It seems odd to have the rationale of adding a new move like the ground pound jump be "People like it so I added it" but then remove punches with the rationale of "Even though people liked it, I removed it" The actual look and design of everything though looks GORGEOUS.
Omg... I just realised this is a SM64 mod!!! Woah dude, this is AMAZING!!! My comments on moves aside, your level design is next level. The increased polys, the better character models, the rounded geometry, the extra details that make the level interesting and the vertex colours to make it look more like Conker or Banjo. I'm honestly impressed, I thought this was a UE5 game.
the only problem i have is the removal of punches and kicks on the ground honestly. functionally the spin attack on the ground to attack is hardly different, but dang is decking a goomba right in the face with a distinct bumping sound effect, way more satisfying to do than that ballerina spin. the new health system im not sure. galaxy was ridiculous levels of easy, so it needed that health system, but at the same time, sm64 deaths are usually falling off the map, so it probably wont change much anyway. level design is key
Kicking is a really understated part of Mario's moveset. Holding A and pressing B allows Mario to do a speedkick, which doesn't seem like it's very useful, until you realize that it can be used to start a triple jump, or conserve momentum, and suddenly it becomes the best move in the game. The dive is also very much tied to the game's identity; instead of a normal double jump-esque move like in pretty much every other 3D platformer, it's much more committal. Overall I think pretty much every other change is stellar! But the movement is probably what has aged the most gracefully out of everything SM64 offered, and I'd argue it's a big reason as to why rom hacks of this game are still so popular to this day.
For the Power Mushroom, maybe instead of respawning after 2 minutes, it could fully heal you and respawn only after you collect a certain number of coins. Returning to the block would be a way to bring you back to safety, but you would have to make progress to get it again.
Exclusively after a ground pound, it was present. I'm aware of ground pound diving, but I was referring to the normal on the ground diving like SM64 and Sunshine. Sorry for the confusion.
I dont have much to say aside from visually the game looks like the 3ds mario games, its got a simmilar feeling art style. I really like the new direction, and music. This is a nice fresh coat of paint, with a more modern moveset too. Nice work
The move set changes sounded a little too much like "Let's make 64 less unique, and more like Galaxy". The complexity of 64's movement is what makes it so good, glad to hear you changed it back. This project looks very interesting!
The moveset changes were really just to change things, not because I felt they would work or were necessary. It's because this project was made so I could learn Fast64, and so I was learning how to code and decided to learn by changing Mario's moveset.
@@64Modder Totally get it. The move set is by no means sacred, you aren't replacing the original game. But if you wanted to make the dive more useful compared to the long jump, instead of cutting it out you could add in a ground boost with proper timing ie: A Hat in Time. That way it's faster than the long jump, but riskier to pull off. Regardless, love what you've done so far :)
Honestly, I think its better to just update the visuals and polish the controls and camera. Nobody has ever asked for new moves or mechanics in SM64 that I'm aware of, at least not hardcore fans which are the ones that would want a remake the most. Besides that I find a lot of flaws on the game design logic (like being able to skip obstacles by just pressing B, the original game was not designed with an extra jump/spin in mind, making some obstacles irrelevant and pointless with this addition, similar to Luigi's backflip in DS tho not as broken of course), but hey, its your project, do it whoever you want and as long as you are happy with the final result. Just becareful not to upset Nintendo.
Just a random thing I want to point out since I'm here really early apparently- Oddysey DOES have diving, the groundpound dive thing is entirely present in Oddysey. I wouldn't be surprised if the romhacks you mentioned got that from Oddysey to begin with. Excluding that, this is a pretty cool concept, I'm surprised I haven't stumbled onto this remake sooner. I was mostly expecting another graphical overhaul, but you've tweaked the terrain, added new mechanics, sounds, like, shit man, good on you.
True. I knew Odyssey had the ground pound dive, but I failed to mention that. I was specifically referring to Odyssey not having normal diving like SM64, so I kind of messed up there.
A few months ago I was thinking what I personally would love to see in a SM64 remake. 1. Making the castle feel more like a castle: The rooms are empty and only have the paintings inside. I'd love to see those rooms being filled with different stuff. Turning one room into a kitchen, one into a lobby, a guest area, all kinds of stuff. 2. Weather effects and day/night effects. For example the second star in Bob Ombs Battlefield is during dusk, while mission 4 is at night and stormy. Maybe this could be random so everytime you enter the building, you get another effect. 3. The characters from SM64DS making their return but now finally with Waluigi haha 4. Extra effects on Mario like dust while running, looking at stuff while walking past it, also the hat moving when jumping. Those effects are in other Mario games as well but I think Mario Wonder does amazingly well to add more expressions and personality to the characters.
Tbh I think you should just make a classic mode for your fans who want it. Not having dives an other moves known for Mario 64 makes the game feel weird as this game was designed with those moves in mind. The dive replacement for example just makes the game easier. I also like the original Mario 64 voice lines way better than the modern ones. I hold that opinion not just for Mario 64 but for majority of N64 games from that era.
