yea.. wow.. Pankoek why don't you read a fucking source code and stop wasting time believing it's magic . I don't think you could buy sm64's code but there're many similar games. (it's not that original also)
Actually they're rotated to be inside Mario, look closely at his head and you'll notice his feet sticking out a little. It seems that the legs are not animated for some reason, as the SM64 models don't have a traditional t-pose or a-pose and instead of weird rotations with legs commonly being inside the character's head.
I love how you give enough time to read the text before doing whatever trick you want to demonstrate. Visuals to text reading is all-around great in your videos.
some of his earlier videos (namely im thinking of one involving fly guy manipulation in rainbow ride, which used a lot of annotations) had poor timing and had me pausing to read the text, but truly, pannen's got it down to a science now. he's the man!!!
It's always interesting to dissect elements that to the developers, were probably just everyday tasks in the office, put some coins here, some Goombas there, and try and learn things from it. Maybe Goombas spawners weren't a thing when those Goombas are placed? it's nice to think about these. Great work again pannen ♥
Boogs Or maybe they thought "we have too many single goombas arranged in a trio so lets make a spawner for 3 and use it" then they replaced all spawners they felt like doing so/randomly found (like not a main job, the platform in SSL and the platform in BITDS seem pretty Untouched/don't need alot of stuff done, so it would fit the bill) since noone wpuld notice anyways.
Doesn't the demo player die at one point? Also, how did Pannen/others find the inputs of the demo? Does it just show when you pull up the thing to show inputs?
If you come to think of it, it'd be awesome. (we could at least make it an online course) 1st year: SM64 Algebra, Wall Floor & Ceiling Geometry, Units and Speed, the Art of cloning, Floats, BLJ, Coin limits, Pause Buffering. 2nd year: WFC geometry 2, Spawning Displacement, Instant Release, Applied Misalignments, SM64 Quantum Physics, Scuttlebug Transportation, VSC, Science of Cloning, Frame Walking. 3rd year: HSW, HSWK, HOLP theory, Applied Misalignments, RNG Manipulation, Irrational A press counts, Hat in Hand. 4th year: Impossible coin theory, Demo Manipulation, Pedro Spot theory, TTC Upwarp, Complex A press counts, Simultaneous Events, RLB, Moneybag Duplication.
15:12 Because the ship is still tilted after water drains away, I never realized as a kid that it’s supposed to have risen to the surface. I thought the air coming from the bubbles in the chest had somehow... pushed all the water out of the ship? That doesn’t make any sense whatsoever, but it’s what my childish mind leapt to.
I just always thought that upon opening those chests, the water just magically drains away. I wasn’t concerned that it makes no sense, because it’s a video game. 😆
Pannen's thumbnails are so good. It's always something that is in the video i.e. not clickbait, yet it's always something that looks really cool and draws your eye, and even if you aren't interested in the look you can still make out that it's informative!
+Nathan Thames Huh? That's backwards. The word 'clickbait' specifically refers to thumbnails and titles which mislead, overdramatize, or exaggerate the page content. It's an inherently subjective and negative word, so it doesn't apply to things which the speaker doesn't think of as clickbait. And most people wouldn't think of this video's thumbnail as clickbait.
+Nathan Thames +Sid S In my opinion, you both are right _and_ wrong. The real definition for clickbait is exactly what Nathan Thames described. However, the word is misused by people so much that the definition given by +Sid S is what people usually mean by the word. It's one of those cases where dictionary definition of a word is not what this word actually means. Same is somewhat true for "dank". It's definition(according to Google) is "unpleasantly damp, cold", meanwhile on the internet its meaning is accepted to be "420 be dank smoke weed everyday etc etc" - that's as best as I can explain it.
8:14 those don't look like just vertical lines. More like a corrupted uv unfold, since it preserves the color of the top texture and streches it vertically
18:50 In the DS version, this was rectified with a more generic text, saying: ”You don’t have the right key to unlock this door.”, or something like that. So, the developers must have been aware of that oversight 🤔.
19:07 Toads appearing at different points depending on the number of stars you have is a nice bit of environmental storytelling, even though you have to look through the game's code to see two thirds of it
Wait a moment, the water emptying out of the ship is supposed to represesnt the ship rising to the surface? I always though it was just the water magically draining the ship, and then the ship appears on the surface inexplicably in later levels...
There have been many, MANY times where I thought "Okay, now I really know every last bit of trivia about this game", but you guys just keep surprising me with new things. I didn't even notice the two coin counting speeds. And it's really strange how the star Toads are programmed. And I never noticed it when speedrunning around a decade ago (I mean, the third one is right in sight after the BLJ). This goes right into my favs :)
btw 16 minuate 25second is true when you inside clock and normal jump to the center for several times than camera will freeze than enter endless stair to push the camera furthur away from the mario than the game will crash theres a several more way to crash this game btw
8:13 I'm sue pannen knows this but for anyone interested this occurs due to poor UV mapping. UV maps tell the game how to map 2D textures onto 3D objects. In this case the lines are caused by the pixels of the platform texture being stretched downwards across each lined plane.
