Video není dostupné.
Omlouváme se.
Walls, Floors, & Ceilings Part 2
Vložit
- čas přidán 16. 08. 2024
- I explain more about walls, floors, and ceilings, as well as other related topics. This is a continuation of my first video on walls/floors/ceilings [ • Walls, Floors, & Ceilings ], as this video contains additions, clarifications, and corrections to that video. Note that since that first video covered all the basics, it's become much easier and efficient for me to discuss related topics that rely on that information. For convenience, here are each of the topics:
00:00 More Accurate Pie Chart
01:51 Camera Range Under a Floor
03:12 Out of Bounds and the Death Barrier
03:56 Foyer Stairs
05:13 Basement Stairs
07:44 BoB Stairs
08:49 PSS Wall Triangle
10:39 Igloo Barrier
12:49 1-Sided Fence on a Ledge
14:51 Animations Against a Wall
18:09 Unreferenced Wall
20:08 Handsfree Bonk on a Wall
22:23 Walking in Midair
24:20 Quarter Step Cancels
28:35 Object Pushing Mario Out of Bounds
A lot of content in this video was originally intended to be in the first walls/floors/ceilings video, but I cut it out to try to keep that video shorter and more focused. Other content is stuff I realized could be explained better and/or more thoroughly. Other content is stuff I've learned after doing more research and/or asking Peter Fedak to look into things for me. And other content is stuff I've known about for a while and wasn't planning to cover, but it saw this video as its chance to finally make it into a video and so it forced itself in.
Prerequisite videos to understand this video:
Walls, Floors, & Ceilings: • Walls, Floors, & Ceilings
Wall Hitboxes: • Wall Hitboxes
Additional Notes
(1) The wall angle range being 11 angles wide is what I found to be true based on hacking a pushable block to be at different angles. However, this exact angle range may differ from object to object, because it partially depends on how the object's vertices convert from floats to shorts.
that last segment is basically the cartoon gag of running past the edge of a cliff and into midair and only falling when you look down
Timestamp?
28:55
I wasn't sure if you meant 22:23 or 28:55 because both worked. Thank you.
@The Mario Quadruo Technically, it’s next to a very steep floor, though. Using a wall wouldn’t work in this case, since a wall hitbox would just push him back onto the flat floor. Other than that, I agree.
@keithPlayzStuff Well, they said *_”LAST_* segment”.
"After all this, Mario found that he wasn't above any floor anymore, and so he died"
Brutal shit, dude.
Still a better love story than Twilight
true
edit is i put rue not true lol
Still better love story than my life.
@Done Account I know, man. I know.
not in today's internet is it brutal
Remember kids, always update your floor reference.
That can explain why I seem to trip over my own two feet while standing completely still. I failed to update my floor reference for the very slightly fluctuating height of the floor.
42th like
I'm walking into a ceiling as I'm typing this, am I doing something wrong?
Or you might clip into the backrooms.
@@MuzikBike might as well find a tri whose y angle is larger than 0.01 or smaller than -0.01 to jump towards it, finishing by clipping upwards back to reality
Look man. If I jumped head-first into a staircase, I would bonk on it too. Those basement stairs are just fine.
erica l still find them oddly unsatisfying.
But do u teleport some stairs down after jumping straight upwards? If not, your stairs are probably broken :/
Whenever I do a BLJ I teleport to area 51.01 and then I have to find another set of stairs to BLJ, as long as it's in the right direction
i would not like to jump head-first into my basement stairs made of bricks.
@@jaydentt blg? do you mean blj
Mario not knowing that he isn't on a floor until he finally finds out and dies is some real Wile E. Coyote shit.
bad word
@@kruje314 oh no i used a bad word *doesn’t die because no one cares*
holy shit i’m so accustomed to seeing shit i don’t even realize it’s a swear
@@elicenyne no swearing!!!! mario doesnt like that
@@olipolygon hello fellow trans person :)
Me: *watches video*
*walks halfway up my staircase*
"I wonder if the wall hitboxes of these stairs overlap the area in which I may interact?"
