Falling for 200 HOURS in Mario Odyssey! What Happens?

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  • เผยแพร่เมื่อ 6 ม.ค. 2018
  • Edit: I just discovered a BRAND NEW glitch, stay tuned!
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ความคิดเห็น • 783

  • @epic312archive7
    @epic312archive7 6 ปีที่แล้ว +439

    Legend has it that if you fall for long enough, the game gets so blocky that it becomes the Super Mario Mash-Up Pack for Minecraft.

    • @yoshi6236
      @yoshi6236 6 ปีที่แล้ว +29

      epicdude312 Maybe thats how they created it!!??

    • @pixellunala
      @pixellunala 6 ปีที่แล้ว +14

      Yoshi F***ING GENIOUS

    • @UnStorm
      @UnStorm 6 ปีที่แล้ว +12

      Illuminati: STAND RIGHT WHERE YOU ARE

    • @blaket3738
      @blaket3738 6 ปีที่แล้ว +5

      yeah about a month into this glitch, the screen turns black, and suddenly you get loaded into the mario pack, and when you get stuck ubderneath the death barrier tyhe game crashes and opening it again transports you into the missingno kingdom

    • @Stupisms
      @Stupisms 5 ปีที่แล้ว +1

      Heck yeah

  • @MrBizznessMan
    @MrBizznessMan 6 ปีที่แล้ว +600

    Falling for 200 hours in Odyssey...
    Wait for it....
    Crashes Paper Mario...

    • @MarioAndFriendsInc
      @MarioAndFriendsInc 6 ปีที่แล้ว +3

      Hahaha funny, but Toad 1000 thought of this joke (for this video).

    • @maxcat8845
      @maxcat8845 6 ปีที่แล้ว +3

      Coilin Videos ,
      they could have the same idea for a joke

    • @HyLion
      @HyLion 6 ปีที่แล้ว +4

      This joke is TJ """"""""""""Henry"""""""""""" Yoshi Approved

    • @blunderbus2695
      @blunderbus2695 6 ปีที่แล้ว +4

      in 0.5x A presses

    • @lectri9595
      @lectri9595 6 ปีที่แล้ว

      Of course

  • @aruce9
    @aruce9 6 ปีที่แล้ว +93

    "i fell for hours"- mama luigi

  • @biobak
    @biobak 6 ปีที่แล้ว +1131

    I misread the title as ''Failing for 200 hours'' and I thought nice, a video about my exams

    • @supermario3459
      @supermario3459 6 ปีที่แล้ว +12

      Biobak Underscore lol same

    • @sarsona_3611
      @sarsona_3611 6 ปีที่แล้ว +16

      I love finding comments that people relate to.

    • @jbadboy6215
      @jbadboy6215 6 ปีที่แล้ว +3

      Biobak Underscore I actually thought it said FAILING for 200 hours too

    • @raiser4068
      @raiser4068 6 ปีที่แล้ว +1

      Biobak Underscore lol me 3

    • @thedryzombievideogamesandm6667
      @thedryzombievideogamesandm6667 6 ปีที่แล้ว +1

      Or to do the swimming frog trick you can jump on a frog while it is in the air and capture it a5 the same time

  • @aloisio7975
    @aloisio7975 6 ปีที่แล้ว +53

    For parallel universes to exist in this game, the colision detection must not be a floating variable, but mario's position shoud

    • @pokejoseph
      @pokejoseph 6 ปีที่แล้ว +4

      Aloisio Saraiva Ventura A scuttlebug jamboree

    • @aloisio7975
      @aloisio7975 6 ปีที่แล้ว +7

      EbuVitae no beacuse floating point numbers end at infinity and -infinity in the negatives.
      They become infinite after a certain ammount is reached

    • @Ze_eT
      @Ze_eT 6 ปีที่แล้ว +3

      Floating Points do not loop. But we have a good chance it is a floating point. Mario even helps us in the pause menu and gives us a hint.

    • @groszak1
      @groszak1 6 ปีที่แล้ว +7

      according to pannenkoek2012 it may be possible that the float will stop at a certain low value (and not be able to decrease due to imprecision) instead of getting to -Infinity

    • @aloisio7975
      @aloisio7975 6 ปีที่แล้ว

      groszak1 i forgot about that, thanks

  • @deikay5414
    @deikay5414 6 ปีที่แล้ว +193

    When you execute this glitch in wounded kingdom and fall, at a certain point you just start hovering. Without going any lower, or higher

    • @awseomgyhero
      @awseomgyhero 6 ปีที่แล้ว +90

      That kingdom sounds painful

    • @MayroSMM
      @MayroSMM 6 ปีที่แล้ว +32

      I woundn't have guessed

    • @mnyush2666
      @mnyush2666 6 ปีที่แล้ว +3

      You do up and down, but in a wave motion, iirc. Same as one of the underground Ice areas in Sand as well.

