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Vertical Speed Conservation (VSC)
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- čas přidán 16. 08. 2024
- I explain how vertical speed conservation (VSC) works. This trick has been known for a very long time, and it’s been used to save several A presses in the A button challenge. So I figured I’d make a video explaining it in detail.
Here’s a summary. Mario’s vertical speed (VS) is a variable that measures how many units upwards he’s moving. Normally, VS is set to 0 when Mario lands on the ground. However, there are several ways to land without it being set to 0, such as dive recovering or ground pounding. Once on the ground with a non-zero VS, most actions will cause VS to reset to 0 anyway. Nevertheless, Mario can still punch, crouch, and breakdance without causing it to reset to 0. If Mario manages to become airborne (e.g. by punching his way to an edge), then his VS will reactivate. This process is known as vertical speed conservation (VSC). VSC has been extremely useful in the A button challenge, since VSC puts Mario into the falling state, during which he can grab ledges and ground pound. Thus, VSC can often provide a slight but critical height advantage as compared to a standard DR.
Big thanks to Tyler Kehne for telling me a lot of what I know about vertical speed conservation.
The song I used at the end was a Benny Hill Techno Remix Demo made by Dj Freshwinter, which you can find here: • Benny Hill Techno Remi...
Additional Notes
(1) During the 3 tests in which I compared a DR and VSC 26, the max heights I listed were all truncated to the nearest integer. In reality, some of those moves could achieve a fraction of a unit more than the values I listed. However, the boxes I hacked in for testing could only be placed at integer heights, and so I was limited to integer height differences.
(2) If you want the V Speed rom hack (or any other rom hack that I've used), you can download it from here: drive.google.c...
Timestamps:
00:00 Intro
00:48 Storing VS
02:48 Maintaining VS
03:52 Reactivating VS
05:10 Positive VSC vs. Negative VSC
07:27 DR vs. VSC 26
09:37 Limitations of VSC
10:57 VHSC
11:54 Applications
"Breakdancing does not reset your Vertical Speed" ~Pannenkoek 2016
HAHHA
Laxxius nice pfp
Laxxius
It makes me wonder, why they added that feature. Oh well, i'm not one of the developers.
they added breakdancing as an attack. try killing a goomba, it works.
itsjustme
But why did they add it? I was not asking what it was.
For whatever reason, I find these thorough and exhaustive deconstructions of M64 really fascinating. This game has been so utterly owned by the players, down to the atomic level. So cool!
You know when that file select music comes on shit bout to get confusing
That profile pic fits perfectly to this comment. xD
General Bean Bag
Name checks out
Did you lose your general status?
Tyler B Yes i was honorable discharged
Lol right
I love how all of pannenkoek's videos are like "So here's how this thing works in Mario 64. And now here's how we use it to fuck shit up."
Every time I see one of these videos, I become more impressed that the game worked at all in the first place.
Ah its 10:50 AM in Germany and here is my educational video of the day. Perfect!
It's 6:15 AM in the eastern U.S.
+LegionMammal978 I'm proud of you! Who needs sleep anyway?
+Sebastian Mertl It cam cause death but you can do that for a couple days
+Isabella Panteleao Can*
LegionMammal978 d
3:45 looks like you can actually move backwards while conserving vertical speed.
this is a good point, I wonder if that's useful anywhere.
Mario is being pushed, not moving backwards. I'd guess you can be pushed in any direction by a box while maintaining VS.
But in an impractical way which requires actually pressing a button, which reduces its value in some runs.
Douglas Dragon grabbing is with b
They said "certain runs". The B button challenge and fewest buttons challenge are both things
This technique gave us the pleasure of watching some really insane strats. I hope someone finds another way of storing VS, that would maybe give us even more strats that may use it.
Also, man, I love your animations. That Mario DRing on the graph made me lol really hard.
Thanks!
14:37 Pannen’s the kind of guy who can keep 206 vertical speed without breaking a sweat
0:35 "HA HAAAAAAA"
These videos, to me, seem less like a SM64 playaround, and more like an interesting class lesson.
