Imagine making a game so perfect and advanced that it can barely be emulated and basically none of your casual fans will ever be able to play it correctly/ at all
Feedback/suggestion: - It seems easy to miss when Goomba King is getting hurt (I didn’t even realize what happened in your plathrough until you mentioned it). He should make a grunting sound when it lands on him, so it’s more obvious. - If the above still isn’t obvious enough, if the boulder is about to land on him, freeze the gameplay and focus the camera on the boulder landing on him. Then once he gets up and says his dialogue, resume gameplay. - The spiky goombas should probably be vulnerable during their getting-up animation. - I’m colourblind, so I didn’t realize the egg coin slot changes colours as you approach it. Maybe make it pulse faster when you’re closer, for accessibility?
Oh yeah, that's a great idea! I watched another playthrough and had no clue that winning was connected with the boulders. I thought you won when King Goomba got bored lol
Regardless whatever rating the game has, this is a highly anticipated game. After MITM release, this would be the most anticipated Mario64 fan game. If Kaze ever gives a HIT of when he'll drop the full release I'll download the full game from day one. As of now its clear he wants people to play this demo for testing. Full release is getting closer but the only one that knows when is Kaze himself. As he said, he wants to perfect the game and code have it super polished before it drops.
Kaze be like "Yeah, we drop at 47FPS on the game cube level, but if you desactivate DLSS and only use 1080p mode, you can go back to 60FPS." lol It's amazing anyway! I will try to take some time to test it! Thank you so much for sharing it with us!
For those colorblind with double green receptors, red on black is seen as black. Even if flashing. So as a visual designer, always try to avoid black on red, or red on black, in critical areas.
I found a glitch, in the smb1 area. If you climb from the bottom of the flagpole to the top coins will come out forever, or at least it seems like it. It went from 500 to 1500 and it's still going. Anyways awesome demo and i found the secret wich is pretty cool Right now it's over 10k coins and it's showing random sprites instead of the first number
@@yurifairy2969would kinda break the whole coin economy of the game since i think you may eventually be able to use coins to get stars (cuz otherwise why even have them) so itll just kinda break the difficulty of getting those stars
@@SomeRobIoxDude Yeah those stars would become really simple with this glitch. I did this for a while and got quite a lot of coins, but i don't know exactly how many since the counter didn't show numbers anymore and the number of coins saved properly so when i reset the game i still had them, meaning if you do this once you don't need coins for the rest of the game. It's also really easy to replicate since you just need to grab the bottom of the flagpole, not even climb to the top like i said earlier, so it's really game breaking if you know about it
feedback/suggestion: · have a camera mode setting with both 'default' and 'swapped' options · have zoom level persist through doors/pipes everything looks and feels great, and course 1 is already fun to play. my only gripe is with the camera controls; i found myself wishing i could swap the fumctionality of c-buttons and the d-pad (playing on actual n64 controller). being able to tilt the camera did't feel that useful, but i would often want to zoom the camera out, and always would have to reach my hand over to the d-pad. it would also be nice if the zoom setting would presist through doors/pipes.
Can't lie I think I got a jumpscare crash. Long jumped onto the log outside the Windmill and my headphones got blasted with a static sound. Aside from that jumpscare a very joyful experience, would fully recommend playing (maybe just not with headphones for now lol)
feedback/suggestion: Check HUD and text safe zone elements for CRT screen users. Older TV's do not display every pixel because of the border mask, so the edges might be cut off. Maybe add an option to scale overlays towards the center.
Congratulations on the results of the hard work, its simply amazing seeing a game this smooth running on real hardware. The only "issue" I had was that I couldn't judge the depth accurately to grab the Goomba Boss star, maybe some indication on the ground would be helpful?
Love it. Couple of changes I would make that I put in that google form, but if it were to release exactly as is I would still say this is modern Nintendo quality, if not exceeding. Great work.
BoB being level one is probably why everyone knows about the flower warp. It's where we all played around as kids the most! And DIRECTLY afterwards is WF where most people aren't aware of the bricked up 1-UP 👀
I found 2 things. 1. I can press L + A to do an instant backflip forward, interesting 2. Walking into the castle at the end of the retro level from behind after ledge grabbing there is probably not intended.
Had fun with the demo, and looks fantastic! Not sure what the issue with Everdrive is, but the tip on that ROMhacking site worked. Booting another SM64 romhack first and running around with Mario, hitting the reset button then launching the demo. Only works with Star Road for me. Every time too.
