SM64’s Invisible Walls Explained Once and for All
ฝัง
- เผยแพร่เมื่อ 1 พ.ค. 2024
- I explain Super Mario 64’s invisible walls once and for all. This video took 10 months to make! So if you want to support me and my efforts like this one, please consider becoming a member of my channel: / @pannenkoek2012
Thanks to the following people:
➤ MasterKush, for providing a tool that helped with the visuals
➤ CadBrad (@CadBrad ), for fixing up my audio
➤ KoBrahJer (@KoBrahJer ), for having archived many clips of speedrunners hitting invisible walls
➤ Fazana, for helping with coding
Separate video of just the finale: • A Montage of Super Mar...
Timestamps:
0:00:00 Intro
0:01:25 Surface Triangles
0:03:09 Floors
0:04:36 Walls
0:05:57 Ceilings
0:10:48 Out of Bounds
0:15:05 Walls vs Ceilings vs Out of Bounds
0:19:06 Positional Units
0:27:12 Invisible Walls
0:29:45 Cause #1
0:34:26 Cause #2
0:38:29 Cause #3
0:39:21 Cause #4 - Top Down View
0:46:02 Cause #4 - Side View
0:53:48 Cause #4 - First Example
0:56:40 Cause #4 - Why You Only Hit It Sometimes
1:05:38 Cause #4 - Rest of the Examples
1:35:02 Cause #5
1:40:50 Cause #6 - Top Down View
1:44:51 Cause #6 - Side View
1:48:28 Cause #6 - Examples
2:21:45 Cause #7
2:31:56 Invisible Walls on Rotating Objects
2:44:54 Cause #8 - Floor Overshadowing Explanation
2:52:22 Cause #8 - Floor Overshadowing Examples
3:02:32 Cause #8 - Invisible Walls
3:12:52 Cause #8 - Invisible Walls on Objects
3:21:59 Getting Squished Explanation
3:25:22 Getting Squished Examples
3:30:42 Squish Cancel Explanation
3:33:15 Squish Cancel Examples
3:37:03 Outro
3:37:34 Member Events
3:41:25 Finale Introduction
3:42:02 Finale - เกม
Construction workers accidentally misaligned a floor tile in my bathroom by one unit so i stubbed my toe really bad
Floor tile slid away from under my foot causing me to lose my hat and die instantly
Toe, knee, and nose… all at once.
exactly
Wow lucky you. Imagine if you ran face first into that invisible wall.
I hate when i walk into invisible walls in public spaces, people think im stupid.
Note to self: Be careful when rounding, otherwise someone will make a 4-hour-long video tearing apart every one of your mistakes 30 years later.
True,
Wow, Super Mario 64 is a nightmare of invisible walls and out of bounds ... !!!
i believe this was the same reason for the discovery of the buttefly effect.
IT'S NOT ROUNDING, IT'S TRUNCATING
@@elfrangofritoright it’s a Programming/logic error, not a rounding error
I fell asleep and TH-cam autoplayed this. I woke up with about 90% of my vocabulary being replaced with “Invisible Wall”
That's all you can saaay~! That's all you can saaay~!
What about vertex/vertices?
Wait, really?
I'd kept wondering if my mind would know a song subconsciously if i heard it while sleeping
@@TiltCntrlz that’s the other 10%!
Here are their first vertices.
27:32 "the term invisible wall has two parts to it , invisible and wall"
insane
Every frame:
1) Take Mario's hat
2) If he's out of bounds, kill him
3) Give it back
@@GuanlongX Next Frame:
1) No you don't!
2) Are you dead?
3) Ok, Ok, but just this once
6) steal Mario's lasagna from his lasagna pocket
Why do they even do that hat check in the first place?
@@AmaroqStarwindmaybe to determine if he should take damage
This is the kind of video that will irreparably alter the life trajectory of a 16 year old to become an incredible game developer
I watched Watch for Falling Rocks in Half An A Press when i was younger and I'm a developer now
Can confirm. I now know how not to program 3D collision
Super Mario 64 Lunatic No-Miss No-Bonk Full-Star
Wait... Yeah, I think the Pannenkoek2012 to game developing pipeline is very real! I sure started dreaming of becoming one around the time I... Watched for Rolling Rocks.
@@alexyz9430 as one of those at a time in the past, yes-
"No babe we can do stuff for our 1 year anniversary tomorrow i need to watch a 4 hour documentary about walls and floors"
And not even about the visible ones
in a game i haven’t even played
*and ceilings!
good, this is unironically more important.
I find it kind of creepy that if any piece of geometry in any level is just slightly misaligned then it can result in an infinitely tall invisible out of bounds "leakage". Like each level is just a flimsy cardboard diorama with this fatal invisible force trying to force its way through any gaps.
Dont forget about the parallel universes 😂
Every game ever is pretty much exactly that. A flimsy facsimile of a universe because building a universe out of math is actually really hard.
