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 :)
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
I think I woke up to this part when I was half-awake and started crying. All I heard was "you were so innocent back then" and thought it was Pannen somehow consoling me for my self-percieved failings as a kid and the injustice I went through at the time
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.
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).
> take Marios hat > make sure he still exists > use the hat as incentive to complete a task for 1/60th of a second > when task completed, give Marios hat back
@@Dexuz Getting your heart stabbed by the impenetrable substance that permeates the universe, because the protective floor had microscopic imperfections 😔
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
@@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 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
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.
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.
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.
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.
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.
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
Casual Players: TTC is the worst level Speedrunners: TTC is the worst level Technical Players: TTC is the worst level ABC challengers: TTC is the worst level Edit: for the love of god stop replying with rainbow ride I GET IT
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.
@@SammEaterfr, while it’s easy to poke fun at all all these flaws it also makes you appreciate how much effort it takes to make a game work at all, especially in the 90s before the existence of more sophisticated modeling tools and hardware to avoid needing to literally cut corners like this
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
Speedrunning intertwines technical mastery and love of gaming with an extremity of depth that embraces the absurd. This video captures that spirit so well. Literally enlightening, the invisible made visible, detailed at a level that boggles the mind that it even would be made and watched by so many. And yet! I want to congratulate you on this masterful work.
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 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 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
2:35:16 -- I actually bonked into an invisible wall there after collecting all the blue coins, and I sat with a gaping mouth and eyes for about 20 seconds. 3:34:45 -- Oh, so _that's_ how you do a chain of ground pounds there. (Pannen said in his video about crashing SM64 with a pendulum that he'd explain how the ground pound chain works in a *future* video, which is this one!) Also, thanks for explaining the game's second most notorious glitch in depth! Turns out invisible walls are the bane of every SM64 speedrunner's existence. Plus, I created a formula for the chance to hit an invisible wall: % Chance = 100 * min(T / [D * QSS * sin(θ)], 1) - "min" chooses the lower of the two values, capping the probability at 100%. - T = Thickness of the invisible wall in unit squares - D = Distance between unit squares (closer squares mean higher density) - QSS = Quarter Step Speed, which is Mario's speed divided by 4 - "sin" is the sine function (so that only the forward component of Mario's QSS is used). - θ = Angle between the direction Mario moves in and the invisible wall, in degrees, radians, or gradians (θ is the Greek letter theta). NOTE: The thickness and density usually vary, but small enough regions can be approximated as uniform. Also, if the bottom of the fraction is zero, the chance is 100% because the expression approaches infinity (and 1 is still less than that).
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.
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...
Unbelievably good video. It made me realize there were many things I glossed over when explaining SM64 stuff (mostly in the ABC). Your explanations of concepts I have also covered were far more thorough and obviously come from a much deeper understanding than I could ever dream to have. One of the things that surprised me the most was the castle OoB to the floor above - I completely forgot this was in the 120 star TAS at all, and I sort of can't believe I didn't question that further when I saw it years ago. All things considered, I'm actually kind of surprised there aren't more invisible walls. It's like they're all concentrated in the same areas and 95% of the game is fine.
I know a lot of knowledge went into this, but I can't get over the incredible editing. The very clear way you demonstrate things visually, zooming in and out of maps, showing the tile grid in real time as you move along the misaligned vertices. Just amazing stuff.
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.
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!
2:10:54 Player unexpectedly hitting the invisible wall after having dropped the entire level from a collision higher up: "Oh my God another invis wall!?" We, the educated audience: "Well actually, it's the same structure's invisible wall, you just weren't aware of the structure it generated from on the first collision because the ceiling extends upwards infinitely and hitting it again on the immediate lower end didn't clarify that relationship from to the first collision so many units above." Then he hit the same invisible wall a third time...
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
I laughed when I saw an almost 4 hour video on SM64 walls come across my feed, but I'm impressed. Early on in my programming career I loved finding the little "hacks" that made things work but weren't intuitive. I still do, but now I take greater joy in trying to poke holes in things. This is NTSB or USCSB level analysis. Your ability to explain the complex systems involved in terms that will make sense to someone with a general understanding of the underlying concepts is impressive. The corporate world loves people who can translate stakeholder speak to engineer speak and vice versa. One piece of advice I received many years ago from a friend of mine really stuck with me and I'd like to pass it on to you. My friend is in sales. He told me, "never point out a problem without offering a possible solution." I'm only halfway through the video so I'm not sure if you give your 2 cents or not, but based on your through understanding of the issues at hand, I'd be curious to hear what you're proposed solutions would be.
This video is a masterclass in editing. The custom camera work, the buttery smooth transitions, the clear diagrams that make it easy to understand what’s going on… man, you are insane for this one
The invisible wall on the mushroom platform is the funniest thing, it feels like it was intentionally placed their by a malicious developer like a Kaizo block, but is actually just something that occurred by pure happenstance.
