Walls, Floors, & Ceilings Part 3

แชร์
ฝัง
  • เผยแพร่เมื่อ 14 พ.ค. 2024
  • This is part 3 of my Walls, Floors, & Ceilings series. In this video, I focus on observations made using Dennis’s hitbox hack ( • SM64 Janky Hitboxes ).
    Prerequisites for understanding this video:
    (1) Walls, Floors, & Ceilings: • Walls, Floors, & Ceilings
    (2) Walls, Floors, & Ceilings Part 2: • Walls, Floors, & Ceili...
    (3) Wall Hitboxes: • Wall Hitboxes
    For convenience, here are timestamps for all the sections of the video:
    00:00 Intro
    00:38 Mario's Hitbox
    01:46 Big Hitboxes
    02:46 Misleading Hitboxes
    05:29 Further Hitbox Observations
    10:15 Simpler Geometric Shapes
    11:54 Rotating Object Triangles
    12:56 Falling Blocks
    14:04 Further Object Triangle Observations
    18:08 Mysterious Level Geometry
    19:19 Misleading Level Visuals
    21:38 Further Level Geometry Observations
    29:39 "Walls" that aren't Walls
    34:12 Walls with Both X & Z Projections
    35:09 Object Walls Switching Projections
    36:17 Rails
    Note: If this video had to be commentated, then I wouldn’t have had the motivation to make it, and so there’d be no video at all.
  • เกม

ความคิดเห็น • 952

  • @KazeN64
    @KazeN64 5 ปีที่แล้ว +2001

    i just knew "Walls, Floors, & Ceilings" would get another sequel after the second movie did so well at the box office.

    • @sunk6478
      @sunk6478 5 ปีที่แล้ว +27

      Kaze Emanuar When's releasio 3.
      I think we already have enough stupid comments for it

    • @AlliroG98
      @AlliroG98 5 ปีที่แล้ว +111

      Walls, Floors and Ceilings Episode III: The Revenge of the Inaccurate Models

    • @lennykappa3535
      @lennykappa3535 5 ปีที่แล้ว +6

      Sunk Simp he's working on it live on his twitch

    • @sunk6478
      @sunk6478 5 ปีที่แล้ว +3

      The Principality of Sealand No it's a different hack, as kaze is pretty much finished

    • @JacksonSTUFF777
      @JacksonSTUFF777 5 ปีที่แล้ว +17

      A fine addition to the Pannen Cinematic Universe.

  • @nnamdi8775
    @nnamdi8775 5 ปีที่แล้ว +766

    Only Pannen can make a 37-minute video on walls, floors, and ceilings interesting

    • @Brickbuilder128
      @Brickbuilder128 5 ปีที่แล้ว +5

      Mayonnaise Musician true...

    • @lowenevvan8619
      @lowenevvan8619 5 ปีที่แล้ว +85

      More like 1 hour, 46 minutes and 51 seconds, with another 6 minutes and fifty dedicated to just wall collision.
      About 10 minutes longer then the runtime of The Room.

    • @kuberootwastaken
      @kuberootwastaken 5 ปีที่แล้ว +9

      And that's just the third part

    • @dumdum7786
      @dumdum7786 5 ปีที่แล้ว +7

      3 of them

    • @Jomoko89
      @Jomoko89 5 ปีที่แล้ว +8

      wait that was 37 minutes?! damn.

  • @FlameLFH
    @FlameLFH 5 ปีที่แล้ว +519

    This is extremely useful information for modders who wanna create glitch-free SM64 hacks, or just wanna study game development in general.

    • @cannedspaghetti1854
      @cannedspaghetti1854 5 ปีที่แล้ว +25

      But then that means there won't be BLJ exploits anymore.

    • @forple8930
      @forple8930 5 ปีที่แล้ว +54

      There will never be a glitch-free game, unless it’s stupidly simple like pong.

    • @JediJess1
      @JediJess1 5 ปีที่แล้ว +5

      I agree. On that note, I wonder if this can be applied to hacks

    • @rev_uwu_tion
      @rev_uwu_tion 5 ปีที่แล้ว +29

      The only way a glitch-free SM64 hack could be made is if the entire shitty engine was rewritten from scratch.

    • @FireballFlareblitz734
      @FireballFlareblitz734 4 ปีที่แล้ว +1

      @FlameLFH My Brother

  • @penguinimptheinsane774
    @penguinimptheinsane774 5 ปีที่แล้ว +244

    20:40
    Oh boy, can't wait for Walls, Floors, & Ceilings Part 4.

    • @RichConnerGMN
      @RichConnerGMN 3 ปีที่แล้ว +14

      still waiting :(

    • @96blocks
      @96blocks 3 ปีที่แล้ว +2

      Wdym?

    • @chillboard4904
      @chillboard4904 3 ปีที่แล้ว +2

      Blox the Memer There’s Three WFC Videos. This one, WFC 2 and WFC 1. That’s why this joke existed

    • @Carlos-rf6eu
      @Carlos-rf6eu 3 ปีที่แล้ว +2

      What’s special about that one time stamp?

    • @penguinimptheinsane774
      @penguinimptheinsane774 3 ปีที่แล้ว +8

      @@Carlos-rf6eu "more on that in a future video"

  • @aloisio7975
    @aloisio7975 5 ปีที่แล้ว +192

    18:35 there is a piranha plant near the elevator in the super mario galaxy 2 version of this level

    • @reddodeado301
      @reddodeado301 5 ปีที่แล้ว +48

      Huh. That's interesting. I guess it's like how Ditto was planned to be used in Melee (he can be summoned through hacks) and people said he was supposed to turn into the character who summoned it and fight alongside them for a while, and now Ditto is in Ultimate and does that exact same thing?