@@DarthKain0 when u put it that way, it really puts into perspective all infinitely different ways it could go wrong. Developping a game aint a simple task, thats a takeaway for sure
It's my sleepover and I get to pick the movie.
no complaints here
What if I already picked the same movie
This is so me
Invite me over, im down
*I LOVE WALLS!!!!!!!!!*
Hate when my ceiling springs a leak, killing a bird that's trying to fly over my house
Infinite Spear Delta Function
Bruh what the fortnite
Hate when a LGBTQ trans person likes stuff I like
hate it when the first vertex of my shoes intersects with the first vertex of the floor extending the ceiling on the floor below upwards so i bump into an invisible wall
If you time it just right, you could trap the bird
Out of context, the quote at 2:14:13 sounds insane. "It's like Moses parting the Red Sea, but it's the clock hand parting the invisible wall" - pannenkoek2012 2024
2:36:53 "You're riding on the elevator with me as we're watching all the invisible walls" 😳
Apparently recently kids thought the word ride was associated with having sex.
What's next, does the word "walk" became another term for "sexual intercourse"?!
Does bus rides, school rides, riding to offices, etc. will be replaced with another word because of the new sexual meanings?!
"Bus drives", "School drives", "Driving to office"
It's not even funny anymore! It's almost like you tried to get the attention everyone failed to give you, and you failed at getting it!
Stop acting like you had a billion fetishes!
I think the in-game visualization of every kind of invisible wall is even more impressive than the complete understanding of them.
Hey meeo when are we getting visualizations for those weird grid cell hitbox shenanigans in Pikmin 2 :p
real
Exactly
It's so impressive that he had the patience to cover every single invisible wall
I really wonder if there's a mod of the game with these visuals
It’s so funny how almost every single invisible wall in the game is so carefully accidentally placed in the most inconvenient spots
I think it's hilarious that so many spots are anti-speedrunner spots
i feel like a good chunk of these were on purpose. maliciously so
@@icewing202
Meticulously so also.
@@icewing202This game was an N64 launch title. They didn't have the time for any of this to be deliberately malicious.
@@xxvimilia thats what they want us to think
2:29:06 streamer said "somebody explain" and Pannen came to the rescue with a 4 hour explainer
The amount of trouble caused by the decision to make ceilings extend infinitely upwards is unbelievable
The execution on that collision code is plagued by poor decisions. The idea is to have the inside of the world geometry being fully solid as a redundancy feature, so that the player always gets pushed inside the level. The issue is that the quality of the rest of the software is not high enough to afford this kind of strong behavior without it breaking a lot of other things. Because of gravity, it's not even useful to have the ceiling being extended, the floor would seem to be a more sensible option.
In an alternate universe we had extended floor hitboxes and this video was the complete guide on how to upwarp in any stage you want
I like that their collision system is mostly dynamic. But I'm taking this video as a strong hint to not extend anything infinitely.
the speedrunner clips feel like a nature documentary
Some of them are calm and roll with it, having a laugh and still clearly having fun. Some rage like toddlers. It's like observing the behavior of prey vs predators or something.
We see a wild gamer in his natural habitat. While his skills are video games are fierce, we can clearly see him struggle with his greatest enemy - the temper tantrum.
ikr. especially the one where the guy accidentially discovered how you can hover in midair. it really felt like watching a wild animal suddenly figure out the purpose/function of a human invention and then start messing around with it
a window into how those who cultivate the nastiest chats turn out to be the most oversensitive whiners
Hah true
i hope this starts an "hit all invisible walls" speedrunning category
same
some of these are 1 unit thick, they'd have to be pixel perfect. would be hell lol
@@snake_eater1963 true
I wonder if one day there could be a mod made to remove all invisible walls, then have a new speed running category with invisi-walls removed
@@marshallwhatkaze made that like years ago
I don't speedrun anything, and my interest in Mario 64 is purely casual. But the amount of effort, skill, and research you poured into this video is jawdropping. You've created something that isn't just entertaining and informative, but which I imagine will become the definitive reference on the topic for a decade or longer.
This is like a Rosetta Stone to understanding this game, becoming one with the matrix and breaking it down to 1's and 0's
Shut up
dude is legitimately a great teacher - and would be a great academic. He's extremely concise, precise, and clear with all of his words, and he's great at explaining what about his models are imprecise and why without taking up too much time.
black text
@@willd6231He is apparently a match teacher irl or at least a friend told me so
Tick Tock Clock is basically "Kaizo Mario" at this point. You are trying to evade Invis-Ceilings EVERYWHERE.
The fact that Mario has his hat simultaneously removed and replaced on every single frame of gameplay is fucking wild. The more I hear about the inner workings of this game, the more it sounds like the original dev team was made up of equal parts geniuses and absolute maniacs.
In the Mario universe, there is a cosmic force solely dedicated to playing Schrödinger's Hat with Mario every microsecond of reality.
The reality is that pretty much every video game is and always has been like this, it's just that a lot of the crazy stuff gets papered over.
Equal parts geniuses and maniacs? Those are synonyms
In fact, it's something quite common in video game programming and engine logic, don't think it's something so special either.
