The recently discovered slow motion glitch in Super Mario Maker isn't something we can take credit for, but we were able to dissect what we needed from InsaneMonte's original level to create our own. The glitch works by compacting as many items as possible into a small space, something that is easier said than done in the confines of Super Mario Maker, and we still haven't worked out how to move these bundles of POW sideways.
Check out the video below to see the illusion shattered, and of course make sure you're subscribed to Nintendo Life's YouTube channel, after all it'd be rude not to be.
private video :/
Edit: working now. The miles people go these days to have their game slowed down while back in the days we really despised them ^^
So private. And I am not cool enough to be in the private club.
As a lifelong hater of slowdown, I can't join in enjoying this particular "glitch." Still, cool people find ways to get creative with unintended "features."
Seems it may have something to do with collision detection between items and the level itself, so compacting a bunch of them into a small area where they continually overlap each other along while hitting various solid areas of the level causes far more computational cycles than would normally be required.
So you basically kill the frame rate by having tons of items. How this is a glitch? Seems more that the game can't process that many items. Happens in a lot of games.
Not so much a slow motion glitch, but more a frame-rate issue. Like any game that has too much going on in one part of the game, the frame-rate drops. I've seen this happen quite a lot in the game, especially when there's lot of enemies. I'll give it to NintendoLife though for trying to make seem like a glitch - Frame-rate problem.
Question about this glitch. Does it cause input lag as well, or is input still responsive while the glitch occurs? It looks like it is still responsive which is wildly different from lag on old school games. In this regard it instead becomes a play mechanic instead of your standard slowdown.
If only they had a Slowpoke amiibo costume...
@IAmDeclanJay I would not say it's a frame rate issue. If it were, then gameplay would get choppy, not slow down.
Alex can read out fortune cookie spells for all I care, his voice and enthusiasm are divine.
@TechJunkie69 I was going to post the same question. Mario looks surprisingly nimble in a game that is supposedly experiencing slow down. It looks like his environment is slowing, but he isn't.
Killing the frame rate by adding tons of objects is nothing new. I experienced this effect a lot in NES and SNES games, but especially noticeable in late era NES SHMUPs that were released simultaneously on 16-bit platforms. They became flicker fests in short order.
The Wii-U likely is limited in the number of simultaneous onscreen objects only by video RAM, which is probably large. As with any system, if you can cram enough mobile objects in a physics engine (all of which take away CPU resources), it will eventually slow down.
Honestly I'm kind of shocked so few objects can bog down a Gigahertz CPU core. Mario Maker was obviously not optimized well. Regardless, slowdown didn't break vintage game consoles and probably won't completely break the Mario Maker engine.
Many moving objects and enemies means lag. Nothing new here!
"Create a metric butt-ton of objects and force them into one location to make the game lag" isn't really much of a glitch.
Tap here to load 14 comments
Leave A Comment
Hold on there, you need to login to post a comment...