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  • Mario moves a NPC to a specific spot to build extra elevation at end of level
  • Open door to create special position where Mario won’t slide into water
  • Mario slides backwards into barrier for 12 hours to build (uncapped) speed
  • Speed is then utilized to move out of bounds
  • When Mario collides, collision is calculated with modulus cast from float to integer
  • Out of bounds checks happen at quarter distances through single movement
  • Mario then collides with what the author titles “Parallel Universes”, positions of colliders at the interval of the size of a short
  • Actual speed to move laterally on sloped surfaces is a percent of the angle of that slope
  • Speed then has to be calculated and bled for each surface Mario uses to gain elevation
  • Floating point position has to be aligned back to “real” positions once Mario gets to a dynamic prop (elevator)
  • Now that Mario has built as much elevation as the level allowed him with this method, he then moves to the position of the NPC from the beginning, and by bouncing off it, gains the remaining needed elevation to reach the star of the level.

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    … and all of this to save half an A press. :-)

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      It’s amazing that people are able to do this sort of stuff. The amount of effort required to figure all of this out must have been immense.

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        This was a fascinating look into how badly a game can be broken with effort. Lots, and lots of effort.

        A real congratulations to the video production too – made the whole thing completely understandable, with an excellent level of detail.