IDLE ANIMATION by Ryan Petersen

IDLE ANIMATION by Ryan Petersen

I made sure never to start the day. Abstained from True Conscious Hours. And yet, somehow, it went on without me. The sweat underneath my upper thighs became my five o’clock work whistle, an inarguable sign that the day was already over, before it had ever begun. Weeks went by like this. So smooth and easy that I hardly took notice. For I was a junkie, refreshing  my feed with abandon, in willful avoidance of the aforementioned True Conscious Hours. YouTube was where I found the good stuff. I let the algorithm swaddle me tight, held in close by its data-driven embrace. Fifteen-to-twenty minute videos filled up my daylight hours without friction. The app analyzed my viewing habits, my click-through rates, average time spent on a page, engagement (likes, dislikes, comments) and explicit feedback submissions, among hundreds of other figures, and then offered up a viral load of For You content. Up Next was left on perpetual autoplay. My Suggested Videos offered up new, pulsating veins to tap into.

The algorithm led me to the strange community of glitch hunters. Those who scoured the three-dimensional plane, in search of an errant polygon or invisible wall. They looked for exposed flaws in the game design, ones that opened up new possibilities of play. And exploits, for speedruns. A number of these videos concerned Super Mario 64, a game they treated as a sacred hyperobject, the ur-three-dimensional movement game. The creators’ focus on Mario 64 went beyond mere glitches. They imposed masochistic constraints on themselves, in limiting their button presses to the least amount of jumps theoretically possible; all this within level environments specifically designed around the act of jumping. It was a mindset akin to religious asceticism, achieved through the careful study of mathematical formulas. Equations that led to new modes of movement. And the discovery of parallel worlds. The YouTubers tore apart the fabric of the game and grafted a new reality atop of it, one more pliable to the player’s will. I watched a series of videos in one uninterrupted sitting, a film festival curated by my most destructive viewing habits. 

 

Super Mario 64 – Watch for Rolling Rocks – 0.5x A Presses (Commentated) 

Here is a play by play of what I do. First, I use scuttlebug transportation to move a scuttlebug to the corner of the Watch for Rolling Rocks platform. Then, I use scuttlebug raising to raise him to about the height of the platform. Next, I use hyper speed walking to generate massive speed. Finally, I use Parallel Universe movement to navigate to the top of the course, launch to the scuttlebug to bounce on him, and ground pound in the misalignment of the platform to get onto it. And from there, I collect the star.

The TRUE Number of Parallel Universes in SM64, Solved!

Parallel universes in SM64 are a glitch where the memory for a level loops back around, caused by wandering too far from the stage. The glitch manifests as an invisible copy of the level, with varying degrees of bugged collision or objects. This has a strong resemblance to the nature of the ‘Minus World’ in Super Mario Bros, which is caused by another mathematical memory error.

My usual microphone is broken, so the sound quality might be a bit bad (I’ll consider re-dubbing the video at some point). Not 100% sure if anyone has figured this out before, but based on what people have told me I don’t believe it’s been done.

Super Mario 64 – Go to The Secret Aquarium – 0x A Presses (VC Only) [OUTDATED]

I go to The Secret Aquarium using zero A presses. Unfortunately, this method is only possible on emulator and virtual console, and NOT console. This is because if Mario goes to a Parallel Universe on console without fixing the camera in the main map, the game will freeze.

So what are Parallel Universes? Well, Mario’s position is a float, but is treated as a short for testing collisions. Since shorts can only hold up to 2^16 values, some information is lost in this conversion. Following this logic, there isn’t just one map, but a grid of near infinite maps spread out by 2^16 intervals. These other maps are invisible, and are called Parallel Universes (PUs). With enough speed, Mario can travel to these PUs. 

The Mystery of the 1995 Build of Super Mario 64 (Every Copy of Super Mario 64 is Personalized)

On July 29th, 1995, a Super Mario 64 build was constructed that forever shook the internet. From a ghostly Wario apparition to strange cases of personalized copies of the game, this precursor Super Mario 64 version was full of many different mysteries. Many theories arose surrounding this haunted occurrence and today we’ll be doing a deep dive into the bottom of the Mario 64 mystery iceberg.

(Rare) Unseen Footage Of E3 1996 Demo Of SM64 (Wario Apparition)

yep it fake ok …

Every copy of Mario 64 is personalized?

why the f**k everyone keep saying THIS?

The Wario Apparition is a rare software glitch where an unused game sequence occurs with Wario’s head in a bowser room, in Mario 64. It is commonly mistaken to be a creepypasta. Waluigi apparition is also rumored to be in the game hidden somewhere, fake or not it’s very unsettling.

 

I looked up from the blue light of my laptop screen. Soon I would be called down for dinner. And have to do the dishes afterwards. Then I would eat a low-calorie yogurt cup while I watched an episode of Shark Tank upstairs. Finally,  I would lay in bed for five hours. Stare at the ceiling as I listened to a podcast. Fall asleep with my fluorescent light still on. My teeth unbrushed, my face unwashed. Another day completed with little-to-no resistance. I wondered how long my desecration of Time could continue. Obscene enjoyment was derived from my days spent staring at the loading screen. The internal mantra of you were bad today, you were bad, you were very very bad—a vesper delivered with an implied smirk. From the outside looking in,  I could see I was locked into a game of chicken, secretly yearning for someone to come nail me down and call me on my bluff. To finally force my hand. I wanted to be taken down so fucking bad. To be shown for the heretic that I was. But no one wanted to go there with me. Those in my general vicinity danced on eggshells.

There isn’t just one map, but a grid of near infinite maps, spread out in multitudes of intervals. The videos got stuck in my head. I let the Parallel Universes form in my mind, then disintegrate and rebuild, unsure of their resonance. There was a certain poetry in the Youtuber’s voice over. My position is a float. But treated as a short. I nodded along in agreement. The coordinates of my spirit. Manifested as an invisible copy, with varying degrees of bugged collision or objects. The hidden realm was left largely untapped. How did I make use of the unseen copies, the glitches in my own memory loop? There was an effort, on my part, to create meaning. With minimal button presses. The apparition’s head in the room. A ghost, trapped within the RAM of a Nintendo 64 cartridge, our names already written in the code, before we’ve had the thought of purchasing the game. An old TV screen flickered, with washed out, red-green colors. It played back the graphical abstractions. But they were cruder than I’d remembered, with flattened water textures, and a pixelated tree that stuttered in and out of existence. Yeah, it’s fake. Ok?

A voice called out for me. And yet I couldn’t move. I was paralyzed, caught in the thick ooze of Wasted Time. My eyes scanned the room in a panic, searching for a stray platform, a scuttlebug, anything to launch me into the next map, towards an alternate grid. I longed for an invisible place, where zero presses would be enough.


Ryan Petersen is a writer based in New York City. He's previously published in Hobart, HAD, Car Crash Collective Anthology, The End Magazine, Expat Press, and Recliner. Follow him on Twitter or Instagram.

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