*Jumps straight up, is warped to the bottom of the stairs.*
"Well I'll be."
> Get drunk enough to attempt in real life.
> Do this in real life.
> Warp to the bottom of the stairs.
> Your sober friends see.
> Apparently you're a god now.
Bucketfullabiscuits the comments in these videos are glorious lmao
lol ikr
@@jackemled Don’t mind, if I do. Also, vodka can give you God-powers, for a limited time. The Slavic God-elixir.
"Pannen made a 37 minute long video about walls, floors, and ceilings in Mario 64, then he turned around and made a 32 minute sequel, the absolute madman!"
Pannen: "Actually, there's three."
And then a 37 minute threequel.
I like how Pannenkoek has been analyzing Mario 64 longer than it took to make.
Just imagine how many hours he's put into it that isn't covered by video.
Wait, forget hours, it could easily be measured in days or months.
Builds speed for 415 years
He probably spent more time and effort on this game than any single developer, maybe a small team. That's dedication.
He's willing to pay $1000 for a bug too. I get the feeling that the ABC challenge is his life's objective
i think its worth mentioning the 1st part of the walls, floors and ceilings series took 1 year in production and various changes of plans and redos
"The logical guess would be this: The horizontal surfaces are floors and the vertical surfaces are walls. However, that guess is incorrect."
I swear to god if the entire thing's a ceiling
i think it's obvious that the minimum amount of floors (in triangles/tris, not full rectangles) that should be there are 6
i know its a joke but hey atleast you gotta be technical
lol so funny
Midair moonwalking Mario might be one of the greatest things I've ever seen
I know right
I didn't know you watch pannen!!
I was just about to say that!
24:02
Princess Daisy is not my-a lover,
She's just a girl who says that-a I am the one
And her toad is not-a my son
Pannen: Wanna see me make a 30+ minute video about walls in SM64?
Pannen: Wanna see me do it again?
There's a three
Pannen: Wanna see me do it a third time?
Pannen: Wanna see me do-
Community: WE GET IT
@@jaydentt
also community: watches anyway
@@jaydentt I'd be stoaked if he made a part 4.
@@GhabulousGhoti yes they're interesting
Now I know why I can't backwards long jump up my basement stairs. The wall hit boxes are protruding from the side of my stairs. If I fix this, I might have a chance to finally get out of my locked basement door and back upstairs. Thanks. Been trying to get out for weeks. All jokes aside though, awesome video, these are always entertaining and interesting.
Ten Minute Video Empire Have you tried jumping into a painting? Shifting Sand Land's painting looks a lot like a wall, and once you're in a course, you can exit to the foyer! Alternatively, pound the pillars to open the storm door.
Well, you can just remove the risers (walls) from your stairs, since stairs work fine with only treads (floors).
Pannenkoek: The Walls, Floors, & Ceilings Saga
Runtime: 1 Hour, 9 minutes, 27 seconds.
looking forward to part 3
Walls, Floors, & Ceilings 3 Confirmed
Wall triangles have three vertices. Illuminati confirmed.
Off profile pic
No OFF vids
False advertising.
1 hour: 3^0 hours
9 minutes: 3^2 minutes
27 seconds: 3^3 seconds
COINCIDENCE??? yeah, probably
Wow, so now we have over an HOUR of video about walls, floors and ceilings :o
Beautiful isn't it? :P
+Inkstar Oh it's beautiful
Sidney600SM64 Walls, Floors, and Ceilings: THE MOVIE
We need at least as much if anyone's gonna figure out TTC Upwarp. Assuming it has something to do with it.
the $1000 bounty is still up?!? wow
15:30 I like how he always does this "here we can see this in practice" for the most basic and obvious stuff.
Enzo Lebold It really feels like what would be on the projector in a college class on Mario 64. Everything is very explicit and thorough. It even feels like I could have enough time to write notes if I had to.
