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A New Impossible Coin

UncommentatedPannen · Youtube · 187 HN points · 2 HN comments
HN Theater has aggregated all Hacker News stories and comments that mention UncommentatedPannen's video "A New Impossible Coin".
Youtube Summary
I show that there's yet another impossible coin in the game, located in the huge version of Tiny-Huge Island. Specifically, there's a coin spawner there that's intended to spawn 5 coins in a horizontal line on the ground. However, this coin spawner's located under the ground, causing the most uphill coin to not load properly. In particular, this coin spawns about 49 units below the ground, triggering a failsafe that causes the coin to immediately unload. Currently, there's no known way to collect this coin.

Backstory: I had been documenting the various types of coin spawners for STROOP, since I was giving them each different names and images based on their subtype value. I had already created an image specifically for the coin spawner in THI, since I had fully expected it to have its own unique subtype for spawning exactly 4 coins, something that I knew no other coin spawner did. However, I was surprised to learn that its subtype matched that of a 5 coin spawner. I originally figured that there must be some other variable it had that allowed it to only spawn 4 coins instead of 5, but couldn't find such a variable after a quick search. The next day, it suddenly hit me: what if that coin spawner MEANT to spawn 5 coins, but we only saw 4 of them? It was the mystery goomba situation all over again. After doing more research, I found that this was in fact the case. However, I had expected this 5th coin to spawn on the death barrier way down below. But instead, the coin ended up unloading immediately after loading, a situation I didn't anticipate or understand the cause of. After having Peter look into the coin spawner's code, he explained the failsafe mechanism to me. Furthermore, he said that perhaps "part of the level got remodeled or something". This got me thinking, and after some more research, I fleshed out the hypothesis explained in the video.

The program I used in the video to show the object slots in real time is called STROOP. It's essentially an improved version of the SM64 diagnostic that I've shown previously. It's being developed primary by Dane Bouchie and myself, with help from Tyler Kehne, Peter Fedak, and Kaze Emanuar. It's not nearly done yet, but if you'd like to download what we have so far, you can do so from here: http://bit.ly/STROOPDownload

Additional Notes
(1) I had said that every coin line in the game has exactly 5 coins in it. However, some may try to point out exceptions to this, such as this group of coins in BitDW: http://i.imgur.com/21Lsdk2.png. However, formations such as that one are simply composed of multiple singleton coins placed adjacently. Those coins do not belong to a coin spawner, and do not load and unload as Mario goes close to and away from them (though they do disappear and reappear).
(2) Here's the image of the 4 coin line spawner that I had created in advance: http://i.imgur.com/4LmkTdM.png. I hadn't wanted it to go to waste, which is why I was so committed to determining whether the coin spawner in THI truly was a 4 coin line spawner or a 5 coin line spawner in disguise. After learning the truth, I learned that this image was never meant to be.
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Hacker News Stories and Comments

All the comments and stories posted to Hacker News that reference this video.
Oct 24, 2016 · 187 points, 24 comments · submitted by highwind
kentf
I respect the amount of effort and time that goes into videos like these. It's the best part of internet.
loeg
It's basically debugging, but without the source code. And some arcane bug the designers didn't care to fix decades ago :-).
Normal_gaussian
or didn't know of
mipmap04
Check out the SM64 parallel universes video if you really wanna get your mind blown.
rosstex
Video in question: https://www.youtube.com/watch?v=kpk2tdsPh0A
thebrainkid
Wow, that was amazing! And the complex combination of tricks and glitches, along with the math to understand them, was very artfully done!
mdevere
seconded
XaspR8d
Yeah, most of the detailed explanations are on his main channel: https://www.youtube.com/user/pannenkoek2012/videos

Discovering how to gain enough speed to clip into modulo copies of the level is one thing, but extending that and finding surfaces that can deflect you in useful directions is a totally different level of commitment. (Also I'm curious how he managed to create the relative view--did he hack the ROM to fix that? I'm sure he mentions it somewhere.)

cazum
Didn't even have to click the link to know it was Pannen. The guy truly embodies the concept of Virtual Exploration.

If you haven't done so already, go ahead and watch his Watch For Rolling Rocks .5 A Press commentary.

corysama
If you like this, you would probably appreciate

https://www.reddit.com/r/videogamescience/

And

https://www.reddit.com/r/TheMakingOfGames/

0x0
Awh I wish he'd shown a hacked implementation of slope X and how the bowling balls would have rolled the other way :)
saarons
I love these types of videos that dive into the nitty-gritty of how certain games work. I wish the author would have explained more why there is no position that the coin spawner works correctly in. Are they saying that while playing the game there's no way to move it, or that even if the coin spawner were placed correctly (on the ground) it would still not work?
jandrese
I took it to mean that however he is hacking the game doesn't support moving coin spawners. That part honestly confused me too.
kibwen
He's certainly capable of hacking the game to move the coin spawner via third-party tools; what the video is demonstrating is that there's no way to move the spawner while in-game using only button inputs on the control pad.
jandrese
Shouldn't that be obvious? Or is this like those crazy hacks where they glitch the game with extreme controller input and cause it to branch immediately to the end screen?
ursus_bonum
IIRC some of his other videos show how you can duplicate and move objects around in-game.
sparky_z
No, the video is saying that if the coin spawner were in the usual location (above ground) it would work fine. It postulates that this was an oversight: at one point the ground was raised (to provide a ramp for the bowling balls) and they forgot to raise the spawner with it.
undershirt
Both were stated in the video. seems contradicting:

- https://youtu.be/iPILIf7ru48?t=4m4s

- https://youtu.be/iPILIf7ru48?t=8m11s

sparky_z
No, it's saying there's no mechanism (aside from directly modifying the game code) with which to move the spawner into a position that works. It's not saying that no such position exists.
raldi
I'd like to see a video of someone playing a modified version of this level, with the original slope restored.
anmo
This is some fine digital archaeology.
wnevets
I love development postmortems of games from my childhood.
paulpauper
I know it's a little late but I'n entitled to a refund. or Nintendo should release a patch. lol
no_protocol
The exploration and reasoning here is like a detailed report on a science experiment. I liked the layout of the presentation from noticing an incongruity to explaining exactly what was happening. Then the video surprised me by putting forth a hypothesis on why the 'world' was the way it was.

It has benefits over real-world experimentation because the fundamentals of the system are known and everything can be observed. No messy approximations are needed. Most guesses can be confirmed. But then we still end up with an unconfirmed hypothesis about how the situation came up in the first place. Reasoning is presented but there's no way to confirm it beyond asking...the creators.

The tooling used to recreate certain game situations is like a magical testing apparatus that doesn't really exist in the real world.

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