I was thinking the same thing, the bright, texture-less lime green grass just makes it look like mario is running around on a bright green blob of clay. It's also jarring when the texture-less grass meets the textured grass of the levels since it goes from being blindingly bright to actually looking like *actual* grass.
@@Chicky_Lumps wdym? The grass in my yard makes marble shoe against stone sounds all the time... So does the snow when it snows, and the moss too and the water flowing down the stream that goes through my back yard... It's a bit noisy though...
@@kyrankitt8970Yeah can’t wait to see you let’s play this game on your channel. Not every single game needs to be turned into an open-world battle royale like your Fortnite.
Instead of all the trees, I would have rather added the houses of the inhabitants of the Mushroom Kingdom, so unfortunately it looks a bit sparse, but there is definitely still a lot that can be done.
In mario kart 64, peaches castle is connected to the racetrack via a path to the south, near where mario jumps out of the pipe. toad town should be located in that direction.
I've been thinking for a while now, and i even commented on this the other day too, that they (Nintendo) should make a more open world Mario game for a change. Especially with new hardware on it's way, this would be a good time to show what it can do, while trying something a little bit different. They have a lot to work with too, since over the years there's been so much used in so many games, there's a lot of characters locations and environments, why not put it all together however Nintendo does and let us explore... I haven't really felt that 'excited' about starting a Mario game in years. It needs some good atmosphere and mystery, like imagine entering a boo castle and how that might look and sound. Or entering little villages or finding caves. This would work extremely well i think, Nintendo has the talent to pull it off.
0:17 literally the opposite is true, the developers wanted to make Mario 64 a linear experience, like a 3D Super Mario World, but they had to settle for larger levels with multiple things to do in them due to hardware limitations.
I really like it! There's a couple issues though. When there is multiple enemies, the sound doubles over itself and gets louder. Also the walking sound for both the enemies and Mario is a bit too loud and gets annoying very quickly. The characters don't even have walking sounds in the original game, so I'm not sure why they are present. Another issues is that Mario stops immediately after the release of a keypress which is a bit unrealistic. One important thing. I feel that the paintings for fast travel in the castle should be unlocked once you reach the corresponding area. Apart from that, I LOVE THIS SO MUCH!!!
You are right for the enemies sound, I was hesitating of fixing it for the video but I decided not to because I thought it was not that bad 😄. These are all valid points, I'm glad you enjoyed it anyway 🙂
I think this Game would look even cooler if it used the Render96 artstyle and also the HQ sound effects found by the community, that way this could be the definitive SM64 experience
@retrostalgico3 good video idea. Mario Openworld. Zelda majora mask and ocarina would be sick also. Maybe adding some new areas in between, like some hackroms created like missing link and so
As a kid I used to think it'd be really cool if the worlds of Super Mario 64, Super Smash Bros, and Mario Kart 64's peach castle were all connected somehow.
here are some concepts I like to see in something like this 1 star=acess to portal Make the open world interesting, like holes or platforms around the open area Maybe add Mario's house for story significance. Idk I thought it was cool Edit:🤓wow 98 likes, im famous. Nah seriously tho didnt know yall agreed to this
I love this idea so much ,but anything like this with Nintendo involved I'm just now afraid that they find out about this and bully or stop the project just because Nintendo can do that sometimes 😮💨
now you can have accurate SM64 Mario by using libsm64 in your godot project! anyways this was a pretty nice video and that was still pretty nice what you did!
i'm excited to see more of this, it looks good. some minor complaints i have are that the coins should be bigger and the grass smaller, to make things more noticeable
the grass is a bit too much and I kinda like the flat sprite trees much better, adding patches of bush or even flower beds every so often to the forest area might help to break up the mundanity of a flat green floor tho, and could harbor a surprise enemy every so often too.
This is a really cool idea! I’ve wanted to do something similar for a long time. Just expand the levels and make them seem as open and endless as I imagined them when I was younger.
as a person who takes a game dev course and loves everything about programming, I have to say, I loved and loved watching every second of this video. +1 sub
Great proof of concept! I also wanna share some thoughts for ways this could be improved on (and yes, I know it won't be): I was also thinking about some kind of fast travel, and keeping the original purpose of the picture frames for that is the most logical idea. Like some other commenters suggested, it should be unlocked first, and my take on that would be to first gather *three* of a courses stars for the 15 main courses (and I guess everything else just needs to be found, or for the cap switches to activate the switch for the fast travel to unlock). My reasoning for that high number is, because a player would want to spend some time in a level before continuing to the next, so with this, it would be a kind of sense of achievement when a player is getting familiar with the level. - Just a small nitpick regarding the castle fast travel: Spawning outside of the castle is actually a longer distance away from re-entering any level when exiting a stage than in the original game, where you spawned on the ground floor. I think spawning on the respective castle floor, according to the stage you just exited, would make the teleportation feel more natural. As commenters have pointed out and the criticism for empty open worlds in gaming gets louder in general, I thought of a simple system for making travel just this little more exiting (without thinking of entire side objectives between the stages or a full sensible layout for all stages that would have them closer together): Koopa The Quick and the Owl could be unlockable fast travel friends to call on. - Koopa could show interest in you after your race in BOB, tasking you to 'quickly' gather or complete something for him, like a certain number of coins or your first 10 stars (as BOB, WF and JRB, maybe even the Secret Slide and CCM would be very close to the castle to get your first couple stars). After you've done that, he becomes an always-able-to-call-upon personal kinda car of yours, where he carries you around the map, eliminating the need for the random small Koopas around the map, the need to walk to them, and the possible threat of destroying your shell and being stuck in an open plane, while tying it up with a neat little narrative achievement. - Then you get introduced to the Owl in WF, and they tell you about their interest of exploration and seeing different parts of the world, starting another side quest. With this one, you have the option to call the Owl in any newly found stage, making them come to you and telling you some nice details about said level they picked up on their way here. As there are 23 different unique stages (15 main, 8 secrets and Bowster stages), you could set a threshold for this quest at maybe 15 found stages. Once you've achieved that, the Owl thanks you for helping them see the world and also becomes a way of fast travel, namely a flying option with decent speed, opening the world to you fully (and maybe being basically the only way to WMotR, RR or even TotWC), and prompting you to find the rest of the stages, maybe even giving you explicit