[HN Gopher] Super Mario 64 - Watch for Rolling Rocks - 0.5x a Pr...
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       Super Mario 64 - Watch for Rolling Rocks - 0.5x a Presses [video]
        
       Author : jjjjjjjjjjjjjjj
       Score  : 220 points
       Date   : 2023-07-14 15:33 UTC (7 hours ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | macromaniac wrote:
       | Can anyone recommend other rabbit hole videos like the parents?
       | It can be in any topic. I love these types of videos that show
       | just how deep things are.
       | 
       | https://youtu.be/_hjRvZYkAgA is my current favorite.
        
         | cityofdelusion wrote:
         | Marcel Vos has quite a few YouTube videos going into the
         | mechanics of the Roller Coaster Tycoon games, especially taken
         | to the extremes.
         | 
         | https://youtu.be/KVgoy_a_gWI
        
         | DizzyDoo wrote:
         | I recently quite enjoyed this video[0] about beginning to
         | decompile an old Lego PC Game I remember from when I was a
         | child.
         | 
         | [0] - https://www.youtube.com/watch?v=MToTEqoVv3I
        
         | fullshark wrote:
         | Karl Jobst speed running videos
        
           | tiltowait wrote:
           | I don't care about speedrunning at all, but even I find his
           | videos (particularly the Doom ones) immensely enjoyable.
        
           | mrob wrote:
           | I recommend his video on speedrunning the first level of
           | Quake, including an overview of the importance of Quake to
           | speedrunning as a whole, and an explanation of Quake's
           | movement mechanics that make getting a good time so complex:
           | 
           | https://www.youtube.com/watch?v=43d8fICz6gM
        
         | [deleted]
        
         | jwilkin wrote:
         | Here's another great one on always beating Pokemon with the
         | same set of inputs: https://youtu.be/6gjsAA_5Agk
        
       | greenn wrote:
       | pannen's commentated videos are always a treat. He started
       | uploading again this year after a long hiatus (that started after
       | this video) and I can't wait for more.
       | 
       | If you're interested in Super Mario 64 speedruns, the video[0]
       | "The Story of the Greatest Super Mario 64 Speedrunners" is great.
       | 
       | [0]: https://www.youtube.com/watch?v=PdLj5OrTOdY
        
       | padangitik wrote:
       | I am so amazed by this. I am always impressed when people are so
       | moved by some passion that they can put this extreme level of
       | dedicated work into something. I have only rarely felt passions
       | that move me to work as hard as this creator did. Sometimes I
       | wish that people like this would use their talent and energy to
       | work on truly important things like curing diseases or making
       | scientific breakthroughs - if only for their own sakes to feel
       | like their great potential didn't go to waste. Certainly the
       | effort that went into this video could have produced a decent
       | research paper, for example. I also wish I could have this level
       | of motivation for my own work. But overall I am just amazed.
        
       | sgarman wrote:
       | Is this the perfect youtube video? Amazing Mario soundtrack in
       | the background and gameplay visuals. Home made charts that
       | VISUALLY show what's going on. AUDIO voice commentary explaining
       | what you see. References to other youtube videos and commenters.
       | Detailed, insanely knowledgeable, not selling me anything,
       | created for love not for viewers. IDK this is peak youtube for
       | me.
        
         | acchow wrote:
         | >eferences to other youtube videos and commenters. Detailed,
         | insanely knowledgeable, not selling me anything, created for
         | love not for viewers
         | 
         | I feel the same about HealthyGamerGG's videos: detailed,
         | insanely knowledgeable, references across
         | neurochemistry/biochemistry, psychology, gaming, human
         | behavior, culture and religion (and how they've changed over
         | time), etc.
         | 
         | That's peak YT for me
        
         | yoyopa wrote:
         | well, be thankful you're not hypersensitive to background
         | music. i can't deal with it
        
         | rvnx wrote:
         | "Starting the level while holding the A button and not pressing
         | the A button again" could be easier to understand
        
           | johnday wrote:
           | It's a term of art from the community, that also draws in the
           | intellectually curious with a "wtf is half an A press?" -
           | it's an excellent title.
        