Someone prob will create a kaizo ROM hack that revolves around this video (meanwhile kaze will probably try to fix this if he didn't already for his ROM hack)
This video is a magnum opus. An incredible reference for all times AND an entertaining tribute to the sm64 speedrunning community's decades of "WTF was that?" This is art, science, beauty, and delicious Dutch pancakes all at once. Amazing job.
I just love that you have example clips for so many of the spots. Not only have you outdone the game programmers by a big margin, you've even proven that the glitch spots are real, and shown how unbelievable they feel when you encounter them unknowingly.
So we've got a 3h45 video essay with full commentary, real subtitles, chapters, and absolutely chock-full of detailed infographics and easy to understand graphs and visualisations, complete with examples in game? You're truly amazing, no wonder this took 10 months to make! I want you to know that this amount of dedication and attention to detail has not gone unnoticed, this is insane!
Well said, This video is on par with Bismuth's ABC Challenge coverage (which ranks as my #1 SM64 video) Seriously Pannen you've done a fantastic job here - make sure to rest yourself and enjoy the final product you've managed to create.
The relaxing talk about not disappearing after this video is over, and the bit about "having a lovely conversation" at around 2:37:00 was peak. Been watching this video while having lunch every work day and I'm almost finishing it, amazing effort, best thing on TH-cam by far! (Also, thank you for explaining why I always fall off in Hazy Maze Cave while on the monkey bars)
Funny thing is that it doesn't even seem like there are *that* many more instances of them than the usual stage; it's just the fact that so much of the stage is layered vertically that it compounds the odds of running into one.
I think my favorite part about all the speedrunner clips is how many of them had green splits, so they were doing good until that point. The TTC ones are just comedy gold.
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.
@@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
@@dragon_nammi I wouldn't say that. Our universe is built out of physics, chemistry, etc., and math is our best educated guess (or model, if you prefer) of those things.
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
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
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
I've been watching this video on-and-off when I have time, and I finally got to the end! Glad to have come in 3rd in the member event :) So glad you're back, Pannen!
We recently lost power for a few days during a bad snowstorm. We were both bored out of our minds, so I asked my 16yo brother if he wanted to play something with me on my Switch. To my surprise, he went with Mario 64. He started a new save file and got to work- apparently he'd had the DS version before but lost it years ago. I was prepared to let him play and offer light guidance, but he amazed me with how well he was doing, as he clearly knew his stuff. I asked why he'd gotten so into it, and apparently I had shown him the fabled commentated .5 A press Watch for Rolling Rocks video a long time ago and forgotten about it. That seemed to have kindled a great love for the game in him ever since. He got about 30 stars in before we both went to bed and he texted me about his progress several times the next day while I was at work. I just wanted to let you know the impact your content has had on a generation of gamers that hadn't grown up with this game and thank you for a really fun few hours we got to spend together. I can't wait to show him this video as well when I get home tonight.
I didn't grow up with the game either, so the same thing happened with me: Someone close to me showed me that video, and it's sparked an interest ever since
It wasn't the .5 A Press video that got me into SM64 and pannenkoek, but the science of cloning video. It was such a weird bug to me at the time that it fascinated me. It now is a lot more logical to me and I have long ago completed SM64 already, but I still have sm64ex-coop and pannenkoek's videos are still quite enjoyable.
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.
I was an hour into the video when I realized there were subtitled made for it. To make a four hour long in depth video, and to fully subtitle it is insane.
@@desertdesmond6736 speech to text programs are inherently incapable of making actually good subtitles. when he talks about a level it is capitalised as a proper noun, a speech to text would just make something up that sounds vaguely similar if you squint. theyre best as a base to go through thoroughly and edit
can we also appreciate the writing in this? i don't know whether it was written 100% by pannen, or he hired someone else, but if it was all written in passive voice, it would pass as a real scientific article (at least that's one of the standards for my country, idk how it is in the US).
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
@@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?
@@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.
in my 10 years of severe sleep issues nothing has saved me as many times as this video. I really hope that doesnt sound backhanded I LOVE pannens content but just something about this one really does it for me. Thank you, seriously.
@@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.
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"
Brother, this is insane. This kind of effort is only seen in people that are truly passionate. Some people might not appreciate it, but the world is so complex that pretty much anyone can make a huge impact in any field they want. This is the field you chose and you're damn good at it. I admire you. People like you show the real human nature, infinitely curious and determinated.
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
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.
@@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 in the middle of the video. This is insane. The production quality is INSANE. This has to be one of the greatest done videos on TH-cam ever. The amount of programming and video editing required to achieve this is out of this world. I can't believe it. Good job.
This is easily one of the best (if not the very best) breakdowns of game mechanics I have ever seen. The amount of knowledge you had to accumulate, explain, and demonstrate is nothing short of impressive. I havent touched the game in 15+ years, yet you still got me interested. Great video!