For whatever reason he makes it a bit accessible for people who havent played the game.
Ive never played or seen anyone play SM64 until i found this channel, now i feel like im an expert on the inner workings of it! (and i know all the music now) Even if i dont know the game i find this stuff fascinating.
I still really want to know about ledge grab detection!
24:12 That goomba lost his mind when mario started to moonwalk midair
_Fuck this shit, I'm outta here!_
Goomba 1: He's floating in midair!
Goomba 2: How does he DO THAT!?!?!?
Goomba's mind: WHAT IS MARIO DOING THERE?!
Mario: I'm moon-walking in the air!
"ARE YOU OUT OF YOUR FUCKING MIND?"
Blake Blast game: uuhhhh guys he’s still on a floor
Everyone else: NO HES NOT
31:49 This will be a tale that will be passed down generations from now.
"...Mario left this mortal coil in a frenzy of confusion, a small box at his side. The brave warrior was bested by his invisible adversary: The illusive 'Oob'."
That's why i could never jump on the igloo. Also i love how some ideas are very smart, creators really cared about details
Help me I'm sliding down the side of a stair
i told you man i warned you
about stairs bro
badman jones IT KEEPS HAPPENING
That is the refrence
I WARNED YOU BRO
sweet bro and hella jeff yee boi
31:39
The last two lines though.
Literally the plot of every Coyote and Road-Runner episode ever.
A gift from heaven part 2
at 0:42, that little angle explanation suddenly echoed the explanation for how speedrunners were finally able to bypass the wall around Hyrule Castle in Wind Waker HD.
Tiny little angular spots makes all the difference for speedrunners.
In twelve hours, after you've built up enough speed.
lol, you joke, but it was only after speedrunners were able to build up enough speed using item sliding that they were able to pass through the angular spot in that wall :p
I just realize that I've spent over an hour watching a guy explain to me how walls, floors, and ceilings work in Mario 64.
Somehow, I don't feel like my time has been wasted.
its not wasted time if you enjoy it
this makes me think of a weird TAS challenge to see how fast you can get yourself killed in each level. getting killed via health is slow so dying to the death floor or OOB would be optimal, and could maybe be interesting?
Myux On all the open levels, that would be pretty simple, just jumping off. For everything else, I guess that would be pretty interesting.
That's actually a really cool idea. Even on the maps with death barriers I'm curious about what can be done on such a small scale.
If you can get a crazy downwarp or get OoB fast enough, there's some potential for faster deaths than falling would provide. I don't have any examples, just saying.
Holy shit yes. Honestly each time you upload a video it's like christmas has come early
Or _something_ has come early, if you know what I mean
And a Santa who can deliver presents to most of the houses in the world in one night. With 0 A presses.
Did you ever hear the tragedy of Darth Mario the Bro, I thought not, it's not a story the boxes would tell you.
The initial box displacement put Mario into an inconsistent state, because it moved him without updating the floor reference. This made Mario incorrectly believe that he had room to fall down more without getting out of bounds. This was exacerbated by the quarter steps going out of bounds, since then they didn't bother updating the stale floor reference, but did allow Mario to fall down to what he believe was the floor under him. After all this, Mario found that he wasn't above any floor anymore, and so he died from going out of bounds.
Best out of context text ever
Ironic
I appreciate pannen taking the time to write a description fit for a course catalog entry, complete with a summary, competencies, and prerequisites
If he hasn't somehow gone to college yet, he should certainly make his thesis on SM64. He'd blow it out of the park.
*'what? it's supposed to be shorter than this?'*
Pannen:Explains just walls and ceilings on mario in 1 hour
Me:What the fuck
except he exists
tempestblade I get this is a joke but some people really seem to be serious about that. This game is more than two decades old. A lot of people have hacked it and now pretty much all about it is known. It's the same with Super Mario World. You just have to invest some time in it.
spoot
That's not a difference.
i mean, who the fuck really knows if god exists? for all i know, he's purple.