As someone who has played with the original moveset for a long time, I'm completely fine with the new moveset as it makes this much more unique, Good luck on the project!
That's great to hear! I've already made some improvements to it since this video, and I plan to keep working on it until I settle on something that feels just right.
Not all the 3d mario games had the spin, that was more of a default for the 2d games. This is your remake, if you like the spin over the numerous moves you can do in mario 64, I won't stop you. I am not the audience you should aim for. It is interesting. I would like to see how it ends up.
Personally I am averse to the power mushroom. The challenge of super mario 64 is not supposed to be the enemies, but the platforming. Many of the enemies, such as the bullies and chucksters, don't even deal damage (they are made to make the platforming harder). This is why I think the OG devs made it so easy to heal. I also think that this will conflict with the water breathing mechanics in later levels. How will the player earn back the health lost to simulate holding breath underwater? I think it's best to just keep the health regaining system the same. If players want an added challenge, give them the option to instead increase the damage dealt by enemies and falling (this has been done in various sm64+ for pc and its good). By adding the spin jump and changing the health system, you've changed sm64 from a game with hard platforming and pushover enemies to a game with easier platforming and slightly more intimidating but still pretty easy enemies. You've turned an attempt at a sm64 revamp into a less hardware intensive Galaxy hack with a 64 theme. You are the developer and this is all ultimately your call; if this is the natural direction you feel your project is taking then go with your gut. That's how the best games are made. Best of luck to you.
As for healing underwater, I haven't done any underwater levels, so that's not really a concern yet, but I do plan to put bubbles around the levels as a way to heal. They will spawn more frequently than the power mushrooms, as it's much slower to get around while in water. This is an understandable concern, but I do have plans to make it balanced and fair.
Once Mario VS Donkey Kong's remake is out, that'll likely provide HD versions of the ol' GBA Martinet lines, if you're interested (includes an, albeit, drawn out "heeere we gooo")
The movement looks pretty cool. The only thing I wouldn't do is removing is the fast kick on the ground and the kicking in middair, because that makes a lot of difference for experienced players, for getting and maintaining speed.
Do what you need to man. Everything's incredible! At the end of the day, you truly cant please every fan out there because they'll always find something to moan and complain about.
I actually love the Power Mushroom and ground-pound dive. Odyssey had those hearts you could collect which served the exact same purpose as the Power Mushrooms do and I've found ground-pound diving to be far more useful than regular diving. I briefly went back to vanilla SM64 recently and was caught completely off guard by how heavy and slow Mario's regular dive feels in comparison.
The mushrooms are a good idea, but I would have also added some quick full heal option for specific places like before bosses. Some people are absolutely willing to wait to heal more before a difficult section and for them it adds tedium to just have a slow recharge box. Also, I think the spin needs more pizzazz with particle effects and stuff to really make it satisfying as an attack.
I can understand all the points changed in this except for completely removing the original moveset. I think it works well with what Mario 64 is, so I think it’s good to leave it in as an option. The twirl can be helpful to new players, but the other changes like removing the dive when you’re on the ground or the midair kick I don’t feel are really all that necessary. Just want to say though it’s completely up to him since he’s making the decisions. He did also state he doesn’t want to make it just like the original game, but the moveset I feel is a key component in Mario 64 for very experienced players like me. It would be nice to at least have it as an option.
In terms of experienced players wanting the original moveset as it's what they're used to, I get it, but that's my whole reason for changing it. I want to make it a new experience with added challenges. Of course, I don't want to make controlling Mario a challenge, but I do want the player to have to learn how to play this, like how I said I'm wanting to make a new experience with this remake. As for the jump kick not being in this, the spin jump is functionally no different. It still gives you extra height in midair, but you can now do it after more moves, like long jumping and wall kicking.
@@64Modder Right that's a good point, visually they look similarly but the spin jump mechanically works the same. Also you don't have to worry about accidentally diving in mid-air instead of kicking haha
Firstly, I love that you've made the game anamorphic widescreen! That is awesome. As for the new style, it seems nice, and I wish I could praise it, but these graphics look HD, indicating that it's not real N64 graphics. This makes it impossible to compare with the original game, since anything HD is going to look a million times better than the original game.
PLEASE! FINISH! THIS! ENTIRE! GAME! This is the best Super Mario 64 Graphik Hack i ever see without this complicating PC Port Stuff. And i want it playing as Full Game.
It's easy to complain when you don't know how much work it takes to get this done. Great remake! I like grass better without VS, because it looks more vivid, VS makes the game a little dark and kinda ''lifeless''. Keep it up!
I like the differences. I don't necessarily know whether or not they're for the best, but if nothing was changed, there wouldn't be anything new. I'll try it out when you're done and then find out whether or not I like it. I say just do whatever **you** like and if it ends up having even just one 'good' change (in each player's opinion), they can always find someway to carry those things over to an otherwise vanilla game.