    • @deikay5414
      @deikay5414 6 ปีที่แล้ว +1

      SuperGamer 675 Oh wow it does lay wounded, darn awtoh korekt

    • @deikay5414
      @deikay5414 6 ปีที่แล้ว +1

      Mnyush Yes that’s what I meant by hovering. I tried to get past the giant dome that makes the steam gardens but I eventually hit a wall and went the other direction

  • @thesevact
    @thesevact 6 ปีที่แล้ว +73

    5:05 Nightmare fuel

    • @viridian6812
      @viridian6812 6 ปีที่แล้ว +6

      I HAVE SPECIAL EYES

    • @itsbikka2372
      @itsbikka2372 6 ปีที่แล้ว

      TheSeveredAction

    • @ortherner
      @ortherner 3 ปีที่แล้ว

      you mean 5:03?

  • @livingbox5654
    @livingbox5654 6 ปีที่แล้ว +318

    Next up:
    What happens if we build speed for 12 hours?

    • @pokejoseph
      @pokejoseph 6 ปีที่แล้ว +27

      LivingBox But first, we need to talk about parallel universes

    • @MarioJRRoach
      @MarioJRRoach 6 ปีที่แล้ว +8

      He actually mentioned the word "parallel universes" xd.

    • @hungryhyena783
      @hungryhyena783 6 ปีที่แล้ว +2

      ¡Reremy because maybe it's a real thing?

    • @MarioJRRoach
      @MarioJRRoach 6 ปีที่แล้ว +1

      Maybe (:
      Also, it could be real for the way the game works.

    • @Quario
      @Quario 6 ปีที่แล้ว +2

      You crash a parallel universe in Paper Mario

  • @Lugmillord
    @Lugmillord 6 ปีที่แล้ว +110

    Maybe the position is a double. In that case it would probably take longer than our lifetimes. ANd maybe there's a fail safe that resets the position when you reach the min value or something. I think we shouldn't assume Odyssey has an equivalent to SM64's parallel universes. After all, that's not something you'd expect in every game since it's based on some specific code lines that could be much different in any game. And in newer games we don't need to worry about using too large data types anymore. So, they could just use the same type for position and collision.

    • @gnaurai6251
      @gnaurai6251 6 ปีที่แล้ว +14

      The parallel universes in SM64 are caused by the fact that floors/ground are represented in integers instead of floats, explining why parallel universes exist at all(integer over/underflow) and why walls and a lot of others things don't exist in parallel universes.

    • @Lugmillord
      @Lugmillord 6 ปีที่แล้ว +9

      The reason was that the data type for collision testing was a short, which has only 2 bytes, so the max values are roughly +/- 32k. But yeah, it's basically over/underflow. So it kinda calculates modulo values which leads to the repetition of collisions. But nowadays, there's zero reason to use a short for that. They can go all out and use longs/doubles/whatever.

    • @tommybomby4122
      @tommybomby4122 6 ปีที่แล้ว +4

      i see, *hasn't read the comment because it would take too long* let's build up speed for 12 hours

    • @samuel7998
      @samuel7998 6 ปีที่แล้ว +1

      Nintendo has learned its lesson.

    • @itsbikka2372
      @itsbikka2372 6 ปีที่แล้ว

      Lugmillord

  • @Toad1K
    @Toad1K 6 ปีที่แล้ว +564

    Why it crashes Paper Mario of course. (Yup, someone had to do it).

    • @lostskull7467
      @lostskull7467 6 ปีที่แล้ว +6

      Toad 1000 I actually thought it was one of his videos xD

    • @SoupLadles
      @SoupLadles 6 ปีที่แล้ว +11

      Toad 1000 Doesn't everything crash Paper Mario?~

    • @sickmind33
      @sickmind33 6 ปีที่แล้ว

      i was gonna say that :P

    • @danilog342
      @danilog342 6 ปีที่แล้ว

      Sickmind33 Me too dude.

