What his video hidden walls explained once and for all. Its a 4 hour video, but he explains everything including where they all all and why sometimes you bonk and sometimes you dont. There is a reason for everything.
If you didn’t know this was just an error of how the alignment is you would think some of those are maliciously placed with how they perfectly block some stars
i have no way of proving it, of course, but once while playing totally casually i actually got killed by the OOB wall in snowman's land that disappears for a second and then reappears when the ice blocks fall off the platform. spent years wondering what had happened and chalked it up to some weird one-off glitch (which, considering the odds, it basically was). now i know! thanks, pannen!
This happened a few years ago to a speed runner. The clip is in pannen’s full video on invisible walls but here’s the clip by itself. m.ruclips.net/video/00GSTRPNA-c/видео.html
Same thing happened to me or my brother when we were playing together as kids. We both spent hours trying to recreate it without any luck. I still have memories of being pushed by the snow pyramids thinking this next time would surely be the death again
After playing this game most of my life and have watch some of recent videos about invisible walls. I can now safely say that some of my deaths were truly not my fault.
It motivated me to finally collected the max amount of Coins in Tick Tock Clock, since i hated the stage because of always hitting something and fall down. The anger about failing is smaller, if you know why you fail.
@@UndeadCollector I think I played it enough to remember where to jump. But I was clueless as to why I would bonk and why I wouldn't. Just if you bonk in a certain place so many times you just remember, to avoid that area. Tick Tock Clos was one of my favorite levels, BUT it would be a much better level if all these invisible walls were gone. Or would it? Sometimes the difficulty in a level makes it all the more a better experiance when you overcome it. But still, yat bonking for no good reason just isn't fun and is frusturating as a player.
ngl I want a mod that just makes these walls visible to the player like this during actual gameplay, it'd be pretty helpful but more importantly hilarious
I wonder if it's possible for him to release it like that, if he edited all that in more props for him but it would def be useful too, I'd love to see if my chances are low or high bonking in to the wall to test my luck tbh 🤣
@@TheTurtleyOneDefinitely possible since TAS can do impossible things, believe it or not! Edit: A bit of an unintentional overstatement. By "TAS can do impossible things," I mean TAS can do things humans cannot normally do, but still can't do things that are actually impossible. Probably should've clarified this better.
How do you differentiate between 'different' invisible walls? Some walls are made up of alternating sections of wall and empty space. Is that one wall or many tiny walls? If it's one wall, how big does a gap need to be for two sections of invis wall to be considered different walls?
I think the best definition is the polygon that caused the invis wall, there could be a pixel of an invis wall and 2000 tiles away another pixel of invis wall if they are created by the same polygon they are the same
@@matthewcarter919 dog you don't know what speedrunning communities are capable of lmao. They've memorized several difficult inputs to do flagpole glitch consistently down to the sub pixel, they're totally capable of figuring out this kinda stuff
My favorite invisible wall is the one by the waterfall, because it stops you from ending it all when you find out how many invisible walls are in this game
Any of the walls in Tick Tock Clock are my favourite, I think. There's something so charming and threatening about how they are so ubiquitous, but also so destructive, nearly every single one capable of bonking you into the void.
The most magical part of this is still the invisible walls appearing while synced to the music during the first slow section of the song at the beginning, pure beauty in art
Still pretty impressive that the game works with most of this 90% od the times I bet if you showed this to the SM64 staff they'd just be like "God damn it"
I have played a lot of this game, as in beating it 6 or 7 times casually is a lot for a normal person. Along with some casual attempts at speedrunning tricks. I've almost never ever hit an invisible wall, even where this is showing them to supposedly be. The only reason we see people hitting them all the time is because there are currently hundreds, if not thousands of people, who play this game 12 hours a day, almost every day. When they hit one of these, it is almost always a clip. The odds of a player who is playing the game normally happening to run into one in a full-casual-play through are probably only like 10% chance of encountering even one of these.
I feel like 95% of all the invisible wall errors could be corrected with a script reordering vertex coordinate specifications and correcting vertex overlap near oob/ceiling/floor leakage.