Thanks dude I was so much struggling at understanding it
get outta here
pannenkeok can u please give me (or put in your video descriptions) a link to a emulator download and sm64 download? It would help a lot since every time you try to search one on youtube they don't work.
Okay, try this and tell me if it works: s000.tinyupload.com/index.php?file_id=09251354721066049541
pannenkeok2012 lol tinyupload the homie
thnx, pannenkeok. the link you gave me was actually a lot better than any of the links i've seen on "How to download sm64" videos.
11:53 pannenkoek smiles at you :)
13:51 I could listen to the bass boosted music all day
12:43
THE MUSIC AND PUNCHES ARE ON
*_POINT_*
13:44 This is what disappointment looks like
I was also hoping. But then i realized, that this is the second channel
I'm happy as long as he goes up in an unnatural way.
24:59 this is what disappoints me
TNF101 you know that video only has 15:07 min
i was trying to see what the higest possible time youtube would allow me to put in the comments while still being able to click on it because if its to high its unclickable
Thanks, now I know exactly how vehicle stability control works
My school should have SM64 lessons and pannenkoek should be my teacher
family and friends of pannenkoek: so what did u choose to study in university?
pannen: mario 64
It's so interesting coming back to a Pannen video that's some two-and-a-half years old to see stuff that is now taken for granted in A-press runs treated as new and exciting. I hope someone does an in-depth documentary on you and your work someday, my dude.
I'm not a speedrunner at all, but damn your videos explain things really well. Well done.
The Benny Hill techno music and the fact that this is SM64 made me think I was watching a video made in 2009
Thanks for making this video! This was one of the topics I never quite understood 100% but now everything makes sense ^.^
3:06 DAMN MARIO, that was one powerful skid
(Yes, Ik it's the thwomp, but the coincidence is amazing)
13:22 This one left me impressed and absolutely confused -- that's a lot going on in like one second
"Super Mario Koek"
_only for Nintendo NX_
the game can only be played with the b button, control stick, and frame perfect inputs
The Owlborn yes, that's what the b button is for
The Owlborn lol i dont care, no the SNES has y and x, same with gamecube
This comment makes me hurt. Despite the commenter you are replying to explictly saying that they have 'no fucking idea how a /n64/ controller works', you first of all told them that they were wrong ('no') and then proceeded to name two consoles that are certainly NOT the N64. Good job.
***** wut???
12:43
This is why I love this game. The devs never could’ve imagined that tech like VSC would be used to completely bypass the “rules of the game”
Edit: 13:23 as well. Gotta love HOLPs
"Positive VSC *VS.* Negative VSC"
I see what you did there... ;D
if you mention geometry dash then i will wipe out half of humanity
so it's okay if you do it? what chicanery is this?
too late
do it
@@theforge129 chicanery looks like chicony that's an osu reference
I really appreciate the work you put into these videos. im surprised you dont have more subscribers!
This is his second channel
his first is pannenkoek2012
The breakdancing was a dance called a flare. It's also known as a Crouch Kick -to me- in the game.
I'm not trying to be coursist, but anyone else notice that the trend is that water levels and "athletic theme" levels have the most A presses?
by "athletic theme" you mean ttc, right?
Ya
And PSS, RR, etc.
well, ttc accounts for more than half of the remaining A presses so...
"I'm not trying to be coursist, but" -
The thing people say right before they are about to say something coursist.
Speed is scalar and doesn't take negative values to indicate direction :p
And now, of course, someone will assume this post is serious and try to fight over it.
I'll take it
Pannenkoek smiled at me... I feel so blessed...
After a mental breakdown
334900 attempts
1.5 years
The hardest challenge
lol
shut up gd player
lmfao
I fell into shock for 30 minutes straight
After a mental breakdown...
vsc refernc
I snapped when I saw BitFS. Especially because of the smiley face beforehand.
I know right... Got me so excited that he was going to sneak in some sort of breakthrough... But no :(
It was a response to everyone who's suggested to use lava VSC to get past the pole. Even with the best route I could find, it doesn't go high enough
oh well. ):
I have an idea. If you hyper-extend the top platform to be upside-down, you can DR and land on the first frame on the hexagonal base of the pole. If you can get the right angle, you can punch and be teleported onto the pole, again to grab it, and you can let go at the top and use your VSC!
