Mario 64's Physics are not perfect

แชร์
ฝัง
  • เผยแพร่เมื่อ 27 เม.ย. 2024
  • To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/KazeEmanuar/.
    The first 200 of you will get 20% off Brilliant’s annual premium subscription.
    Patreon: / kazestuff
    🎥 / kazesm64
    🐦 / kazeemanuar
    MERCH: kazemerch.myspreadshop.com/all
    This video was sponsored by Brilliant!
  • เกม

ความคิดเห็น • 1.5K

  • @shadowind30
    @shadowind30 11 หลายเดือนก่อน +2293

    I wonder if someday Kaze will release a SM64 version with every possible improvement he can make to it...

    • @diegog1853
      @diegog1853 11 หลายเดือนก่อน +680

      I think he gets this request every single day lol. A rom of the original with all of his performance improvements to get faster framerate on original hardware would be a top tier rom hack. One of those that a lot of people just default to whenever they want to play the original.

    • @WalnutOW
      @WalnutOW 11 หลายเดือนก่อน +76

      @@diegog1853 He said he would later I think

    • @jimbobcheezeburger2020
      @jimbobcheezeburger2020 11 หลายเดือนก่อน +6

      ​@@WalnutOW when

    • @NaamexES
      @NaamexES 11 หลายเดือนก่อน +89

      @@jimbobcheezeburger2020 he said it would be a lot of work but that he would open source his changes so other people could do it

    • @HiimIny
      @HiimIny 11 หลายเดือนก่อน +32

      ​@@jimbobcheezeburger2020in the first video about framerate improvements on his next roomhack if i remember correctly
      he said hed publish all of the changes and such in a patch after hes done with the roomhack

  • @aidenwasheere
    @aidenwasheere 11 หลายเดือนก่อน +931

    don't you just hate it when you're gaming and you find some bad nath formulas?

    • @aidenwasheere
      @aidenwasheere 11 หลายเดือนก่อน +55

      if you didn't get it, there's a typo in the beginning of the video

    • @kaiser9321
      @kaiser9321 11 หลายเดือนก่อน +96

      Or bad frane windows

    • @aidenwasheere
      @aidenwasheere 11 หลายเดือนก่อน +28

      @@kaiser9321 lol me when I don't press the a button within the frane window

    • @WillowEpp
      @WillowEpp 11 หลายเดือนก่อน +1

      Every day.

    • @aidenwasheere
      @aidenwasheere 11 หลายเดือนก่อน

      ​@@chaotickreg7024 r/woooosh moment

  • @MrShyGuy_
    @MrShyGuy_ 11 หลายเดือนก่อน +818

    Super Mario 64's physics were kinda flawed in some aspects, but they have their own charm that makes me feel great when controlling Mario around. With these changes, for some reason not only the charm remains untouched, but it even improves it removing the more annoying aspects of it! I absolutely love this :D

    • @eljackso
      @eljackso 11 หลายเดือนก่อน +20

      I agree, Mario's movements are so flawed that the movement tech that comes with it makes it feel seemless. I used to play mario 64 constantly 5-7 years ago.

    • @zuliusbazworth8627
      @zuliusbazworth8627 11 หลายเดือนก่อน +18

      Changing the swimming physics is foolish however, akin to having go up / go down buttons while flying

    • @spaceowl5957
      @spaceowl5957 11 หลายเดือนก่อน +11

      I don’t like the gradual decline in wallkick speed after touching the wall. Because to get the max distance from the wallkick you still have to have frame perfect input plus max speed before kicking the wall. It might be better to have a window where he keeps his momentum and after that he looses it just like the original (but make the window longer than one frame) maybe also have some visual indicator of this mechanic.
      Alternatively you could also have a plateau of a few frames after hitting the wall where he keeps the momentum and then have it gradually decline.
      Another idea would be to not link the momentum you get out of the wallkick to the momentum he had before the wallkick at all. And make the post-wallkick momentum purely about how fast you kick the wall after touching it. Preferably also with a plateau of a few frames where you get max momentum. This might make things more consistent and easy to control but could also make it less fun.

    • @IdentifiantE.S
      @IdentifiantE.S 11 หลายเดือนก่อน +2

      Of course we can't compare it to today's games !

    • @clouds-rb9xt
      @clouds-rb9xt 11 หลายเดือนก่อน

      @@eljackso Why'd you stop?

  • @someghosts
    @someghosts 11 หลายเดือนก่อน +532

    One thing that is massively underrated about Kaze is how good he is at user research and understanding how other people use the games he’s working on.

    • @halcyonacoustic7366
      @halcyonacoustic7366 11 หลายเดือนก่อน +10

      Yeah, he games it out in his head and he understands what is intuitive.

    • @runed0s86
      @runed0s86 2 หลายเดือนก่อน

      I wonder what a game journalist would think of his romhacks?

    • @someghosts
      @someghosts 2 หลายเดือนก่อน +1

      @@halcyonacoustic7366 nah the opposite, he tests with real people, iterates, gets things wrong and redoes them

  • @vyachachsel
    @vyachachsel 11 หลายเดือนก่อน +100

    The only change I dissagree for sure is removing "big fall damage" animations. Yes, it's a little annoying that it takes so long for Mario to get up, but it just gives that charm of realism & Mario feeling more human I suppose.

    • @sonictheknuckles
      @sonictheknuckles หลายเดือนก่อน +2

      Yeah dont get why this is removed organic mass would squash down if it fell far enough but marios strong as shit and just stretches back up

    • @Riigariano
      @Riigariano 15 วันที่ผ่านมา

      I think the big fall damage animation looks really funny and I would miss it if it was removed

  • @JMPDev
    @JMPDev 11 หลายเดือนก่อน +435

    Minor suggestion: while doing the fast fall with Z that you added while in the aerial twirl state, have Mario rotate a bit faster.

    • @angeldude101
      @angeldude101 11 หลายเดือนก่อน +87

      It would also be a nice addition to have him raise his arms slightly.

    • @MirrorHall_Clay
      @MirrorHall_Clay 11 หลายเดือนก่อน +14

      Tbh, that makes more sense for a slow-fall (which already exists in mario 64, and does look like that)

    • @JMPDev
      @JMPDev 11 หลายเดือนก่อน +56

      @@MirrorHall_Clay true that it would be more ‘realistic’, but it goes against the precedent of other Mario games that have such a feature, like the down action of the propeller suit in many of the more recent 2D Mario’s. Since humans can’t fly with just their arms, I feel going with what people expect is more valuable than what is technically realistic.

