I have completed the game front-to-back so many times in all these years and I have _never_ once thought to myself "sure is a pain to be returned to the hub every time..." The reset to Peach's castle is a pallet cleanser. Whatever person thinks that is annoying needs to put the game down; the game is literally _telling_ you it's time to look at how you're feeling and to see if you want to shake things up or if you need to take a break. Listen to it. You might be a second away from a new speed run record or whatever, but that record is only going to get further from your grasp if you are so irritated by this in the moment.
Because the entry picture is tiny in comparison to the other levels. Basically you only find it by jumping into every painting on the upper floor, some of which are just a picture on a wall.
Those purple enemies that chuck ya? They're named Chuckya. Mario enemies can have adorably on the nose names! Yeah, the slide in this level is discovered the same way as Shifting Sand Land, just with trying to avoid an annoying obstacle rather than trying to dive after and grab the elusive Mips!
Remember: when using the cannon, use the bottom arrow of the cursor-thing to aim (the one pointing up), not the center of the cursor. Mario always leaves the cannon a bit lower than center, so using the center to aim can throw your aim off.
i know everyone says that wet-dry world has the 'negative aura' to it, and i get it, it's pretty hard to make the implication of a flooded, dead city not creepy. but this world was always the one that had it for me. something about the ease of falling into the void that doesn't quite feel the same. almost like if you fall, that's it. you're gone. and that's completely ignoring the weird-ass slide. the bizarre black void with smiley faces and the dead end with the skull always creeped me out beyond belief. i guess my biggest problem is that every other course has or had life. this one doesn't. it feels like this is purgatory, and anyone who ends up here isn't leaving for a *very* long time. tldr; this place is super creepy, the slide especially, and it feels like it could be purgatory. hydrate or diedrate, gamers.
Another great video ! I love that level and I personally don't mind climbing the mountain more than once because the vibe, the music and the platforming are on point!
Not being quite able to firmly navigate the thumb stick or even long jump reliably for that matter, this level was a dread as a kid.... That log man...
To add to the difficulty of finding the slide, most people will judge it by their experience finding it in modern monitors and emulators. Playing in the 90s, on tiny fuzzy TV screens, that entrance was practically invisible. I distinctly remember it was one of the last stars I found in the game.
I got to the top of the mountain first by walking over the log and avoid rolling cannonballs, I had to try multiple times to finally succeed. After that I discovered the shortcut route 😅
Love your content, found it when you did this series. Got an opinion on the volume though. I wish you would not raise it at the start, because I just instinctively lower it, and then I can't hear your beautiful voice. Still like the content and I am gonna watch it till the end!
Glad you're enjoying it! Oh that's good to know. I got some new equipment so there's a lot of experimentation here. Maybe BoB's music is louder than I realize 🤔
@NintenDeen Its on every video you made on sm64 maps. I thought it was an artistic choice. Maybe its a mixing issue? Could be just me too. But i've had this experience on phone and PC. Thanks for the reply :)
You're definitely right lol. It works for linear pathways that can still remain connected to the start of those paths. That way they get to insert linear level challenges without having a spread out stage (like the Bowser Stages)
Tall Tall Mountain is probably my overall favorite SM64 world. It's hard to pick because they _all_ have something to offer, but I have just always enjoyed the ascent to the top of the stage, as well as the various different things you have to do along the way for the rest of the power stars.
When I was a kid I played Gex 3 on my ps1 before playing Mario 64, because of this the level Western Station from Gex and this level got mixed up in my mind. Probable because in both you have to climb a mountain, a mission where you go to an isolated mountain to the side of the main path, an annoying bridge segment (the rolling log and the cable car), a waterfall and an intangible wall you can go trough. Although the Gex level didn't have alternative paths so it was more repetitive than Tall Tall Mountain.
You say that for the 100 coins star you have to do the slide section first, but aren't you blocked from returning to the main section? At least that's how I remember it.
@@KingYoshi93 after the slide, you end up near the spawn area via waterfall. This has a cool "Indiana Jones" feel or similar movie where a nerve-wracking action run spits you out of the moun and into a lake where you can catch a break. Weird design choice to remove that from the DS version
I really like how you analyze which stars would be better if you weren't sent back to the castle every time, it's something I hear a lot (and sometimes agree with) but I don't think I've seen anyone put this much thought into it
Thank goodness for save states on Nintendo Switch because I could not have gotten through the game without it. I didn't have the patience or skill to get all 120 stars as a kid, and even less so as an adult. Save states are NECESSARY for people like me. I managed to get 120 stars for the first time in my life in just a few days thanks to it 🤩
I think of this less as a 1 to 1 comparison with the first 2 courses and more a 3rd of a trilogy. Tiny Huge Island has too much of its own things going and in my opinion gives me vibes closer to wet-dry world, especially since it's a pseudo water level. I see a lot of the lessons learned in Whomps Fortress being tested here, but with a lot of the obstacles being more familiar from Bomb-omb Battlefield. If anything, to me Tall Tall Mountain is a litmus test if your platforming skill. A litmus test I failed miserably as a kid. XD That is why it was one of my least favorites in the game, not because it was hard, but because it made me feel so much like I was missing something, more so than other, even harder stages. And sometimes added injury to insult when missing some of the things that should be simple. (Those damn mushrooms)
Actually . . . there really is enough coins in tall tall mountain without the slide its just a pain to get them all, you really have to scavenge hard with this.