directional hints. With these, the open world would be more interesting to explore, while having incentives through cute little infos about the world and narrative tie-ins, while feeling like actual achievements and progression. And lastly, I just want to touch upon a few placements of courses I thought about, mainly according to the game's various unique out-of-level teleports: - BOB and WF should be close by, next to the castle, as the introductory stages they are. - JRB can somehow be tied in to the lake next to Peach's castle, and thus would also be very close by. - The thematic courses like CCM and SL as snow stages, SSL as a desert stage, BitFS and LLL as lava stages and so on should be next to each other, and all caves should obviously be underground. - When falling off the stage of WMotR, you spawn above the lake of Peach's castle, which would mean WMotR should be square above the castle in this mod (as opposed to TotWC and RR being also way up in the sky, but somewhere else). - When the hatch in DDD is open and sucks you in, you get spat out to the lake yet again, prompting a kind of connection to JRB as well. - VCutM releases you in that small hole in the water where the waterfall is, which is fitting considering VCutM's entrance is not far away, however a sensible reason as to why you are being transported up after falling down the stage would have to be thought of. - CotMC has a big stream of water that, when being caught in its current, will spit you out from the waterfall of Peach's castle. That means that tiny cave would have to be in the side of a mountain near the castle, but it is also below HMC, as that is where its entrance is. - Going off of that, I'd say having TTM be high above the waterfall, where your mod currently has the upper lake and the opening to the open world, would be reasonable, and falling down the mountain slide would be a way to get to HMC inside of that massive mountain. From there, the water of Dorrie's cave could also have connections to other water levels, like the entrance to DDD or something, as well as the classic entrance to CotMC and its exit to the waterfall. - TTC would have to be in the castle, possibly literally fully visible inside that upstairs clock, and functionable through resizing shenanigans. - CCM (together with SL) could be close to the castle too, as the ground floor introductory stage that it is, but you would have to be careful with the transition to the snowy landscape. Alright, so much for that.
Thank you so much, I'm glad you enjoyed it! 😎 There are a lot of details into that comment I love that! Of course, as you said, this is mostly of proof of concept but I always enjoy seeing other people ideas. Let's be honest I don't have the man power to do all of this but damn that would be cool! Imagine if Nintendo would actually make a game like this! I really like your idea of having koopa and owl as "companion" that you can call anytime. Also, making them available just after doing some quests is nice, I like that! I also agree with the fast travel back to the castle, it should be in front of each level where you came from. One thing I really enjoy with this project is how much stuff could be done. Sky is the limit, anything could be done! Anyway, thanks again for your comment, it's much appreciated 🙂
5:50 i think i tried that in banjo kazooie too, but that was a LOOOT of time ago so i cant remember =D i like the idea of teleporting in the frames , as if they were fast travel
Very impressive, never thought I would see Super Mario 64 in open world, very talented! And the open world areas remind me of the Pokemon routes that you take to get to the next city and area, so where Toad was under the grass, it felt like a trainer approaching a Pokemon Battle challenge, very well done, and it has so much charm into it! I also love how Bo-Omb Battlefield, and Cool Cool Mountain were represented from coming from the open world, I never thought I would see it like that, and last thing, I love how in Peach's Castle's painting you jumped into it and warped back at Peach's Castle, and I also love how in the Cool Cool mountain painting it warped you there, very nice, and can't wait to see the release very soon! You appeared on my recommendations, and this was one of my favorite videos to watch of all time, you made my night!
Hey thank you so much! I'm really happy you enjoyed it 😊! There is so much stuff we can do with that kind of game, it's crazy! So much stuff I wanted to include but I had to stop at some point haha!
afaik mario 64s shading is simulating a lightsource from the camera sou you could have added something like that. i also wanted to try making an openworld version of sunshine but all the lever rips are missing the objects so i basically stopped there haha. and yeah the wall around the castle are supposed to be green, the grass texture is just greyscale
Haha you are right for the around the castle, I realized it close to the end of the project and decided to let it gray because I feel like it makes more sense with the path I did in it 😁. For some reason, the model online has these gray wall, maybe they took it from a different version, I don't know 🧐. Sunshine is such a good game, an open world version of it would have been awesome !
The reason the wall is grey is because they reused a castle texture to save memory. It was colored green using vertex coloring, which is used extensively in mario 64.
honestly this looks very promising i like it! Just 2 things: - the open world map that connects the courses is too big and makes the courses looks like a little obstacle in the way. I think it could be better to reduce the size in a 0.75 times or at 0.5 times. I think a good measure for this is that mario takes too much time to reach a course, so the time that mario take to reach a courser on a koopa shell, should be the time that mario should reach a course by foot. - you need to reduce the field of view, is too high and looks distorted when you move, this is specially noticeable inside the castle. And for the future you could add some scarse obstacles along the way to reach a course, but not too much the idea is that the courses are the areas with a lot of obstacles.
i love this, but in the future you should keep the games hud, make it ACTUALLY look like SM64 (the trees just make it a bit off), use *real* SM64 physics, and you should definitely make missions, where you go places or smth and as a award you get a star for each one you complete, and bowsers level would be a giant portal unlocked by stars, and it would say: “To access my portal, you need [Amount] stars! Bwa ha ha!” it would also be super cool if you added a neat easter egg on the final bowser level staircase, where you can do the BLJ (if you don’t know it look it up) and teleports you to some secret glitch level. anyways, i hope you see this comment, i hope you shout me out if you turn this comment into a video (earned a sub btw), and hope you grow into a channel with thousands of subs!!
Hahah these are all good ideas, for real! 😀 Of course the video is mainly a proof of concept, so only the basics is implemented. There is so much stuff we can do while converting a game to an open world, that's crazy! I agree tho, an easter egg with BLJ would always be fun! I'm glad you enjoyed the video anyway ☺!
Wow, this actually looks feasible for an actual game. Not saying we’ll get Legend of Peach: Breath of the Plumber, but if they wanted to I could see that happening. Nice job! 👍
It’s such an incredible video, as I could say, it’s one of the best I’ve ever watched and it’s a combined of all I love in my life; Mario 64, dev, cats… there is no cats ahah
Thank you! And yes totally for the lib! When I made this project, I was not aware of this library. But doing it myself was a lot of fun, and good for learning!
honestly I really think this is the direction that the next mario game is going to go, a huge open world with levels scattered around for you to discover. it just feels so natural, even in this rough proof of concept.