    • @conmattang8492
      @conmattang8492 5 ปีที่แล้ว +11

      I think the piranha plant replaced the whomp that was in the level, though, due to whomps being much larger enemies in galaxy 2

    • @planetearth2249
      @planetearth2249 5 ปีที่แล้ว +10

      and there used to be a piranha plant positioned there in the sm64 beta

    • @gavrielmacleod
      @gavrielmacleod 3 ปีที่แล้ว +2

      It's supposed to be one of the Whomps, cuz Whomps are way bigger in SMG2.

  • @emmbeesea
    @emmbeesea 5 ปีที่แล้ว +546

    Coins and their absurdly large hitboxes yet extremely small draw distances.

    • @notbubby7408
      @notbubby7408 5 ปีที่แล้ว +18

      Emm Bee Sea are you Justin Y’s alt

    • @Kaitri
      @Kaitri 5 ปีที่แล้ว +30

      why is it that under every fucking pannen video you are a top comment?
      sometimes your comments arent even funny or interesting or helpful (no offense) i just dont get it lol.

    • @funnyscream2976
      @funnyscream2976 5 ปีที่แล้ว +27

      You're also top comment on every Siiva video, this is getting strange

    • @joem1068
      @joem1068 5 ปีที่แล้ว +11

      Guys we found the new famous TH-cam commenter

    • @hackercat2
      @hackercat2 5 ปีที่แล้ว +10

      the air bubble hitbox tho

  • @jellywillreturn
    @jellywillreturn 5 ปีที่แล้ว +86

    18:50
    As luck would have it, Mario historian Supper Mario Broth was able to prove Pannen's hypothesis the day after this video came out. As he discovered, camcorder footage of the game being played at Shoshinkai 1995 shows that there was a left-arrow sign at the exact spot the collission triangles are found in the finished game.
    I just think that's the coolest thing, that two of the retro Mario fandom's biggest stars were able to come together to discover something that very few people would have ever thought about.

    • @technopoptart
      @technopoptart 5 ปีที่แล้ว +9

      wow, link?

    • @jellywillreturn
      @jellywillreturn 5 ปีที่แล้ว +11

      Hopefully this link does not get my comment marked as spam, but www.suppermariobroth.com/post/176837364395/top-in-his-video-walls-floors-ceilings-part

  • @irok1
    @irok1 5 ปีที่แล้ว +225

    First the Smash Bros Ultimate Nintendo Direct, then this. What a great day to be alive

    • @veldhuis94
      @veldhuis94 5 ปีที่แล้ว +11

      *[smash bros direct]*
      "I sleep."
      *[walls floors & ceilings pt 3]*
      "REAL SHIT?"

  • @MythrilZenith
    @MythrilZenith 5 ปีที่แล้ว +152

    17:00 The speedrun-killing bonk finally explained!

    • @KudosK42
      @KudosK42 5 ปีที่แล้ว +20

      MythrilZenith
      He explained this too in the Mystery Goomba videeo

    • @cool_scatter
      @cool_scatter 17 วันที่ผ่านมา +1

      My buddy, you don’t know the half of it

    • @chillstoneblakeblast3172
      @chillstoneblakeblast3172 13 วันที่ผ่านมา

      Oh boy....

  • @Seth_M-T
    @Seth_M-T 5 ปีที่แล้ว +188

    I knew that damn eel's hitboxes were broken!!!

    • @PC_Simo
      @PC_Simo 3 ปีที่แล้ว +6

      @Seth M-T Broken into exactly 7 parts.

  • @KuraIthys
    @KuraIthys 5 ปีที่แล้ว +94

    There's some really strange stuff in there, and yet, given that I learnt most of my game programming around that era (slightly later - late 90's), a lot of it just makes sense when seen in action.
    The tools for a game like Mario 64 are likely to have been quite primitive and improvised, so it's not any huge surprise that mistakes and odd behaviour creeps in sometimes...
    And then there's the inherent engine limitations that likely spawn from performance considerations above all else. (the fact that the game uses cylindrical collision volumes for so much speaks to this, since that's among the simplest to calculate). Weird glitches resulting from these limitations abound, such as how the collision behaviour is directional and locked to 90 degree angles, thus leading anything at other angles to behave a little strangely...
    There's also some tweaks designed to create specific behaviours, such as the wall for swimming, fences that tend to push the player in specific directions...
    And of course, the basic design rule of thumb about collision detection - if you can't get it perfect, try to make sure that any mistakes works in the player's favour.
    A great example of this in action is how Mario's hitbox is smaller than the character geometry, while the enemy and coin hitboxes all tend to be larger than the enemy geometry. (yes, this means you're more likely to get hit, but it also makes it much easier to jump on them, and more likely that you'll collect the coins).
    Obviously, sometimes this is tweaked for gameplay reasons, such as the 1-up mushrooms and their tiny hitboxes.
    All in all there's a lot of strange things going on, and yet quite a few that make perfect sense given everything I've learnt over the years about how games work on a technical level, and how you go about making a game 'feel' right, as a designer.
    (as I already said, with collisions, you try to bias things in the player's favour. Besides which, even if you CAN 100% do perfect collision detection, you may find you don't want to do it anyway, since it just doesn't feel right and can still end up annoying players for various reasons... - a game is not reality, and a player's means of control and the way they interact with a game world don't line up with reality either. Though some cases, such as VR with 6-DOF controllers get a lot closer than others - though even there the control schemes still lack a lot of precision compared to doing comparable actions in real life, and thus you still find yourself fudging things in the player's favour to make them easier than they really should be...)

    • @seekerseraphimtherecluse4314
      @seekerseraphimtherecluse4314 5 ปีที่แล้ว +11

      Thank you for the interesting info I am 20 and nervous about entering game design honestly. If I should try

    • @diegopugaquintanilla4344
      @diegopugaquintanilla4344 ปีที่แล้ว +1

      thanks for the insight, it all makes a lot of sense when you explain it like that

  • @vulduv
    @vulduv 5 ปีที่แล้ว +157

    31:07 smooth af transition.