I love how this is like reverse clickbait. Usually youtubers will put something more interesting than the content of the video as their thumbnail. But here he puts something almost every runner of the game knows while the video is much more interesting
15:45 I’ve always noticed this geometry mistake, I study Civil Engineering so when a think on Peach’s Castle structure and architecture this always gets me confused
18:35 i actually encountered that message on my first play through and thought it was kind of funny that Bowser is telling me the key is for the basement? that’s how i imagined it with his laugh and everything
15:16 I have 100%'d Mario 64 a million times and for some reason never interpreted that as the ship rising out of the water. I always thought the water was magically leaving the ship.
Here's an interesting observation, the level Wet Dry World's unique background is actually a view of the coastline of Istanbul. EDIT: It was probably doctored a bit to look more atlantian, hence the roundish form of the temple became more angular and such.
They're similar but quite different sprites, the cannonball has a long and thin line of reflected light on its shadow while the Wiggler spheres have a short but wide one. And the cannonball's shadow area is all around bigger. Wiggler also has rougher and more jagged edges.
Some of these discrepancies and decisions are still in Super Mario 64 DS, however with obvious different code, and quirks left behind from the N64 version to really make it a remake and then some. For example: -The Jolly Roger Bay Star for getting Red Coins is in the same spot. You’d think there’d be a Star Marker unless the player forgot which mission they were doing. -100 coin Stars still disappear after leaving the area it’s in, while mission-based Stars don’t always do so. -The coin counter moving faster and/or slower depending on how many is collected is not the case; it’s the same speed every time, and players still get more lives for ever multiple of 50 they get in coins (50, 100, 150, 200, 250. It stops there due to 255 being the on-screen limit). -The key message is more vague, saying, “You don’t have the right key for this door!” instead. -The beeping when the metal cap is put on (by Mario in the original and Wario in the remake) is still apparent, but seems to stop correctly when your health gets filled up by collecting Coins (easiest to do underwater in Jolly Roger Bay or Dire Dire Docks) -Collecting flying 1-Ups does not work anymore when dying. In the DS remake, it just hovers over your head multiple times until the death transition, and unloads. -Wall jumping off the falling bridge in Whomp’s Fortress is useless. It only works by kicking. Yoshi can’t even breakdance kick into it to get it to fall. He would have to use the Mega Mushroom, grab onto the ledge of where the fortress is (easier said than done, the ledge grabbing is SUPER precise) and knock it down by running into it.
Oh nice! That interaction at 5:00 seems to be just like Sonic Adventure 2 handles game states. There are different game states that you can enter when you die. If you enter the "death with lives" game state, you'll be spawned back in the stage with one less life, but if you die with 0 lives, you'll enter a different game state, that will take you out of the stage entirely, so getting a life while you're in that game state doesn't change the outcome. This seems to be the same thing that's happening on SM64, so cool!
It is still weird that the decision is taken *before* it is needed. That is a pointless complication for the dev, so maybe there originally was a point (such as different sequence from the start) but it got removed.
If they wanted to make the sequences completely different, having the game make a state transition before the fade was the right choice, since you could customize the fade itself and what happened afterwards, without affecting the other transition. There's literally zero complications that arrise from doing this like they did.
A tiny thing I've noticed, if you use C-up to look around and then pause, the skybox will remain in the same position in the pause screen. It obviously only works in levels where the pause screen shows a zoom-out of the course. But I use to do it in LLL all the time because it was really noticeable in that level, especially if you look down, the sky goes black in the pause screen.
20:53 The complete opposite happens in the ROM hack Last Impact, where the music stops in the over-world and the course music gets quiet when you pause.
I can explain 8:10: When they were doing the texturing, someone fucked up the scale AND the texture. You can see at 8:13 that the lines on the side facing the camera and slightly to the left are clearly continuations of the top texture, just stretched. What likely happened is that someone set the texture scale to 100 instead of 1 or whatever multiplier they used.
That platform at 8:06 is weird, it looks like they just applied the cobblestone texture vertically from the top without unwrapping it but then there’s the completely different texture slapped on the side.
the wiggler without drainage glitch completely stopping the music is a pretty good way of capturing just what you did you broke into a guy's home and killed him
Is it weird that I noticed some of those things when I just was playing this game casually? Like some of the vanishing stuff, the part about some dying enemies giving you your coins after respawning and not doing so, that part about metal Mario and the "almost dead" beeping, the counting pace depending on the amount of coins and stuff like that.
It seems to me that the game music themes have different values (not to be confused with music ID’s, which would determine, which *_SPECIFIC_* theme is played), e.g. normal level themes might have value 1 (I don’t know about the Castle theme), and the Boss theme might have value 2. Music value 0 would mean that no music is played. So, when the player enters the boss fight, normally (and initializes it, through dialogue), the music value increments; cue the boss theme; and, when the boss is defeated, the music value decrements; cue the normal level theme. But, if the player enters the boss fight without initializing it correctly, then the music value never increments (thus, the boss theme is never played); but, when the boss is defeated, the music value still decrements (since this part was done correctly). This would put the music value to 0; which would, in this model, mean that no music is played; which is, exactly, what we observe. So, when the boss is defeated, the music value isn’t set to 1, but rather decrements from, what would have, normally, been music value 2; if that makes sense :-). 🙂
I noticed that if you change the level index in the star select to 16 or more in decimal, sub levels actually are there! If you select a mission from a sub level such as the metal cap cavern, you'll spawn in whatever level with a metal cap.
pannenkoek sincerely thank you for your videos. they make me think about the vast amount of information present in basically anything if you tear it up enough - we're never ever going to stop discovering things in life, even once humanity solves science and math and all that to its limits, because while all that's getting done a billion things as unintentionally complex as mario 64 are getting made and sitting there full of ephemera for someone to pull apart and lay end to end the way you do, and that owns a lot
I came back to this today and I'm realizing that the invisible King Bob-omb thing was the source of my frustration as a kid. I could never figure out that you weren't supposed to throw King Bob-omb out of the ring, and just assumed I was missing something since he kept bouncing back up. I thought the camera zooming out supported this: If I wasn't supposed to throw him off, why would the camera show me how to best throw him off the hill so as to miss every cliff or land in a very specific place?
