are you telling me that if I build up enough speed to travel through dimensions and pass through a heart, then I can safely press my face into lava without melting?
"We're all familiar with Mario's HP (aka his "health" or "power")." Yep, I can agree on that. "It starts at 8, and when it reaches 0 Mario dies, right?" Naturally. "Well, it's actually more complicated than that." God dammit.
@@cyberninjarappa Since 8.5 sections equal 2176 and 8 sections equal 2048, it basically means that Mario's power meter will not be displayed on-screen unless it becomes ≤ 2047 or ≤ 7.996 sections. * With the obvious exception of being on the water's surface, which forces the power meter to stay on screen until you leave the water.
see, you could play mario or you could convert the hexadecimal values of his health to decimal using a complicated equation and correlate it to the in-game sprites in order to explain the delay between the damage taken and the change of the sprite along with how damage within the game is calculated and how this method leads to inconsistencies in damage taken, along with integer overflows that cause similar problems such as infinite health.
I'd like to give a shot at dubbing over some of your text-narrated videos someday. I won't reupload your visuals though that'd be a dick move, but I'd keep my visuals blank and sync it up on one of those side-by-side UA-cam player sites.
Entering a cannon also stops instantly the fire damage. Also you didn't say that as soon as the HP value drops anything lower than 256, there's no way to gain any more health. For example if you enter a cannon with 255 HP (which means you're already dead), and then shoot, even if you pick up coins during the launch animation, those coins won't increase Mario's health and so you're doomed to die. Also if your HP value is anything lower than 256, you can't take stars anymore... You may want to add these things to the description
***** Well that works because you can't play the death animation until you are on the ground. The developers never thought it would be possible to be dead whilst in the air so they did nothing about it.
Actually, cloning a star and then dying from big fall damage while holding the star does something. Mario will collect the star after dying, thus it IS possible to collect a star with no health.
Yeah a lot can get close to 3000~4000 endgame And then there's some games that's just ridiculous. Dante from DMC3/4 starts with 6,000 HP and can raise it to 20,000. Star Ocean 3 & 4, with a fuckton of grinding let you get into the quintuple digits. Final Fantasy X lets characters break the HP cap, letting characters get a stupid high 99,999. It also depends on the scaling. Higher numbers aren't better all the time. A dragon can bite a character for 20 dmg, and in another game the same amount of HP damage can be inflicted by a rat or something. Also technically Mario only has 1921 HP. He can survive 1920 damage, any more without healing will kill him.
Disgaea 1 and 2: 120 Million Disgaea 3: About a billion, give or take 100 million I believe Disgaea 4: About Half a Billion. And Ways to deal several quadrillion points of damage, I believe? Yeah... no.
I hope you realize that these can seriously be considered archiving of gaming history. I'm glad you enjoy doing them, because they're revealing design choices and quirks that illustrate the time they were made in.
I wonder if since this video, anybody has made a mod where Mario's health is a dynamic health bar with exact values (or just a number shown on screen) rather than an 8-sector pie.
I've been subscribed for years to both channels. I never give SM64 much thought, and it's a testament to PK's enthusiasm and dedication that these videos end up being so interesting. That said, I'm afraid the slow-mo *_OOOOEEEUUUIRRGH_* at 3:25 is stealing the show. It is ascending me to a higher plane of existence.
0:33 this is known as a “fixed point arithmetic”, the lower byte is essentially the fractional part, and the upper byte is the integer part. Therefore, Mario’s HP value is actually scaled by 1/256 for extreme precision. You take the value, integer-divide by 256 (or simply take the upper byte), and that determines if Mario should die if the resulting value is 0. This also controls what image for HUD.
I’ve always wondered, why the first sector gets drained so much faster than the others, when in water or toxic gas. Now I know it’s because a certain number of smaller units gets drained each frame, and there’s a half sector beyond the first sector, and a sector gets drained as soon as it’s not full anymore.
I really appreciate the way you're going beyond the ABC challenge and actually documenting the game on your secondary channel. And your videos are very comprehensive, whenever I think to myself "Wait, but what if...", the video immediately explains the exact situation in detail.
