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.
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.
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.
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?
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. :)
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
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.
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
@@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.
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.
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...
For those who are wondering, it's a concept done by careful usage of the moon jump code
Thanks. I'm even more confused now
@@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
@@hellstormerMC???
@@lFunGuyl he moon jumps off of the goomba for a short time
@@hellstormerMC Ohhhh, gotcha
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.
Ooh I love this idea! :D
or maybe the coins are automatically collected, if that cant be done
very beautiful animations
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.
Very nice! Made me think twice if vanilla had it.
I think SM64DS had the enemy bounce.
Nevermind, I thought it was referring to enemies jumping, the original didn't have the super bounce, just the regular one.
The new animations look so good
so smooth
0:42 and on really shows how small yet compact this place is with detail.
A big far cry from Wildlife Valley
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.
I love the bounce concept; quintessential.
after this romhack ur next step should prob be making ur own ip with all the skill uve learned
Super Kaze 69
Didn't he already get hired by the studio that made A Hat In Time?
A Kold Kaze
this looks so smooth its amazing
The Goombas look a bit more aggressive, now, and all it needed was a slight tweak.
the goomba is aggressive
That looks so clean! Very good!
I love ideas guy comment sections
Boing
I don't know what I'm looking at. Is Mario getting extra height by holding A or something?
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?
yes exactly
@@KazeClips wait me or him.....or both?
him
@@KazeClips oh ok
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
I very much like this!
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. :)
I almost thought he would have special animations like the ones on mario sunshine or the stylish moves from paper mario...
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
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.
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
I need to play this
Reminds me a bit of super Mario bros 2 when it came out in Japan, but with less jank to it lol
They didn't already do that? It's a subtle effect, but it adds a lot.
I want sm64 completely redone with every improvement and optimization Kaze has ever discovered, running at 60 fps on an actual n64.
Could be cool for a challenge pipe, enemies on quicksand pillars you need to bounce to get across a gap.
Looks like the A-button challenge for this hack just got buffed
huge buff to .5 a pressed, but won't help 0x
0:31 What is this voice line from?
It kind of sounds like a lower pitched version of when he uses a golden mushroom in MK64
I agree it’s a good concept and it should be added to the hack
isnt this in the base game ?
it's not surprisingly
@@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.
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.
Bounce Mario... like no tomorrow 🙃
*es increíble el trabajo que haces*
*Podrías hacer un Super Mario 64 Galaxy con estas texturas o parecidas a las del Galaxy y movimientos?* 🤔
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.
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.
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...
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
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
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
you can keep the longjump by not holding A!
@@KazeClips oh thats smart that means you get a choice whether to keep it or not
@@KazeClipsseems like a great tradeoff
height is sacrificed over distance
Please don't overdrive it
This will be release this year?
I feel it's a little too high
Mario RUN parkour concept...
I thought vanilla had it too. What were the differences?
this looks absurd for a N64 game wtf
long jump should result in long jump, 0:14 I honestly dislike that
I don't get it
What’s different, it just looks slower
You don't keep the long jump after bouncing on an enemy? Eww.