    • @a_memer
      @a_memer 6 ปีที่แล้ว

      Great someone already made that joke

  • @Frautcres
    @Frautcres 6 ปีที่แล้ว +18

    This isn't a brand new glitch as stated in the description, since it has been discovered already. You cannot call floating point precision errors a glitch when it is universal within all applications which use floating point precision, no matter the bit depth.
    It is unlikely that Super Mario Odyssey uses the same Floating point / Integer combination for collision and object interaction since you had not ran into any 'Parallel universes'
    The blocky artifacts can be easily explained (with some prior knowledge of floating points), because of how floats store each interval close to the origin, once you get far enough away, you will begin to run out of detail to do any accurate sort of mathematics, (this is measured as error) because the Y axis (Preferebly I call the up/down axis Z) has been stretched so far (Ex: --4294966528) the closest value which would be able to be stored would be so different that small differences such as the position between vertices in models would have to be rounded to do any operations on.
    Take 2 neighboring floating numbers with large exponents, their binary representation is the following:
    11001111011111111111111111111110
    11001111011111111111111111111111
    The numbers are represented as the following:
    -4294966784
    -4294967040
    The error is measured to be plus or minus half of the difference,
    [-4294966784-(-4294967040)]/2 = ±128
    Although we cannot know the units (as of now) of how large Mario is, it is hard to say exactly what it would do, but lets just say you would have to round to every 256 (round up or down 128 units) for every operation at that exponent.
    The reason I don't believe that collision is used the same way as SM64 is because you would have reached a parallel universe by now, the highest signed 32 bit integer (which is assumed to be the method of operating on collisions and objects) is 2^31-1, seeing how you've have hit an error which is very visible without wrapping around the signed 32 bit integer, it's reasonable beyond doubt that the way collision is stored and operated on is in 32 bit floats, this also means that the error of any collision, is proportional to the error in world-space.
    I'd also like to explain the phenomena where the "most of the background is vanished, and we can see through to a hidden layer of stars." There is no hidden layer of stars, although due to floating precision error, some of the polygons have become inverted (see backface culling), and because there is nothing behind it, the frame is drawn on top of the previous frame. Because of post processing, an additive 'bloom' is added which is why it appears brighter than the regular background.
    I really hope you could have engaged in the subject matter rather than resorting to assumptions that make this look quite ill conceived.

    • @jesslynn2171
      @jesslynn2171 5 ปีที่แล้ว +4

      Well aren't you just intelligent, hmm?

  • @marioluigi27
    @marioluigi27 6 ปีที่แล้ว +34

    BUT FIRST WE MUST DISCUSS PARALLEL UNIVERSES

    • @MarioFan587YT
      @MarioFan587YT 6 ปีที่แล้ว +1

      Well Kaeden "Does" Gaming, you need to update your home to the death barrier

  • @inkoherency
    @inkoherency 6 ปีที่แล้ว +99

    well, what if you glitch it to 2401 hours? do you unlock luigi for real?

    • @magic277killer
      @magic277killer 6 ปีที่แล้ว +9

      A glitch is a glitch, you can't say you can unlock it that way.

    • @inkoherency
      @inkoherency 6 ปีที่แล้ว +4

      Tavo(magic277) true, but why not try it?

    • @leebydeeby
      @leebydeeby 6 ปีที่แล้ว +7

      If someone started the fall the day the game came out, we still wouldn't find out until February 2nd. Which is absurd, because not only do they have to do a blind playthrough to Darker Side, but find Airswim and know that there are weird results from falling past the death barrier and leave their game on for 100 days.

    • @theroyalarkusknight9972
      @theroyalarkusknight9972 6 ปีที่แล้ว

      Tavo(magic277) ha, I get the joke. XD

    • @jjgaming471
      @jjgaming471 5 ปีที่แล้ว

      Wow, never thought of that. But what if u figure out how to take the L in oddesy? Will we get weege?

  • @imhereforthememes500
    @imhereforthememes500 6 ปีที่แล้ว +607

    Why don’t you build up speed for 12 hours?

    • @aloisio7975
      @aloisio7975 6 ปีที่แล้ว +47

      We need to discover a glitch that increases speed first

    • @pokejoseph
      @pokejoseph 6 ปีที่แล้ว +28

      That would take us to a parallel universe.

    • @RainbowGalaxyAE
      @RainbowGalaxyAE 6 ปีที่แล้ว +20

      I’m here for the memes But first we need to talk about parallel universes. Parallel universes contain lotsa spaghetti!

    • @GoogleUser-ms6hr
      @GoogleUser-ms6hr 6 ปีที่แล้ว +6

      I know this is a meme, but the backwards long jump isn't a thing in Mario Odyssey so it probably won't work.

    • @Manperson_
      @Manperson_ 6 ปีที่แล้ว

      You stole my joke

  • @jsweeney7359
    @jsweeney7359 6 ปีที่แล้ว +16

    But first we need to talk about parallel universes

    • @pokejoseph
      @pokejoseph 6 ปีที่แล้ว

      An a press is an a press. You can’t say it’s only a half.

  • @--46200
    @--46200 6 ปีที่แล้ว +7

    But first, we need to talk about parallel universes.

  • @DiegoPalestro
    @DiegoPalestro 6 ปีที่แล้ว +12

    *YOU MEAN.. P A R A L L E L U N I V E R S E S ?*

    • @pokejoseph
      @pokejoseph 6 ปีที่แล้ว +1

      But first, we need to build up speed for 12 hours

    • @reddodeado301
      @reddodeado301 6 ปีที่แล้ว +2

      Pokejoseph
      It's 5 hours now. Pannen made a video showing a faster, more efficient method.

