Enemy Bounce Concept

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  • Опубликовано: 8 сен 2024
  • Main Channel: / kazebg0
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Комментарии • 77

  • @hellstormerMC
    @hellstormerMC 2 месяца назад +43

    For those who are wondering, it's a concept done by careful usage of the moon jump code

    • @lFunGuyl
      @lFunGuyl 2 месяца назад +11

      Thanks. I'm even more confused now

    • @hellstormerMC
      @hellstormerMC 2 месяца назад +7

      @@lFunGuyl After stomping the goomba, he presses the l button for very short times to simulate what an actual goomba jump function would look like

    • @lFunGuyl
      @lFunGuyl 2 месяца назад +3

      @@hellstormerMC???

    • @hellstormerMC
      @hellstormerMC 2 месяца назад +1

      @@lFunGuyl he moon jumps off of the goomba for a short time

    • @lFunGuyl
      @lFunGuyl 2 месяца назад

      @@hellstormerMC Ohhhh, gotcha

  • @ganondalf8090
    @ganondalf8090 2 месяца назад +58

    it would be cool if the coins only appeared from where the enemies died once you touched the ground, so you could do an epic bounce combo off of enemies and get rewarded with a bunch of coins at once, and also be able to do such a combo while going for the 100 coin star without worrying about the coins despawning. Even if that couldnt be implemented across all the enemies in the game for some reason, I think it would still be a cool gimmick to give a certain enemy type.

    • @Izzybench
      @Izzybench 2 месяца назад

      Ooh I love this idea! :D

    • @six_buck_dlc
      @six_buck_dlc 2 месяца назад +1

      or maybe the coins are automatically collected, if that cant be done

  • @MixailZxNintendo237
    @MixailZxNintendo237 2 месяца назад +24

    very beautiful animations

  • @angeldude101
    @angeldude101 2 месяца назад +6

    Regarding the long jump getting canceled by the bounce, you could make it so that holding back on the control stick cancels the long jump, but not doing so maintains it. With the shown clip, I don't see why Mario shouldn't have been able to bounce on the second goomba and why he instead dropped in from of them and got hit.

  • @SuperFranzs
    @SuperFranzs 2 месяца назад +35

    Very nice! Made me think twice if vanilla had it.

    • @saltendo2177
      @saltendo2177 2 месяца назад

      I think SM64DS had the enemy bounce.

    • @saltendo2177
      @saltendo2177 2 месяца назад

      Nevermind, I thought it was referring to enemies jumping, the original didn't have the super bounce, just the regular one.

  • @WiiFitGOTY
    @WiiFitGOTY 2 месяца назад +12

    The new animations look so good

  • @sacknaht2567
    @sacknaht2567 2 месяца назад +8

    so smooth

  • @A_Person_64
    @A_Person_64 2 месяца назад

    0:42 and on really shows how small yet compact this place is with detail.
    A big far cry from Wildlife Valley

  • @Birb64
    @Birb64 2 месяца назад +4

    I like the way mario can be controlled after the jump, though it would be nice to have the long jump get it's own form to make it easier to combo enemies at longer distances.

  • @RhetticusRex
    @RhetticusRex 2 месяца назад

    I love the bounce concept; quintessential.

  • @jupiterblue3227
    @jupiterblue3227 2 месяца назад +14

    after this romhack ur next step should prob be making ur own ip with all the skill uve learned

    • @Mikeyc1111
      @Mikeyc1111 2 месяца назад +7

      Super Kaze 69

    • @TheLoveMario
      @TheLoveMario 2 месяца назад +4

      Didn't he already get hired by the studio that made A Hat In Time?

    • @luiluiruirui
      @luiluiruirui 2 месяца назад

      A Kold Kaze

  • @jipps417
    @jipps417 2 месяца назад +3

    this looks so smooth its amazing

  • @AgsmaJustAgsma
    @AgsmaJustAgsma 2 месяца назад +8

    The Goombas look a bit more aggressive, now, and all it needed was a slight tweak.