             | DeRockProject wrote:
             | "the intellectually curious"
             | 
             | God I wish, but our discord keeps getting kids, who can't
             | possibly help or contribute to TASing, keep asking us
             | questions answered in the video they just watched before
             | joining...
             | 
             | We sometimes get smart af people joining and even making
             | accomplishments though. College students or otherwise.
             | 
             | Pannen's a really patient guy for tolerating his fans all
             | the time
        
               | jrajav wrote:
               | Sucking at something is the first step to being amazing
               | at something, and it's a step everyone goes through, no
               | exceptions. Being kind and tolerant of others sucking
               | (missing what seem like obvious bits of core knowledge,
               | not knowing what details are important, taking way too
               | long on tasks) is absolutely essential to the health and
               | growth of any size or kind of creative community.
        
               | htag wrote:
               | Being able to find answers to commonly asked questions
               | instead of making demands on people's time by asking is a
               | huge part of maturity. It's very common for Discord
               | servers to have a self-serve faq/resources channel. It's
               | rude to ask questions that can be answered there.
               | 
               | In this situation I find the best thing to do is to link
               | to the resource that answers the question. A 'teach how
               | to fish' approach. If a question is often asked that
               | isn't answered in documentation then I enhance the
               | documentation.
        
               | UtopiaPunk wrote:
               | Sure, but 1) they're kids. Of course they're immature
               | (and of course there will be kids. It's a community built
               | around video games). 2) asking questions is just kind of
               | how Discord works. Knowledge isn't stored and organized
               | like on old-school forums or Reddit. Discord is a tool
               | where people are expected to be available for almost
               | real-time discussion. I personally struggle with that
               | format, and tend to only use Discord as a messaging app
               | for small groups of friends. I've tried joining Discord
               | servers organized around a topic with larger groups of
               | people, and it just doesn't seem to work for my brain, so
               | I leave.
        
       | emmanueloga_ wrote:
       | On one hand, hacking/speed-running/homebrew and other gaming
       | niches should make it so older games like Mario N64 remains
       | popular longer... On the other, I doubt niches make much of a
       | difference for Nintendo's bottom line, and considering their
       | track record, I assume they would kill all sorts of hacks around
       | their platforms, if they could.
       | 
       | So, fuzzing tests [1] seem to be in order for Nintendo games...
       | :-)
       | 
       | 1: https://en.wikipedia.org/wiki/American_fuzzy_lop_(fuzzer)
        
         | mmebane wrote:
         | > I assume they would kill all sorts of hacks around their
         | platforms, if they could
         | 
         | They've been doing exactly this with Tears of the Kingdom:
         | patching pretty much every glitch that gets found, no matter
         | how likely it is to affect casual players or whether it
         | arguably makes the game more fun. I wouldn't be shocked if they
         | had people lurking in the glitch hunting/speed running Discords
         | just so they can learn about glitches and fix them ASAP.
        
           | hoten wrote:
           | It's important to note that glitches that speedrunners
           | utilize are often game breaking bugs that would give a normal
           | player a really bad time. And it could be that the obvious
           | utility of the glitch (like item duping) could also have a
           | less useful manifestation from the same buggy code (crashing
           | the game).
           | 
           | There is a video on YT with a speedrunner walking the Portal
           | team through the speedrunning community's hacks, and there is
           | a part where this is touched on.
        
       | Longlius wrote:
       | An A press is an A press, you can't say it's only half!
        
       | ravenstine wrote:
       | I just want to say that this is nerd-porn at its purest and I
       | love it! There's something about someone explaining things like
       | how the game's collision detection actually takes a float value
       | and converts it to a short that tickles my brain.
       | 
       | It says a lot about a game like SM64 that it manages to still
       | fascinate and captivate decades after its release while a
       | dwindling number of mainstream games made today share that level
       | of player enthusiasm.
        
       | UtopiaPunk wrote:
       | I'm usually not very interested in speedruns or other similar
       | video game challenges, but this is one of my favorite videos on
       | the Internet.
        