Once you learn to develop something (even somethat basic), you learn that a game is an infinite loop of threads that complement each other simulating an ordered system (software in general it's like this), and the apparent logic that you see visually has almost nothing to do with the logic applied behind.
Many developers or programmers are simply fixers and engineers who seek a goal through an engine, but they almost never understand a damn thing about the engine or how its very inner core works, they simply get carried away and fix the bugs that appear in the process.
Technically it's just resetting the state of mario and then correcting it within the same frame internally, there's no actual hat being removed in-game so the performance hit is minor. Probably it fixes some other major animation issue or something.
the constrast of pannen calmly explaining invisible walls cutting to speedrunners losing their shit is funny literally every time
I chuckled every time that happened
Imagine being sleep deprived, 12 hours into the same level over and over, hearing "BING BING WAHOOOOO", questioning your life choices as 7 people watch you on twitch and then you lose a PB to an invisible wall, you get so angry, but really... You're a grown ass adult playing a 25 year old game and getting mad at it for having a glitch is like getting mad at an old antique door for creeking.
Very funny.
@@Will-uv9kx With all that said, given losing a run, these are sucky ways to lose a run haha
The BebopBandit one (1:29:40) always gets me. It's funny because things are already going badly, then he just spontaneously dies. The reaction is also top notch.
@@taylorwoolston8856 The added element of dramatic irony makes this even better. You know that is is going to happen and why it happens, yet from the perspective of BebopBandit, this was essentially divine punishment from the Super Mario 64 gods.
2:55:29 "and hey look, i turned mario into a traffic cone" sounds so genuine 😭
1:29:44 poor guy... the snow mound really went in for an encore, truly an "oh no im not done with you yet :]"
If you’ve wondered where I’ve been for the past 10 months, it was working day and night on this one video. In other words, I never actually left, I’ve been working on sm64 the whole time. So I didn’t forget about you guys :)
Legendary, excited to see ya the video!!
The GOAT returns, I’ll me making my roommate watch this with me whether they like it or not ❤
Day and night you say? I think I've heard this story before...
Love your videos man. Great to see you back
you are incredible at this stuff, and just awesome overall, can’t wait to see this :]
I can see the M64 devs watching this decades later and thinking, “Wow, so that’s how it works!”
I like to imagine the SM64DS devs opening the code and boggling at the fact the game worked at all
I imagine the SM64 devs having large issues with the floor overshadowing in particular during development, but they also figured out that reordering the vertices "fixed" it for more egregious cases rather than fixing the underlying issue
Same thing with Kaze's videos.
I wonder, what would a Pannen and Kaze collab look like
@@EVPointMaster ABC trials
@@galoomba5559 oh yeah, I forgot Kaze was involved in that.
Though from the sound of it Pannen 'just' told Kaze "what platforms/objects there should be and where".
I was thinking more of what's under the hood in Mario 64.
1:00:10
I got to this point, and it hit me like a brick. "So this is why using back long jumps to build up speed lets you clip through stuff."
The faster the speed, the more layers of units get ignored in between collision checks.
Fascinating.
Interestingly that particular trick isn't unique to SM64's engine at all, lots of game engine collision detection can be broken by moving too fast, if the engine doesn't have a good way of interpolating positions between frames for the physics check.
Hence people impaling themselves into objects in Skate games for fun, or getting launched into the void in Mario Kart Wii by modding drive speed too high.
"You're riding on an elevator, with me, looking at all the invisible walls"
That sounds like a threat.
"You will be"
I'm expecting an entire 10+ minute section of this video dedicated to TTC.
Edit: Having now finished the video, I reflect on just how shallow my expectations were.
This video had some of the funniest one-liners, beautifully heart-tugging moments and accomplishes all of this while being a technical marvel that never stops presenting engaging educational material about one of the most important cultural landmarks of our generation.
People always say "This man could accomplish any world problem and instead he's making videos about Mario 64" and meanwhile I am left here thinking "If this man has all this passion to keep making these beautiful videos in such a creative and entertaining way, why would you ever want to force him to do something else?"
Don't let anyone else tell you what value you should hold to the world, because your work inspires people in more ways than you could ever know.
You have a beautiful soul and at this rate, you have my undying support.
Well put TJ "Henry" Yoshi
I know how tiring it must be to deal with the old “joke” all the time, but to me, that history makes this already lovely comment even more wonderful. As an outsider, it’s heartwarming to see you’re still around here.
It’s always so good to see you in these comments. We don’t know each other but you have the kindest heart man
The Good Ending :)
TJ “””you’re gonna make me cry””” yoshi
*Pannen: I'm a fan of invisible walls*
Community: Okay. Name every invisible wall
*Pannen: BET*
Celing, out of bounds
Pannen _cooked._
@@yablock7346you forgot wall
@@DaVince21pancake
@@collinkaufman2316 Yeah but I wanted to make a bilingual joke.