    • @planetearth2249
      @planetearth2249 5 ปีที่แล้ว +1

      cutscenes ftw

    • @PC_Simo
      @PC_Simo 3 ปีที่แล้ว

      Indeed 😎.

    • @TetanicRain
      @TetanicRain 2 ปีที่แล้ว

      Google wants to translate this to “smooth of transition”. Why.

    • @TetanicRain
      @TetanicRain 2 ปีที่แล้ว

      Google wants to translate this to “smooth of transition”. Why.

    • @TetanicRain
      @TetanicRain 2 ปีที่แล้ว

      Google wants to translate this to “smooth of transition”. Why.

  • @Hiandbye95
    @Hiandbye95 5 ปีที่แล้ว +222

    Have you done a video on sliding mechanics? Like the butt slide, the belly slide, which surfaces induce sliding, how is the speed calculated, applied, etc? That seems like an interesting topic.
    I assume surfaces need a special property to induce sliding, because Mario starts sliding on very shallow angles, like in Cool Cool Mountain, yet the staircase in the castle foyer that's actually a 45 degree ramp doesn't make him slide.

    • @mushie6475
      @mushie6475 5 ปีที่แล้ว +54

      There is indeed something at least close to that, which is collision types, there is one for these very steep slopes you can walk on normally like the ones at the near the beginning of BitS, another one for somewhat slippery surfaces and a third one for surfaces that basically make you slide as long as they’re angled; also if the level’s terrain is categorized as "slide terrain" then any angle should make Mario slide no matter what.
      I only can’t give any sort of explanation to the surfaces which don’t have a special collision type but are just steep enough to induce sliding, but this should at least mean that a special property is not necessarily required to induce sliding.

    • @unreal-the-ethan
      @unreal-the-ethan 4 ปีที่แล้ว +19

      What's even more stupid is that the castle stairs are actually at a 46° angle, unlike the bannisters which are only at a 45° angle. Despite this, you can stand on the stairs, but slide off the bannisters.

    • @PC_Simo
      @PC_Simo 3 ปีที่แล้ว +8

      @HiImEthan - Yep, that *IS* weird. So, obviously the steepness plays a negligible role, when compared to the type of the floor; like in BitS, you can stand on almost vertical floors, but slide off 45° floors. 🤔

    • @gavrielmacleod
      @gavrielmacleod 3 ปีที่แล้ว +4

      I've always wondered why Mario doesn't slide off the steep floors in BiTS.

  • @ROCKCOCK64
    @ROCKCOCK64 5 ปีที่แล้ว +249

    pannen is right. i went through beta footage of the game and found the sign on the slide imgur /a/PZqYSnM

    • @BagOfMagicFood
      @BagOfMagicFood 5 ปีที่แล้ว +16

      How do you turn that into a working URL? I thought Imgur albums had "gallery" between the slashes and only five characters afterward, so is that supposed to be a single image, or what?

    • @BagOfMagicFood
      @BagOfMagicFood 5 ปีที่แล้ว +41

      So I just looked up the video for myself, and it was a left-pointing arrow. My guess is that it was taken out because by the time you can see the sign, you can already see that the track turns left, so it's an unnecessary distraction.
      Now I wish I could find beta footage of Tiny-Huge Island to see Slope X.

    • @mosspa
      @mosspa 5 ปีที่แล้ว +7

      BagOfMagicFood
      You have to add “.com” where the space is

    • @Yoshimaster96smwc
      @Yoshimaster96smwc 5 ปีที่แล้ว +4

      Gives me a 404

    • @alliebonesVODs
      @alliebonesVODs 5 ปีที่แล้ว +1

      suppermariobroth admin?

  • @FixTheWi-Fi
    @FixTheWi-Fi 5 ปีที่แล้ว +178

    - Huh, so the electric thingies have their hit boxes BELOW their visual sprite.
    - THE SHARK IS CALLED SUSHI?!
    - What is the point of the 1-Up having such a small hit box?!

    • @Brickbuilder128
      @Brickbuilder128 5 ปีที่แล้ว +23

      lol i was just thinking about sushi, weird name
      also maybe the 1 up hit box is small because if it was on a ledge, people may just be able to grab on the ledge and get it, instead of walking over it

    • @speedwagonoverheaven9716
      @speedwagonoverheaven9716 5 ปีที่แล้ว +27

      Maybe to not make it dissapear too quickly when it follows you

    • @garethdean6382
      @garethdean6382 5 ปีที่แล้ว +58

      Coins are meant to be easily collected mostly as you walk past them, so have large hitboxes; smaller ones would be too annoying. 1UPs by contrast are rare and special and therefore need more effort to collect to make them not feel like a standard pickup.

    • @JediJess1
      @JediJess1 5 ปีที่แล้ว +5

      I was flipping out just as much about the eel being called Unagi! I eat unagi when I go out for sushi. it's delicious! :-P

    • @TheSkypetube
      @TheSkypetube 5 ปีที่แล้ว +14

      -It's below because of Mario's standing hitboxes height
      -Yum
      -When a 1-up chases you it's not supposed to suddenly disappear before it reaches Mario, it was probably an aesthetic choice

  • @AndrewJ9673
    @AndrewJ9673 5 ปีที่แล้ว +116

    When Pannen uploads you watch

  • @pixelator5312
    @pixelator5312 5 ปีที่แล้ว +44

    I find it interesting how, in the Super Mario Galaxy 2 Whomp's Fortress, there IS a piranha plant in the same spot near the elevators that you showed in the video.

  • @loop827
    @loop827 5 ปีที่แล้ว +61

    18:43 thus they added a bigger piranha plant enemy near that same place in the Throwback Galaxy from SMG2.

