The History of the A Button Challenge - Part 7: The Quantum Mechanics of Super Mario 64
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- เผยแพร่เมื่อ 22 พ.ค. 2024
- Additional Notes: pastebin.com/auq4ZBN8
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Chapters:
00:00 - Introduction
00:34 - Random Cog Pedro Spot
02:37 - Squish cancel
05:24 - Behind Camera Anywhere
07:20 - The route
09:28 - Squish Cancel Ground Pound chain
12:51 - Placing the clones
20:41 - Past the pole
28:43 - Conclusion
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No bit this week. Lament of Innocence is pretty dang sweet.
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A lot of you are asking why did I choose this title - I'll give you an honest answer. With subframe state changes, float precise wall overlaps, bob-ombs in a superposition, the HOLP not updating when you don't look at it, these concepts reminded me a bit of some of the more well-known notions of quantum physics. Is it accurate? No. Is it a decent hook for a TH-cam title? I think so. In my two months working on this, did a better title cross my mind? Nope, so I ran with this one.
I've seen MUCH worse clickbait
I think it's rather worth it, don't worry about it.
I mean, this *is* the game with Parallel Universes in it
It's scientifically inaccurate, but thematically fitting. I'll allow it
I considered it to be a reference to the idea of "spooky action at a distance" which could describe what remote squish cancels are
Imagine if, one day at work, you format a PDF file to be emailed to customers, but forget to double-check the alignment. So now you have a publicly-distributed user manual that's 0.004mm off-center.
Then, 26 years later, a video stream of over a thousand people are eagerly studying the reality-bending properties of your micro-pixel mistake.
I imagine that's how one of the veteran Nintendo employees would feel, hearing about the floating point errors.
I am afraid they probably don't care.
@@guisampaio2008 they probably chopped one of thier fingers off by now.
@@LasagaMan Nintendo may have been the ones who chopped their fingers. After all, they caused players to play in a "non-intended" way, by their standards
floating point precision errors are a fundamental property of floats. you can’t fix it you just live with it or rewrite everything to use fixed-point numbers (MUCH harder but hey, it worked for wolfenstein)
Yeah creator of getting over it had a nice take about speedrunning... like how game is scultpure you were perfecting and then comes a speedrunner studies it well finds all the strong and weak points and break it over his knee
27:35
ABC community: How many methods did you brute force
Pannenkoek: 14,000,605
ABC community: How many do we succeed in?
Pannenkoek: One
According to DeRockProject the number is closer to 200 billion
@@violetasuklevska9074 th-cam.com/video/eGKPfZTXHsc/w-d-xo.html
The reference in case you're not trying to anti the joke and you legit didn't know
@@hokk728 I do know, but I'm saying that it's an understatement. Reference: th-cam.com/video/bvwyR-tBC28/w-d-xo.html at about 2 minutes in
9:23: "That's how it's done, and now we need to spend 20 minutes understanding why."
Yup, this challenge in a nutshell.
The thing I love the most about this series is this is now the second time he would have been caught up but the ABC crew found another save
if the timing for the SoTT 0x save is right, it could also happen a third time
Low key they probably got them all solved but are spreading them out to hype up the series.
what i love most is that this has gotten so complicated we've gone from knocking off a few dozen with "vsc was discovered", to an entire half hour explaining one
Well, this save is actually pretty old (like a whole month). The reason for it not being in this video is because this video is already long and that one's also gonna take like half an hour.
@@calvindang7291 the reason is that these videos take way more than a month to script, edit and upload. by the time the 16th a press was checked off the video was probably way past the time to add new things
I love the mental image of Bismuth, finally catching up to the present day standing of the ABC Challenge with a relieved sigh _"Finally, I can put this on rest for a while and put more focus towards other speedrunning themed videos..."_ he thinks to himself
Only for the ABC Community to walk into his (theoretical) office with a giant mountain of paperwork like "That's where you're wrong, kiddo. New science just dropped."
Update your home to the death barrier
I have about 30 pages of shit to read right now, you have no idea how accurate you are
@@Bismuth9 godspeed you legend. o7
We need to get these guys paid
Do you keep up with the progress involving the A button challenge? Or is it more of something you tune into in passing whenever it presents itself to you?
"Babe, why are you crying?"
*sniff* "They got to 15 A presses"
"What"
14.
@@feldamar2 What
@@Fakedis Check the latest.