A few minutes after finishing this video, I realized that Big Boo's Haunt and Wet Dry World, two of the most complex levels when it comes to surface triangle count (BBH at 2350 and WDW at 1493), were very rarely mentioned in the video, and as far as I could tell, did not have any mention of invisible walls whatsoever. So kudos to the developers for nailing those down pretty well.
cuz most of those do not have much irregular geometry, it's all at 90 degree angles
Thank you for adding my clip when i got the inv wall at 2:12:02 hahahaha, i didn't expect to be here
And you finally got an answer to your question, congratz!
I did not expect to hear bestemmie in a pannen video, thank you
@@manfroze yeah it caught me by surprise ahahahah what a magical moment it was
1:02:58 "The thicker it is, the higher the chance of hitting it" Hell yeah brother.
underrated comment of the year
Booba
@@David280GG Thighs
Lmfao
Fat chick's
Amirite!
Streamer: "What just happened??"
Pannen, 12 years later: "This is exactly what happened"
Edit: just wanted to let you know pannen, I of course enjoyed the roller coaster where we talked and looked at invisible walls. Your an awesome teacher and a legend.
I laughed so hard at that part, just the raw confusion right after being negated inputs xD
something about mario casually crossing a bridge, turning into a pancake and dying instantly awoke laughter within me i havent felt in decades
"Snake?!? SNAAAAAAAAAAAAAKE!!!!!!!!"
This is, without a doubt, one of the best videos I've ever seen on TH-cam. The editing alone is absolutely insane. I have no idea how you managed to edit/animate those graphics for a nearly 4 hour video. Incredible work.
Shut up
shoutouts to the secret aquarium for not having any invisible walls
that we know.
Wing Mario Over The Rainbow solos
I mean, it's just basically a floor, 4 walls, and a ceiling. Not saying it's impossible for them to screw it up, but still it is a very simple course.
@@CoingamerFL somehow impressed that isn't in the video
Honestly, yeah! Shoutouts!
That streamer getting killed by the invisible wall in Snowman's Land is so fucking funny. He screws up, gets bullied by the level geometry and pushed around by the snow, then just killed out of nowhere with no explanation to end the comedy of errors.
timestamp?
@@RonZertnert 1:29:40
I'm honestly shocked that it didn't result in him yanking the entire console out of the wall and chucking it out the window.
I sure the hell would have...
It's like the game said, "you're done bro"
It's like Mario just got psychokinetically impaled at the end. Adding injury to insult.
This man just changed the future of SM64 forever. Think about it. All speedrunners from now on will be armed with knowledge which was before an enigma. He just reduced the average time across all high level SM64 speedrunning forever by giving the SM64 community this insanely in depth information to use from now on. Incredible.
1:29:48 My god its the fact that he was already mad before mario spontaneously dies that gets to me, and u just know its coming... (and it looks so spooky too lmao, like a demon possessed his cartridge), haven't laughed that hard in a while... thanks for putting this together!
so while it requires very specific setup, they did in fact implement mario randomly having a heart attack and dying. truly they thought of everything
Cardiac arrest
Mario's heart is actually in his hat, that's why when it doesn't reappear at the end of the frame he just dies
@@AlbRomano This also explains why he slowly loses health when it gets stolen, oddly.
It's more like your heart quantum tunneling away to the nearest galaxy through sheer bad luck but yeah.
@@Dexuz Getting your heart stabbed by the impenetrable substance that permeates the universe, because the protective floor had microscopic imperfections 😔
the fact that I went 3 hours and 45 minutes and wasn't once confused is an insane testament to how good you are at explaining this stuff
Man’s could be a top-notch game tester. He’d give you a 30 page dissertation on where the issues come from lmao
To be fair, this video was so pleasant and educational that I didn't noticed it was 3 hours long until you mentioned it.
Truth, this man needs to be on the board of education for whatever country he lives in and make the standards for educational communication or something
I was actually moderately confused about the downwarp caused by ceiling collision on first watch, but I have rewatched this video two times since then. This is a masterpiece
Pannen has somehow built a fanbase off of "Oh, you're curious about this one thing? Lemme tell you the entire theoretical origin, technical specification, use cases and family tree" and I couldn't be happier
Hats off... the amount of work put into this video cannot be done justice by mere words and its contribution to the future of speedrunning is massive, not to mention that the quality of explanations and production value of the video is insane
Shut up
I guess this is what Miyamoto meant with "A delayed game will be eventually good, a rushed game will have invisible walls forever."
Today a blunder in the engine logic like this would be patched weeks later with the launch
That is why old games have that mystique that will never be replicated again.
@@Albert-P27 Oh you could replicate it. You just have to never patch it after the full release.
@@OdaSwifteye Or just archive or load version 1.0 on any game!
Miyamoto never actually said that.
@@FirstKingPotato Behold, the joke.
The most anticipated film of 2024
Video length is 3h 45m 25s
@@Seelen_already wondered about that for a work of 10 whole months...so where to find that info?
@@Seelen_ i thought he quit, but no
@@qwertymanswitchOh, I've been there, but now I know...