    • @UltraAryan10
      @UltraAryan10 5 ปีที่แล้ว +2

      Nice catch lol

    • @anomalocarislover7254
      @anomalocarislover7254 2 ปีที่แล้ว +3

      I’m not sure if it was intentional or a typo, but piranha “planet” is such a good pun.

    • @loop827
      @loop827 2 ปีที่แล้ว +1

      @@anomalocarislover7254 It wasn't intentional, but that's a nice coincidence. I'm gonna fix it.

    • @luigiofthegods459
      @luigiofthegods459 2 ปีที่แล้ว

      Isn't "piranha planet" that one enemy near the end of Partners in Time

  • @TylerKehne
    @TylerKehne 5 ปีที่แล้ว +43

    Yoooo 31:27 tho
    I knew there was something weird going on there. It should have been way easier to escape with the treadmill grind jump than it was.

  • @FixTheWi-Fi
    @FixTheWi-Fi 5 ปีที่แล้ว +265

    Someone do a full playthrough of "Collision Type 64"

    • @deskbotknight3730
      @deskbotknight3730 5 ปีที่แล้ว +27

      It probably wouldn't be too hard.

    • @nameloc2035
      @nameloc2035 5 ปีที่แล้ว +26

      Pannen likely did it to find all those random walls that are actually floors/ceilings, unless they had a list of them but no good way to show it.

    • @Nightcaat
      @Nightcaat 5 ปีที่แล้ว +14

      SketchUp 64

    • @digitaltoaster4956
      @digitaltoaster4956 5 ปีที่แล้ว +5

      Maybe If We Are Lucky Someone Like Hobo Bros Or Simpleflips Will Do An Eye Testing Challenge With This

  • @HaydenTheEeeeeeeeevilEukaryote
    @HaydenTheEeeeeeeeevilEukaryote 5 ปีที่แล้ว +118

    one thing ive noticed a while back is that your subtitles have gotten better, which makes your videos easier to watch

    • @JorgetePanete
      @JorgetePanete 5 ปีที่แล้ว +2

      Hayden the douchebag I've*

    • @TheCandoRailfan
      @TheCandoRailfan 5 ปีที่แล้ว +6

      Having a vocal commentation, like he used to do, would be good.

    • @sjiht0019
      @sjiht0019 5 ปีที่แล้ว +13

      The Cando Railfan look at the description

    • @reddodeado301
      @reddodeado301 5 ปีที่แล้ว +17

      Jorge C. M.
      Can you not.

    • @HaydenTheEeeeeeeeevilEukaryote
      @HaydenTheEeeeeeeeevilEukaryote 5 ปีที่แล้ว +4

      Jorge C. M. I didn’t use the wrong “your” or “to,” so your comment is even more pointless. If I missed the apostrophe in “we’re,” that would make sense because it could be mistaken as “were,” but you correcting “Ive” to “I’ve” in a TH-cam comment is pointless and doesn’t make any sense.
      And the edit wasn’t to correct grammatical mistakes, it was to clarify. I’m telling you this because........uh..............

  • @sentrywar2582
    @sentrywar2582 5 ปีที่แล้ว +38

    The more I learn about this game's mechanics and inner workings, the more I believe it to be a very lucky bodge job, with the janky parts hidden just well enough for it to be professional-looking.
    Well done, whoever made SM64, well freaking done. Im genuinely impressed.

    • @Hiandbye95
      @Hiandbye95 5 ปีที่แล้ว +29

      I'm pretty sure most video games look bodged together if you look really close.
      Game development is hard, resource intensive, and when the deadline is on the horizon (or just in general) there's no point in being a perfectionist about something that doesn't matter or won't be noticed by 99.9 percent of casual players.

    • @sinteleon
      @sinteleon 5 ปีที่แล้ว +11

      And sometimes the shortcuts greatly saves on resources too.

    • @Rot8erConeX
      @Rot8erConeX 5 ปีที่แล้ว +10

      the exception is, of course, games made by Masahiro Sakurai. in those cases, the small botches aren't intentionally covered up, they're scrubbed out of the game entirely, and if they remain in the final product, it's because they escaped his laser vision.

  • @ilovemathandswimming
    @ilovemathandswimming 5 ปีที่แล้ว +5

    "Okay, class, what did you learn today?"
    "That horrid eel thing is called Unagi."

    • @Mabi19
      @Mabi19 3 ปีที่แล้ว +2

      ... Which is "eel" in Japanese.

  • @Davtwan
    @Davtwan 5 ปีที่แล้ว +163

    K. Rool is announced for Smash Ultimate.
    _I sleep._
    Pannenkoek uploads a +35 minute video.
    *REAL SHIT??*
    (In all seriousness though, I'm glad that he made it in Smash.)

    • @hps362
      @hps362 5 ปีที่แล้ว +1

      I want more trailers where Dedede trolls us tbh

    • @MrMisterkrazy
      @MrMisterkrazy 5 ปีที่แล้ว +8

      I'm also glad that Pannenkoek made it into Smash.

    • @antoniasalinas513
      @antoniasalinas513 5 ปีที่แล้ว +2

      The video in question is about Walls, Floors, & Ceilings.
      ASCENDED

    • @upice6863
      @upice6863 5 ปีที่แล้ว +1

      Wait, -Pancake Man- Pannenkoek made it into Ultimate?!

  • @hokostudios
    @hokostudios 5 ปีที่แล้ว +16

    Was wondering about Eyerok's collision after the previous video, but clearly there isn't much to wonder about!
    I find it interesting that the developers seem to have gradually added more collision to the falling platforms as they went. I guess as they started adding them over lava and with more accessibility from underneath, it became more necessary to keep players from inadvertently clipping through them.

