15:00 this is, without a doubt, the lazy way of ensuring no sequence breaking occurs TOO early in the game. It's something nintendo has done for years with the metroid games, often giving an 'intro' level that's a sort of tutorial, that is hellishly locked down and unskippable. classic anti-speedrunner tech.
@@shoelaceturtle The oddysey object and all requisite models/animations are already loaded in, despite being unused due to arriving via spawn/wire/etc, oddly.
i wouldn't call it "anti-speedrunner" tech as much as i'd call it "please-make-sure-you-actually-learn-how-to-play-the-game-first" tech. i do agree in that it should be skippable tho
I was definitely expecting Lake to be before Wooded and Snow before Seaside, both because those are the two selected by default, and because going in that order makes the paintings do a full loop through the game Edit: SMO wiki claims the paintings always do a full loop, I thought they only did if you went in the right order
@@GradyShoemaker Is that so? I'm pretty sure if you don't go in a particular order, it ends up making two smaller loops instead of one big one. I could be wrong, but I don't think so Edit: According to SMO wiki, I am wrong, but I haven't verified it
@@DeathnoteBB Nope. Depending on if you pick Lake or Wooded first, and if you pick Snow or Seaside first, some of the paintings change. Though according to the SMO wiki I was wrong about possibly breaking the full-game loop, it says they form one complete cycle no matter the order chosen.
So fun fact: I ACCIDENTALLY found out about the 8-big boss music because I went into the underwater 8-bit during a LONG bingo race with a friend… it’s a good bop tho
There are quite a few facts I did already know of from watching streams/VODs (kids mode, the unused scenarios from the kiosk demos/trailers, and the heap "buckets"), but it was great having some more in-depth explanations! 8:03 But, I study CS, I enjoy the CS lectures (although yeah, the average viewer probably doesn't need to know about exactly how floating point numbers work) Also, loved the subtitles, thanks a lot for your work, the video was amazing!
Would have loved to do a full breakdown of floating point numbers but didn't quite fit the pacing of the rest of the video ahaha But yeah thank you so much! Glad you enjoyed the video!
15:27 - There's no reason for this song to go this hard when you never get to easily hear it in the game, I wish it appeared in more youtube videos' background audio lol.
I think the reason cap and cascade kingdom have their own "bucket" probably has something to do with the odyssey not being there. But thats just a theory
My guess would be that it's tied to the map screen. When you select a kingdom in the map screen, it has to run a whole bunch of code to move us into the new kingdom (load all of the models, change the rendering/lighting settings, reposition Mario, etc.). That's probably where they put the heap-switching code. But we don't enter Cap or Cascade via the map screen on first visit. The sensible thing to do would have been to run the kingdom-init code anyway, but that would require it to be modular enough that you can safely call into it without using the rest of the map screen code. Unfortunately, a lot of games are programmed in a very results-oriented way, and in practice, calling into the standard kingdom-init logic might have required too much refactoring. So they presumably just copy/pasted the standard code, hard-coded it for Cap and Cascade, and tweaked it to use a different heap so it wouldn't conflict.
Fun fact: something very similar to this happens in starfield If you somehow load a tile (the map units of the game, they're very large versions of the cells from previous Bethesda games) without your ship the game will crash Normally when you reach the edge of a tile the game just prevents you from going further but the function to send you to the next tile still works So if you disable the invisible wall try to walk to a neighboring tile the game crashes because your ship is no longer loaded
I assume the Bound Bowl thing might have to do with the fact that you're not meant to uncapture it, and the fact that you're just spawned into a new area, the latter of which would explain why it doesn't happen with Bowser
A good theory in concept, however you actually do load directly into the Bowser capture at the end of Darker Side. Also, uncapturing can be disabled very easily, take either Bowser section or Inside Cap Kingdom Tower after capturing the frog before you reach the top
So I learned a bunch, primarily that amethyst SZS refers to the file type szs (referring to her modding) And that there should be a mod where the visual effects are randomized every moon (or something similar)
"Adsorb" is a real word - it means to hold molecules as a thin film on the outside or within the surface layers of something. Think of it this way - you absorb something *into* something else while you adsorb something *onto* something else. If that code has something to do with an object's surface getting properties from something else, then it might not be a typo! From the looks of it, maybe it's giving the stage time to react to the light and humidity levels before fully loading so the textures don't just snap in? That's just an educated guess from the phrasing of it, but I'm sure you or Crafty would be able to figure it out the best!