*HE DOESN'T STOP*
@@qwertymanswitch If he quit, then that would be a nightmare
"I love being with you on this elevator ride"
Had to become a member after that, never became a member of any other channel before.
I'm glad to be on this elevator ride with you.
I never believe youtubers when they say "this took a long of time to make" or "this took X months to make please support" and it's just a 40 minutes of them talking about anything over vaguely related videogame footage. But I do believe this masterpiece took 10 months or more. Bless you, here's a comment a like and a sub ♥
Don't doubt how much effort goes into 40 minutes of talking about a subject. If it's just aimless rambling, sure, but many video essays with generic footage in the background still took many hours or even days to write. They can involve a lot of research and many revisions of a script.
Even the recording itself may be many hours of takes and editing to piece it together. People don't talk for 40 minutes without pausing, stammering, or misspeaking. If it's clean and perfect, that's the result of a fully written script, lots of practice, lots of takes, and lots of editing to combine them all.
As a simple example, I helped my boss film a 5 minute presentation. He spent hours preparing it, reviewing it, and revising it. It took two hours of recording. I don't even know how long the editors took piecing together the final cut. Well over 8 hours went into producing a 5 minute video that was just someone sitting in a chair talking.
2:14:10
“It’s like Moses parting the Red Sea but it’s the clock hand parting the invisible wall” 🔥
🗣️🔥🔥
This was my favourite line from the entire video.
I can't believe the bible copied Mario 64.
I needed to stop the video just to appreciate this line. How does he do it?
It's peak
What I learned from this video:
It's a miracle you can go anywhere at all in Mario 64.
Yeah, if they were a lot worse at making the geometry... It'd be an unreleasable abomination. Changing the course of gaming forever, as Mario 64 gets cancelled for reasons inexplicable for all workers. "Why does Mario keep going 'd'oh'?"
@@fabiosonhandogrande1697and then Nintendo gets cancelled and Xbox never exists and Sega rules the world before blowing it up. The end. Saying stuff is fun! 😂
@@CrAzYpotpie my mind sure commonly comes up with "what if Nintendo just didn't revolutionize gaming?"
@@fabiosonhandogrande1697 A lot of fun "what ifs" in gaming, for sure. How about if Nintendo and Sony's joint venture of the PlayStation panned out? I wonder if whatever group at Nintendo made that decision was fired after the extreme success of the PlayStation, or if it was such a big group decision that they just shrugged it off in collective defeat.
Yeah considering most of the time the walls are just one pixel thick, and when it's more it's so rare that it's mention worthy. Seems like the QA actually have done their work
I clicked on this video thinking it was a hour long...
I watched the entire thing in one sitting, and surprisingly understood almost everything about how the mathematic shinanigans happen. It also made me think a lot about how this game was being developed, I absolutely love diving into how games work
Thank you for all four hours, that was quite a journey, lol
This more than 3-hour-long video from a creator I don't recognize and have never watched about a game that I have never played was just recommended to me. Am I mad? No. Am I going to watch it? Hell yes.
You can tell how finely-tuned these streamers are, because they freak out so violently when something goes slightly wrong. They aren't improvising, playing jazz, they're practicing, playing a symphony, and their piano just detuned itself
Imagine playing piano, and suddenly you hit an invisible key you didn't know about.
I hate when domrthing goes wrong.
Godlike analogy
@@Statusinator just accidentally hits the leftover E# black key
uhh, doesnt that have more to do with the idea that bigger reactions just simply are more engaging to an audience? l doubt they'd react so "violently" if they were just sitting alone in their room
These walls damaged my psyche when I was a kid you have no idea. This video is like getting told about why your childhood bully bullied you, like how his mom didn't love him and his dad spanked him until he was 15, so he took his aggression out on you.
LMAOOOOO what a foul analogy
@@kylewood4001Foul, but accurate, no?
@@TrueLadyEvilChan way too accurate, part of why it’s so foul 💀
I like the idea that he wasn't just spanked at 15, but he spent his entire life being spanked up until then. Bro just has zero feeling in his ass anymore, it's beyond numb
>oddly specific story about bullying
>cat-human pfp
hmmmm
Pannen, yes this is a genuinely fascinating subject, but the way you have compiled and presented the information here? The smooth camera rotation between different invisible walls, animating those invisible walls in in the first place, the way you break down complicated math and code with accessible graphs. You were a very good video maker years ago when I first subscribed, and now you’re even better. This is absolutely masterful. I’m genuinely amazed it ONLY took you ten months (though I don’t doubt you were chipping away at this earlier).
I'm always astounded how, almost 30 years on, the community is still uncovering the secrets of the complex alchemy used to make this game. I can't even imagine the work that went into making this video. It's even harder to imagine I'd watch almost four hours about invisible walls, but here I am. Absolutely stellar work.
They can (they did) pretty much uncover everything now since most part of the code got leaked, not sure if it was all tho.