       | [deleted]
        
       | pests wrote:
       | Complete History of the A Button Challenge
       | 
       | https://www.youtube.com/watch?v=yXbJe-rUNP8
       | 
       | It's over five hours long. I put it on in the background or to
       | pass the time. The amount of knowledge and abuse of bugs these
       | guys are performing is insane.
        
         | Orangeair wrote:
         | I also watched through this recently and would highly recommend
         | it to anyone with a passing interest. Some of the discoveries
         | made were just insane, and the number of things that only
         | barely work is kind of mind blowing.
         | 
         | Bismuth is also just a generally high quality YouTuber.
        
       | keepamovin wrote:
       | I kind of lost it at the point where he "builds up speed for 12
       | hours". AHAHA
       | 
       | https://youtu.be/kpk2tdsPh0A?t=640
       | 
       | His mind is so clear. I love how there's so many super super
       | smart people on the internet! :)
        
         | Pxtl wrote:
         | On the other hand... I mean, doesn't it feel like a bit of a
         | waste? I mean his mind is free to use however he likes but it
         | seems absolutely crazy to dedicate yourself to this extreme
         | level of obscure bugs in a 30ish-year-old game in order to
         | prove some crazy feat is technically possible although not
         | actually possible to execute in a tool-unassisted fashion.
         | 
         | The explaining video is great, but the underlying goal just
         | seems absurd to me.
        
           | sirbranedamuj wrote:
           | Through this pursuit, he has learned and honed problem
           | solving, computer science, mathematics, and communication
           | skills.
           | 
           | I think you could argue that the "underlying goal" for most
           | people's hobbies are pointless.
        
           | dmonitor wrote:
           | it's like a puzzle. he's just playing the game for fun like
           | anyone else.
        
           | [deleted]
        
       | atleastoptimal wrote:
       | I know this is a silly point but imagine if this guy put the same
       | amount of effort, inventiveness and attention to detail to some
       | engineering or scientific endeavor. The video is great but
       | arbitrary benchmarks in old games aren't pushing society forward
       | as much as technological advancement can.
        
         | DeRockProject wrote:
         | He is, he's a programmer. This is just his hobby.
         | 
         | Besides, the sheer magnitude of difference between advancing a
         | highly contested real life science subject versus breaking
         | ground in an obscure challenge in a 25 year old video game is
         | massive. I know it's not that obscure but it sure feels that
         | way sometimes...
        
       | VoodooJuJu wrote:
       | Going to go on a semi-related rant.
       | 
       | The youtuber does a bit of complaining about how people keep
       | asking something he's ostensibly answered. Even does that "well,
       | akshyually, I said that right here in the man page (comments
       | section) if only you would RTFM".
       | 
       | This is important: if the user (customer, patron, etc.) is
       | repeatedly doing something "wrong", then it's not they who are
       | wrong, it's _you_ , your design, your inadequate explanation,
       | etc.
       | 
       | On top of that, the whining and blame directed at the user for
       | not conforming to your own internal model is just so unwarranted
       | and does nothing to help your case here. It's pure self-cope for
       | not doing a better job at explaining, designing, etc.
       | 
       | Empathize!
       | 
       | I know it's hard for nerds to do this, especially when they so
       | often feel the opposite, that they not only don't lack empathy,
       | they feel they have more than the average person. How wrong they
       | are! Consider that maybe you're wrong and the customer is right.
       | Adapt to their world view rather than trying to get them to
       | conform to yours. You might be so deeply immersed in your domain
       | that what you consider common wisdom is a foreign language to
       | others. Again, empathize! And you use that empathy to improve
       | your communication, design, etc.
       | 
       | I think engineers and designers really need to hear this stuff
       | because there's just so much user-blame, whining, bad interfaces,
       | and bad communication out there that doesn't have to be bad, if
       | only the nerd-engineer would cultivate some empathy and humility.
        