@@Fakedis SotT 0x my dude. Marbler worked a miracle, TTC is no more.
13
Thank you for once again turning awareness of a strategy, into understanding of a strategy. I had no idea squish cancel ground pounds were the same phenomenon as invisible walls!
At this point, I've kinda just become normalized to the large amount of confusion, awe and other emotions the ABC crew has brought. It's still so amazing how much they have developed over one small game.
At this point, this series has become a part of the history of the ABC in itself. Resources like this are what get people excited about the project, and caught up and able to make new contributions of their own. And these new saves were definitely in need of a high production value documentary like this one to make any sense of them - I've tried to casually keep an eye open on ABC progress, but I don't think I knew even 5% of what you explained here!
Also, dat stinger at the end... I don't know how long the situation can last where they keep finding new saves before you have time to document the last ones, but that's a pretty nice problem to have.
I don't know how many more times it will happen, but I'm pretty sure it won't be more than 15.
@@helloofthebeach definitely not more than 30
Can't wait for part 24: The History of the History of the A Button Challenge.
This
@@exylophone1 That'd neccesitate all three 1x A-presses currently required for TTC re-entries to be reduced via three unique 0.5x solutions discovered far enough apart to require separate Bismuth update videos... which frankly would be hilarious. Also not something I'd rule out entirely at this point :P
Don't you just hate it when a beam of astral radiation shoots at your Nintendo 64 and causes mario to teleport 2048 units up
when did that happen
@@Kierio04 dota teabag ttc upwarp
@@Kierio04 The old Tick Tock Clock up warp glitch where someone randomly got teleported way further up than was usually possible
Turns out a COSMIC RAY hit the guy's N64 and caused a bit flip and a teleportation
@@Kierio04 DOTA_TeaBag encountered a glitch in 2015 where Mario inexplicably warped upward over 3000 units. Nobody was able to replicate it on original hardware, but a TAS was able to replicate the glitch by flipping a single bit in Mario's height variable, specifically changing C5837800 to C4837800. The hypothesis is that this was a soft error, i.e. a hardware error caused by interference. Some studies show that in modern hardware, the most common cause of soft errors is neutron collisions, and with modern packaging, most of these neutrons are produced by collisions of cosmic rays with particles of gas in the middle and upper atmosphere.
Nobody actually knows what happened, but this hypothesis does make a lot of sense: a cosmic ray produced by an ancient supernova or other high-energy event hit Earth in 2015. After colliding with the atmosphere, it produced a shower of high-energy protons and neutrons (and other particles). One of these neutrons hit the RAM in DOTA_TeaBag's N64, more specifically, near the bit holding the least significant bit of the most significant byte of Mario's y-position (not sure exactly what address). The neutron was captured by a silicon atom, which subsequently underwent alpha or beta decay. The alpha or beta particle then struck or passed near the capacitor in that memory cell, and the magnetic field it produced charged or discharged it (not exactly sure how the RAM in the N64 works), causing the bit to flip and Mario to warp.
I should point out that soft errors like this happen all the time, we just usually don't notice them. What's so remarkable in this case is that it's possible to make a compelling case for a particular soft error, rather than just finding a mysteriously corrupted file or whatever.
every time you end off the video by dropping the knowledge that there is STILL more to cover in a future episode it's like the thanos teasers but way better and it gives me chills
Is like a cliffhanger but more awesome
what thanos teasers?
@@NoNameAtAll2 Probably one of the many post credits scenes with Thanos in MCU films prior to Infinity War (Age of Ultron immediately comes to mind)
The most impressive part of this whole video is how the ABC crew found a use for the breakdance move.
nvm, we replaced it with a "punch, punch, kick"
@@jongyon7192p 1984
I wont lie, at this point, i dont even try to understand what's happening in the video, i'm just happy that they're still finding saves.
I've forgotten how half of the tricks actually work, I'm just accepting that they're things that can be done
I remember when I could actually follow the tricks LMAO
Part 8 will be much much simpler. LLL 0x is easy to explain, it was just really hard to make.
I love how basically more man hours have gone into finding solutions for this challenge, than went into the game's development.
The sheer force of will of the type of person who will drop everything they're doing when presented with an interesting puzzle.
Imagine ACE not being used because it uses 10 A presses in 2025.