I love how CZcams hid all replies to Patates' comment, except yours. Made it seem really random, and made me smile :P
I like how floors create this tiny well of normalcy within a sea of chaos, outside of which nothing as we understand it is able to exist. It's almost lovecraftian.
There's still floors in P.U.s, & those don't help at all, they make the chaos worse.
There are a couple of OOB deaths you missed that could use some explaining:
1. The SL invisible wall glitch (look for the BebopBandit highlight if you're wondering what I mean. I can provide some extra background info if needed, I know a little bit about it)
2. HSF into upper boundary (?)
3. Whirlpool clone OOB
ALSO (edit): It might be worth providing extra information on your hat disappearing (including a possible explanation/theory as to why it happens, your hat DOES come back after leaving the course, and what happens when you do it with the hat-in-hand glitch, no hat, or a fake hat).
ANOTHER EDIT: There are scenarios where it's possible to go BACK in bounds after going OOB (pushed OOB by bob-omb, SL invis wall, grabbed by chuck-ya after it pushes you OOB, etc.).
1. Never heard of this
2. The game thinks Mario’s going to be above a floor and moves him, but that displacement overflows his height and then the game thinks he’s under the floor (i. e. out of bounds), maybe?
3. Whirlpools usually don’t need to check that they’re not sending Mario out of bounds, so they don’t. When you release a whirlpool clone somewhere it wasn’t intended to be, the rotation can send you out of bounds, especially if you use the loading point to overwrite the whirlpool with an object far away from Mario.
... it's a bit more complicated than that.
Imagine if you showed Midair Moonwalking Mario to your friends back in 1996. You would be a god.
"Would be"?
I love how amazingly thorough these videos always are. It's crazy to think so much goes into just the simplest of game mechanics. Great video!
Indeed. Try making a simple platformer some day; it's easy to learn how to do but man oh man do you realize all the weird stuff you have to account for happening.
It's one of the major reasons why game engines/devkits have become so popular. The basic groundwork is already laid out and people can focus more on the design and other aspects. A relevant example is Mario Maker.
Alejandro Duarte Well, I made a 2d physics engine for one of my games. It was inspired by Undertale, believe it or not.
inb4 a press memes
But really man, you're amazing. If only there was a degree in SM64.
RussEfarmer A sTeeP FLooR is A sTEep FloOR, yOu can'T sAY iTs OnLy A WaLL
This is what a PhD in Mario 64 looks like
It's ironic knowing now that a compliment to panen could be a damage to his psych simply because it mentions a meme
Will this be on the test?
No, he applied for the ABC course.
Waffles, for you.
images.discordapp.net/attachments/134485978587856898/324968772215504906/unknown.png
I'm finding it really hard to understand. What subatomic particles does the bob-ombs break into to push Mario in midair? At first I though it was leptons but now I'm thinking it might be one of the bosons.
bowser's evil test
You know Dr. Koek Ph.D only does practical tasks, so don't worry about it. Just brush up on your cloning, BLJ and QPU alignment management and you'll be fine
I'd love to see these types of analyses on more games.
Would be fun to see how each game differs in doing the same processes.
David McGill I've watched a lot of Mario 64 speedrunning stuff, and these videos about walls floors and ceilings is explaining a lot of stuff I just kinda accepted before. It's crazy that this is one of the earliest 3D platformers, and the levels seem so fluid to a normal player, despite the relatively simple rules keeping it all together.
M64 definitely feels like a fluid as fuck game.
If they gave Mario a skateboard and tracked points for tricks, I'd play it over Tony Hawk any day.
Interesting maybe that engine should be revived
In particular - how do Super Mario Sunshine, the Super Mario Galaxy games, and Super Mario Odyssey handle these scenarios?
The fact that your technical documentation-focused channel is inundated with meme comments is surprising to say the least
welcome to yt
moonside*
8 minutes into the second video and only now pannen trusts us to know what a floor and wall is
and we're wrong
This is a sequel to czcams.com/video/UnU7DJXiMAQ/video.html .