I'm in awe of the visualization in this video. Making the walls visible, with multiple camera angles, orthographic views, overlays, with programmed camera movements, no wonder this took so long to make. Amazing.
im amazed by it too and i wonder how it was done. like was it just really really strenuous video editing to make all the parts move like they were happening ingame or was it something to do with how sm64 is decompiled now so this was like. custom software working in tandem with it or what
A masterclass in explanatory filmmaking, with nothing left uncovered or ambiguous. All for a multiple decades old video game. Amazing.
@@mabelmabel8112 If I'd had to bet I'd say he modified/added the visualizations, camera modes etc to sm64 and then recorded most of it in engine. Seems like the most reasonable way to go about this to me.
most of the visualization were those lines which displayed where the invisible walls were, which was already really technologically impressive alongside the graph, but when it came to showing an example where there was a whole entire area which was an invisible wall, it blew my mind that it seemed to be rendering an actual 3D object, even with a spherical section cut out of it. i seriously wondered how that was even done, and it seems seriously impressive. crazy
@@mabelmabel8112 A lot of the shots look like the hitboxes were actually rendered ingame somehow. You can see interferences that you wouldn't get by just editing the visuals over the footage.
The phrase "...causing the ceiling to leak through" is such an amazingly cursed sentenced and it's said like 140 times in this video lmao
it causes the hitbox to PROPAGATE UPWARDS continually and it CANNOT BE STOPPED
did you count?!
Yeah, usually its something leaking through the ceiling, not the other way around.
2:10:48 His reaction always gets me😂😢😢
I really appreciate the inclusion of speedrunning clips where people get to experience these up close and personal
1:50:14
"And fourth, Mario hit a wall, which happens when Mario hits a wall."
My night time, nearly two hours in, not much sleep brain: "Woah."
mario hit the wall
he never had it all
it's "whoa"
@@Connection-Lost"woah" is a newer, informal alternate spelling. While not "correct", it's not incorrect.
@@Connection-LostLol
@@Connection-Lost i bet you british.
Now I can finally be at peace with myself knowing that it wasn’t me “letting go the A button accidentally” while hanging on the chains on Hazy Maze Cave, it was invisible walls all along.
If I could travel back in time and see my child self going through that, I would tell him “You never stopped pressing the A button, the game was just unfair to you, now pick the controller and keep trying until you reach the star”
Logged in to make this same comment. I got so angry at this as a kid, to the point that I held the A button as hard as I could every time I needed to hang from ceilings. I always thought that there was either something wrong with my controller or that Mario could only hang for a certain amount of time.
Seeing that there were gaps all along blew my mind. Catharsis after nearly 30 years...
@@EnvyMachineryI also used to press the A button as hard as I could there, but in my case I always blamed myself thinking that I may have unconsciously let go the button slightly
This is like the "it's not your fault" scene in good will hunting, except matt damon is me and robin williams is pannenkoek2012
@@nj8833Indeed!!
@@nj8833Indeed, specially because I died so many times like that I just feared swinging from the chains
I can only wish that university lectures were this entertaining and visually pleasing. Thank you.
Just finished the entire thing, watched this over the course of a week. As someone who makes videos discussing how games work, this is beyond impressive. How you manage to articulate points with such good editing I can only imagine doing. Seriously every single different angle, the unit grid visuals, and the in game visuals, seriously insane, one of the best TH-cam videos I’ve ever watched
the long awaited spiritual successor to the "walls floors and ceilings" series
and it is truly an oscar-worthy finale
Do you think this video is mainline? 👀
I'm a bit excited
chequemark man
i knew someone was gonna make the connection, and out of all tubers its very fitting it was you. shoutout.
1:10:00 "I'm not here to judge" says the one person to have ever intentionally collided with every single invisible wall
Except that one on the rocking square where it runs away from you. I can't wait for the 30 min video on how to bonk on that specific invisible wall.
@@buttecake it would be funny, but I believe it would be impossible given the explanation throughout the video. "Walls" update every frame, but you have to hit the ceiling for two consecutive frames to bonk on it. Even if the "wall" interaction happens before geometry update, which is the most generous case, the most likely way to achieve that would be:
1. Tilt the platform.
2. Somehow generate or use enough speed to collide with the first ceiling while having an upwards trajectory. This cancels the vertical speed component. On the same frame tilt the platform again (is it even possible?). Notice how we have to come from "below" the platform due to an upwards trajectory requirement while staying on it on the previous frame.
3. Use the horizontal speed component to bonk into other ceiling. Notice how, in order to stay on the platform and hit the invisible ceiling on the previous frame, our horizontal speed component must be facing away from the next ceiling, and redirecting it back was impossible back then.
Even PUs won't help, since objects do not exist in PUs.
I also don't think cloning would be useful. Cloned platforms are intangible (or can't be interacted with).
@@kolskytraveller1369 okay so what if you gained exactly enough speed before touching the platform to where you can touch the floor making it tilt, and then on the very next quarterstep or frame (idk) hit the invisible ceiling which appeared?