You know, I always though WMotR would never be saved, and this challenge could never be solved, but searching for ace might actually make this whole thing possible.
Not to mention it would unlock Luigi
@@Roxrock you could make minecraft in sm64
@@cubingguy9628 you could play super Mario 64 in super Mario bros 3 in super Mario 64
Doom in sm64, because of course.
10 IS less than 15. Heck, the community will do ACE if it saves 1/2 an A-press.
That ending solo gave me chills
That might just be my favorite theme from any video game ever, so the same thing happened to me.
@@potatobearsmo what theme is it?
@@HyperLexus It was the SM64 final Bowser piano remix at the end of the video
Why does it make me think of Homestuck though
I cant believe new A presses have been saved with such impeccable timing you get to do the "And here we are today" cliffhanger TWICE IN A ROW
"And now we need to spend 20 minutes understanding why" love it
I love how this game went from "yahoo, let's-a go, yippee" to advanced quantum mechanics
And now, 61 minutes of RNG manipulation.
Oh, and we do it again later. Had to set up some frozen fire.
Honestly, at this point SM64 physics could absolutely be a real college class.
"Good Morning, welcome to SM64 1550. Here is your syllabus, and our first topic is HOLPs. See you for the lecture on Thursday."
"All right class, please settle down. Professor Pannen is away, so I'll be your substitute for the week. I've been instructed to teach you all about RNG calculations and cloning."
@@emmbeesea Isn’t he actually a professor?
@@EnigmaticLucas i think he used to be a teacher's assistant
I'm currently in the process of getting a Game Design degree, and I could totally see this class as like "Game Analysis" or something about bug testing. Then again this program is unfortunately mostly art students, and the code aspect is often just my job to learn on my own...
SummoningSalt: And that is where the A press count stands today
summoning salt but every time he makes a video the record gets broken during the editing process:
@@jessehunter362 at least there will be something new while he's editing
@@jessehunter362 So, Summoning Salt
20:42 "If only it were that simple..."
Perfect writing
shoutouts to simpleflips
The sheer number of near-insurmountable problems on these stars is INSANE, mad props to everyone on ABC team for solving one problem after another
The endless creativity shown by the abc crew is always nothing short of mind blowing. The dedication they have to the challenge, along with your explanation of each strategy combines for an amazing display of research and knowledge that no other game could match. Amazing episode as always Bismuth, and I can’t wait for episode 8.
It's insane how far this challenge has gone. I think it might take until 10 parts for this series to actually be done.
Its crazy to see this series still running after 7 whole chapters, and I thought this was gonna be the last, but NOPE! This is insane man, great work!
It was supposed to be the last, but also longer than that. However after adding new stuff to the script I realized I'd have to chop it up into two episodes to keep the length from ballooning over an hour.
@@Bismuth9 watch bitfs get solved before you upload the next part!
*fingers crossed*
@@dtracers stomp on the thwomp is about a thousand times more likely lol
@@RichConnerGMN Well that is because it is already proven and just needs someone to finish the TAS. But I have faith in the bitfs crew. We have all the tech in place we just need to start the brute forcers all chained together
@@dtracers bitfs jpn 0x will be the end of an era, that would be the original goal of Kehn realized
the buddy glitch makes it sooooo close to possible
if i had a nickel for every time he says "single unit" "float precise" or "frame perfect" or anything like that, i would be rich
and i love it
Well yeah, you're rich
i feel really proud that it took until this video for me to be completely and hopelessly lost as to whats going on
Lol
I saw the uncommentatedPannen video on the TTC save, had *no* idea what was going on.
I appreciate that you're able to produce the commentary necessary for most of us to understand it. And I appreciate pannen finding a way to keep doing his work without mental breakdown.
And I appreciate that this is *completely* insane.
Holy shit. This is the first time in memory I've actually seen someone use the sweep kick for anything serious.
Honestly, the way the mario 64 camera focus point works is very impressive for the time, makes it a lot better than it being locked to mario.
Yeah, my first thought was "I wish Tomb Raider games (from the third trilogy, the Legend series) had this good camera behaviour." Haven't played the newer ones, maybe those have it better.
I love how this series has moved from history to news content.
Toad: Sorry, Mario. But the Grandfather Clock is currently out of order.
*Meanwhile the pendulum is swinging and rotating wildly out of control.*
"Wait...did I say 15?" Bismuth, 7 October 2022
"Fourteen" Bismuth, sometime in the future, when referring to Stomp on the Thwomp.