    • @Designandrew
      @Designandrew 11 หลายเดือนก่อน +7

      and pull his arms into his body

    • @spaceowl5957
      @spaceowl5957 11 หลายเดือนก่อน +8

      The speed change when falling fast is also a little abrupt. Maybe you could animate into the faster falling speed

  • @dan_loup
    @dan_loup 11 หลายเดือนก่อน +164

    Making the character respond better to your will is always a good idea. It does make the current levels you have easier, but you can just ramp the difficulty to make for it and still get a better experience because the player will feel it's his fault rather than the controls.

    • @PhirePhlame
      @PhirePhlame 11 หลายเดือนก่อน +17

      Yes! Something not many people understand is that difficulty doesn't just have a quantity to it but also a quality.

    • @renakunisaki
      @renakunisaki 11 หลายเดือนก่อน +17

      Difficulty isn't fun if it's just getting the character to move properly that's difficult.

    • @tonyhakston536
      @tonyhakston536 11 หลายเดือนก่อน +3

      @@renakunisaki except when that is the entire point of the game, but that doesn’t really apply to SM64.

    • @PhirePhlame
      @PhirePhlame 10 หลายเดือนก่อน +2

      @@tonyhakston536 In my experience, even rage games will usually at least try to make the controls and (if applicable) physics solid, because difficulty derived from messing either of those up is just plain unpleasant all-around, rather than giving it the frustrating-but-addicting sort of difficulty that people play rage games for. Even games like QWOP, that do rely on intentionally-bad gameplay, have to strike a balance to extract the "this is bullshit but I can do it" feeling from the very form of difficulty that most easily brings with it a "this is bullshit and I don't even feel accomplished for any progress I make" feeling instead.

  • @LochNessHamster
    @LochNessHamster 11 หลายเดือนก่อน +133

    The 360 degree swimming in Mario 64 is one of my favorite things about the game, and I miss it dearly in Odyssey. I know some people find the swimming levels slow and boring, but to me they're like a therapeutic break between the manic frenzy of some of the other levels. It's a product of it's time, but the freedom to just explore a 3D space at a calm pace like that is really comforting.

    • @otm646
      @otm646 7 หลายเดือนก่อน +10

      The swimming mechanic felt like magic when the game was released, keeping that similar vibe might bestow a little bit of that original 1996 feeling of awe for new or younger players. It's not clunky, it's buoyant.

    • @geckoo9190
      @geckoo9190 7 หลายเดือนก่อน +4

      I actually like the water levels too, all of them, my favorite is jolly roger bay, that and the one with the skeleton shark

    • @someonespotatohmm9513
      @someonespotatohmm9513 5 หลายเดือนก่อน +9

      Yea the controls of N64 mario swiming is one the best systems I have counterend. Maybe allow for a continous A pres, but no a for up and b for down pls

    • @TerebiJoke
      @TerebiJoke หลายเดือนก่อน

      100%! I find Odyssey's swimming controls extremely unintuitive.

  • @TheShoxter
    @TheShoxter 11 หลายเดือนก่อน +347

    This guy knows more about SM64 than the developers who made it

    • @shufflecat3334
      @shufflecat3334 11 หลายเดือนก่อน +84

      As a professional developer, I can barely remember what I coded last week, much less three decades ago. Deadlines are a bitch...

    • @terminus8497
      @terminus8497 9 หลายเดือนก่อน +4

      no he doesnt

    • @Maodjrodnd
      @Maodjrodnd 9 หลายเดือนก่อน +35

      @@terminus8497he absolutely does

    • @terminus8497
      @terminus8497 8 หลายเดือนก่อน +12

      @@Maodjrodnd thanks for clarifying

    • @Therealrealbenji
      @Therealrealbenji 8 หลายเดือนก่อน +8

      ​@@terminus8497Today, everyone was wholesome. Good job, all.

  • @Haganeren
    @Haganeren 11 หลายเดือนก่อน +125

    I feel like only the removal of the super fall damage animation would makes me sad because when it happens, it's when you fail big time and even expect to die so it can really be a funny moment especially for beginners ( or playing, looking at them ) so it's cool to see an animation that emphize that instead of immediately moving on. Those are very incredible changes other than that ! I agree that what the community wants is not necessarily more difficult hack and i hope that when your main hack is being released ( i can't wait to play it btw) it can be easy for other developper to take all your modification to develop their hack from it !
    And well, let's be honest, with a coyote jump added, kaizo hack can now makes jumps where they are mandatory ! Difficulty can always be there !

    • @LinkNinjaMaster
      @LinkNinjaMaster 11 หลายเดือนก่อน +29

      Same, I feel like it's unnecessary since very rarely will someone fall from that high, and it absolutely emphasizes that you just screwed up. I say it should stay.

    • @antonioaguirre5464
      @antonioaguirre5464 11 หลายเดือนก่อน +18

      Agreed, I think that landing animation is a good way to reward playing well. Fall carelessly from a great height, and Mario will not only recieve a lot of damage, but you'll also have to sit throught his small animation of him suffering from your actions. But, know some tricks and you'll be able to not only avoid taking damage but also keep moving swiftly.

    • @playcube4564
      @playcube4564 11 หลายเดือนก่อน +12

      best of both worlds solution: make it cancelable, players wanting to move fast will instinctively mash out of it

    • @LinkNinjaMaster
      @LinkNinjaMaster 11 หลายเดือนก่อน +2

      @@playcube4564 Good idea, actually

    • @MrDjBanza
      @MrDjBanza 11 หลายเดือนก่อน

      Agree, I like the big fall damage, it's as u said often at moments where u cheat death and u though ut would die but instead get a laugh

  • @CuriousGuy_
    @CuriousGuy_ 11 หลายเดือนก่อน +50

    I think the swimming in the original mario 64 was pretty intuitive, and it's especially good the way that it works in galaxy, having a button to go deeper underwater with the Z button
    I don't have many arguments besides saying it feels nice, and perhaps having the original swimming plus that action would feel better but yeah

  • @Bootleg_Jones
    @Bootleg_Jones 11 หลายเดือนก่อน +162

    The only change you talked about that I think I'd want you to reconsider is the way swimming works, but at the same time if you've designed your water levels with those controls in mind idk if switch back would cause issues. Maybe you could have "classic swim controls" as an option, and if you're willing maybe also tweak the classic style controls to make swimming straight up or straight down easier to do. Might also help to change how accelerating works so that mashing A gives you the same speed as perfect rhythmic presses. Either way I'm sure the new controls are good even if I have a slight preference for the original.

    • @KazeN64
      @KazeN64  11 หลายเดือนก่อน +130

      yeah i prefer the original swimming too, i just found in testing that these were better for playtesters that are somewhat new to mario 64.
      the levels in this game rarely have huge bodies of water like in sm64 - usually you only really care about your horizontal movement in those little ponds i have. for that reason i find these fit the game's design im making better.

    • @ugoboom
      @ugoboom 11 หลายเดือนก่อน +47

      @@KazeN64 Yeah i think thats the key there, the new controls are a downgrade for jolly rodger bay but a big upgrade for something like tinyhuge where the full old controls in these relative puddles of water, just don't make sense.

