In Japan, it is called ケツワープ (butt warp) Edit: The way Mario's kinetic energy accumulates is similar to the シツリョウホゾンノホウソク(law of conservation of mass) in physics This is called ケツリョウホゾンノホウソク (law of conservation of ass)
9:33 The art style of your level here is so good. Everything looks paper-crafted, but in a mixed medium of extra junk, like pie tin bases for the mushrooms, and I love it! I'd love to see more papercraft in real life incorporating tin and aluminum now..
FINALLY! Someone notices the way Mario BLJs in the Shondou Version. Everyone assumes a cap was put in place when instead Mario just stops moving for a split second.
@@MichaelPohoreski this video has a quote from said video at 0:13. it's the one called "These Illusions Fool Almost Everyone" by veritasium at 7:45. the most common guess for his weird mistake is that the script was AI generated so it came out like that.
Lmak at the Veritasium reference at the start. The editor did a fantastic job also. This content is great. I could hear you talk about any mechanic in Sm64 for hours.
It looks like another way to tell the difference between true staircases and slope staircases is the drop shadow. True staircases have a horizontal shadow and slope staircases have a shadow with the same angle as the slope.
for anyone who wants to know what the veritasium video at 0:14 is, it's his "These Illusions Fool Almost Everyone" one at 7 minutes and 37 seconds. he changes his titles a lot so it's the one posted on august 14th 2024
You can also tell if a staircase is a staircase or a slope by looking at Mario's shadow The main foyer staircase will have Mario's shadow projected diagonally while literally all the orher staircases in the castle will keep Mario's shadow horizontal and attached to one step at a time
I really like how you refer to 'numbers too big to do math with' when reaching the end of floating point numbers. That's such an intuitive way to describe how that works without unnecessary hype.
I can't remember if it was on another video you did, but IIRC, Mario's collision is kinda raycasted, but rather than check for any and all intersections along his projected path, it just moves him a quarter-frame, tests his hitbox, and repeats the process for as long as no collisions are detected. At high LBJ speeds, the quarter-frame checks can't detect a collision, and let him just phase through.
It feels weird to hear the word "exponential" these days used to describe something that's actually exponential. Thanks for the explanation; I basically only knew about the uncapped negative speed part of it.
LOL true that word gets misappropriated a lot I especially dont like it because like what if the exponent is less than 1?? now your exponential growth isn't even positive
Dw he'll make another video explaining while he's right if you use some really loose definitions and ignore reality in just the right ways like he did with the long wire
The veritasium footage at 0:15 is from the video "These Illusions Fool Almost Everyone" (used to be named something about tricking your brain) in the section on Shepherd Tones (around 7:30 in)
I always loved the tidbit of speed is not equal to distance in SM64 when referring to building up speed It's like the game is it's own little physics sim
makes me wonder so is the updated Shindou version have improved code? After they realized how messy it was? or did they just really hate people having fun?
They don't hate people having fun. They just hate people having the kind of fun that they don't explicitly approve of or that they don't financially benefit from.
@@KazeN64 Every time someone explains the reason for BLJs not working, they say a cap was put on the negative speed. Now that we finally see how it works, I have a question. Was there a cap in place as a precaution, or were we just wrong about the Shindou Version the entire time?
9:10 slight correction sorry The Shindo version did release outside of Japan in the Switch 3D All Stars remaster But speaking on N64 only, yes that’s correct 😁 Great video btw
Amazing video, mate !! It's genuinely so interesting to me how people even discover these techs in the first place, and when they do, they immediately abuse them for speedruns LOL Also, what's the music at 6:07 ?? Been hearing it all over the place for years and can never find it.
It is true that a lot of old games don't have real inertia, though typically old games like this mimicked inertia by just doing vector math on the velocity. Like its a natural outcome of that though its still fake because mass is left out but to the player it sometimes feel like stuff has weight to it. I typically make fake inertia by something like modifying the acceleration to make it seem like its heavy or light, like a heavy object takes a % of acceleration away. Even super mario bros on the nes had a concept of that. But I really dont know how mario 64 works for the player so they could be something something funky they do. In the code examples he gives there seems to be a lot of art than physics that Nintendo did.