It happened lol
"And now we need 20 minutes to understand why" made me chuckle
"If only it were that simple"
Oh Bismuth, never change.
*Describes one of the most convoluted and elaborate techniques ever* Then...
"If only it were that simple"
lol
confirmed still might be my favorite series on youtube. I'm kinda annoyed that TH-cam didn't notify me when this video first got posted, but luckily I eventually got recommended it. Keep up the incredible work explaining the genius ideas that these mad men at the ABC crew keep coming up with.
Bruh this series is so good, all of this information about a single game still blows my mind
I would really love it if you'd, at the end of this series (for now), make an overview video, summarizing all the stars and how to get them. Kind of like a step by step walkthrough, shortened to a summary by cutting the history and process of getting there. I just really wanna be overwhelmed by the full end result of all of that effort!
Seconded! ✌️🍍
I was thinking the same thing. It'd be cool to see like a segmented run of sorts of what this would look like for a theoretical TAS player to do a full playthrough. Skipping through the hours of RNG manipulation of course haha
To think that something as conceivable as a mario game has more possibilities that anyone could ever calculate,is so amazing and terrifying at the same time
You know an A press is nutty when it gets a whole Bismuth video to itself... can't wait!
Me when I’m making my Bismuth appreciation video:
“Using another cleverly placed “wait what?” timeline clincher bombshell, he RBA yeets my emotions and my body reloads in an out-of-bounds HOLP over an unrendered sliding box where I oscillate helplessly back and forth until video 8 enters my activation radius.”
"That's it. That's how it's done. And now we need to spend 20 minutes understanding why"
I love that part, it's going to be great
I've been following the ABChallenge since a long time, and I knew these things are crazy just purely based on reading and trying to understand the lengthy descriptions and setups they are working with. But the magnitude of how much work into them STILL eluded me - this is fascinating
Imagine actually watching it when it pimires, and not watching all the old ones as instructed
16:32 This sphere is pretty cool. Probably the best channel in terms of visuals to understand ABC. Good job!
At this point, I wonder what kind of otherworldly strats will be displayed just to get close to the remaining 10 A presses. I feel like this challenge is getting limitless for human brainstorming.
*15
14 soon :)
and then 13 :)
@@RichConnerGMN Some A presses are from situations encountered more than once, so the number of "unique" A presses is actually more like 10-12 (depending on how you count different game versions).
@@haniyasu8236 in fairness, this video was sort of about 1 "unique" A press but there were still variations necessary to save it all three times
This series is beyond anything I’ve ever seen on TH-cam pretty much. The depth of the research compares to actual science, the level of editing and explanation is unprecedented, it’s well made and playful even from a dramaturgy standpoint, and obv most importantly the subject matter is just mind blowing. At certain points throughout these videos I have to remind myself: all of these INSANE discoveries are the result of a bunch of people’s enjoyment of a video game and their peculiar desire not to use jumps to beat it, and I can’t believe it’s recapped with this level of ambition for others’ viewing pleasure. I mean this is just WHAT?
The massive amount of miracles you are able to squeeze through the miniscule micro-units and micro-frames and micro-odds in such perfect overlapping harmony is so astounding that I'm starting to feel like the game was designed for this one purpose
This is the true Cicada, once this game is solved our world simulation will end and humans will be brought into the next step, or something
-No wonder it took years to discover these A-press saves
How does this series become more confusing the longer I watch it? How many concepts have been explained to me just for everything to go over my head anyways?
And yet here we are still watching! 😅🍍
I loved the part where he said "its pannenkoek2012in time" and changed the A button challenge forever
One of the quotes of all time
"Bob-omb" doesn't feel like a word anymore
8:35 "... but it was a bit of a lunatic idea that had no business actually being possible." Doesn't that describe most of the run?
amazing as always. i must say, i always admire your videos for having actual captions even upon release, it makes it a much easier watch for me since i have an audio processing disorder.
Ah damn, I think I’m totally gonna fail my SM64 Quantum Mechanics exam tomorrow :/
How did it go?
@@DIRTkat_ofc I passed 🙏
@@steviep4171 shocking
@@glitchybrawl7012 arrow lifts
Mario: Abuses rng and stance cancel to repeatedly groundpound to gain height.