    • @nyanpasu64
      @nyanpasu64 11 หลายเดือนก่อน +3

      What if the game had separate swimming and diving controls?

    • @Gruntsworth
      @Gruntsworth 11 หลายเดือนก่อน +7

      @@nyanpasu64 Joystick movement for surface, and traditional for submerged?

    • @j_mes
      @j_mes 11 หลายเดือนก่อน

      @Bootleg_Jones if you want first hand experience with the new controls you should try Luci's Levitation :)

  • @HeisenbergFam
    @HeisenbergFam 11 หลายเดือนก่อน +469

    For a 1996 game you gotta admit Super Mario 64 was ahead of its time

    • @Merrinen
      @Merrinen 11 หลายเดือนก่อน +49

      To this day Nintendo does games of the future on hardware of the past.

    • @jphataraki6764
      @jphataraki6764 11 หลายเดือนก่อน +9

      ​@MerriNet shame they gave up after the GameCube though

    • @ShadowEl
      @ShadowEl 11 หลายเดือนก่อน +32

      @@Merrinen the Nintendo 64 was actually comparatively advanced hardware, part of the issue with third party support (in addition to the cartridge storage medium and the miniscule texture cache) was that it was a bit tough to code for. Obviously Nintendo's own devs were masters of their hardware, but even then Super Mario 64 got delayed numerous times - and the N64 along with it - until Nintendo could tweak it to their high standards.
      @JP Hataraki Nintendo makes cutting edge technologies, just in different ways. Rather than pushing technical specs, they push ideas. The DS and Wii were revolutionary gaming technologies, and the concept of the Switch has obviously been massively successful despite the dated chipset.

    • @SilverBirb
      @SilverBirb 11 หลายเดือนก่อน +10

      @@jphataraki6764 thats because nintendo figured out that graphics wasnt as important for sales as they thought
      Which is why the wii was only 14% faster
      From the gamecube while the gamecube was was so much faster than the N64 than real time lighting was possible.

    • @majamystic256
      @majamystic256 11 หลายเดือนก่อน +5

      June 1996
      the time of two of the greatest 3D games
      Super Mario 64 and Quake

  • @Decommissioned
    @Decommissioned 11 หลายเดือนก่อน +20

    This looks really good. I think personally that the swimming should remain unchanged, but I do think you are right, I just like 64 swimming lol.

  • @MikeTheGamerGuy
    @MikeTheGamerGuy 11 หลายเดือนก่อน +46

    Big fan of the auto quick turn. That was a mechanic that always frustrated me even as a kid. At the same time it is kinda cool how even that mechanic is used in speedrunning (cannonless).

    • @leihau
      @leihau 11 หลายเดือนก่อน +8

      It also finds its use in blindfolded speedruns of the game

  • @KingYoshi93
    @KingYoshi93 11 หลายเดือนก่อน +66

    I liked the original water health system thing. A quick way to restore your health when there's no heart or coins around.

    • @shanerpressley
      @shanerpressley 11 หลายเดือนก่อน +6

      Kinda reminds me of Kid Icarus hot springs

    • @arnox4554
      @arnox4554 11 หลายเดือนก่อน +16

      Actually... I kinda agree. This is the only change I'm pretty iffy on.

    • @ArtificialDjDAGX
      @ArtificialDjDAGX 11 หลายเดือนก่อน +8

      He could've just made it so upon going below the water surface, you get a full health bit's worth of oxygen timer before losing your first bit of health.
      Would've prevented the instant death without changing that gameplay mechanic.

    • @neehgurg2111
      @neehgurg2111 3 หลายเดือนก่อน +2

      No it's stupid and it's cheesy it needs to be gone.

    • @alexc4924
      @alexc4924 3 หลายเดือนก่อน +4

      ​@@neehgurg2111 it's unique and quirky. This is a Mario game - health isn't a serious gameplay mechanic like it is in Zelda - nothing is serious in Mario.

  • @thekingofmoo4346
    @thekingofmoo4346 11 หลายเดือนก่อน +190

    All of this looks great, but I'm not a fan of the dramatic change in swimming controls. Could there be an option in the menu to change between the new, Odyssey-style swimming and the original style?

    • @ugoboom
      @ugoboom 11 หลายเดือนก่อน +31

      Yeah, this is something that always stuck out to me about sunshine, how the really cool and fun airplane joystick style swim controls were swapped out for controls that are very simple but really arent fun and don't respect momentum like the rest of mario gameplay does.
      IDK if odyssey has made a noticable improvement to these controls vs sunshine but yeah not a fan of that

    • @benedani9580
      @benedani9580 11 หลายเดือนก่อน +12

      @@ugoboom Odyssey's doesn't feel nearly as clunky as Sunshine's at least.

    • @BrbZrk
      @BrbZrk 11 หลายเดือนก่อน +18

      Both replies are true. In the end, stay with SM64s swimming but with small tweaks/ enhancements

    • @bradenspendlove3869
      @bradenspendlove3869 11 หลายเดือนก่อน +2

      lol i just left this same comment then saw yours. gonna go delete mine now.

    • @legoboy7107
      @legoboy7107 11 หลายเดือนก่อน +20

      ​@@ugoboom The fact that Galaxy went right back to Mario 64's style of swimming says enough about what Sunshine's swimming was like to control. As for Odyssey, only reason it's different from 64/Galaxy is because it's built and modified directly off 3D World's movement and thus inherits 3D World's swimming almost one-to-one, which itself was merely trying to replicate the swimming of the 2D Mario games that's existed since Mario 1. Which ironically people often call dated itself.

  • @GoldenH
    @GoldenH 11 หลายเดือนก่อน +11

    Big fall damage is one of my favorite things in Mario 64. Nothing is as immersive as getting squished for a few seconds or falling off your feet after a big enough fall. It's what really makes you appreciate how vertical a specific level can be compared to other falls you've experienced in earlier levels. Otherwise I think these are a lot of logical updates to the game, even if I don't think they're necessarily needed.

  • @solarflare9078
    @solarflare9078 11 หลายเดือนก่อน +4

    0:46 "it was the first 3D platformer ever"
    I-Robot (1983): *Cries in a corner*

  • @Immadeus
    @Immadeus 11 หลายเดือนก่อน +51

    I can't believe Kaze made a whole video (inhale) **essay** on the physics of Mario 64 and why it's not great.