Thorough documentations like this also help me learn about the game, since I have to test everything when researching the topic. For example, I didn't know the INC/DEC counters could be overflowed before making this video, but now I do
I have been playing rom hacks of Super Mario 64 recently, and because of these videos I'm able to describe things like the science behind sleeping. My friend said I needed to get a hobby.
If he tells you that just for watching and understanding the information, I can't imagine what he'd tell me as the person investigating and making videos of it
love this vid. i was hoping to see the case of getting burned by the fire spitter, but instead of jumping, immediately falling off the edge so you're airborne the whole time
Why the hell did they not just use an integer from 0-8 for his health and another integer for the Under-water gauge? Seems overly complicated from a programming standpoint ._. I guess it's to show the gradual HP loss and also have dec=0 be a variable for the HP gauge to move up afterwards, but for an N64 game that seems like a lot of bytes for such a small effect. Oh well, maybe someone had some extra time on their hands and wanted to pretty-up the HP gauge. Cool video, will now view the rest of it!
I think this might have something to do with planned multiplayer? It might of been cheaper to use Hex for two characters instead of two values of both. The stuff that got dropped due to technical and time issues still has some legacy in SM64 in one way or another.
Damn. These videos really keep me interested. I've recently been getting into programming and game design and this gives me (and others of course) a better look at how a game works behind the scenes. It's not just pushing a button and the character does stuffs from a line of code that says "hey jump". It's all code sequences and math calculation. Lots of them.
The 7.75 sectors are added because you can get lower than 256 with fire, which is less than a sector. Even if 7.5 sectors were added, you’d be at almost full health. That is why the extra .25 is added, because the devs thought of this.
I remember doing stuff like this. Not explaining how health works in 15 minutes, but doing health defying glitches in general. But at least I have more useless information shoved into my head.
I've played through Mario 64 so many times and never knew Mario had an animation and "voice lines" for standing in smoke, that blew my mind more than the super intricate health system tbh
Thank you for making videos like this, I know this may not be your primary intention but watching these really helps me with my anxiety and panic attacks
I already knew that it doesn't use simple integer values in-game but this video has so many things I didn't know, it's very interesting! even simple things like damage increase when not wearing a hat. You just don't try that out during normal gameplay. And a -5 chain chomp attack or -6 fall damage look kinda scary. But weird how lava/squishing is increased to 4.5. I wonder what thought went behind that. Also - jumping decreases burn time?! I would have thought the opposite since I only knew about the unlimited burn by falling down a cliff. Interesting indeed. Also, the overflows are pretty cool. Mario seems to have 9 lives if he can survive the lava log. ...well, actually he can have up to 101 lives but you know what I mean.
Burn time stops as soon as the value reaches 161 and Mario is in the running animation, it just happens that for some reason, being in mid air makes the timer go faster
I actually found this myself a few months ago... I noticed that sometimes I would lose 2 pieces of HP and sometimes 3... Then I figured out that jumping is the key to take much less damage
Well, it seems to me like all hatless damage is a 50% increase over the corresponding with-hat damage, the difference being that some of the values are rounded up to the nearest whole sector and others aren't. 1 damage becomes 1.5 and is rounded up to 2 2 damage becomes 3 3 damage becomes 4.5 and is (sometimes) rounded up to 5 and 4 damage becomes 6.
As someone who's interested in learning about game design, videos like this are a great window into the inner workings of old school games! Thanks for making them.
Wow this is awesome, it's so crazy how we never even realize how complex video games really are, even the old ones. It's fascinating to say the least o_0
I know this is an old video and that it's only a game, but I admire the way you apply the scientific method in order to discover how work something. Something that seems so simple as an HP bar. You make me understand the power of the human rationality, seriously. I want to be a physicist to understand how nature behaves the same way you discover these amazing things. ¿Are you a physicist perhaps?
8:31 i love how you hear a buzzing sound because the lava is trying to launch mario into the air, but the log holds him down, causing it to do so over and over every frame
When I played this as a kid playing this game, I always felt like jumping would help get rid of burning, but I never knew why or how that worked until this video. Speaking as a hobbyist programmer who's always thinking about game design, your videos are an absolute treasure.
