Watched it during the premiere, amazing video. Presentation is top-notch and explanations are very thorough, I think non-technical watchers can understand most if not all of it.
Examples are PLENTY. It’s actually insane how many invisible walls there are in this game.
Wasn’t expecting a nearly 4-hour video from Pannenkoek this weekend! His explanations are super.
TheDoctorDB
Can’t watch it all right now but at 2x speed in almost halfway through. Does a great job of explaining everything. I actually never even knew this was such an issue. Only ever played this game once and don’t remember many frustrations. Will have to boot it up again eventually.
Maybe I can show this to my students to convince them why graphs are important lol
KidGold
I didnt check the video length and got 15 minutes in thinking “it must be almost over right?…. 4 HOURS?!!!”
zer1223
3:45:25 what the absolute fuck
lgosvse
I would love to see one of the featured speedrunners react to this video and say “OH! That’s why my run failed.”
CREATURE_COOMER
Thanks, OP, I love when older games are broken af like this, lol.
pixydgirl
Oh hell yeah, Pannenkoek is awesome
GriffinFlash
“A wall is a wall, you can’t say it’s an invisible wall!”
Educational_Book_225
There is no fucking way it takes 4 hours to explain this
iwaawoli
Too long; didn’t watch:
All surfaces in the game are made of polygons (flat triangles). The game automatically applies logic so that polygons that face even slightly upward are considered floors, polygons that face even slightly downward are considered ceilings, and nearly vertical polygons are walls.
By default, all area in the game is “out of bounds,” which creates an infinite upward invisible wall. Ceilings also create an infinite upward invisible wall above them. Floors block these invisible walls. So a floor will block the “out of bounds” invisible walls, as well as any ceiling invisible walls below it.
But, if there are any gaps in the floor polygons, out of bounds and/or ceiling invisible walls can project upward through those gaps. Due to the way the game rounds polygon positions, these types of gaps in floor polygons are incredibly common, leading to a massive number of “invisible walls” in almost every level, where either the out of bounds invisible wall or a ceiling invisible wall from below “leaks” through the floor gaps.
That said, due to how the game computes Mario’s speed, he oftentimes “skips” through invisible walls. So, there’s often only a 1/8 or 1/16 chance you’ll actually hit any given invisible wall.
12 Comments
Watched it during the premiere, amazing video. Presentation is top-notch and explanations are very thorough, I think non-technical watchers can understand most if not all of it.
Examples are PLENTY. It’s actually insane how many invisible walls there are in this game.
[Shoutouts to the dude that died OOB in Snowman’s Land (the bit at the other end of the snow dispensing machine).](https://youtu.be/YsXCVsDFiXA?feature=shared&t=5292)
Does it involve multiple parallel universes?
Wasn’t expecting a nearly 4-hour video from Pannenkoek this weekend! His explanations are super.
Can’t watch it all right now but at 2x speed in almost halfway through. Does a great job of explaining everything. I actually never even knew this was such an issue. Only ever played this game once and don’t remember many frustrations. Will have to boot it up again eventually.
Maybe I can show this to my students to convince them why graphs are important lol
I didnt check the video length and got 15 minutes in thinking “it must be almost over right?…. 4 HOURS?!!!”
3:45:25 what the absolute fuck
I would love to see one of the featured speedrunners react to this video and say “OH! That’s why my run failed.”
Thanks, OP, I love when older games are broken af like this, lol.
Oh hell yeah, Pannenkoek is awesome
“A wall is a wall, you can’t say it’s an invisible wall!”
There is no fucking way it takes 4 hours to explain this
Too long; didn’t watch:
All surfaces in the game are made of polygons (flat triangles). The game automatically applies logic so that polygons that face even slightly upward are considered floors, polygons that face even slightly downward are considered ceilings, and nearly vertical polygons are walls.
By default, all area in the game is “out of bounds,” which creates an infinite upward invisible wall. Ceilings also create an infinite upward invisible wall above them. Floors block these invisible walls. So a floor will block the “out of bounds” invisible walls, as well as any ceiling invisible walls below it.
But, if there are any gaps in the floor polygons, out of bounds and/or ceiling invisible walls can project upward through those gaps. Due to the way the game rounds polygon positions, these types of gaps in floor polygons are incredibly common, leading to a massive number of “invisible walls” in almost every level, where either the out of bounds invisible wall or a ceiling invisible wall from below “leaks” through the floor gaps.
That said, due to how the game computes Mario’s speed, he oftentimes “skips” through invisible walls. So, there’s often only a 1/8 or 1/16 chance you’ll actually hit any given invisible wall.