@@realityvanguard2052 Strong disagree. I've beat the game maybe 3 times total and I've still run into quite a few invisible walls. It's not a common thing but it's also not at all rare, especially when they're in the way of common spots to long jump like in ttc
The work you've done on this is legitimately incredible. Some of the most impressive game documentation I've ever seen - specifically for a topic that's so hard to properly display for people.
I have played a lot of this game, as in beating it 6 or 7 times casually is a lot for a normal person. Along with some casual attempts at speedrunning tricks. I've almost never ever hit an invisible wall, even where this is showing them to supposedly be. The only reason we see people hitting them all the time is because there are currently hundreds, if not thousands of people, who play this game 12 hours a day, almost every day. When they hit one of these, it is almost always a clip. The odds of a player who is playing the game normally happening to run into one in a full-casual-play through are probably onlu like 10% chance of encountering even one of these.
You're video, "Invisible walls explained once and for all" is going to go down in history as one of the greatest SM64 game tutorials / explanations. It is a masterpiece.
Getting on top of the snowman was my own personal hell when I was young. Finding out there was a platoon of invisible walls waiting for me at the top is just another level of pain.
28 years later, and we’re still talking about this game. The music is legendary. The speed runs are mind numbing. The memories, the sweetest. Thank you for playing a part in compiling such great info!
The ending was so brilliant, I've already watched the invisible walls video twice and I think it's coming up three times today. Absolutely brilliant work, I love the video and especially the ending.
Honestly having this at the end of the invisible wall video was... kind of emotional in a way. Like, I know at some point in the video Pannen jokingly said “you were so innocent back then”, but being an average casual SM64 enjoyer, I really was quite oblivious about this kind of stuff until I watched that video, and now... looking at this, I know what they are, I know how they work, and I get to know *where* they are too. It feels like... quite a journey, really.
1:09 I'm going to laugh so much if there's ever a reveal that the invisible walls have something to do with the upwarp glitch that got me watching Pannenkoek's stuff in the first place. Regardless, the work that went into this is amazing!
The visuals for this video and the uncut one were just spectacular! It goes to show that a simple game on the surface can hide so many intresting details. Looking forward to your next video Pan!
The ones on the arches in Lethal Lava Land make so much sense. I remember riding around the koopa shell on that stage as a kid, and one of the biggest challenges was making it over an arch without getting mysteriously bonked by an edge and dying.
What a fantastic finale for such an incredible video. I wholeheartedly agree with the sentiment you expressed in the full video - that we love this game because of its glitches, not in spite of them. I think this segment expressed that really well. Glad it's been reuploaded here for all to see.
Those ones around the mushrooms are fing evil, I always remember having anxiety for risk of falling while playing that level feeling very uneasy standing on those mushrooms. Invisible walls causing you to fall during good jumps explains so much
When the topic of invisible walls was talked by pannekoek and watching this video. I can't help but feel like the Pandora's box has been opened, and now I can't stop feeling discomforted watching super mario 64 gameplay. An invisible wall for me, has always been like "it was my fault, the hitbox must've been bigger than it seems". It was never my fault, I can remember some time mario just bumped, but next try it worked.
This is a positively underrated segment to end off the 3 3/4 mega explanation on. Glad to see it reposted it as its own video so more people may get to appreciate it.
It's interesting really. Seeing them all back to back in a 3 minute video, I'm actually surprised there aren't a lot more considering how easy it is to create one.
Watching this video after finishing "SM64’s Invisible Walls Explained Once and for All" feels like you have just graduated from pannenkoek2012's Super Mario 64's invisible walls course and I love it.