Love your videos! To some people this seems like unless knowledge, but damn it's amazing to have an idea as to not how things work, but all the moving parts that makes it work. The health counter setting looks so convoluted for what's just "8"hp, but knowing how everything is related shines a light on what could of been a Health bar in the past, or shared health pool with a second player, or so many other possible situations.
Yeah, some people find it interesting, some people find it useless. I just wanted to post it for documentation's sake, and because I felt that there was a lot of misconception about how Mario's HP worked. Also, now I can mention HP concepts in future videos without trying to majorly simplify it first, or worrying that it will spawn a ton of question comments about how HP works
"But since we're already dead, nothing special really happens." story of my life
"You are already dead." "How much?" "552 days."
That's dark.
It's just a very slow Hokuto no Ken.
Why are you jumping like that?
*I WILL DIE IF I STOP*
wha...Maybe putting yourself out will help?
*IT DOSN´T MATTER IM ALREADY DEAD*
You mean un-life?
"Well, it's actually more complicated than that."
I'll never get tired of these videos
0 - 8.5 A presses.
Me as well.
I have asperger's syndrome, so I am interested to details and pay attention to them.
it's the anti-ceave
@@adiginist yes
spoot me neither they are fun to watch
are you telling me that if I build up enough speed to travel through dimensions and pass through a heart, then I can safely press my face into lava without melting?
No, but...
I mean, you could try if you want to.
Exactly
8:31 this will happen to you
Pichu The Pokémon * 10:15
But your poor ass will never be the same
"We could run around on fire for 276 days"
I love that this is probably the only channel where casually saying this sentence actually makes sense.
running around on fire for 276 days crashes paper mario
casually saying this implies the existence of competitively saying this
vsauce
>touch spinning Heart at QPU speed
Dude you're asking for it
I needed some HP for the road
@@UncommentatedPannen I dont think that much though
do you need 2,176?
doesn't this crash the game?
@@UncommentatedPannen holy shit he did it, 6 years later
"it's actually more complicated then that"
oh boy here we go again
than*
@@kregginzd2051 You're really replying to a comment from 2 years ago just to correct their spelling? Wow.
@@JGMeador444
yes he is.
“Aw shit, here we go again”
@@kregginzd2051 And what's funnier, is that this person has been on UA-cam for the past 14 years. No way this dude is editing this comment
No Marios were harmed during the making of this video.
Damn it, Micky. I was JUST going to comment those exact words.
What a shock, Samuel.
I see you everywhere?
/\ Maybe because you're a psychic?
Several Marios were harmed during the filming of this video
"We're all familiar with Mario's HP (aka his "health" or "power")." Yep, I can agree on that.
"It starts at 8, and when it reaches 0 Mario dies, right?" Naturally.
"Well, it's actually more complicated than that." God dammit.
Actually, Mario's hit points starts at 8.5 instead of the integer 8.
@@cyberninjarappa Since 8.5 sections equal 2176 and 8 sections equal 2048, it basically means that
Mario's power meter will not be displayed on-screen unless it becomes ≤ 2047 or ≤ 7.996 sections.
* With the obvious exception of being on the water's surface, which forces the power meter to stay on screen until you leave the water.
Mario dies at just under 0.5 sectors, so it works out to 8 sectors of health + 1 teensy unit.
At this point i'm sure you can recreate the whole game from scratch.
In Java.
in MS paint
In Powerpoint
In MS-DOS.
In Super Mario World.
see, you could play mario
or you could convert the hexadecimal values of his health to decimal using a complicated equation and correlate it to the in-game sprites in order to explain the delay between the damage taken and the change of the sprite along with how damage within the game is calculated and how this method leads to inconsistencies in damage taken, along with integer overflows that cause similar problems such as infinite health.
one does not simply _play_ mario
Indeed.
I'll play Mario, thank you very much.
This is fake
T O O T E X T
"After 276 days, nothing interesting happens..." Oh good.
I wish you would commentate more videos. I love the enthusiasm you have for your craft.
Commentate on a channel called UncommentatedPannen? That makes literally no sense
That's not fair! You just changed it. :P But honestly, I really do like your commentary.