  • @pastarhythm2762
    @pastarhythm2762 6 ปีที่แล้ว

    Very cool stuff!
    Also, I can't wait for the Odyssey app that you mentioned in a recent video description!

  • @MkStarfighter
    @MkStarfighter 6 ปีที่แล้ว +27

    5:04 that is scary

  • @Dionicio3
    @Dionicio3 6 ปีที่แล้ว +38

    I like how there is so many "Build up speed for 12 hour memes." They're clearly not true fans as its now 5 hours

    • @orangechicken1005
      @orangechicken1005 6 ปีที่แล้ว

      what about 23

    • @ArceusOfTheTacos
      @ArceusOfTheTacos 6 ปีที่แล้ว +3

      12 Hours just sounds funnier than five.

    • @eichis.9784
      @eichis.9784 6 ปีที่แล้ว +1

      Dionicio3 King_Of_Skiddos why not both? as someone who watches pannen i know its 5 hours

    • @L7vanmatre
      @L7vanmatre 6 ปีที่แล้ว

      Probably because the "true fans" know that if Pannen sees it, it'll remind him of the pain that was the Watch for Rolling Rocks video.

  • @willernik
    @willernik 6 ปีที่แล้ว +10

    Anyone find 5:05 to be nightmare fuel?

  • @lexikiq
    @lexikiq 6 ปีที่แล้ว +9

    The "accidental diving" might actually be motion controls from docking the Switch for footage, then undocking to leave the game running. (Yes, you can shake a joycon while ground pounding to dive) -- Next time you try this, try disabling motion controls!

    • @lord_razur
      @lord_razur 6 ปีที่แล้ว +4

      You can't disable them, you can only disable them for things like the Tank, not even the Goomba's high-jump is safe from the impossibility of disabling motion controls.

  • @Isacc142
    @Isacc142 6 ปีที่แล้ว +32

    I highly doubt that this game has parallel universes because converting a float to an integer seems too inconvenient for a modern game to me. And since floats can't overflow, the game would probably crash when you hit the maximum value.
    That being said, most modern computers express floating point numbers as either 32 or 64 bit, therefore if you somehow knew how fast mario falls, you could easily calculate the time it takes to reach the limit.

    • @wariolandgoldpiramid
      @wariolandgoldpiramid 6 ปีที่แล้ว +1

      I think somebody should just let this experiment last longer

    • @--46200
      @--46200 6 ปีที่แล้ว

      Bruh floats have limits and overflow to +Infinity or -Infinity.

    • @kikones34
      @kikones34 6 ปีที่แล้ว +6

      Mario would eventually stop moving when its falling speed is less than the gap between floats.
      Pannenkoek actually did an experiment like this with a fish in Wet-Dry World.

    • @Isacc142
      @Isacc142 6 ปีที่แล้ว +1

      Yes, I said that. And floats don't overflow since they don't reset their value when you go past their maximum range.

    • @groszak1
      @groszak1 6 ปีที่แล้ว +1

      Not just less than the gap between floats, but less than the half the gap between floats; only then it will round to the same value.

  • @MultiTieko
    @MultiTieko 6 ปีที่แล้ว +74

    Will this update my home to the death barrier

    • @MinePlanet84
      @MinePlanet84 6 ปีที่แล้ว

      nopw

    • @MattTheCommenter
      @MattTheCommenter 6 ปีที่แล้ว

      yes

    • @froggyfroggit3249
      @froggyfroggit3249 6 ปีที่แล้ว +1

      Only if you're a scuttlebug down at the death barrier and you hit Mario, then you will have your home updated to the death barrier. However, the radius around a scuttlebug's home is a cylinder that extends upwards infintiely, so if there is land above you, you will most likely spawn there instead.

  • @GermanReact
    @GermanReact 6 ปีที่แล้ว

    I just love ALL of your videos, there isn't a single one that I don't like, keep up the good work!

  • @lucyceoofhell2007
    @lucyceoofhell2007 6 ปีที่แล้ว +10

    I've watched all your SMO video's!

  • @rob9525
    @rob9525 6 ปีที่แล้ว +8

    2:39 ... or you could just go into the settings and turn auto shut down to off

  • @ClubPHungaryMC
    @ClubPHungaryMC 6 ปีที่แล้ว

    Nice experiment! Subbed and liked. Hope to see more like this.

  • @punished7030
    @punished7030 6 ปีที่แล้ว +8

    Mario has become too powerful

  • @fotnite_
    @fotnite_ 6 ปีที่แล้ว

    Glad you're using your voice again! Missed that recently

  • @AguaCrunch
    @AguaCrunch 6 ปีที่แล้ว +7

    *I FELL FOR HOURS*

    • @wamken619
      @wamken619 6 ปีที่แล้ว +2

      Aqua *OOH HOURS LONG TIME*

    • @PeashooterSCP-TMK
      @PeashooterSCP-TMK 5 ปีที่แล้ว +1

      Well it seemed like hours.
      GOOD THING I FOUND A MAGIC BALLOON!