Super Mario rpg just came out i think yesterday. I haven’t had a chance to play it yet but most RPGs are open world (nowadays anyway), so you just might’ve been right about that
Super Mario 64 was perfectly open-world as it was. You always had the freedom to choose which levels you wanted to play, while the objective to collect stars would keep you motivated to unlock more levels. By turning the game into a sandbox, you ruin that objective and turn the game into a meaningless collectathon in its truest form.
dont get me wrong, Mario 64 is one of my favorite game ever. I dont think that turning it into a full open world game would make it a better game. But I had an idea for few months and I wanted to explore this idea.
I have an idea on how the power stars can be used. What if, for every 5 power stars the player collects, mario's max health is increased? For every 5 power stars collected, it would increase the amount of hp in the power meter by 1. But the player wouldn't lose the power stars that are used for it.
Wow! The project is really nice! I which this was real, but unfortunately, with Nintendo's (very) weird copyright system, we'll never be able to see this, so yeah. Nice work anyways!
Very cool project, a real labour of love. Kind of funny seeing a single sphere of a simplistic tree rendered with 10x the number of polygons as the main player character, but nobody ever said this was supposed to be realistic! With the way we can just throw polygons at our problems these days I actually think it would have been a fun challenge to re-create the trees and bob-ombs using actual billboarding sprites.
This is a neat demonstration. Reminds me of a game I made in Game Maker years ago that took about 30 minutes to complete. It wasn't very complicated or even very good, but it had its own assets and a functioning system, so I'm proud of it.
You should make a part two where you add more stuff and fix bugs Like the camera going through the ceiling And adding star collect animations and painting going-through animations
@@SynthAiSonicZ_SunoAi I remember following a tutorial on it (sorry, it's been quite a while). I think it was this one : ruclips.net/video/ql0UjZJtEOo/видео.html
@@spimortdev You're more than welcome :D Oh okay, I know what you're meaning... But there are some other Mario fangames than are still alive and Nintendo didn't took them down yet Meanwhile you don't take profit about it then Nintendo can't make you anything too easy
this idea is amazing! i love how open mario 64 looks in a well open world like this! if i had some ideas it would be cool to expand on in mario 64 the level select usually gave a hint to where the stars were located on the map so maybe you can create a thing where the toad npcs and/or other npc's gave like missions to mario to get these stars and they gave the little hints there. maybe you could also do a thing where when mario enters the vicinity of a world a little element comes up in the bottom right corner telling where he was. just some ideas absolutely love this! you've earned my subscription :)
It's a cool idea and cool execution! Points for that! However, the project kind of suffers from the same thing most other fan projects suffer: the added content looks a bit out of place. Like the trees, they are suddenly 3d models and not billboards anymore. The expanded ground does not have the same texture as the original ground next to it. Post processing looks out of the place amongst the old assets. The pacing of the gameplay is now all distored because of the open world aspect. But, that's unavoidable: it's a game made for a specific spec, and so it cannot be easily "just made larger". But your efforts were great you did the best one could! Cheers
Thank you 😊! These are valid points! For a proof of concept video I think it's enough, but I agree that for a full game like this, a lot of stuff should change.
Dude you’re amazing! I really dig how you made the open world! The hub worlds are linked through forests and random areas. I love it a lot. There’s a lot of potential in your fanmade game! 🔥⭐
A really good idea to make the movement of Mario feel really spot on is the Mario as a library project that was completed a little while ago. It basically lets you take just the movement aspect of Mario 64 and implement it into whatever game you want. There’s already a bunch of mods for other games like Minecraft and Rocket League that have used it and I think this game would benefit from it a lot as well.
One of my only gripes about this, is that the courtyard for the castle wasn't added. But if that was due to time constraints, that's understandable. Other than that, this looks amazing!
Bro, this is genuine TALENT bro, you are a flippin G.O.A.T. my Seagull (RUclips keeps telling me to watch my mouth😅) . . . Super Mario 64 is about 60 to 70% of the nostalgia from me being a child, so seeing this being done is like fever dreams, normal dreams, and just daydreaming wandering around Mario coming true. That last part isn't an exaggeration neither I literally have had a few instances where as a child, I had fever dreams of these new hidden roads outside of that beginning field in front of the castle.
@@spimortdev I'd love to see a version of this game where all of the battles have more depth and detail, instead of the traditional "Toss'em on his back 3 times to win" type.
I managed to make it 40 seconds into the video before giving in to the urge to clear my throat. ...With that off my chest, literally and figuratively speaking, this is an awesome project!!
Honestly, I think it would be interesting to see all the levels just be physically connected at the points where the paintings usually are, with the castle interior actually being inside the castle facade (with whatever modeling that has to be done to hide it or make it look natural) and if the levels overlap in any places, turn those into actual connection points that encourage exploring. It would turn the whole game into one big jungle gym.
as a unity designer and model editor on unity this is amazing. All I'ma say is add some textures and get some more art based textures and add some more mechanics and this will be amazing. AMAZING JOB KEEP IT UP
I grew up thinking if you tried hard enough you could get over those hills, so this was really cool for me to watch. Thanks for making this! I also thought you could get to the islands in the background texture if you angled the cannon right; that would probably be another cool idea to explore
i never thought anyone could ever make the conglomeration of polygons that is the sm64 levels make sense with respect to each other, but you did it and it's awesome
I’m considering doing a similar concept. What I’m finding out is the original gameplay alludes to some cannon connectivity to the castle. Like dire dire docks connecting to the castle lake… the metal cap cave connecting to the waterfall… and the haunted house basically being outside the rear castle courtyard. Having those connect could make it feel so natural
I think you should have some level of detail for the map because that many trees and stuff far in the distance can’t be good for performance. I also think a little fog would make it look much better! I also think you need to backtrack on those post processing effects. They kind of look terrible
It's really good to see that some fan wanna made a game like this, and search examples to see how those game works, and try to adapt those mechanics to work in his game. I felt like some companies just make games thinking they know when they don't. I think, even when is raw, looks pretty good and made with love.
