4 Upgrades to Mario 64s Controls, Let me know which other upgrades you'd like to see

แชร์
ฝัง
  • เผยแพร่เมื่อ 4 ก.ค. 2019
  • For more fangames, subscribe!: th-cam.com/users/KazeEmanuar...
    Demos, funding: / kazestuff
    I do livestreams!: / kazesm64
  • เกม

ความคิดเห็น • 850

  • @FlergerBergitydersh
    @FlergerBergitydersh 4 ปีที่แล้ว +540

    *Change 1:* Great. The original game should have been like that.
    *Change 2:* The wall slide is a great option, as long as it doesn't allow you to wall slide on nothing occasionally like in the SM64 Oot hack, and still changes angles/speed in the same way for earlier wall kicks like in the original game.
    *Change 3:* Excellent change for the most part, however if you could somehow implement the fix for all jumps EXCEPT for the long jump, that would be preferable so we can still BLJ on rising platforms.
    *Change 4:* For the most part, I think this is an okay change, but I think Mario should keep his fall damage animation, just without getting hurt (kind of like how he gets stunned for a second when falling from great heights in Mario Odyssey). This would incentivize breaking your fall if you want to go fast without an overwhelming punishment if you fail.

    • @elijahthekid_
      @elijahthekid_ 4 ปีที่แล้ว +14

      No man BLJ's should not be kept, unless it's for speedrunning it's just a way to cheese the level of skip almost all of it. More or less it's cheap trick for people who suck

    • @notausername8282
      @notausername8282 4 ปีที่แล้ว +68

      bad players would fly off the stage and die 99 times out of 100 unless the level is just a straight line, it would take longer for them to cheese the level with a blj then for them to beat the level normal

    • @ScubaLuigi
      @ScubaLuigi 4 ปีที่แล้ว +42

      I agree with the fall landing animation.

    • @Nutgun360
      @Nutgun360 4 ปีที่แล้ว +1

      couldnt agree more

    • @TheGag96
      @TheGag96 4 ปีที่แล้ว +15

      Seconding the fall landing thing - was about to comment it. The incentive to break your fall really worked in Odyssey, I think. It's kind of annoying to have happen to you, but that's the whole point - it's not punishing like fall damage, but it encourages you to find some better way to land than just doing nothing and hitting the ground.

  • @DiceRobo
    @DiceRobo 4 ปีที่แล้ว +515

    is there anyway you could make a analog controlled camera like newer games? you may be able to do something with the second player controller stick or just make it smoother.

    • @moana_skellington
      @moana_skellington 4 ปีที่แล้ว +10

      this

    • @Linkfan0001
      @Linkfan0001 4 ปีที่แล้ว +13

      it already exists, its called *Parallel Lakitu Cam* and it makes the game soooo much better!

    • @thecozies
      @thecozies 4 ปีที่แล้ว +4

      The current implementation of it is pretty limited though, IIRC it's mapped to the c buttons so you only have one speed and it's fairly slow which is tedious. Maybe it could be improved by double tapping C for instant 45° turn and single tap or hold is the fluid cam?

    • @spacetitanium6151
      @spacetitanium6151 4 ปีที่แล้ว +4

      Kaze has already broken camera limitations in the past, I imagine this wouldn't be too difficult. I think it'd be possible to add the same directional options to the D-pad that the controller stick would have and smooth out the movement.

    • @BLOODY__FATALITY
      @BLOODY__FATALITY 4 ปีที่แล้ว

      C buttons

  • @neptuniamarina4924
    @neptuniamarina4924 4 ปีที่แล้ว +26

    One idea ive had is changing the Ledge Grab to be like the Rayman games, IE instead of slowly pulling yourself up, You're allowed to just jump out of it. really keeps the flow and speed of platforming.

  • @SebGoP222
    @SebGoP222 4 ปีที่แล้ว +115

    I would like knuckles’ radar in SA2 to not track down one emerald at a time and instead track all of them at once

    • @hoodedman6579
      @hoodedman6579 4 ปีที่แล้ว +31

      That's already been done. Search "SA2 fixed radar"; I believe you automatically get it as an option if you download and install the SA2 mod loader. It only applies to the PC version though,

    • @reddodeado301
      @reddodeado301 4 ปีที่แล้ว +18

      What does this have to do with Mario though.

    • @KuruttaKoibito
      @KuruttaKoibito 4 ปีที่แล้ว +3

      You wanna be rougher then the rest of them? The best of em'? Tougher then lether?

    • @EnderElectrics
      @EnderElectrics 4 ปีที่แล้ว +1

      @@reddodeado301 That's the joke

    • @reddodeado301
      @reddodeado301 4 ปีที่แล้ว +1

      @@EnderElectrics
      There is no joke. No hilarity, no punchline, nothing.

  • @NathanielBandy
    @NathanielBandy 4 ปีที่แล้ว +412

    The upgrades are pretty good for the game, I've adjusted to the original controls but what you've done hardly changes how Mario feels when running around as him

    • @marvelousonejr832
      @marvelousonejr832 4 ปีที่แล้ว

      Hi

    • @eren71111
      @eren71111 4 ปีที่แล้ว +5

      The fucking legend himself

    • @abubakarjamro5713
      @abubakarjamro5713 4 ปีที่แล้ว

      I was just rewatching your Ocarina of time 64 video.

