It's a cool idea but jarring that the boats are implied to be travelling through the holes, yet you don't see them outside and the bridge is in the way
If you made the water poison (like the cold water in Snowman's Land) and/or added some kind of timer to that tunnel with the boats, I think you could turn this into somethign really interesting. The only problem with it is that there is very little senese of danger or urgency. It's like one of those lazy-river theme park rides. Which isn't necessarily a bad thing
Linear red coin levels don't really work that well compared to more open-ended ones where you collect the coins in any order you want, which has the bonus side effect of making things easier to speedrun/route. I do however love the fling vines and leaf boats!
The problem is definitely the immersion. The geometry is so angular that it feels like it was made to be predictable, and much like an on rails game, it’s boring if it’s only moving one way. To top that off, the minimal diversity in the textures and slow pacing hurt it too- in saying all of this, the idea is actually great. I love the leaflet boats, the slingshot mechanic. It could be a REALLY good level if it matches the polish the rest of your game is seeing fs
I am reminded a lot of Marble Zone from the original Sonic the Hedgehog in which the player has almost no choice but to spend lots of time riding blocks back and forth over lava, and during that time they can do little but wait. I think that with all of the cool mechanics that you've added and refined, it's kind of a shame to have an area that feels so restricted. That being said, excellent work on this project so far!!
Such a cool idea and looks SO good. Only thing for me that gets on my nerves is the sound moving the camera. I feel something more subtle and mature would fit the aesthetic
It would be a nice detail if the color of the sparkles after you've collected a coin corresponded to the color of that coin: red for red coins, blue for blue coins, the default yellow for regular coins, and a unique color for each regionnal Yoshi coins. I looked at Super Mario 64 to see if this was already implemented back in the day, and to my surprise, it was not! Coins of different colors do not have their own unique sparkle colors until the release of the first New Super Mario Bros. game!
Nintendo has become gaming's Disney. It would be like them to steal that concept from Kaze and claimed they invented it themselves while at the same time suing Kaze for this hack that had the cool mechanic they stolen from him.
@@retrogamermax8287Most of super mario bros. wonder are ideas stolen from the community lmao, take that one aerial spin jump that I forgot the name for example, or the goomba wonder effect which would be a more known example.
The ride without the red coins is cool. The slow pace would irk people into pushing their mastery of the moveset to take shortcuts. Maybe it could be made into a speedrunner-friendly dash challenge with a beginner-friendly relaxed path, even with separate rewards.
Looks cool, but seems you're right that a red coin collection mission is boring for this thing. Maybe something that has more to do with discovery and not collection would feel better without much change.
it's true that it does look better, but i find the health meter to be very obstructive in normal gameplay that way around. i'm thinking maybe top right corner (but then i have the risk of players not noticing it? its tough)
You can stop having the water clip through the boat by rendering some polys over the boat to the Z-buffer only but not to the color buffer. Do that after rendering the boat, but before rendering the water. That way, when the water ist rendered, it will wrongly think the water is behind something when it tries to render inside the boat and won't. Its an old trick used in many games.
@@KazeClips I tried linking an article that describes that trick as used in AC4 as a reply to the first comment, but I think YT deleted it thinking it was spam. Anyway, try googling "Simon Schreibt game art tricks Assassin's Creed Black Flag mysterious hidden Waterplane" and you can see the article for yourself.
It would be mildly more entertaining if the water was poisonous, or some sort of gauntlet. I think it's too linear to be an interesting red coin mission, but IDK.
I can see why you cut it. Some of this seemed fine, yet a good portion of it is spent waiting on the boats. Also, I would imagine getting the transition at 0:36 just right is a hassle, especially if you want to make it seamless.
Is this running in true 60 fps? Or my imagination? I've been avoiding most videos to go in cold to the mod when it comes out but was really struck by the smoothness.
yeah the whole game is 60fps. there is an option to turn it off if you prefer 30. of course on n64, hitting stable 60 is too much of a limitation so i'm targeting 30 on real n64.
what if coins from defeated enemies were auto looted / followed and flew into mario without the need to collect them? Why? Player could maintain momentum and run whereever he was going to begin with
I can think of some cool ideas that would help, but I don’t know what the lore currently is for this place. Are those boats intended to be used (by the non-player characters) as boats, or are they boat-shaped leaves naturally falling from a tree?