  • @Cochu
    @Cochu 6 ปีที่แล้ว +10

    I want to do this with the Snow Kingdom :0
    Edit: Mario gets messed up real fucking quick

    • @Cochu
      @Cochu 6 ปีที่แล้ว +1

      I know i already have it set up

    • @yeuuhh
      @yeuuhh 6 ปีที่แล้ว +1

      Cochu U it will crash paper mario

  • @derpcraft9684
    @derpcraft9684 6 ปีที่แล้ว

    "I fell for hours!"
    'Oh, hours long time!'
    "Well, it seemed like hours."

  • @__cacti5118
    @__cacti5118 6 ปีที่แล้ว

    the edit in the desc AAAAAA I NEED IT

  • @leebydeeby
    @leebydeeby 6 ปีที่แล้ว +2

    You can also fall somewhat infinitely in the Snow Kingdom race course. That's 3 unique Superfall methods, and 5 different places you can do it in. (Although, I wonder if you could do Airswim in Top-Hat Tower and get past the DB that way. It wouldn't be past Nintendo to make the far walls solid, though)

  • @zolika1351
    @zolika1351 6 ปีที่แล้ว +15

    Falling for 200 hours crashes Mario Odyssey

    • @Sleepy-yp4wx
      @Sleepy-yp4wx 6 ปีที่แล้ว +1

      ._. No it doesn't.

    • @FireSonicYT
      @FireSonicYT 6 ปีที่แล้ว +1

      SealBlob it is a joke.

    • @Sleepy-yp4wx
      @Sleepy-yp4wx 6 ปีที่แล้ว +1

      Oh. Sorry, I didn't get it.

  • @florenceEMwatson
    @florenceEMwatson 6 ปีที่แล้ว

    loved this video. you have a really nice voice as well. so interesting. thank you x

  • @requiem165
    @requiem165 6 ปีที่แล้ว +8

    there are two ways to perform the flying frog glitch! the other way is to jump ontop of a frog and quickly capture it

  • @MarEpor
    @MarEpor 6 ปีที่แล้ว +2

    that mario will give everyone nightmares

  • @MantaPlant
    @MantaPlant 6 ปีที่แล้ว

    Thanks, Skellux, for your awesome content

  • @an_annoying_cat
    @an_annoying_cat 6 ปีที่แล้ว +1

    INDIRECTALLY REFERENCING PANNENKOEK

  • @adriankiedos599
    @adriankiedos599 6 ปีที่แล้ว +32

    THOSE EYES 5:04

    • @1024x2
      @1024x2 6 ปีที่แล้ว +1

      I have-a special eyes.

    • @sbeveuwu
      @sbeveuwu 6 ปีที่แล้ว +2

      ı’m sensing Super mario 64 vibes 😏

    • @weenee4714
      @weenee4714 6 ปีที่แล้ว

      O O

    • @dopizdi
      @dopizdi 6 ปีที่แล้ว

      GłaskaczProśka 5 i

    • @adriankiedos599
      @adriankiedos599 6 ปีที่แล้ว

      Артур Карышев You...

  • @mnyush2666
    @mnyush2666 6 ปีที่แล้ว

    I look forward to this "BRAND NEW glitch".

  • @demonbasher4426
    @demonbasher4426 6 ปีที่แล้ว +40

    Why does pause screen mario get distorted like that? The only reason I can think of is that pause screen mario uses a mario model that’s loaded over the game itself for the pause menu or something similar. Anybody else have any ideas?

    • @kennethjackson9146
      @kennethjackson9146 6 ปีที่แล้ว +19

      Floating point precision limits

    • @kennethjackson9146
      @kennethjackson9146 6 ปีที่แล้ว +10

      Look at Minecraft farlands

    • @Ze_eT
      @Ze_eT 6 ปีที่แล้ว +8

      Floating Points get less "fine-grained" the higher they get.

    • @silentvenom7
      @silentvenom7 6 ปีที่แล้ว +18

      To explain the concept of floating point precision further, imagine it like this: When you store a value in a computer, you need to give it some sort of size limit so that it doesn't take up the entire system memory. While a computer would do this in binary, we'll approximate this by saying we have a size limit of 10 digits, so the maximum value would be 9999999999. This is, of course, a pretty large number, but it's just a whole number with no decimal. If we want to have 1 decimal point, we can just move it over one spot, so that now we have 9 digits for the whole number and 1 digit for the decimal, like 999999999.9; We've gained an extra decimal place, but we paid for it by making the maximum value 10 times lower.
      Computers will automatically change where the decimal point is by storing the number in scientific notation. This means that small numbers like 17.0000000 have a bunch of extra decimal places to use for extra precision, while large numbers like 14582937.0 have very few. Once your y position gets very very large, there isn't enough space left to store the decimal places, so things that really should be in between two spots on the screen get rounded up, leading to a blocky effect. Every time the number gets big enough that you lose another decimal place, the effect gets worse.
      Interestingly, if you were able to swim the frog way out the side, you would eventually end up getting a similar effect, but the blockyness would be primarily horizontal.