Well, I really dislike having to commentate... so I guess that makes it even
UncommentatedPannen That's unfortunate. :( You really do have a great voice and you speak eloquently. :)
I'd like to give a shot at dubbing over some of your text-narrated videos someday. I won't reupload your visuals though that'd be a dick move, but I'd keep my visuals blank and sync it up on one of those side-by-side UA-cam player sites.
13:14 "At last, the sweet release of death."
"Interestingly, if we prolong the burn for 276 days" now I'll have nightmares
Me too
Before I even watch the video, I know what to expect.
"In today's video, we're going to show you how to become an invincible GOD."
10:10
:D
So you excepted frame perfect jumps for 276 days?
"...For about 15 seconds!"
RarefoilB With 0.5 A presses.
I love the sounds of Super Mario 64 in slow motion
"GGGGGGOOOOOAAAAAAAUUUUUUUUGGGGGGGHHHHHH!"
-Slow-mo Mario 2016
I'd uh also like to express my fondness for that particular sound
Exactly
Flash-Flire i ROFLED At Your Comment xD
waaaaaaaahaaaaahaaaaahaaahaaaaahaaahaaaaaaaaaahhhh
Entering a cannon also stops instantly the fire damage.
Also you didn't say that as soon as the HP value drops anything lower than 256, there's no way to gain any more health.
For example if you enter a cannon with 255 HP (which means you're already dead), and then shoot, even if you pick up coins during the launch animation, those coins won't increase Mario's health and so you're doomed to die.
Also if your HP value is anything lower than 256, you can't take stars anymore...
You may want to add these things to the description
These are some really interesting points I hope to see answered.
***** Well that works because you can't play the death animation until you are on the ground. The developers never thought it would be possible to be dead whilst in the air so they did nothing about it.
Actually, cloning a star and then dying from big fall damage while holding the star does something.
Mario will collect the star after dying, thus it IS possible to collect a star with no health.
See additional notes #1 and #2
***** hi
Why am I getting excited even when the video's title is just two letters?
Probably because it's pannenkoek2012.
actually pannenkeok2012, not pennenkoek2012, he has two channels ;)
But the original channel was Pannenkoek2012.
Therefore, Pannenkeok2012 = Pannenkoek2012.
Brumaticalpie no, it is ran by same person but it is still different
bleh whatever who cares bye
"But the original channel was Pannenkoek2012.
Therefore, Pannenkeok2012 = Pannenkoek2012."
I can concur. This is how it works
13:03 - "if we prolong the burn for 276 days"
nO
First building up speed for 12 hours, now Frame perfect jumps for 3/4ths of. a year
That's what he meant by frame perfect jumps for 3/4ths of a year.
+Leapordgaming ... Oh. I... I dunno why I didn't get that. It's too early?
Aren't you supposed to do it twice that time, 1.5 years?
Build up sleep for 12 hours!
Bake a cake for 4 1/2 years... wait, wrong channel
Ceave: "it's actually really simple!"
Pannenkoek: "it's much more complicated than that!"
Know the difference.
You: "it's actually really simple!"
Ceave: "it's actually *surprisingly* simple!"
Know the difference.
13:10
Why would I want to run around on fire for 276 days?
i want to
for science
For science!
because ur a big boy now u do what u want to
For the same reason you'd want to hit a block with a hammer for 400+ years to destroy the world?
the fact that jumping reduces fire damage proves that this game was coded with so much love, really beautiful to see
Mario technically has 2176 HP! Suck it, RPG protagonists!
Some RPG protagonists have more, especially Final Fantasy.
Yeah a lot can get close to 3000~4000 endgame
And then there's some games that's just ridiculous. Dante from DMC3/4 starts with 6,000 HP and can raise it to 20,000. Star Ocean 3 & 4, with a fuckton of grinding let you get into the quintuple digits. Final Fantasy X lets characters break the HP cap, letting characters get a stupid high 99,999.
It also depends on the scaling. Higher numbers aren't better all the time. A dragon can bite a character for 20 dmg, and in another game the same amount of HP damage can be inflicted by a rat or something.
Also technically Mario only has 1921 HP. He can survive 1920 damage, any more without healing will kill him.
Disgaea 1 and 2: 120 Million
Disgaea 3: About a billion, give or take 100 million I believe
Disgaea 4: About Half a Billion. And Ways to deal several quadrillion points of damage, I believe?