Just wanted to say I've been watching old hide and seek videos for the first time recently, and you're fun to watch. I know it's probably cliché to have people call you "cool" for being in videos when you're just there to play a game and have fun, but it is cool to see.
3:10 Hey my field comes up here. As you mentioned, this is to test lighting, but just wanted to point out that what you see in the sphere's is not actually a weird version of the maps, but it is actually just a reflection. The reason it looks so weird, and has stuff like fog, or the floor missing, is because those objects are not being reflected for one reason or another. Basically, the checkbox to reflect each object didn't get checked (In simple terms) It's actually super cool to see something like that. Because while you might think, "Why would they need that if they can just check with the world itself to see if the lighting is correct. And the answer is pretty simple. Because human eyes aren't perfect, and on colored surfaces it can be hard to tell if the lighting is consistent with everything else. White, black, and metallic objects however make it much easier for human eyes to see what is going on. You don't have to worry about what type of color you need to add to the lighting, because it will make it obvious to you right away. For example, if you add a white light with a blue tint, that can be hard to see on grass. But, when you put that over black and white, well you're going to see a gray color that is slightly blue.
Watch this become one of the most useful sources of information that is needed at some point to do something funky and breaks the game in speedruns somehow.
I completely understand the typo thing, you can’t leave it unnamed and I 100% understand the feeling of “type something quick so I can move onto the next thing”
7:28 If im not mistaken, this sound is used in the game for when you hit a button and a platform starts to move, specifically in moon cave, Im pretty sure it makes that noise.
6:50. I honestly feel like if people somehow wrong warp into this race, it will be revolutionary to min caps max moons, as long as it doesn’t add the capture list.
I wonder about one thing. Speedrun uses a trick to speed up those moons that require waiting 20 minutes to grow a plant: either change the time zone by going to Switch's settings, or have daylight saving kick in at the right moment. Why does this work, considering only time zone changed and not actual time? Did Nintendo program the plants in a way that uses local time only? If I were the dev I'd have made them timezone-insensitive.
15:00 might be like that for the cutscenes that play when exiting those kingdoms for the first time because logically if somebody were to, say, deload the kingdom with the old version, the cutscene could retrigger.(it also might be because the Odyssey isn't in either of these kingdoms the first time you go through them)
Absolutely love all this trivia! It's always interesting to get an insight into the minds of the people who develop these massive games. Oh, and also "three."
I knew the first one about "kids mode" because you've mentioned it in Hide and Seek, but I didn't know any of the others. Edit: I lied. I also knew about the ending cutscene trigger because of your video where you spreedran the game with cheating.
17:50 "The ring Bower makes when it's hacking" That's what I hear 15:08 is that what was causing Smallant's game to keep crashing when he beat the game in like 9 min with hacks ?
neat thing about Boost Mode i've learned over my time modding the switch is that it's almost exclusively used for when games are first loading (the little switch gif on the black screen). the reason it doesn't get used ALL the time is because the full processing power of the switch chip is significantly faster, but MUCH more draining on battery life. running a boost mode switch for a game like pokemon scarlet has even caused my switch to be in the dock actively charging and STILL losing battery life. seems like an overall change meant to help make the switch not die in handheld within 15 minutes
also, my guess as to why internally wooded is before lake and sea before snow is that the internal names are prioritized alphabetically when they're on the same progression state. wooded's internal name just happens to start with an F
cappy rainbow trail hit sensors are likely to give the rainbow effect a frame of reference for where to activate; in games, particle effects are usually rendered by a completely separate system than the models, with the effects being given coordinates and relative points to be placed much more manually than models. those hitboxes are likely to give it somewhere to start!
the bound bowl player being separate from mario is probably a measure to keep mario from being able to exit the "captured" state at any time, likely just a weight off the dev's shoulders (plus they don't have to keep mario's model and animations loaded)
the map being loaded invisibly above the level is actually insanely cool!! it's a clever way to avoid ANY loading times when transitioning from the globe on the odyssey to the world map
the Word Resource Heap being different is basically just what you theorized! it's a tiny micro-optimization, since there's no reason at all for the game to load the other kingdoms before it's possible to even go to the odyssey. i think this along with dozens and dozens of super tiny things are why games like odyssey can run at 60 fps on a switch of all consoles. fascinating stuff!