For the textures, it was a mix between not "double sided textures" and textures being repeated. For the anims, it was a lot of experiment with the plugin I found. To be honest, I can't remember all the attemps I made to make it work 😅
Nice video ! Now i want my top comment pinned for no reason Keepo
Thank you 🤩! You are pinned 😉
nice
T un qc?
@@massi5417 yup ;)
@@massi5417 Comme moi 🙂
adding texture to flat green terrain would improve it even further same for trees and logs
That's true! Something I gotta improve in future projects 🙂
I was thinking the same thing, the bright, texture-less lime green grass just makes it look like mario is running around on a bright green blob of clay. It's also jarring when the texture-less grass meets the textured grass of the levels since it goes from being blindingly bright to actually looking like *actual* grass.
Also the borderline ear rape marble tile footsteps on every surface doesn't help sell the illusion of grass.
@@Chicky_Lumps wdym? The grass in my yard makes marble shoe against stone sounds all the time...
So does the snow when it snows, and the moss too and the water flowing down the stream that goes through my back yard...
It's a bit noisy though...
@@spimortdevcreate super mario 64 open word but it's on a spherical world.
Footsteps way too loud
Ikr, they’re hurting me of how unsatisfying they are 😭
at first i thought you were complaining about nothing but oh my god i might actually go insane
ear piercing
Your mouth is yapping too loud the vid is still good tho
@@kyrankitt8970Yeah can’t wait to see you let’s play this game on your channel. Not every single game needs to be turned into an open-world battle royale like your Fortnite.
Instead of all the trees, I would have rather added the houses of the inhabitants of the Mushroom Kingdom, so unfortunately it looks a bit sparse, but there is definitely still a lot that can be done.
Ooh, Toad Town would be a good place to get sidequests.
In mario kart 64, peaches castle is connected to the racetrack via a path to the south, near where mario jumps out of the pipe. toad town should be located in that direction.
W pfp
I've been thinking for a while now, and i even commented on this the other day too, that they (Nintendo) should make a more open world Mario game for a change. Especially with new hardware on it's way, this would be a good time to show what it can do, while trying something a little bit different. They have a lot to work with too, since over the years there's been so much used in so many games, there's a lot of characters locations and environments, why not put it all together however Nintendo does and let us explore... I haven't really felt that 'excited' about starting a Mario game in years. It needs some good atmosphere and mystery, like imagine entering a boo castle and how that might look and sound. Or entering little villages or finding caves. This would work extremely well i think, Nintendo has the talent to pull it off.
Good idea!
fun fact, mario kart castle stage shows how the place would be in open world
That's how it is 😊
Better than Redfall 😱
Mario is always the best! 😁
Water FALL
Weird comparison but true
Yeah no shit 😂😂😂😂 but in all seriousness yeah its better
😱😱😱😱😱😱😱
Its crazy how quickly mario 64 can be recreated with modern tech, we’ve come so far
Have you ever seen any of the indepth videos about the game mechanics? Like the pendulum in ttc or dust mechanics? The game is surprisingly complex
@@PrimeBallard i have not, do you have any recommendations for me to watch about it
And parallel universes @@PrimeBallard
To be fair this attempt was overall pretty mediocre.
Was it? I'd like to see you try. So come on, give us an awe inspiring performance.
Ah, yes. Running around flat empty worlds is my favorite.
Press analog up, listen the constant taptaptap sound and go insane.
It makes you wish for a nuclear winter
Starfield "exploration" in a nutshell.
Totally should have filled the game world better architecture.
Like, this is a 3D platforming game with no platforms whatsoever.
BOTW in a nutshell
I remember when I was like 6 years old and I thought the map was much larger than it actually is. Great idea!
0:17 literally the opposite is true, the developers wanted to make Mario 64 a linear experience, like a 3D Super Mario World, but they had to settle for larger levels with multiple things to do in them due to hardware limitations.
That good to know 🙂!
It was still a fun project to make!
Glad that couldn't go with their idea, the shit wouldve failed
source?
@@fhcc3924I don’t think so, because they finally did exactly that with Mario Odyssey and that was far from a failure or bad game.
@@robisfine. Nah Odyssey has a near identical format to 64
I really like it! There's a couple issues though. When there is multiple enemies, the sound doubles over itself and gets louder. Also the walking sound for both the enemies and Mario is a bit too loud and gets annoying very quickly. The characters don't even have walking sounds in the original game, so I'm not sure why they are present. Another issues is that Mario stops immediately after the release of a keypress which is a bit unrealistic. One important thing. I feel that the paintings for fast travel in the castle should be unlocked once you reach the corresponding area. Apart from that, I LOVE THIS SO MUCH!!!
You are right for the enemies sound, I was hesitating of fixing it for the video but I decided not to because I thought it was not that bad 😄.
These are all valid points, I'm glad you enjoyed it anyway 🙂
@@spimortdev Thanks, man! If it weren't for nintendo copyrighting everything under the sun, I would play the hell out of this game.
I’ve gotta say, it’s pretty damn cool to see the levels just embedded in the terrain like that! Very cool idea, and great work!
Thank you! 😎
I think this Game would look even cooler if it used the Render96 artstyle and also the HQ sound effects found by the community, that way this could be the definitive SM64 experience
@retrostalgico3 good video idea. Mario Openworld. Zelda majora mask and ocarina would be sick also. Maybe adding some new areas in between, like some hackroms created like missing link and so
As a kid I used to think it'd be really cool if the worlds of Super Mario 64, Super Smash Bros, and Mario Kart 64's peach castle were all connected somehow.
That would be awesome !
Spimort: Uses godot
The SM64 PC Port: 🗿
Kaze's SM64 Open world romhack: 🗿
I swear as a kid I had a dream about going out and running on an open field with a large path around the castle, this has an eerie resemblance to it 😮
Hey that's awesome, similar brain 😎
Can't wait for him to get into case with Nintendo
This is literally my thought while watching
here are some concepts I like to see in something like this
1 star=acess to portal
Make the open world interesting, like holes or platforms around the open area
Maybe add Mario's house for story significance. Idk I thought it was cool
Edit:🤓wow 98 likes, im famous.
Nah seriously tho didnt know yall agreed to this
You are right, this sounds cool 😎.
There is so much we can do in that kind of game!