@@pleasedontwatchthese9593 It was in quotes because Kaze basically said it in the video; SM64 does not preserve momentum when jumping off of moving platforms. Super Mario Maker 1/2 do preserve momentum... often in ways that feel really wrong. Jumping off of a moving platform just a frame after landing can massively change your speed. Which of course can lead to some hilariously unpredictable platforming setups.
9:08 Is there a reason why Nintendo would need to set the negative speed to zero, rather than simply limiting it? Is the issue only resolved if Mario can't go backwards at all?
I have tried, unsuccessfully, to BLJ casually for years since I realized it was possible on early UA-cam. I still haven't gotten the timing down but I'm sure I'll get it during a playthrough some day ✌️
A tip i can give you from when I was a child back then is to hold slightly sideways and learn it in the infinite staircase. By holding up left or up right you move less of a distance and are way more likely to land on a stair again after a jump. Then just spam a pretty fast
8:50 Amusingly, Unreal 4 has (almost) the same exact bug. Example: In the game SatisFactory, stacking Hypertube Launchers together lets you reach absurd speeds just like a BLJ -- each Launcher adds 20% to whatever speed you enter at. You can stop yourself with a solid wall at your destination, but if the wall is too close to the tube exit, or you're otherwise still flying too fast, you'll phase straight through. Don't know how such phase-through is possible unless it's coded just like SM64's collision detection... On the other hand, while you're inside the tube, you'll never get ejected prematurely no matter HOW fast you are (prob cuz the Hypertubes are spline objects, and surely programmed such that the player just snaps to the spline curve every tick)
great video an explanation!! and the mod of yours got me interested and was wonder if you could port it to coop dx ( a mario 64 online pc ported game that supports rom hacks)
Great video! I’d like to know more about the idea of raycasting for collision detection, can you recommend any good resources, or… maybe this would be a good idea for a future video? :-) Thanks!
I just wonder is quantum tunneling is not working in similar way. Maybe in quantum world they are moving sometimes faster than light and cussing atoms ( light limit speed is limitation to reality clock speed - something like a particle are crossing one planck "pixel" on one clock tick. ) .
Ich programmiere seit ich 12 bin, da konnte ich natuerlich noch nicht studieren. Ich hab irgendwann Mathe studiert und hatte dazu ein paar basic programmierkurse.
In Japan, it is called ケツワープ (butt warp)
Edit: The way Mario's kinetic energy accumulates is similar to the シツリョウホゾンノホウソク(law of conservation of mass) in physics
This is called ケツリョウホゾンノホウソク (law of conservation of ass)
Oh, ... Oh... this is some TerminalMontage's Speedrunner Mario lore I did not know.
Mario does have a very good butt, as Cheese has taught us.
lmao
This comment should go down in the history of Mario 64 speedrunning
oh that's so fire
Can't watch this before marriage 😢
Congratulations!
Actually, you can do this even after marriage.
Doesn't count as cheating.
Congratulations
@@deathdoor🤣🤣🤣🤣
It's literally true @deathdoor
I wanna see you explain Cloning. I know Bismuth’s ABC series covers it, but I think it would be very cool to see explained in your style.
I'm right with you
Yes
don't worry I'll only give him 2 breadcrumbs instead of 6 per day until he starts working on it
That would be genuinely sick.
Pannenkoek2012 has a very comprehensive and in depth series of videos relating to cloning that I can recommend if you want to learn all about it.
9:33 The art style of your level here is so good. Everything looks paper-crafted, but in a mixed medium of extra junk, like pie tin bases for the mushrooms, and I love it! I'd love to see more papercraft in real life incorporating tin and aluminum now..
FINALLY! Someone notices the way Mario BLJs in the Shondou Version. Everyone assumes a cap was put in place when instead Mario just stops moving for a split second.
It brings me joy that we all roast Veritasium for blaspheming Mario 64
Timestamp?
@@MichaelPohoreski this video has a quote from said video at 0:13. it's the one called "These Illusions Fool Almost Everyone" by veritasium at 7:45. the most common guess for his weird mistake is that the script was AI generated so it came out like that.
That quote is absolutely bonkers. XD
@@jefesusmuel8392Thanks. I unsubbed from that sellout Veritasium years ago so was wondering the context.
@@MichaelPohoreski i'm ootl, why's he a sellout
Lmak at the Veritasium reference at the start.