I’ve never heard the comparison that the 2F levels are exact parallels of 1F levels, that’s a neat concept. but I think you’ve got them a little backwards, I think Tall Tall Mountain is the counterpart to Bob-omb Battlefield, and Tiny Huge Island is the counterpart to Whomp’s Fortress, they have stronger parallels in design and mechanics that way. (of course, Koopa the quick is the exception)
So I'm actually doubling down on my theory of parallel stages lol. Working through my script for the upcoming vids and the more I think about it the more I think every stage in this game has a "sister stage" except boo's haunt
I have completed the game front-to-back so many times in all these years and I have _never_ once thought to myself "sure is a pain to be returned to the hub every time..." The reset to Peach's castle is a pallet cleanser. Whatever person thinks that is annoying needs to put the game down; the game is literally _telling_ you it's time to look at how you're feeling and to see if you want to shake things up or if you need to take a break. Listen to it. You might be a second away from a new speed run record or whatever, but that record is only going to get further from your grasp if you are so irritated by this in the moment.
Fun fact, the "lonely shroom" star can be reached by a long jump off that rolling log
I prefer jumping on the shy guy and propelling down to it lol
Watch out for invisible walls 🤪
It also can be reached by the Crazy Box
I always struggled with that
@@varietychan I remember dying so many times going for that method.
Spent my entire chiildhood not knowing about the secret slide
This level also has an ungodly amount of invisible walls that can stop your jumps midair and send you to your death.
It juts out a lot.
You could just git gud at jumping
@RavenGamingOverLord Solid advice
Didn't even know this level existed as a kid. Kind of funny.
Because the entry picture is tiny in comparison to the other levels. Basically you only find it by jumping into every painting on the upper floor, some of which are just a picture on a wall.
Those purple enemies that chuck ya? They're named Chuckya. Mario enemies can have adorably on the nose names!
Yeah, the slide in this level is discovered the same way as Shifting Sand Land, just with trying to avoid an annoying obstacle rather than trying to dive after and grab the elusive Mips!
Remember: when using the cannon, use the bottom arrow of the cursor-thing to aim (the one pointing up), not the center of the cursor. Mario always leaves the cannon a bit lower than center, so using the center to aim can throw your aim off.
i know everyone says that wet-dry world has the 'negative aura' to it, and i get it, it's pretty hard to make the implication of a flooded, dead city not creepy. but this world was always the one that had it for me. something about the ease of falling into the void that doesn't quite feel the same. almost like if you fall, that's it. you're gone. and that's completely ignoring the weird-ass slide. the bizarre black void with smiley faces and the dead end with the skull always creeped me out beyond belief. i guess my biggest problem is that every other course has or had life. this one doesn't. it feels like this is purgatory, and anyone who ends up here isn't leaving for a *very* long time.
tldr; this place is super creepy, the slide especially, and it feels like it could be purgatory. hydrate or diedrate, gamers.
@@galileo_the_star_lion personally, I was thrilled to find another slide :D
I love this stage, too!!
Another great video ! I love that level and I personally don't mind climbing the mountain more than once because the vibe, the music and the platforming are on point!
Not being quite able to firmly navigate the thumb stick or even long jump reliably for that matter, this level was a dread as a kid.... That log man...
SM64 always confused me as a kid, but imma go dig out my old man's N64 and try it again as a grown-up
Ah yes, the stage infamous for invisible walls
If I ever do another Mario 64 video it'll be an analysis of all of these invisible walls and how invasive they actually are to the experience lol
@NintenDeen Saw another technical youtuber did a 4 hour long video on them, if you want to see the video, I can share it
To add to the difficulty of finding the slide, most people will judge it by their experience finding it in modern monitors and emulators. Playing in the 90s, on tiny fuzzy TV screens, that entrance was practically invisible. I distinctly remember it was one of the last stars I found in the game.
The mushroom jumping gave me anxiety 😅 in fact I hated every part of any level where one wrong input sends you sky diving 😢
0:44
you used a render from 64 DS
I got to the top of the mountain first by walking over the log and avoid rolling cannonballs, I had to try multiple times to finally succeed. After that I discovered the shortcut route 😅
Love your content, found it when you did this series.