Sonic (Boom): Look at what he needs to mimic a fraction of my power~
34 million horizontal speed.
Remember this? 3:55 “High speed collisions with Bullies”
Time for the Bully to also explore Parallel Universes.
9:09 - i love this "Intro Summary"
god that ending
fucking chills when the music kicked in. this series is amazing.
The last one gave me more but still lots
9:29 lmao, gotta love the self-awareness that all the ABC strats, and *especially* the ones used in the recent TTC saves are basically just black magic
I love hearing Bismuth explain Mario game mechanics. Also what a magnificent choice for the background music while he's speaking.
The piano cliffhanget music...got goosebumps!
This is beyond insane. I normally have a fairly good grasp on video game jank, but this is unfathomably complex. The amount of times I heard floating point precise makes me shudder, and that was one of the pieces I actually understood!
Also, 10/10 production on the video - as always. The narration, the flow, the alternate camera angles for extra visualization, the oodles of footage, and the music all make it amazing.
Why is this my favorite series on YT right now?
When Bismuth said to put on our helmets on I was like, "Everything explained up to this point is computer based physics. WTF could possibly be more batshit craaaaa... Ooooooooh crap!!"
Finding out about this video series has been an absolute *joy* to me-- I always found the Watch for Rolling Rocks .5 A-Presses video to be very relaxing, but seeing the science behind the entire A-Press, the mechanics, how much effort's been put into this challenge as a whole-- it's been amazing, honestly. While I don't think I could ever wrap my head around the physics of it, the idea that people are able to do this within an Nintendo 64 title is nothing short of stunning.
Good work on this series! I will definitely be watching the next part once it's up.
You deserve some sort of award for these visuals alone.
I'm impressed by mario's breakdance bomb move, very slick
Another magnitude of craziness. Mans said floating point precise like 5 times like it’s no sweat
Oh nice, there's going to be another one. I hope you'll also continue making these in the future, whenever new breakthroughs happen. Your videos have become a huge part of my enjoyment of the ABC endeavour.
The piece you chose (and played) for the outro gave me chills. Great job once again!
This is the craziest save yet imo. Just for the sheer amount of tricks, rng manipulation, and coincidence that all comes together for this to work perfectly
THE RIDE NEVER ENDS
BRO THE BOWSER MUSIC WITH THE BLINKING BULLY JUST TO SAVE 1 A PRESS AND THE FACT THAT THE NEXT VID IS 50 MINUTES LONG. THAT JUST SENT CHILLS DOWN MY SPINE.
they'll reach zero A presses before this series is done
I don't think this series will be done until they have zero A presses
Wrote a Ticket before that eventually happens.
how would the series be done if they didn't have zero A presses
@@maris_molotov by defining "done" as "no cliffhanger for current episode, 'cos ABC crew didn't find any more saves by the time this episode was released"
@@suncat530 the bully battery one that is teased was actually released within a few weeks of the other three. I couldn't for the life of me find a good enough explanation of it all though, so it's not surprising that bismuth is giving it its own video lol.
This entire series is amazing. I enjoyed it thoroughly. You did such a good job explaining every little detail and nobody ever wants to dive into minutiae like that. Thank you!
This is way harder to grasp than college was before dropping out. Phenomenal work again coming from you all.
For a second I thought that you saying 15 was a mistake. But nope there is still more.
It honestly feels like we might reach 0 a presses at some point, the fact we have gotten it this low already is insane.
I imagine that for these tas’ers working on a project like this for over 1000 hours and then finally running the inputs and seeing it work must give a level of satisfaction none of us mortals could ever hope to achieve
The passion poured into this project (both the ABC, and these videos) is truly inspiring.
There's something undeniably artistic to me about the A button challenge. In following the seemingly simple goal of "try to get all 120 stars in Super Mario 64 in as few A button presses as possible," you get this weird juxtaposition.
The innerworkings of this game become deconstructed to the fullest degree, and the overall image of the game as the player is meant to experience it is ignored in favor of the abstract mechanics of the game as lines of code. You have to let go of the "intended" surface experience of the game and embrace the entirety of what the program is. That's part of the challenge; to truly uncover what things are possible, you have to cut through your assumptions about how the game "should" act, abandoning this sort of common sense, physical interpretation of the game world as presented in favor of what is essentially a really complicated math problem. It's an exercise in tossing away the meaning we prescribe to things.