(0:53) I really like how you used the B section of the song to show object-related invisible walls! You made the visuals sync up with the song, but in a very subtle and original way, it's super cool. Since the music gets quieter it's very fitting to get shots that are closer up, because that's how quieter parts of the song feel. The 10 months you spent in this video were totally worth it, loved every second of it! There are so many little details, like how in 2:11 the falling blocks sync up with the notes of the piano, or the coffins rising along with the melody. But my absolute FAVORITE is how in 2:17 the huge chord that the instrumental hits affects the visuals by focusing on the huge object that the ship is! The transition from the little box to the huge ship really does make you FEEL the change in the instrumental (Oh my god I just realized how the last sustained chord of the song syncs up with Mario continuously bonking on the huge invisible wall in Tick Tock Clock, I can really see how much effort you put into this! I can't think of a better visual equivalent for a long sustained note in a video about invisible walls, than repeatedly hitting the same huge one, that was amazing)
You know, this video gives me a feeling I can't describe. Not just because it's the SM64 ending theme (Quite nostalgic) but because it's a love letter to the game, culmination of the years and years of enjoying and dissecting the game to a point it's almost a science of it's own. It's just beautiful.
I can gladly enjoy this video, knowing that I sat through the entire lecture to learn all of the most critical details about this obscure bug. It's funny how invisible walls are more clearly explained than the majority of college material. Pannenkoek is one of the greatest teachers and scientists of our time, and he's dedicated his skills to uncovering the mysteries of one of our favorite childhood games. And I wouldn't have it any other way.
Releasing whatever code you use to visualize those invisible walls might help the romhacking community (even if, as it appears, it only works in the PC version).
From someone who only played sm64ds, watching this (and the previous vid) really make the game look absurdly impossible 😭 amazing to see how much of this got through playtesting
To be fair, most of the invisible walls are only 1 unit thick, so it is very unlikely you would hit every single one of them by accident while playtesting.
I second this! It's insane how many people are dogpiling the original devs, while I bet most of the people saying the game is programmed "bad' based on this, have never encountered more than a single instance of colliding with an invisible wall in their life. I have played a lot of this game, as in beating it 6 or 7 times casually is a lot for a normal person. Along with some casual attempts at speedrunning tricks. I've almost never ever hit an invisible wall, even where this is showing them to supposedly be. The only reason we see people hitting them all the time is because there are currently hundreds, if not thousands of people, who play this game 12 hours a day, almost every day. When they hit one of these, it is almost always a clip. The odds of a player who is playing the game normally happening to run into one in a full-casual-play through are probably only like 10% chance of encountering even one of these.
Stunning visuals, with an awesome remix by D33JNES, while being informative... Seeing the camera browsing through these levels like that is almost magical. The level of passion. Truly inspiring. Also please note how the visuals are edited to sync and match with the music. One of the best Super Mario 64 videos around.
Best video ever, he putted so much effort and time making this one video about Invisible Walls, its so good hes explanation is very understandable and its very unique to teach these.
This video was edited like a masterpiece. The pictures fitted perfectly to the music. And I had to laugh at the end, when Mario fell all the way to the stretched tone and then badums.
Mario 64 is a complete shit show of a coded game, held together by coding duct tape and prayers when it was released. It was horribly rushed, developed for hardware still being designed, and Nintendo was not ready to tackle 3D. It was also the high point of Miyamoto megalomania. It is very under optimized and it's a miracle the whole thing boots in the first place.
@@THRACIA776ISTHEGREATEST I meant it more like, it's amazing how broken this game *can be* even stuff like minecraft parkour is insanely broken when you go to the depths of it (blips and X/Z facing, then deeper down there's stuff like inertia and 45s, and then there's crazier stuff like half angles and floats being weird with angles and hitbox sizes). All that, yet during normal gameplay, you more than likely won't be affect by these at all
@@ricarleiteThe world: "Mario 64 is an incredible game that revolutionized 3D platforming." This guy: "Mario 64 is a piece of shit and so is its creator."
Your invisible walls video is fantastic. I can safely say that it shows some of the most impressive research and illustrative materials I've seen in a gaming video. And you've explained everything so well that even laymen like me can perfectly understand what's going on under the hood of the game. Not to mention that you've done a great service to a massive and passionate community.
Let me know which invisible wall is your favorite and why
.
That one in the ttm mushroom that has a star
The out of bounds ones
The one right here ->
Probably the ones that I don’t bonk into.
I used to wonder why I would hit invisible walls sometimes. Now I wonder why I’m not hitting them all the time, they’re everywhere!!!
Short answer: they're really thin, most of the time, with gaps, so you often don't have a quarter step inside them
Watch the long deep-dive video and you'll find out exactly why some of them are more commonly hit than the others!