@KazeClips I soft locked while talking to the blue bunny on the bridge. I killed the 2 bully goombas and talk to the bunny while standing to his left. After doing so the game softlocks, everything continues to run in the background however I can no longer move mario or pause the game. (Running on updated Parallel Launcher v2.21.0)
The reason dropping a boulder is so hard to understand is that it's a _boulder!_ Nobody's used to those being manipulable - put some big cartoon eyes on it? (Making sure that they're facing forwards when the boulder is doing its "pause".)
I'm surprised you haven't fixed those random black pixels appearing at the edge of the screen (especially the top edge) that are caused by something related to AA coverage. SM64 had them but most later N64 games were able to avoid them.
11:22 on my playthrough, for some reason when I tried talking with the wall jump rabbit it froze Mario, I could control the camera, but the dialog box never showed, and also I could not pause the game, had to reset, but next time it worked, I have video evidence of this, I'll upload it somewhere
@KazeClips I tried sending the link here but I guess YT automatically deleted my comment, I uploaded it to my channel, just happened once and I don't know how to reproduce, first I killed the right goomba, then the left one and pressed B to talk to the bunny
Noooo Kaze! Why did you disable the function to change the direction of the ground pound dive? Edit: bro 72 likes and 14 replies just cause i said i want the function to change the ground pound dive direction Thank you all, and thank you also kaze for give us mods like this.
I'm also missing the air dive direction change. Air dive only works well in Mario Odyssey bc you can change direction when you land on the hat imo. I know some people consider it op, but it is simply a very very fun mechanic.
Technical: Would not boot with Parallel launcher I found a few spots where you just cannot crouch or ground pound. Facing the wall in the divet with the tall mushroom with the weird texture in the back of the level comes to mind. Coins seemed to have a z buffer issue and were not visible much of the time. Yoshi coins were not affected. Shadows were still visible. playing on Luna-Project64 v3.5.4 Aesthetic: Returning to the main area after getting a star or dying is very abrupt The theme for Bunny Brushwood sounds like a good main title theme, not really like a rabbit playground. Yoshi in the main area doesn't animate when he turns. Goomba king should have the boulder bounce off him not squish. Unclear in the air where while hovering where invisible walls at the edge of the level are. I feel like the bouncy flowers should make a noise when you bounce on them, not just Mario. Actors tend to slide during talking cutscenes You can build up a uncomfortable amount of momentum on the slide Pedantic Nitpicks: Font in text boxes is too aliased and does not fit in with UI text Complaining aside I had a lot of fun. I even did the 8 coin star when I couldn't see any of the coins.
those tchnical issues are both emulator bugs unfortunately - PL only works on the newest version because i helped the creator fix a bug that prevented this booting a week before release (and 2 days before release, he updated and broke PL...) coins not showing is because you need to enable depth fragment writes in glideN.
One other thing I'll note, is it's not readily apparent that the "radar" is the radar. Frankly it might be better to call it a detector, because I was expecting a circular radar to actually show up in the final level. Maybe some flavor text explaining that the bar up top is the radar might help, the hint the bunny gives was frankly not obvious enough that it itself was supposed to be the thing that tells you. I had to sit through the video to figure this out (I wanted to play it without spoilers)
I wonder if you can add native support for 21:9 widescreen resolutions? It'd be great to be able to play this on an ultrawide without using emulator hacks.
Can anyone recommend a good video or know of decent instructions in order to use the parallel launcher in interpreter mode? I’ve been recommended to do that by enabling advanced rom settings and so far I haven’t found where I can do that. I must be doing something wrong.
Thanks guys that was that was amazing thanks so much I'd say I was speechless but I have one more thing to announce coming this year DEMO TWO (parody E3 2013 Peggle 2 announcement)
9:16 I think I know what secret you’re talking about because I found something when I was looking for yoshi coins lol. I can post a screenshot when I get the chance
I knew it wouldn’t work on Android emulators in the end. It always happens like this: other demos work just fine (I even tried Peach’s Fury without any issues, and it ran at 60 fps), but when it gets close to the final release, everything goes wrong. Unfortunately, I don’t have a PC, and my Nintendo 64 is broken. Oh, and of course, I’m not blaming you. I’m just frustrated because I already know I won’t be able to play this amazing game, even though I’ve been waiting for it for so long.