         | Karunamon wrote:
         | I appreciate where you are coming from here, but I think your
         | rant is misplaced. This is a video about a rather technical,
         | very niche topic. The whole concept of a "half press" is a
         | particular bit of jargon with a particular meaning in this
         | field. The onus is on the reader to learn.
         | 
         | There is nothing quite so irritating as someone who confidently
         | criticizes you out of ignorance. You see this all the time when
         | professionals showcase their work on video sharing sites, the
         | comments will be filled with people who pipe up insisting that
         | the creator is doing something wrong rather than asking
         | questions or seeking to understand. "There is no such thing as
         | a half press" as popularized by TJ "Henry" Yoshi is a case of
         | the former, an ignorant outsider lecturing the person who
         | demonstrably knows what they are doing.
         | 
         | Empathy and humility are two way streets. In the comments
         | section, you are a guest and should behave as such.
        
         | pfannkuchen wrote:
         | The user in this case though is getting free content in a very
         | niche area. I don't think this is a reasonable criticism here,
         | though your overall point is valid.
        
         | owalt wrote:
         | To be fair to the author (and I know this is by no means
         | obvious context coming into the video), his channel blew up
         | shortly before this video. His previous audience consisted of
         | people in the Super Mario 64 speedrun/challenge community who
         | would need less explanation.
         | 
         | The thoroughness of this video seems to me to be proof that he
         | wanted to get these newer viewers up to speed. In fact it's
         | basically a love letter to the uninformed viewer. The
         | "complaining" at the start is just lightly poking fun at these
         | newer people while also serving the double purpose of informing
         | them about the explanations in his description boxes. Given the
         | lasting popularity of this video, I don't think too many people
         | took offense.
        
       | Pxtl wrote:
       | I dislike the "half a-press" term of art because it creates the
       | question: If I release the a-press within the level to access his
       | non-a-pressed abilities, would that count still as half-an-a-
       | press? It seems to me that "half" an a-press should represent an
       | edge (going up or down), and starting out holding "a" should
       | count as like 0.1.
        
         | starkparker wrote:
         | Or simply don't count A-button phases that aren't press
         | events/keydowns as "half presses". That's what's always bugged
         | me about it; if press, hold, and release are different actions,
         | and those are meaningful to the speedrun, _and_ you care about
         | what a general audience thinks about it, then just count them
         | separately. Don 't use a misnomer to suggest something that
         | doesn't exist. It's obtuse jargon for the sake of it.
         | 
         | It rubs up wrongly against common sense, which is why people
         | call it out; when you press a digital button with only two
         | states, you'd refer to that action as a button press in any
         | other context. General game logic refers to a digital button
         | press as a button press/keydown event or state/key press;
         | there's no "half", it's Boolean. And it's doubly confusing if
         | you don't know that the N64 doesn't have pressure sensitive
         | buttons, in which the term "half-press" would make more sense.
        
       | flykespice wrote:
       | I love their videos, so full of insight and quite elaborated with
       | a bunch of self-made scientific terminology, it's even timidating
       | for a IT professional.
       | 
       | By the way, if you want to see more of that content you should
       | check out their more active secondary channel:
       | https://www.youtube.com/@UncommentatedPannen
        
       | Dig1t wrote:
       | I would hire this person based on just this video. This
       | demonstrates every quality I want to see in a smart candidate. I
       | wouldn't even care if they know X language with Y framework, if
       | they made this then they are more than equipped.
        
       | bumbledraven wrote:
       | (2016)
        
       | ChrisArchitect wrote:
       | (2016)!
        
         | fosshogg wrote:
         | yeah a lot of people are coming a little late to the 0.5x A
         | press party...
        
       | 1coopdog2 wrote:
       | I love this video. He made a more recent one as well that goes
       | into specific technical aspects of the N64 (TW: floating point) -
       | https://youtu.be/nYDmBdUalgo
        
         | mmebane wrote:
         | This one could absolutely be used in a computer science course
         | as an intro to both PRNGs and IEEE floating point.
        