This was such an interesting watch! It’s really fun to get little insights into the way the game changed over development, especially to me as someone who has no idea about coding. The yoshi/amiibo tidbit is pretty cool, is there anything else noteworthy you’ve found that didn’t end up making it into the final game?
16:27 - idk if this has been done already but now i kinda want to see a yoshi challenge where you're forced to play as much of the game as possible with yoshi (kinda like the Bowser mode mod Fir played) and maybe get to experience what exactly could break with it. Although assuming it doesn't break horribly who knows how much of a challenge this would be given yoshi's movement apart from the usual stuff like having to get out of the capture to capture poles
I literally only knew 2 of these. (I'm counting the every water room as one unit that I didn't know, I forgor the "Seaside Kingdom spiny puzzle sub-area") Thanks for doing custom captions, though they act a bit funny at faster play speeds, which I normally don't see the default styled captions do.
I think the cap and cascade at the beginning being separate is kore than just the recourses. Everything is locked to those kingdoms at first, and once you go to sand, they open up. The shops don’t appear until you go past sand either, and the odyssey works differently too. This is why craftyboss had to lock the randomizer to only unlock after going to sand kingdom, otherwise the game would crash if you went to a different kingdom.
The title says this information is useless but honestly I had one key takeaway from this video: Shove all your belongings in one house sized bucket and all your issues will be resolved
14:00 I have a few things to say about this 1. Oh no, -2,000 subs?! Surely such quality content deserves better! 2. Based CGP Grey enjoyer 3. balatro go brrrrrrrrr
The typo segment reminded me that in BotW lizalfos are internally referred to as lizarfos and moblins are referred to as Moriblins. There’s probably a ton of others I don’t know of yet and some others I’m not thinking of right now
I assume the bound-ball guy being a different player type in the race instead of just a capture is because that was probably easier than disabling capture cancel (or hooking that up to quitting the race).
You could make a 6 hour video carefully explaining the physics involved in the cooking of an egg and it still wouldn't feel useless to me
That would require me to understand the physics of cooking eggs, not exactly my specialty
I mean, there are some pretty long videos about cracking eggs out there :3
@@SomeGalNamedEve
@@AmethystSZSI’m surprised you understand physics at all
@@SomeGalNamedEveLMAOO
the dev numbering fact was honestly really interesting to me.
it's fun to see little personality touches in the code for retail products
A good reminder that every little thing in our games is written by a person!
Yeah. With me recently learning coding, I like seeing things like this!
15:00 this is, without a doubt, the lazy way of ensuring no sequence breaking occurs TOO early in the game. It's something nintendo has done for years with the metroid games, often giving an 'intro' level that's a sort of tutorial, that is hellishly locked down and unskippable. classic anti-speedrunner tech.
Great Plateau moment
Could it be because you don’t access those kingdoms with the odyssey the first time you get there?
@@shoelaceturtle The oddysey object and all requisite models/animations are already loaded in, despite being unused due to arriving via spawn/wire/etc, oddly.
Can confirm this is also the case with pikmin 2 lol
i wouldn't call it "anti-speedrunner" tech as much as i'd call it "please-make-sure-you-actually-learn-how-to-play-the-game-first" tech. i do agree in that it should be skippable tho
5:25 dint know the geysers were gay, good for them
They just like me fr fr
SO LONG, GAY GEYSER!!
so long bow gayser
@@jellomochasLMAOOOO
Gaysers
I was definitely expecting Lake to be before Wooded and Snow before Seaside, both because those are the two selected by default, and because going in that order makes the paintings do a full loop through the game
Edit: SMO wiki claims the paintings always do a full loop, I thought they only did if you went in the right order
The paintings do a full loop through all 10 kingdoms that contain paintings regardless of which order you visit them in!