What his video hidden walls explained once and for all. Its a 4 hour video, but he explains everything including where they all all and why sometimes you bonk and sometimes you dont. There is a reason for everything.
@@Genzaijh can you recap it or something I don't wanna watch it
@@Xhepyxopila...Do you really think a 4.5 hour video can be adequately summarized in a YT comments section?
If you didn’t know this was just an error of how the alignment is you would think some of those are maliciously placed with how they perfectly block some stars
Definitely the ones around the mushrooms in mountain. It's like they are saying "(evil laugh) good luck sucker (more evil laughing) "
It's like the Mario 64 version of a kaizo block!
I watched and understood the whole vid, and I'm still not convinced with some of them that they didn't make them intentionally.
This is exactly what i thought till i read your comment, lol
@@justsomeguy5628lol they probably found the bug in development but then realized it could be a built in anti cheat if placed right
i have no way of proving it, of course, but once while playing totally casually i actually got killed by the OOB wall in snowman's land that disappears for a second and then reappears when the ice blocks fall off the platform. spent years wondering what had happened and chalked it up to some weird one-off glitch (which, considering the odds, it basically was). now i know! thanks, pannen!
This happened a few years ago to a speed runner. The clip is in pannen’s full video on invisible walls but here’s the clip by itself.
m.ruclips.net/video/00GSTRPNA-c/видео.html
Closure
Well now it's more like a "weird two-off glitch", congrats on getting it though, even replicating it is absolutely difficult
Same thing happened to me or my brother when we were playing together as kids. We both spent hours trying to recreate it without any luck. I still have memories of being pushed by the snow pyramids thinking this next time would surely be the death again
that one killed me casually before too, i thought it was the cold water that drained my health down to 0 instantly at the time lol.
After playing this game most of my life and have watch some of recent videos about invisible walls. I can now safely say that some of my deaths were truly not my fault.
Bro. I was like, I knew I didn't hit that!
“Let-a me go, Beenkle… the accident wasn’t your fault…”
Bros entire childhood was in jeopardy until this video
It motivated me to finally collected the max amount of Coins in Tick Tock Clock, since i hated the stage because of always hitting something and fall down.
The anger about failing is smaller, if you know why you fail.
@@UndeadCollector I think I played it enough to remember where to jump. But I was clueless as to why I would bonk and why I wouldn't. Just if you bonk in a certain place so many times you just remember, to avoid that area. Tick Tock Clos was one of my favorite levels, BUT it would be a much better level if all these invisible walls were gone.
Or would it? Sometimes the difficulty in a level makes it all the more a better experiance when you overcome it. But still, yat bonking for no good reason just isn't fun and is frusturating as a player.
ngl I want a mod that just makes these walls visible to the player like this during actual gameplay, it'd be pretty helpful but more importantly hilarious
I wonder if it's possible for him to release it like that, if he edited all that in more props for him but it would def be useful too, I'd love to see if my chances are low or high bonking in to the wall to test my luck tbh 🤣
Might be possible with Decomp or PC Port!
Haha 💯
There needs to be a "Bonk Every Invisible Wall" TAS
Might be impossible to do with the moving object ones, but the SM64 TAS community can't suprise me anymore
@@TheTurtleyOneDefinitely possible since TAS can do impossible things, believe it or not!
Edit: A bit of an unintentional overstatement. By "TAS can do impossible things," I mean TAS can do things humans cannot normally do, but still can't do things that are actually impossible. Probably should've clarified this better.
How do you differentiate between 'different' invisible walls?
Some walls are made up of alternating sections of wall and empty space. Is that one wall or many tiny walls?
If it's one wall, how big does a gap need to be for two sections of invis wall to be considered different walls?
@@TheTurtleyOne Absolutely not impossible with TAS... IT's almost literally the point of TASing.