Quinnen Crawford He/she knows. He/she said "8 minutes into *the second video* "
I've learned that my apartment apparently only consists of floors and ceilings as the walls definitely don't fall into the 0.06° tolerance zone that qualifies them as such.
@Pointing Device That would also be true for every pyramid (except the Meso-American ones, whose sides are stairs).
i love the wording around the phrase 'being a wall', especially in the beginning. it makes it sound as if the platforms are making a conscious choice on how long they want to be a wall.
If someone had told me i'd be excited for Walls, Floors, and Ceilings Part 2 a year ago, i'd have looked at them like they were absolutely correct.
SPOILER WARNING
Mario dies at the end.
Man what a bitch. You ruined the video for us
@@dizknots9357 -- It's not that he dies, it's *how* that we want to see.
I learn more in these videos about coding than from straight up tutorials.
This is literally my favorite channel on CZcams. Especially this walls and floors series
*_The initial box displacement put Mario into an inconsistent state, because it moved him without updating the floor reference. This made Mario incorrectly believe that he had room to fall down more without going out of bounds. This was exacerbated by the quarter steps going out of bounds, since they didn't bother updating the stale floor reference, but did allow Mario to fall down to what he believed was the floor under him. After all of this, Mario found that he wasn't above any floor anymore, and so he died from going out of bounds._*
Pannen your research is so thorough it's inspirational. Your videos are the epitome of sticking to principles and it's just really respectable.
Huh... I wasn't expecting this video to feature Mario moon-walking while floating in mid-air.
I just watched a 30 minute video about walking into walls.
mycraftisbest
There's one before this too, and it gives you another 30 minutes.
I think you could write a phd thesis on mario 64 physics
lmao his whole channel is a phd thesis on mario 64
TTC Spinner: "I can be a floor a ceiling and a wall, but i chose to osscilate"
They told me I could be anything I wanted, but I couldn't decide.
@Noxedwin Tepes Floor and ceiling are clear favourites, though.
Well, that covers 1 hour of material, but I still need 11 more hours of stuff while I build up speed.
CoTeCiOtm
Loop it 12 times when you start to build up speed.
It's like 5:30 now instead of 12 :(
kek
I find your videos very interesting and informative. Sometimes when I watch your videos I get inspired to make video games. My dream is to develop games but I can't find motivation, and sometimes I find it difficult to even start. So then I procrastinate and click onto CZcams, but then I see your videos, and I see how committed you are to dissecting this game, and it motivates me, and I see how the game works and I say "maybe I can recreate this, and maybe improve it". It give me hope that, maybe I am not too lazy to make games, and maybe someday, I can make a decent game. You are truly talented, there is nothing like your videos out there. Please keep making this wonderful content.
I swear I noticed some of these oddities as a kid and just never gave it much thought. You are unlocking the secrets of the universe my man.
Microsoft Windows has less documentation than Super Mario 64 at this point.
Windows has more glitches and exploits, though. No easy feat.
More specifically, documentation on 'features' (bugs and glitches) that the devs didn't even know about.
Wow, so a whole hour in total. That means it's a full size documentary :) It's really interesting, I highly appreciate it. Like the situation with the lobby's stair case to the key door. I knew that the geometry is just a ramp, but I didn't know that they lined it up lazily. The moving shadow / (non)pushable sides are cool details! And that basement staircase... man, I love how you put all the theory from last time into practice. It's fascinating how much information you extract from the game. Great content. If the developers see your videos, they will never be able to sleep again, being reminded of all their mistakes. Even the tiny ones like the one weird triangle in the BoB stairs.
And yet again, you solve some of the misteries I could never answer, like why you can sometimes jump through the upper end of walls or why Mario is pushing against a wall during a BLJ-session although he is facing away (and several others). Awesome video, goes directly into my favourites :D 24:00 Wow, just wow...