@@GradyShoemaker Is that so? I'm pretty sure if you don't go in a particular order, it ends up making two smaller loops instead of one big one. I could be wrong, but I don't think so
Edit: According to SMO wiki, I am wrong, but I haven't verified it
@@noahblack914Don’t the paintings warp to the places they do no matter what?
@@DeathnoteBB Nope. Depending on if you pick Lake or Wooded first, and if you pick Snow or Seaside first, some of the paintings change.
Though according to the SMO wiki I was wrong about possibly breaking the full-game loop, it says they form one complete cycle no matter the order chosen.
So fun fact: I ACCIDENTALLY found out about the 8-big boss music because I went into the underwater 8-bit during a LONG bingo race with a friend… it’s a good bop tho
11:11 "that's a stiff neck", have you seen Mario? He looks to be without a neck at all, just head to body
There are quite a few facts I did already know of from watching streams/VODs (kids mode, the unused scenarios from the kiosk demos/trailers, and the heap "buckets"), but it was great having some more in-depth explanations!
8:03 But, I study CS, I enjoy the CS lectures (although yeah, the average viewer probably doesn't need to know about exactly how floating point numbers work)
Also, loved the subtitles, thanks a lot for your work, the video was amazing!
Would have loved to do a full breakdown of floating point numbers but didn't quite fit the pacing of the rest of the video ahaha
But yeah thank you so much! Glad you enjoyed the video!
I didn't really get floats until I watched Pannenkoek's Pendulum video, and I think his explanation and visualization were the best.
“Honey why didn’t you do the dishes?”
“Because Amethyst uploaded a video”
Priorities 101
@@AmethystSZS i give them an A++
Oh perfect, I needed something to listen to in the background while cooking for 18 minutes!
15:27 - There's no reason for this song to go this hard when you never get to easily hear it in the game, I wish it appeared in more youtube videos' background audio lol.
I'll try to remember to include it in the next video I edit for Amy >:)
I think the reason cap and cascade kingdom have their own "bucket" probably has something to do with the odyssey not being there. But thats just a theory
A game theory!
My guess would be that it's tied to the map screen. When you select a kingdom in the map screen, it has to run a whole bunch of code to move us into the new kingdom (load all of the models, change the rendering/lighting settings, reposition Mario, etc.). That's probably where they put the heap-switching code. But we don't enter Cap or Cascade via the map screen on first visit. The sensible thing to do would have been to run the kingdom-init code anyway, but that would require it to be modular enough that you can safely call into it without using the rest of the map screen code. Unfortunately, a lot of games are programmed in a very results-oriented way, and in practice, calling into the standard kingdom-init logic might have required too much refactoring. So they presumably just copy/pasted the standard code, hard-coded it for Cap and Cascade, and tweaked it to use a different heap so it wouldn't conflict.
Fun fact: something very similar to this happens in starfield
If you somehow load a tile (the map units of the game, they're very large versions of the cells from previous Bethesda games) without your ship the game will crash
Normally when you reach the edge of a tile the game just prevents you from going further but the function to send you to the next tile still works
So if you disable the invisible wall try to walk to a neighboring tile the game crashes because your ship is no longer loaded
A BUCKET THEORY
I assume the Bound Bowl thing might have to do with the fact that you're not meant to uncapture it, and the fact that you're just spawned into a new area, the latter of which would explain why it doesn't happen with Bowser
A good theory in concept, however you actually do load directly into the Bowser capture at the end of Darker Side. Also, uncapturing can be disabled very easily, take either Bowser section or Inside Cap Kingdom Tower after capturing the frog before you reach the top
Amethyst you have a great voice for this, and you covered so much cool hidden content! Could genuinely listen for hours lol
Thank you so much!
Literally the only thing I knew beforehand was the ending cutscene trigger, really cool video
I would genuinely watch ANY AMOUNT of mario odyssey fun facts for nerds gladly
Omg The Click's Emotional Support Demon in the background! I love yiu ESD
Emotional Support Demon to the rescue!
omg i didnt see that!! we love the click
I saw that too!! Literally sick
As someone new to odyssey, I found this more useful than the walkthrough tutorials! Best 18 minutes of my life!!!!