I think the best definition is the polygon that caused the invis wall, there could be a pixel of an invis wall and 2000 tiles away another pixel of invis wall if they are created by the same polygon they are the same
Can’t wait for a “Super Mario 64 Invisible walls tier list”
The one that kills you in Snowman's Land is obviously an S tier
@@ScrawnyTreeDemonPLEASE. FOR THE LOVE OF FUCKING GOD. WHAT THE HELL? ARE YOU FUCKING KIDDING ME? WHAT THE--
@@ScrawnyTreeDemon Agree, I’m actually fascinated by that one, next time I play the game I will try to get Mario killed by it
Be the change you want to see in the world
Based on difficulty to penetrate, or just annoyingness in general? Cuz the former would prolly be easier to quantify...
You're such a beautiful presenter dude, true art. Truly defined skill man
I agree. Lengthy as they might be, his videos are a delight to watch!
@@sergio_henrique is this a ligma?
Based giga chad simpleflips? ONE, TWO, OAAAAATMEAL
shout-out to SimpleFlips
Simpleflips is downloading all this info to abuse this next strat
You know some speedrunner is gonna memorize all of these so they can never mess up again
Kinda impossible to never mess up when many are in the shortest paths
I wanna see "bonk all invisible walls"% speedruns
Some probably already do
@@matthewcarter919 dog you don't know what speedrunning communities are capable of lmao. They've memorized several difficult inputs to do flagpole glitch consistently down to the sub pixel, they're totally capable of figuring out this kinda stuff
@@matthewcarter919more about how sum are just completely surrounded with a sparse invis wall
My favorite invisible wall is the one by the waterfall, because it stops you from ending it all when you find out how many invisible walls are in this game
All these years I thought me falling off the ceiling in hazy maze cave was me not holding A hard enough...
lol
This resonates with me.
Any of the walls in Tick Tock Clock are my favourite, I think. There's something so charming and threatening about how they are so ubiquitous, but also so destructive, nearly every single one capable of bonking you into the void.
my favorite is definitely the one in the castle lobby. it’s so peculiar and solitary.
tbf its like, exactly why he made the video so comprehensive
I honestly cannot play or look at the game the same anymore knowing there are jsut this many invisile walls sitting around
@@realityvanguard2052 spam
You have absolutely no idea how much you have helped the speedrunning community with your video. This is quite literally revolutionary.
The most magical part of this is still the invisible walls appearing while synced to the music during the first slow section of the song at the beginning, pure beauty in art
Still pretty impressive that the game works with most of this 90% od the times
I bet if you showed this to the SM64 staff they'd just be like "God damn it"
Miyamoto would greenlight a remake instantly out of sheer regret
I have played a lot of this game, as in beating it 6 or 7 times casually is a lot for a normal person. Along with some casual attempts at speedrunning tricks. I've almost never ever hit an invisible wall, even where this is showing them to supposedly be.
The only reason we see people hitting them all the time is because there are currently hundreds, if not thousands of people, who play this game 12 hours a day, almost every day. When they hit one of these, it is almost always a clip.
The odds of a player who is playing the game normally happening to run into one in a full-casual-play through are probably only like 10% chance of encountering even one of these.
I feel like 95% of all the invisible wall errors could be corrected with a script reordering vertex coordinate specifications and correcting vertex overlap near oob/ceiling/floor leakage.
@@realityvanguard2052 Strong disagree. I've beat the game maybe 3 times total and I've still run into quite a few invisible walls. It's not a common thing but it's also not at all rare, especially when they're in the way of common spots to long jump like in ttc
@@thekiss2083nah instead they would take this down and pretend it was fake
Visualizing and understanding TTC 0xA pendulum strat is amazing!
The work you've done on this is legitimately incredible. Some of the most impressive game documentation I've ever seen - specifically for a topic that's so hard to properly display for people.
the invisible mushroom wall got me dirty as a kid
1996 Japanese salaryman programmer Hall of Failure.
LMAO
Imagine how many drunken night train rides it took for this
I have played a lot of this game, as in beating it 6 or 7 times casually is a lot for a normal person. Along with some casual attempts at speedrunning tricks. I've almost never ever hit an invisible wall, even where this is showing them to supposedly be.
The only reason we see people hitting them all the time is because there are currently hundreds, if not thousands of people, who play this game 12 hours a day, almost every day. When they hit one of these, it is almost always a clip.