Yet the challenge also asks us to do the opposite. You have these bytes to set for controller input, and you're trying to make some number in memory be "120". Why are we only allowed to set the controller input? Why are we trying to make *that* specific piece of memory be *that* specific number? Why, of all things, avoid that one specific button? Those are arbitrary choices. When you take this abstract, meaningless view of the program, turn the video game into a math problem, you have to confront the fact that there's nothing inherently special about those parts of the program. It makes no real difference to the computer. Computer's just gonna compute. But still, we insist on this part of the illusion. We want to try to get all 120 stars in Super Mario 64 in as few A button presses as possible.
And that's the weird juxtaposition. Yes, this video game is just a bunch of meaningless code being executed by a computer that doesn't care about making sense. But it's also a fun game where you press buttons until you get all the stars. And here's this weird intersection you find by asking what happens when you don't press one of those buttons. How incompatible are those viewpoints? Why do we decide to make some things part of the challenge but not others? Am I over-philosophizing this all? Like, what even are video games, maaaaannn?
I dunno. But here we are watching Mario move weird, watching the A button press count go down, just enjoying the view.
The amount of work necessary to even understand many of these concepts is intense. The amount of time and work to then present it coherently with all the accompanying footage, diagrams, and visual demonstrations? I shudder. This series, and the challenge itself, are both pure art. The passion and dedication on display from everyone involved is beautiful.
Second episode in a row where new strategies came out right before the episode released XDDDD
I wonder if part 8 will come out after SOTT 0xa
@@Your_choise if it doesn't then part 8 would contain just a single a press save and i dont think bismuth would want to do that
@@Kierio04 I could see a vid also about talking about future goals and plans
@@Kierio04 He might not, unless it's the absolute craziest bullshit you can imagine... Which would be extremely in-character for this challenge XD
Another great video!
I love watching the history of a game's fan-made challenge!
It sounds simple, but finding this out and making it all work, is anything BUT simple.
Can I just say that I absolutely love your piano rendition of Super Mario music, it really has a ton of emotion behind it, you're seriously playing great! And awesome video too!
I sincerely believe that at some point there won’t be any presses left. And that day will be glorious
Nintendo Employee 1: Do we need to make sure the wall and floor is aligned outside the map?
Nintendo Employee 2: Nah, It's not like people are gonna end outside the map and land on that tiny sliver of flooring.
The abc crew: :D
I can't wait to see the ABC TAS. I'm gonna watch all 400 hours of it.
In the future, they would teach you Super Mario 64 in Physics Class.
It might sound crazy that I'm saying this, but this video was the last thing I needed for me to say that I completely understand the strategies for these stars and how they were implemented. Somehow, Bismuth, you just have a way of explaining things and visualizing them in such a way that it makes perfect sense. I know I probably don't speak for everyone in that regard, but that's something to be proud of.
I know I'm about 2 months late, but the usage of the intro to the final bowser fight for that teaser to the 15th A press save was so fitting.
Because I was there when they released the video showcasing that last A button save.
and my god. my god. oh my god. lord have mercy on your soul bismuth.
Awesome video.
These videos have been an incredible journey. Aside from revelation of the human narratives, the insane progression of theory and methodology makes this the best analytical showcase of tool-assisted speedrunning I've seen on TH-cam.
I hope you continue doing these as new developments are made! I have been enjoying this series as a casual ABC watcher, it makes the videos more understandable
That squish cancel sequence is so obscenely complicated and unlikely that we should go full circle and call them the Simpleflips.
NOTE: Bismuth promised us Among Us all tasks speedrun explained video sometime next month, everyone hold him to this.
That ending reveal / tease was so good
This series has been going on for over a year, yet I still get excited to see each new video. High quality in all aspects.
i went crazy when there was only 1 pixel of movement possible the second time and then it gets to floating point precision xD
Also i am very hyped about the next saved A press.
Great work in explanation as always, thank you and the whole ABC Community for everything you achieved.
Keep it up and maybe in 2084 we are down to 0x A pressen xD
I'm always excited to dive into a new video in this series. Thank you so much for the joy you share!
bismuth 06/24/2034: ... and thats how the number of A presses was lowered to -26+2i ... but then CyborgPannen discovered non-lebesque measurable quaternionic julia sets of subpixels ***mysterious music, video ends***
man this is the best speedrunning series ever, it even gives me goosebumps