  • @speedwagonoverheaven9716
    @speedwagonoverheaven9716 5 ปีที่แล้ว +41

    Wow, a 37 minute long video about walls roofs and ceilings..
    *grabs popcorn*

  • @CoTeCiOtm
    @CoTeCiOtm 5 ปีที่แล้ว +7

    15:08 wait what!?!?! You can kick and drop that thing!? How comes I never heard of that until now? I never knew what use that thing had, I thought it was just decoration!

  • @MetropolisEightfield
    @MetropolisEightfield 5 ปีที่แล้ว +6

    Why is this the most fascinating shit? I did not expect to be entranced the whole 37 minutes.

  • @TheLegendJet
    @TheLegendJet 5 ปีที่แล้ว +19

    Just after watching the whole Thing I realised it had been 37 minutes.Time flies when watching Pannen explore this Game

  • @brutalrattle
    @brutalrattle 5 ปีที่แล้ว +35

    How do you make 3 videos on video game walls floors and ceilings? Ask Pannen
    Edit: I just realized this part is 37 minutes long...and that’s just one part

  • @thenegativethunder1656
    @thenegativethunder1656 5 ปีที่แล้ว +19

    A smash presentation AND almost 40 minutes of pannenkoek. Today is a good day
    Edit: its really cool to finally get an explanation to things i just thought of as "sm64 being sm64"

  • @SSM24_
    @SSM24_ 5 ปีที่แล้ว +5

    I think my favorite part of this video is how he felt the need to put the info about which falling blocks have which surface triangles in a fucking table form at 13:56.

  • @christiank.4794
    @christiank.4794 5 ปีที่แล้ว +11

    19:29 the developers were like "heh, nobody will ever test it, trust me john.." BUSTED in 2018

  • @wehpudicabok6598
    @wehpudicabok6598 25 วันที่ผ่านมา +5

    The discussion of floor overshadowing at 20:42 says "more on that in a future video." We finally got that video!

  • @a52productions
    @a52productions 5 ปีที่แล้ว +1

    The more I learn about the inner workings of this game the more I appreciate just how much work and thought must have gone into it. How they'd have to consider which parts would have to not match the visuals in order to make a better player experience or to account for hardware issues, for example.
    Even the mistakes remind me that it was all made by hand.

  • @Crabmaster
    @Crabmaster 5 ปีที่แล้ว +13

    I'm really curious what it would look like having Dennis’s hitbox hack applied to various ROMhacks. The notable two that come to mind would be Last Impact and Star Road, they both do a lot of odd things with the hitboxes they imported, so it would be interesting to see how the triangles are actually presented.

    • @poudink5791
      @poudink5791 ปีที่แล้ว +1

      star road at least should have collision maps identical to the visual maps, because I don't think the model importer could import a separate collision map back then. not sure for last impact, tho.

  • @ElTaitronAnim
    @ElTaitronAnim 23 วันที่ผ่านมา +4

    Came back to this series before getting into the double-feature-length Invisible Walls video... It's fascinating to see how this all works, and the bizarre little spots or edge cases that make weird things happen. You've done an amazing job documenting everything.

    • @richardvenables619
      @richardvenables619 16 วันที่ผ่านมา +2

      What got me is that there's a. A couple of times he said "more on that in a future video," and sure enough, 5 years later, there it is. The floor foreshadowing, for example

  • @Trogdor390
    @Trogdor390 5 ปีที่แล้ว +28

    14:28 now we the know how SimpleFlips can do what he does: he BLJ's off the Thwomp's C....eiling.

  • @lameguy64
    @lameguy64 5 ปีที่แล้ว +1

    As someone who's been working on a homebrew 3D engine for the PS1, this video is highly informative to me! Seeing the quick & dirty collision detection and clipping schemes developers used back in the day in action is some very informative stuff as a homebrew programmer.
    Great video Pannen!

  • @Lulink013
    @Lulink013 5 ปีที่แล้ว +7

    I expected you to show Bowser's hitbox and how grabbing it's tail works... maybe for another time?

    • @iProgramInCpp
      @iProgramInCpp 5 ปีที่แล้ว +2

      There are two objects. A Bowser object with the actual model and a hurtbox, and an invisible object stuck to its tail (there may be some discrepancies) which triggers the grabbing animation.

  • @benjaminbrady2385
    @benjaminbrady2385 5 ปีที่แล้ว +18

    This was really enjoyable to watch. I know praising a video in a comment isn’t original but that’s no reason not to praise a well made video!

  • @PC_Simo
    @PC_Simo 3 ปีที่แล้ว +3

    4:50 You can actually verify empirically that it’s the ceiling preventing you from climbing higher, since you can’t do a handstand. Though, I used to think that it’s the red tiles at the top of the poles that act as ceilings, and prevent Mario from climbing too high. 🤔

  • @sr6496
    @sr6496 5 ปีที่แล้ว +7

    You put too much thought into this just to show/tell us about it. Yet you discovered how so many physics work and put so much effort into these videos.
    This shows what true dedication is
    Keep up the good work!

  • @davistoa
    @davistoa 5 ปีที่แล้ว +2

    32:24 That panning sound effect matched so well up with the music, it couldn't be a coincidence

  • @AwesomepianoTURTLES
    @AwesomepianoTURTLES 5 ปีที่แล้ว +8

    Finally the completion of the greatest trilogy since the original Star Wars! Keep up the good work

    • @gfdfdgfdghgdhs234
      @gfdfdgfdghgdhs234 5 ปีที่แล้ว +2

      At 20:40 he said that a part 4 is coming up

  • @Iinneus
    @Iinneus 5 ปีที่แล้ว +4

    Dude, this is one of the best videos. I feel like this is perfect everyone who's played this game for many years and wanted to know "why did that one thing act so weird that one time I tried to jump/stand/walk on it?"
    The BitS thing was a big revelation for me. I feel so much closure knowing why all those runs that have died to that one weird long jump at the end of the game got screwed over.