Yeah... no.
Aurorosthebest Yeah, I forgot about that.
It's pronounced "This Gaea"
The Paper Mario speedrunning community borrows parallel universes from you, and you borrow frame-perfect jumps in return. Thus the circle is complete.
I feel like the concept of frame perfect jumps has been around since way before paper mario
Yeah, jumping to prolong the flame damage has been known forever, Paper Mario wasn't the first to use it.
@@UncommentatedPannen they took everything from us i see
Hmmm so if mario's hat is what makes him lose less health......
Guy 1: OH NO MAN WE'RE GONNA GET SHOT
Guy 2: Don't worry! I have a hat!
there is a reason klepto at all his will try to steal it from mario.
+superior AI
Or maybe Ukiki too?
Team Fortress 2 suddenly makes sense.
God damn it.
Bulletproof Vest? pfff that is for pussies
here, take my hat
“So Mario can survive in water at most 64 seconds.”
I S E E W H A T Y O U D I D T H E R E
That title is the definition of anti-clickbait. This video is indescribably amazing.
*Runs around while on fire for 276 days straight*
I hope you realize that these can seriously be considered archiving of gaming history. I'm glad you enjoy doing them, because they're revealing design choices and quirks that illustrate the time they were made in.
10:20 THAT'S A LOTTA DAMAGE
I wonder if since this video, anybody has made a mod where Mario's health is a dynamic health bar with exact values (or just a number shown on screen) rather than an 8-sector pie.
The fact that Mario's HP always goes down while underwater provokes a deep fear in me.
I've been subscribed for years to both channels. I never give SM64 much thought, and it's a testament to PK's enthusiasm and dedication that these videos end up being so interesting.
That said, I'm afraid the slow-mo *_OOOOEEEUUUIRRGH_* at 3:25 is stealing the show. It is ascending me to a higher plane of existence.
276 days? Gold my beer, I got this!
YTSunny i'm a bit fan!!!!! Shoutout me pls
Gold my beer
YTSunny gold your beer? You are more drunk than I thought!
hello?
Regular Block you wish
Mario is nice and all, but the music that begins at 0:15 is what we're all really here for.
You've never been more correct.
@@galoomba5559 YOU FUCKING DUMB
Pannenkoek, you make the simplest things so complicated. And I love it.
0:33 this is known as a “fixed point arithmetic”, the lower byte is essentially the fractional part, and the upper byte is the integer part. Therefore, Mario’s HP value is actually scaled by 1/256 for extreme precision. You take the value, integer-divide by 256 (or simply take the upper byte), and that determines if Mario should die if the resulting value is 0. This also controls what image for HUD.
These videos are now the fuel to my lonely nights.
I’ve always wondered, why the first sector gets drained so much faster than the others, when in water or toxic gas. Now I know it’s because a certain number of smaller units gets drained each frame, and there’s a half sector beyond the first sector, and a sector gets drained as soon as it’s not full anymore.
I really appreciate the way you're going beyond the ABC challenge and actually documenting the game on your secondary channel. And your videos are very comprehensive, whenever I think to myself "Wait, but what if...", the video immediately explains the exact situation in detail.
Thorough documentations like this also help me learn about the game, since I have to test everything when researching the topic. For example, I didn't know the INC/DEC counters could be overflowed before making this video, but now I do
"Well, it's actually more complicated than that."
SO IT BEGINS..
Casual player: "Mario has 8 pieces of health right?"
Pannen: "Well yes but actually no."
Burning Mario under the log in Lethal Lava Land was always one of my most favorite things to do.
I have been playing rom hacks of Super Mario 64 recently, and because of these videos I'm able to describe things like the science behind sleeping. My friend said I needed to get a hobby.
If he tells you that just for watching and understanding the information, I can't imagine what he'd tell me as the person investigating and making videos of it
I love how he grabbed that coin at 9:09 at EXACTLY the last frame before dying
OK CALM DOWN
The only person who can make programming mumbo jumbo entertaining.
love this vid. i was hoping to see the case of getting burned by the fire spitter, but instead of jumping, immediately falling off the edge so you're airborne the whole time
Why the hell did they not just use an integer from 0-8 for his health and another integer for the Under-water gauge? Seems overly complicated from a programming standpoint ._.