(1:14 - 1:25)The "Ground Pound Dive" was in Super Mario Odyssey, in case you missed it. You can see Mario performing this move twice in the original trailer from January 13, 2017. Obviously, we would soon discover that we could dive out of the ground pound, as the "Dive" move and "Roll" move share the same input for a more consistent flow. [ZL+Y] That should have been the reason why Nintendo didn't remove the "Dive" move because they can pair it with another move that has similar properties...like rolling! The "Ground Pound Dive" itself is a very useful move, especially when it can save Mario from falling at times. It feels like a midair double jump with a full-body thrust that keeps you moving and landing more efficiently. It's no wonder why most gamers who've adjusted to these new controls enjoy pulling off this move...myself included. 🤣🤣
Okay: I have a modded switch OLED, and so i tried running this on it.....its running pretty well. Sure, i have to overclock the CPU, but still! Works amazingly! The power mushroom is a needed change, i agree. Ground pound diving is cool, and will need some getting used to. I never really used punching or kicking, so thanks for removing something useless to me.
3:35 while yes, mario does have 8 health, the thing that balances it out is the fact the majority of the enemies do at least 2 hp per hit, sometimes even 3 hp. The only things off the top of my head that I can think of that only does 1 hp are goombas and amps
i think a middle ground would be for people to have the option to play on the old moveset or on the new, since the level design seems to be intact i think that can be made and even diehard fans could try it for the novelty or the challenge to play the same game with a different moveset but the bottom of the story is that you made a stellar job with the visual changes and the healing system is welcome, i think some people love your work but they would prefer choosing and enjoy it with the controls they fell in love.
I’m fine with all of these. I think it is a unique take at a remake. I think the only critique I have is when you swim. From what I remember, your health drops down, but does not go back up when you swim, but since it uses the same health bar, it is like you have a finite amount of time under water that does not replenish until you get that power shroom. I’m sure the coding would be hard to do, but shouldn’t there be a separate life bar for being under water like in Mario sunshine? That’s all. Great job on this hack so far! :)
I completely agree with your point. I haven't touched on water stuff much, since it's not too important yet, but whenever I do Jolly Roger Bay, I'll definitely work on everything regarding water.
I'd probably handle the healing mushroom a bit differently. The issue with puting it on a 2 minute timer is that players will ABSOLUTELY wait the 2-4 minutes it'd take to get the full heal. It comes back to a relatively famous quote from Soren Johnson and Sid Meier which is: "Given the opportunity, player's will optomize the fun out of a game." I can personally say that I've seen this kind of behavior (and have even been guilty of it myself) in many of the playtesters I've worked with in the past. If you're looking to keep health limited, I suggest making the mushroom give you a full heal, but it doesn't respawn. That way, there's a finite amount of extra health within a level, and players won't even get the opportunity to put themselves in timeout just to get a full heal.
Is it planned to remake the whole game? Or just these two levels? I also think you would work well with kaze on this mod, because he is good at optimizing. (Which could help fps or stop crashing)
This honestly looks really good. It gives me huge Gamecube vibes! Only things i would change are the animation for the spin (it looks very stiff), aswell as the HUD textures as the pixelated textures dont really fit into the game. Also, i think BOB could use a little more remodelling, but all in all i dont mind that it isnt that different. A few questions, are you using the decomp for this? I suppose so? And will you recreate the entire game? Id love to play this at some point, as it looks like a way better demake then 64 DS - especially due to you not having to work with the DS limitations Also, what new features will you include? As the game looks like a gamecube game, i think some sort of function using Analog triggers would be cool (this could be done by using Z as pushing the button in totally and L for pushing it in only a bit. With tools, you could then use actual analog triggers in the game by mapping different push distances to L and Z) A few other suggestions i have for things you could change: - A new area in the castle grounds (maybe just a cave that you can access through a hole in a mountain?) - A new intro (fitting to the new area, the new intro could be similar to the old one, but turning towards the cave at some point and slowing down, before continuing as normal) - New graphics for the text boxes (a new font and some sort of new background as it looks to N64-ish) - When you loose your cap, you should be able to retrieve it a bit more easily. Not that easy obviously - maybe just put a box with an M in the castle grounds, where you can get your cap back. That way, you have to either backtrack to the castle grounds or put the effort into getting it back normally - New levels (this is obviously very hard to make, but a few new levels or even an entire new secret castle floor would be great! Just to really give you that Remake Feeling) Thanks for reading! I really hope you take my suggestions into consideration. I am looking forward to this so much! Cheers
This is the mario64 i'd have loved to see back in the day, the original is great, but it looks too empty for me, (also it is weird they did not use vertex colors if the engine supports them). I really hope you continue this and remake the whole game, even if it takes years :). I have always wanted to do this, but working with sm64 decompiled and blender 2.9 is a bit difficult for me (I started using older versions of blender). I would reduce the polygons on the coins and the starts, to keep the game working better on the real N64.