       | tialaramex wrote:
       | This video also explains what a 0.5 A press ("Half A-press") is
       | and why they care.
       | 
       | Because Mario64 doesn't care about releases, the runners don't
       | distinguish releases, you can _always_ choose not to release A
       | and so if you 're doing this run (fewest A presses) you would
       | only ever release in order to press A again. In a live setting
       | commentators might briefly explain what a 0.5 A "means" but
       | without this explanation to head off questions you'd likely have
       | about why they care.
        
         | Waterluvian wrote:
         | keydown + keyup = keypress
         | 
         | On the surface, yeah, it's immediately like, "what the heck is
         | 0.5?" But it's just semantics.
        
           | hn92726819 wrote:
           | Did you watch the intro? It's more than semantics. It doesn't
           | come from (key down+key up)/2, it comes from the fact it
           | counts as 0 in a full game run, and 1 in isolation. He even
           | specifically says "as for the release, there are no cases
           | where that's useful or important" (paraphrased).
        
         | hoherd wrote:
         | > Because Mario64 doesn't care about releases
         | 
         | Is that really true though? If it cares about holding, such as
         | in gliding in the air, then it necessarily cares about not
         | holding, such as being in the air but not gliding, and the way
         | to transition from being in the air gliding to being in the air
         | not gliding is to release.
         | 
         | Is that wrong? I've only ever played M64 for like 5 minutes,
         | but it's been on my list and I keep urging my children to get
         | into it as a way for me to find the time to get into it too.
        
           | hn92726819 wrote:
           | I could see how this could be confusing. SM64 does
           | distinguish between before a release and after a release, so
           | technically the game itself doesn't care. I think what they
           | were trying to say is that there really isn't any benefit in
           | speedrunning the game to keep track of releasing (and this
           | can be confirmed in the video too:
           | https://www.youtube.com/watch?v=kpk2tdsPh0A&t=105).
           | 
           | I think it's possible that if the next level requires .5 a
           | presses but, for example, you are falling with a wing cap in
           | the current level, you have to decide between bumping that
           | half a press into a full a press or losing time when falling
           | with the wing cap. I just don't think it's a common case
           | though because you could use a different route where the held
           | A won't affect you. It looks like in the A Button Challenge
           | (ABC), there are only 5 half a presses:
           | https://ukikipedia.net/wiki/A_Button_Challenge
        
         | charcircuit wrote:
         | It does care about releases. In order to jump for a second time
         | you need to release it first.
         | 
         | 0.5 is really about the idea of having an A press span multiple
         | levels.
        
           | tialaramex wrote:
           | > In order to jump for a second time you need to release it
           | first.
           | 
           | Is that true? Mechanically it's true, but I don't know
           | whether the game code actually knows this is true. It depends
           | whether the N64, and the SM64 code specifically, tracks the
           | button state and the events separately.
           | 
           | Compare the situation with Left + Right in TAS Mario 1. The
           | TAS has no problem telling a console that both left _and_
           | right are pressed, but obviously a real human player cannot
           | press both directions, they 're opposites. Nevertheless this
           | does "work" in the game and so although no-right-plus-left is
           | an interesting benchmark to compare against RTA where live
           | human players couldn't do the trick, the TAS records allow
           | both pressed at once.
        
         | Kwpolska wrote:
         | To be more precise, the game sometimes expects you to press A,
         | but sometimes it's enough for A to be held for the action to
         | happen. You can press A and not release in the first case, so
         | that the second one can leech off it.
        
         | dfxm12 wrote:
         | _Because Mario64 doesn 't care about releases, the runners
         | don't distinguish releases, you can always choose not to
         | release A and so if you're doing this run (fewest A presses)
         | you would only ever release in order to press A again_
         | 
         | Just reading this, it doesn't make sense to someone not
         | familiar with the game why you wouldn't only hold A the last
         | time you press it. It also _has_ to be noted that holding A
         | makes Mario do different things from not holding A.
        