    • @elijahthekid_
      @elijahthekid_ 4 ปีที่แล้ว +1

      When it comes to upgrades to controlls and power ups i hope he uses L for their action, it would just feel wrong otherwise
      Also holy shit man, it's Nintendrew

    • @SPG64
      @SPG64 4 ปีที่แล้ว +1

      Collab with Mayro

  • @cold_soup_
    @cold_soup_ 4 ปีที่แล้ว +35

    even as somebody who loves mario 64 for its physics, these changes are definitely for the better, especially the wall jumps

  • @brendanblair64
    @brendanblair64 4 ปีที่แล้ว +53

    Cool! That turning circle thing has always been my least favorite thing about Mario 64's controls.

  • @batbrain55
    @batbrain55 4 ปีที่แล้ว +109

    Add the ability to do a jump kick at any speed. It's annoying when you mean to jump kick and dive instead. Add the Odyssey diving system instead or something, and then make it so pressing B after jumping always does the kick, so they're completely separate actions.
    Also, make these altered mechanics entirely optional so speedrunners can still work their full magic with this game.

    • @gamecubeking
      @gamecubeking 4 ปีที่แล้ว +22

      I disagree with this because I actually preferred being able to dive without having to ground pound first, feels more fluid. If only we had more buttons so the actions could be mapped to separate, readily available buttons... Maybe if he takes the advice of MrGurt and maps the camera to the Analog Stick, we could free up some buttons on the 1st player controller, though that would also have to be an option so people could play with actual N64 controllers, there isn't a clean solution.

    • @LeBazarDeFusette
      @LeBazarDeFusette 4 ปีที่แล้ว +7

      @@gamecubeking the d-pad or the L-button of the N-64 controller aren't use in SM64, I think, so maybe we can put the dive or the kick for one of the two

    • @TastyCarcass
      @TastyCarcass 4 ปีที่แล้ว +8

      Couldn't it just be kick if no direction is held?
      TBH that's how it works in my memory lol

    • @gamecubeking
      @gamecubeking 4 ปีที่แล้ว +2

      @@LeBazarDeFusette While that would also work, it would still be WAY out of the way for people who play with these controls on original hardware. I think SolidShook's suggestion might work, however. Might take a bit to get used to, but it could work no matter your set up.

    • @ssb64europeonline27
      @ssb64europeonline27 4 ปีที่แล้ว +2

      Just press the button once: Jump-Kick
      Hold button for 5+ frames: Dive
      .. Would be a great solution imo

  • @ChristopherMoom
    @ChristopherMoom 4 ปีที่แล้ว +168

    I won't be happy until Mario 64 is able to be fully controlled with a Magnavox Odyssey controller

    • @burntsn0w
      @burntsn0w 4 ปีที่แล้ว +4

      Odyssey 1 or 2?

    • @dimitriydzyuba218
      @dimitriydzyuba218 4 ปีที่แล้ว +2

      OH YEAAAH!!!!!

    • @mercy06
      @mercy06 4 ปีที่แล้ว +2

      Are you following me?

    • @JediJess1
      @JediJess1 4 ปีที่แล้ว +2

      You literally can't get any more retro than that with videogames. I applaud your knowlege.

    • @dimitriydzyuba218
      @dimitriydzyuba218 4 ปีที่แล้ว

      @@JediJess1 I applaud you knowledge on misspelling the word knowledge as "knowlege".

  • @AzoosYT
    @AzoosYT 4 ปีที่แล้ว +122

    I think the fall damage animation should still play, but it shouldn't give you damage. It'd emphasize breaking your fall without punishing you.
    Otherwise these are great! Hope there's a patch that'll come out of this for the vanilla game.

    • @doutchebags
      @doutchebags 4 ปีที่แล้ว +8

      Maybe he could do an animation like Super Mario Galaxy's where Mario does a three point landing and can't move for a second while he regains his footing.

    • @MerpIsMe
      @MerpIsMe 4 ปีที่แล้ว +2

      So basically like Odyssey.

    • @cccpkingu
      @cccpkingu ปีที่แล้ว

      I think punishment should be there, but the long animation should be removed, Hand-holding games are not fun games.

  • @firststory2963
    @firststory2963 4 ปีที่แล้ว +93

    Id say keep the fall damage animation but just take out the damage. I mean we are playing mario xD

    • @codieb5612
      @codieb5612 4 ปีที่แล้ว +15

      Yeah Galaxy and Odyssey still had landing animation even if it didn't do damage

    • @zwariowany3178
      @zwariowany3178 4 ปีที่แล้ว +1

      But The Annoying Thing Is Not Fall Damage But The Slowdown When You Fall. It's Frustrating ;-;

    • @sptflcrw8583
      @sptflcrw8583 4 ปีที่แล้ว +8

      @@zwariowany3178 then break your fall.

    • @TheDoomMaster
      @TheDoomMaster 3 ปีที่แล้ว

      @@zwariowany3178 Nice title

    • @zwariowany3178
      @zwariowany3178 3 ปีที่แล้ว +1

      I'm just gonna say that i commented this a year ago almost now ;-;

  • @DownVolt
    @DownVolt 4 ปีที่แล้ว +6

    "Just believe me, ok ?"
    You'd make a good president
    Kaze 2020

  • @SGWasTooShort
    @SGWasTooShort 4 ปีที่แล้ว +300

    This physics should really be released as a patch for the vanilla game !
    EDIT : first of all, I wanted to thank you all for the 200+ likes that this comment has.
    Another thing I wanted to say is that personally I still prefer the original SM64 walljump, but I think that the other 3 patches are very very good

    • @spong2548
      @spong2548 4 ปีที่แล้ว +3

      Yeah

    • @ri2dlox
      @ri2dlox 4 ปีที่แล้ว +17

      Sorry I prefer the original walljumps

    • @beunjoris
      @beunjoris 4 ปีที่แล้ว +2

      idk man, I literally prefer all of the originals shown in this comparison.