This looks fantastic. The only problem that i have is that the fog makes it look unnatural, but im sure that its an issue with rendering and the n64 itself.
Unfortunately, no. I haven't done any Super Mario 64 related things since last year. I would love to continue remaking the game, but I lost interest due to needing to code. It became tedious and frustrating, so I eventually stopped.
While still not a crime giving suggestions, I'll give 2 that is not very impactful and yet will most likely be gladly welcome to the players. Reduce the healing box timer to either 1 minute or 1 minute and 30 seconds Give some momentum to the spin attack on the ground when doing it while moving, so it be slightly easier to hit/grab enemies.
I will definitely add momentum to the spin on the ground. I'll see if I can make it keep your current momentum so it doesn't mess up your movement. Great suggestion!
Im not sure if anything has changed since the update video, but i assume you may have changed your mind somewhat considering this is called “current changes”
I slightly changed the moveset so it included diving again. As for the title, I put "current" in there because I'll probably make more of these videos. Also because the project will keep changing.
@@64Modder i have to know how do you manage these high poly graphics on a n64 game, even if it is emulated? I was convinced this was a pc port mod until now.
It can handle it. I just made sure I didn't go too over the top. Lots of modders now are focusing on console compatibility, so they aren't making the levels as high poly as they could. Since I'm not worrying about console compatibility, I can do much higher poly models.
Make the mushrooms not respawn when eaten I know the time-limit makes sense in terms of a good motivator to keep moving, but if someone is REALLY desperate for HP they will just wait for it to come back, if you really want HP be a challenge then actually put MORE of them in any given stage (maybe 1-2 more) and only make them useable once! Imagine if in Mario 3, if you wanted a leaf and you got a mushroom from a mystery box you already hit, that you could wait there for a minute and wait to get the leaf. Granted, that game has a timer and 64 doesnt so there WOULD be some "challenge" there, but this just seems like a lazy / not-fully-commited idea of challenge
Ok im fine with moveset changes to a rom hack so wether you wanna get rid of the dive or not thats fine. But, 1:19, I promise you if you play enough SM64 while trying to optimize movement, the dive is just as used if not used even more than long jumps.
1:11 Can you please play Mario Odyssey more, because there IS a dive move in Mario Odyssey. To make the hat throw work while also having a dive move in that game, they made it so you press Z to Ground Pound, and when you are in the Ground Pound state and you press the button to do hat throw (which is Y on Switch, but on N64 it should be mapped to B as that is your Spin button in your remake) then you can do a dive move from the air. The properties of the dive move in Odyssey is different, but before anyone says it's not the same move, if you go to the Action Guide in-game, it will tell you how to do a "Dive", "While Mario is falling in midair: Z + Y". The Dive move IS in Mario Odyssey, it's just adapted for a new moveset, which I think you could also do. The dive is a fan favortie move, it was in 64, Sunshine, then it got removed, but it made a triumphant return in Odyssey and is a very fun move to do for a lot of people. Ask yourself this, when you press Z and you are in the Ground Pound state, what does Mario do when you try to press B right now? In vanilla Mario 64, you don't do anything, no move at all is mapped to the B button during Ground Pound state. I haven't gotten a chance to play this remake yet, but if you haven't even mapped the Spin to the Ground Pound state, why not add the dive move here, and get more movement options out of Mario. The Ground Pound jump isn't the most useful jumping move Mario have, but I think players love it, because Mario responds to our button presses, and that makes it feel good to play. In vanilla Mario 64, up until 3D World, when you press jump as you're landing from Ground Pound, you are completely incapable of movement. Any button press you do just gets "eaten". The Ground Pound move was a great solution they came up for in 3D World, and now that move is in Odyssey too. I think why many people liked Mario Odyssey movement, me included, is that it felt like nothing was left out, they put in as many moves into that character as they could with the limitations that they had put on themselves. You have a jump button, the Y button (for hat throw or other actions) and you have the Ground Pound button Z, and a joystick. They could have made every button do something different on Switch, the controller have more buttons, but I think the simplicity of basically having 3 buttons and a joystick to work with, is what makes it so simple to play, and creative to see how many moves they could actually fit within those limitations they put on themselves. And they didnt leave anything out it feels, pretty much every move from previous 3D Mario games were in Mario Odyssey, except the Mario Galaxy spin, which is why its so cool to see you adding that Spin in. Odyssey had the spin from Sunshine, which worked differently with different properties, but the Mario Galaxy spin I think is also really cool. But yeah, there is a Dive move in Odyssey and it's fantastic. Sorry if this was long winded, I just really care about the dive move and feel passionate about it. Decided to talk more about how Mario Odyssey implemented the dive, rather than why I like the dive move, as there are many many comments talking about why they like the dive. Because you said it yourself that you're not a big fan of the dive move, so I don't know if you'd change your mind about it if you just hear how other people like the move.