I love how empirical these videos are.
These two videos are so amazing. A lot of these things can be seen in other video games, too. Extremely informative.
20:15 hearing all three marios in perfect sync brought me pure joy
You previously explained almost all of the movement methods in the game, however there's one that I'm still curious about and that's ceiling-hangs. How do those work? Does the game simply allow Mario to enter the "ceiling hang" state while within a threshold distance of a grabbable ceiling, and then does it zero Mario's vertical speed and play the special "hanging" animations? How does the game mark ceilings as "grabbable"? Is it simply another bit set on each collision triangle or is the material of the triangle somehow taken into account? Finally, can you perform handsfree holds while hanging from ceilings, and are there any special movement interactions that happen there (such as objects being able to push Mario around with their hitboxes, or interesting interactions with floors or walls)?
the only thing i know about that is that you can upwarp in Bowser In The Fire Sea by grabbing a ceiling near a pole
I'm amazed at how many videos full of interesting information can be made from look at just one, relatively uncomplicated video game.
You made me watch and enjoy over an hour of talking about mario floors, walls, and ceilings.
I don't know how you do it you dutch pancake.
16:56 Is there something wrong, Mario?
Mario: _noPE EVRTHING S FINE!_
Narrator: Everything was not fine.
17:40 OMG I have finally understood why Mario pushes air while navigating PUs!
It's not every day you get to have walls, floor, and ceilings explained to you in great detail in the course of an hour.
In my apartment, the south (Z+) wall is referenced relative to the east (X+) and west (X-) walls, which are then unreferenced at the concave corners. I’ve empirically verified that.
Really shows Pannen's dedication when he goes back and adds segments for a lot of his old videos
(that new CZcams feature where you can separate parts of a video and label them)
Stairs are mini floors in between floors.
between walls, boi
I just watched an hour of documentation about walls and floors... in a game I don't even play.
Guess it just goes to show how awesome your videos are.
My god, I'd never thought about the stairs into the basement. All those years ago I remember trying to slide jump up the stairs, whether deliberately or just by mashing buttons as kids do, and getting that frustrating headbonk. It made me think that's just what stairs did, so I resolved not to do it on others. Sort of forgot about it after that, but I'd still avoid slides on stairs for a while until I'll do one for whatever reason on a different flight and it'd work just fine. Then I'd get back into the habit until I next tried it on the basement stairs, bonk Mario's head, and go through the whole process again. I just never reflected on the topic.
And here pannen just whisks out the answer, the mystery of the inconsistent stairs. It's one of those things that can condition your behaviour without you even realising until you learn the illusive differences and that what works on one may not on the other. Pan is doing us a service, expanding the esoteric knowledge of the inner workings of the video game for all. He's the Martin Luther of vidya.
Also, dat borderline-Exorcist headturn spasm at 16:57
If the camera is locked when you go into the camera region under the painting, could we theoretically use this to avoid the game crash when entering PUs? Will we be able to enter SA on n64 in 0x?
Only if the floor in the pu locks the camera on the main map, and stays in the main map long enough to do so. (You could not move to the main map's floor triangle while having adequate speed for PUs)
The only problem is, the floors are OoB, and are then extremely difficult to get to.
Well, thankfully, the ABC Community has found a way to enter SA on N64 in 0x A press; though, it might just be the most complex strat in SM64 history, utilizing tons of new glitches and exploits, such as Text Redirection, 10k Glitch, and Glitchy Ledge Grab. Here’s a link to the video explaining it all: czcams.com/video/goad2ijHBE8/video.html
_Igloo Barrier_ should be the name of a band.
Well, this was pretty interesting! The way the stairs act, the oddities of painting entrances, getting displaced with steep floors.... Thanks for uploading, Pannen!
holy pannen, we are unworthy of another 30 minutes of pleasure from your beautiful videos. We thanketh thee. Praise be in you, and in Kek. Shadilay.