On Android, using Mupen64 FZ with the Rice Video plugin, the game starts and runs at 60 fps, but the graphics are very buggy: Characters like Mario, NPCs, enemies, and other objects like flowers are completely black (except inside the giant carrot). The retro sections are completely unplayable because nothing is visible. Coins don't appear when you get close to them.
Did you add coyote time?? Sorry if this was covered in one of your updates cause ive been ignoring most of them so that theres more surprises when i play it
Coin radar is an amazing innovation. All games will try to copy this feature from now on. And soon, all games will be on Switch 2. All other consoles except Nintendo 64 will be obsolete. Did you know the Switch now has a separate emulator for N64 and N64 adult games?
Is the plot still that bowser kidnaps all the Yoshi? because then i might find it weird that there are no yoshi to save in the level. Maybe the egg in the level should be a captured yoshi instead where you instead pay some baddy the 5 egg coins to open a cage where the yoshi is captured. maybe i have just misunderstood. Its going to be a awesome hack either way :D
9:14 you mean the blue coins right? Cuz I found that (it's behind the you know what). Also the secret level is actually really cool to see and obviously very buggy
Hi Kaze, Boss the Goomboss feels a bit too short in my opinion. It would be cooler if you had to platform through some areas first before facing the boss.
This was only a minor issue I had with this most recent demo. What's the point of limiting the player from collecting the egg coin star to only the final act? I get emphasizing that there's a radar available, but it's strange how both red coins and egg coin stars don't boot you out of the stage but only one of them you can pretty much complete in any act. I feel like the player should at least be rewarded for not needing the radar if they find all egg coins before the last act.
Reading the comments it seems I’m not alone on this observation, but it’s not obvious at all that you can aim the boulders in the Goomboss fight. I remember watching Snooplax play it and thinking, “Is this scripted??”
9:32 Oh so you could scroll up so the coins don't fall everywhere if you didn't get high with the jump 12:40 Yeah I never ued ground pound, only the other shananigans on the air
May I suggest a toggable feature where, if a button is pressed on the controller, one can climb up any vertical surface, and be able to wall-kick anytime? I feel it would be stellar for parkour and modded levels! Love everything you do Kaze! Keep it up!
I hope the full release will be playable on Mupen64. Seems like a lot of ppl here use it on android and most of the rom hacks I play work great. Why won't this one? Too much original code? I thought any game that's console compatible should work on most emulators, but I also have a very loose understanding of how all this works. What you do is essentially Magic To me Kaze
Are all 5 Yoshi Coins accessible from the last act(Egg Coins on the Radar!) in every level? Can you make the Yoshi Coin use the Yoshi's Island Smiley Flower sound effect instead of the coin sound effect? Why do Yoshi Coins sometimes not play its sound effect?
download here romhacking.com/hack/return-to-yoshi-s-island-demo-2
What a tkme to be alive
You should pin your comment my guy
Imagine making a game so perfect and advanced that it can barely be emulated and basically none of your casual fans will ever be able to play it correctly/ at all
Feedback/suggestion:
- It seems easy to miss when Goomba King is getting hurt (I didn’t even realize what happened in your plathrough until you mentioned it). He should make a grunting sound when it lands on him, so it’s more obvious.
- If the above still isn’t obvious enough, if the boulder is about to land on him, freeze the gameplay and focus the camera on the boulder landing on him. Then once he gets up and says his dialogue, resume gameplay.
- The spiky goombas should probably be vulnerable during their getting-up animation.
- I’m colourblind, so I didn’t realize the egg coin slot changes colours as you approach it. Maybe make it pulse faster when you’re closer, for accessibility?
4:05, maybe have the first boulder forced to drop on his head, then have him say something like “No, you fools, aim the boulder at Mario not me!”
yea that's how i'd imagine Nintendo doing it to teach the player what is supposed to happen
I second this.
Oh yeah, that's a great idea! I watched another playthrough and had no clue that winning was connected with the boulders. I thought you won when King Goomba got bored lol
"throw it at him, not me!"
Damn Kaze, only been out for 4 hours and its already the 8th highest rated hack on the whole site.
It's actually been a couple days which is surprising but yep when this hack is fully released it's gonna be insane
Regardless whatever rating the game has, this is a highly anticipated game. After MITM release, this would be the most anticipated Mario64 fan game. If Kaze ever gives a HIT of when he'll drop the full release I'll download the full game from day one.