    • @BunnLilah
      @BunnLilah 2 месяца назад

      the goomba is aggressive

  • @JeffIndigo
    @JeffIndigo 2 месяца назад

    That looks so clean! Very good!

  • @betterthanbrooklyn5806
    @betterthanbrooklyn5806 2 месяца назад

    I love ideas guy comment sections

  • @SkyyySi
    @SkyyySi 2 месяца назад +9

    Boing

  • @JcFerggy
    @JcFerggy 2 месяца назад +8

    I don't know what I'm looking at. Is Mario getting extra height by holding A or something?

    • @ryanclemons1
      @ryanclemons1 2 месяца назад

      I maybe wrong but I think the jump gooba's do when they see you is more smooth and no long happens 2 times like in base game. kind of hard to see but I think that is the change?

    • @KazeClips
      @KazeClips  2 месяца назад +11

      yes exactly

    • @ryanclemons1
      @ryanclemons1 2 месяца назад

      @@KazeClips wait me or him.....or both?

    • @KazeClips
      @KazeClips  2 месяца назад +1

      him

    • @ryanclemons1
      @ryanclemons1 2 месяца назад

      @@KazeClips oh ok

  • @ssg-eggunner
    @ssg-eggunner 2 месяца назад +1

    i wonder if specific enemies could have different jump height multipliers, sort of like a mix of the current bounce system and the lost levels

  • @VinsCool
    @VinsCool 2 месяца назад

    I very much like this!

  • @Quasmok
    @Quasmok 2 месяца назад

    Neat. More subtle ways to control your movement is almost always a good thing.
    Somewhat related suggestion: Would be neat if the more you combo bounce on enemies the higher you can jump, maybe with a nice increasing sparkle and frontflip animation on every additional chain bounce. If there's no way to exploit this I think this could be a very fun detail. :)

  • @smilysora
    @smilysora 2 месяца назад +1

    I almost thought he would have special animations like the ones on mario sunshine or the stylish moves from paper mario...

  • @beanieweenie1349
    @beanieweenie1349 2 месяца назад

    When you make these short videos showing off new features it almost makes me wish I could see a side by side with how it used to look and how you've changed it

  • @1ted59
    @1ted59 2 месяца назад

    I think this is basically a good mechanic other than for the niche case of long jumps. It's a great feeling to be able to conserve the speed from a long jump from an enemy bounce and continue going, which would be lost under this new system. Imo it's worth keeping for that single case and changing to the new case for other options.
    When I've played with a moon jump code (which basically simulates a similar removal of long jump after bouncing on stuff) it makes it way less satisfying.

    • @KazeClips
      @KazeClips  2 месяца назад

      hmmm this only removes the long jump state if you held A while bouncing. but maybe it's worth preserving long jump state just for that specific before-action

  • @robbertlw9610
    @robbertlw9610 2 месяца назад

    I need to play this

  • @maxrichards5925
    @maxrichards5925 2 месяца назад

    Reminds me a bit of super Mario bros 2 when it came out in Japan, but with less jank to it lol

  • @TheLoveMario
    @TheLoveMario 2 месяца назад

    They didn't already do that? It's a subtle effect, but it adds a lot.

  • @enorma29
    @enorma29 2 месяца назад +1

    I want sm64 completely redone with every improvement and optimization Kaze has ever discovered, running at 60 fps on an actual n64.

  • @stevenr.rodriguez9997
    @stevenr.rodriguez9997 2 месяца назад

    Could be cool for a challenge pipe, enemies on quicksand pillars you need to bounce to get across a gap.

  • @Superdavo0001
    @Superdavo0001 2 месяца назад

    Looks like the A-button challenge for this hack just got buffed

    • @KazeClips
      @KazeClips  2 месяца назад

      huge buff to .5 a pressed, but won't help 0x

  • @thegreatautismo224
    @thegreatautismo224 2 месяца назад +3

    0:31 What is this voice line from?