I died on the typos section 😂
You may claim this information is useless, but there is one thing you have failed to consider - I am a very nerdy trans girl :3
Bonus points for autism and then telling everyone you know randomly like "hey ya know something?"
@@saygoodbye-sfmreal to both of those things
omg... me too
REAL
same
5:25 it’s short for gay bowser as a reference to the original 3D Mario, super Mario 64, where Mario famously says “So long gay Bowser!”
4:57 literally me😔
5:21 my sister then
12:35 This actually happened to me, in the Yoshi sub-area in Mushroom Kingdom back in January 2022.
I have no proof of this, but a friend told me he once managed to end up controlling Mario on the globe map screen
5:02 Are we sure they didn't actually mean adsorb, i.e., the surface-based phenomenon? Can't say for sure without context.
I remember that demo kiosk mode at 2:34 . You could only play it for about 20 mins or so.
So I learned a bunch, primarily that amethyst SZS refers to the file type szs (referring to her modding)
And that there should be a mod where the visual effects are randomized every moon (or something similar)
This was an amazing video! I think my favorite part would have to be that Moe Eye segment… 👀
Wonder why 👀
“LavaGayser” is really funny to me lmao
8:02 wild Aalto University and Esa Saarinen appearance caught me so off guard 😂
Torille?
Idk if it’s the way you styled your hair or your glasses or if it’s the shirt but you are GLOWING in this vid!!
Wait, is the silhouette style just the game's depth texture multiplied by a kingdom-specific color?
Yep! Spot on!
@@AmethystSZS does the coin filter just display normal maps but colored yellow?
"Adsorb" is a real word - it means to hold molecules as a thin film on the outside or within the surface layers of something. Think of it this way - you absorb something *into* something else while you adsorb something *onto* something else. If that code has something to do with an object's surface getting properties from something else, then it might not be a typo! From the looks of it, maybe it's giving the stage time to react to the light and humidity levels before fully loading so the textures don't just snap in? That's just an educated guess from the phrasing of it, but I'm sure you or Crafty would be able to figure it out the best!
i loved the behind the scenes facts, so cool to see these coding/engine things public in such a big game! also, your hair looks amazing!!
*clears throat dramatically*
Three.
*Raucous laugh track follows*
Just wanted to say I've been watching old hide and seek videos for the first time recently, and you're fun to watch. I know it's probably cliché to have people call you "cool" for being in videos when you're just there to play a game and have fun, but it is cool to see.
3:10 Hey my field comes up here.
As you mentioned, this is to test lighting, but just wanted to point out that what you see in the sphere's is not actually a weird version of the maps, but it is actually just a reflection.
The reason it looks so weird, and has stuff like fog, or the floor missing, is because those objects are not being reflected for one reason or another. Basically, the checkbox to reflect each object didn't get checked (In simple terms)
It's actually super cool to see something like that. Because while you might think, "Why would they need that if they can just check with the world itself to see if the lighting is correct. And the answer is pretty simple. Because human eyes aren't perfect, and on colored surfaces it can be hard to tell if the lighting is consistent with everything else.
White, black, and metallic objects however make it much easier for human eyes to see what is going on. You don't have to worry about what type of color you need to add to the lighting, because it will make it obvious to you right away.
For example, if you add a white light with a blue tint, that can be hard to see on grass. But, when you put that over black and white, well you're going to see a gray color that is slightly blue.
6:08 that version of sand looks so cool
Watch this become one of the most useful sources of information that is needed at some point to do something funky and breaks the game in speedruns somehow.
I completely understand the typo thing, you can’t leave it unnamed and I 100% understand the feeling of “type something quick so I can move onto the next thing”
7:28 If im not mistaken, this sound is used in the game for when you hit a button and a platform starts to move, specifically in moon cave, Im pretty sure it makes that noise.
bro, this is what the teaser pictures was for
6:50. I honestly feel like if people somehow wrong warp into this race, it will be revolutionary to min caps max moons, as long as it doesn’t add the capture list.