I already added diving back, but I've had to explain this a couple times already. I was referring to the ground dive from Super Mario 64, not the ground pound dive. I am aware of ground pound diving being in Odyssey, but ground diving is what I was referring to. ruclips.net/user/shortslYwIFaLv1r8?feature=shared
I don't really like how you changed the way health is regained. if you're replacing the cap boxes, you're gonna have to fundamentally change quite a few stars. Personally, I think you could have gone the route that the fangame "Super Mario 64" did, where you need 5 or coins to regain just one health, with the progress towards regaining the next slice being represented by the letters of "POWER" lighting up. Alternatively, you could also go the SRB2 mario route, as well, and require 4 coins for one health piece, and have the only way to gain any extra health slices being powerups, which only give one extra piece, similar to a shield in sonic games. Plus, you're just making less useful spinning hearts with the power mushrooms as well
Since this video, the power mushroom system has been altered, and I've added one health segment being regained after every 5 coins collected. I might remove the power mushroom entirely, as the coins are more useful, making the mushroom obsolete. I appreciate the feedback!
I think your level design is AMAZING and much better than Mario 64. Where I would differ in opinion is the moves. Mario Galaxy onwards were terrible games. I spent a long time thinking about this as I too wanted to make a Mario game and my conclusion is because they took away Mario's punch, kick and dive. Which makes the player feel frustrated. Mario 64 imo is the best version of Mario. Sunshine is second and I enjoyed the water jetpack but his move set again was crippled by not having the long jump. In terms of life, I would experiement. Mario 64's difficult was really well balanced and I would argue that Mario 2D games were very difficult, often times too much so. Mario 64 was frustrating because you always got hit in the face and knocked backwards and it took some time to gain the skills to not get hit so much. So I'm not sure if decreasing his life is the best way forward. I do like your thinking though to include powerups from previous Mario games. If you can bring retro elements from NES and SNES in to the game, I think that would be really cool. Experiment and find what is FUN for you. Use fun as your guiding compass. Also, I would go back and play other Mario games to help refresh your memory from time to time and just think about what is FUN and what is FRICTION. That is the basis of good UX.
Not having the dive is still weird and having ground pound dive makes it even weirder. You can just add both, you even say it took you some time to get used to.
It's all good. I should've put that comment up sooner. I made the video a while back but only put the comment up recently, so I've still been getting comments about diving.
I do feel that removing ground diving in SM64 takes away an importang burst movement option. While yes, you can keep a similar speed between long jumping and diving, the difference lies on that diving damages foes and allows you to grab stuff, while spinning kills your ground speed, it's why chasing MIPS on 64 is a much more different affair to catching rabbits in Galaxy. There's also an argument to be made about losing the A+B kicks which allows you to climb slopes consistently. You compare 64 to Sunshine, Galaxy and Odyssey, and I feel it's rather disingenuous. Galaxy is a much slower game compared to 64, bound to a control schema product of its time in which shaking the wiimote is an effective but also different action to pressing a button, not to mention that Galaxy's spin is meant as a _stun_ move 90% of the time instead of a killing move. It's a different context. Then in Sunshine, we still have diving on both ground and air, with the former being complimented by FLUDD with water sliding. And sure, you don't damage enemies by punching and kicking, but all your offensive interactions come from FLUDD. It's a similar deal to Odyssey in which your entire moveset is built around Cappy, and even then, Odyssey gives you other movement options to replace the lost ground diving like rolling. I see where you're coming from when you say punching and kicking doesn't do _that_ much in the grand scheme of things, but retrofitting mechanics like that feels largely unnecessary to me. Additions like ground pound jump are nice since you are adding on an existing moveset, but spinning at the cost of diving doesn't sit right with me. My personal bottomline is that 64 is 64, it doesn't need to be like other games. Finally, on the health debacle, the fangame Super Mario 63 of all things had a very interesting approach to health, in which your HP meter had a secondary gauge; getting 5 coins restored a single slab of your HP, and I think that's an interesting middle ground, as it doesn't invalidate coins completely while still keeping their functionality. I'm not sure if something like this could even be implemented in the decomp, of course.
The mention of catching MIPS is a very good point. I did already add diving back. I suppose I should pin a comment about that. As for health, I had tried to make 5 coins heal a segment, but couldn't get it working. I could try again, though. Thanks for the feedback!
Genuinely you would be better off getting new level design to accomodate the moveset changes rather than haphazardly leaving them to break the original SM64 courses.
I've explained this once before. It exists exclusively as ground pound diving, so it can only be done in the air. I was referring to ground diving, like in Super Mario 64.