    • @illdie314
      @illdie314 4 ปีที่แล้ว +9

      I would like this as well.
      Especially if we had a settings menu to toggle each change as we see fit!

    • @hoodedman6579
      @hoodedman6579 4 ปีที่แล้ว +30

      @@ri2dlox You don't have to use the patch; it's an option for those who do prefer it. Optimally, it would be a bunch of patches so you could fine-tune exactly what you wanted.

  • @Massussu7
    @Massussu7 4 ปีที่แล้ว +5

    I'm beyond excited for Super Mario 64 Land. Love how much love and polish you're putting into this project.

  • @YTChannelNat
    @YTChannelNat 4 ปีที่แล้ว +2

    In regards to the removal of fall damage, I would personally handle it the way Super Mario Odyssey did, where an animation still plays. It adds a nice bit of charm while rewarding the ability to land your jumps on enemies from higher heights.

  • @yellowpie
    @yellowpie 4 ปีที่แล้ว +31

    One minor thing that always kind of annoys me is the random crouch that Mario sometimes does after a long jump.

    • @getvoke
      @getvoke 4 ปีที่แล้ว +3

      Just run after you land and you will be fine

    • @gold_hev_suit
      @gold_hev_suit 4 ปีที่แล้ว +12

      I think that might be you just holding z

    • @eddiemate
      @eddiemate 4 ปีที่แล้ว

      i've never had that issue, you can just keep moving after the long jump.

    • @cisco2847
      @cisco2847 4 ปีที่แล้ว +2

      It happens if u stop moving after the long jump, but this shouldn't be a problem if u just keep moving

    • @codieb5612
      @codieb5612 4 ปีที่แล้ว +9

      That's because you're not touching the analog stick. It's not related to "still holding Z", he will just do it if you're not still moving. Funnily enough, if you press A while he's in that crouch animation, you'll actually perform a backflip. There is an extremely solid ZERO times this can ever be useful

  • @sevsent2
    @sevsent2 4 ปีที่แล้ว +3

    The new wall kick and instant turn are my favorite parts! I wouldn't mind a hack of SM64 with just the changes you've detailed here, great stuff

  • @harley2938
    @harley2938 4 ปีที่แล้ว +6

    This would be great as a patch that we could apply to any SM64 romhack.

  • @jayjaythefolf
    @jayjaythefolf 4 ปีที่แล้ว +2

    Wow. The amount of effort being put in this hack is absolutely amazing. This might as well be considered a part of the mario franchise

  • @Raiz136
    @Raiz136 4 ปีที่แล้ว +5

    Y'know... Super Mario Odyessy has Mario react to falling from a great height.
    So... perhaps one could keep the fall damage sounds, but remove the stun from said damage stun.
    Would that be a good idea?

  • @UltraAryan10
    @UltraAryan10 4 ปีที่แล้ว +4

    C Buttons for 360° camera like in Bowser levels and D-Pad (when holded) to smoothly turn around the camera? Or maybe just R+Cbuttons instead of D-Pad? But improving the camera is definitely necessary.
    Also, Mario should still have the "animation" for fall damage just not damage itself.

    • @Keanine
      @Keanine 4 ปีที่แล้ว

      Yeah they do a similar thing in Odyssey with fall damage in that it just stuns Mario for a little while. It's inconvenient enough that you want to avoid it, but forgiving enough that you can attempt a hard jump without the threat of losing progress

  • @mainiac791
    @mainiac791 4 ปีที่แล้ว +9

    Maybe easier grabbing onto ledges of the same wall when doing a wall jump on them.

  • @FlameLFH
    @FlameLFH 4 ปีที่แล้ว +2

    I'm already fairly good at SM64 but these changes are welcome (except maybe the fall damage removal). Because a ton of SM64's level design does not solely rely on pitfalls (e.g. Bob-Omb Battlefield, Wet Dry World, Tall Tall Mountain, etc.), fall damage is used instead. Removing this would negate player punishment for their mistakes and make the game a lot easier.

  • @footofafish4202
    @footofafish4202 4 ปีที่แล้ว

    this is pretty cool thank you for all of your hard work Kaze

  • @Xanderoni
    @Xanderoni 4 ปีที่แล้ว +22

    Man, the fall damage is what made things so annoying in SM64. That and the wall kick. Glad to see those fixed.

    • @Rainbowforce5
      @Rainbowforce5 4 ปีที่แล้ว +2

      Xanderoni The Painter I like the fall damage because if gives weight to mario. It just feels a bit wrong without imo. It doesn’t really change much to the gameplay though because you can cancel the damage with kicks and such anyways though.

    • @Xanderoni
      @Xanderoni 4 ปีที่แล้ว

      @@Rainbowforce5 Clarification It's what made things really annoying in SM64 rom hacks. Not necessarily in the base game. There was never fall damage in the classics and I'm personally glad it got dropped after sunshine. Mario has only taken fall damage in a few games. Sunshine did it the best where you didn't loose half your health. SM64 and SM64 DS has the same system for fall damage. It's a combination of mario walking in a circle off a cliff and taking fall damage that made me really annoyed. Tick Tock Clock is where I had the most issues with that. Falling to the start is punishment enough, but then taking damage from it was insult to injury imo. I just feel it didn't really add anything to the game other than extra punishment for messing up and discouraged trying to take short cuts and making tricky jumps.