@@spimortdev will you ever release this in the future?
I love this idea so much ,but anything like this with Nintendo involved I'm just now afraid that they find out about this and bully or stop the project just because Nintendo can do that sometimes 😮💨
those are cool ideas👍
@@humankamera202 Don't worry, this is sad but this will remain a video only, I don't want to have problems with nintendo 🙂
0:48 Unexpected me cameo in this video!
Omg haha this is so funny 😂
now you can have accurate SM64 Mario by using libsm64 in your godot project!
anyways this was a pretty nice video and that was still pretty nice what you did!
Thank you ☺! I was not aware libsm64 was a thing when I started this. Doing the project from scratch was still really fun and a cool challenge!
i'm excited to see more of this, it looks good. some minor complaints i have are that the coins should be bigger and the grass smaller, to make things more noticeable
Thank you I'm glad you like it ☺! These are good points.
@@spimortdev u should also make the trees white on the snow area :)
Maybe even make the coins have a 2D spark from time to time that renders above the grass, to make them more alluring and easier to spot
the grass is a bit too much and I kinda like the flat sprite trees much better, adding patches of bush or even flower beds every so often to the forest area might help to break up the mundanity of a flat green floor tho, and could harbor a surprise enemy every so often too.
Cool experiment!!!!
But man... I still really enjoy the jumping into painting thing. Thought that was cool / creative .
Thank you! 😎 I agree, it was a clever idea back in the days!
This is genuinely awesome! Hopefully this will gain traction and show everyone your great talent
Thank you 😍!
the video wont load past 1:30 for some reason.. a reloading didnt do much
This is a really cool idea! I’ve wanted to do something similar for a long time. Just expand the levels and make them seem as open and endless as I imagined them when I was younger.
I'm glad you enjoyed it!
It's cool to see that people has similar ideas 🙂!
mario 64 is one of my favorite game ever 0:01
hell yeah 😍
Jajajajaja lol
moai
I think that i saw a rom hack for mario 64 that made it an open world game, but it was janky and seeing it done from scratch is awesome!
Thank you, I'm glad you enjoyed it! 🤩
Do you mean Kaze's Open World Mario 64 ?
The footstep noise made me so uncomfortable but everything else is fine
Wouldn't it have been faster and easier to make a custom map and import it into the PC Port of Mario 64? Would have looked a lot nicer too.
Well probably! But this was a lot of fun to do it from scratch and a cool challenge too ☺.
I like the implications that the stages are meticulously manicured, and the surrounding areas really are just part of the wild
as a person who takes a game dev course and loves everything about programming, I have to say, I loved and loved watching every second of this video. +1 sub
Thank you so much, that means a lot ☺!
Great proof of concept! I also wanna share some thoughts for ways this could be improved on (and yes, I know it won't be):
I was also thinking about some kind of fast travel, and keeping the original purpose of the picture frames for that is the most logical idea. Like some other commenters suggested, it should be unlocked first, and my take on that would be to first gather *three* of a courses stars for the 15 main courses (and I guess everything else just needs to be found, or for the cap switches to activate the switch for the fast travel to unlock). My reasoning for that high number is, because a player would want to spend some time in a level before continuing to the next, so with this, it would be a kind of sense of achievement when a player is getting familiar with the level.
- Just a small nitpick regarding the castle fast travel: Spawning outside of the castle is actually a longer distance away from re-entering any level when exiting a stage than in the original game, where you spawned on the ground floor. I think spawning on the respective castle floor, according to the stage you just exited, would make the teleportation feel more natural.
As commenters have pointed out and the criticism for empty open worlds in gaming gets louder in general, I thought of a simple system for making travel just this little more exiting (without thinking of entire side objectives between the stages or a full sensible layout for all stages that would have them closer together): Koopa The Quick and the Owl could be unlockable fast travel friends to call on.
- Koopa could show interest in you after your race in BOB, tasking you to 'quickly' gather or complete something for him, like a certain number of coins or your first 10 stars (as BOB, WF and JRB, maybe even the Secret Slide and CCM would be very close to the castle to get your first couple stars). After you've done that, he becomes an always-able-to-call-upon personal kinda car of yours, where he carries you around the map, eliminating the need for the random small Koopas around the map, the need to walk to them, and the possible threat of destroying your shell and being stuck in an open plane, while tying it up with a neat little narrative achievement.
- Then you get introduced to the Owl in WF, and they tell you about their interest of exploration and seeing different parts of the world, starting another side quest. With this one, you have the option to call the Owl in any newly found stage, making them come to you and telling you some nice details about said level they picked up on their way here. As there are 23 different unique stages (15 main, 8 secrets and Bowster stages), you could set a threshold for this quest at maybe 15 found stages. Once you've achieved that, the Owl thanks you for helping them see the world and also becomes a way of fast travel, namely a flying option with decent speed, opening the world to you fully (and maybe being basically the only way to WMotR, RR or even TotWC), and prompting you to find the rest of the stages, maybe even giving you explicit directional hints.
With these, the open world would be more interesting to explore, while having incentives through cute little infos about the world and narrative tie-ins, while feeling like actual achievements and progression.
And lastly, I just want to touch upon a few placements of courses I thought about, mainly according to the game's various unique out-of-level teleports:
- BOB and WF should be close by, next to the castle, as the introductory stages they are.
- JRB can somehow be tied in to the lake next to Peach's castle, and thus would also be very close by.
- The thematic courses like CCM and SL as snow stages, SSL as a desert stage, BitFS and LLL as lava stages and so on should be next to each other, and all caves should obviously be underground.
- When falling off the stage of WMotR, you spawn above the lake of Peach's castle, which would mean WMotR should be square above the castle in this mod (as opposed to TotWC and RR being also way up in the sky, but somewhere else).
- When the hatch in DDD is open and sucks you in, you get spat out to the lake yet again, prompting a kind of connection to JRB as well.
- VCutM releases you in that small hole in the water where the waterfall is, which is fitting considering VCutM's entrance is not far away, however a sensible reason as to why you are being transported up after falling down the stage would have to be thought of.
- CotMC has a big stream of water that, when being caught in its current, will spit you out from the waterfall of Peach's castle. That means that tiny cave would have to be in the side of a mountain near the castle, but it is also below HMC, as that is where its entrance is.
