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Super Mario 64 – Watch for Rolling Rocks – 0.5x a Presses [video]

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Re: Super Mario 64 – Watch for Rolling Rocks – 0.5x a Presses [video]

#3
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.

Re: Super Mario 64 – Watch for Rolling Rocks – 0.5x a Presses [video]

#4
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

Re: Super Mario 64 – Watch for Rolling Rocks – 0.5x a Presses [video]

#5

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 h…

keydown + keyup = keypress

On the surface, yeah, it’s immediately like, “what the heck is 0.5?” But it’s just semantics.

Re: Super Mario 64 – Watch for Rolling Rocks – 0.5x a Presses [video]

#7

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

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?).

Re: Super Mario 64 – Watch for Rolling Rocks – 0.5x a Presses [video]

#8
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

Re: Super Mario 64 – Watch for Rolling Rocks – 0.5x a Presses [video]

#9

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

You may also like shounic (https://youtu.be/5m7V9zWlYdM) for TF2. They are short videos but with good analysis too

Re: Super Mario 64 – Watch for Rolling Rocks – 0.5x a Presses [video]

#10

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

This one could absolutely be used in a computer science course as an intro to both PRNGs and IEEE floating point.
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