@@kolskytraveller1369 i think astral projection would work here
@@FlamingZelda3 yeah I think this would work, go from standing on one side of the platform to having one of the 4 q-steps land inside the ceiling on the other side. Which would cancel the movement and cause a bonk. The only unknown here is whether the box would update its rotation on the first frame Mario is on it, since you need a bit of speed so not enough for 2 frames on the box.
This might be the most important gaming video ever made. Every speedrunner should watch this start to finish
1:22:55
I knew I wasn't crazy!!!
When I was a kid, I'd always fall off there and my brother was like "just stop letting go of the button dumbass." And I assured him I wasn't. And he went and did it with no problems, and I doubted my sanity and self-awareness ever since.
Screw you Joey! I WAS holding the button! YOU JUST GOT LUCKY!
1:38:30 “Hey, this is the invisible wall I showed in the intro. Remember that? You were so innocent back then. You had no idea how deep this rabbit hole went.” This hits so hard after sitting through more than an hour and a half of technical information on mario 64’s collision systems. I am not the same man I was when I started this video
No. You're better now.
Causes 1-3: Working basically as intended
Causes 4-7: Some mildly annoying invis walls due to oversights in floor and ceiling collision
Cause 8: "How do we tell which floor is higher if at least one is diagonal", "Just pick randomly, it'll be fine"
To be fair, cause 2 also is unintentional, considering that ceilings should be surrounded by walls and floors but some of them aren't (the arches in the TTM slide) or wall tiles unintentionally end up being ceilings (the broken bridge in CCM).
I really appreciate all the effort that you put into making this video and I find all of this fascinating. Looking forward to more from you and hopefully at some point a full 0 a-press TAS of the game.
Shut up
The editing in this video is just insanely impressive. The effect at 3:02:14 where it goes from orthographic to perspective just blew me away. Amazing work as always!
The way he said "and a cool thing about this one is that it's used in the a button challenge" like it was something he'd never heard of or participated in was hilarious to me
His perfectly even delivery of every line makes the jokes even funnier cuz they just come out of nowhere
timestamp?
@@micropizza2104 forget exactly when but cool cool mountain ceiling leakage cause 4
@@micropizza21041:25:13
3:34:37
A 3 hour comprehensive and explicit exposé on the devs' inability to fit shapes together. Pure cinema.
A 3 *and 3/4* hour comprehensive and explicit exposé on the devs' inability to fit shapes together.
@@cosmicvoidtree He just truncated the hour to its nearest representative point.
🤣@@DrSpikeSpiegel
@@DrSpikeSpiegel well done haha
@DrSpikeSpiegel edge hour
HOW THE FUCK DID YOU MAKE THIS… THIS PRODUCTION LEVEL IS INSANE
"It's like Moses parting the Red Sea, but it's the clock hand parting the invisible wall."
That is most certainly a... way... to look at it.
It's because Mario's nose is so big that he bumps into it and it startles him
His huge gut might cause some problems too.
This is the best explanation I have ever seen
That's pretty racist, just because they're Italian doesn't mean they have big noses... Well... Maybe it does but still. How rude.
@@Will-uv9kx strawman lmfao
You feel like this is appropriate to say considering what happened to Israel today? Iran attempted to fucking genocide them
Really incredible work to make those visuals possible
yeah, i wouldn't be able to make those visuals as fluent for 10 minutes let alone 3 hours
wait a damn minute, KOSMIC?
Damn we got the entire gang here
It's him!
I have actually encountered that one, it’s quite stupid 1:07:36
Frankly, if you could make a mod that gives you all these visualizations so it’s easier to see them
I just knew that climbable ceiling in Hazy Maze Cave was glitched! I remember being scared of that section as a kid because I swore I held the button down!
What a beautiful ending. A new era, indeed.
Shut up
30 minute college lecture: I sleep
3 hour video explaining Super Mario 64's Invisible walls: 📝📝📝📝📝📝📝📝📝
Your college lectures were 30 minutes long? What utopia do you live in where professors realize you can't keep your focus for 90 minutes straight? :o
my college lectures are 30 minutes!
i go to community college
@@MaskedDeath_mine were 30,60, or 90 minutes based on the class schedule. Our college had courses that met 1x,2x, or 3x times per week
this video could teach my college professors how to teach, I swear
@@MaskedDeath_Mine are 60 minutes, although some courses in the last trimester had two consecutive 60 minutes slots because they had to finish quicker in that period because of exams.
Hearing "Quarter Steps" in this video is like a character in a show we haven't seen since the start making his first appearance in ages.
I did hold my breath for any possible mentions of Parallel Universes
Pannen: uncle Quarterstep?
In studio live audience: WOOOH!
1:50:16 _Listen up!_ The first rule of the tautology club is the first rule of the tautology club.
My jaw actually dropped at showing the edge-vertex. I do finite element analysis, and even though our stuff uses floats, for other mathematical reasons that's still a major no-no. I'm only just at that part of the video, so this is probably covered in a minute, but what SHOULD happen is that the edge is broken up into smaller triangles sharing that vertex.
