most courses don't have nearly as much of a height variance as Rainbow Road does, and I wouldn't be surprised if the camera is just giving up when it's located that far off along the vertical axis.
Great videos as always! Love seeing your work.
Thanks, that would make sense for rainbow road crashing
Sherbet Land was a whole new experience. It felt like a heavenly experience to just watch it.
it reminds me of this old mkwii custom track
ice track, huge walls everywhere
but the penguins are also giant
If anyone wants a timestamp, it's 20:35
I wish there was a way to sorta drive up really tall hills sorta like anti gravity it'd be really cool in some of these tracks
31:24 There are invisible porcupines on the track.
That's why Mario kept spinning out. No theory.
That makes perfect sense I was so confused when that happend!
Why do the invisible penguins and porcupines in this game work like the "infinitely-tall" demons in Doom? I'd expect more accurate collision detection from a 3D game like Mario Kart 64
@@XaneMyers It might have been for performance reasons? Mario Kart 64 was a very early 3D Nintendo game, and most of the objects and characters were rendered as 2D billboards. The game couldn't even run its music engine in 3P/4P mode!
@@XaneMyers why would you expect a 3d game to have more accurate collision detection than a 3d game? that's kinda like expecting 10 to be more than 10
like, really, mario kart 64 was only 3 years after doom, and it had polygonal rendering of huge open courses that include sloped surfaces, complex 3d collisions for a lot of objects ( complicated further by those aforementioned sloped surfaces ), ai that isn't just bouncing around like a bunch of angry pinballs, _and_ a _huge_ amount of sprites stored in memory because the racers have an _absurd_ amount of angles despite just being sprites. that's an incredible increase in the amount of processing for each frame, and full 3d collisions for obstacles that the players aren't going to ever be jumping over in normal gameplay doesn't really make any sense, so why increase the load on the n64 for literally no gain?
when it comes down to the programming level, games aren't 2d or 3d or anything like that. object positions are just numbers floating in computer memory, and _every_ single facet of how they're used to simulate spatial interactions is decided by the human-written code. so, there's actually no reason to expect a 3d game to have its dimensions act like _our_ three dimensions, because they're not. most games just do a good enough job of convincing you that they are, even if they have glaring holes if you look too closely at 'em
@@hi-i-am-atan I consider the original Doom more of a 2D-3D hybrid. Most of it is seemingly 3D, but demons and objects don't have a height, just like Mario Kart 64 here. You can't jump over one or you'll be stopped by the object way below you, for example.
I'd expect Mario Kart 64 to behave closer to GZDoom (which I consider closer to "3D") or a source port of Doom that gives objects proper height, so they can't be collided with way above the actual object.
When I was little, I used to get dreams about this game. Courses would be made up in my head as the race went on and this feels just like that. It’s such I weird feeling but I love it so much. Thank you.
I think you might've forgotten x-1, x-0.5, x_0.25, etc. of Banshee Boardwalk. We don't know at what point the jump disappears!
Not gonna lie, Moo Moo Farm has never looked more fun or interesting to race through.
16:26 "Maybe we can drive up this green thing" That's grass, Snooplax...
Choco mountain on -5 looks like a really good creepypasta setting, with the fog and thin road. Probably my favorite looking on
I would have like to see Wario Stadium without skips too, like what's the closest value to 0 possible.
Yah it would probably be a small fraction maybe around 1/16
I love Toad's Turnpike's skybox.
27:39 *LET'S LET'S A GO! LETSLETSLETSLETS LETSLETSLETSLETSLETSLETSLETSLETS A GO! L E T S A G O*
Mario's about to try to BLJ with his kart.
when you browse reddit too much
This makes some tracks look like they belong in F-Zero X.
for the ones that weren't possible at *0, I would be intrested in how close to zero can you take them, as much as the gameshark percision allows.
I wish I could've seen short peach's castle in Royal Raceway. Would've been mega cursed
18:41 "Heehee! I got it!" * proceeds to tumble to his doom *
I got it!
WOAHWOAHWOAHWOAH-
7:37 Having a X-.5 Luigi Raceway softlocks Mario Kart.
34:10 Having a X-3 Rainbow Road softlocks Mario Kart.
So wait, why can't Frappe Snowland be completed at x0? It feels like he just didnt test it at all, unless he did off screen.