@@KazeClips I wonder if it would be better to make them sway or rotate as they drift along. As it is, it looks like they’re being piloted. I think gameplay-wise, it could be as simple as removing the red coins so it’s just about getting to the end of the path, then just make the place more visually interesting, like dangly bits from the ceiling, varied textures, maybe even graffiti since some things seem to live here. If 100-coin stars exist and you want a lot more than 100 coins in a stage so that players have freedom in how they get it, you could tuck a lot of coins into nooks and crannies in this waterway.
How did you manage to page fault just from trying to reach the star‽ P.S. "TLB" stands for "(address) Translation Lookaside Buffer" and holds a cached map of virtual addresses to physical addresses. Seems the game tried to load a value from an unmapped address.
the s8 register is the curr object pointer on thread5, but gcc decided to store a local var in the s8 register because some whirlpool code needed it. it reads the curr object pointer in the wall coll code. to find the closest wall. that results in a crash because s8 is now some random float number
Sorry Kaze but I really have to say this - I really dislike that health bar. I've been following this mod's development for quite a while and I still can't get over how out of place it looks. No offense, but it feels like a change that was made just for the sake of it being different.
it was made for the sake of taking up less screen estate. The original texture is 48x48, this is 24x24. I kept the style to have it be as unchanged as possible. definitely not different just to be different.
@@KazeClips That makes sense. I still think that the larger HUD wasn't bad, but it's understandable why you'd want to make that change. The thing is, the way it was cut out from the original makes it look like something is "missing". I've browsed the comments of the video where this change was introduced and I'm not the only one who thinks this way. Maybe in this case a full overhaul in a new but SM64-inspired style wouldn't be so bad? But it sounds much easier than it actually is :P
absolutely not, people are going to explore the level regardless. reds all over the place is awful every time unless it actually is some kind of challenge mod.
@@KazeClips i was talking about vanilla m64. Thats what they were to my experience at least.in all level with the pole jumping one being the only exception as far as i can remember.it encouraged me to explore and rewarded me doing so.way better than finding moons scattered all over the place to me.
@@FARDEENKHANQWE123 there is about a 50/50 mash in vanilla of "exploration" and isolated reds. though i think in vanilla they were used as filler more than anything. romhacks also kinda just use them as filler
i've updated the culling system to something that saves about .2us per actor, but this means i have to update all the culling variables. i just haven't done that for this level yet.
@KazeClips your fully videos are so high quality you should do a video where you go over all the changes and optimizations not in detail (except new ones) in total with the full performance uplifting on each component and totally. You explain things so well.
With the way you were avoiding the water for the first third of the video, I thought it was poisonous. Then you went through the loading zone and the game just put you there with no ill consequences, which was a little jarring.
It's a cool idea but jarring that the boats are implied to be travelling through the holes, yet you don't see them outside and the bridge is in the way
The idea of a boat trip that goes in and out of the main level is cool though
If you made the water poison (like the cold water in Snowman's Land) and/or added some kind of timer to that tunnel with the boats, I think you could turn this into somethign really interesting. The only problem with it is that there is very little senese of danger or urgency. It's like one of those lazy-river theme park rides. Which isn't necessarily a bad thing
It would be a great thing to insert after 15 minutes of intense action, generally one should pace games such that every 15 minutes people get a break.
This mission seems really similar to that other red coin mission through Bowser's ride showing off his "victories" over Mario.
Linear red coin levels don't really work that well compared to more open-ended ones where you collect the coins in any order you want, which has the bonus side effect of making things easier to speedrun/route. I do however love the fling vines and leaf boats!
Imagine if once the source code releases someone restores this mission for some reason
who said hes dropping source to his mod?
@@jad_c I've seen people commenting about the possibility of the source of this being released, if I'm not mistaken kaze confirmed he would release it
@@jad_c He has confirmed he's planning to release the engine source, but I don't know about the game itself.
Keep the mission and the part where the water crashes the game if you fall in, that'll make for some amazing urgency
The problem is definitely the immersion.
The geometry is so angular that it feels like it was made to be predictable, and much like an on rails game, it’s boring if it’s only moving one way. To top that off, the minimal diversity in the textures and slow pacing hurt it too- in saying all of this, the idea is actually great. I love the leaflet boats, the slingshot mechanic. It could be a REALLY good level if it matches the polish the rest of your game is seeing fs
The Scuttlebug's design remains unchanged. He is without flaw.
I am reminded a lot of Marble Zone from the original Sonic the Hedgehog in which the player has almost no choice but to spend lots of time riding blocks back and forth over lava, and during that time they can do little but wait. I think that with all of the cool mechanics that you've added and refined, it's kind of a shame to have an area that feels so restricted. That being said, excellent work on this project so far!!