As of now its clear he wants people to play this demo for testing. Full release is getting closer but the only one that knows when is Kaze himself. As he said, he wants to perfect the game and code have it super polished before it drops.
Kaze be like "Yeah, we drop at 47FPS on the game cube level, but if you desactivate DLSS and only use 1080p mode, you can go back to 60FPS."
lol
It's amazing anyway!
I will try to take some time to test it!
Thank you so much for sharing it with us!
when i saw mario's model shading changing in reaction to light sources i gasped
For those colorblind with double green receptors, red on black is seen as black. Even if flashing.
So as a visual designer, always try to avoid black on red, or red on black, in critical areas.
creative liberty shouldn't be kneecaped by a small portion of the audience, so that solution to this is to add colorblind modes
I found a glitch, in the smb1 area. If you climb from the bottom of the flagpole to the top coins will come out forever, or at least it seems like it. It went from 500 to 1500 and it's still going. Anyways awesome demo and i found the secret wich is pretty cool
Right now it's over 10k coins and it's showing random sprites instead of the first number
imo keep it, its not gamebreaking
Call it a reference to Flagpole Glitch in SMB1.
@@yurifairy2969would kinda break the whole coin economy of the game since i think you may eventually be able to use coins to get stars (cuz otherwise why even have them) so itll just kinda break the difficulty of getting those stars
@@angeldude101flagpole glitch makes mario get off the flagpole quicker, this just makes him wanna stay on it for longer
@@SomeRobIoxDude Yeah those stars would become really simple with this glitch. I did this for a while and got quite a lot of coins, but i don't know exactly how many since the counter didn't show numbers anymore and the number of coins saved properly so when i reset the game i still had them, meaning if you do this once you don't need coins for the rest of the game.
It's also really easy to replicate since you just need to grab the bottom of the flagpole, not even climb to the top like i said earlier, so it's really game breaking if you know about it
feedback/suggestion:
· have a camera mode setting with both 'default' and 'swapped' options
· have zoom level persist through doors/pipes
everything looks and feels great, and course 1 is already fun to play. my only gripe is with the camera controls; i found myself wishing i could swap the fumctionality of c-buttons and the d-pad (playing on actual n64 controller).
being able to tilt the camera did't feel that useful, but i would often want to zoom the camera out, and always would have to reach my hand over to the d-pad. it would also be nice if the zoom setting would presist through doors/pipes.
it's still super cool that a gamecube level can be on the N64
Can't lie I think I got a jumpscare crash. Long jumped onto the log outside the Windmill and my headphones got blasted with a static sound.
Aside from that jumpscare a very joyful experience, would fully recommend playing (maybe just not with headphones for now lol)
feedback/suggestion:
Check HUD and text safe zone elements for CRT screen users. Older TV's do not display every pixel because of the border mask, so the edges might be cut off.
Maybe add an option to scale overlays towards the center.
There is savestate detection in this romhack! Some guy from the moon rapped something about my savestates being rude. :(
demo was really fun, mind blowing amount of effort and so much has changed since the first demo, can't freaking wait for the full game
Congrats on the progress!
Damn Kaze. This is amazing! I can't wait to see the documented code for it 😎
Congratulations on the results of the hard work, its simply amazing seeing a game this smooth running on real hardware.
The only "issue" I had was that I couldn't judge the depth accurately to grab the Goomba Boss star, maybe some indication on the ground would be helpful?
Love it. Couple of changes I would make that I put in that google form, but if it were to release exactly as is I would still say this is modern Nintendo quality, if not exceeding. Great work.
BoB being level one is probably why everyone knows about the flower warp. It's where we all played around as kids the most! And DIRECTLY afterwards is WF where most people aren't aware of the bricked up 1-UP 👀
10:58 "Mm. A modder and a philosopher. You are full of surprises, Mr. Kaze."
that was a fun time! the movement and camera feel really good!
I found 2 things.
1. I can press L + A to do an instant backflip forward, interesting
2. Walking into the castle at the end of the retro level from behind after ledge grabbing there is probably not intended.
this looks absolutely amazing !
Had fun with the demo, and looks fantastic! Not sure what the issue with Everdrive is, but the tip on that ROMhacking site worked. Booting another SM64 romhack first and running around with Mario, hitting the reset button then launching the demo. Only works with Star Road for me. Every time too.