Interesting thought! No clue how that would be possible, but I'm fairly sure it wouldn't add to the capture list!
@@AmethystSZS yeah I’ve done lots of stuff with mcmm so I thought of it lmao
Very gratifying to finally learn why Bound Bowl crashes in seemingly every mod.
Bread
Bread
Bread
Bread
Bread
Bread
3:25 Rewatching this video and I got really happy when I heard Is It Snack Time Yet...! I love that game!
Hi, fun video - just wanted to thank you also for the really high-effort subtitles
I wonder about one thing.
Speedrun uses a trick to speed up those moons that require waiting 20 minutes to grow a plant: either change the time zone by going to Switch's settings, or have daylight saving kick in at the right moment.
Why does this work, considering only time zone changed and not actual time? Did Nintendo program the plants in a way that uses local time only? If I were the dev I'd have made them timezone-insensitive.
This is great! I always need more random things that my brain remembers instead of information that is needed like math
7:29 this sound is used in the moon cave in the hammer bro section
Ah I knew it I also commented about the same thing! Great minds think alike!
15:00 might be like that for the cutscenes that play when exiting those kingdoms for the first time because logically if somebody were to, say, deload the kingdom with the old version, the cutscene could retrigger.(it also might be because the Odyssey isn't in either of these kingdoms the first time you go through them)
You sure make an enticing thumbnail for me to click on late at night when I’m in bed after work.😂 Great job keep it up
As someone who work with Japanese nationals who write code, well, the typo thing is so real
The fact about the typos in the code and about the bound ball capture guy would be somewhat useful for people who are trying to modify the code
I need another one of these videos. This has made me SO happy to watch.
I love how the captions flip between fancy and Auto generated
Did you know that Super Mario Odyssey has the initials,SMO?
With that,we can call Smant,Smont
3:39 THE WHAT NOW??
Absolutely love all this trivia! It's always interesting to get an insight into the minds of the people who develop these massive games.
Oh, and also "three."
I knew the first one about "kids mode" because you've mentioned it in Hide and Seek, but I didn't know any of the others.
Edit: I lied. I also knew about the ending cutscene trigger because of your video where you spreedran the game with cheating.
I love these kinds of videos, I could watch/listen to stuff like this forever honestly
It's awesome to see you back Amy! Will we be seeing any more videos in the near future here? 👀👀
Hoping so! Got lots more I want to make ❤
the 8-bit mollusque lanceur theme fucks, shame it's obscure
17:50 "The ring Bower makes when it's hacking"
That's what I hear
15:08 is that what was causing Smallant's game to keep crashing when he beat the game in like 9 min with hacks ?
neat thing about Boost Mode i've learned over my time modding the switch is that it's almost exclusively used for when games are first loading (the little switch gif on the black screen). the reason it doesn't get used ALL the time is because the full processing power of the switch chip is significantly faster, but MUCH more draining on battery life. running a boost mode switch for a game like pokemon scarlet has even caused my switch to be in the dock actively charging and STILL losing battery life. seems like an overall change meant to help make the switch not die in handheld within 15 minutes
also, my guess as to why internally wooded is before lake and sea before snow is that the internal names are prioritized alphabetically when they're on the same progression state. wooded's internal name just happens to start with an F
cappy rainbow trail hit sensors are likely to give the rainbow effect a frame of reference for where to activate; in games, particle effects are usually rendered by a completely separate system than the models, with the effects being given coordinates and relative points to be placed much more manually than models. those hitboxes are likely to give it somewhere to start!
the bound bowl player being separate from mario is probably a measure to keep mario from being able to exit the "captured" state at any time, likely just a weight off the dev's shoulders (plus they don't have to keep mario's model and animations loaded)
the map being loaded invisibly above the level is actually insanely cool!! it's a clever way to avoid ANY loading times when transitioning from the globe on the odyssey to the world map
the Word Resource Heap being different is basically just what you theorized! it's a tiny micro-optimization, since there's no reason at all for the game to load the other kingdoms before it's possible to even go to the odyssey. i think this along with dozens and dozens of super tiny things are why games like odyssey can run at 60 fps on a switch of all consoles. fascinating stuff!