  • @Abomdosnow
    @Abomdosnow 11 หลายเดือนก่อน +10

    12:44 The half-circle after landing was my biggest gripe with SM64. Glad to see it addressed

  • @sepandjavahery
    @sepandjavahery 11 หลายเดือนก่อน +63

    I really liked all of the changes that were made, but how the breath meter looks makes it feel out of place and not mario-like in it's style. I think that the breath meter from the fan game super mario 63, fits in more into the game with its style

  • @diegog1853
    @diegog1853 11 หลายเดือนก่อน +90

    I do love all of the changes!
    The only one I disagree big time is in the swimming. I really prefer full 3D swimming, aiming yourself and swim in every unconventional angle that you want, I think is intuitive since this is the way regular swimming kind of works, with you picking a direction and propelling yourself with your feet and hands. I really don't like the kind of pseudo 2D swimming in which you change your altitude with a set of buttons and otherwise you move with the stick two-dimensionally, I hated it in Kingdom hearts, and there it was more necessary because of all the 2D fighting you have to do. But really in a 3D exploration game I want to move as freely as possible.
    I guess I just need to test how yours work to really get a feel for it. In any case you maybe could put some options in a menu to let people choose what they want. But only in the ones that really change the gameplay in a significant way. The rest of the changes are brilliant, I really like that you are making all the inputs more lenient and consistent with small corrections. Mario 64 is great, but unless you are a speed runner, everyone experience some amount of yank eventually

    • @wiremesh2
      @wiremesh2 11 หลายเดือนก่อน +12

      Agree! I vastly prefer 64's swimming to the later games. The only issue with the original swimming was that jumping out of the water sometimes felt inconsistent. But I think that could be fixed by doing something like Z+A always leaps up?

    • @Buglin_Burger7878
      @Buglin_Burger7878 11 หลายเดือนก่อน +2

      Mario isn't using the 50 menus and buttons which leads to it being annoying in Kingdom Hearts.
      The 2D style allows for water to be more then an pool of empty space but when you have to aim and point levels have to have that empty space so you can aim, point, and go to it. Almost all swimming in SM64 is just empty slow space and this remains true in a lot of point and swim games. Movement is slow and clunky so everything is slow and clunky. Speed it up and you can create a smoother experience.

    • @pikachuchujelly7628
      @pikachuchujelly7628 11 หลายเดือนก่อน +7

      I like SM64's swimming controls better than Galaxy's.

    • @JohnWI13
      @JohnWI13 11 หลายเดือนก่อน +2

      ​@@Buglin_Burger7878 but thats level design fault, not control fault.

  • @Humbird00
    @Humbird00 11 หลายเดือนก่อน +19

    The slow half-circle turn around animation always bugged me a lot. I'm glad you included that fix.

    • @pikachuchujelly7628
      @pikachuchujelly7628 11 หลายเดือนก่อน +1

      I can't even count the number of times Mario has walked off a cliff and died due to that turn around motion.

    • @anty.
      @anty. 8 หลายเดือนก่อน +1

      yea that was one of the main movement differences i noticed when i played 64 after odyssey that made it feel dated, along w/ no wall sliding

  • @xyzzy64
    @xyzzy64 11 หลายเดือนก่อน +11

    I love all of these except for the swimming ones. i liked the way swimming was, and the healthbar thing (although yeah, very silly indeed) was something that had charm to it. Something would be worth changing regarding swimming is how inconsistent getting out of a body of water is. Sometimes you jump and it's fine, other times you are stuck in the water like it's maple syrup.

    • @Hyperboid
      @Hyperboid 9 หลายเดือนก่อน +1

      cringe pfp

  • @TPainWhatitDo
    @TPainWhatitDo 11 หลายเดือนก่อน +21

    Pretty cool but removing big fall damage seems unjustified

    • @renakunisaki
      @renakunisaki 11 หลายเดือนก่อน

      Isn't it only removing the animation?

    • @TPainWhatitDo
      @TPainWhatitDo 11 หลายเดือนก่อน

      @@renakunisaki It makes all fall damage 2 hit points

    • @osc-omb47896
      @osc-omb47896 หลายเดือนก่อน

      ​@@TPainWhatitDoI don't really mind that, considering you can get out of fall damage by just groundpounding/diving

    • @MultiHardcore
      @MultiHardcore ชั่วโมงที่ผ่านมา

      fall damage in general is something the series moved away from because it's not that fun for 3D level exploration in a Mario game. you're already punished by having to climb back up to wherever you were, and for quickly descending, the fact that you can neutralize it with a kick or ground pound makes you wonder why it's there in the first place.

  • @maadneet
    @maadneet 11 หลายเดือนก่อน +5

    > game innately has 2 frames of input lag
    > adding 2 frames of coyote time feels best
    Coincidence?

  • @Chriva
    @Chriva 11 หลายเดือนก่อน +14

    Those were some really cool Nath formulas.

  • @JordanWages
    @JordanWages 11 หลายเดือนก่อน +4

    Amazing optimization, friend. The only issue I have is, like you said, with the swimming. Not because it isn't "good" or that it is "bad" but because it feels like it doesn't belong in the original Mario 64. It was a design choice, not a limitation of the hardware. It would be like inverting the looking controls, or inverting the A and B buttons. Not wrong per se, but a deliberate departure from the original design decisions and a change to the core game-play that we all remember.

  • @N3Selina
    @N3Selina 11 หลายเดือนก่อน +1

    this is really intriguing and actually explains a lot of problems i have with mario 64
    also 15:38 is just gold! i love that you used that clip!

  • @BobzBlue
    @BobzBlue 11 หลายเดือนก่อน +74

    Personally I'd just have a modified swim system, giving mario an underwater ground pound, do something to the exiting water mechanics, and increasing the speed overall.

    • @billy44talent
      @billy44talent 11 หลายเดือนก่อน +6

      Swimming as a zoron in majoras mask would be ideal imo

    • @DarkStarCoreX
      @DarkStarCoreX 10 หลายเดือนก่อน

      He already swims really fast if you know how to perfect swim though.

  • @HY0
    @HY0 11 หลายเดือนก่อน +38

    as an artist, i actually noticed the squash and stretch almost instantly! it looks awesome and gives off a very polished presentation, great work!

  • @WordontheWind
    @WordontheWind 11 หลายเดือนก่อน +4

    Just throwing out that I find the 'piloting' swimming to be very comfortable and intuitive. Particularly since it allows for more granular navigation of a 3D space. The rest of the changes broadly sound neat, but this one sounds like it would mess me up.

  • @joope125
    @joope125 11 หลายเดือนก่อน +21

    I would disagree that big fall damage is miserable by itself. Maybe if it's a result of something that you have now fixed it's miserable because it's not feedback for skill expression. But big fall damage and getting stunned is feedback saying that you messed up big. If moving Mario around quickly is skateboarding, small fall damage is like falling off the skateboard and big fall damage is like doinking your head on the stairs. It seems to me that having the possibility of bigger consequence makes your actions feel more impactful.