I have an additional observation: In LLL, the rotating stone center that the two flames come out of can be walked through. In addition, walking through it doesn't set Mario on fire.
the fact that there are still new things about this game that i didnt know about after so many years both baffles and astounds me. good work and keep it up!
Regarding 4:46: What happens when you select a file (either new or existing) after the game over? Will you start with an extra life or will you still start with normal? Better yet, what happens when you play the demo instead? :O
I don’t have any idea but one theory is this: LLL’s Rising Square Platforms. They rise up and down leading me to believe it could be useful for something but I doubt it because we can already do most of the things in LLL 0x A Presses
Chillboard’s Alt Wasteyard good theory but it would be completely useless, the only star that is uncollectable in LLL is the pole star inside of the volcano. However if there were platforms in there, then it would be helpful.
@@tankerwife2001 it's not even a liberal thing honestly just western individualism gone crazy. Remember that China is marxist in name but is very traditional and would never fill students minds with garbage because their culture considers the health of the whole society, not cheap personal pleasure.
He teleports to the holp when you throw him regardless whether you use hat in hand. Hat in hand just allows you to be nowhere near the holp when you throw him.
My hope is that you thoroughly dissect Super Mario Sunshine in the future when you've completely discovered everything in sm64, but something tells me you'll always find something new in this game. Awesome video, even if some of the things were trivial its fun thinking about why programmers and developers did certain things due to hardware limitations or other obstacles.
Still learning so much about this game! Also if you try to get the 100 coin star on the slide in Cool Cool Mountain, but miss it and end up going down it again (going outside the cabin and back to the chimney inside), the star will be completely gone. Ooh the rage when I found that out!
The King Bobomb part is so interesting cause it doubles as a way to make the area look like a boss fight. I always wondered why the camera stays locked on the top of the mountain and does that weird zoom out thing. 😀
This is genuinely my favorite thing to see on my subscriptions. Just know that each of your uploads - regardless of importance - make my day a little more exciting! Thanks dude :d
That’s, because the hack caused all the floor triangles underneath him disappear, cue the Out-of-Bounds -death, which makes Mario’s hat disappear, probably, because it’s a separate object, so it gets warped to the origin as a part of the failsafe.
@@PC_Simo Mario's hat actually disappears because the default state for Mario is actually without a hat. The game runs a check on every frame to make sure that if Mario does have his hat, then the correct model/graphics are displayed. When Mario goes OOB, a lot of his code stops running, including that hat check (you also lose control of him, his animation value becomes locked, and he freezes in place). So, it looks like he lost his hat, but really, the game just isn't checking to display the proper graphics (when he respawns, his hat will reappear). This also applies if you do the hat-in-hand glitch, even though Mario *technically* doesn't have his hat on during that. The common joke in the TAS community is that Mario doesn't actually lose his hat, he just forgets that he's wearing it.
The fact that the bowling balls are 2D objects actually surprised me. There are still some 2D objects that are always facing towards the camera: coins, 1-ups, trees, even the number that appears when Mario touches a red coin is a 2D object!
The cage is likely to be a modified version of an item box, which would make the inside a ceiling. If that's the case, it wouldn't matter if the star had a hitbox in there because it wouldn't be collectable-Mario can't collect what he can't touch. Even if the box is different and doesn't have a ceiling interior, I doubt the star in there is the actual star, since the cage drop animation ends with a standard power star emergence animation and jingle, of the type seen with item box stars and event-triggered stars. I don't think the real star is there, just a model that indicates if it was collected already or not.
If only bullies in real life had draw distance.
Its so sad how this comment has very few likes. This man probably spent 5 minutes thinkng of this joke. Show some respect.
@@JconMerc it just makes me feel sad lol
Lmao fucking loser
If only they had knockback frames)
If only you could shove bullies into lava in real life...
So King Bobomb's ghost actually haunts the battlefield? That's scary.
And his lifeless husk becomes one of the rowling balls
Music stops when Wiggler dies
LMFAO
king hacker bomb is here
yea.. wow.. Pankoek why don't you read a fucking source code and stop wasting time believing it's magic . I don't think you could buy sm64's code but there're many similar games. (it's not that original also)
7:12 this is dumb but the camera movement sounds remind me of that one vine of the kid saying lebron james
Real grayfruit from 1 year ago buried down here? Just watched your super metroid randomizer vid. Good shit
Found the grayfruit comment
the bronze age
ssllliiieck observation mr. fruit
lmao ua-cam.com/video/ZeIr0FVJwGs/v-deo.html
21:02 "And ignore the missing legs."
Lets not ask what pannen did to Mario's legs.
