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A toy RTOS inside Super Mario Bros. using emulator save states


They're Mario Bros. for the NES, apparently.

I’ve set up the game world in such a way that certain areas or features activate synchronization primitives (such as a mutex); you can physically interact with threading boundaries. We have taken a machine — cursed with an inability to do more than one thing at a time — and added concurrency to it, without modifying the core engine(or CPU) to have any notion of “threads”. (It’s hard to tell in this video, because the ‘on death’ trigger occurs before the animation even plays, but the Mario inside the pipe dies and thus leaves a dangling mutex)

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