    • @AbruptAvalanche
      @AbruptAvalanche 11 หลายเดือนก่อน

      Falling usually comes with a loss of progress as well. A longer fall means it'll take even longer to climb back up to where you were, so I think that impact would still be felt even without any fall damage. Extra damage is just insult to injury.

    • @DarkStarCoreX
      @DarkStarCoreX 10 หลายเดือนก่อน +4

      @@AbruptAvalanche Well it should punish the player for a skill issue lol

  • @btarg1
    @btarg1 11 หลายเดือนก่อน +1

    I've loved the brilliant editing and unique style of the past few devlogs, this is gonna be a treat to watch!

  • @maxweb32
    @maxweb32 11 หลายเดือนก่อน +8

    I absolutely love the Z to descend faster while spinning change, however I think the animation is a little wonky in the clips you showed. Could you perhaps make Mario's spin animation faster like some of the newer games when you do this move? I think it would help sell the idea of drilling into the ground a lot better.

  • @octaviousenterprise
    @octaviousenterprise 11 หลายเดือนก่อน +3

    An option to turn swimming back to original would be good

  • @Fawnest
    @Fawnest 11 หลายเดือนก่อน +1

    I rarely comment on things but I just want to say that I greatly enjoy your videos. You put so much time and consideration into the choices you make and present it in such a clear, concise, and entertaining manner. Your tone is respectful, giving viewers a well-informed perspective without making them feel as though they are being spoken to condescendingly. Your visuals and casual memes makes this feel so accessible and fun!! Thank you for sharing and I look forward to whatever you’re working on next!!

  • @bradlauk1419
    @bradlauk1419 9 หลายเดือนก่อน +1

    I think "fixing" Mario 64s slightly off physics at this point would be like straightening the leaning tower of Pisa.

  • @death256p
    @death256p 11 หลายเดือนก่อน +5

    my only suggestion would be to make the breath meter more like the heath meter; circular and depleting in pie chunks. it looks more fun that way :)

    • @Hyperboid
      @Hyperboid 9 หลายเดือนก่อน

      Like sunshine?

  • @falconfrodo2907
    @falconfrodo2907 11 หลายเดือนก่อน +4

    Love the passion you put into this, man. Keep up the good work!

  • @theheckler399
    @theheckler399 11 หลายเดือนก่อน +1

    "Walls are just rectangles that push Mario away" -Panen

  • @lowchaomain4535
    @lowchaomain4535 11 หลายเดือนก่อน +3

    I love both the original and your improved control scheme. I don't know how feasible it is, but think it would be cool to have an option in the menu to swap between "Classic" and "New" controls!

  • @Nerdule
    @Nerdule 11 หลายเดือนก่อน +25

    I actually like the full-3D swimming - I think its only real flaw is that it's a little annoying to ascend or descend *directly* up or down, but I don't think it's worth getting rid of the three-dimensional swim controls entirely. If I were to try altering the swim controls, I think I'd actually first try keeping the full-3D swim but adding ascend/descend buttons?

    • @InsanityForce
      @InsanityForce 11 หลายเดือนก่อน +1

      Same, that's the kind of controls I'm most used to actually.

  • @DaveyL2013
    @DaveyL2013 11 หลายเดือนก่อน +6

    It looks and feels really awkward with Mario having the same animation when doing the spin falling faster thing. Mario should do a little drill spin animation when holding z while spinning like how ground pounding after spin jumping works in odyssey. Otherwise it's perfect!

  • @jeromyperez5532
    @jeromyperez5532 11 หลายเดือนก่อน +3

    When is Kaze's Mario 64 project going to launch? I'm more excited for his levels than I think I have for most AAA games launching this year.

  • @garrettchandler1948
    @garrettchandler1948 11 หลายเดือนก่อน +1

    This is is one of the only video game projects im currently excited for. Just rhe snippets of levels shown in this video look like so much fun.

  • @taggy87
    @taggy87 11 หลายเดือนก่อน +2

    Been following your project for some time now and am truly impressed that big-N didn't cease and desist it. Looking forward to playing your Demo!

    • @KazeN64
      @KazeN64  11 หลายเดือนก่อน +10

      oh i've gotten a C&D before

    • @taggy87
      @taggy87 11 หลายเดือนก่อน +2

      @@KazeN64 oh that makes more sense, just out of curiosity which middle finger did you raise in response to that?

    • @The_KingDoge
      @The_KingDoge หลายเดือนก่อน +1

      ​@@taggy87if he raised a middle finger, hed no longer have it lol

  • @Zimx02
    @Zimx02 11 หลายเดือนก่อน +10

    Puishment is also satisfying. Big fall damage is such a cool animation that it sucks it was removed. Also, the walljump was difficult because the stages used to be simpler, so better execution provided far great yields.
    I wish that that we could at least have an option in the options menu to toggle walljumps vs wallclings for players that like the execution challenge.

    • @blueyosh43
      @blueyosh43 11 หลายเดือนก่อน

      But how will the people who aren't serious about video games and just started playing the game 2 minutes ago feel? Think of the casuals!1

    • @luckybeast1234
      @luckybeast1234 11 หลายเดือนก่อน

      ​@@blueyosh43 you know you can just ignore this hack if you are so allergic to controls and mechanics that are friendly to first time or non experienced players
      There's literally countless other hacks out there for you to try that retain tge vanilla 64 feel or are even more punishing to the player for making a single mistake

    • @blueyosh43
      @blueyosh43 11 หลายเดือนก่อน

      @@luckybeast1234 God forbid people discuss game design, especially on a "widely regarded masterpiece game ACTUALLY isn't as good as you think" clickbait type video.

    • @luckybeast1234
      @luckybeast1234 11 หลายเดือนก่อน

      @@blueyosh43 I don't think making overly sarcastic remarks count as discussion but I guess everyone has a different idea of that
      Agree on the clickbait thing tho
      The title and thumbnail could have been something else without relying on that stuff

  • @MattIsTheCat
    @MattIsTheCat 11 หลายเดือนก่อน +5

    I hope I get a flash cart for my N64 soon. I have had my N64 longer than other consoles in my collection that I already have ways to unofficially play games on. You produce the c9ntent the top my list for trying. Quite Amazing what you've done and continue to do.

  • @MrSkysenGames
    @MrSkysenGames 11 หลายเดือนก่อน +1

    "...not as great as you think."
    Considering my struggle in some levels when playing Mario 64, I never thought that.