  • @Blue-to9oz
    @Blue-to9oz 5 ปีที่แล้ว +7

    It would be cool to see some past ABC videos done using this hack.

  • @PC_Simo
    @PC_Simo 3 ปีที่แล้ว +5

    19:55 The physical models actually look way more harmonious than the visuals.

    • @Kaiwala
      @Kaiwala 2 ปีที่แล้ว +1

      Harmonious? They should make a band

  • @8y8x
    @8y8x 5 ปีที่แล้ว +38

    :OOO A Part 3?!

    • @kama2106
      @kama2106 5 ปีที่แล้ว +7

      vnx 20:48 :-)

  • @efisiospiga6540
    @efisiospiga6540 5 ปีที่แล้ว +44

    22:45
    26:20
    WHAT

    • @jadencoucopoulos2567
      @jadencoucopoulos2567 5 ปีที่แล้ว +1

      Do you still get the star from the penguin by doing it that way?

    • @sinteleon
      @sinteleon 5 ปีที่แล้ว +9

      26:20 is kinda worthless for speedrunning though, since you know, the rest of the stage isn't loaded.

    • @sm64guy28
      @sm64guy28 5 ปีที่แล้ว +4

      If you watch a 120 star run TAS, the 22:45 technique is used, so it was known before that

    • @ActuallyImJerome
      @ActuallyImJerome 5 ปีที่แล้ว +1

      Efisio Spiga the ccm strat isnt RTA friendly

    • @trivynium
      @trivynium 3 ปีที่แล้ว +1

      @@jadencoucopoulos2567 you cant sorry, if you dont stay on ground for more than 64 frames then the game consider it cheating

  • @hymnsoncheung1681
    @hymnsoncheung1681 5 ปีที่แล้ว +58

    In Hong Kong, it is 12:42 and I am going to sleep.
    And than this comes out.
    Edit: Grammar problem, thanks Jorge for pointing it out

    • @mrt129_luigi
      @mrt129_luigi 5 ปีที่แล้ว

      hymnson Cheung oh hong kong bois! We cool right?

    • @user-mq7lg5tl6m
      @user-mq7lg5tl6m 5 ปีที่แล้ว

      now at malaysia, it's 0225 am already, and I'm going to sleep too😂

    • @JorgetePanete
      @JorgetePanete 5 ปีที่แล้ว +1

      hymnson Cheung then* comes*

    • @JorgetePanete
      @JorgetePanete 5 ปีที่แล้ว +1

      MRT129 Edwin Lai we're*

    • @eggboi4517
      @eggboi4517 5 ปีที่แล้ว +2

      Jorge C. M.
      Boi it’s internet slang u WALL

  • @d.m.9304
    @d.m.9304 5 ปีที่แล้ว +4

    Thank you Pannen, very cool!

  • @eiknaurjensen7927
    @eiknaurjensen7927 5 ปีที่แล้ว +4

    Pannen uploads a 37 minute video of information I will never use? YES!

  • @GreenLinzerd
    @GreenLinzerd 5 ปีที่แล้ว +6

    It amazes me how janky this game truly is. It also amazes me how interesting Pannen can make a 37-minute uncommentated video all about collision detection the most interesting thing I've seen all week.

  • @planetearth2249
    @planetearth2249 5 ปีที่แล้ว +1

    What's interesting is that in the beta of SM64, there was a piranha plant positioned exactly where those two oddly placed floor triangles are in Whomp's Fortress.

  • @GooTheMighty
    @GooTheMighty 5 ปีที่แล้ว

    I feel like I have encountered almost every single one of the example you showed in one form or another and I feel so much better now that I know WHY. Thank you, Pannen.

  • @jeroenboth167
    @jeroenboth167 5 ปีที่แล้ว +23

    Cool hack Dennis Made and cool new discoveries and information. Great video

  • @LeJ3n021
    @LeJ3n021 5 ปีที่แล้ว +7

    18:45 I remember in one of the beta revival hacks it had a piranha plant instead of the elevators so most likely it did but I'm not sure

  • @HarmoniChris
    @HarmoniChris 5 ปีที่แล้ว +1

    This is my new favorite Pannen video. Excellent illustrations, shedding light onto oddities that I've never seen explained so clearly. Fantastic video!

  • @sagefurry
    @sagefurry 5 ปีที่แล้ว +2

    This man can make floors, walls, and ceilings sound interesting. Amazing.

  • @irok1
    @irok1 5 ปีที่แล้ว +16

    Neat. This would be a cool hack to play with.

  • @PC_Simo
    @PC_Simo 3 ปีที่แล้ว +3

    14:00 BBH’s falling blocks only having surface triangles on the top (not the sides or the bottom) is actually pretty fitting for a *GHOST* level 😆.

  • @marscaleb
    @marscaleb 4 ปีที่แล้ว +2

    Seeing how the collision works when he is grabbing a ledge has opened my mind at how I can program special player actions that I have been unable to figure out before.

  • @quicksyss
    @quicksyss 5 ปีที่แล้ว +1

    Hey man, just wanted to say that this video actually made my day. I love watching you explore this game, so thanks for everything.

  • @RealClassixX
    @RealClassixX 5 ปีที่แล้ว +41

    Why do stars even have hitboxes during cutscenes?

    • @hhaavvvvii
      @hhaavvvvii 5 ปีที่แล้ว +15

      Because it's easier to just let them keep them. They're not checked during the cut scene so why disable them?

    • @BonzaiThePenguin
      @BonzaiThePenguin 5 ปีที่แล้ว +17

      Ryan Scheel They don't keep their hitbox, though, they have a different hitbox. It looks almost as if the game originally didn't pause when stars came out and let you collect them immediately, like in Banjo Kazooie.