I guess it's to show the gradual HP loss and also have dec=0 be a variable for the HP gauge to move up afterwards, but for an N64 game that seems like a lot of bytes for such a small effect. Oh well, maybe someone had some extra time on their hands and wanted to pretty-up the HP gauge.
Cool video, will now view the rest of it!
why?
SM64 was coded in a cave by imps
I think this might have something to do with planned multiplayer? It might of been cheaper to use Hex for two characters instead of two values of both.
The stuff that got dropped due to technical and time issues still has some legacy in SM64 in one way or another.
Kersyl Ger they've done it to set a time limit on certain events wothout having to create separate timers. it saves space!
Hm, good point.
So that breathing could actually feel like you take a breath
Damn. These videos really keep me interested. I've recently been getting into programming and game design and this gives me (and others of course) a better look at how a game works behind the scenes. It's not just pushing a button and the character does stuffs from a line of code that says "hey jump". It's all code sequences and math calculation. Lots of them.
"Since we're already dead, nothing special really happens"
what about doing that jump thing but while getting coins?
The 7.75 sectors are added because you can get lower than 256 with fire, which is less than a sector. Even if 7.5 sectors were added, you’d be at almost full health. That is why the extra .25 is added, because the devs thought of this.
Mario yelling in slow motion was something I didn't know I needed.
i love the funny titles like...
"sleeping"
"blinking"
and "hp"
i _really_ wanna hear what 10:19 sounds like using the Oneyplays romhack that uses Chris's voice for mario
10:20 The true sound of pain.
"Frame perfect jumps"
"For 276 days"
Do I sense a Stryder7x thing going on?
*In fact, we can actually use frame-perfect jumps to kill ourselves*
I remember doing stuff like this.
Not explaining how health works in 15 minutes, but doing health defying glitches in general.
But at least I have more useless information shoved into my head.
I've played through Mario 64 so many times and never knew Mario had an animation and "voice lines" for standing in smoke, that blew my mind more than the super intricate health system tbh
Thank you for making videos like this, I know this may not be your primary intention but watching these really helps me with my anxiety and panic attacks
"Mario without an hat is like playing hard mode." -Elli_s
Great video! I was just skimming through videos but yours caught my full attention. Ended up watching all 15 minutes of it and I'm impressed.
Sooner or later he will tell how breathing works.
Ow
Isn't that exactly what he just did? Apart from being on fire, all of the effects that deal direct HP damage are breathing-related.
OH NOES
If you haven't seen it, he did it with his HP with Metal Cap video. xD
mario on fire for 276 days is my new aesthetic
press the left arrow key at 0:20. the music continues at the same place almost seamlessly.
Also on mobile double tap
I can hold my breath for Super Mario 64 seconds underwater, too.
I'll see myself out...
I already knew that it doesn't use simple integer values in-game but this video has so many things I didn't know, it's very interesting! even simple things like damage increase when not wearing a hat. You just don't try that out during normal gameplay. And a -5 chain chomp attack or -6 fall damage look kinda scary. But weird how lava/squishing is increased to 4.5. I wonder what thought went behind that. Also - jumping decreases burn time?! I would have thought the opposite since I only knew about the unlimited burn by falling down a cliff. Interesting indeed. Also, the overflows are pretty cool. Mario seems to have 9 lives if he can survive the lava log. ...well, actually he can have up to 101 lives but you know what I mean.
Burn time stops as soon as the value reaches 161 and Mario is in the running animation, it just happens that for some reason, being in mid air makes the timer go faster
Chris Link
not the time, but as he said, the decrement of the value is higher when in the air. But you wouldn't notice that during normal gameplay.
I actually found this myself a few months ago... I noticed that sometimes I would lose 2 pieces of HP and sometimes 3... Then I figured out that jumping is the key to take much less damage
Well, it seems to me like all hatless damage is a 50% increase over the corresponding with-hat damage, the difference being that some of the values are rounded up to the nearest whole sector and others aren't.
1 damage becomes 1.5 and is rounded up to 2
2 damage becomes 3
3 damage becomes 4.5 and is (sometimes) rounded up to 5
and 4 damage becomes 6.