I don't think you can grab poles with punching.
nice vsc at the end
^____^
Nice vsc at the end.
Pannen, these videos are incredible. Well done!
Something's got me thinking though. Is Mario's peak velocity (-75) a variable comparison or a hard-coded limit? Because I'm wondering if a GameShark code could override that and set Mario's TV to something much higher, more akin to real life, and create a more "hardcore" way to play Mario 64.
It's a custom set limit. -75 is not a power of 2 nor is it a power of 2 then subtracted 1 (To compensate for 0)
@@thezipcreator Even in those cases it would almost certainly be a constant. If it weren't, you'd have to generate the number every frame with a bit shift and that would just be needlessly inefficient (and would take up more cartridge space than simply defining a constant).
Also on the "-75" you shouldn't include the negative... or should I say, the M...
Make it M131
I think the limit is just part of a simple
if (mario_Hvelocity
when you're supposed to socialize with your family but instead you are watching a video about VSC in your closet
If you could have Pannencake commentate any one video, what would it be?
(My choice is Top of the Fortress 0x)
@Kaspar Kallau just call him a Dutch pancake
300,000+ attempts for this? Wow gg bo
bitch
yossarian
“After a mental breakdown…”
334900 ATTEMPTS...
REAL
vsc is a gd wave challenge lol
wow ive never heard the whole piranha plant sleep song until this video. 20 years.
That bass boost at the end...
I have been watching your videos ever since 2012! They are awesome keep up the good work.
Dammit pannekeok, I can't stop watching your videos, they are just so interesting.
I can't even look at SM64 as a game anymore. o.o
I’ve watched so many TAS videos that I forgot you can punch in this game
They actually punch all the time lmao
Tl;dw:
There is a variable "VS". It stores the vertical speed and in some cases, it can be saved even on land. Using it when about to fall is called VSC.
gd players be like: VSC????? IS THAT A GD REFERENCE?????
I think I'v got an idea: you could use a VHS to record your videos. I hope I helped! ツ
LOL
(:
Vertical-Horizontal Screen Capture
(ツ)
-/|\
_/\
Lulink I've*
If only we had a rocket nozzle
GEOMETRY DASH REFERENCE????>
Ah yes, vsc
VSC in Mario 64: Vertical Speed Conversion
VSC in Geometry Dash: Veri Subbo Challenge
*conservation
vsc wait VSC AHHH
I LOVE your A button challenge
thanks for the upload. was about to pester you.
I like how the first two ways to not reset the VC counter had perfectly synced music.
Glad we had this vertical speed conversation
11:57 Never expected to hear Tristan from Dave and Bambi singing Yakety Sax, yet here we are.
13:58 when the fucking bass blasts in
Jeez man, I'm doing variables, parabolas, and absolute values, and here you are doing video game magic.
I'm jealous.
So that's why when we collect the star from King Thwomp we appear to shoot down !
Is VS preserved when performing the 120 star triple jump?
I would assume not, since it doesn't really do anything to change the base physics of the jump.
Yes
If you're talking about the big star at the end of the game, I believe that's a unique animation.
@@ENCHANTMEN_ yoshi special triple jump
It’s a regular triple jump but fancier So no.
i smell a gd reference
VSC by BoBoBoBoBoBo
Top 2 challenge level
top 1
Even though I'm not a speedrunner, this shit be interesting
You're not using this in a speedrun as far as I know
That fucking montage made me rock hard.
The Platform Under Mario disappear in Reactivating VS Sets his speed to 1 after landing in the water xd
If only we could stack it. Perhaps we could check out a vertical PU that way.
Oh no i have OCD and my battery is at 97 i must stay here until 100 even though it's 3 am
11:58 We were all living in 2016 while this man was living in 2008
Could VHSC be related to the upwarp glitch? If you have enough horizontal speed mario just blinks through the wall because his next intended position is on the other side of the wall, right? Would enough speed upwards or downwards also blink mario somewhere?
Probably not, because Mario was in motion and landing as the glitch triggered, which VHSC doesn't seem to operate on especially considering that that section in TTC doesn't have much to work with in terms of VHSC. Personally I think it was a byte flip that triggered the glitch.