- Going off of that, I'd say having TTM be high above the waterfall, where your mod currently has the upper lake and the opening to the open world, would be reasonable, and falling down the mountain slide would be a way to get to HMC inside of that massive mountain. From there, the water of Dorrie's cave could also have connections to other water levels, like the entrance to DDD or something, as well as the classic entrance to CotMC and its exit to the waterfall.
- TTC would have to be in the castle, possibly literally fully visible inside that upstairs clock, and functionable through resizing shenanigans.
- CCM (together with SL) could be close to the castle too, as the ground floor introductory stage that it is, but you would have to be careful with the transition to the snowy landscape.
Alright, so much for that.
Thank you so much, I'm glad you enjoyed it! 😎
There are a lot of details into that comment I love that! Of course, as you said, this is mostly of proof of concept but I always enjoy seeing other people ideas.
Let's be honest I don't have the man power to do all of this but damn that would be cool! Imagine if Nintendo would actually make a game like this!
I really like your idea of having koopa and owl as "companion" that you can call anytime. Also, making them available just after doing some quests is nice, I like that!
I also agree with the fast travel back to the castle, it should be in front of each level where you came from.
One thing I really enjoy with this project is how much stuff could be done. Sky is the limit, anything could be done!
Anyway, thanks again for your comment, it's much appreciated 🙂
5:50 i think i tried that in banjo kazooie too, but that was a LOOOT of time ago so i cant remember =D
i like the idea of teleporting in the frames , as if they were fast travel
Same for me, a long time ago! Banjo is still one of my favorite game !
I'm glad you liked the idea 😀!
@@spimortdev yes banjo is one of my favs too
Very impressive, never thought I would see Super Mario 64 in open world, very talented! And the open world areas remind me of the Pokemon routes that you take to get to the next city and area, so where Toad was under the grass, it felt like a trainer approaching a Pokemon Battle challenge, very well done, and it has so much charm into it! I also love how Bo-Omb Battlefield, and Cool Cool Mountain were represented from coming from the open world, I never thought I would see it like that, and last thing, I love how in Peach's Castle's painting you jumped into it and warped back at Peach's Castle, and I also love how in the Cool Cool mountain painting it warped you there, very nice, and can't wait to see the release very soon! You appeared on my recommendations, and this was one of my favorite videos to watch of all time, you made my night!
Hey thank you so much! I'm really happy you enjoyed it 😊!
There is so much stuff we can do with that kind of game, it's crazy! So much stuff I wanted to include but I had to stop at some point haha!
afaik mario 64s shading is simulating a lightsource from the camera sou you could have added something like that. i also wanted to try making an openworld version of sunshine but all the lever rips are missing the objects so i basically stopped there haha.
and yeah the wall around the castle are supposed to be green, the grass texture is just greyscale
Haha you are right for the around the castle, I realized it close to the end of the project and decided to let it gray because I feel like it makes more sense with the path I did in it 😁.
For some reason, the model online has these gray wall, maybe they took it from a different version, I don't know 🧐.
Sunshine is such a good game, an open world version of it would have been awesome !
The reason the wall is grey is because they reused a castle texture to save memory.
It was colored green using vertex coloring, which is used extensively in mario 64.
@@deefor oh that make sense! Thank you for the info! 🙂
This is fantastic. Keep up the good work. I really want to see what Nintendo can do with an open world Mario.
Thank you 😊! I want to see an actual mario open world from nintendo as well!
honestly this looks very promising i like it!
Just 2 things:
- the open world map that connects the courses is too big and makes the courses looks like a little obstacle in the way. I think it could be better to reduce the size in a 0.75 times or at 0.5 times. I think a good measure for this is that mario takes too much time to reach a course, so the time that mario take to reach a courser on a koopa shell, should be the time that mario should reach a course by foot.
- you need to reduce the field of view, is too high and looks distorted when you move, this is specially noticeable inside the castle.
And for the future you could add some scarse obstacles along the way to reach a course, but not too much the idea is that the courses are the areas with a lot of obstacles.
Thank you, I'm glad you enjoyed it 🙂!
Thanks for the feedbacks as well!
yeah the areas are way too far apart
Toad: Hey Mario!
Peach: you know this guy?
Toad: yeah, we’re best friends 🍄 😊
9:25 You even put the weird fence behavior 😂
But jokes aside, amazing project, very inspiring!
Thank you 😊! I'm happy you find it inspiring!!
i love this, but in the future you should keep the games hud, make it ACTUALLY look like SM64 (the trees just make it a bit off), use *real* SM64 physics, and you should definitely make missions, where you go places or smth and as a award you get a star for each one you complete, and bowsers level would be a giant portal unlocked by stars, and it would say: “To access my portal, you need [Amount] stars! Bwa ha ha!” it would also be super cool if you added a neat easter egg on the final bowser level staircase, where you can do the BLJ (if you don’t know it look it up) and teleports you to some secret glitch level. anyways, i hope you see this comment, i hope you shout me out if you turn this comment into a video (earned a sub btw), and hope you grow into a channel with thousands of subs!!
Making physics exactly like the original game is way easier said than done
Hahah these are all good ideas, for real! 😀
Of course the video is mainly a proof of concept, so only the basics is implemented.
There is so much stuff we can do while converting a game to an open world, that's crazy!
I agree tho, an easter egg with BLJ would always be fun!
I'm glad you enjoyed the video anyway ☺!
@@spimortdev hope you become a big channel :DDDD
@@spimortdev are you gonna make more of this?
@@uItra. I might do other videos like that (I don't know if it's gonna be about Mario) where we revisit games, we'll see 😊
Your so underrated! This is great! Kaze Emanuar did something similar five years ago.
Thank you 😁! I'll check Kaze Emanuar stuff I was not aware!
The FOV is off.
Wow, this actually looks feasible for an actual game. Not saying we’ll get Legend of Peach: Breath of the Plumber, but if they wanted to I could see that happening. Nice job! 👍
It's definitely doable to do a full game like this! I hope nintendo will do it at some point 🙂!
Good name for the game btw 😎
@@spimortdev Thanks, it took a minute XD.
Those footsteps.....
It’s such an incredible video, as I could say, it’s one of the best I’ve ever watched and it’s a combined of all I love in my life; Mario 64, dev, cats… there is no cats ahah
Oh no!! 😳 I forgot the cats! They were on my list! Dang it!