    • @planetearth2249
      @planetearth2249 5 ปีที่แล้ว +7

      Ikr.
      Mario can't even collect stars during cutscenes (unless you use glitches) but for some reason it has a hitbox during the cutscene..
      NINTENDO YOU LIED TO ME.

    • @gavrielmacleod
      @gavrielmacleod 3 ปีที่แล้ว

      Yeah, you can't even collect them during cutscenes

  • @yellowpie
    @yellowpie 5 ปีที่แล้ว +47

    Top 10 Anime Trilogies

  • @Seymour_Sunshine
    @Seymour_Sunshine 5 ปีที่แล้ว

    I had no idea this video was 40 minutes long until it was finished and I scrubbed back to the beginning to watch it again. Seriously amazing work.

  • @forstnamelorstname4169
    @forstnamelorstname4169 5 ปีที่แล้ว +1

    I love that slope X style beta leftover stuff, so this video is like Christmas to me.
    Shoutouts to the guy who made the romhack. It looks lovely, good job.

  • @PC_Simo
    @PC_Simo 5 ปีที่แล้ว +4

    Wow! Great video and great trilogy. Kudos to you, pannenkoek2012, for doing all this research and making these videos; and kudos to Dennis for making this hack. Must have been loads of work. However, this kind of left me confused. In an earlier video you’ve said that lava is just a special kind of floor, but this hack didn’t display lava with floor triangles, so what is actually going on here? Is lava not a floor, after all? Then what is it? Also, I would be interested in what exactly is water, programming-wise, since it’s clearly not a floor or any kind of triangle, and it’s obviously not an object either, right? It honestly seems more like some kind of a level parameter, if that’s even a thing, I don’t know. 🤔

  • @ninjoewd4900
    @ninjoewd4900 5 ปีที่แล้ว +4

    That slide skip would change the whole speedrunning strategy
    That’s actually groundbreaking

    • @ferdinandroig3460
      @ferdinandroig3460 5 ปีที่แล้ว +3

      Wooper Dooper It's already been used though.

  • @Yowesephth
    @Yowesephth 5 ปีที่แล้ว +1

    Seeing a 40 minute pannen video in my inbox made me feel giddy. I love seeing the crazy stuff there is to learn about this game

  • @MyFilippo94
    @MyFilippo94 5 ปีที่แล้ว +1

    My favourite serie! And it's getting another follow up too! Thanks Pannen!

  • @xunxekri
    @xunxekri 5 ปีที่แล้ว +3

    Doctor: You have 37 minutes and 26 seconds left to live.
    Me:

  • @medicami
    @medicami 5 ปีที่แล้ว +4

    thank you pannen for knowledge and entertainment you are magical

  • @jamesmason3734
    @jamesmason3734 5 ปีที่แล้ว

    This was a good look at how these kinds of things work in games and especially how things work in this game.

  • @e-mananimates2274
    @e-mananimates2274 5 ปีที่แล้ว

    I'm learning a great amount about hit boxes and collision geometry from this video!

  • @danielh7
    @danielh7 5 ปีที่แล้ว +4

    I noticed you could wall jump in the stairs recently when trying to learn the ledgegrab, cool to see why :)

  • @andimcc6131
    @andimcc6131 5 ปีที่แล้ว +5

    This is faaassccinnattingggg :O I'd be curious what a Pedro Spot looks like in this visualization.

  • @auxchar
    @auxchar 5 ปีที่แล้ว

    Nice work, dude! Also, I hope you're feeling better.
    Man, that is one seriously fine toothed comb you've got for this game. You seriously have an eye for detail that I don't think anyone at Nintendo was ever expecting. I'm always impressed with your dedication whenever I watch any of your videos. Thank you for doing what you do, I appreciate it.

  • @mchevre
    @mchevre 5 ปีที่แล้ว +2

    omg thank you so much for that data table comparing the falling block surfaces in different levels. dunno what we would've done without that.

  • @CaptmagiKono
    @CaptmagiKono 5 ปีที่แล้ว +5

    Awesome visualization here, thanks for the video.

  • @JetEriksen
    @JetEriksen 5 ปีที่แล้ว +289

    Sit down class, it's time to learn about geometry.
    Geometry without Gay Baby Jails that is.

    • @mmmmmmmmmmmmm
      @mmmmmmmmmmmmm 5 ปีที่แล้ว +56

      "Kids, what kind of triangles are doors made of?" "Floor triangles?" "I HEAR EVERY DOOR YOU OPEN"

    • @aaronkelly4490
      @aaronkelly4490 5 ปีที่แล้ว +22

      How many pannen videos has it been without GBJ?

    • @eddiemate
      @eddiemate 5 ปีที่แล้ว +1

      RedIrishSpud
      Yes

    • @brandokalrizian
      @brandokalrizian 5 ปีที่แล้ว +1

      Does 28:00 count as a GBJ

    • @eddiemate
      @eddiemate 5 ปีที่แล้ว +8

      Brandon Wood
      GBJ must be inescapable. He swam out of the wall easily. Besides he’d still be able to Exit Course.

  • @aliaspseudonym525
    @aliaspseudonym525 5 ปีที่แล้ว +1

    24:30 So you CAN grab this ledge... but doing so will just get Mario killed. A cruel trap for players, an oversight, or deliberate neglect, since who would be stupid enough to grab that?
    Great video! Very informative! Thank you so much for uploading!

