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?
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.
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.
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.
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?
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.
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.)
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[ 2.5 ms ] story [ 67.2 ms ] thread- https://youtu.be/iPILIf7ru48?t=4m4s
- https://youtu.be/iPILIf7ru48?t=8m11s
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.
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.)
https://www.reddit.com/r/videogamescience/
And
https://www.reddit.com/r/TheMakingOfGames/
If you haven't done so already, go ahead and watch his Watch For Rolling Rocks .5 A Press commentary.