Instead of a boulder for the goomba boss, maybe you could use a bullet bill or a bo-omb, or even a mecha-koopa.
I agree with this - boulder movement being manipulable is unintuitive compared to those options.
o dang, u fixed ur mic, it was an icon at this point 😆
Can't wait to play, looks incredible, thx for all your hard work 😀
Had a little play on it, love the artstyle improvements! Well done!
Oh! I cannot wait to try this at home!
guy says he has nothing and then proceeds to give you a tropical vacation
@KazeClips
I soft locked while talking to the blue bunny on the bridge.
I killed the 2 bully goombas and talk to the bunny while standing to his left.
After doing so the game softlocks, everything continues to run in the background however I can no longer move mario or pause the game.
(Running on updated Parallel Launcher v2.21.0)
When playtesting I found a "grinding glitch" the one where your camera shakes when you are on a ledge in the carrot interior
Many thanks! It looks pretty good!
Do you want the final version to actually play on most N64 emulators?
The reason dropping a boulder is so hard to understand is that it's a _boulder!_ Nobody's used to those being manipulable - put some big cartoon eyes on it? (Making sure that they're facing forwards when the boulder is doing its "pause".)
I'm surprised you haven't fixed those random black pixels appearing at the edge of the screen (especially the top edge) that are caused by something related to AA coverage. SM64 had them but most later N64 games were able to avoid them.
11:22 on my playthrough, for some reason when I tried talking with the wall jump rabbit it froze Mario, I could control the camera, but the dialog box never showed, and also I could not pause the game, had to reset, but next time it worked, I have video evidence of this, I'll upload it somewhere
video of this would be great!
@KazeClips I tried sending the link here but I guess YT automatically deleted my comment, I uploaded it to my channel, just happened once and I don't know how to reproduce, first I killed the right goomba, then the left one and pressed B to talk to the bunny
i see! good catch
@@KazeClips this demo was awesome! It's incredible to see it running this good on real hardware! I can't wait to play the full release 😄
The greatest Jiggle Physics since Tomb Raider.
Seriously, though - this looks superb, including the frame rate.
Well done!
interesting, i think i'll try this tomorrow when i wake up. i don't wanna spoil myself too much beforehand
Is there an option for making the eggcoin indicator blink blue to red.
Noooo Kaze! Why did you disable the function to change the direction of the ground pound dive?
Edit: bro 72 likes and 14 replies just cause i said i want the function to change the ground pound dive direction
Thank you all, and thank you also kaze for give us mods like this.
we be testing
I'm also missing the air dive direction change. Air dive only works well in Mario Odyssey bc you can change direction when you land on the hat imo.
I know some people consider it op, but it is simply a very very fun mechanic.
When you do the mid air spin you can change your direction and chain it into the dive which I think works pretty well as a workaround
🎉
Can u make it playable on emulators like mupen plz
Technical:
Would not boot with Parallel launcher
I found a few spots where you just cannot crouch or ground pound. Facing the wall in the divet with the tall mushroom with the weird texture in the back of the level comes to mind.
Coins seemed to have a z buffer issue and were not visible much of the time. Yoshi coins were not affected. Shadows were still visible. playing on Luna-Project64 v3.5.4
Aesthetic:
Returning to the main area after getting a star or dying is very abrupt
The theme for Bunny Brushwood sounds like a good main title theme, not really like a rabbit playground.
Yoshi in the main area doesn't animate when he turns.
Goomba king should have the boulder bounce off him not squish.
Unclear in the air where while hovering where invisible walls at the edge of the level are.
I feel like the bouncy flowers should make a noise when you bounce on them, not just Mario.
Actors tend to slide during talking cutscenes
You can build up a uncomfortable amount of momentum on the slide
Pedantic Nitpicks:
Font in text boxes is too aliased and does not fit in with UI text
Complaining aside I had a lot of fun. I even did the 8 coin star when I couldn't see any of the coins.
Also please make Mario's fist hitbox bigger. I had a hard time punching things in the kill 10 goombers area.
those tchnical issues are both emulator bugs unfortunately - PL only works on the newest version because i helped the creator fix a bug that prevented this booting a week before release (and 2 days before release, he updated and broke PL...)
coins not showing is because you need to enable depth fragment writes in glideN.