Thank you so much, I'm glad you like it 😎
i kinda want to play this it looks great and beatufill. The idea is really cool. I always wanted to see sm64 be openworld
Thank you 🤩!
@@spimortdev give me the link
@@DccToon This will never happen, sadly, for obvious reasons 😟
@@spimortdev oh i forgot that nintendo can explode you
lso its insane how you got 200 subs in a few hours, keep it iup!
@@spimortdev It's not obvious.
If anything, this make the case for why hubs and mini levels are better than open worlds
This is… a masterpiece
Thank you ☺!
Thank you!
And yes totally for the lib! When I made this project, I was not aware of this library.
But doing it myself was a lot of fun, and good for learning!
honestly I really think this is the direction that the next mario game is going to go, a huge open world with levels scattered around for you to discover. it just feels so natural, even in this rough proof of concept.
Super Mario rpg just came out i think yesterday. I haven’t had a chance to play it yet but most RPGs are open world (nowadays anyway), so you just might’ve been right about that
bowser's fury was (kinda) open world
So sunshine if it was on modern hardware. You can see the levels in the main hub.
man its been a long time since i last watched a good devlog video like this
great stuff man
Thanks a lot! I'm glad you enjoyed it! 😎
Super Mario 64 was perfectly open-world as it was. You always had the freedom to choose which levels you wanted to play, while the objective to collect stars would keep you motivated to unlock more levels. By turning the game into a sandbox, you ruin that objective and turn the game into a meaningless collectathon in its truest form.
dont get me wrong, Mario 64 is one of my favorite game ever. I dont think that turning it into a full open world game would make it a better game. But I had an idea for few months and I wanted to explore this idea.
I have an idea on how the power stars can be used. What if, for every 5 power stars the player collects, mario's max health is increased?
For every 5 power stars collected, it would increase the amount of hp in the power meter by 1. But the player wouldn't lose the power stars that are used for it.
Not a bad idea 🙂
is this a joke?
Wdym?
@@JackTheNesGuysm64 is already an open world game
@@kskeleton11kind of!
I think people forget these videos are usually made by a guy working on a project for fun
Can you please give a download link? This looks so cool I want to play it! Or at the very least share it through more private means?
Thank you! ☺
I wish I could, but I don't want to take any risk 😢
@@spimortdev It's our responsibility to fight Nintendo.
Wow! The project is really nice! I which this was real, but unfortunately, with Nintendo's (very) weird copyright system, we'll never be able to see this, so yeah. Nice work anyways!
Thank you 😊!
I wish we could create fan game like that and not being scared of the copyright 😔!
@@spimortdev You're welcome, man!
And yes, I wish this game existed, but unfortunately, this video is the only thing we'll get.
Very cool project, a real labour of love. Kind of funny seeing a single sphere of a simplistic tree rendered with 10x the number of polygons as the main player character, but nobody ever said this was supposed to be realistic! With the way we can just throw polygons at our problems these days I actually think it would have been a fun challenge to re-create the trees and bob-ombs using actual billboarding sprites.
Thank you! 😎
That's true, that would have been cool as well!
This is a neat demonstration. Reminds me of a game I made in Game Maker years ago that took about 30 minutes to complete. It wasn't very complicated or even very good, but it had its own assets and a functioning system, so I'm proud of it.
I remember the old game maker! it was fun! 😎
ngl that walking noise is the most irritating thing
great recreation though great job dude !!
Thank you 😊!
And yes I know, I kinda agree with you for the sound haha!
You should make a part two where you add more stuff and fix bugs
Like the camera going through the ceiling
And adding star collect animations and painting going-through animations
Not a bad idea, we'll see 🙂
@@spimortdev thanks!
I love how it is already an open world game and you've made it even more open world lol. Amazing job
Thank you! 😊
Is the game published ? If yes how can i play it ? ps: nice video dude
Thanks! Sadly, I can't afford to have problems with nintendo 😟
Sir, how you got the Mario model and animations? I'm trying to do this.
Take a look at this 🙂
github.com/Fast-64/fast64
@@spimortdev And... What i do now? I tried to Import on Blender but, it gone wrong.
@@SynthAiSonicZ_SunoAi I remember following a tutorial on it (sorry, it's been quite a while). I think it was this one :
ruclips.net/video/ql0UjZJtEOo/видео.html
The new mario game will be open world! I think it’ll be called “Super Mario: Kingdoms”
Let's hope so ! 🤞
Awesome!! Very good job doing it!! I like it a lot :0
We need this project to be completed and be the fully Super Mario 64 experience but open world
Thank you so much, I'm glad you enjoyed it! 😊
I would like to make this project more complete but I'm scared of Nintendo 😟
@@spimortdev You're more than welcome :D
Oh okay, I know what you're meaning...
But there are some other Mario fangames than are still alive and Nintendo didn't took them down yet
Meanwhile you don't take profit about it then Nintendo can't make you anything too easy
@@azrhyga That makes sense! I'll think about it 🙂
I still have other projects I want to work on in the meantime (like the video of skyrim I made 😁)!
@@spimortdev Oh okay, I understand
Good luck with the other projects too!!
Franchement, c'est une des meilleures vidéos que j'ai vu autour de la création sur Godot et Blender ;)
Merci beaucoup, très content que tu aimes! 🙂
Je vois que mon français a été démasqué haha!
this idea is amazing! i love how open mario 64 looks in a well open world like this! if i had some ideas it would be cool to expand on in mario 64 the level select usually gave a hint to where the stars were located on the map so maybe you can create a thing where the toad npcs and/or other npc's gave like missions to mario to get these stars and they gave the little hints there. maybe you could also do a thing where when mario enters the vicinity of a world a little element comes up in the bottom right corner telling where he was. just some ideas absolutely love this! you've earned my subscription :)
Thank you 😊!
I was thinking about a map/minimap at some point but it didn't make it into the proof of concept video haha!
Well excited to see what you come up with in the future!
Amazing! Hopefully you can secretly release it out without nintendo knowing. Very cool
I won't take the risk haha
It was a fun project to do tho!
I'm glad you enjoyed it ☺!