SomeGuyNamedDavid
But that remaining 4.5-thing... so weird!
I haven't subscribed to a person in a very long time....
Congratulations
As someone who's interested in learning about game design, videos like this are a great window into the inner workings of old school games! Thanks for making them.
do note that almost everything mario 64 does is pretty stupid, especially by today's standards so i wouldnt use a lot of ideas from mario 64
I'll have nightmares with that slowed down bowser laughter you know.
And I'll have nightmares ofthat profile pic
Wow this is awesome, it's so crazy how we never even realize how complex video games really are, even the old ones. It's fascinating to say the least o_0
3:25 you can really feel the pain
8:40
lol why is this so funny
+Joel Graber LOL IKR
Joel Graber
Because it's the same as 10:20
HAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHHAHAHAHAHHAHAHAHAHHAHAHAHHHHHAAHHHHAHHHHHHHHH
A-A-A-A-A-A-A-A-A-A-A-A-A-A
8:48
HO HO HO HO
I could watch your videos on SM64 theory for the rest of my life, non-stop.
Guy: aw damn i lost 3 hp from that
Pannen: *file select screen song starts playing* Actually...
Mario can hold his breath underwater for exactly 64 seconds. Nice one, Nintendo.
Everything is complicated in SM64, it's a good thing because you are a thing
They really just did all of this to make the health bar move gradually over multiple frames
I know this is an old video and that it's only a game, but I admire the way you apply the scientific method in order to discover how work something. Something that seems so simple as an HP bar. You make me understand the power of the human rationality, seriously. I want to be a physicist to understand how nature behaves the same way you discover these amazing things. ¿Are you a physicist perhaps?
I feel very educated.
I was also surprised by the abrupt ending.
Somebody please loop 10:18
I never even knew Mario had a coughing animation when standing still in the toxic gas... I guess I was never crazy enough to try.
10:20 satisfying moment we all wanted to achieve when we were younger
I noticed that going into the whirlpool in DDD kills you, but you keep the same amount of health you had.
Yeah, some things do that. See additional note #3 for more info
8:03 Now that was just badass.
8:31 i love how you hear a buzzing sound because the lava is trying to launch mario into the air, but the log holds him down, causing it to do so over and over every frame
2:35 Increased by 64, decreased by 64.
10:45 Mario can hold his breath 64 seconds.
11:36 Fire lasts at most 6.4 seconds.
This game is 64 bits.
Illuminati confirmed.
I mean, who would have expected a game called "Super Mario 64" on the "Nintendo 64" would be 64 bits?
7:10
When I played this as a kid playing this game, I always felt like jumping would help get rid of burning, but I never knew why or how that worked until this video.
Speaking as a hobbyist programmer who's always thinking about game design, your videos are an absolute treasure.
"Hi. I'm Super Mario. Welcome to Jackass."
Love your videos! To some people this seems like unless knowledge, but damn it's amazing to have an idea as to not how things work, but all the moving parts that makes it work. The health counter setting looks so convoluted for what's just "8"hp, but knowing how everything is related shines a light on what could of been a Health bar in the past, or shared health pool with a second player, or so many other possible situations.
Yeah, some people find it interesting, some people find it useless. I just wanted to post it for documentation's sake, and because I felt that there was a lot of misconception about how Mario's HP worked. Also, now I can mention HP concepts in future videos without trying to majorly simplify it first, or worrying that it will spawn a ton of question comments about how HP works
8:45 This looks like mario's worst nightmare
So THAT'S why the game is called Super Mario 64. I didn't realize it was it was an esoteric reference to the increments Mario loses health in.
Wouldn't it be great if Mario actually had 2176 life segments?
Wow! it's incredible how deep you and some other youtubers go into SM64 analysis. it gotta be the most "studied" game in history.
One minute in, and I'm already confused
Exactly
I did not know Mario coughed and waved in the Hazy Maze gas. 11:15 . I mean, when did you ever WANT to stand in the Hazy Maze?
8:29
JESUS CHRIST, THAT WAS SO DAMN VIOLENT
10:50 Mario can stay under the water two times the time Sonic can!
Instructions not clear I burnt my pizza