       | mmebane wrote:
       | If you enjoy talking about parallel universes, I highly, highly
       | recommend watching the SM64 1-Key speedrun [1] and then Bismuth's
       | explainer [2]. It's a truly amazing technical achievement based
       | in large part in pannenkoek2012's research.
       | 
       | [1]: https://youtube.com/watch?v=iUt840BUOYA
       | 
       | [2]: https://youtube.com/watch?v=wjge1bVobN0
        
         | pests wrote:
         | I do find it funny the terms gamers have came up with to
         | describe what boils down to bugs in a game. Parallel universes
         | and all the lore around them are all caused by just a 16-bit
         | integer wrapping inside the floor check code. Mario64 usually
         | stores positions as floats but for collision checks it gets
         | converted to a 16 bit int.
        
           | bitwize wrote:
           | Even so, the effects of these bugs are interesting enough to
           | give names to. I remember some glitches in Sonic the Hedgehog
           | 1 through 3 I called "The Valley of the Shadow of No
           | Background" and "The Valley of the Shadow of No Sprites". The
           | latter of which was caused by an integer coordinate
           | wraparound that caused the game to draw the tile map scenery
           | from your location modulo N, but not populate it with game
           | objects because the coordinates didn't match. As a result,
           | things like loops only half-worked, and the corkscrew things
           | from Emerald Hill Zone didn't work at all -- because
           | invisible objects triggered the movement mechanics specific
           | to those scenery bits.
        
           | Dylan16807 wrote:
           | Since you sound dismissive, do you have a better term?
           | 
           | Lots of bugs have specific names. It would be crazy not to
           | name any.
           | 
           | Changing your position so that you're in the same spot but
           | you're also in a completely different location, all at once.
           | I think the term fits pretty well.
        
             | adamrezich wrote:
             | I agree with pests--it's definitely an interesting and
             | funny way to describe the technical process that is
             | occurring, but it adds a bit of undue mysticism for the
             | casual viewer.
        
             | pests wrote:
             | Not dismissive at all? Maybe 'funny' was the wrong word but
             | interesting at the least.
             | 
             | The PU term fits very well. It makes sense. It just is also
             | funny knowing what is going on behind the scenes and seeing
             | their explanations and rationaliations.
             | 
             | It reminds me of outsider art. Someone comes along and
             | documents what they find with no exposure to the community
             | or its conventions.
        
       | NotYourLawyer wrote:
       | I remember seeing one of his videos years ago about half-A
       | presses. Did it ever catch on as something other people in the
       | speedrunning (or whatever this is) community care about? I kinda
       | assume not...
        
         | spondylosaurus wrote:
         | Most speedrun categories focus on sheer speed, for obvious
         | reasons, but there are some less-popular offshoots that create
         | unique challenges just to push the boundaries of the games (and
         | the people running them).
         | 
         | I think the A button challenge focuses on reducing the number
         | of A-presses above all else, so it's not a speedrun proper.
         | There _is_ a really fun type of speedrun called low% where the
         | goal is to complete the game with as low a  "completion
         | percent" as possible (e.g., minimum items collected, quests and
         | bosses completed, etc.) _and_ do it as quickly as possible. But
         | a run that 's technically slower with a lower% will "beat" a
         | run that's faster with a higher%.
         | 
         | That's where you get Twilight Princess speedruns that can take
         | more than 24 hours to complete. Although I believe the current
         | record is actually just under 16:
         | 
         | https://youtu.be/v2nRW3wKnVY
         | 
         | (For those who don't want to watch an entire video: the secret
         | sauce here is a glitch with Link's "item get!" animation that
         | verrrryyyy slooooowlyyyy pushes him backwards in space every
         | time it loops. So if you open a chest and leave the animation
         | running for hours on end, you can phase backwards through walls
         | and bypass the need for keys/progress checks/etc. Which is
         | perfect for a low% run where the goal is to bypass as many
         | things as possible.)
        
         | OatmealDome wrote:
         | A press notation is really only something used within the A
         | Button Challenge, since the point of the challenge is to
         | optimize for lowest A press count. Other categories don't do
         | this, so they have no use for it.
         | 
         | That being said, like other lines from this video, it's
         | definitely become a bit of a meme in the community.
        