  • @mm3shadowman982
    @mm3shadowman982 หลายเดือนก่อน

    12:44 Ryu playing the piano is a busted ass move but too difficult to throw out

  • @SwiftHobo
    @SwiftHobo 11 หลายเดือนก่อน +3

    I love the work and dedication you have to this game. Most of these are obvious improvements: invisible ceilings, missed inputs, etc. Regarding the jump kick vs dive: I've always had the idea that it would be cool that the jump kick vs dive worked like it does on the ground. On the ground, no matter how fast Mario moves you can go neutral and press B and he will do the punch. If you could be schmooving in the air and go neutral to do a kick to get that little bit more distance in a jump I think it could open up some cool movement options. A couple things I'm iffy on are things like swimming controls, perhaps that could be an option? Also the new wall collision makes it technically a better game and makes more sense, but could be overall less fun for speedrunning if there were no wall clips. Just to be sure, with the new wall kick momentum change, could we still do something like owl-less now that 2nd, 3rd, etc frame wallkicks retain more speed? Overall though this work is insanely good and we all appreciate what you do for the game!

    • @DarkStarCoreX
      @DarkStarCoreX 10 หลายเดือนก่อน

      He did add that change with the kicks, only you have to hold back for a brief period. Holding neutral in midair would feel really unnatural if you ask me to be honest.

    • @SwiftHobo
      @SwiftHobo 10 หลายเดือนก่อน

      @@DarkStarCoreX Yeah, he did mention that he did make it easier to get a kick. However he said it's if you hold back, and if your speed is below 38 (He said this at 15:25). This would mean if you get a lot of speed (like 50+ speed) and then jump, but you see you need a little more distance to make it - then you would still get a dive instead of a kick when holding back. I only say holding neutral because that would be consistent with the way it works now on the ground (with fast speed: holding direction = dive, holding neutral = attack/strike) which is what we already do on the ground to grab things quickly, like the bomb in bomb clip for example.

    • @DarkStarCoreX
      @DarkStarCoreX 10 หลายเดือนก่อน

      @@SwiftHobo Fair point, but I think my main problem is that it will be heavily exploited, because you could find a way to built up a ton of speed (i.e. diving down a slope or better yet, a blj) then go neutral to kick and skip the entire stage, especially because your horizontal momentum translates into vertical momentum. I guess an easy solution is to have it work exactly like it works on the ground, meaning that you have to hold neutral for an exact amount of frames or you dive, or lose all your speed. This negates the issue of casuals skipping an entire challenge, but also adds speedrun potential.
      To be honest that's probably how you meant it and I just read it wrong, because the way I read it is you can just hold neutral and you have an extremely big window to hold forward again, and the only punishment is losing a bit speed from holding neutral.

    • @DarkStarCoreX
      @DarkStarCoreX 10 หลายเดือนก่อน

      Also to answer your question about owlless working: no, it likely would not, as for owlless you need a 1st or 2nd frame wallkick, however it's unlikely that there'll be a star which can be skipped by performing the same movement as owlless.

  • @jackatk
    @jackatk 11 หลายเดือนก่อน +4

    I think almost ALL of these are objective improvements. Great job!

  • @chmi7933
    @chmi7933 หลายเดือนก่อน

    just found your channel and this is amazing stuff

  • @Seth_M-T
    @Seth_M-T 11 หลายเดือนก่อน +1

    These are mostly great changes, well done! The one I'm most hesitant about is being able to roll out of a belly slide on a downward slope (29), but I can understand why you'd want to change this. I usually try to avoid belly slides in general for this very reason.

  • @MizoxNG
    @MizoxNG 11 หลายเดือนก่อน +13

    I agree with pretty much all of these except for the swimming changes and possibly the breath changes? but mostly the swimming changes. I LOVE how mario 64 and banjo handle swimming, and modern games instead going for "a is up, b is down" kinda annoys me

  • @austinmajeski9427
    @austinmajeski9427 11 หลายเดือนก่อน +3

    The only change I disagree with is removing the "big fall" impact. I think it added character.

  • @garrisonbrown2456
    @garrisonbrown2456 11 หลายเดือนก่อน +1

    I can't wait to play your mod. I'd also be interested to see your engine improvements ported to the original engine but from my understanding it sounds like your changes will really excel in a 'brand new' game so honestly your mod excites me much more.

  • @sargentgullible2794
    @sargentgullible2794 11 หลายเดือนก่อน +2

    Whenever I see Mario going inverted cross-eyed, there's really only one thing I can think of...

    • @DeskoDev
      @DeskoDev 11 หลายเดือนก่อน +1

      "Get ready to move your [pingas]"

  • @DoctorFalchion
    @DoctorFalchion 11 หลายเดือนก่อน +3

    I know the bigger point of discussion has been the swimming controls, but I feel like the wall changes would kill a ton of speedrun tricks (not to mention TAS tricks - which I realize is likely not a priority here - from what I can tell this and other changes presented here would kill ABC), which I think is not worth preventing accidentally ending up OOB, something I don't remember ever really happening to me in this game anyways.

    • @cryptokey1986
      @cryptokey1986 10 หลายเดือนก่อน

      The wall slides are a huge bummer for me sadly.

  • @dannydevito4184
    @dannydevito4184 11 หลายเดือนก่อน +3

    The big fall damage animation is pretty funny though. Why not just make it cancellable after a while? What I mean is after a short while the player can walk or jump out of the animation so that they're not stuck for too long. And if you want to see mario fall on his butt like an idiot the player can just do nothing and the full animation will play. Everybody wins.

  • @cstick2664
    @cstick2664 11 หลายเดือนก่อน +1

    The wall slide is a godsend

  • @TheEpicEraser
    @TheEpicEraser 11 หลายเดือนก่อน

    Great video! Very clear explanations and some good points regarding why these improvements make sense.
    For next time, maybe run a quick spell check before rendering. There were a bunch of small typos (somehow all m/n) in the text.

  • @wiremesh2
    @wiremesh2 11 หลายเดือนก่อน +12

    Kaze! Not sure if you've addressed this in the past, but one area I've seen new players get frustrated is with Mario's wall-collision head-bonk animation. It's interesting that if you keep the stick engaged, Mario will hit a wall and enter "wall-hug" mode, while letting up on the stick just before hitting will cause a "head bonk."
    I'd lean toward taking the bonk out entirely, or at least shortening the bonk animation, as it's frustrating in a similar way to the landing-from-a-great-height animation. While we're at it, maybe shorten the stuck-in-snow animation too.

    • @blueyosh43
      @blueyosh43 11 หลายเดือนก่อน +1

      So take all the soul out of the game. Great idea.

    • @DarkStarCoreX
      @DarkStarCoreX 10 หลายเดือนก่อน +1

      You do realise with the stuck-in-snow animation you can mash A to shorten it? It's very obvious so i'd be surprised if you didn't know that.

    • @blueyosh43
      @blueyosh43 10 หลายเดือนก่อน

      @@DarkStarCoreX only a person dumb enough to not realize that would suggest something as dumb as he did.

    • @wiremesh2
      @wiremesh2 10 หลายเดือนก่อน

      @@DarkStarCoreX Well aware! I'm saying, even moreso. Though just shortening the default animation would be enough. My suggestions were more for people who are younger and didn't grow up with early 3D games.