Icay This probably was a trick to show the other two marios, they might be his legs with changed model :|
Betting that Pannen disintegrated Mario's legs
@@starw4462 Pannen is Thanos confirmed?
shadow12312gx
But that's just a theory! A _Game_ _Theory!_ Thanks for watching!
Actually they're rotated to be inside Mario, look closely at his head and you'll notice his feet sticking out a little.
It seems that the legs are not animated for some reason, as the SM64 models don't have a traditional t-pose or a-pose and instead of weird rotations with legs commonly being inside the character's head.
I love how you give enough time to read the text before doing whatever trick you want to demonstrate. Visuals to text reading is all-around great in your videos.
i hate that, because i pause the video for every big text, and when I'm done reading, I have to wait
I'm so used to having to pause for text too, so I do it every time even though he leaves plenty of time to read it.
I understand what you all are talking about. To be honest, it took me a while to get out of that habit when watching Pannen.
some of his earlier videos (namely im thinking of one involving fly guy manipulation in rainbow ride, which used a lot of annotations) had poor timing and had me pausing to read the text, but truly, pannen's got it down to a science now. he's the man!!!
I’m with whiz 85 on this one.
please put everything into a book. i want to have a massive book of all mario 64 knowledge.
That'd honestly be great, this comment had better not be a joke because I'd buy that book.
I'd read it and become Nikku4211 The SM64Master.
Super Mario 64 - Miscellaneous Things Book
They could put photos too! The photos could be colored.
Ngl I would buy one
It's always interesting to dissect elements that to the developers, were probably just everyday tasks in the office, put some coins here, some Goombas there, and try and learn things from it. Maybe Goombas spawners weren't a thing when those Goombas are placed? it's nice to think about these.
Great work again pannen ♥
Boogs Or maybe they thought "we have too many single goombas arranged in a trio so lets make a spawner for 3 and use it" then they replaced all spawners they felt like doing so/randomly found (like not a main job, the platform in SSL and the platform in BITDS seem pretty Untouched/don't need alot of stuff done, so it would fit the bill) since noone wpuld notice anyways.
Oh, and 31 stars, not 30, for the toad stuff... you forgot DDD Board Bowser's Su6
@@zitronenwasser let's*
a lot*
would*
The best thing was the mario clone. We finally got our answer.
MY BOI BOOGS I FOUND YOU ON YT. WASSUP MAN
Phrases unheard of before: "Watch the A button"
Now to see how many demos we can do without A presses
We pray
Watch the A button a half.
@@kaangamgimginnkagnagnkingmngkn An A press is an A press, you can't say it's only a half.
@@jaska8203 how is that joke still going on after tj said how much he hates it lol
very amusing that the demo isn't as the demo player intended
I wonder what would the demo look like exactly if it worked
An intern was probably just told to run around without dying or entering a loading zone.
Doesn't the demo player die at one point? Also, how did Pannen/others find the inputs of the demo? Does it just show when you pull up the thing to show inputs?
@@jongameaddict I don't think he did and STROOP is able to detect mario64's inputs.
The inputs look too smooth, making me believe they were played real and "smoothed" out after they were recorded
So I've finished all the course material, where can I get my degree in Applied SM64 Science?
The Winston-Rar University of Hyper Computer Science
how the hell did you pass SM64 quantum physics 2? That class is kicking my ass.
If you come to think of it, it'd be awesome. (we could at least make it an online course)
1st year: SM64 Algebra, Wall Floor & Ceiling Geometry, Units and Speed, the Art of cloning, Floats, BLJ, Coin limits, Pause Buffering.
2nd year: WFC geometry 2, Spawning Displacement, Instant Release, Applied Misalignments, SM64 Quantum Physics, Scuttlebug Transportation, VSC, Science of Cloning, Frame Walking.
3rd year: HSW, HSWK, HOLP theory, Applied Misalignments, RNG Manipulation, Irrational A press counts, Hat in Hand.
4th year: Impossible coin theory, Demo Manipulation, Pedro Spot theory, TTC Upwarp, Complex A press counts, Simultaneous Events, RLB, Moneybag Duplication.
@@CrashCubeZeroOne How about a thesis for graduation?
Mister Squiggs, you also need to take the PU/HSW test.
15:12 Because the ship is still tilted after water drains away, I never realized as a kid that it’s supposed to have risen to the surface. I thought the air coming from the bubbles in the chest had somehow... pushed all the water out of the ship? That doesn’t make any sense whatsoever, but it’s what my childish mind leapt to.
Well to be fair, the fact that opening up those chests makes the ship rise makes no sense either.
You're not the only one who thought that as a kid
I just always thought that upon opening those chests, the water just magically drains away. I wasn’t concerned that it makes no sense, because it’s a video game. 😆
Pannen's thumbnails are so good. It's always something that is in the video i.e. not clickbait, yet it's always something that looks really cool and draws your eye, and even if you aren't interested in the look you can still make out that it's informative!
If it grabs your attention in any way, shape, or form, it's clickbait _by definition._
The definition you're thinking of is a _misleading thumbnail._
+Nathan Thames Huh? That's backwards. The word 'clickbait' specifically refers to thumbnails and titles which mislead, overdramatize, or exaggerate the page content. It's an inherently subjective and negative word, so it doesn't apply to things which the speaker doesn't think of as clickbait. And most people wouldn't think of this video's thumbnail as clickbait.