    • @TheAbsol7448
      @TheAbsol7448 4 ปีที่แล้ว

      @@Xanderoni Fall damage wasn't dropped in Sunshine. It was just dropped for dives. It got completely dropped in Galaxy.

    • @peppinoandweskerfriendsfor3450
      @peppinoandweskerfriendsfor3450 4 ปีที่แล้ว

      Rainbowforce5
      Fall damage is as good game design as NES games when you get a game over and you have to start the game all over again.
      And by that, I mean not at all. There should be a cute little animation that plays when you fall from a high place, but you shouldn’t have to take damage. It’s really stupid.

    • @TheAbsol7448
      @TheAbsol7448 4 ปีที่แล้ว

      @@peppinoandweskerfriendsfor3450 I guess fall damage could be consequence for trying risky things. It makes it feel even better when you get good bat risky things.

  • @Trashley652
    @Trashley652 4 ปีที่แล้ว +3

    What if instead of moving the camera a fixed amount each time a button is pressed, it continuously moves it as it is held. I'm not sure if other Purple wasn't this, but it would be a good idea if they do.

  • @spongyoshi
    @spongyoshi 4 ปีที่แล้ว

    This is awesome!! Glad you're doing this, it makes me excited to try 3D Land as a not big SM64 player!
    I'd say to look into the sliding, not the actual slides but when you slide from some surfaces. In the vanilla game, it wasn't always clear what was too steep sometimes and it would be annoying as you'd either get slide off a platform or something or get somewhat stuck in that sliding animation trying to get off of it.
    For that, either accommodate the level design to be clear with what can be climbed and what cannot or just nerf the punishment for sliding. Like maybe being able to act sooner out of it or get rid of the recovery animation, something like that so that it's less frustrating!

  • @MrEnte3000
    @MrEnte3000 4 ปีที่แล้ว +47

    I personally don't really like the underwater and flying controls in SM64.

    • @SetsuneW
      @SetsuneW 4 ปีที่แล้ว

      Yeah, I don't know if this helps, but I had a much, much easier time with the wing cap in Super Mario 64 DS, so unless that was only a side-effect of switching to D-Pad controls and more practice with 3D games, whatever accessibility changes they made to it there might be good to echo.

    • @paolo2763
      @paolo2763 4 ปีที่แล้ว +1

      Oh, hell yes. Faster swimming movement would be nice

    • @dmace81
      @dmace81 4 ปีที่แล้ว

      I cant stand the wing cap controls they are garbage. You should be able to flutter the wings to propel forward so that way you can slow down and don't go flying past coins etc.

  • @RenzoFlame
    @RenzoFlame 4 ปีที่แล้ว

    I like all of the changes for the most part, except for the last one. In Mario 64 I remember health being an issue, so I needed to check every high step to avoid falling and taking damage. If the fall damage is gone...well, It might be an issue to get up there again, but half of the problem would be gone.
    Regarding more changes, hmmm I personally dislike when the camera auto adjust, I prefer to control it 100% of the time (unless there is some level gimmick that need assist), and hated it when the camera decided to not turn anymore because who-knows-why. This happened in most levels except Bowser stages.
    And honestly, I'm perfectly ok with how it is right know. Mario 64s gameplay is successfull to me even to just move around, it doesn't need a complex level design or new gimmicks, because just moving Mario feels greats. Too many improvements could take that feeling too far away.
    Thank you for your amazing work!!

  • @CAEC64
    @CAEC64 4 ปีที่แล้ว +8

    I like it for the wallkicks (I've already seen that in SM64 odyssey) and the platform one, can be very annoying in Bowser 1.

  • @zacharyjohnson9562
    @zacharyjohnson9562 4 ปีที่แล้ว

    Just three things.
    1: Perfect the window for the flip jump
    2: Increase the height of the jump after a dive
    3: Triple Jumps can be done if you start moving on the second jump

  • @TheBigL1
    @TheBigL1 4 ปีที่แล้ว

    There's one other thing I can think of. If I remember right, the later Mario games give you a bit more control in mid-air, so it's easier to correct for jumping in slightly the wrong direction. In Mario 64 you're kinda at the mercy of inertia once you leave the ground, especially if you're running or sliding.

  • @JustShova
    @JustShova 4 ปีที่แล้ว +1

    Yooo Sick! Great Stuff!!
    I would love to be able to use these myself😊

  • @NaffyZacky
    @NaffyZacky 4 ปีที่แล้ว +1

    Maybe add "welcome to the galaxy" animation while Mario landing from high place would be cool addition. Because, 3D world and Odyssey has this detail so why not. Overall I love all of these improvement