Sherbet Land reminded me a lot of level 2 in Shadows of the Empire lmao. Also congrats unlocking Top Ride mode w/ Rainbow Road
This is such a fun series. I need to see if this works properly in split screen
It's weird the courses that softlock in this are ones with moving enemies like Chomps in rainbow road and porcupines/hedgehogs in yoshi valley. I wonder if they're classed as different things to the gophers in moo moo farm (which didnt cause a softlock in either of your videos) or flower plants (the ones that stretch up and down and you spin if you run into them)
Could you scale Kalimari even lower if you take the train track?
You have that rare quality where I feel like you could do anything in a video and it wouldn't be boring.
Are you considering doing Smash Bros Melee break the targets with unintended characters?
I'm used to playing Royal Raceway in MK8. Seeing just how plain it was on N64 both impresses and disturbs me. I'm impressed with how far we've come, but, like, WOW
MK8's Royal Raceway sucks, you can't even drive around Peach's castle
It’s a shame that every cup has at least one track that can’t be done at a negative value. It would be fun to see all the npcs in negative tracks
Imagine if 3:22 was a real obstacle in a track
edit: i forgot that koopa beach exists
Quicksand?
@@liamtheechidna461 that could work
"WOOAAHHHOOOOAHOO WOAHWOAHWOAHWOAH WOAHHHOOOOAHOO!" - Mario
I’ve gotta tell you.
1. Absolutely no one has comment on You for 2 weeks.
2. You need to play sneaky Sasquatch. It’s a really good Apple Arcade game. 3. If you want a car the price ranges are 250 coins,
11:39 a scaling is a scaling, you can't stay it's only a half
21:47 Invisible penguin crashes mario kart 64
Nice Stryder7x reference.
Absolutely loved the Mario kart scaling vids. Can you scale in the X axis? Also could you do these while using the mushroom boosts? Would enjoy just being able to see the full levels.
I'd really like to see all tracks at -1. Seeing the y axis reversed without being super exaggerated would be pretty cool
ua-cam.com/video/oz7K1QDzN18/v-deo.html
He did that here.
you know, it would actually be a cool concept to have courses mirrored like this, but fixed up, so it's possible to beat them.
Those 2 videos were way too entertaining!
I like the editing too. Good job.
Are people competing to see what the highest scale track they can complete? I'd love to see those videos! Or even these tracks in online multi player!! 😆👌
Ngl kalimari desert looks like a pretty cool track to race on. Change the name to something like kalimari hills and boom new track
I want to see all of them scaled as close to 0 as possible! they're kinda like snes tracks
nvmd it seems you already did
These videos were really cool! Also you used my favorite Zelda soundtrack in this one. Subbed
Did you try Frappe Snowland at 0.25?
I think it would have been possible within the rules
11:38 And that is Frappe Snowland completed in 0.5 A presses
I love this mountain kart 64
I think you should have a category for mushroom uses, as long as it only takes 3 for 3 laps.
0:07 hate to break it to you, but 0.5 isn't a fraction, it's a decimal, ½ is a fraction
Even with your perfectly acceptable explanation of how this works in mind, this video looks like some kind of horrific fever dream.
20:36 Sherbet land sure was a magical journey, lmao
22:03 "Yeah maybe no one will notice this mistake of going backwards"
Regardless though these companion vids are pretty neat to see
I really dig the N64 coffee table in the background.
It would be cool if you could scale modded stages for this game, although I guess there'd be way too many to do haha also just bought some merch, can't wait for it to arrive! Love the uploads
I think that this goes to show _why_ the track scaling feature was scrapped. They realized there were no possible values you could scale _all_ of the tracks to and still have them all beatable- or at least no values far enough away from 1 to even matter.
Yeah. I think the absolute lowest you could go would either be 0.5 or 0.75, assuming it's one scaling for all tracks.
x0 basically turns it into Super Mario Kart.
F-Zero on SNES also had flat courses.
nobody:
the pre-video Zillow ad: wow susan has a lot of personalities.
**Me as a father**
Son: "Hey dad, I got top of an internet leaderboard on Mario Kart 20! I'm a MASTER"
Me: **twinkle in my eye as I load up the Gameshark on Mario Kart 64**
_"Oh, you don't say, son?"_
These look super cool!