The editor did a fantastic job also.
This content is great. I could hear you talk about any mechanic in Sm64 for hours.
lol
It looks like another way to tell the difference between true staircases and slope staircases is the drop shadow. True staircases have a horizontal shadow and slope staircases have a shadow with the same angle as the slope.
for anyone who wants to know what the veritasium video at 0:14 is, it's his "These Illusions Fool Almost Everyone" one at 7 minutes and 37 seconds. he changes his titles a lot so it's the one posted on august 14th 2024
I hate it when creators change titles and thumbnails, but i get why they do it
You can also tell if a staircase is a staircase or a slope by looking at Mario's shadow
The main foyer staircase will have Mario's shadow projected diagonally while literally all the orher staircases in the castle will keep Mario's shadow horizontal and attached to one step at a time
I really like how you refer to 'numbers too big to do math with' when reaching the end of floating point numbers. That's such an intuitive way to describe how that works without unnecessary hype.
Not gonna lie. This was not the first thing that came to mind when I saw "BLJ"
I can't remember if it was on another video you did, but IIRC, Mario's collision is kinda raycasted, but rather than check for any and all intersections along his projected path, it just moves him a quarter-frame, tests his hitbox, and repeats the process for as long as no collisions are detected. At high LBJ speeds, the quarter-frame checks can't detect a collision, and let him just phase through.
@5:00 wild editing choice but okay
1 mario 1 blender arrow
@@sonicthehedgegodSTOOOPPP
2:13 casaualy walks at -200 speed with normal walking animation
9:15 HOLY CRAP, i was NOT expecting my video to show up here! that just made my morning!
I love the illustrations and effects you put into this video. You worked hard on this!
Actually he just hired an editor, they're doing a great job though.
@@ScarfKatnice
Really liked the editing of this video ^^
Even with the high production value of this new video, Kaze still retains the classic outro video. Props for keeping a channel staple alive and well.
I can't wait to play your fully optimized SM64 game on original hardware, I hope it releases soon!!
It feels weird to hear the word "exponential" these days used to describe something that's actually exponential.
Thanks for the explanation; I basically only knew about the uncapped negative speed part of it.
LOL true that word gets misappropriated a lot
I especially dont like it because like what if the exponent is less than 1?? now your exponential growth isn't even positive
9:38 bro decoded utf8 data as latin1, rendering the German name Kümpel as Kümpel 😂
Everyone laugh at him
ü is a beautiful letter truly
After all these years. I can understand the most insane glitch in SM64! THANK YOU ❤
2:14 “Pannenkoen” 😭
pannenkoek's Tibetan twin.
"How cool it looks, and how easy it is to pull off"
Meanwhile, me suffering for hours trying to pull out even a single stair BLJ during a run.
Low poly mario collided so hard against the wall at 2:16 he became high poly
the editing on this one is really nice!!
That Veritasium quote xD That slapped me sideways when I watched their video.
He needs 70 coins to get past the stairs idk what ur talking about /j
That was extremely well edited.
wait did veritasium actually say that lmao
yeah LOL
@@KazeN64kaze emanuar, i am from Brasil, and i love your hacks of Mario 64, but the super Mario 64 land, is the best for me
Dw he'll make another video explaining while he's right if you use some really loose definitions and ignore reality in just the right ways like he did with the long wire
_grabs popcorn_ BAAAAAABE new Kaze video dropped!
2:35 omfg that part where he walks forward at high speed
The veritasium footage at 0:15 is from the video "These Illusions Fool Almost Everyone" (used to be named something about tricking your brain) in the section on Shepherd Tones (around 7:30 in)
The most iconic part of this video is when the DVD logo hits the corner
This was a great video Kaze. Stop being so hard on urself. For us non speed runners, these insights are gold.
Nice! Looking forward to more stuff like this! I'd love to know more about BBL's, BBC's, and BJ's!
I love watching these videos while doing homework and other such laborious tasks
6:37 This trick (mentioned but not shown in the video) can be used to get into the aquarium 😆
0:43 I'm a simple man. I hear Yoshi's island, I hit like immediately
I had that track stuck in my head all day yesterday and now I hear it here. Not an interesting anecdote, but it is what it is.