    • @A_Person_64
      @A_Person_64 2 месяца назад

      It kind of sounds like a lower pitched version of when he uses a golden mushroom in MK64

  • @user-z64
    @user-z64 2 месяца назад

    I agree it’s a good concept and it should be added to the hack

  • @MrVinicius5000
    @MrVinicius5000 2 месяца назад +4

    isnt this in the base game ?

    • @KazeClips
      @KazeClips  2 месяца назад +2

      it's not surprisingly

    • @legoboy7107
      @legoboy7107 2 месяца назад

      @@KazeClips It wasn't really much of a thing in 3D Mario period until 3D Land where they put the 2D Mario gameplay formula into 3D, and then they kept it around for Odyssey. I think it might technically be in Galaxy a bit (don't think it's in Sunshine though) but if it is it's really minor and basically negligible.

  • @HarhaMedia
    @HarhaMedia 2 месяца назад

    I can't help but wonder if rendering foliage at the target framerate would be possible? With shorter draw distance than the world and entities.

  • @alec_almartson
    @alec_almartson 2 месяца назад

    Bounce Mario... like no tomorrow 🙃

  • @emugamerseyer
    @emugamerseyer 2 месяца назад

    *es increíble el trabajo que haces*
    *Podrías hacer un Super Mario 64 Galaxy con estas texturas o parecidas a las del Galaxy y movimientos?* 🤔

  • @Minty_Meeo
    @Minty_Meeo 2 месяца назад

    Legit the only thing I can notice is how the ground pound jump has a new animation and sound clip, but that's not the focus of this clip. I also don't even know how new that is.

  • @nicolasn12
    @nicolasn12 2 месяца назад

    Not related to the video but in other videos I realised that the health and yoshi egg coin thing hud(I have no idea what its called uhhhhh) overlap.

  • @CShep99
    @CShep99 2 месяца назад

    is it mario's bounce on the goomba? or the little hop the goomba does when mario is nearby? im not familiar enough with sm64 to know what exactly you added...

  • @evilpopehat
    @evilpopehat 2 месяца назад

    HOLD THE PHONE
    DID I JUST SEE STOMPING ON THE GOOMBA AT 0:15 STOP THE LONG JUMP'S HORIZONTAL MOMENTUM??
    NO SIR, I DON'T LIKE IT

  • @larkerpudwig
    @larkerpudwig 2 месяца назад

    Those wondering what you’re supposed to be looking at, watch the first and second jump on the goombas. There you can see the difference 0:03

  • @levihickey3055
    @levihickey3055 2 месяца назад

    The only problem i can see with this is that after a long jump it removes the long jump state so you cant chain long jumps on enemies

    • @KazeClips
      @KazeClips  2 месяца назад +2

      you can keep the longjump by not holding A!

    • @levihickey3055
      @levihickey3055 2 месяца назад

      ​@@KazeClips oh thats smart that means you get a choice whether to keep it or not

    • @ssg-eggunner
      @ssg-eggunner 2 месяца назад

      ​@@KazeClipsseems like a great tradeoff
      height is sacrificed over distance

  • @grafvinestarry
    @grafvinestarry 2 месяца назад +1

    Please don't overdrive it

  • @elweegee3575
    @elweegee3575 2 месяца назад

    This will be release this year?

  • @fisch37
    @fisch37 2 месяца назад

    I feel it's a little too high

  • @Vigilador
    @Vigilador 2 месяца назад

    Mario RUN parkour concept...

  • @user-vc4kt4uo5e
    @user-vc4kt4uo5e 2 месяца назад

    I thought vanilla had it too. What were the differences?

  • @ArthDragon14
    @ArthDragon14 2 месяца назад

    this looks absurd for a N64 game wtf

  • @mr.condekua6141
    @mr.condekua6141 2 месяца назад

    long jump should result in long jump, 0:14 I honestly dislike that

  • @timmygilbert4102
    @timmygilbert4102 2 месяца назад

    I don't get it

  • @Syper7
    @Syper7 2 месяца назад +1

    What’s different, it just looks slower

  • @NIMPAK1
    @NIMPAK1 2 месяца назад

    You don't keep the long jump after bouncing on an enemy? Eww.