Imagine making some rounding errors 25 years ago and having some random dude make a 3.5hr Hollywood quality documentary on your mistakes 😂. Was very entertaining.
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.
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.
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.
Dude honestly this is literally the best video I’ve ever seen on TH-cam!!! Dude how the hell did he animate the exact scenes and time the audio to be synchronized with his description of what is going on??!!! And how did he obtain the details to arrive at the conclusions he has without Nintendo releasing any of the source code or technical design specifications????!!! Dude seriously???? He is the smartest person I’ve ever sawed on TH-cam and best video making person I’ve ever seendeded.
@@vedwards5027 The source code for Mario 64 is available. I think it was decompiled and cleaned up and can create a 1:1 copy of the original when you compile it. It is one of the most reverse engineered and documented games out there.
I've watched this entire video 5 times now and I just wish there were hundreds of hours more of this content. Something about the direct explanations and visual aides in SM64 makes it perfect for my brain to consume. I would 1000% watch a 12 hour top to bottom explanation of Sm64 physics/rendering/gameplay educational document. The level of granularity I think is what makes it so interesting. There's only one pannenkoek, and thank god we have him.
As someone with a programming background who also works in 3D programs, this video is absolutely hilarious to me. Because so many of these collisions happen as a by product of a desperately needed limitation on the collision detection to save as much memory as possible to get the game to even function on the hardware at the time. It's so funny how an essential function in the code could also cause so much misery. Also seeing how many misaligned vertices makes me so grateful for the 3D tools we have these days. Because we have so many methods for resolving bad geometry like that now that they didn't have back then. Misaligned vertices like that happen all the time during modeling even today. But we just now have easy ways of getting rid of them super fast and accurately (and also methods of finding them easily)
I was just thinking for cause #8 "Why didn't they just use the highest coordinate of each triangle?", but I realized that would've taken precious cycles that they probably didn't have. The issue is rare enough that I don't blame them for either not realizing it was an issue or figuring the fix wasn't worth the cost.
Imagine if you could spend 30 years minutely coming through a modern program to optimize for hardware like Nintendo was forced to do for the N64. My computer that's orders of magnitudes faster might actually start up orders of magnitude faster.
@@baltakatei Tbh, you probably don't even need that. So much shit is rushed and is shell upon shell upon shell. Just taking a reasonable amount of time for the software would get you magnitudes of returns.
They should've checked for T-junctions in the models. The gaps stem from the very fact of the coordinate quantization which introduces gaps. Same goes for GIS stuff - reprojection of polygon layers with T-junction also introduces a gap.
This video feels like an actual university lecture. It starts from the very basics and then builds up on the previous points. Like, im a computer science student and our classes in geometric algorythms arent that far off this in structure and content.
I even felt the emotional rollercoaster of a real lecture, with parts I didn't understand, parts where I felt I've learned something, parts where I felt he was going too fast, "I should be taking notes", etc
It really is masterfully put together. He has a real talent for teaching, I've met and been taught by many teachers who can't even come close to this level of understanding of how people internalise information
Gotta say, for as much as people meme's about the A press video, you are really really good at explaining concepts. The visual representation in your videos is actually insane, having both the abstract coordination system as well as the ingame representation for the invis walls is a really nice touch, which i assume took lots of time to do. Not to mention the colour coding for the different kind of tiles. Explaining the different lingo, talking about the code, it all made sense to me as someone who has no background in coding whatsoever. I love your cadence when explaining things. i could see you being a teacher really easily.
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
There's so much mind-blowing effort and attention to detail on display on this video but one example that's easy to miss is how he found all the examples of streamers hitting invisible walls. He must have combed through so much footage!
I love the breaks in the norm throughout the video, like talking to mario directly, or all the way at 2:36:58 when we have a little invisible wall checkpoint. A nice invisble intermission.
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.
@@Chicky_LumpsOr falling into Big Smoke's hideout before the endgame in GTA San Andreas, if you start a new game and go fast enough you can clip through the map because the hideout is not programmed to spawn before the final level.
@@Chicky_Lumps you could literally fix this with a single raycast detecting where you were last frame to where you are now. to anyone who doesnt know, a raycast is basically a invisible lazer that goes on for a certain length, and if it hits anything, it sends info about what position it hit and also what object it hit. raycast can be any position and any rotation, but if your raycasting like >100 per frame and a length of >1000, it can start to get pretty laggy.