Too true. The tunes from Yoshi's Island makes most people happy.
I always loved the tidbit of speed is not equal to distance in SM64 when referring to building up speed
It's like the game is it's own little physics sim
makes me wonder so is the updated Shindou version have improved code? After they realized how messy it was? or did they just really hate people having fun?
they just hated people having fun - the change is a single line of code that basically says "if you have less than 0 speed, set speed to 0."
@@KazeN64 ffs thanks Nintendo 😭 and thank you man
They don't hate people having fun. They just hate people having the kind of fun that they don't explicitly approve of or that they don't financially benefit from.
@@KazeN64 and ruined the Mario's voice too
@@KazeN64 Every time someone explains the reason for BLJs not working, they say a cap was put on the negative speed. Now that we finally see how it works, I have a question. Was there a cap in place as a precaution, or were we just wrong about the Shindou Version the entire time?
Kaze when you tire of work on the N64, could you please take the Atari Jaguar community to school?
It'd be very interesting to see what that Frankenstein's Monster can do with good optimization.
I don't think Kaze would do that because there isn't a game like Mario 64 on the Jaguar...
...unless
I wanna see what he can do with a GameCube. That thing's a beast.
Surprisingly not a Pannenkoek video.
9:10 slight correction sorry
The Shindo version did release outside of Japan in the Switch 3D All Stars remaster
But speaking on N64 only, yes that’s correct 😁
Great video btw
quick correction: you cant actually blj on the staircase that connect the castle lobby and the basement because of the wall hitbox
Amazing video, mate !! It's genuinely so interesting to me how people even discover these techs in the first place, and when they do, they immediately abuse them for speedruns LOL
Also, what's the music at 6:07 ?? Been hearing it all over the place for years and can never find it.
Deep Blooper Sea - Mario Party 3 Soundtack
@teatime105 Thank you very much !! :D
"SM64 has no inertia in the physics"
Based on Mario Maker... they still haven't quite gotten inertia right.
It is true that a lot of old games don't have real inertia, though typically old games like this mimicked inertia by just doing vector math on the velocity. Like its a natural outcome of that though its still fake because mass is left out but to the player it sometimes feel like stuff has weight to it. I typically make fake inertia by something like modifying the acceleration to make it seem like its heavy or light, like a heavy object takes a % of acceleration away. Even super mario bros on the nes had a concept of that.
But I really dont know how mario 64 works for the player so they could be something something funky they do. In the code examples he gives there seems to be a lot of art than physics that Nintendo did.
@@pleasedontwatchthese9593 It was in quotes because Kaze basically said it in the video; SM64 does not preserve momentum when jumping off of moving platforms.
Super Mario Maker 1/2 do preserve momentum... often in ways that feel really wrong. Jumping off of a moving platform just a frame after landing can massively change your speed. Which of course can lead to some hilariously unpredictable platforming setups.
@jlco thank you for explaining that to me. What you said makes sense
9:08 Is there a reason why Nintendo would need to set the negative speed to zero, rather than simply limiting it? Is the issue only resolved if Mario can't go backwards at all?
Nope, had they just limited it to -15, itd look a lot less jarring and play better. There is no reason not to do it that way imo
Funny how this same oversight of no negative speed cap went onto be done again in half life 2.
yeah!! i was about to comment that
Source games don't have negative speed, at least from what I know.
I have tried, unsuccessfully, to BLJ casually for years since I realized it was possible on early UA-cam. I still haven't gotten the timing down but I'm sure I'll get it during a playthrough some day ✌️
A tip i can give you from when I was a child back then is to hold slightly sideways and learn it in the infinite staircase. By holding up left or up right you move less of a distance and are way more likely to land on a stair again after a jump. Then just spam a pretty fast
9:23 Mario performs a SBJ.
I always wait for your videos like the new episode of a show
Aw you changed the thumbnail - can I get a copy of the previous one? It looked so cool with the arrow and the 3 marios all backbutting
The spamming sounds Mario makes is iconic
Can’t believe we’re just a few months away from Return To Yoshi’s Island
7:04 "find the gray dot" ahh illusion
Thanks for explaining it very well! Now I understand how this works.
Great editing!
Damn look at the new awesome production values on this guy!
