------------------------------------------------------------------------------- xvii. - Tiny-Huge Island(s) [SRCH19] -------------------------------------------------------------------------------
Tiny-Huge Island is a legitimate threat to Big Boo's Haunt's unofficial heading as Super Mario 64's Most Inimitable Level. It holds the significant distinction of being the only level in the entire game with more than one entrance. This is not a discussion of Tiny-Huge Island's idiosyncrasies, however. This particular section shall discuss my personal belief that Tiny-Huge Island is NOT comprised of two versions of the same island, but rather two distinct islands altogether. Now, obviously, the developers created two separate islands and in the canon of Super Mario 64, the tiny and huge versions are supposed to be variations on the same island. Nonetheless, my idea is that, even in the canon of Super Mario 64, Tiny-Huge Island is composed of two entirely separate islands. The following is an unbiased, objective analysis of my proposal, with arguments for both sides.
Argument: Two Versions, One Island ----------------------------------
The most definitive piece of evidence that could be used to dispel any theories that Tiny-Huge Island is two separate islands would be proving that any actions in one version (or island) effect the other version (or island). In a fortunate turn of events for those who believe Tiny-Huge Island is one island, there is a piece of evidence that soundly suppresses contrary claims: if Mario Butt-stomps the top of the mountain in tiny world, thereby emptying the water, and switches over to huge world, the water from the mountaintop is still drained. This shows that Mario's actions in tiny world directly effect the huge world, thus proving that it is impossible for both versions to be entirely distinct islands.
Argument: Two Islands ---------------------
In attempting to prove that Tiny-Huge Island is two separate islands, it is not difficult to see the importance in noting logical inconsistencies. As a perfect example: the Ball-ombs (the black cannonballs) in tiny world are small, and the Ball-ombs in huge world are bigger, but the inconsistency here is that the ones in huge world are the exact same size as those in Bob-omb Battlefield! If there is truth to each version being tiny and huge, and if the Ball-ombs in Tiny-Huge Island are supposed to be representative of the Ball-ombs featured elsewhere in Super Mario 64, then the Ball-ombs in huge mode should be mammoth in size. This is along the lines of the Piranha Plants featured in Tiny-Huge Island: there is a single tiny one in tiny world, and several massive ones in huge world. Bowser in the Sky contains more tiny Piranha Plants than the tiny version of Tiny-Huge Island itself, suggesting that the tiny Piranha Plant featured in tiny world is a normal enemy, a variant of the regular Piranha Plant, instead of a conceptual one, which would be the case if Tiny-Huge Island's two versions were veritable.
Final Thoughts --------------
There is no doubt that both sides possess convincing evidence, and it would not be wise to definitively claim that either side is correct. It is entirely poss- ible that the developers made a faux pas (or two) in terms of the logical dyna- mics of a level the ilk of Tiny-Huge Island, resulting in this ambiguity. It is arguably pointless to debate such a topic, not because it is silly, but because Tiny-Huge Island's purpose is to offer the player two alternate realities of an individual level, and whether each version is a separate entity or not, doesn't really matter: Tiny-Huge Island delivers in a major way.
------------------------------------------------------------------------------- xviii. - Jolly Roger Crate [SRCH20] -------------------------------------------------------------------------------
In the third level of Super Mario 64 is a sunken ship. After this ship has been emptied of water, causing it to rise, a wooden crate mysteriously appears, sli- ding back and forth across the deck as the ship rocks to and fro. This crate is not visible on or in the ship while it is sunken, so where does it come from? A skull-and-crossbones logo (or a "jolly roger") appears on it, so perhaps it's a symbolic talisman of Jolly Roger Bay. Interestingly enough, the crate harms you if you touch it, and it cannot be destroyed or affected in any way. It seems to exist as a constant hazard, one whose origins will forever remain a mystery.
like in one hand I can kinda respect all the work done in how it all works, but on the other hand
are these terms other TASers use?
I wouldn't be surprised, they are crazy people. The TASVideos page on SM64 tricks talks about parallel universes and "QPUs" and stuff. Of course, speedrunners are often engaged in doing things on consoles rather than emulator, which makes it kind of difficult.
You are the end result of a “would you push the button” prompt where the prompt was “you have unlimited godlike powers but you appear to all and sundry to be an impetuous child” – Zero, 2022
You are the end result of a “would you push the button” prompt where the prompt was “you have unlimited godlike powers but you appear to all and sundry to be an impetuous child” – Zero, 2022
Comments
why? there's no continuity anyway
Because I saw this video months ago, before this one got memetic for some reason, and it's also insane
that is some serious bs
genius, but completely absurd
anyway don't worry there's diagrams
the game is no longer recognizable as a mario game except by the cosmetic visuals
it instead becomes a programming puzzle
hey
that's how i know you're not at a loess
Assassin poems, Poems that shoot
guns. Poems that wrestle cops into alleys
and take their weapons leaving them dead