I don't think so
I have a feeling that it has something to do with the kick DOTA_TeaBag did. The kicking-state seems to have some special properties as evidenced by the glitch in Super Mario Rainbow Road that I showed you some time ago.
the last bit is the first time i can remember our favorite dutch pancake showing his personality
I'd definitely play a 0 A Press level made by you in Super Mario Maker
Or even a crazy insane SM64 Romhack that counts your A Presses and puts your endgame score on an online leaderboard
or kills you if you even touch the A Button.
Noj Jon that's a good idea
I think ceave gaming made a concept video about something like this.
0 A press In SMM?
Easy, use the B button, or if you are like me use the X button
i read that as vertical speed conversation.
Good job on figuring this out and keep making vids I love them
i didnt know i needed that music
A F T E R A M E N T A L B R E A K D O W N
THE HARDEST CHALLENGE
I've been coding in gml a lot recently (game maker studio 2) and in gms2 -y means that you'll go up, so it's so weird having -y make you go down
And the reason the top of the screen is y 0 I'm sure it's to make it easier aligning stuff like hud to the screen
Interesting that Mario's speed is -50 during the front flip of the ground pound.
Benny hill theme dubstep is insane in 2023
I wonder how hard/time consuming it would be to redo all of the a button challenge, with no prior knowledge or help except for pannenkoek physics videos. (only the sm64 physics videos, not the abc demonstrations)
I feel like so many problems would be solved if you could just use the zeroth frame of the DR, with that 30 speed :/
Many more problems could be solved if we could reactive VS on the spot without the need of an edge, especially to get those mean two stars in JRB and Toadstool's Slide.
this will likely be found out after scuttlebug spawning becomes a reality.
***** Yeah.. I mean, the JRB one has been bypassed, though, but yes. It was just my thought when the DR diagram came up.
Sc4r4byte We can finally have that big jamboree.
Holy titties Lugmillord are you the creator of Super Mario 74?!?!?!
If only we could conserve our h speed like we could our v speed. Where you slowly approach an edge and just launch forward in an instant, achievable anywhere. Or maybe you just fall in a straight line and when you hit the ground, BOOOSH, off you go.
Or maybe there could be glitch where you can swim anywhere, with all of the properties of speed conservation. Where you're just "swimming" in the air and when you touch the ground, you'll get back your speed and cross large gaps.
Is this feasible to properly and semi-reliably perform on BitDW on the Wii VC? Currently trying to do a 0x A press run to the first Bowser with a pal and we are horribly stumped on that crystal trick performed in-video. It seems like there are multiple frame-perfect inputs to get VHS... Pretty disheatening
DucksMcteeth You can TAS Wii so yeah. It is probably near unit perfect and mario is 100 wide. Also if you look at older comments/vids they initially couldn't use vsc without A with TAS.
Great video! also, the google drive link to the rom hacks no longer works sadly.
Geometry Dash reference
13:18 i love the music
13:25
How to get onto a ledge - WITH STYLE!!
Oh no! If we don't all conserve our vertical speed, then our future generations will run out of vertical speed because of us! Let's all conserve our vertical speed for our future generations!
I guess the ability to actually turn without disrupting VSC would be pretty huge, huh? I'm sure you've already tried everything to look into it, though.
Sm64 is 6 MB. WHO KNEW there's this much stuff to talk about it?
it's actually 8mb.
@@poudink5791 no its 4
the rom is very much 8MB. I even checked just to be sure.
great video as always, but have you seen the speedrun of Super Mario 64 DS at SGDQ? such troll questions as donations: How many parallel universes will you go thru in this run?
Nice VSC at the end.
I know this video is a year old and someone probably already thought of this, but would stacking VSCs be theoretically possible to get a super high jump from it? Maybe we could store multiple lava boosts at once or something, I'm no expert, but this got me thinking of that.
Ah I see, thanks for clearing that up.
I used the ground pound method to conserve vertical speed but when I punch off of the ground to warp upwards, it warps me straight down, any ideas on why that happens?
Edit:
Never mind, I just realised why, ground pounds store negative vs and that warps mario down...