The odds of a player who is playing the game normally happening to run into one in a full-casual-play through are probably onlu like 10% chance of encountering even one of these.
@@realityvanguard2052 i've only ever played the game casually in short bursts over the years and i hit invisible walls constantly 💀
You're video, "Invisible walls explained once and for all" is going to go down in history as one of the greatest SM64 game tutorials / explanations.
It is a masterpiece.
*your
yore'u*
@@JoBot__ You're right. Corrected.
PHD worthy
After watching the entire video on invisible walls, this is unironically peak content
This video really has a "we've come so far" vibe to it. Cheers to another invisible wall bonk, and to more Mario 64 chaos in the future
What the heck hi amethyst lol
would go very well with komm süsser tod
2:11 I just noticed these blocks are falling in sync with the music, that's a nice touch
Getting on top of the snowman was my own personal hell when I was young. Finding out there was a platoon of invisible walls waiting for me at the top is just another level of pain.
The one on the Bob-omb Battlefield warp is just troll, I love it
28 years later, and we’re still talking about this game. The music is legendary. The speed runs are mind numbing. The memories, the sweetest. Thank you for playing a part in compiling such great info!
Definitely the leaked ceiling by the sunken ship around 1:45. Such a beauty.
no wonder the ship sunk
The ending was so brilliant, I've already watched the invisible walls video twice and I think it's coming up three times today. Absolutely brilliant work, I love the video and especially the ending.
Honestly having this at the end of the invisible wall video was... kind of emotional in a way.
Like, I know at some point in the video Pannen jokingly said “you were so innocent back then”, but being an average casual SM64 enjoyer, I really was quite oblivious about this kind of stuff until I watched that video, and now... looking at this, I know what they are, I know how they work, and I get to know *where* they are too. It feels like... quite a journey, really.
Daamn, the opening for the Invisible Wall anime is lookin fire 💀🔥
I love this song, it fits the journey through the levels so well, feels like a goodbye song, but so good.
Bug report: Walls were advertised as being “invisible,” but can still be seen in the video
Pannen out here making SM64 fancams now
This content is the reason why I pay for internet.
Que demonios haces aqui Fred.png
This content is the reason I travel to McDonald's to get online via Nintendo Wi-Fi Connection.
1:09 I'm going to laugh so much if there's ever a reveal that the invisible walls have something to do with the upwarp glitch that got me watching Pannenkoek's stuff in the first place.
Regardless, the work that went into this is amazing!
“Thank you so much for a playing my (potentially rushed and absolutely broken, yet still loved to this very day) game!”
Yeah the more I watched the 4 hour video the more I realized that this game was probably not playtested at all
Super Mario 64 was pretty much the very first game developed for the Nintendo 64. It's kind of a small miracle that the game isn't even more broken.
It's crazy to think how many people have jumped through those sections of invisible wall and manage to just miss it by a single unit
The visuals for this video and the uncut one were just spectacular! It goes to show that a simple game on the surface can hide so many intresting details. Looking forward to your next video Pan!
The ones on the arches in Lethal Lava Land make so much sense. I remember riding around the koopa shell on that stage as a kid, and one of the biggest challenges was making it over an arch without getting mysteriously bonked by an edge and dying.
What a fantastic finale for such an incredible video.
I wholeheartedly agree with the sentiment you expressed in the full video - that we love this game because of its glitches, not in spite of them. I think this segment expressed that really well.
Glad it's been reuploaded here for all to see.
kinda crazy how we listened to a man talk about polygons not being aligned for 3 hours, and yet still somehow fascinating
It's... actually really beautiful... and also somber, in a way. What a way to de-mystify such a mysterious game mechanic. Great documentary!
What a triumph this entire series has been. The full video is such a work of art, and this small portion is such a beautiful summary.
Those ones around the mushrooms are fing evil, I always remember having anxiety for risk of falling while playing that level feeling very uneasy standing on those mushrooms. Invisible walls causing you to fall during good jumps explains so much
best AMV of 2024
When the topic of invisible walls was talked by pannekoek and watching this video.