  • @HouseOfFunQM
    @HouseOfFunQM 5 ปีที่แล้ว

    Watching this, thinking about the work that went in at Nintendo, where all of the engineers would’ve started on this, having absolutely no idea what to do at first. What they came up with is remarkable

  • @kama2106
    @kama2106 5 ปีที่แล้ว +12

    Two questions:
    Why does collected star even have hitboxes during the animation?
    Can we blj off this broken sign in BoB

    • @Mateo-vz4fl
      @Mateo-vz4fl 5 ปีที่แล้ว +3

      KaMa2 I'm not sure but I think that trying to BLJ the broken sign in BOB will not work because Mario will get enough height to go above the sign

    • @uberterris7551
      @uberterris7551 5 ปีที่แล้ว +4

      Yes you can blj off the sign, i've done it numerous times in the past. It can be a bit hard to escape it when you get enough speed, but i found it to be an easy location to do it especially on console.

    • @kama2106
      @kama2106 5 ปีที่แล้ว +1

      UberTerris thanks, i may even try it on my emu

    • @sunk6478
      @sunk6478 5 ปีที่แล้ว +1

      UberTerris I found it hard to gain speed at all

    • @hackercat2
      @hackercat2 5 ปีที่แล้ว +1

      -first of all, ceilings go up until obstructed by a floor
      -yes it would be hard to gain speed because the ceiling triangle is very thin. You would have to come on a sharp angle.

  • @wileecoyotegenius5955
    @wileecoyotegenius5955 5 ปีที่แล้ว +3

    This is just what I needed. I had a horrible day so thanks Pannen for reminding me that there's still magic in the world.

  • @dramaticexit5437
    @dramaticexit5437 5 ปีที่แล้ว

    Not only is it a new Pannen video, it's a long and explanation-heavy Pannen video, which is a must-watch in my book.

  • @altrogeruvah
    @altrogeruvah 5 ปีที่แล้ว +1

    I'm just so happy there's a new 37-minute Pannenkoek video, thank you ~

  • @lumensmith9787
    @lumensmith9787 5 ปีที่แล้ว +4

    At 32:25 the camera panning syncs to the music.

  • @CaptmagiKono
    @CaptmagiKono 5 ปีที่แล้ว +3

    I would love to see this hack in more N64 games.

  • @Tesl8n
    @Tesl8n 5 ปีที่แล้ว

    This explains so much about the feel of this game, wow.

  • @darkness3981
    @darkness3981 2 ปีที่แล้ว +2

    Fun fact: at 18:12 where he says that there are 2 triangles on the ground is actually where originally a scrapped 4th piranha plant would be because in the beta footage for wf you can see there is another piranha plant near where the elevator that leads to the top of the fortress is

  • @Lugmillord
    @Lugmillord 5 ปีที่แล้ว +7

    Yay, more education :) And so much of it, too! Thank you very much. These are always super interesting. And I always found Sushi to be a super pointless enemy in the game. You have to force yourself into him to ever take damage, and apparently only his lungs are dangerous. And I didn't even notice that cheep cheeps exist in the game until much later. They really could have done a better job with the space in the water levels.
    22:45 Did you just discover a new strat for speedruns?

    • @zugverruckter5721
      @zugverruckter5721 5 ปีที่แล้ว +5

      Lugmillord sushi lungs? He is a fish. Fish don't have lungs

    • @Lugmillord
      @Lugmillord 5 ปีที่แล้ว +3

      That's the joke :D I don't think I ever took damage from him.
      ...no, you're right, total brainfart on my end xD

    • @ActuallyImJerome
      @ActuallyImJerome 5 ปีที่แล้ว +2

      22:45 was already known of, it was used in the 120 TAS. and it's not RTA friendly.

    • @Lugmillord
      @Lugmillord 5 ปีที่แล้ว +1

      I see

  • @edgarvega5859
    @edgarvega5859 5 ปีที่แล้ว +6

    Walls floor and ceilings part 3: Floordust Crusaders

  • @Noah-tn5bc
    @Noah-tn5bc 5 ปีที่แล้ว +1

    I just rewatched parts 1 and 2 of this yesterday, this is perfect!!

  • @AshDCTaylor
    @AshDCTaylor 5 ปีที่แล้ว

    Walls, Floors & Ceilings is now a feature-length movie.
    I love it.

  • @FT029
    @FT029 5 ปีที่แล้ว +9

    so perhaps this hack can help for the TTC upwarp?

    • @JVBDPaoli
      @JVBDPaoli 5 ปีที่แล้ว +1

      Could it be the effect of an oscillating floor/ceiling? (12:41 plus 25:05)

    • @ActuallyImJerome
      @ActuallyImJerome 5 ปีที่แล้ว +3

      JVBDPaoli Cheetah is right, this doesn't happen in the still setting. Also, downwarps are very common, so the second clip you time-stamped was already known of for a long time and were pretty sure it doesn't have anything to do with the TTC upwarp

  • @anotherdan4920
    @anotherdan4920 5 ปีที่แล้ว +21

    How is Mario lifted up when Dorrie's model switches from down to up?

    • @daandroid614
      @daandroid614 5 ปีที่แล้ว +7

      Another Dan his y position increases

    • @grieferjones2237
      @grieferjones2237 5 ปีที่แล้ว +18

      wow thanks for the help
      what a detailed explanation

    • @daandroid614
      @daandroid614 5 ปีที่แล้ว +5

      It's ya boi you're welcome

    • @grieferjones2237
      @grieferjones2237 5 ปีที่แล้ว +2

      i was being sarcastic

    • @plantelo
      @plantelo 5 ปีที่แล้ว +21

      It's a cutscene. I do believe Mario ignores collision for the duration of a cutscene, so that would also explain him moving through ceiling triangles.

  • @MRDaleth
    @MRDaleth 3 ปีที่แล้ว

    The videos are so entertaining all the way through, I couldn't like them enought. Thank you so much. So informative and also funny! absolutely loved them

  • @DanieleGiorgino
    @DanieleGiorgino 5 ปีที่แล้ว

    Incredibly thorough video Pannen. Awesome job.