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How Spherical Planets Bent the Rules in Super Mario Galaxy

1.1M views · Sep 29, 2020 · Gaming

Comments · 1.3K

  • @ninjanerdstudent6937 · 5 years ago · pinned

    Narrator: &nbsp;There is no written rule that item boxes might have good items.<br>Mario Maker: &nbsp;Correct.

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  • @star_2107 · 3 years ago

    Black Holes: are the most powerful objects in the universe, where not even light can escape.<br><br>The planets with a blackhole inside it: well, it&apos;s all right!

    106

  • @andrewdrost6786 · 6 years ago

    The visuals you used for the gravity fields are outstanding. They make the concept so easy to understand.

    4.9K

  • @199NickYT · 5 years ago (edited)

    I can&apos;t believe I never realized that the cause-effect relationship for Super Mario Galaxy went FROM spherical worlds TO the outer-space theme, not the other way around.<br>The outer-space theme was a complete byproduct and a means to the end of spherical worlds. It was not the intention from the beginning.<br>Mind-blowing.

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  • @davidguthary8147 · 3 years ago

    Another great example of Galaxy&apos;s visual design telling the player where things will fall: black holes. If you see a black hole, you know that&apos;s where Mario will end up if he gets too close. They&apos;re introduced intuitively with the first black hole being at the center of a planet, then they demonstrate dangerous areas in places which might otherwise seem safe. The player knows Mario can&apos;t go to the other side of that planet at the start of Ghostly Galaxy because there are black holes on the other side. Black holes help to demonstrate how gravity works on the stone spiral in Beach Bowl Galaxy. Black holes in Honeyhive Galaxy prevent the player from questioning why they can&apos;t walk on the underside of the main planet. There are plenty more examples.

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  • @PlaceHolder_072 · 1 year ago

    <a href="https://www.youtube.com/watch?v=QLH_0T_xv3I&amp;t=492">8:12</a> “To answer that, we need to talk about <b>Parallel Universes.”</b>

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  • @alessiobenvenuto5159 · 6 years ago (edited)

    So it&apos;s confirmed, photons in mario universe have weight.

    1K

  • @Dezomm · 6 years ago

    Getting a &quot;behind the scenes&quot; look like this gives me a whole new level of appreciation for the immense amount of work, passion and ingenuity that goes into making a game as revolutionary as Mario Galaxy. Thanks a lot for the time you put into making this!

    1.6K

  • @ODCrab · 5 years ago

    Default Mario was 1 tile high. So fitting inside a sphere makes sense. <br>He was only a long boy when he was on growth shroom. His body must have slowly reverted to normal after the Delfino police confiscated them.

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  • @zydeas · 6 years ago

    I&apos;m fairly sure a whole lot of games these days use <b>*capsules*</b> rather than cylinders. that&apos;s what both Unity (&amp; UE4 too I believe) use for their character controllers. Physics solving code can get very complex so I&apos;m simplifying, but the rounded bottom on a capsule means it&apos;s easier to write a character controller that doesn&apos;t get stuck on tiny variations in the height of the ground. If you think about it this way, Galaxy Mario is essentially a capsule with no mid-height. Having character animations switch around and not match hitboxes is also something that&apos;s incredibly common, simply because complex character animations often don&apos;t fit inside simple shapes.

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  • @Nardi11011 · 5 years ago

    That&apos;s what you get when you ask a physicist to solve your problem. &quot;Suppose Mario is a sphere of radius r...&quot;

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  • @LeleSocho · 6 years ago

    <a href="https://www.youtube.com/watch?v=QLH_0T_xv3I&amp;t=492">8:12</a> &quot;to answer this... ... ...we need to talk about Parallel Universes&quot; sorry i couldn&apos;t resist with Mario 64 File Select music on the background.

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