I can't help but feel like the Pandora's box has been opened, and now I can't stop feeling discomforted watching super mario 64 gameplay.
An invisible wall for me, has always been like "it was my fault, the hitbox must've been bigger than it seems".
It was never my fault, I can remember some time mario just bumped, but next try it worked.
This is a positively underrated segment to end off the 3 3/4 mega explanation on. Glad to see it reposted it as its own video so more people may get to appreciate it.
It's interesting really. Seeing them all back to back in a 3 minute video, I'm actually surprised there aren't a lot more considering how easy it is to create one.
I watched the whole documentary without taking a break and this moment was... incredible.
Pannen, your videos make me genuinely happy. Thank you.
Watching this video after finishing "SM64’s Invisible Walls Explained Once and for All" feels like you have just graduated from
pannenkoek2012's Super Mario 64's invisible walls course and I love it.
seriously outdid yourself with this whole project! felt weirdly emotional by the time this montage played
Haha, well done with the end credits tune. Which still hits the feels even with this midi version.
Funny ending too!
The sync with the music is glorious, especially at the end lol
(0:53) I really like how you used the B section of the song to show object-related invisible walls! You made the visuals sync up with the song, but in a very subtle and original way, it's super cool. Since the music gets quieter it's very fitting to get shots that are closer up, because that's how quieter parts of the song feel. The 10 months you spent in this video were totally worth it, loved every second of it!
There are so many little details, like how in 2:11 the falling blocks sync up with the notes of the piano, or the coffins rising along with the melody. But my absolute FAVORITE is how in 2:17 the huge chord that the instrumental hits affects the visuals by focusing on the huge object that the ship is! The transition from the little box to the huge ship really does make you FEEL the change in the instrumental
(Oh my god I just realized how the last sustained chord of the song syncs up with Mario continuously bonking on the huge invisible wall in Tick Tock Clock, I can really see how much effort you put into this! I can't think of a better visual equivalent for a long sustained note in a video about invisible walls, than repeatedly hitting the same huge one, that was amazing)
I wonder if there is any other game fan in history who has researched and worked on their favourite game as much as pannenkoek has for Super Mario 64.
Nomad Colossus is the only one that comes to mind
You know, this video gives me a feeling I can't describe. Not just because it's the SM64 ending theme (Quite nostalgic) but because it's a love letter to the game, culmination of the years and years of enjoying and dissecting the game to a point it's almost a science of it's own.
It's just beautiful.
This song now has official lyrics. Every single word is bonk. 😌
I thought the lyrics were about Pannen's commenters and using them to assist in glitch movement tricks
I can gladly enjoy this video, knowing that I sat through the entire lecture to learn all of the most critical details about this obscure bug. It's funny how invisible walls are more clearly explained than the majority of college material. Pannenkoek is one of the greatest teachers and scientists of our time, and he's dedicated his skills to uncovering the mysteries of one of our favorite childhood games. And I wouldn't have it any other way.
Releasing whatever code you use to visualize those invisible walls might help the romhacking community (even if, as it appears, it only works in the PC version).
I'm amazed by your channel. Editing quality is through the roof. I liked the subtle syncs with the music here!
Me: “just one more jump and I’ll finally get that star!”
Random Invisible wall: I’m about to end this man’s whole career.
I love this video, I'm so glad it was posted on its own- the end credits song cover is my favorite I've heard, and the editing is so enjoyable.
3:00 Thanks, now I understand why I fell there a couple of times.
a beautiful montage, hit deep after the 3h45 of thorough explanation of sm64's invisible walls
This is actually surprisingly relaxing. Well done.
Wow what a video - so well-made with the camera work and synced to the music! What a feeling it brings!!
From someone who only played sm64ds, watching this (and the previous vid) really make the game look absurdly impossible 😭 amazing to see how much of this got through playtesting
To be fair, most of the invisible walls are only 1 unit thick, so it is very unlikely you would hit every single one of them by accident while playtesting.
Simply beautiful. Glitches are the true soul of experimental video gaming.
One of my most played games ever & I cannot recall ever having hit an invisible wall. It's insane to me there's so many.