  • @requiem165
    @requiem165 6 ปีที่แล้ว +10

    and to stop the switch turning off, change the settings

  • @goldenbucket5731
    @goldenbucket5731 6 ปีที่แล้ว

    This is like a test subject going into a new universe

  • @faisalbastaki706
    @faisalbastaki706 6 ปีที่แล้ว +2

    Legend says that when you fall for 200 more hours you find the mystery goomba of SM64.

    • @Choinkus
      @Choinkus 5 ปีที่แล้ว

      The mystery goomba was on the death barrier, so he fell past where it would have been long before.

  • @nintendolightswitch8303
    @nintendolightswitch8303 6 ปีที่แล้ว +3

    2:12 my life choices

  • @DogsRNice
    @DogsRNice 6 ปีที่แล้ว

    You can cause a similar glitchy effect in source engine games by setting the noclip speed to a very high value and moving away from the map. The view models with begin to distort as you move away from the center of the map

  • @zolika1351
    @zolika1351 6 ปีที่แล้ว +2

    This is exactly like CS:GO, GMod, NFS Carbon, GTA IV, and GTA San Andreas

  • @Guitarsey
    @Guitarsey 6 ปีที่แล้ว

    I'm glad I subscribed to you back when I did

  • @an_annoying_cat
    @an_annoying_cat 6 ปีที่แล้ว +6

    **Pannenkoek flashbacks**

    • @eirie3079
      @eirie3079 6 ปีที่แล้ว

      Pinnocchio flashbacks? The LIVE ACTION?!

  • @rthenoob7474
    @rthenoob7474 6 ปีที่แล้ว +1

    Will Falling 200 Hours Crash Paper Mario? No,there will be 10 Luigis in the room.

  • @nickweintraut5593
    @nickweintraut5593 6 ปีที่แล้ว

    Oh this is cool!! I would guess its blocky because games like this may use a 3-dimensional vector of floating point numbers for representing positions in 3d space. So as mentioned in the video, since Mario is falling down only one axis (the y axis), the magnitude of that value is becoming incredibly large! Floating point numbers allow for incredibly large or small numbers to be stored by allowing for a finite 'resolution' to the number. So while integers store any number within a given countable range, floating point variables store a fixed amount of 'digits' so to speak. So when the value of a floating point gets really large, it starts to lose its smaller 'digits'. In the case of mario, when the game is using his position to calculate how to display him on screen, you'll notice the vertical blockiness increases in magnitude as he falls further. I would guess the change in distortion due to rotating the camera has to do with the way the game rotates mario's model in 3d space using those same 3-dimensional floating point vectors.
    Also I would guess that the long time taken to reach a 'parallel world' as you call it would be exponentially longer than in Mario 64, as the floating point numbers in odyssey most likely have a much greater amount of memory to store larger and larger values. I'm naively assuming the 'parallel world' is a simple case of handling overflow in the y-value for position (overflow is when the floating point number get too large to be stored in the allocated piece of memory)

  • @funtimefredboy2350
    @funtimefredboy2350 3 ปีที่แล้ว +1

    Please help me, Mario is a nightmare, I will not see Mario the same every again after this trama

  • @joannejackson7514
    @joannejackson7514 6 ปีที่แล้ว

    200 hours of painfully watching a screen, as Mario falls closer and closer to the deep depths of hell.

  • @TorutheRedFox
    @TorutheRedFox 6 ปีที่แล้ว

    that "hidden layer of stars" is just the normal sky left over from when it was still drawn as Odyssey doesn't clear the screen.

  • @Gamesforus1
    @Gamesforus1 6 ปีที่แล้ว +2

    So now, we fall for 200 hours. But first, let's talk about parallel universes.

  • @cybercam9797
    @cybercam9797 6 ปีที่แล้ว

    You can also try this in the snow kingdom - in DGR's video he clips out into the race area and finds a place you can fall past the kill barrier

  • @kuriatsu
    @kuriatsu 5 ปีที่แล้ว +1

    Personally, I find this to be super cool :) Nice find :) I wonder if the parallel universe idea is similar to the minus worlds in execution? This game does have a TON of references to previous games, maybe they put the minus worlds in there sort of just incase it needs to be an error handler? I know its not likely, but thats what it reminds me of.
    edit: I really don't pay attention to Mario Odyssey glitches much so this was a first for my seeing it.