Pannen! The only person able to logically explain floors, walls, and ceilings of a SINGLE game in an entire hour!
It's really interesting seeing all the unintended consequences of cobbling together a game system that's mostly stable under normal play conditions. I might have to try the out-of-bounds death myself sometime!
Top ten anime sequels
"After all of this, Mario found that he wasn't above any floor anymore, and so he died from going out of bounds." That sounds way funnier than it should
These videos are also quite useful if you want to learn how exactly Mario 64 did their physics, and how they evolved in later Mario games. Also is useful if you're using a Game Development environment to make games.
So you get a lesson as well as pannen demonstrating various things.
Could the sudden change from being a floor to a wall be what caused the TTC up-warp?
Sheeepman probably not, since people have recreated the input from the original video and nothing happened, so it really mustve been a hardware issue (something about a particle in the machine flicking a single switch, thus changing a single bit, which happened to be responsible for marios height)
Quantum ray generator TAS when?
Creatismus We've only approximated the input.
Holy shit that's probably it.
It couldn't have been since the Time was frozen during the clip
Interesting. But now I'm curious how floor references and object collision and such work! We need a part 3!!
This is seriously so interesting and i dont know why. Keep up the great work!
I saw this pop up in recommendations, and saw it had 730 views. I couldn't be more excited to be accidentally notified of a Pannen vid
16:57 Mario is already responding to the question “hey buddy, are you ok?”
My favorite place for "walking in midair" are the triangle spinners in the upper parts of TTC.
How does the game handle different floor types?
There are floors with shallow angles that make Mario slide and floors with steep angles that let Mario walk
Noticeably, the slides make Mario slide with so shallow angles while Bowser in the Sky has a platform way too steep that you can walk in and the Shifting Sand Land pillars are the same.
Also, Afaik, you can't go through those floors (unless hyperspeed). You can dive in those and you won't go through them, even though they're way too steep that theoretically you could be able to go through them during normal gameplay
I can only recall those two types of floors. I don't know if there are more types
Fun fact: Remember that Last Impact romhack? One of the biggest problems is that almost all floors make Mario slide. Walk downhill and you'll slide. Walk uphill and you'll barely move (if it's too step it will reduce your H speed and make you slide, too)
Oh boy, 32 more minutes of pancake man does the cool thing.
raydarable
No, this was an incompleted episode continued, and the full episode is 1 hour long. Nice, isn't it?
my post-movement analysis suggests that you've met the conditions for a handsfree bonk ;) This type of bonk rarely happens in practice, but there's a few ways we can pull it off ;)
Pressed up against a wall, near the bottom, or near the side. or we can move into two wall hitboxes at once ;)
This is an excellent case study for coding in 3D games. I know so, so much more about how games like this work now and have much higher respect for Super Mario 64! It's amazing that all this can be achieved merely through coding logic! Thank you, Pannen, for taking all this time to put together this hour+ lesson, even when you didn't feel like it - and making it accessible to the layman (like me).
A total of 1 hour of what a walls, floors and ceilings are in sm64... solid... i guess, couldve been summed up in one sentence each but... yeah worth one full for this. would watch again 11/10
Thank you for clearing up my question about the death barrier!
"Why are I am still on CZcams, I not learning anything"
What I taught before I discovered your channel.
Keep up the good work dude !
Instructions unclear; belly-slid down stairs.
20:08 "Handsfree Bonk on a Wall" ah yes, the perfect name for an indie rock band.
Memeing aside... You're talented. This has some great production value. Very well explained, too.
"After all of this, Mario found that he wasn't above any floor anymore, and so he died from going out of bounds."
I fucking love this game.
Give this man an award
He just had to look down, didn't he?
Idk what I just watched or why I watched the whole thing, but I believe I have a degree in floors now. Thank you
Damn you uploaded this video within seconds and there's already 10 likes and 8 comments in it, that was quick
I've always wanted to watch a one hour video about floors.
Thankyou so much! I'm so happy to see more about SM64!