Such a cool idea and looks SO good. Only thing for me that gets on my nerves is the sound moving the camera. I feel something more subtle and mature would fit the aesthetic
It would be a nice detail if the color of the sparkles after you've collected a coin corresponded to the color of that coin: red for red coins, blue for blue coins, the default yellow for regular coins, and a unique color for each regionnal Yoshi coins. I looked at Super Mario 64 to see if this was already implemented back in the day, and to my surprise, it was not! Coins of different colors do not have their own unique sparkle colors until the release of the first New Super Mario Bros. game!
Seeing SM64 in high FPS will never cease to feel weird, in a good way of course
Princess Peach says "Yeehaw!" during her cowgirl performance at the Sparkle Theater, but this is the first time I heard Mario say "Yeehaw!"
The new ground pound cancel move was sick!! i hope Nintendo copies it so you can sew them!
Nintendo has become gaming's Disney. It would be like them to steal that concept from Kaze and claimed they invented it themselves while at the same time suing Kaze for this hack that had the cool mechanic they stolen from him.
It's sorta in Oddessy if you jump off cappy after diving out of a ground pound
@@retrogamermax8287Most of super mario bros. wonder are ideas stolen from the community lmao, take that one aerial spin jump that I forgot the name for example, or the goomba wonder effect which would be a more known example.
@@nicolasn12orrrr maybe its just a coincidence?
@@nicolasn12also the bubble flower which is also in an smw rom hack that adds loads of new powerups. idk if its a coincidence or not
You made the scuttlebugs more skrunkly somehow thank you so much kaze
The ride without the red coins is cool. The slow pace would irk people into pushing their mastery of the moveset to take shortcuts. Maybe it could be made into a speedrunner-friendly dash challenge with a beginner-friendly relaxed path, even with separate rewards.
Truly one of the missions ever made.
The star effect is really impressive.
Looks cool, but seems you're right that a red coin collection mission is boring for this thing. Maybe something that has more to do with discovery and not collection would feel better without much change.
this is the definition of smoothness
Is there a way to remove the water clipping trough the boat?
I gess there's not a simple way to do it, since it also happens in Wind Waker.
I kinda like the life bar being centered instead of being over there on the left, looks weird off to the left when there isn’t a star count present
it's true that it does look better, but i find the health meter to be very obstructive in normal gameplay that way around. i'm thinking maybe top right corner (but then i have the risk of players not noticing it? its tough)
This would make for a sick Sunshine style red coin timer challenge though if it didn't have the transition
You can stop having the water clip through the boat by rendering some polys over the boat to the Z-buffer only but not to the color buffer. Do that after rendering the boat, but before rendering the water. That way, when the water ist rendered, it will wrongly think the water is behind something when it tries to render inside the boat and won't. Its an old trick used in many games.
oh that is a neat idea
@@KazeClips I tried linking an article that describes that trick as used in AC4 as a reply to the first comment, but I think YT deleted it thinking it was spam. Anyway, try googling "Simon Schreibt game art tricks Assassin's Creed Black Flag mysterious hidden Waterplane" and you can see the article for yourself.
dw i understand how it works!
New B3313 footage
It could have been, judging by the error screen at the end.
i like the water that crashes the game
yeah but the area and leaf boats are kind of cool would not mind a area that uses them.
It would be mildly more entertaining if the water was poisonous, or some sort of gauntlet. I think it's too linear to be an interesting red coin mission, but IDK.
I still want to play this level even though you said it was boring
I can see why you cut it. Some of this seemed fine, yet a good portion of it is spent waiting on the boats. Also, I would imagine getting the transition at 0:36 just right is a hassle, especially if you want to make it seamless.
I love the look of the scuttlebugs
That “YAHOO” can get repetitive real quick😅
Boring dry bones that will be removed from the game
have you taken on his banner
@@KazeClips I fear him too much to say that to his face
Is this running in true 60 fps? Or my imagination? I've been avoiding most videos to go in cold to the mod when it comes out but was really struck by the smoothness.
yeah the whole game is 60fps. there is an option to turn it off if you prefer 30. of course on n64, hitting stable 60 is too much of a limitation so i'm targeting 30 on real n64.