I am always amazed how it looks compared to the original SM64
Guys, maybe if you download exagear and ares emulator, the game might work on android. This is at least the only alternative for me
One other thing I'll note, is it's not readily apparent that the "radar" is the radar. Frankly it might be better to call it a detector, because I was expecting a circular radar to actually show up in the final level. Maybe some flavor text explaining that the bar up top is the radar might help, the hint the bunny gives was frankly not obvious enough that it itself was supposed to be the thing that tells you. I had to sit through the video to figure this out (I wanted to play it without spoilers)
I wonder if the full version of this will get homebrewd to 3ds.
interesting how you can see the edge anti aliasing distorting the hud when it's being rendered on top of a polygon edge
I wonder if you can add native support for 21:9 widescreen resolutions? It'd be great to be able to play this on an ultrawide without using emulator hacks.
Just watched DGR's playthrough.. he seemed to be very impressed
Can anyone recommend a good video or know of decent instructions in order to use the parallel launcher in interpreter mode? I’ve been recommended to do that by enabling advanced rom settings and so far I haven’t found where I can do that. I must be doing something wrong.
Fantastic work 🎉
Thanks guys that was
that was amazing thanks so much
I'd say I was speechless but I have one more thing to announce coming this year
DEMO TWO
(parody E3 2013 Peggle 2 announcement)
This looks really creative and high quality. I wish it didn't boot you out after each star though.
the sliding sounds sounds like the wind from bbh in vanilla sm64
If you could do the project all over again, do you think you would pick assembly over C?
looks so much better than the original demo can't wait to beat it in 0 stars again!
when you begin that sm64 port to your engine will it be just taking the maps from vanilla 64 or reworking them ?
Do you plan to fix the emulator incompatibilities in later demos or the final game?
the only way thats g oing to be possible is by me myself going into the emulators code and fixing like 20 different emulators
@@KazeClips what is in your opinion the least bad n64 emulator?
@@S41t4r4I think that is subjective
@@S41t4r4 ares is the best publicly available one, the new nemu is the best private one imo
@@KazeClips Any chance Mupen 64 will be supported in the final release?
You're a Wizard, Kaze
want to watch this but I don't want to spoil myself, gotta play the demo first.
really cool but i'm having trouble understanding what the colors that show on the egg coin radars mean.. does anyone know
its a "cold - warm" scale on how close you are
@@KazeClips o, thanks
PERFECT time for my Everdrive 64 to die... Error 91 :(
Maybe time to get a Summercart... Been waiting for this demo, I can't not play it!!
So goooood
9:16 I think I know what secret you’re talking about because I found something when I was looking for yoshi coins lol. I can post a screenshot when I get the chance
Has the groundpound + A spin jump been nerfed from Only Up? It feels like it's a bit less height now.
As always, love your work!
Would the mario 64 ds map work in mario 64 nitendo 64 engine?
I got my first crash on Ares! :D
are you using a hw encoder or sw encoder in obs? maybe writing to a slow drive?
i've tried both, and yeah it seems switching the drive worked. although my other drive was also an ssd so no clue
Do you have any release timeframe? Can't wait to play final version.
I knew it wouldn’t work on Android emulators in the end.
It always happens like this: other demos work just fine (I even tried Peach’s Fury without any issues, and it ran at 60 fps), but when it gets close to the final release, everything goes wrong.
Unfortunately, I don’t have a PC, and my Nintendo 64 is broken.
Oh, and of course, I’m not blaming you.
I’m just frustrated because I already know I won’t be able to play this amazing game, even though I’ve been waiting for it for so long.
it's because of f3dex3. but hopefully before the final release, someone makes a good enough android emulator.
(also keep in mind there may be a static recomp natively compiled for android which would run 10x better)
Idk what that means but it sounds like hope? @KazeClips
On Android, using Mupen64 FZ with the Rice Video plugin, the game starts and runs at 60 fps, but the graphics are very buggy:
Characters like Mario, NPCs, enemies, and other objects like flowers are completely black (except inside the giant carrot).
The retro sections are completely unplayable because nothing is visible.
Coins don't appear when you get close to them.
Maybe Kaze could fix m64fz only cuz most of the players play on parallel launcher
Did you add coyote time?? Sorry if this was covered in one of your updates cause ive been ignoring most of them so that theres more surprises when i play it
yes! 2 frames to match input lag on console
Coin radar is an amazing innovation. All games will try to copy this feature from now on.
And soon, all games will be on Switch 2. All other consoles except Nintendo 64 will be obsolete.