“It’s not that we love this game despite its glitches; we love the whole thing, glitches and all.” is such a good line and I think it perfectly describes my thoughts on this game
I just love that Speedrunners can 100% this nearly 30 year old game 2 and a half times before this video, just describing the weird invisible walls you've probably only asked yourself about when you randomly bonked one, then forgot about. These are the types of videos I absolutely love on TH-cam, weird quirky things that get explained in vivid detail about something you'd almost certainly never use again in your life. Plus, reading some comments, the fact this video which is two minutes LONGER than Lord Of The Rings: The Two Towers EXTENDED, has such a hilarious script and amazing editing, is peak TH-cam. I am very much excited to watch this video! I'm only 1 minute in and you can just already tell it's going to be a ride!
I feel absolutely spoiled by the dense visual treat that was this video. The way that you used augmented game footage and motion graphics together absolutely SEAMLESSLY was so well done it's hard for me to put it into words. Not only did you take every single opportunity to explain things better with visuals instead of just narration, you animated _every detail_ to your highest standard. It's very apparent that it's not just the 10 months of work on this one video, but the many many years of research, testing, practice, perfectionism, and above all *passion* that you've been putting into your hundreds of other amazing videos that make this one so fantastic.
I've never played SM64, but as a programmer/mathematician I can massively appreciate how accurate and clear your explanations are. Hats off! No pun intended.
It's also yet another indication that you have to be really careful with your type conversions, as well as the complexities of sorting objects in 3d space. As a kid I just thought about how fun the game was. Looking at it now, I'm just amazed at the programming prowess of the developers.
@@EmptyZoo393 The fun thing about super complicated programs like this is that almost anyone can write them, it just takes time. Sure the individual systems might be very weird and hard to swallow, but you really only need to write them once. Building your own tools is fun anyway :D I actually got an emulator for SM64 the moment I watched this video and I have been enjoying the game (though the camera is... dated xD)
The best things about this video are all those "so I wasn't crazy after all!"-moments. Coming from not a speedrunner, but simply someone who played this game religiously as a teenager and still fires it up from time to time.
The amount of work put in this video is astonishing. You sure have a talent with teaching methodology. I am 2 hours in and absolutely not bored at any moment. As an indie game developer and a (casual) speedrunner, this is is so entertaining and informative on so many levels. Thank you so much!
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.
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
I think I got whiplash at 27:35 when you went from a dissertation about the mathematical complexities of floor unit square detection straight down to "the two parts of an invisible wall are the invisible and the wall".
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 :]
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.
I think I woke up to this part when I was half-awake and started crying.
All I heard was "you were so innocent back then" and thought it was Pannen somehow consoling me for my self-percieved failings as a kid and the injustice I went through at the time
@@HumbleBeeUKtutorial how to get trauma
i never really got that feeling honestly. there's just not enough chaos to sell the idea
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
It's like the old saying goes; if it's cardinally aligned, you're feeling fine. If the geometry is askew, ceiling hitbox might leak through.
i think Plato said that. could be wrong though.
@@enraikow6109 "Exploit dat shit" - Plato, probably.
@@HeroSword_P"if fighting is sure to result in victory then you must FIGHT!" - sun tzu
what are you, Gruntilda?
@@nameless...................... "Sun Tsu said that!" - Jane "Soldier TF2" Doe
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
27:32 "the term invisible wall has two parts to it , invisible and wall"
insane
There’s no way in hell.
And it took 27 Minutes just to get to that part!
Well, proof him wrong :)
- Pushable
- Bonkable
All good science eventually makes you think "wait, we really need to define this?"
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).
> take Marios hat
> use it as incentive to complete a task
> when task completed, give Marios hat back
> take Marios hat
> make sure he still exists
> use the hat as incentive to complete a task for 1/60th of a second
> when task completed, give Marios hat back
Cute Basil 💙
Sounds like abusive parenting.
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 😔
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 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?
@@holap2104 forget exactly when but cool cool mountain ceiling leakage cause 4
@@holap21041:25:13
3:34:37
1:29:23 Being able to actually understand what's happening here makes this one of the greatest clips I've ever seen in my life
yeah
And laugh hard
And the poor guy was already having an bad run
lol
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
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-
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.
the fact that this entire 4 hour video has subtitles is so nice thanks man
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.
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
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.
2:04:45 IS HE PLAYING THE GAME ON A GODDAMN DRUM SET 😭😭😭
Casual Players: TTC is the worst level
Speedrunners: TTC is the worst level
Technical Players: TTC is the worst level
ABC challengers: TTC is the worst level
Edit: for the love of god stop replying with rainbow ride I GET IT
And then the irony that the inivisble wall was the reason we were able to solve the ABC for TTC
Mario Kart players: D:
i.imgflip.com/8mst75.jpg
F TTC. All my homies hate TTC.
Okay now make a patch for the game fixing all the misaligned vertices and such so there are no more invisible walls (except for maybe moving objects)
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.
Kinda hilarious and also impressive that the game worked so well despite the mess it actually is under the hood.