Royal raceway at 0.5 is some straight up toad warrior shit with that jump
thanks for the video, it's almost like you planned the kart's to fall into an abyss(10), ha ha
What about Kalimari Desert with the train tracks alternate route? Surely, you can get it much higher with that
I was definitely expecting this was going to have all the levels scaled to have lower y variation, like how luigi raceway turned out. Does make me curious what all courses scaled to be flatter would be like though.
Scale everything to like 1/16x and run a SMK texture pack, nobody’s gonna know
So, if you set this to 0 you have classic flat mario kart?
that hurts your eyes?
Yup
What are the odds I find this video right after watching prequel to this one? Great videos!
DK Jungle Parkway can be done at X0.5. You just have to jump off the boost at the right time
27:14 Bowser castle could probably go to 0.25.
Please do a video with all at X0 or very similar, that’s so cool and interesting!
i would love to see people Speedrun these versions of the maps.
Would be fun to see a whole grand pri played this way
Great video! Like your thoroughness! Thanks for uploading!
Choco mountain at -5 looks just so awesome, a big chocolate crust to wheel on 🤣🤣
Would have been interesting to see some of the levels at 0.25x
Fungus cup:
Luigi Loop
Moo Moo Canyon
Koopa Dunes
Kalimari Mines
Pyro cup:
Toad's Highway
Frappe Tundra
Choco Purgatory
Mario Valley
Astro Cup
Wario Pit
Sherbert Peak
Royal Runway
Bowser Bunker
Secret Cup
DK's Jungle Pathway
Yoshi Labrynth
Banshee Bridge
Rainbow Avenue
Alternate names for these "new" tracks:
SNES Luigi Raceway
Moo Moo Mountain
Koopa Kanyon
Kalimari Hills
Toad's Bridge
Frappe Snowflats
Choco Path
Mario Circuit 2 (idk)
Wario Dirt Road
Sherbet Peaks (Heaven)
Royal Road
Bowser Jr. Castle
D.K.'s Jungle Parkway
Yoshi Valley (but you're in the valley)
Banshee Board
Rainbow Road (Easy Mode)
Now this is fun
14:01 How Mario sounds like when he is excited
I'm not seeing this happen but are you planning this for other Mario Kart games if they do have a scaling cheat code?
You should do upper and lower bounds for both endpoints of each of the ranges so that the biunds can be tightened later.
Actually the flying cows tipped me off to it being cursed moo moo farms
I would have liked to see frappe snowland at -2 and 0, even just clips to show why it wasn't possible. It would look cool!
Cool video concept. Thanks!
I'm glad I found your videos. So cool 😎
2:50 What is that wall texture infront of you?? I've never seen it in MK64
It's interesting how Kalimari desert was the best for both scaling up and down.
Love how the banshee track completes the bridge to show that it was a broken bridge
Hi I don't know if I'm just stupid or what I can't figure out what you put for the last four digits of the game shark code can you please explain in either a video or in the comments how you come up with the multipliers
13:58 wooaahaahoo-wooaahaahoo
**continues driving up**
woo-woo-woo-woo-woo-woo-woo
It’s literally 3:43 AM and I’m watching this, I’m down
man I love this kind of stuff
you should do this with Double Dash and Wii
2:54 technically that was a tiny hole, the size of a hope is it's width / area
That curve in Mario Circuit...
Oh damn i thought this was going to be a joke like "Haha all the tracks are flat" but this is cooler
You've gotta try the 0.5's at 0.25... for science!
Good video. I don't understand why when you set it to 0 scaling it isn't like playing it normally. What do you set it to to get it to play as intended?
x1
I love this series
How old are you? im just wondering because your work is on the n64!
Could you Minturbo around the bend for that jump and hop at the very end in x0 Bowser's Castle?
Cursed idea, but would driving the derivative or integral of each track be possible? If so how many integrals could you go?
What would times 0 even mean in this case? Logically, wouldn't that mean the track ceases to exist? Cause times 1 would be normal.
No times 0 would actually mean the track is completely flat like in Super Mario Kart
This is what Mario sees when he smokes a Mushroom...
Technically you're using the smallest negative number possible
3:19 that looked like quicksand to me
the narrow path isn't the fastest, its the one with the small bridge when you go to it at the left side of the first turn
does anyone know why Luigi's Raceway softlocks? is it because of the interections?
30:32 dad driving in the desert be like
Actually, -0 and 1/64 is the lowest when racing at luigi raceway.
Would it be possible to play Grand Prix mode with it upscaled like this or would it just softlock and be unplayable