Punches and kicks give you travel. Your spinning thing doesn't. The reason why people call you out must be that haha you trade for too different things. You just made another game, basically a mario game with mario 64 levels
Punching and kicking are not intended for travel. They are intended for combat. Just because it can be used for travel doesn't mean it's supposed to. I'm making a system that fixes the problems with Super Mario 64's moveset. There are many moves in the game that can be exploited, and I intend to fix that. Also, it's good to know that I'm making another game that isn't exactly Super Mario 64, because that's my goal. What's the point in recreating the game 1:1, when I can improve on it and add new things?
I get your point, but it's a remake, not a remaster. A remake is when you make the thing again but different. A remaster is just upping the quality of it.
@@64Modder en.wikipedia.org/wiki/Video_game_remake Note that it cites "Typically, a remake of such game software shares essentially the same title, fundamental gameplay concepts, and core story elements of the original game, although some aspects of the original game may have been changed for the remake." this means removing core movement from 64 fundamentally misses the point of a remake.
I'm assuming you didn't see the RUclips Short I put up almost a year ago or even the pinned comment on this video where I stated that I brought diving back. Also, this was just a fun demo project and I've already gotten plenty of feedback, which is why I added the diving back, so there's really no need for hostility.
@@64Modder lol nope and nope. First I've seen of any of it. It's not what I would think of as hostile. On the scale of chill to hostile, I'd barely consider that harsh. More like: Adamant. It's still YOUR thing, even if I think subtracting elements of the iconic moveset are misguided. There's a design trend towards a sort of peak refinement that doesn't wash with me. Part of what's fun about the M64 moveset, is that the vocabulary is so outlandish. It leaves room for player expression and nuance. And speedrunners even find subtle ways to use these things, others don't think of. Things aside brother, the fact that there's such a profoundly strong community driving behind what I think is one of the few greatest gaming achievements in history, is thoroughly vindicating. So I actually applaud what you're doing. MARIO GALAXY is incredible, and NINTENDO know how to design a game. But I still find it disappointing, to step in, and not be able to do the 64 "thang".
Diving has been added back!
ruclips.net/user/shortslYwIFaLv1r8?feature=shared
well, I'm glad that you readded it!
if I hadn't seen this, I would have listed a lot of different uses for it, hahah.
It seems odd to have the rationale of adding a new move like the ground pound jump be "People like it so I added it" but then remove punches with the rationale of "Even though people liked it, I removed it"
The actual look and design of everything though looks GORGEOUS.
Omg... I just realised this is a SM64 mod!!! Woah dude, this is AMAZING!!! My comments on moves aside, your level design is next level. The increased polys, the better character models, the rounded geometry, the extra details that make the level interesting and the vertex colours to make it look more like Conker or Banjo. I'm honestly impressed, I thought this was a UE5 game.
the only problem i have is the removal of punches and kicks on the ground honestly. functionally the spin attack on the ground to attack is hardly different, but dang is decking a goomba right in the face with a distinct bumping sound effect, way more satisfying to do than that ballerina spin.
the new health system im not sure. galaxy was ridiculous levels of easy, so it needed that health system, but at the same time, sm64 deaths are usually falling off the map, so it probably wont change much anyway. level design is key
Kicking is a really understated part of Mario's moveset. Holding A and pressing B allows Mario to do a speedkick, which doesn't seem like it's very useful, until you realize that it can be used to start a triple jump, or conserve momentum, and suddenly it becomes the best move in the game.
The dive is also very much tied to the game's identity; instead of a normal double jump-esque move like in pretty much every other 3D platformer, it's much more committal.
Overall I think pretty much every other change is stellar! But the movement is probably what has aged the most gracefully out of everything SM64 offered, and I'd argue it's a big reason as to why rom hacks of this game are still so popular to this day.
100% agree to be honest, the moveset imo is what lets retain sm64 retain its popularity (especially it's speedrun techs)
It's his remake so he can do what he wants.
It doesn't feel well, and he should put it aside as an extra you can play, not in the normal game
True, but giving a suggestions isn't the same as demanding for it be done.
And it's pointless. So we're happy to not play it.
It's the internet people can criticise whatever they want
I love the way this look and I've been playing this game for years
For the Power Mushroom, maybe instead of respawning after 2 minutes, it could fully heal you and respawn only after you collect a certain number of coins. Returning to the block would be a way to bring you back to safety, but you would have to make progress to get it again.
when you take out the mario model for sm64ex-coop
It looks AMAZING!!! Well done dude. I like the changes.
1:13 ... Diving was present in Odyssey
Exclusively after a ground pound, it was present. I'm aware of ground pound diving, but I was referring to the normal on the ground diving like SM64 and Sunshine. Sorry for the confusion.
@@64Modder oh.. yeah.. makes sense
I should be sorry. I forgot to remove my comment after you mentioned ground pound diving in your video
@@64Modder ground pound diving would be lit negl
I dont have much to say aside from visually the game looks like the 3ds mario games, its got a simmilar feeling art style. I really like the new direction, and music. This is a nice fresh coat of paint, with a more modern moveset too. Nice work
Thank you!