In this case one could call it clockbait.
My personal favorites are the “Sleeping” and “Dying with the Metal Cap” thumbnails
+Nathan Thames
+Sid S
In my opinion, you both are right _and_ wrong.
The real definition for clickbait is exactly what Nathan Thames described. However, the word is misused by people so much that the definition given by +Sid S is what people usually mean by the word.
It's one of those cases where dictionary definition of a word is not what this word actually means. Same is somewhat true for "dank". It's definition(according to Google) is "unpleasantly damp, cold", meanwhile on the internet its meaning is accepted to be "420 be dank smoke weed everyday etc etc" - that's as best as I can explain it.
miscellaneous observations. One step higher than disappointing observations. One step lower than interesting observations.
This just made me chuckle. You made quite the semi-miscellaneous observation there!
The Good, The Bad, and The Miscellaneous
Interesting observations doesn't exists
@Robert Enciso I could have sworn I’ve seen a video called ”Interesting Observations” by pannenkoek2012/UncommentatedPannen. 🤔
Have u ever wondered why ur like count is almost that “number”?
8:14 those don't look like just vertical lines. More like a corrupted uv unfold, since it preserves the color of the top texture and streches it vertically
15:23 I like to think this is because Koopa the Quick just forgot to remove the sign when he got back
Miscellaneous Observations are at least better than Disappointing ones,right?
Good handle and avatar
@@seekerseraphimtherecluse4314 uhhhhhh -what-
@@TheKeitaNobodyAskedFor elma good waifu
That profile pic makes me die inside
@@starw4462 thanks
18:50 In the DS version, this was rectified with a more generic text, saying: ”You don’t have the right key to unlock this door.”, or something like that. So, the developers must have been aware of that oversight 🤔.
copy pasted text or just using the same check for all doors, cause idk
@@spaghetto181 Hard to tell 🤷🏼♂️.
they also had to deal with the character doors, thats probably why they went with the more generic approach
@@paulamarina04 That’s true 🤔.
They also fixed 19:48 by making the Toads require 20, 40 and 60 stars. Though 20 is a bit too much, 40 and 60 make perfect sense.
19:07 Toads appearing at different points depending on the number of stars you have is a nice bit of environmental storytelling, even though you have to look through the game's code to see two thirds of it
Wait a moment, the water emptying out of the ship is supposed to represesnt the ship rising to the surface? I always though it was just the water magically draining the ship, and then the ship appears on the surface inexplicably in later levels...
@Prescott So did I 😮.
Are you joking ?
@sgillman16 I don’t know about Prescott, but I’m not. I know it sounds weird, but I guess I never gave it much thought 🤔.
@@PC_Simo Same here, you don't really think about it as a kid, and so as an adult I still remembered it that way
@Carles Dixon Exactly 👌🏻.
There have been many, MANY times where I thought "Okay, now I really know every last bit of trivia about this game", but you guys just keep surprising me with new things. I didn't even notice the two coin counting speeds. And it's really strange how the star Toads are programmed. And I never noticed it when speedrunning around a decade ago (I mean, the third one is right in sight after the BLJ). This goes right into my favs :)
btw 16 minuate 25second is true when you inside clock and normal jump to the center for several times than camera will freeze than enter endless stair to push the camera furthur away from the mario than the game will crash theres a several more way to crash this game btw
"Okay, now I really know every last bit of trivia about this game"
WOW this aged poorly
18:06 I always found it stupidly satisfying when it counted up quickly.
8:13 I'm sue pannen knows this but for anyone interested this occurs due to poor UV mapping. UV maps tell the game how to map 2D textures onto 3D objects. In this case the lines are caused by the pixels of the platform texture being stretched downwards across each lined plane.
Poor UV mapping can destroy models. I'll have to check my CMC models, apparently their UV map is wrong.
That’s literally what happens when you project a texture on a 90 degree angle in sketchup
"I'm sue Pannen knows this"
SPELING 100
I love how this is like reverse clickbait. Usually youtubers will put something more interesting than the content of the video as their thumbnail. But here he puts something almost every runner of the game knows while the video is much more interesting
I love falling asleep after watching one of these videos.
How many head turning cycles did you have to do before falling asleep?
Does your falling asleep animation last 3, or 4 frames?
SAME! theyre so calming and informative, especially when that sweet file select menu music is playing. they just put me in a good state of mind.
15:45 I’ve always noticed this geometry mistake, I study Civil Engineering so when a think on Peach’s Castle structure and architecture this always gets me confused
18:35 i actually encountered that message on my first play through and thought it was kind of funny that Bowser is telling me the key is for the basement? that’s how i imagined it with his laugh and everything
Hmm...I don't know, this video is missing someth-
15:39
yes, thats better
memes
Wo Wala Moiz the music
@Wo Wala Moiz Pannen's identical file select music.
No it’s because Pannen looked into a design problem.
I was hoping for the next sequel to "Walls, Floors, and Ceilings" but I suppose you have to make a new IP every now and again.
Intentional Purple????
@@want-diversecontent3887 intellectual property
international pancake
I N T E R N E T P R O T O C A L
unIntentionally conPusing
It amazes me that we are on a platform where a video literally called "Miscellaneous Observations" can get over 200,000 views
Actually, almost 500,000
That shadow "mistake" is very clearly an intentional performance optimisation, and the same most likely applies for the tilted ship interior.