0:24 interpolation jank, maybe?
I think the cappy jump prevention fail happened to me perhaps every single jump when playing through the story
This was such an interesting watch! It’s really fun to get little insights into the way the game changed over development, especially to me as someone who has no idea about coding. The yoshi/amiibo tidbit is pretty cool, is there anything else noteworthy you’ve found that didn’t end up making it into the final game?
16:27 - idk if this has been done already but now i kinda want to see a yoshi challenge where you're forced to play as much of the game as possible with yoshi (kinda like the Bowser mode mod Fir played) and maybe get to experience what exactly could break with it. Although assuming it doesn't break horribly who knows how much of a challenge this would be given yoshi's movement apart from the usual stuff like having to get out of the capture to capture poles
So Boost Mode is why my Switch dies after playing the game for an hour
3:40 How did i not know this, thats awesome!
I literally only knew 2 of these. (I'm counting the every water room as one unit that I didn't know, I forgor the "Seaside Kingdom spiny puzzle sub-area") Thanks for doing custom captions, though they act a bit funny at faster play speeds, which I normally don't see the default styled captions do.
I think the cap and cascade at the beginning being separate is kore than just the recourses. Everything is locked to those kingdoms at first, and once you go to sand, they open up. The shops don’t appear until you go past sand either, and the odyssey works differently too. This is why craftyboss had to lock the randomizer to only unlock after going to sand kingdom, otherwise the game would crash if you went to a different kingdom.
I was just shaking my fists at the sky, asking god why we didn't have 18 minutes of useless Mario Odyssey information, and lo and behold! Here we are.
“You don’t need to capture bowser in escape”
Min caps just got so much harder
WOW I was not ready for the lava GAYser, it made me laugh so hard ngl!!!!!
I wonder if those old save files mention actual scrapped stages and objects, unlike the memory list which is mostly test stages.
so lets say you are little timmy and you decide: hey! im going to warp away in the animation of a zipper in which i can get a moon right after!
The title says this information is useless but honestly I had one key takeaway from this video: Shove all your belongings in one house sized bucket and all your issues will be resolved
14:00 I have a few things to say about this
1. Oh no, -2,000 subs?! Surely such quality content deserves better!
2. Based CGP Grey enjoyer
3. balatro go brrrrrrrrr
The typo segment reminded me that in BotW lizalfos are internally referred to as lizarfos and moblins are referred to as Moriblins. There’s probably a ton of others I don’t know of yet and some others I’m not thinking of right now
Sweet! Now I have all this useful information that will take up valuable space in my brain!
I assume the bound-ball guy being a different player type in the race instead of just a capture is because that was probably easier than disabling capture cancel (or hooking that up to quitting the race).
Now Amethyst can be like Pjiggles but with SMO. Love that stuff💜🩵
Fascinating trivia, I love seeing the human elements behind software and video games!
I'm gonna watch this video THREE times, that's how good it is.
Amazing I feel like I've learnt more about Mario Odyssey and its development great vid 👍
omg this channel is still alive! now i only need to catch one of your streams abd im wishlesd happy
also about the “correct path”, wooded and seaside are shown before lake and snow in the credits slideshow
*sniffs* my it smells like questions for a trivia show
I actually almost choked on my food at 3:27 bcs i recognized in stars and time soundtrack, was not expecting that lol
Now this is was a very informal useless information video and Debug Cube check reminds me of the Unused boss in Luigis mansion
I like this video so much! By the way love the rayman ost when you name all the water areas
Really well made video, the subtitles are great i love their style
I love her, I hope she does more content soon
Amethyst has to be the only youtuber I've seen have custom subtitle colors
Amethyst your voice has gotten so good
Really cool video, i was there for the watch party, this made me pick up my switch again and tried some of it, thanks Amy👍😽
This made my day
Adsorb is definitely a word. The difference between absorption and adsorption is that adsorption only covers the surface of a given object.
I literally didn't know a single fact you said, good job!
This was such a good video, thanks for the amazing content