  • @nicocchi
    @nicocchi 4 ปีที่แล้ว

    Man, the turnaround thing and moving platform fixes are pretty great. Removing BLJs might be a little price to pay to make them feel smoother overall.
    The wallslide and removal of fall damage are modern commodities that imo make the game easier, but not *necessarily* better. All in all, I like them, but it would be cool if we got some levels that would justify their existence. For example, a gap where you need to walljump over a couple walls, and eventually jump over one of the walls and continue walljumping on its other side along with a third wall. Even Simpleflips (shoutouts to simpleflips) has problems with that stuff sometimes, I imagine for a casual player, it might be daunting enough to look impossible.
    As for the removal of fall damage, you could make a level that involves huge drops to progress. Like jumping down clouds or down a volcano crater… something that would punish you for recklessly jumping all the way down, but where jumping down is still the objective of the level.
    Edit: Oh, also. Maybe improve the wallslide animation a bit? It looks kinda awkward, is like if Mario was depressed and didn't really want to slide down lol.
    Another thing could be keeping the damage animation from large falls, without taking damage. I don't know, I think it's kinda awkward to make a huge jump and fall as if nothing. Even when fall damage isn't present, there's still an animation to make the fall impactful, in Mario games starting from Super Mario Galaxy, RPGs like Xenoblade X, and weirdly enough even Smash Bros. (you incur more landing lag from big falls, though the problem here is that anything beyond short-hop height counts as a big fall)

  • @eeveefan
    @eeveefan 4 ปีที่แล้ว +1

    Definitely increase the speed you move when hanging from a ceiling. That should be in like every Mario 64 rom hack

  • @Jon_Cyber
    @Jon_Cyber 4 ปีที่แล้ว +2

    Having Mario play as close as he can to Odyssey or A Hat in Time is a good move in my book. 100% agree with all your choices here.

    • @beardalaxy
      @beardalaxy 4 ปีที่แล้ว

      A
      HAT
      IN
      TIME
      perfect controls

  • @MerpIsMe
    @MerpIsMe 4 ปีที่แล้ว +1

    Holy sh- You’re making Super Mario 64 less tedious to control. *You’re making Super Mario 64 less tedious to control.* Not too shocked that you did, though; you’re a genius.

  • @GlamourSwinexXx
    @GlamourSwinexXx 4 ปีที่แล้ว

    Your dedication to this game never ceases to amaze me. Kudos dude

  • @pomikat
    @pomikat 4 ปีที่แล้ว

    Glad you're fixing elevators. It was always really annoying not being able to jump properly on lifting platforms. Removing fall damage is no big deal since there were many ways to cancel it (even with an easy ground pound) if you fell off a platform anyways. Mostly a nuissance for slides like someone else mentioned (which really shouldn't have fall damage!).
    The sliding on walls is the only upgrade I feel is casualised rather than purely a fix, but it's nothing huge depending on how you'll design around it (like you can have the player slide down and make a precise wall jump with it rather than only to get up somewhere, so it's more versatile).

  • @BLOODY__FATALITY
    @BLOODY__FATALITY 4 ปีที่แล้ว +5

    Make him play like Banjo and then he'll be perfect

    • @beardalaxy
      @beardalaxy 4 ปีที่แล้ว +1

      ewwwwwwwww

    • @betterbetter3930
      @betterbetter3930 3 ปีที่แล้ว

      @@Reilia_ sm64 is NOT the best game of all time
      its not perfect
      its flawed
      if u wanna try to change my mind
      play the game 100% without skipping no mission and tell me if you have fun
      or if its not fun how u remembered

  • @pbgamer115
    @pbgamer115 4 ปีที่แล้ว +1

    Every change is good thank you

  • @betanick14
    @betanick14 4 ปีที่แล้ว +1

    I love all the changes though I'm wondering if there's anything that can be done to make Mario's movement more sharp and if the camera will be improved in any way like being able to completely move left and right since there seems to always be something stopping it and maybe somehow make it easier to Matt the camera onto a actual stick and not a button

  • @danielbueno8474
    @danielbueno8474 4 ปีที่แล้ว

    Fall damage has only ever been a problem to me when you hit a wall in the air and lose total control of Mario until he hits the ground, so it is inevitable to take fall damage. But when you can control him, all you gotta do is press B or Z right before you hit the ground, so as a (slightly) more experienced player I would prefer to only remove fall damage when you hit a wall or an enemy in the air and Mario falls to his doom, unable to do anything. But I understand how that can be helpful and enhance the experience for a more casual player, so this is fine either way. You rock as always, Kaze.

  • @ELSTINKO.
    @ELSTINKO. 4 ปีที่แล้ว

    The changes are perfect, thanks kaze!

  • @edenelegiac
    @edenelegiac 4 ปีที่แล้ว +1

    as a gamedev, this is seriously inspirational! Keep it Up

  • @FishfaceSnes
    @FishfaceSnes 4 ปีที่แล้ว

    Hey man you do amazing work! Your going places!

  • @bigJNY
    @bigJNY 4 ปีที่แล้ว

    Adding the wall slide is definitely a nice-touch, especially since modern 3D (and 2D) Mario games have already implemented it

  • @vmarcelo49
    @vmarcelo49 4 ปีที่แล้ว

    the tranparency from newer mario games when mario is behind something, instead of making the camera go nuts, nut make him appear like a shadow just like newer mario games

  • @TheAbsol7448
    @TheAbsol7448 4 ปีที่แล้ว

    How about making a settings list in the pause menu to toggle things on and off? That could open room for more stuff.
    -slight height boost for dives like in DS, only a little higher. This could be used in very interesting ways
    -no fall damage for only dives
    -dive into wallkick?(maybe normal 5 frame window to not make it completely broken)

  • @michaelsucksatlife2007
    @michaelsucksatlife2007 ปีที่แล้ว

    i love the fact that fall damage was removed since it can be irritating at times but when i saw mario fall and not get hurt my fight or flight senses activated

  • @estebanembroglio6371
    @estebanembroglio6371 4 ปีที่แล้ว

    wall slide is a really good change, not because it makes wall kicks easier but because it opens up design space

  • @sethgob5591
    @sethgob5591 4 ปีที่แล้ว +6

    Release a version of the original game with these changes!