Did you know the Switch now has a separate emulator for N64 and N64 adult games?
Will this work on the everdrive x7?
Is the plot still that bowser kidnaps all the Yoshi? because then i might find it weird that there are no yoshi to save in the level. Maybe the egg in the level should be a captured yoshi instead where you instead pay some baddy the 5 egg coins to open a cage where the yoshi is captured. maybe i have just misunderstood. Its going to be a awesome hack either way :D
Will there be a replay intro cinematic button?
GUYS I FOUND THE SECRET THAT KAZE WAS TALKING ABOUT!
One question, why does the dark place with the goomba's looks so dark?
9:14 you mean the blue coins right? Cuz I found that (it's behind the you know what).
Also the secret level is actually really cool to see and obviously very buggy
Hi Kaze,
Boss the Goomboss feels a bit too short in my opinion. It would be cooler if you had to platform through some areas first before facing the boss.
“In order to run Return to Yoshi Island 64, you’ll need the expansion pak installed in your Nintendo 64 system” … just kidding 😂
It works without the expansion pack?
@DistantPeak Oh i don’t know. I was making a joke.
@@epicjoshy1485 fair
This was only a minor issue I had with this most recent demo. What's the point of limiting the player from collecting the egg coin star to only the final act? I get emphasizing that there's a radar available, but it's strange how both red coins and egg coin stars don't boot you out of the stage but only one of them you can pretty much complete in any act. I feel like the player should at least be rewarded for not needing the radar if they find all egg coins before the last act.
oh it's supposed to spawn any time you approach it with all egg coins collected. if it does not, then that's a bug.
ohhhhhhhhhhhhhhhhh, that weird beep noise is the camera turning sound
That's pretty cool, especially considering how old the N64 is. So when is Nintendo hiring you to work on their next Mario game?
by some reason i cant patch the game, i'm using usa .z64 version and i always get a compatibility error when trying to patch it
did i find an infinite coin glitch?
I climbed up the pole in the retro pipe from the bottom and the flag won't stop spawning coins
Lmao i beat the demo and I didnt even realize until watching this video that you were supposed to aim the boulders to goomboss
Reading the comments it seems I’m not alone on this observation, but it’s not obvious at all that you can aim the boulders in the Goomboss fight. I remember watching Snooplax play it and thinking, “Is this scripted??”
encontre algunos bugs... y desde el sabado que lo andaba jugando y se me hizo raro que no lo publicaras en tus canales
Is the music for SMB 1 and the "secret" level sequenced or streamed as an MP3 or something?
It's amazing that it appears to be 1:1 as on the GCN. ^^
will your game be playable on coop when it will be done ?
9:32 Oh so you could scroll up so the coins don't fall everywhere if you didn't get high with the jump
12:40 Yeah I never ued ground pound, only the other shananigans on the air
May I suggest a toggable feature where, if a button is pressed on the controller, one can climb up any vertical surface, and be able to wall-kick anytime?
I feel it would be stellar for parkour and modded levels!
Love everything you do Kaze! Keep it up!
So the Yoshi coins not resetting after leaving the stage / getting a different star. Is that intentional?
yes
Which Super Mario 64 rom should I use to patch this?
The USA one, duh.
Are there any compatible n64 emulators for Android beside retroarch?
Only the North American SM64 rom. Not any other ones
@ Not that I know of. PC is recommended for N64 emulation besides just playing on a real N64.
Is it compatible with RetroArch 🧐🧐
I hope the full release will be playable on Mupen64. Seems like a lot of ppl here use it on android and most of the rom hacks I play work great. Why won't this one? Too much original code? I thought any game that's console compatible should work on most emulators, but I also have a very loose understanding of how all this works. What you do is essentially Magic To me Kaze
im using too many console features to save performance for such inaccurate emulators to work correctly
is this supposed to be unlisted
not anymore
well then
Dont work on Android...
correct
Are all 5 Yoshi Coins accessible from the last act(Egg Coins on the Radar!) in every level?
Can you make the Yoshi Coin use the Yoshi's Island Smiley Flower sound effect instead of the coin sound effect? Why do Yoshi Coins sometimes not play its sound effect?
yes
pretty nifty is right
Is the demo in 60fps? Or it’s just I can’t tell?
OH MY GOD
I would play it, but I have a crippling phobia of infinite expanses and the overworld being a black void greatly unsettles me.
lol fortunately for you, that's only the demo