27:49 _"and to satisfy it being a wall, you'd think i'd say it has to be a wall"_
is such a surreal sentence without context
*YOU DIDNT HAVE TO CUT ME OFF*
@@kruje314Make out like it never happened and that we were nothing
Pannen has a knack for amazingly surreal quotes like this, where at the same time there’s absolutely nothing weird or untrue about it - in the context he constructed
It's 27 minutes in and we're still explaining WALLS. This is an AMAZING video.
@@kruje314lol and then calls us all casuals. Unreal
The sheer amount of work needed to figure all this out, then find a comprehensible way to explain it to the average viewer, and THEN create all the visuals and edit them together is just insane
The elevator ride poem was superb :)
And with smooth transitions and animations the entire time. Absolutly nuts.
Its such an intuitive and well designed video, compared to the geometry in mario 64
This video's production quality is insane. Such incredible demonstrations IN GAME of exactly what's happening.
This video would be like 2 full hours shorter if ceiling hitboxes simply didn't extend infinitely upwards lmao. Excellent video
The #1 lesson I get from watching these videos is that the pioneers, literal pioneers, who made this game were able to accomplish an astronomical feat in making a fun, playable game in three dimensions while lacking the tools to do anything perfectly or automatically. So much of this game was clearly hand-crafted, resulting in these gaps, but the vast majority of the game behaves as we expect, or rather, as we have learned to expect after decades of playing the games that came later. I really like these videos a lot!
I absolutely agree. Through analyzing the imperfections, we get a great perspective on just how amazing a job the devs did making a game like this playable in 1996.
Absolutely. It's even more impressive given that there was literally nothing like this game at the time. As you said, they were pioneers. They were literally in the process of defining what it means to be a 3D platformer and they knocked it out of the park.
They must have worked their asses off
I mean, Quake came out in 96, the same exact year, and was able to render more detail without any of these issues
@@CommunistRainbowdash that's due to running on PCs instead of proprietary hardware, and Nintendo not having John Carmack. plus, Super Mario 64's moveset and levels are quite a bit more diverse
I'm just imagining Pannen, awake at 3am writing this video, coming up with "It's like Moses parting the red sea, but it's the clock hand parting the invisible wall"
Shakespeare's been real quiet since this one dropped 👀
✍️ 🔥🔥🔥🔥🔥🔥🔥🔥
At 2:14:14
For those inclined to
It is 2 am, one more video before i go to sleep
This video is MUCH more than an info dump. Pannenkoek made it so we understand what's going on ALL the way through, with perfectly spaced reminders of what the viewer may have forgotten from earlier. This video is BUILT to be watched in its entirety. There's also a surprising amount of great jokes, and I laughed much more than i would at most long movies.
I will NEVER look at Super Mario 64 the same way again. Thank you. Pannen is the only soul in the world who could have made this video. Best Mario 64 video on youtube easily.
you know, I think this might be the reason "Every copy of mario 64 is personalized" had as much traction as it did. Because imagine telling your friend about an invisible wall you hit, but they never had that happen.
I think it's gross how easy many of these bugs are to fix.
@@lisajones1438 listen dude, the n64 was a nightmare to develop for.
@@failurenotsorry6600Tell me more.
They didn’t have the tools we have now and I don’t think they even expected such things. Looking for all of these flaws and correcting them is quite a huge task for a slight increase in quality. There are way bigger issues (more frequent/important).
Devs often hyperfocus on issues 0.01% of customers encounter.
@@lisajones1438 Bro sm64 was one of the first big 3d games ever made. These dudes invented most of the systems showcased in this video.
Seeing this, I'm amazed any of us ever managed to finish tick tock clock
Actually a miracle, but I will not lie I always chose it to do it last
when it's invisible, it isn't there until you believe it is
2:26:16 best speedrunner moment honestly oh my god
Seriously...
I think i experienced more than a couple of those...
The ceiling in the cavern with the two ceiling gap.
And i'm pretty sure the Snowman insta death too...
1:23:20 It's actually pretty cathartic to have a technical explanation for why Mario just sometimes inexplicably lets go of the ceiling.
legit thought i wasnt pressing the button strong enough
@@user-zm4ro7yh4e I KNOW RIGHT
I remember this level from my childhood and just magically falling off. This made me NEVER want to do that move with Mario
@@user-zm4ro7yh4e tbf this can also be true
My brother and I replayed this game recently and this happened to us. I thought we were doing it wrong at first. I definitely didn't expect the true cause.
2:10:08 'there's no invis-' *immediate bonk into invisible wall*
Gotta be the best comedic timing I've ever seen
That got a chuckle out of me too.
The face he made as soon as it registered he just bonked into an invisible wall just screams, "I'm going to shut up now."
I died with this one
Tbh I'm amazed the Snowman's Land conveyer one isn't better documented. I've definitely got stuck there in casual play getting repeatedly pushed off, seems like it's just a matter of time before the OoB kills you. Seems like something they'd make creepypastas about.
Imagine a SM64 mod showing these invisible walls ingame