I second this! It's insane how many people are dogpiling the original devs, while I bet most of the people saying the game is programmed "bad' based on this, have never encountered more than a single instance of colliding with an invisible wall in their life.
I have played a lot of this game, as in beating it 6 or 7 times casually is a lot for a normal person. Along with some casual attempts at speedrunning tricks. I've almost never ever hit an invisible wall, even where this is showing them to supposedly be.
The only reason we see people hitting them all the time is because there are currently hundreds, if not thousands of people, who play this game 12 hours a day, almost every day. When they hit one of these, it is almost always a clip.
The odds of a player who is playing the game normally happening to run into one in a full-casual-play through are probably only like 10% chance of encountering even one of these.
I can't even explain how satisfying this is to watch
Great song choice ❤
Yesss❤
I gotta say this is a very pretty rendition of the SM64 ending theme - and the way you timed the camera movements to the song was great too.
The amount of physical pain this caused me is crazy
Stunning visuals, with an awesome remix by D33JNES, while being informative... Seeing the camera browsing through these levels like that is almost magical. The level of passion. Truly inspiring. Also please note how the visuals are edited to sync and match with the music. One of the best Super Mario 64 videos around.
Ayy, fellow Koopa fan
@@Mordecai02 Koopas are great!
@@koopanique 🤝
Best video ever, he putted so much effort and time making this one video about Invisible Walls, its so good hes explanation is very understandable and its very unique to teach these.
I can't get enough of your videos, man. It's the first thing I click on when I open RUclips. I dread the day where nothing's left to discover in SM64
This feels the same as a slideshow of all the jerks you've ever met with graduation music playing in the back
This is one of the most incredible videos I've ever seen
This alone makes SM64DS better
;)
This video was edited like a masterpiece. The pictures fitted perfectly to the music. And I had to laugh at the end, when Mario fell all the way to the stretched tone and then badums.
This made me very anxious. Never know when you're going to be walking down the street and hit an invisible wall.
Make sure the sidewalk tiles don’t have any gaps
Just an incredible summation of your nearly 4 hr analysis!
New Speedrun Category: Hit Every Invisible Wall
The mushroom one is simply unacceptable, it had me crying in frustration back in 97.
Those two on the CCM bridge make me RAGE
I'm glad that your video on this got so many views, you can really tell just by watching it how much time and effort was put into the project
I cried when I got to this point in the video. It's such an emotional climatic moment, and this credits theme is soooooo good.
I've hit very few of these that I can remember. But I'll fear them forever! So thanks for that!
Time for a "bonk every invisible wall" speedrun to be a thing
another certified banger from our top guy pannenkoek2012
It's amazing how broken this game is
Mario 64 is a complete shit show of a coded game, held together by coding duct tape and prayers when it was released. It was horribly rushed, developed for hardware still being designed, and Nintendo was not ready to tackle 3D. It was also the high point of Miyamoto megalomania. It is very under optimized and it's a miracle the whole thing boots in the first place.
@@THRACIA776ISTHEGREATEST I meant it more like, it's amazing how broken this game *can be*
even stuff like minecraft parkour is insanely broken when you go to the depths of it (blips and X/Z facing, then deeper down there's stuff like inertia and 45s, and then there's crazier stuff like half angles and floats being weird with angles and hitbox sizes). All that, yet during normal gameplay, you more than likely won't be affect by these at all
It's like it was put together with flextape
Wild how such a shitshow is one the greatest games ever made. It's too bad they never made a better 3D Mario.
@@ricarleiteThe world: "Mario 64 is an incredible game that revolutionized 3D platforming."
This guy: "Mario 64 is a piece of shit and so is its creator."
2:13 the sync here 👌
Please rise for the national anthem of falling your death
Can we appreciate the effort made to sync the walls with the music? 10/10 would bonk again
Maybe the real invisible walls were the friends we made along the way
Your invisible walls video is fantastic. I can safely say that it shows some of the most impressive research and illustrative materials I've seen in a gaming video. And you've explained everything so well that even laymen like me can perfectly understand what's going on under the hood of the game. Not to mention that you've done a great service to a massive and passionate community.