Parallel Universe: Difference between revisions

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Since Mario's movement is split up into 4 quarter steps, and Mario cannot move out of bounds, in the game's courses Mario must travel at least a '''Quadruple Parallel Universe''' distance, '''QPU''' for short. However, if one of Mario's quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel a full 4 PU, instead ending up at a quarter-step between the QPUs depending on where the movement is cut off. This is referred to as a '''misaligned QPU'''.
Since Mario's movement is split up into 4 quarter steps, and Mario cannot move out of bounds, in the game's courses Mario must travel at least a '''Quadruple Parallel Universe''' distance, '''QPU''' for short. However, if one of Mario's quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel a full 4 PU, instead ending up at a quarter-step between the QPUs depending on where the movement is cut off. This is referred to as a '''misaligned QPU'''.


In "[[Angles]]" and "[[Floats]]", pannenkeok2012 demonstrated how the granularity of [[Mario]]'s [[position]] and angle can affect movement in Parallel Universes, and how this granularity makes it important to stay QPU-aligned and axis-aligned where possible.
In "[[Angles]]" and "[[Floats]]", pannenkoek2012 demonstrated how the granularity of [[Mario]]'s [[position]] and angle can affect movement in Parallel Universes, and how this granularity makes it important to stay QPU-aligned and axis-aligned where possible.


Parallel universes tend to crash on console due to floating point exceptions. There are 4 ways the crash can happen:
Parallel universes tend to crash on console due to floating point exceptions. There are 4 ways the crash can happen:
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