  • @carnage0685
    @carnage0685 11 หลายเดือนก่อน +4

    Also, fundamentally changing the swimming controls is kind of.. I don't know. To me, it would feel off not pressing the A button to move forward, and timing its presses right to get the maximum speed. It feels like going up and down would feel better, but moving forward would be worse, unless I'm perceiving things wrong. That's the only change I'm not like, completely sold on. I just think it's a very questionable decision.
    edit: Nevermind! I see your reasoning now. If you aren't going to have levels like Jolly Roger Bay, then the newer swimming controls would indeed work better. Original's are still better, just not for the levels you're making. Still though, how is accelerating at maximum speed going to work? Would you just.. Tap the joystick up every second?

  • @mpgiii
    @mpgiii 11 หลายเดือนก่อน +1

    Phenomenal video as always Kaze, keep up the great work! Always love the stuff you produce ❤

  • @Skulll9000
    @Skulll9000 7 หลายเดือนก่อน +2

    18:57 True, but I remember hearing in an interview that it was an intentional design decision to make returning to the surface heal you. Reducing two meters into one meter is definitely very in line with Mario's design philosophy. Drowning instantly after entering water is definitely very dumb though.

  • @Syogren
    @Syogren 11 หลายเดือนก่อน +3

    I agree with your decision to fix these inconsistencies despite these fixes potentially making the game "easier". The difficulty should be in the level design itself, not the base controls. Making the controls easier to use allows you to make harder levels that would not otherwise be possible for casual players to beat.

  • @Kmaann11
    @Kmaann11 11 หลายเดือนก่อน +3

    I love all of these changes! The only thing ringing in the back of my mind is how a speedkick/punch would be affected by some of these changes. Granted a punch is pretty situational for it's usefulness but the speedkicks are fairly integral to high-level sm64 speedrunning.

    • @KazeN64
      @KazeN64  11 หลายเดือนก่อน +3

      speedkicks still work perfectly fine. they are a lot easier to do perfectly now because of the 1 frame input buffer.

  • @docsy4529
    @docsy4529 11 หลายเดือนก่อน +2

    Okay final comment.
    Sometimes when doing wall kicks, it feels like it just doesn't work where I think it should. Like Mario doesn't enter the wall kick preparation animation at all, He just goes "oomph" and falls way too often. Could be worth looking into.

    • @KazeN64
      @KazeN64  11 หลายเดือนก่อน +2

      i mention that in the video! there is a specific bug that can cause this.

  • @spimortdev
    @spimortdev 11 หลายเดือนก่อน +1

    Wow really cool stuff! I love how you analysed all the code of mario 64! Good job 🙂!

  • @Raidus1
    @Raidus1 11 หลายเดือนก่อน +3

    I feel like the only change that wasn't really needed was to remove the longer fall damage animation. It felt...well, natural for you to see and feel that it *really* did hurt. And it gives another reason to avoid fall damage, which isn't too hard to begin with.
    Other than this nitpick, I really like the changes.

    • @Hithere-uz6wd
      @Hithere-uz6wd 11 หลายเดือนก่อน

      That opinion makes no sense as when you rollout from a dive you cant take fall damage

  • @prizm9515
    @prizm9515 11 หลายเดือนก่อน +17

    I honestly love the big fall damage splat. It's hilarious to watch Mario just totally splay out. It's also hilarious when he falls off like seven things because he's locked in tumble. It would be sad to see it go.

    • @life-destiny1196
      @life-destiny1196 11 หลายเดือนก่อน +2

      It's hilarious the first time, then frustrating every subsequent time. People do play games for different reasons!

    • @blueyosh43
      @blueyosh43 11 หลายเดือนก่อน +5

      B-but then the player's serotonin will go down! They must ALWAYS be in control and happy! BAD DESIGN!1

    • @Daltonisntabot
      @Daltonisntabot 11 หลายเดือนก่อน +3

      @@blueyosh43 “Jokes on you, I'm a sadist and enjoy seeing Mario in pain.” - By the Sadists
      Or
      “I enjoy being punished, give us 1 HP please!” - By the Masochists.
      Take your pick, really.

    • @prizm9515
      @prizm9515 11 หลายเดือนก่อน +5

      @@blueyosh43 Maybe I am just a masochist, but it makes games more exciting for me when I know there are consequences for making a mistake. This single change would make Bowser in the Sky less punishing because sometimes if you fall off, you tumble all the way down to the bottom and most likely die from fall damage. but if you become actionable the moment you land, you could just jump away from the ledge or ledgegrab or something.

    • @blueyosh43
      @blueyosh43 11 หลายเดือนก่อน +2

      I was being sarcastic.

  • @SSn0wx
    @SSn0wx 11 หลายเดือนก่อน

    This is SO fucking awesome. I just discovered your channel a couple days ago and I'm hooked on your videos, I wonder the amount of obscure knowledge you must've acquired after messing around with this game for so long lol

  • @einekartoffel2490
    @einekartoffel2490 11 หลายเดือนก่อน

    You're such a skilled Rom Hacker.
    Also love how much more vaporwavey your vaporwave level is in comparisson to your first vaporwave level.

  • @pacoca
    @pacoca 11 หลายเดือนก่อน +3

    amazing work. I did not like the reduction on fall damage and its animation tho. It reduces the punishment from your mistakes, and by a lot (since falling is the mistake you make the most on a mario game).
    I think this single change, by itself, could make the game feel to easy

    • @blueyosh43
      @blueyosh43 11 หลายเดือนก่อน +2

      Uh no sweetie, challenge is bad game design. We need constant serotonin. Wouldn't want to alienate the casuals!

  • @atackhelikopter4303
    @atackhelikopter4303 11 หลายเดือนก่อน +2

    another thing you could've changed is that after a rollout or jump from sliding or any state that makes mario go faster than 48 units of speed (sliding has about 100 or 80 speed cause jumps cost 20% of the total horizontal speed) you maintain some of the speed (like 100 to 48 in a frame, crazy speed drop off just cause you didn't time the input first frame on landing from the dive recover which has 1 frame in original or 2 in your version)
    you can make it so that in the first frame u keep 100% of your speed, 2nd frame is something like 90% and so on

    • @KazeN64
      @KazeN64  11 หลายเดือนก่อน +3

      oh i actually did! i just forgot to mention it. mario now loses a more reasonable amount of speed per frame when walking above 31 speed instead of being hard capped.

    • @atackhelikopter4303
      @atackhelikopter4303 11 หลายเดือนก่อน

      @@KazeN64
      from what i can tell you basically patched bljs from that no long jump and backflip chain change
      you could've just made it only possible if you held z

    • @KazeN64
      @KazeN64  11 หลายเดือนก่อน +1

      you can chain longjumps and backflips if you hold the Z button. the BLJ is perfectly intact.