  • @rgbmew
    @rgbmew 4 ปีที่แล้ว

    Oh NICE!! These changes look really fantastic
    If there's one thing I've personally always wanted in Mario 64, it's a mid-air spin, like in New Super Mario Bros, just to give that little bit of extra control to my air movement

  • @ElijahRulz
    @ElijahRulz 4 ปีที่แล้ว +1

    I like all of these changes except for the last one. I feel like fall damage is a large part that can make Mario 64 fun. Having to be aware of your surroundings so you don’t fall and break your neck or something is very essential in a Mario game, especially super Mario 64. These are just my thoughts though, and I think every other change is amazing!

  • @TheArcuzHunter
    @TheArcuzHunter 4 ปีที่แล้ว +2

    Maybe make a full version of Super Mario 64 Land with these upgrades, and a vanilla one for the old timers! That way it's settled and they can't complain!

  • @TristanBomber
    @TristanBomber 4 ปีที่แล้ว

    I agree with all of the changes! As another commenter pointed out, you might consider keeping the fall damage animation, even if you don't keep the actual damage. You might also consider adding ground pound jumps and fixing the glitch where Mario will sometimes stutter on a ledge. Additionally, whether pressing B in the air will cause a kick or a dive can be really unpredictable and unintuitive for a new player. Maybe it would make sense to have B always do a kick, unless you're in the ground pound animation (like in Odyssey) or perhaps also if you're moving at full speed.

  • @legend4646
    @legend4646 4 ปีที่แล้ว

    bruh these make me wanna play SM64. good work

  • @andrewtoth7674
    @andrewtoth7674 4 ปีที่แล้ว

    For a casual player, I agree the wall kick timing window is small: the lack of visual indication for it is what lends to the difficulty. Eliminating it completely is one way to resolve it.
    Were you able to change the camera so if the c buttons are mapped to an analog stick, the camera acts like a modern game?
    Lastly, a visual indicator for the highest jump-dive could help for sections where its required

  • @logan_cadfgs
    @logan_cadfgs 4 ปีที่แล้ว +2

    Maybe get rid of fall damage, but keep the accentuated “THUMP” impact when landing from a high fall. I think that’s how more modern Mario games do it, and I think it’s a good compromise

  • @Jimble
    @Jimble 4 ปีที่แล้ว +1

    "In mario 64 land, if you jump off an elevator... it, it will just... work"

  • @chisecrecy4974
    @chisecrecy4974 4 ปีที่แล้ว

    Looks good! I played SM64 The Green Stars recently and the elevators drove me crazy, since I had to continuously jump on them until my jump finally worked. I really appreciate that! I agree that fall damage is probably the most controversial, but I like it removed, since it didn't really add anything to the game. I can't think of anything else to fix, though.... the changes still look really nice!

  • @lawnchairs
    @lawnchairs 4 ปีที่แล้ว +1

    Can't wait for SM64 land! Keep up the good work Kaze! :)

  • @smokedeuch4039
    @smokedeuch4039 3 ปีที่แล้ว +1

    64 ds has a feature where holding the left triger could instantly snap the camera behind the player instead of the slow glide that happens in OG 64, so that please

  • @BLOODY__FATALITY
    @BLOODY__FATALITY 4 ปีที่แล้ว

    This looks amazing!

  • @Roto3
    @Roto3 4 ปีที่แล้ว

    Wall sliding! Thank you for adding this.

  • @UnderfellSansTheEdgySkeleton
    @UnderfellSansTheEdgySkeleton 4 ปีที่แล้ว +1

    I’d love seeing these being in the game & as a patch for the original game as well

  • @ChaosMarioBros1
    @ChaosMarioBros1 4 ปีที่แล้ว

    An aspect I would love to see is to make both sliding animations easy to access and to switch between the two, being able to gain more speed by using them on any slope and making sure you can jump or roll out of a diving slide animation (a helpful skill that you couldn't do with the original moveset).

  • @chillstoneblakeblast3172
    @chillstoneblakeblast3172 4 ปีที่แล้ว +1

    I agree with your stance with fall damage, especially since fall damage can be negated in most 3d games. Heck, ocarina of Time even reccomends you to roll in order to not take fall damage.

    • @danielbueno8474
      @danielbueno8474 4 ปีที่แล้ว

      I mean, we can press B or Z to avoid fall damage. Unless we hit something in the air and lose control of Mario, in that case I agree it is pretty annoying. Especially when you hit an enemy in the air, you can lose two bars of life on the enemy + 4 from fall damage, and suddenly you're at 25% of your health. That's pretty cheap.

  • @yvendous
    @yvendous 4 ปีที่แล้ว

    These are good, you da best, Kaze

  • @PuppetMasterIX
    @PuppetMasterIX 4 ปีที่แล้ว

    Removing fall damage is understandable, particularly since it's so easy to avoid taking it at all. The only points where it can't be avoided are when Mario's in hitstun, but those moments are rare and the fact that you fall is punishment enough.