  • @_hallowed_
    @_hallowed_ 6 ปีที่แล้ว

    every video on this channel = a video that has something to do with parallel unvierses

  • @mochikitty5409
    @mochikitty5409 6 ปีที่แล้ว +1

    “I think blocky Mario is in pain.”
    Me: ITS IN ENOUGH PAIN GAD DANGIT

  • @y2commenter246
    @y2commenter246 6 ปีที่แล้ว

    Mario is the only guy I know who can have fun falling down with a talking hat for 200 hours!!!

  • @xti7386
    @xti7386 6 ปีที่แล้ว

    Ur a legend for doing this bruh

  • @Jonen560ti
    @Jonen560ti 6 ปีที่แล้ว

    I believe the reason Mario distorts like that is because how floating points after hitting a certain size limit depending on the type, usually several orders of magnitude, become less precise and thus unable to represent the exact values they should be and instead snap to their nearest represent-able value. look up pannenkoeks floating video for a mire thorough explanation.
    It looks like Mario's vertices or maybe bones are snapping between certain points and those points get more and more coarse as Mario keeps falling, thus increasing the value of Mario's Z-axis making the values that can be represented increasingly few and far between. It would make sense that rotating the camera would change how Mario is distorted however, seeing as the Mario on the pause screen is evidently rendered in world space, meaning it appears in front of the camera and essentially exists in the level while the game is paused, though likely to be overdrawn so to ensure he can never be blocked by another object. As such, what way is considered the Z-Axis for that model would be dependent on the rotation of the camera. though looking at Mario's model, I'm not sure if it's just vertices or bones being distorted. It almost looks like Mario's UV-Mapping itself is being distorted the way textures seem to wobble around him, but i have no way to tell if something like that is the case or if I'm completely wrong on that. I would love to see how that looks in wireframe., shame we don't yet have Switch emulators.

  • @sly2765
    @sly2765 6 ปีที่แล้ว

    Also for the heart freezing time method you can also do it on any kingdom with the peach amiibo

  • @samstevens2945
    @samstevens2945 6 ปีที่แล้ว

    keep at it!

  • @houndkidz
    @houndkidz 6 ปีที่แล้ว

    So missingno from pokemon is actually Mario glitching through the space time continuum. Not only did he change universes into the pokemon one, but also traveled 20 years into the past..

  • @sarsona_3611
    @sarsona_3611 6 ปีที่แล้ว

    Ok i dont even understand anything in your videos but still watch because they teach me about universes from a game wtf

  • @MhxAir
    @MhxAir 6 ปีที่แล้ว

    The distortion of Mario is very common when falling in 3D games. I've experienced this in probably 6 games, mostly PlayStation games, but some games are more extreme at a faster rate. PlayStation Home was huge for glitching out of bounds and falling. Only half an hour was needed to turn from a normal human into a Tetris block.

  • @cryptic1998
    @cryptic1998 6 ปีที่แล้ว

    Thats why it took 200 hours for a new Odyssey video to be made!

  • @olds86307
    @olds86307 3 ปีที่แล้ว +1

    "Mario is looking pretty sad."

  • @skeleton819
    @skeleton819 2 ปีที่แล้ว +2

    i hate how devs fix all the fun bugs but never fix game breaking ones

  • @gouryoku
    @gouryoku 6 ปีที่แล้ว

    wow this video is almost as good as a release of super mario star world

  • @endorobo
    @endorobo 6 ปีที่แล้ว

    I love how i did this exact same trick before Christmas and he says he "found a new trick", probably heard it from others or something lol

  • @8bitpixelbreakin
    @8bitpixelbreakin 6 ปีที่แล้ว

    I've done a similar thing in a source game, where you set your noclip speed to an absurd value and fly in a random direction. This will quickly happen to the model. I don't know the exact cause, but it might be related to position.

  • @TheActualBrimstonelordT
    @TheActualBrimstonelordT 6 ปีที่แล้ว

    Now we only need a shooting stars 200 hour edition

  • @foufoufun
    @foufoufun 6 ปีที่แล้ว

    3D meshes becoming all corrupted when reaching really high positions is normal and happens in pretty much any 3D game engine. It is due to how floating point value are encoded. The max value of a 32 bits float is 2 147 483 647 but with a value that high, there is no bits left for decimals. So the precision goes down as the value goes higher, which causes imprecision in vertices' positions. You actually don't need to go very far to star seeing it, only around 20 000.
    Games that require large environment (open world games that have over 10km wide maps) need to use some trickery such as moving the player back to the origin and instead add an offset to the world. So that all the rendered objects are closer to the world origin to keep a high floating point precision.