@@spimortdev It was epic! Maybe one day we'd get an open world Mario game like Bowser's Fury but longer like this! 👍
It's a cool idea and cool execution! Points for that! However, the project kind of suffers from the same thing most other fan projects suffer: the added content looks a bit out of place. Like the trees, they are suddenly 3d models and not billboards anymore. The expanded ground does not have the same texture as the original ground next to it. Post processing looks out of the place amongst the old assets. The pacing of the gameplay is now all distored because of the open world aspect. But, that's unavoidable: it's a game made for a specific spec, and so it cannot be easily "just made larger". But your efforts were great you did the best one could! Cheers
Thank you 😊!
These are valid points! For a proof of concept video I think it's enough, but I agree that for a full game like this, a lot of stuff should change.
Dude you’re amazing! I really dig how you made the open world! The hub worlds are linked through forests and random areas. I love it a lot. There’s a lot of potential in your fanmade game! 🔥⭐
Thank you 😊!
@@spimortdev Hey thanks for the reply! It’s always good to get a reply from a creator 😎✌
A really good idea to make the movement of Mario feel really spot on is the Mario as a library project that was completed a little while ago. It basically lets you take just the movement aspect of Mario 64 and implement it into whatever game you want. There’s already a bunch of mods for other games like Minecraft and Rocket League that have used it and I think this game would benefit from it a lot as well.
I know what you mean! But it was way more fun to do it myself haha!
7:06 this is the kinda guy who drives carefully in gta
Hahaha totally! 😂
I have absolutely no ideas for suggestions, I just think it's a great idea and you're doing good so far
Thank you 😊!
One of my only gripes about this, is that the courtyard for the castle wasn't added. But if that was due to time constraints, that's understandable. Other than that, this looks amazing!
Thank you! 😊
Yes, I needed to stop somewhere for the video! The number of possibility in that kind of project are crazy haha!
nice! good luck on 1k :) also, maybe tune down the jumping and mario's size
Thank you 😊!
Bro, this is genuine TALENT bro, you are a flippin G.O.A.T. my Seagull (RUclips keeps telling me to watch my mouth😅) . . . Super Mario 64 is about 60 to 70% of the nostalgia from me being a child, so seeing this being done is like fever dreams, normal dreams, and just daydreaming wandering around Mario coming true. That last part isn't an exaggeration neither I literally have had a few instances where as a child, I had fever dreams of these new hidden roads outside of that beginning field in front of the castle.
I'm so glad you like the concept 😎
@@spimortdev I'd love to see a version of this game where all of the battles have more depth and detail, instead of the traditional "Toss'em on his back 3 times to win" type.
the game is already kind of open world. u can explore so many maps
Can you add snow on the trees in the snow areas?
I could have yes!
Everybody gangsta until the Nintendo copyright lawyers see this and spimort is never heard from again…😮
I managed to make it 40 seconds into the video before giving in to the urge to clear my throat.
...With that off my chest, literally and figuratively speaking, this is an awesome project!!
Thank you 😊!
Honestly, I think it would be interesting to see all the levels just be physically connected at the points where the paintings usually are, with the castle interior actually being inside the castle facade (with whatever modeling that has to be done to hide it or make it look natural) and if the levels overlap in any places, turn those into actual connection points that encourage exploring. It would turn the whole game into one big jungle gym.
That's not a bad Idea, that would have been really fun to see 🙂
as a unity designer and model editor on unity this is amazing. All I'ma say is add some textures and get some more art based textures and add some more mechanics and this will be amazing. AMAZING JOB KEEP IT UP
Thank you !☺
I always love to meet fellow developers!
Thankyou, I had looked for this long ago, such a natural thing to do.
You are welcome!
I grew up thinking if you tried hard enough you could get over those hills, so this was really cool for me to watch. Thanks for making this! I also thought you could get to the islands in the background texture if you angled the cannon right; that would probably be another cool idea to explore
Hey, thank you for watching it! I'm glad you like it! 😎
Not a bad idea for the island in the background!
i never thought anyone could ever make the conglomeration of polygons that is the sm64 levels make sense with respect to each other, but you did it and it's awesome
thank you so much, I'm glad you like it😎
This is really cool! A lot of work went into this. Really really cool stuff
Thank you 😊!
I can't disagree on that, I did put a lot of work (the game itself but also the video)! It was still pretty fun to make 🙂!
This is incredible! I hope you get tons of subs!
Hahah thanks !😁
I’m considering doing a similar concept. What I’m finding out is the original gameplay alludes to some cannon connectivity to the castle. Like dire dire docks connecting to the castle lake… the metal cap cave connecting to the waterfall… and the haunted house basically being outside the rear castle courtyard. Having those connect could make it feel so natural
You should totally do it 🙂! The connections you mention make a lot of sense I think!
Amazing! That’a the typical dream that you wish when you were a kid! Good luck with the process
Thank you 😊!
Pretty good, all that is left is to improve the textures and also add shadows and lessen the bright colours
Thank you! ☺
This is incredible! Awesome job! :)
Thank you so much 😁
I think you should have some level of detail for the map because that many trees and stuff far in the distance can’t be good for performance. I also think a little fog would make it look much better!
I also think you need to backtrack on those post processing effects. They kind of look terrible
Cannot disagree on that! There is a lot of stuff I could improve in this project 😉
Nice work. I love this. 😁😁😁
Thank you ! 😎I'm glad you like it!
"Everyone knows that games aren't real games unless they're open world." -James Franco on the set of Wreck-It Ralph 2
great video! also you sound so much like two minute papers its crazyy lol
Thank you! 😊
It's really good to see that some fan wanna made a game like this, and search examples to see how those game works, and try to adapt those mechanics to work in his game. I felt like some companies just make games thinking they know when they don't.
I think, even when is raw, looks pretty good and made with love.
Thank you 😊!
Doing it from scracth was really fun I gotta say!
Good luck with your project!
You should definitely put Royal Raceway in front of the castle, like in Mario Kart 64.
@00:40 how did you fix him?
@01:05 how did you fix the animations?
For the textures, it was a mix between not "double sided textures" and textures being repeated.
For the anims, it was a lot of experiment with the plugin I found. To be honest, I can't remember all the attemps I made to make it work 😅
Open world...TREASURES?!?! You made mario 64 into a spare the dragon game