Loving the soundtrack choices ☺️
SMRPG and Yoshi Story are some favorites.
Ooh! And Deep Bloober Sea from Mario Party 3!
do you know what song plays at the beginning of the "speed" section? i know it from somewhere and its driving me crazy :sob:
So if the map is too long and big, could we get infinite speed??
its so weird they did collision in quarter frames like thats so much harder to program than just running a raycast
I hope one day I can find a man that looks at me the same way Kaze looks at Mario 64.
can you explain the FLJ next? the forwards long jump
Great video!
Yes. I'm so glad you made this video. BLJs are the best thing to happen to Super Mario 64, even as a non speedrunner it's fun to play around with.
8:50 Amusingly, Unreal 4 has (almost) the same exact bug.
Example: In the game SatisFactory, stacking Hypertube Launchers together lets you reach absurd speeds just like a BLJ -- each Launcher adds 20% to whatever speed you enter at. You can stop yourself with a solid wall at your destination, but if the wall is too close to the tube exit, or you're otherwise still flying too fast, you'll phase straight through.
Don't know how such phase-through is possible unless it's coded just like SM64's collision detection...
On the other hand, while you're inside the tube, you'll never get ejected prematurely no matter HOW fast you are (prob cuz the Hypertubes are spline objects, and surely programmed such that the player just snaps to the spline curve every tick)
What a clean edit ❤
Normal map reflections? Show ussssssssss 👀👀
That was a weird music journey.
Good video, very appreciated. But y'know... I've been taking the 400 level SM64 capstone course with Dr. Pannen. I knew all this.
FINALLY I FOUND HIM! KAZE EMANUAR!!!
great video an explanation!!
and the mod of yours got me interested and was wonder if you could port it to coop dx ( a mario 64 online pc ported game that supports rom hacks)
I'm glad the video explained BLJs. Some people might have gotten the wrong idea.
You're the best. X)
Hey, kaze, your romhack Will need the expansion pack, and If yes, can you put a "no expansion pack mode" that is slight worst?
For people that want even more information. Omedas has made an hour long video on solving BLJs!
I know all this but I can't help watching a Kaze video.
Great video! I’d like to know more about the idea of raycasting for collision detection, can you recommend any good resources, or… maybe this would be a good idea for a future video? :-) Thanks!
What's the music at the outtro of these videos? A friend of mine and I want to know.
Hey Kaze, watch out for GameCube/Wii decompilations! Next year will be *the* year for them
That grinding glitch can be so annoying😭😭
Remember: Never try using this to bust into congress to to demand Bowser to be arrested
Was that a veritassium reference?
kinda weird you didnt mention "movement" and how mario doesnt actually move, but just teleports everywhere.
I just wonder is quantum tunneling is not working in similar way. Maybe in quantum world they are moving sometimes faster than light and cussing atoms ( light limit speed is limitation to reality clock speed - something like a particle are crossing one planck "pixel" on one clock tick. ) .
Thank you for keeping this editor
keeping what?
I like his own editing better
@@pockpock6382 keeping alive I presume
Hey Kaze. Ich wollte fragen, ob du dir das Programmieren selber bei gebracht hast, oder hast du auch ein Studium dazu belegt?
Ich programmiere seit ich 12 bin, da konnte ich natuerlich noch nicht studieren. Ich hab irgendwann Mathe studiert und hatte dazu ein paar basic programmierkurse.
@@KazeN64 Stark, für mich, als auch safe für viele andere, bist du eine Inspiration.
Great analysis! Can't wait for return to yoshi's island
2:10 is it really a BLJ if you're not ling-jumping backwards?
he is, just against a wall
My first BLJ was on a school computer. It hurt.
OK, I need a video on how you achieved normal maps on the n64
This is a must see video
Love how you stole the "walls are forcefields" line from Pannen, he's a legend
hey kaze not trying to rush you but can you do a update video on return to yoshis island?
Is that also in mario galaxy or odyssey ?
Hi Kaze!
Grindset.
Nice!
high quality video
I just watched this with my gf thanks Kaze!
she tolerated it and wasnt interested
@@crazyfrogextended cry about it
@@crazyfrogextendedjealous
gf (male)
@@crazyfrogextendedcrazy frog would never slander anyone
Get out of here you imposter