  • @MegaDardery
    @MegaDardery 4 ปีที่แล้ว

    The turn around is such a good change, I love it. As for the wall jump, I personally love the original controls because it is so satisfying. Not being able to act out of a wall bump ( ot being able to react when you fail a wall jump is annoying though, air movement and diving would be nice)
    My suggestion is for lakitu cam to have preset angles, 90 degrees rotations for example, and mario cam to have 360 degrees of fredom like in newer 3D games, the c buttons will work just fine.
    My suggestions keep the original feeling of the game, while fixing issues and annoyances players encounter.
    Another change I would like to discuss is to separate the dive from the kick.. This is something that would be fantastic, map the kick to B and the dive to L (akin to A Hat in Time). This makes the mid air kick easier to execute, and makes it the "Spin" or the "Double jump" of the game
    Also, steep slope jumps.. eww

    • @betterbetter3930
      @betterbetter3930 3 ปีที่แล้ว

      "My suggestions keep the original feeling of the game, while fixing issues and annoyances players encounter.
      "
      the original feel is these issues and annoyances
      u cant have better controls with the og feeling
      its impossible

  • @mr1spamification
    @mr1spamification 4 ปีที่แล้ว

    Removing fall damage can be either a good or bad idea depending expressly on the levels in. In Super Mario 64 there's a lot of vertical platforming where failing a jump as a casual player not only results in you having to start over, but losing some health as well. Combine this with enemies that may have knocked you off, and you could potentially take enemy damage, and then immediately after, severe fall damage, killing you over one mistake.
    Some casual players might find this annoying, but I would argue it gives more tension to the platforming. Granted, I'm describing rather end-game platforming demands, but still. Platforming can be very fun when it's high-risk-high-reward in its foundations.
    If you have little to no vertical platforming demands, you'd be correct. Fall damage is pointless and only acts as a means to slow down a player whose just trying to explore the environment in a messy fashion, resulting in taking minor falls that would otherwise take 25% of their health away as punishment. An explorer's annoyance, more than a platformer's incentive to concentrate.
    Just keep this in mind if you're still on the fence about fall damage in Super Mario 64 Land.
    If I had to offer my own two cents, I'd complain about some of the bonking animation speeds. Diving into a wall for instance takes too long to recover from. It only ever served to annoy me rather than encourage me to get better at platforming. If mario got up just a bit faster, perhaps landing on his ass and popping back up in a fraction of the time of Super Mario 64, it'd be a clear visual discouragement from diving into walls like a lunatic, but wouldn't feel like it COMPLETELY halted the player's control over mario's momentum quite as hard as it feels in the base game.

  • @_.-.
    @_.-. 4 ปีที่แล้ว +1

    The removal of fall damage is a good thing, but you should punish the player anyway by stunning them for a while, like in Odyssey. Just play the "OooooF" animation Mario does, the one where he falls on his back

  • @Barkity
    @Barkity 4 ปีที่แล้ว +29

    I HAVE A QUESTION CAN YOU UPDATE LAST IMPACT WITH THESE NEW FIXES?

    • @irfan3040
      @irfan3040 4 ปีที่แล้ว +1

      Nah, the difficulty of it makes it satisfying and cool.

    • @betterbetter3930
      @betterbetter3930 3 ปีที่แล้ว

      @@irfan3040 false
      u can bonk trying to wall jump and u can fall by trying to jump on elevators

  • @ParcoFolgore777
    @ParcoFolgore777 4 ปีที่แล้ว +1

    The "first person camera" not allowing you to move 360º and not changing the direction Mario's facing when you exit it always bugged me out when trying to hit good angles.
    If we could like, for example, enter the first person mode, turn backwards and then leave the first person mode with Mario now turned backwards, it would be great alongside the R button to help jumping in precise angles.

  • @cbjammin13
    @cbjammin13 4 ปีที่แล้ว

    Momentum when sliding from hills gets insane speed

  • @stephenobrien6983
    @stephenobrien6983 4 ปีที่แล้ว

    Now that there's no fall damage, a superjump powerup could work pretty nicely. Maybe it could be used to get up to the clouds to find some secret floating islands...

  • @will.2155
    @will.2155 4 ปีที่แล้ว

    1:55 well that is the hope with elevators
    All jokes aside I think the wall slide will be a great addition

  • @ahbeef
    @ahbeef 4 ปีที่แล้ว

    oh my god I LOVE ALL OF THESE PLEASE KEEP THEM! im personally really not a fan of how SM64 controls (i honestly prefer the DS version for stuff like the improved wall jumping and luigi's backflip making the later levels way less obnoxious) and small tweaks like this are EXACTLY what it needs. only other thing i can think of to improve it further would be the camera as many others have pointed out as well as a better way to separate diving and kicking in the air or on the ground. maybe have an option to separate them on different buttons, with the default being B and L i guess, and let the player remap them on the controller they use within the emulator, but keep the option to have normal dive controls for those who play on a regular N64 controller, or maybe just have two separate versions of the ROM for custom controls and default controls, that way everybody can play it in the way they want to. being able to choose between a kick or dive in any situation without fiddling with mario's momentum would be a GODSEND, so i really hope you can find a clever way to implement that as well. i am REALLY looking forward to this hack, it seems like the more you show of it the better it looks!

    • @ahbeef
      @ahbeef 4 ปีที่แล้ว

      this was just off the top of my head so its not super intuitive, another idea that stays closer to the original N64 controller's button layout would be to make it so a kick comes out only if you're holding A when you press B, and if you just press B without holding A you preform the dive instead. considering the game already requires this to preform ground kicks while moving, this seems like a much more intuitive idea than my original one lol

  • @Superdavo0001
    @Superdavo0001 4 ปีที่แล้ว

    Nice changes! I'll be interested to see how they feel in practice!