       | lowbloodsugar wrote:
       | I could not care less about A presses, but keep watching because
       | _everything_ else in that video is amazing. Competence-porn.
        
       | dsXLII wrote:
       | "we need to talk about parallel universes" always gets me
        
         | apengwin wrote:
         | TJ "henry" yoshi
        
       | causi wrote:
       | Every time someone posts this I have to listen to the "Space
       | Oddity" parody song based on it.
       | 
       | https://youtu.be/Pyn3N55elS4?t=30
        
       | mbStavola wrote:
       | The sheer depth of knowledge and analytical ability pannenkoek
       | has is honestly quite amazing. I've become quite spoiled watching
       | their SM64 videos, it's been incredibly hard to find something of
       | similar rigor and production value for other games. The closest
       | I've found so far has been a video on how a group of speed
       | runners were able to conquer RNG for a puzzle in Wind waker[0].
       | 
       | [0]: https://youtu.be/1hs451PfFzQ
        
         | flykespice wrote:
         | There is this channel that provides equally in depth analysis
         | of Paper Mario 64:
         | https://www.youtube.com/channel/UCYDnJiF0_RqSjkjvjRbG1tA
         | 
         | Specifically their series of crashing Paper Mario in
         | innumerable unusual ways, which has become a meme.
         | 
         | Unfortunately it has been inactive since 2020.
         | 
         | EDIT: Fixed link
        
           | starshadowx2 wrote:
           | Unless I'm missing something, this channel doesn't seem to
           | have any videos?
           | 
           | Actually it seems like your link just forwards incorrectly to
           | a different channel.
           | 
           | https://www.youtube.com/@Stryder7x is the correct one, yours
           | for me goes to https://www.youtube.com/user/Stryder7x
        
             | flykespice wrote:
             | Strange it's forwarding me incorrectly to some random user
             | too, youtube handle links are buggy.
             | 
             | I edited with the correct link to the channel.
        
         | chc4 wrote:
         | The SciCraft and ZipKrowd Minecraft servers both have a few
         | insanely impressive videos, going extremely deep into Minecraft
         | internals for builds - I highly recommend
         | https://youtu.be/6sPS4yqC72I or https://youtu.be/TM7SutJyDCk
        
         | eredengrin wrote:
         | [1] is about speedrunning peach's break the target test in
         | smash bros melee which involves some craziness (including rng
         | considerations), very good watch. AsumSaus also has tons of
         | breakdowns of weird mechanics in melee, very hard to choose as
         | pretty much all his videos are excellent but [2] and [3] are as
         | good a starting place as any.
         | 
         | [1] https://www.youtube.com/watch?v=FnKWKICUqWU
         | 
         | [2] https://www.youtube.com/watch?v=rA8kpvTBh8Q
         | 
         | [3] https://www.youtube.com/watch?v=9fo0cPmj4VA
        
         | mensetmanusman wrote:
         | Future generations after AI has taken all the jobs:
         | 
         | "I have a PhD in Mario 64 speed running."
        
         | spondylosaurus wrote:
         | Speaking of Wind Waker speedrunning, did you follow the GCN
         | barrier skip saga at all? I can't believe they managed to force
         | the entire barrier to despawn by overloading the game's memory.
         | It actually made me think back to a pannenkoek2012 video where
         | they demonstrated SM64's memory limit for objects/particles and
         | managed to freeze up an entire level (I want to say it was
         | Tick-Tock Clock?).
        
         | yrral wrote:
         | "Retro Game Mechanics Explained" is exactly what you're looking
         | for for retro games. They talk about things like memory layout,
         | how unintended bugs work, the cpu instruction set, how things
         | happen on the hardware level, etc etc. Highly recommended.
         | https://www.youtube.com/@RGMechEx
        
         | TrianguloY wrote:
         | You may also like shounic (https://youtu.be/5m7V9zWlYdM) for
         | TF2. They are short videos but with good analysis too
        
       | saintradon wrote:
       | One of the great classics of YouTube.
        
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       (page generated 2023-07-14 23:01 UTC)