@@SammEaterfr, while it’s easy to poke fun at all all these flaws it also makes you appreciate how much effort it takes to make a game work at all, especially in the 90s before the existence of more sophisticated modeling tools and hardware to avoid needing to literally cut corners like this
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
Speedrunning intertwines technical mastery and love of gaming with an extremity of depth that embraces the absurd. This video captures that spirit so well. Literally enlightening, the invisible made visible, detailed at a level that boggles the mind that it even would be made and watched by so many. And yet! I want to congratulate you on this masterful work.
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.
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
@@Monochrome2004
Meticulously so also.
@@Monochrome2004This 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
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
2:35:16 -- I actually bonked into an invisible wall there after collecting all the blue coins, and I sat with a gaping mouth and eyes for about 20 seconds.
3:34:45 -- Oh, so _that's_ how you do a chain of ground pounds there. (Pannen said in his video about crashing SM64 with a pendulum that he'd explain how the ground pound chain works in a *future* video, which is this one!)
Also, thanks for explaining the game's second most notorious glitch in depth! Turns out invisible walls are the bane of every SM64 speedrunner's existence.
Plus, I created a formula for the chance to hit an invisible wall:
% Chance = 100 * min(T / [D * QSS * sin(θ)], 1)
- "min" chooses the lower of the two values, capping the probability at 100%.
- T = Thickness of the invisible wall in unit squares
- D = Distance between unit squares (closer squares mean higher density)
- QSS = Quarter Step Speed, which is Mario's speed divided by 4
- "sin" is the sine function (so that only the forward component of Mario's QSS is used).
- θ = Angle between the direction Mario moves in and the invisible wall, in degrees, radians, or gradians (θ is the Greek letter theta).
NOTE: The thickness and density usually vary, but small enough regions can be approximated as uniform. Also, if the bottom of the fraction is zero, the chance is 100% because the expression approaches infinity (and 1 is still less than that).
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?
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.
We were invested in the little guy and the game fcking inexplicably massacred him in front of our eyes out of nowhere
Unbelievably good video. It made me realize there were many things I glossed over when explaining SM64 stuff (mostly in the ABC). Your explanations of concepts I have also covered were far more thorough and obviously come from a much deeper understanding than I could ever dream to have.
One of the things that surprised me the most was the castle OoB to the floor above - I completely forgot this was in the 120 star TAS at all, and I sort of can't believe I didn't question that further when I saw it years ago.
All things considered, I'm actually kind of surprised there aren't more invisible walls. It's like they're all concentrated in the same areas and 95% of the game is fine.
Legend commenting on another legend's video!
A man of culture. Your series was also insanely good and a blast of nostalgia for the Pannenkoek days of old.
oh hi Bismuth! you're the reason I'm here :3
2:29:06 streamer said "somebody explain" and Pannen came to the rescue with a 4 hour explainer
I know a lot of knowledge went into this, but I can't get over the incredible editing. The very clear way you demonstrate things visually, zooming in and out of maps, showing the tile grid in real time as you move along the misaligned vertices. Just amazing stuff.
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
@@TheCow-j1l 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
@@TheCow-j1l 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.
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!
This definitely happened to me as a kid. I thought I let go accidentally but now I'm not so sure.
average big brother behavior
Yeah honestly screw you, Joey
i am not crazy! i know i held that button, i knew i was pressing A! i just-i just couldnt prove it!
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!!!!!!!!!*
2:10:54 Player unexpectedly hitting the invisible wall after having dropped the entire level from a collision higher up: "Oh my God another invis wall!?"
We, the educated audience: "Well actually, it's the same structure's invisible wall, you just weren't aware of the structure it generated from on the first collision because the ceiling extends upwards infinitely and hitting it again on the immediate lower end didn't clarify that relationship from to the first collision so many units above."
Then he hit the same invisible wall a third time...
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
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.
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
I laughed when I saw an almost 4 hour video on SM64 walls come across my feed, but I'm impressed. Early on in my programming career I loved finding the little "hacks" that made things work but weren't intuitive. I still do, but now I take greater joy in trying to poke holes in things. This is NTSB or USCSB level analysis. Your ability to explain the complex systems involved in terms that will make sense to someone with a general understanding of the underlying concepts is impressive. The corporate world loves people who can translate stakeholder speak to engineer speak and vice versa.
One piece of advice I received many years ago from a friend of mine really stuck with me and I'd like to pass it on to you. My friend is in sales. He told me, "never point out a problem without offering a possible solution."
I'm only halfway through the video so I'm not sure if you give your 2 cents or not, but based on your through understanding of the issues at hand, I'd be curious to hear what you're proposed solutions would be.
This video is a masterclass in editing. The custom camera work, the buttery smooth transitions, the clear diagrams that make it easy to understand what’s going on… man, you are insane for this one
The invisible wall on the mushroom platform is the funniest thing, it feels like it was intentionally placed their by a malicious developer like a Kaizo block, but is actually just something that occurred by pure happenstance.