  • @KuromSulphix
    @KuromSulphix 4 ปีที่แล้ว

    I agree with all of these, having experienced them in your previous romhacks (except for the elevator change, but I still agree with it). Although for the wall slide I would like it more if it started slowly and then sped up over time (just a suggestion).

  • @InteriorCrocodileAlligator86
    @InteriorCrocodileAlligator86 4 ปีที่แล้ว

    I've wanted wall sliding to be in Mario 64 for so long. Thank you.

  • @MisterLN
    @MisterLN 4 ปีที่แล้ว

    the wall slide thing is amazing

  • @ShiftyShampoo
    @ShiftyShampoo 4 ปีที่แล้ว +3

    Things I'd like to be added:
    1. 360° camera
    2. No fall damage but still let the animation to be played
    3. Make it so that you can cancel your ground pound by diving. (like in odyssey)
    4. Give us more air control.

  • @pedrohenriqueboscofi
    @pedrohenriqueboscofi 4 ปีที่แล้ว

    A button to quickly snap center the camera to mario's direction without changing camera modes or distance, like tapping z on ocarina of time, that was what I mainly always wanted

  • @ShiverThermal
    @ShiverThermal 4 ปีที่แล้ว

    Coming from someone who grew up with the New Super Mario Bros. quadrilogy, 3D Land, 3D World, and Odyssey but has SM64 on DS and Wii U, I see that a ROM hack made for fans who are acostumbrated with modern Mario physics is really needed.

  • @bakersmith9472
    @bakersmith9472 4 ปีที่แล้ว

    Im curious if wallkicking/walljumping out of a long jump is still possible, and if it enters the slide animation or if you just have to time it right like the original wallkick, which in my opinion would be rly nice because i love wallkicking out of a long jump, and mario 64 is the only game that actually allows that.

  • @JaapioNL
    @JaapioNL 2 ปีที่แล้ว

    The wallkick was really such a small window? Wow, I never realized it was that short.

  • @Bootleg_Jones
    @Bootleg_Jones 4 ปีที่แล้ว +1

    I definitely want to see Mario come out of hugging a wall easier. I feel like I'm stuck to the walls with glue if I accidentally move too close to one on a small platform, though maybe that won't be an issue in 64 Land.

  • @Rykyuby
    @Rykyuby 4 ปีที่แล้ว

    *sees wall kick mechanic changed*
    Me: thats the only change i have needed

  • @nodakamakadon
    @nodakamakadon 4 ปีที่แล้ว

    Excellent changes. I don't remember if removing fall damage would subvert the design of any particular levels but assuming it doesn't, or not many of them, I'm happy to see it go. And, anything you can do to further improve responsiveness would be great.

  • @theminiyosshi2901
    @theminiyosshi2901 4 ปีที่แล้ว

    This isn’t necessarily the control problem, but more of the coins. They are 2D sprites in a 3D environment, meaning that it always looks upright even if you look at it from above, you still see the animation of the coin facing the player, and I always have a hard time thinking I’m gonna collect the coin when I’m not, especially in the underwater sections.

  • @iwersonsch5131
    @iwersonsch5131 4 ปีที่แล้ว

    I don't see the Need for fall damage either, however the fallstun seems reasonable to me. Some romhacks like Treasure World vastly shorten the time that Mario is stunned during big fallstun or being stuck in snow/sand, which is a change I really liked

  • @brandongordon4019
    @brandongordon4019 4 ปีที่แล้ว +1

    As someone who's pretty good at the game, these changes seem to remove annoyances for new players with out affecting what veteran players can do. That's how you do it. Well done

    • @MexicanSheepMan
      @MexicanSheepMan 4 ปีที่แล้ว

      The only thing it would affect me. Is that with the slide wall kick you can't long jump straight into a wall and then instantly wall kick to get more speed from the long jump and height from the wall kick

    • @brandongordon4019
      @brandongordon4019 4 ปีที่แล้ว

      @@MexicanSheepMan I'd assume you can. There will still probably be first frame wall kicks and such

  • @theepitomeofsadness5726
    @theepitomeofsadness5726 4 ปีที่แล้ว +1

    I'm sure I'm the only one with this problem, but my I use a USB N64 controller, and whenever I run at an angle Mario slows down making it difficult to do a long jump or dive. And if you've not already done it, can you add either multiplayer or different characters for 64 Land?

  • @BrinchTunes
    @BrinchTunes 4 ปีที่แล้ว

    Hey, where's the video where you explain how to add your patches to the game, since you switched to doing that? I can't seem to find it anywhere.

    • @BrinchTunes
      @BrinchTunes 3 ปีที่แล้ว

      @Farouk Ahmad Can't find it on his channel. Darn, it appears he deleted it.

  • @shiiiguthewise6778
    @shiiiguthewise6778 4 ปีที่แล้ว

    Man, I always was extremely irritated by that half-circle movement that Mario did when turning around. Glad it's fixed! One request I'd like to make is the inclusion of the spin-jump in later mario games like Sunshine or Odyssey. That'd be really cool!

  • @TheJayeagle
    @TheJayeagle 4 ปีที่แล้ว

    I'd like the ability to choose whether you jump kick or dive, instead of being a speed factor. Maybe holding the jump button, then kicking will always do a Jump Kick, much like how it works when you are on the ground.

  • @Baconator2558
    @Baconator2558 4 ปีที่แล้ว

    Thank you for the last one. I always thought having fall damage in a Mario game was pretty silly.