  • @BiskviLover
    @BiskviLover 6 ปีที่แล้ว

    i was hooked the second i heard "parallel universes"

  • @Nieveria
    @Nieveria 6 ปีที่แล้ว

    great job
    you put a nice italian man through horrible pain

  • @pickachufan5734
    @pickachufan5734 5 ปีที่แล้ว

    Mario:Skelux I dont feel so good

  • @SPGamerSonic
    @SPGamerSonic 6 ปีที่แล้ว

    4:05 this also happened in Sonic Forces when you goes too far out of the stage.

  • @RodgerCrocket
    @RodgerCrocket 6 ปีที่แล้ว

    This is interesting but it won't result in a PU because PUs only existed because 64's positioning is clamped within 65535 units that loops, but floats go much further.
    The blockiness occurs because each polygon gets less precise as the number of decimal places decrease over distance.
    Plus you can do the same thing in source engine games by noclipping OOB very fast.

  • @spoox-jadebladegamer2294
    @spoox-jadebladegamer2294 6 ปีที่แล้ว

    "Seeing as we got some time to kill, let's review some useful skills"

  • @goriya
    @goriya 6 ปีที่แล้ว

    For those wondering why this happens or wondering what people mean by "floating point precision": As Mario falls, data storing information about him, like his position, has to use the same amount of data storage space to represent larger and larger negative numbers. This means there's less data storage space to represent small decimals or incremental values, so everything gets "chunkier" like this.

  • @670839245
    @670839245 6 ปีที่แล้ว

    SERIOUSLY The reason why SM64 had PU is that Mario's position (in float) gets rounded to short. Modern games no longer needs to do that (eg, in Minecraft you can walk for years - or teleport using cheats - to go to a place very far away where you can see interesting properties of floating point numbers and that place isn't any sort of duplicate of anything). For your experiment, the only thing that can happen is that when the distance between two possible floating point numbers gets bigger than Mario's falling speed, he simply gets stuck on the y-axis. In addition even if Nintendo tries to convert the float into some sort of integer, then it should be either long (32 bit, most likely, max=2,147,483,647) or long long (64-bit, max is somewhere around 1e18) rather than short (16-bit, max=32,767), which really makes PUs (if they exist) faaaaaaaar away.

  • @yeetabix2752
    @yeetabix2752 6 ปีที่แล้ว

    and now we need to talk about parralel universes

  • @vibestm1846
    @vibestm1846 6 ปีที่แล้ว

    Blocky Mario is now in my nightmares

  • @adirblazkowics7717
    @adirblazkowics7717 6 ปีที่แล้ว

    Stretchy polygons is actually a common occurance in 3D games when you go extremely far out of bounds. Not meaning to self-plug, but I have a couple videos of STRAFE that sees this happen, in both the SpeedZone alpha, and the 2017 latest-patch version. I think it has something to do with stuff about where the "Lines of the axis start to spread out", models with any sense of semi-free movement in them tend to get extremely stretchy over the weird treatment from those line distances. At least, that's what I'd assume.

  • @seanc5820
    @seanc5820 6 ปีที่แล้ว

    You broke your switch for your viewers..?
    I just subscribed...

  • @NIBBLES
    @NIBBLES 6 ปีที่แล้ว

    Next Video: Building up speed for 200 hours in SMO

  • @xpwolf_supreme8926
    @xpwolf_supreme8926 6 ปีที่แล้ว

    Best TH-cam ever I always watch your vids

    • @kickitoldskool
      @kickitoldskool 6 ปีที่แล้ว

      Supreme Power god 639
      Looks like you’re first, so you get a Crown: 👑

    • @xpwolf_supreme8926
      @xpwolf_supreme8926 6 ปีที่แล้ว

      Wait I was the first

  • @Explosivebarrelsman
    @Explosivebarrelsman 6 ปีที่แล้ว +4

    YOU WEREN'T QPU ALIGNED.

  • @RelyeaGaming
    @RelyeaGaming 6 ปีที่แล้ว

    I thought you were going to have Mario fall off the edge over and over again at first. A single 200 hr fall is more interesting

  • @sterling3056
    @sterling3056 6 ปีที่แล้ว

    “What is at the bottom of the *endless* pit”
    Lmao

  • @definitelynotcris
    @definitelynotcris 6 ปีที่แล้ว

    GASP
    Skelux has a VOICE?!

  • @virginiatate9005
    @virginiatate9005 6 ปีที่แล้ว

    If you use the Freeze Time glitch it makes you not able to die so even if the parallel universe is broken at least you can see that there is something down there

  • @973terminator
    @973terminator 6 ปีที่แล้ว

    I wonder how pause menu Mario looks after swimming oob with the frog for a few days

  • @TheRedDeath71
    @TheRedDeath71 6 ปีที่แล้ว

    And thats how minecraft mariomash up pack was born

  • @aimankhalid7195
    @aimankhalid7195 6 ปีที่แล้ว

    Next video: Cappy jumping for 100 hours!