@@KazeClips Very impressive work. Last Impact was a goat hack so I am eagerly awaiting this next one. Do you have an ETA on release?
what if coins from defeated enemies were auto looted / followed and flew into mario without the need to collect them? Why? Player could maintain momentum and run whereever he was going to begin with
that's a very nice outro screen
Was that a glitchy bonk at 1:12? Even with the collision changes, glitchy wall kicks still find a way :')
honestly i have no idea what that was
glitchy bonk who'da thonk sittin dronk on a wagon to mexico
I can think of some cool ideas that would help, but I don’t know what the lore currently is for this place. Are those boats intended to be used (by the non-player characters) as boats, or are they boat-shaped leaves naturally falling from a tree?
natural
@@KazeClips I wonder if it would be better to make them sway or rotate as they drift along. As it is, it looks like they’re being piloted. I think gameplay-wise, it could be as simple as removing the red coins so it’s just about getting to the end of the path, then just make the place more visually interesting, like dangly bits from the ceiling, varied textures, maybe even graffiti since some things seem to live here. If 100-coin stars exist and you want a lot more than 100 coins in a stage so that players have freedom in how they get it, you could tuck a lot of coins into nooks and crannies in this waterway.
How did you manage to page fault just from trying to reach the star‽
P.S. "TLB" stands for "(address) Translation Lookaside Buffer" and holds a cached map of virtual addresses to physical addresses. Seems the game tried to load a value from an unmapped address.
the s8 register is the curr object pointer on thread5, but gcc decided to store a local var in the s8 register because some whirlpool code needed it. it reads the curr object pointer in the wall coll code. to find the closest wall. that results in a crash because s8 is now some random float number
Love the graphics!
00:05 marios ass
is this a boring red coin mission that's gonna be removed
I loled at the end 🤣
Man I'd love to play this 😀
FAST CRAWL
FAST CRAWL
Amazing level design
maybe if the red coins are closer together it will less boring
Looks like you fix those leaves because water is coming from the bottom.
Sorry Kaze but I really have to say this - I really dislike that health bar. I've been following this mod's development for quite a while and I still can't get over how out of place it looks. No offense, but it feels like a change that was made just for the sake of it being different.
it was made for the sake of taking up less screen estate. The original texture is 48x48, this is 24x24. I kept the style to have it be as unchanged as possible. definitely not different just to be different.
@@KazeClips That makes sense. I still think that the larger HUD wasn't bad, but it's understandable why you'd want to make that change. The thing is, the way it was cut out from the original makes it look like something is "missing". I've browsed the comments of the video where this change was introduced and I'm not the only one who thinks this way. Maybe in this case a full overhaul in a new but SM64-inspired style wouldn't be so bad? But it sounds much easier than it actually is :P
@@szymon170able yeah it's not an easy decision to make. the more of the vanilla fluff i add back, the more obstructive it'll become.
The point of red coins is to get you to explore the level, either that or its to test your familieirty with the level.
absolutely not, people are going to explore the level regardless. reds all over the place is awful every time unless it actually is some kind of challenge mod.
the best red coin missions are the ones that are confined to a single section of a level that acts as a small non-linear playground.
@@KazeClips i was talking about vanilla m64. Thats what they were to my experience at least.in all level with the pole jumping one being the only exception as far as i can remember.it encouraged me to explore and rewarded me doing so.way better than finding moons scattered all over the place to me.
@@FARDEENKHANQWE123 there is about a 50/50 mash in vanilla of "exploration" and isolated reds. though i think in vanilla they were used as filler more than anything. romhacks also kinda just use them as filler
This is soulful though.
permeable leaves 😱😱😱😱😱
I really like the new moves of mario.
Why does everything cull so early when the object isnt even fully off screen?
i've updated the culling system to something that saves about .2us per actor, but this means i have to update all the culling variables. i just haven't done that for this level yet.
@KazeClips your fully videos are so high quality you should do a video where you go over all the changes and optimizations not in detail (except new ones) in total with the full performance uplifting on each component and totally. You explain things so well.
Langweilig würde ich nicht sagen. Dieses Level sieht gut aus für ein Speedrun, aber ich würde vorschlagen, das Level einbisschen enger zu machen.
With the way you were avoiding the water for the first third of the video, I thought it was poisonous. Then you went through the loading zone and the game just put you there with no ill consequences, which was a little jarring.
Finally, Super Mario 65
I actually kinda liked that
Super Mario Forever
It looks fun though.
Green water isn't poison?!
Wow its almost like irl green water isn't poison 👁👄👁
lol and after all that it crashes. RIP
It's so linear & nothing happend now i see why this mission get removed
I liked it :(
retire when
idk, I liked it
yeesaw
JIHAAAA
did you beta testers just stay on the leaf boat or something?
who wants the red coins mission gone (just asking no need to like if want)
👇
To say that this is boring is a warcrime, Kaze. Please have some better respect for yourself, this looks so fun