All the more funny when you realize all three mushrooms are copy-pasted so the same problem happens for all of them in the same spots.
2:24:23
Someone prob will create a kaizo ROM hack that revolves around this video (meanwhile kaze will probably try to fix this if he didn't already for his ROM hack)
@@mariotheundying I think he already did and also made a video about it some years ago
The rolling log is even worse. Gives me a headache just thinking about it.
This video is a magnum opus. An incredible reference for all times AND an entertaining tribute to the sm64 speedrunning community's decades of "WTF was that?"
This is art, science, beauty, and delicious Dutch pancakes all at once. Amazing job.
I just love that you have example clips for so many of the spots. Not only have you outdone the game programmers by a big margin, you've even proven that the glitch spots are real, and shown how unbelievable they feel when you encounter them unknowingly.
So we've got a 3h45 video essay with full commentary, real subtitles, chapters, and absolutely chock-full of detailed infographics and easy to understand graphs and visualisations, complete with examples in game? You're truly amazing, no wonder this took 10 months to make! I want you to know that this amount of dedication and attention to detail has not gone unnoticed, this is insane!
And on top of that all, practically free to watch and enjoy. The information age kicks ass thanks to people like this. ❤
Well said,
This video is on par with Bismuth's ABC Challenge coverage (which ranks as my #1 SM64 video)
Seriously Pannen you've done a fantastic job here - make sure to rest yourself and enjoy the final product you've managed to create.
CRAZY
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
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
The relaxing talk about not disappearing after this video is over, and the bit about "having a lovely conversation" at around 2:37:00 was peak. Been watching this video while having lunch every work day and I'm almost finishing it, amazing effort, best thing on TH-cam by far! (Also, thank you for explaining why I always fall off in Hazy Maze Cave while on the monkey bars)
Seeing Tick Tock Clocks invis walls explains a lot why this level feels so incredibly frustrating. They are EVERYWHERE
Funny thing is that it doesn't even seem like there are *that* many more instances of them than the usual stage; it's just the fact that so much of the stage is layered vertically that it compounds the odds of running into one.
I think my favorite part about all the speedrunner clips is how many of them had green splits, so they were doing good until that point. The TTC ones are just comedy gold.
Those were some pretty tragic deaths. But they say Comedy = Tragedy + Time, and Mario _is_ inside a clock...
@@Tredenix That is amazing
If the splits are in the red, it's very unlikely that the runner would still be playing. So statistically, almost all of them will be green splits.
It is incredibly and hilariously ironic that speedruns die to a clock level and it's not because it's timed
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
@DarthKain0 Wait isn't our universe built out of math-
@@dragon_nammi I wouldn't say that. Our universe is built out of physics, chemistry, etc., and math is our best educated guess (or model, if you prefer) of those things.
An insane amount of high quality content about this very technical use. My hats off to you. Don't worry, I'm in bounds.
insanely clever comment. i just wanted to let you know that your creativity was not unnoticed.
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
2:10:08 '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
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
I've been watching this video on-and-off when I have time, and I finally got to the end! Glad to have come in 3rd in the member event :) So glad you're back, Pannen!
We recently lost power for a few days during a bad snowstorm. We were both bored out of our minds, so I asked my 16yo brother if he wanted to play something with me on my Switch. To my surprise, he went with Mario 64. He started a new save file and got to work- apparently he'd had the DS version before but lost it years ago. I was prepared to let him play and offer light guidance, but he amazed me with how well he was doing, as he clearly knew his stuff. I asked why he'd gotten so into it, and apparently I had shown him the fabled commentated .5 A press Watch for Rolling Rocks video a long time ago and forgotten about it. That seemed to have kindled a great love for the game in him ever since. He got about 30 stars in before we both went to bed and he texted me about his progress several times the next day while I was at work. I just wanted to let you know the impact your content has had on a generation of gamers that hadn't grown up with this game and thank you for a really fun few hours we got to spend together. I can't wait to show him this video as well when I get home tonight.
I didn't grow up with the game either, so the same thing happened with me: Someone close to me showed me that video, and it's sparked an interest ever since
It wasn't the .5 A Press video that got me into SM64 and pannenkoek, but the science of cloning video. It was such a weird bug to me at the time that it fascinated me. It now is a lot more logical to me and I have long ago completed SM64 already, but I still have sm64ex-coop and pannenkoek's videos are still quite enjoyable.
This brings a tear to my eye. I'm happy our childhood games are still beloved by kids today.
skimmed this whole thing thinking your brother was gonna hit an invis wall
Such a wholesome story thanks for sharing that's very cute ❤️
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.
I was an hour into the video when I realized there were subtitled made for it. To make a four hour long in depth video, and to fully subtitle it is insane.
I remember trying to subtitle a 3 minute video and it took hours, i hope for his sake he used a speech to text ai.
I believe he used the Auto-Sync feature and copy-pasted the script.