15:16
I have 100%'d Mario 64 a million times and for some reason never interpreted that as the ship rising out of the water. I always thought the water was magically leaving the ship.
@マミ Same here.
Here's an interesting observation, the level Wet Dry World's unique background is actually a view of the coastline of Istanbul. EDIT: It was probably doctored a bit to look more atlantian, hence the roundish form of the temple became more angular and such.
13:18 I don't know how I never noticed this, but wiggler is literally made of 5 cannon balls colored yellow.
Lucky Hamburger 6, Nose is literally just a red one.
No way.
They're similar but quite different sprites, the cannonball has a long and thin line of reflected light on its shadow while the Wiggler spheres have a short but wide one. And the cannonball's shadow area is all around bigger. Wiggler also has rougher and more jagged edges.
Actually, you know those yellow balls near the bombs in the Bowser fights? That's what they are.
@@GuanlongX These guys reuse and recolor textures like Toby Fox using litmotifs in his soundtracks.
I always felt uncanny on the path to the moat door, as if it was on the wrong direction. Now I know why
Some of these discrepancies and decisions are still in Super Mario 64 DS, however with obvious different code, and quirks left behind from the N64 version to really make it a remake and then some.
For example:
-The Jolly Roger Bay Star for getting Red Coins is in the same spot. You’d think there’d be a Star Marker unless the player forgot which mission they were doing.
-100 coin Stars still disappear after leaving the area it’s in, while mission-based Stars don’t always do so.
-The coin counter moving faster and/or slower depending on how many is collected is not the case; it’s the same speed every time, and players still get more lives for ever multiple of 50 they get in coins (50, 100, 150, 200, 250. It stops there due to 255 being the on-screen limit).
-The key message is more vague, saying, “You don’t have the right key for this door!” instead.
-The beeping when the metal cap is put on (by Mario in the original and Wario in the remake) is still apparent, but seems to stop correctly when your health gets filled up by collecting Coins (easiest to do underwater in Jolly Roger Bay or Dire Dire Docks)
-Collecting flying 1-Ups does not work anymore when dying. In the DS remake, it just hovers over your head multiple times until the death transition, and unloads.
-Wall jumping off the falling bridge in Whomp’s Fortress is useless. It only works by kicking. Yoshi can’t even breakdance kick into it to get it to fall. He would have to use the Mega Mushroom, grab onto the ledge of where the fortress is (easier said than done, the ledge grabbing is SUPER precise) and knock it down by running into it.
2:28 the jolly roger theme starts with the 3 notes that are supposed to play in the bobomb theme
I noticed that as well
That mission select thing would work perfectly for a creepypasta
12:49
Bob-omb: “No time to explain. Get in the cannon!“
Oh nice! That interaction at 5:00 seems to be just like Sonic Adventure 2 handles game states. There are different game states that you can enter when you die. If you enter the "death with lives" game state, you'll be spawned back in the stage with one less life, but if you die with 0 lives, you'll enter a different game state, that will take you out of the stage entirely, so getting a life while you're in that game state doesn't change the outcome. This seems to be the same thing that's happening on SM64, so cool!
Is there a channel like this that analyzes SA2? That would be my dream
Not really, but you can join our Discord for that =D
discordapp.com/invite/XRsRwRU
It is still weird that the decision is taken *before* it is needed.
That is a pointless complication for the dev, so maybe there originally was a point (such as different sequence from the start) but it got removed.
@@musaran2 I guess "fade out to game over screen" and "fade out to death scene" are two different states even though they behave the same at first.
If they wanted to make the sequences completely different, having the game make a state transition before the fade was the right choice, since you could customize the fade itself and what happened afterwards, without affecting the other transition. There's literally zero complications that arrise from doing this like they did.
11:19 "In CCM, the only reason we can't enter the bottom cabin is because the cabin wall blocks the door"
Yeah thanks for quoting the video I guess. It's possible now tho so that's cool
One of the most interesting videos you've made
15:00 This is a childhood magic ruining realization
A tiny thing I've noticed, if you use C-up to look around and then pause, the skybox will remain in the same position in the pause screen. It obviously only works in levels where the pause screen shows a zoom-out of the course. But I use to do it in LLL all the time because it was really noticeable in that level, especially if you look down, the sky goes black in the pause screen.
I think he's mentioned that in a video before.
C^ needs it's own video, it does so many weird things
According to many religions, when you die, you remain in place, but turn invisible and intangible.
20:15 thank you for ruining all of Super Mario 64 in a matter of seconds
20:53 The complete opposite happens in the ROM hack Last Impact, where the music stops in the over-world and the course music gets quiet when you pause.
I can explain 8:10:
When they were doing the texturing, someone fucked up the scale AND the texture. You can see at 8:13 that the lines on the side facing the camera and slightly to the left are clearly continuations of the top texture, just stretched. What likely happened is that someone set the texture scale to 100 instead of 1 or whatever multiplier they used.
That platform at 8:06 is weird, it looks like they just applied the cobblestone texture vertically from the top without unwrapping it but then there’s the completely different texture slapped on the side.
I think it's the same texture, just stretched. They didn't unwrap it properly.