Everything is perfect, keep the good work, dude
The visual overhaul is amazing. It does such a good job of keeping the feel of the originals while also modernizing them
Keep going mate ! That's a nice project you're going for keep it up
The move set changes sounded a little too much like "Let's make 64 less unique, and more like Galaxy". The complexity of 64's movement is what makes it so good, glad to hear you changed it back. This project looks very interesting!
The moveset changes were really just to change things, not because I felt they would work or were necessary. It's because this project was made so I could learn Fast64, and so I was learning how to code and decided to learn by changing Mario's moveset.
@@64Modder Totally get it. The move set is by no means sacred, you aren't replacing the original game. But if you wanted to make the dive more useful compared to the long jump, instead of cutting it out you could add in a ground boost with proper timing ie: A Hat in Time. That way it's faster than the long jump, but riskier to pull off.
Regardless, love what you've done so far :)
Honestly, I think its better to just update the visuals and polish the controls and camera. Nobody has ever asked for new moves or mechanics in SM64 that I'm aware of, at least not hardcore fans which are the ones that would want a remake the most.
Besides that I find a lot of flaws on the game design logic (like being able to skip obstacles by just pressing B, the original game was not designed with an extra jump/spin in mind, making some obstacles irrelevant and pointless with this addition, similar to Luigi's backflip in DS tho not as broken of course), but hey, its your project, do it whoever you want and as long as you are happy with the final result. Just becareful not to upset Nintendo.
Then play the original with render 64 or something
get a pop filter
get a life
(this is a joke, I agree with you)
Don't listen to them😊
get Diamonds
just angle the mic slightly to the side of you so you're not spitting directly into the mic
Just a random thing I want to point out since I'm here really early apparently- Oddysey DOES have diving, the groundpound dive thing is entirely present in Oddysey. I wouldn't be surprised if the romhacks you mentioned got that from Oddysey to begin with.
Excluding that, this is a pretty cool concept, I'm surprised I haven't stumbled onto this remake sooner. I was mostly expecting another graphical overhaul, but you've tweaked the terrain, added new mechanics, sounds, like, shit man, good on you.
True. I knew Odyssey had the ground pound dive, but I failed to mention that. I was specifically referring to Odyssey not having normal diving like SM64, so I kind of messed up there.
A few months ago I was thinking what I personally would love to see in a SM64 remake.
1. Making the castle feel more like a castle: The rooms are empty and only have the paintings inside. I'd love to see those rooms being filled with different stuff. Turning one room into a kitchen, one into a lobby, a guest area, all kinds of stuff.
2. Weather effects and day/night effects. For example the second star in Bob Ombs Battlefield is during dusk, while mission 4 is at night and stormy. Maybe this could be random so everytime you enter the building, you get another effect.
3. The characters from SM64DS making their return but now finally with Waluigi haha
4. Extra effects on Mario like dust while running, looking at stuff while walking past it, also the hat moving when jumping. Those effects are in other Mario games as well but I think Mario Wonder does amazingly well to add more expressions and personality to the characters.
Spin move seems like a fantastic addition
I absolutely love your remake on Mario 64!
Tbh I think you should just make a classic mode for your fans who want it. Not having dives an other moves known for Mario 64 makes the game feel weird as this game was designed with those moves in mind. The dive replacement for example just makes the game easier. I also like the original Mario 64 voice lines way better than the modern ones. I hold that opinion not just for Mario 64 but for majority of N64 games from that era.
Overall with the changes, the remake is truly pushing the N64's limits to the best!
I just played the Bob Omb Battlefield release and I gotta say that this project is really great !
Thank you! I appreciate it.
As someone who has played with the original moveset for a long time, I'm completely fine with the new moveset as it makes this much more unique, Good luck on the project!
That's great to hear! I've already made some improvements to it since this video, and I plan to keep working on it until I settle on something that feels just right.
Not all the 3d mario games had the spin, that was more of a default for the 2d games.
This is your remake, if you like the spin over the numerous moves you can do in mario 64, I won't stop you. I am not the audience you should aim for.
It is interesting. I would like to see how it ends up.
Personally I am averse to the power mushroom. The challenge of super mario 64 is not supposed to be the enemies, but the platforming. Many of the enemies, such as the bullies and chucksters, don't even deal damage (they are made to make the platforming harder). This is why I think the OG devs made it so easy to heal. I also think that this will conflict with the water breathing mechanics in later levels. How will the player earn back the health lost to simulate holding breath underwater? I think it's best to just keep the health regaining system the same. If players want an added challenge, give them the option to instead increase the damage dealt by enemies and falling (this has been done in various sm64+ for pc and its good). By adding the spin jump and changing the health system, you've changed sm64 from a game with hard platforming and pushover enemies to a game with easier platforming and slightly more intimidating but still pretty easy enemies. You've turned an attempt at a sm64 revamp into a less hardware intensive Galaxy hack with a 64 theme. You are the developer and this is all ultimately your call; if this is the natural direction you feel your project is taking then go with your gut. That's how the best games are made. Best of luck to you.