@@ChillaxeMake TH-cam has a built-in Auto-Sync feature, so he just has to copy paste his script to youtube.
@@desertdesmond6736 speech to text programs are inherently incapable of making actually good subtitles. when he talks about a level it is capitalised as a proper noun, a speech to text would just make something up that sounds vaguely similar if you squint. theyre best as a base to go through thoroughly and edit
@@ChillaxeMake yeah sometimes they get pretty out of sync
can we also appreciate the writing in this? i don't know whether it was written 100% by pannen, or he hired someone else, but if it was all written in passive voice, it would pass as a real scientific article (at least that's one of the standards for my country, idk how it is in the US).
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
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.
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
in my 10 years of severe sleep issues nothing has saved me as many times as this video. I really hope that doesnt sound backhanded I LOVE pannens content but just something about this one really does it for me. Thank you, seriously.
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.
The choice to add clips of speed runners raging after your thorough explanation is pure comedy gold 😂
It's also vindicating for them. Like, "Now you know why this bullshit happened. Huzzah!"
Literally woke up my room mates seconds ago from my laughing. *whispers* my bad
Especially the ones where it happens 2+ times in a row.
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
Brother, this is insane. This kind of effort is only seen in people that are truly passionate. Some people might not appreciate it, but the world is so complex that pretty much anyone can make a huge impact in any field they want. This is the field you chose and you're damn good at it. I admire you. People like you show the real human nature, infinitely curious and determinated.
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
Hella facts
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
*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.
Dude, the amount of work to make this video with this amount of animations for everything is INSANE!
Incredible. I love how seamlessly the visuals transition into the gameplay, awesome stuff!
If you like pannenkoek, everyone check out this guy's content!
Yoooo
It's the goat himself
I'm in the middle of the video. This is insane. The production quality is INSANE. This has to be one of the greatest done videos on TH-cam ever. The amount of programming and video editing required to achieve this is out of this world. I can't believe it. Good job.
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
This is easily one of the best (if not the very best) breakdowns of game mechanics I have ever seen.
The amount of knowledge you had to accumulate, explain, and demonstrate is nothing short of impressive.
I havent touched the game in 15+ years, yet you still got me interested. Great video!
Imagine making some rounding errors 25 years ago and having some random dude make a 3.5hr Hollywood quality documentary on your mistakes 😂. Was very entertaining.
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
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
Dude honestly this is literally the best video I’ve ever seen on TH-cam!!! Dude how the hell did he animate the exact scenes and time the audio to be synchronized with his description of what is going on??!!! And how did he obtain the details to arrive at the conclusions he has without Nintendo releasing any of the source code or technical design specifications????!!! Dude seriously???? He is the smartest person I’ve ever sawed on TH-cam and best video making person I’ve ever seendeded.
@@vedwards5027 The source code for Mario 64 is available. I think it was decompiled and cleaned up and can create a 1:1 copy of the original when you compile it. It is one of the most reverse engineered and documented games out there.
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!
I've watched this entire video 5 times now and I just wish there were hundreds of hours more of this content. Something about the direct explanations and visual aides in SM64 makes it perfect for my brain to consume. I would 1000% watch a 12 hour top to bottom explanation of Sm64 physics/rendering/gameplay educational document. The level of granularity I think is what makes it so interesting. There's only one pannenkoek, and thank god we have him.
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.
As someone with a programming background who also works in 3D programs, this video is absolutely hilarious to me. Because so many of these collisions happen as a by product of a desperately needed limitation on the collision detection to save as much memory as possible to get the game to even function on the hardware at the time. It's so funny how an essential function in the code could also cause so much misery. Also seeing how many misaligned vertices makes me so grateful for the 3D tools we have these days. Because we have so many methods for resolving bad geometry like that now that they didn't have back then. Misaligned vertices like that happen all the time during modeling even today. But we just now have easy ways of getting rid of them super fast and accurately (and also methods of finding them easily)
Mario 64 crawled so you could walk.
I was just thinking for cause #8 "Why didn't they just use the highest coordinate of each triangle?", but I realized that would've taken precious cycles that they probably didn't have. The issue is rare enough that I don't blame them for either not realizing it was an issue or figuring the fix wasn't worth the cost.
Imagine if you could spend 30 years minutely coming through a modern program to optimize for hardware like Nintendo was forced to do for the N64. My computer that's orders of magnitudes faster might actually start up orders of magnitude faster.
@@baltakatei Tbh, you probably don't even need that. So much shit is rushed and is shell upon shell upon shell. Just taking a reasonable amount of time for the software would get you magnitudes of returns.
They should've checked for T-junctions in the models. The gaps stem from the very fact of the coordinate quantization which introduces gaps. Same goes for GIS stuff - reprojection of polygon layers with T-junction also introduces a gap.