I love how this shows how nothing's really technically perfect like people belive stuff to be
There's just so much that's basically workarounds or cheats that people include in games and you'd never even notice during a normal playthrough
the wiggler without drainage glitch completely stopping the music is a pretty good way of capturing just what you did
you broke into a guy's home and killed him
17:25 creepypasta bait
Every hack to scroll past normal missions in SM64 is personalized. Surprised no one has done something already using this tbh.
you know a pannen video is gonna be great when it has the word "miscellaneous" in it
Can we get an image of a mario holding a mario holding a mario etc. At the max quantity before the game crashes? It sounds pleasant
we never got it
@@boerhae sad life
Is it weird that I noticed some of those things when I just was playing this game casually? Like some of the vanishing stuff, the part about some dying enemies giving you your coins after respawning and not doing so, that part about metal Mario and the "almost dead" beeping, the counting pace depending on the amount of coins and stuff like that.
It seems to me that the game music themes have different values (not to be confused with music ID’s, which would determine, which *_SPECIFIC_* theme is played), e.g. normal level themes might have value 1 (I don’t know about the Castle theme), and the Boss theme might have value 2. Music value 0 would mean that no music is played. So, when the player enters the boss fight, normally (and initializes it, through dialogue), the music value increments; cue the boss theme; and, when the boss is defeated, the music value decrements; cue the normal level theme. But, if the player enters the boss fight without initializing it correctly, then the music value never increments (thus, the boss theme is never played); but, when the boss is defeated, the music value still decrements (since this part was done correctly). This would put the music value to 0; which would, in this model, mean that no music is played; which is, exactly, what we observe. So, when the boss is defeated, the music value isn’t set to 1, but rather decrements from, what would have, normally, been music value 2; if that makes sense :-). 🙂
15:30 Koopa the Quick is just too lazy to remove that sign; *tsk tsk*.
I noticed that if you change the level index in the star select to 16 or more in decimal, sub levels actually are there! If you select a mission from a sub level such as the metal cap cavern, you'll spawn in whatever level with a metal cap.
pannenkoek sincerely thank you for your videos. they make me think about the vast amount of information present in basically anything if you tear it up enough - we're never ever going to stop discovering things in life, even once humanity solves science and math and all that to its limits, because while all that's getting done a billion things as unintentionally complex as mario 64 are getting made and sitting there full of ephemera for someone to pull apart and lay end to end the way you do, and that owns a lot
*super mario 64 official guide*
1% actual gameplay
99% game maneuver/glitches explanation
I came back to this today and I'm realizing that the invisible King Bob-omb thing was the source of my frustration as a kid. I could never figure out that you weren't supposed to throw King Bob-omb out of the ring, and just assumed I was missing something since he kept bouncing back up. I thought the camera zooming out supported this: If I wasn't supposed to throw him off, why would the camera show me how to best throw him off the hill so as to miss every cliff or land in a very specific place?
I somehow knew you were going to upload today. I checked twice before this morning and now I’m here.
15:40 I already noticed that when I was a kid and I was confused! I was like "What? It doesn't fit!" And now, Pannen shows me that!
I have an additional observation: In LLL, the rotating stone center that the two flames come out of can be walked through. In addition, walking through it doesn't set Mario on fire.
the fact that there are still new things about this game that i didnt know about after so many years both baffles and astounds me. good work and keep it up!
18:25 admit it, this was all of us on our first time playing the game lol
'I'll be back soon.
I'm out training now,
so come back later…
Unless I'm not.
Just talk to me already.
--Koopa the Quick'
--
21:03
Yo dawg, I heard you like Mario holding Mario, so I made Mario hold up Mario while Mario is holding up Mario.
"Hey should we remove this object that it's worthless keeping?"
"Nah just make it invisible"
tfw new pannen, stryder, chickasaurusgl and sethbling all in one day
Regarding 4:46:
What happens when you select a file (either new or existing) after the game over? Will you start with an extra life or will you still start with normal?
Better yet, what happens when you play the demo instead? :O
Continuing a file after the game-over gives you four new lives. (Well, five, but the counter shows four)
@@ajtheown But what happens if you let the demo play after the game over?
@@swoogity it plays the demo as usual.
@@ajtheown How many lives, if it says anything?
@@swoogity Normal amount (4)
2:25 the music lines up with the music in jolly roger bay when it transitions lol
My favorite part was Mario's squish animation at 14:20.
Have you already looked into whether the Wii VC float conversion error affects anything else in the game?
I don’t have any idea but one theory is this: LLL’s Rising Square Platforms. They rise up and down leading me to believe it could be useful for something but I doubt it because we can already do most of the things in LLL 0x A Presses
Chillboard’s Alt Wasteyard good theory but it would be completely useless, the only star that is uncollectable in LLL is the pole star inside of the volcano. However if there were platforms in there, then it would be helpful.
@@seangiglio Aaaand now even that a-press is gone. LLL is 0x. Unfortunate.
This video was interesting as hell and you are a treasure in my life
4:40 What happens if Mario collects a 1-up when he has 0 lives after his death animation starts but before the death fadeout starts?
3:21 - Strange, you’d think that you would reset that back to zero when you’re in the process of spawning the big bully.