  • @greatman3388
    @greatman3388 11 หลายเดือนก่อน

    As always, your work is incredible. Awesome job Kaze!

  • @DaL1tleGr4vy-prod
    @DaL1tleGr4vy-prod 11 วันที่ผ่านมา

    Sometimes i think that you are showing mario galaxy in the background. That is how good your mods are. You are incredible, Kaze

  • @Marpfie
    @Marpfie 11 หลายเดือนก่อน +8

    would be really cool if there was an official speedrun category with your fixes and improvements

  • @pacomatic9833
    @pacomatic9833 11 หลายเดือนก่อน +4

    1:49
    Ironic how you spelled it as "nath" instead of "math",
    directly after talking bout oversights.

  • @weddieddy
    @weddieddy 11 หลายเดือนก่อน +1

    What would be cool is a demo of a single stage that we all know and love and the ability to turn the changes on and off. Nothing quite like experiencing the changes first hand when you can compare them back to back.

  • @LandyRShambles
    @LandyRShambles 11 หลายเดือนก่อน

    Was literally just thinking about this yesterday playing Dog Collab and having a lot of trouble with Mario's "walk all the way around during 180 degree turn" thing. Excited to watch

  • @Zinkolo
    @Zinkolo 11 หลายเดือนก่อน +12

    You health meter *was* your oxygen meter. I don't like having that seperate meter honestly.
    It's not an objective improvement just a different method of design and I feel that's too different from the original..

  • @dateris
    @dateris 11 หลายเดือนก่อน +10

    It is good. A demo would be much appreciated. I've been wanting to try out all these improvements that you've made for some time.

    • @joelandrewgibson4820
      @joelandrewgibson4820 2 หลายเดือนก่อน

      A demo was made awhile ago and is still available, but a lot of changes have been made since.

  • @YanntastischGER
    @YanntastischGER 11 หลายเดือนก่อน +1

    Again, you amaze me. I agree with both your bug fixes, and your additions, especially your eye on smooth input and particle effects.
    Can't wait to see the world's reaction on Return To Yoshi's Island. Not only does it look amazing, but you also accomplished these super improved controls.

  • @Michael-Archonaeus
    @Michael-Archonaeus 11 หลายเดือนก่อน

    This was a very informative and helpful video.
    I am very excited to try this demo!

  • @donatj
    @donatj 11 หลายเดือนก่อน +3

    I cannot disagree with the swimming change more. Swimming in modern Mario games feels so unsatisfying and dumbed down.

  • @prorambler8605
    @prorambler8605 11 หลายเดือนก่อน +10

    Personally if I was making a hack I'd try making dive be "B in midair" and making kick be "B while holding A". The latter is already how you can perform the kick on the ground, so it feels intuitive to me for that to be the way you do it in midair.
    That said your solution is good too, since it's built around what people already tend to do to solve the inconsistency.
    Aside from that the only thing I'm not sure about, and just sorta need to play for myself, is the swimming you mentioned.
    When you say it works like Odyssey, do you mean it works like Mario's swimming, or Cheep Cheep's swimming? I'm pretty sure you described it more like the latter but I just wanna be sure.

    • @shanerpressley
      @shanerpressley 11 หลายเดือนก่อน

      This is the change I wanted to see as well

  • @the_kovic
    @the_kovic 11 หลายเดือนก่อน +1

    I don't know how well-known this is but Turok: Dinosaur Hunter on the N64 had a coyote timer, back in 1997. Pretty forward looking decision on that game's devs' part imo.

  • @DETahaX
    @DETahaX 11 หลายเดือนก่อน +2

    Love these, can't wait for the demo.

  • @TwinTails100
    @TwinTails100 11 หลายเดือนก่อน +6

    I was amazed by the amount of detail you added to your mods. You made a game that I was frequently put off by much more appealing to me. I don't know where we'd all be without you, Kaze.

  • @KazeN64
    @KazeN64  11 หลายเดือนก่อน +69

    To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/KazeEmanuar/ . The first 200 of you will get 20% off Brilliant’s annual premium subscription.

    • @technicmachine
      @technicmachine 11 หลายเดือนก่อน

      Coyote is pronounced like "Kayoutii"

    • @whiteydiamond
      @whiteydiamond 11 หลายเดือนก่อน +1

      Another cringe youtube opinion piece

    • @dannydevito4184
      @dannydevito4184 11 หลายเดือนก่อน +4

      The big fall damage animation is pretty funny though. Why not just make it cancellable after a while? What I mean is after a short while the player can walk or jump out of the animation so that they're not stuck for too long. And if you want to see mario fall on his butt like an idiot the player can just do nothing and the full animation will play. Everybody wins.

    • @generallyunimportant
      @generallyunimportant 11 หลายเดือนก่อน

      i'm sorry, but what does "Bad nath formulas" at 1:50 mean, and how does "nath" relate to physics?

  • @iamdarkyoshi
    @iamdarkyoshi 11 หลายเดือนก่อน

    Really liking how this is looking. There's a huge difference between frustrating and challenging and I think you're really making some great improvements. Keep up the good work!

  • @NotHeresrsly
    @NotHeresrsly 11 หลายเดือนก่อน

    The 'always quick turn' will probably be my favorite change, but these all sound amazing

  • @powergannon
    @powergannon 11 หลายเดือนก่อน +9

    Still better than Sunshine’s

    • @LazrBG
      @LazrBG 11 หลายเดือนก่อน +1

      I never had a lot of problems with the sunshine pyshics, for me they work really well (For most of the times). The only parts that i hated the pyshics were on the lillypad minigame and in the pachinco machine. (Sorry for bad english)

    • @renakunisaki
      @renakunisaki 11 หลายเดือนก่อน

      Sunshine physics just never felt right to me.

  • @harrisonfackrell
    @harrisonfackrell 11 หลายเดือนก่อน +6

    I stan the automatic quick turn. I always hated the half-circle thing.

  • @badmanjones179
    @badmanjones179 11 หลายเดือนก่อน

    the way you talk about input in this makes me very curious about more of your thoughts on how fighting games work lol
    very cool video as always, though i would have liked to see an example of the coyote jump in use in the mario footage (or maybe i missed it, and i needed a slow-mo version)
    Thank you for your very hard work in producing these mods, videos, and explanations.

    • @KazeN64
      @KazeN64  11 หลายเดือนก่อน

      yeah it will remove that unfortunately

  • @Ragesauce
    @Ragesauce 11 หลายเดือนก่อน +10

    I can't wait to play your SM64 rework on real hardware. The exact same game but with all these improvements, so amazing. It would be neat if a debug menu is possible where we could turn on/off these different improvements, but there are so many this would probably be too much work. I'm happily waiting to replay this game for the first time in over 20 years once you finish, it's gonna be so fun!