This video feels like an actual university lecture. It starts from the very basics and then builds up on the previous points. Like, im a computer science student and our classes in geometric algorythms arent that far off this in structure and content.
I even felt the emotional rollercoaster of a real lecture, with parts I didn't understand, parts where I felt I've learned something, parts where I felt he was going too fast, "I should be taking notes", etc
It really is masterfully put together. He has a real talent for teaching, I've met and been taught by many teachers who can't even come close to this level of understanding of how people internalise information
I was legit asking myself: "Is the BitS spinner going to be part of the exam?"
Gotta say, for as much as people meme's about the A press video, you are really really good at explaining concepts. The visual representation in your videos is actually insane, having both the abstract coordination system as well as the ingame representation for the invis walls is a really nice touch, which i assume took lots of time to do. Not to mention the colour coding for the different kind of tiles. Explaining the different lingo, talking about the code, it all made sense to me as someone who has no background in coding whatsoever.
I love your cadence when explaining things. i could see you being a teacher really easily.
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
There's so much mind-blowing effort and attention to detail on display on this video but one example that's easy to miss is how he found all the examples of streamers hitting invisible walls. He must have combed through so much footage!
completely
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!
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 love the breaks in the norm throughout the video, like talking to mario directly, or all the way at 2:36:58 when we have a little invisible wall checkpoint. A nice invisble intermission.
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.
@@Chicky_LumpsOr falling into Big Smoke's hideout before the endgame in GTA San Andreas, if you start a new game and go fast enough you can clip through the map because the hideout is not programmed to spawn before the final level.
SAME it's so cool to have that explained
@@Chicky_Lumps you could literally fix this with a single raycast detecting where you were last frame to where you are now.
to anyone who doesnt know, a raycast is basically a invisible lazer that goes on for a certain length, and if it hits anything, it sends info about what position it hit and also what object it hit.
raycast can be any position and any rotation, but if your raycasting like >100 per frame and a length of >1000, it can start to get pretty laggy.
1:29:44 poor guy... the snow mound really went in for an encore, truly an "oh no im not done with you yet :]"
“It’s not that we love this game despite its glitches; we love the whole thing, glitches and all.” is such a good line and I think it perfectly describes my thoughts on this game
I just love that Speedrunners can 100% this nearly 30 year old game 2 and a half times before this video, just describing the weird invisible walls you've probably only asked yourself about when you randomly bonked one, then forgot about. These are the types of videos I absolutely love on TH-cam, weird quirky things that get explained in vivid detail about something you'd almost certainly never use again in your life.
Plus, reading some comments, the fact this video which is two minutes LONGER than Lord Of The Rings: The Two Towers EXTENDED, has such a hilarious script and amazing editing, is peak TH-cam.
I am very much excited to watch this video! I'm only 1 minute in and you can just already tell it's going to be a ride!
I feel absolutely spoiled by the dense visual treat that was this video. The way that you used augmented game footage and motion graphics together absolutely SEAMLESSLY was so well done it's hard for me to put it into words. Not only did you take every single opportunity to explain things better with visuals instead of just narration, you animated _every detail_ to your highest standard. It's very apparent that it's not just the 10 months of work on this one video, but the many many years of research, testing, practice, perfectionism, and above all *passion* that you've been putting into your hundreds of other amazing videos that make this one so fantastic.
I NEVER watch the visuals on essay video but I couldn't keep my eyes of off this. I was hypnotized, it's so impressive
I've never played SM64, but as a programmer/mathematician I can massively appreciate how accurate and clear your explanations are. Hats off! No pun intended.
It's also yet another indication that you have to be really careful with your type conversions, as well as the complexities of sorting objects in 3d space. As a kid I just thought about how fun the game was. Looking at it now, I'm just amazed at the programming prowess of the developers.
@@EmptyZoo393 The fun thing about super complicated programs like this is that almost anyone can write them, it just takes time.
Sure the individual systems might be very weird and hard to swallow, but you really only need to write them once. Building your own tools is fun anyway :D
I actually got an emulator for SM64 the moment I watched this video and I have been enjoying the game (though the camera is... dated xD)
The best things about this video are all those "so I wasn't crazy after all!"-moments.
Coming from not a speedrunner, but simply someone who played this game religiously as a teenager and still fires it up from time to time.
The amount of work put in this video is astonishing.
You sure have a talent with teaching methodology. I am 2 hours in and absolutely not bored at any moment.
As an indie game developer and a (casual) speedrunner, this is is so entertaining and informative on so many levels.
Thank you so much!
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
I think I got whiplash at 27:35 when you went from a dissertation about the mathematical complexities of floor unit square detection straight down to "the two parts of an invisible wall are the invisible and the wall".
3:44:58 the finale showing that mario is STILL softlocked on the roof is how you pull off a story arc
This is exactly the level of abstraction that I need for understanding game programming from my own perspective