These kinds of videos are always cool Pannen! Helps us truly see what the game has to offer.
when the goombas are actually singleton goombas, and do not come from a triplet spawner: 😔😔😔
I have a question about that rotating platform in RR: that blue fire underneath it, does it have a hit box? I never got hit even if I tried to
now I can never unsee that orange square on the 15 piece puzzle thing
7:57 I've seen that happen in 3DS max, certainly some setting not being correct in the texture mapping. Not sure what the fix for that is.
"The shine on Chomp always stays in the same place"
.... well thats THIS game ruined for me
So is there a degree and career field for these sorts of studies yet? Maybe you should open a university...
They would rather fund gender studies classes these days instead of real science...
@@seekerseraphimtherecluse4314liberal status: obliterated
@@tankerwife2001 it's not even a liberal thing honestly just western individualism gone crazy. Remember that China is marxist in name but is very traditional and would never fill students minds with garbage because their culture considers the health of the whole society, not cheap personal pleasure.
@@seekerseraphimtherecluse4314 Western individualist status: destroyed
@@seekerseraphimtherecluse4314 People's Republic of China status: Godlike
0:45 but if i throw him with the hat in hand glitch then he will still teleport to the holp
He teleports to the holp when you throw him regardless whether you use hat in hand. Hat in hand just allows you to be nowhere near the holp when you throw him.
I'd be interested in seeing what happens if you drop him somewhere absurdly far away, OoB, etc.
@@Bootleg_Jones yeah but pannen says "he's not really in Mario's hand"
You can see the camera snap even as King Bobby is in the air.
Aside from that, does anything special happen if he is HOLPed really low?
@@pittagiiya holped?
21:47 Is that the game switching to Mario's low-poly sprite for when he's far away?
A video called Miscellaneous Observations has a section called Miscellaneous. Incredible.
2:30 Perfect music transition
My hope is that you thoroughly dissect Super Mario Sunshine in the future when you've completely discovered everything in sm64, but something tells me you'll always find something new in this game.
Awesome video, even if some of the things were trivial its fun thinking about why programmers and developers did certain things due to hardware limitations or other obstacles.
Still learning so much about this game! Also if you try to get the 100 coin star on the slide in Cool Cool Mountain, but miss it and end up going down it again (going outside the cabin and back to the chimney inside), the star will be completely gone. Ooh the rage when I found that out!
I did that once after I missed it
The King Bobomb part is so interesting cause it doubles as a way to make the area look like a boss fight. I always wondered why the camera stays locked on the top of the mountain and does that weird zoom out thing. 😀
IIRC, the music also gets quieter instead of stopping when you pause while wearing a power cap.
I wonder why they even bothered with that difference instead of just always being quieter. Maybe it's a bug?
This is genuinely my favorite thing to see on my subscriptions. Just know that each of your uploads - regardless of importance - make my day a little more exciting! Thanks dude :d
Wow, cool video. I noticed his hat disappears at 12:26 while he's dying/winnning
That’s, because the hack caused all the floor triangles underneath him disappear, cue the Out-of-Bounds -death, which makes Mario’s hat disappear, probably, because it’s a separate object, so it gets warped to the origin as a part of the failsafe.
@@PC_Simo Mario's hat actually disappears because the default state for Mario is actually without a hat. The game runs a check on every frame to make sure that if Mario does have his hat, then the correct model/graphics are displayed. When Mario goes OOB, a lot of his code stops running, including that hat check (you also lose control of him, his animation value becomes locked, and he freezes in place). So, it looks like he lost his hat, but really, the game just isn't checking to display the proper graphics (when he respawns, his hat will reappear). This also applies if you do the hat-in-hand glitch, even though Mario *technically* doesn't have his hat on during that.
The common joke in the TAS community is that Mario doesn't actually lose his hat, he just forgets that he's wearing it.
@@SuperViperT302 OK. Thanks for the info. By the way, that’s a good joke. 👍🏻
The cannon lid part made me laugh so hard
0:49 "I can't be defeated by you without getting closer."
Pannen, have you ever considered going into game design, if you haven't already?
Zekeram12 We don't really know anything about his personal life, but it seems like he's a dev somewhere
@@zitronenwasser we'll have a remaster of sm64 any year now
But SM64 uses outated technology
Wouldn't be surprised if he's actually tried to do something like that
He is probably doing it to make a full remastered hyper uncut super kami mario 64 with all that infomation, it crashes if it detects you use an a key)
That sped up Athletic Theme (starts at 10:40) is strangely fun to listen to.
The fact that the bowling balls are 2D objects actually surprised me. There are still some 2D objects that are always facing towards the camera: coins, 1-ups, trees, even the number that appears when Mario touches a red coin is a 2D object!
Yep. Though, to be fair, the bowling balls kind of *look* like 2D cut-outs. 🙂
@@PC_Simo, lol! 🤣
11:11 does the star actually have a hitbox in the cage. if you could fly through walls would it be collectible?
The cage is likely to be a modified version of an item box, which would make the inside a ceiling. If that's the case, it wouldn't matter if the star had a hitbox in there because it wouldn't be collectable-Mario can't collect what he can't touch. Even if the box is different and doesn't have a ceiling interior, I doubt the star in there is the actual star, since the cage drop animation ends with a standard power star emergence animation and jingle, of the type seen with item box stars and event-triggered stars. I don't think the real star is there, just a model that indicates if it was collected already or not.
Stuff like this is so awesome and never gets old... love seeing the inner-workings of the game engine like this