Got an opinion on the volume though. I wish you would not raise it at the start, because I just instinctively lower it, and then I can't hear your beautiful voice. Still like the content and I am gonna watch it till the end!
Glad you're enjoying it! Oh that's good to know. I got some new equipment so there's a lot of experimentation here. Maybe BoB's music is louder than I realize 🤔
@NintenDeen Its on every video you made on sm64 maps. I thought it was an artistic choice.
Maybe its a mixing issue?
Could be just me too. But i've had this experience on phone and PC. Thanks for the reply :)
No I think you're right. Thanks for the heads up!
Mario 64 loved mountains. There are four levels with a mountain as a main feature lol
You're definitely right lol. It works for linear pathways that can still remain connected to the start of those paths. That way they get to insert linear level challenges without having a spread out stage (like the Bowser Stages)
Tall Tall Mountain is probably my overall favorite SM64 world. It's hard to pick because they _all_ have something to offer, but I have just always enjoyed the ascent to the top of the stage, as well as the various different things you have to do along the way for the rest of the power stars.
Same! I think I enjoy linear stages challenges
When I was a kid I played Gex 3 on my ps1 before playing Mario 64, because of this the level Western Station from Gex and this level got mixed up in my mind.
Probable because in both you have to climb a mountain, a mission where you go to an isolated mountain to the side of the main path, an annoying bridge segment (the rolling log and the cable car), a waterfall and an intangible wall you can go trough. Although the Gex level didn't have alternative paths so it was more repetitive than Tall Tall Mountain.
You say that for the 100 coins star you have to do the slide section first, but aren't you blocked from returning to the main section? At least that's how I remember it.
That's only in the DS version. To combat that, they had the flying red cap coins in the sky star that would get you up to 100 coins
@@KingYoshi93 after the slide, you end up near the spawn area via waterfall. This has a cool "Indiana Jones" feel or similar movie where a nerve-wracking action run spits you out of the moun and into a lake where you can catch a break. Weird design choice to remove that from the DS version
You sound like Fred from original scooby doo cartoon (frank welkers normal speaking voice)
🤣 that's a first
Tall Tall Mountain was always my second favorite map after wet dry world
Just when I thought TTM & TTC on DS were a piece of cake
I forgot this one existed
Nice mountain climb stage. I don’t have any memories of it being difficult or annoying
I really like how you analyze which stars would be better if you weren't sent back to the castle every time, it's something I hear a lot (and sometimes agree with) but I don't think I've seen anyone put this much thought into it
I'm glad you're enjoying it. Makes me feel less insane for putting this much thought into it
Thank goodness for save states on Nintendo Switch because I could not have gotten through the game without it. I didn't have the patience or skill to get all 120 stars as a kid, and even less so as an adult. Save states are NECESSARY for people like me. I managed to get 120 stars for the first time in my life in just a few days thanks to it 🤩
I think of this less as a 1 to 1 comparison with the first 2 courses and more a 3rd of a trilogy. Tiny Huge Island has too much of its own things going and in my opinion gives me vibes closer to wet-dry world, especially since it's a pseudo water level. I see a lot of the lessons learned in Whomps Fortress being tested here, but with a lot of the obstacles being more familiar from Bomb-omb Battlefield. If anything, to me Tall Tall Mountain is a litmus test if your platforming skill. A litmus test I failed miserably as a kid. XD
That is why it was one of my least favorites in the game, not because it was hard, but because it made me feel so much like I was missing something, more so than other, even harder stages. And sometimes added injury to insult when missing some of the things that should be simple. (Those damn mushrooms)
I love your retrospectives for each level but please use more B roll!
Noted! Thanks for the feedback
What is B roll?
You should do Donkey Kong 64 next
The 4 Rareware N64 games will ideally be done sometime in 2025 :)
Actually . . . there really is enough coins in tall tall mountain without the slide its just a pain to get them all, you really have to scavenge hard with this.
Is there? I always assumed the slide was mandatory (unless you're playing DS)
@@NintenDeen it's just very hard, but I barely pulled it off one time.
I’ve never heard the comparison that the 2F levels are exact parallels of 1F levels, that’s a neat concept. but I think you’ve got them a little backwards, I think Tall Tall Mountain is the counterpart to Bob-omb Battlefield, and Tiny Huge Island is the counterpart to Whomp’s Fortress, they have stronger parallels in design and mechanics that way.
(of course, Koopa the quick is the exception)
So I'm actually doubling down on my theory of parallel stages lol. Working through my script for the upcoming vids and the more I think about it the more I think every stage in this game has a "sister stage" except boo's haunt