As for healing underwater, I haven't done any underwater levels, so that's not really a concern yet, but I do plan to put bubbles around the levels as a way to heal. They will spawn more frequently than the power mushrooms, as it's much slower to get around while in water. This is an understandable concern, but I do have plans to make it balanced and fair.
Once Mario VS Donkey Kong's remake is out, that'll likely provide HD versions of the ol' GBA Martinet lines, if you're interested (includes an, albeit, drawn out "heeere we gooo")
The movement looks pretty cool. The only thing I wouldn't do is removing is the fast kick on the ground and the kicking in middair, because that makes a lot of difference for experienced players, for getting and maintaining speed.
Do what you need to man. Everything's incredible! At the end of the day, you truly cant please every fan out there because they'll always find something to moan and complain about.
I actually love the Power Mushroom and ground-pound dive.
Odyssey had those hearts you could collect which served the exact same purpose as the Power Mushrooms do and I've found ground-pound diving to be far more useful than regular diving. I briefly went back to vanilla SM64 recently and was caught completely off guard by how heavy and slow Mario's regular dive feels in comparison.
The healing mushroom is a great idea to me !
The mushrooms are a good idea, but I would have also added some quick full heal option for specific places like before bosses. Some people are absolutely willing to wait to heal more before a difficult section and for them it adds tedium to just have a slow recharge box. Also, I think the spin needs more pizzazz with particle effects and stuff to really make it satisfying as an attack.
I mean, getting 1-ups also heal you if I'm not mistaking.
That is correct. I don't know if I'll keep 1-Ups, as most ROM hacks aren't using them anymore, but for now, they do heal you.
Maybe maybe can you add a option to add the old moveset?
I can understand all the points changed in this except for completely removing the original moveset. I think it works well with what Mario 64 is, so I think it’s good to leave it in as an option. The twirl can be helpful to new players, but the other changes like removing the dive when you’re on the ground or the midair kick I don’t feel are really all that necessary.
Just want to say though it’s completely up to him since he’s making the decisions. He did also state he doesn’t want to make it just like the original game, but the moveset I feel is a key component in Mario 64 for very experienced players like me. It would be nice to at least have it as an option.
In terms of experienced players wanting the original moveset as it's what they're used to, I get it, but that's my whole reason for changing it. I want to make it a new experience with added challenges. Of course, I don't want to make controlling Mario a challenge, but I do want the player to have to learn how to play this, like how I said I'm wanting to make a new experience with this remake.
As for the jump kick not being in this, the spin jump is functionally no different. It still gives you extra height in midair, but you can now do it after more moves, like long jumping and wall kicking.
@@64Modder Right that's a good point, visually they look similarly but the spin jump mechanically works the same. Also you don't have to worry about accidentally diving in mid-air instead of kicking haha
Firstly, I love that you've made the game anamorphic widescreen! That is awesome. As for the new style, it seems nice, and I wish I could praise it, but these graphics look HD, indicating that it's not real N64 graphics. This makes it impossible to compare with the original game, since anything HD is going to look a million times better than the original game.
PLEASE! FINISH! THIS! ENTIRE! GAME! This is the best Super Mario 64 Graphik Hack i ever see without this complicating PC Port Stuff. And i want it playing as Full Game.
It's easy to complain when you don't know how much work it takes to get this done. Great remake!
I like grass better without VS, because it looks more vivid, VS makes the game a little dark and kinda ''lifeless''.
Keep it up!
Looks great but it I think it should be more colorfull and the ui needs some improvements, keep going!
I definitely want to make the UI better. If I can get 32x32 icons to work, that'd be great. I'm still trying to figure that out.
I like the differences. I don't necessarily know whether or not they're for the best, but if nothing was changed, there wouldn't be anything new. I'll try it out when you're done and then find out whether or not I like it.
I say just do whatever **you** like and if it ends up having even just one 'good' change (in each player's opinion), they can always find someway to carry those things over to an otherwise vanilla game.
(1:14 - 1:25)The "Ground Pound Dive" was in Super Mario Odyssey, in case you missed it. You can see Mario performing this move twice in the original trailer from January 13, 2017.
Obviously, we would soon discover that we could dive out of the ground pound,
as the "Dive" move and "Roll" move share the same input for a more consistent flow. [ZL+Y]
That should have been the reason why Nintendo didn't remove the "Dive" move because they can pair it with another move that has similar properties...like rolling!
The "Ground Pound Dive" itself is a very useful move, especially when it can save Mario from falling at times. It feels like a midair double jump with a full-body thrust that keeps you moving and landing more efficiently. It's no wonder why most gamers who've adjusted to these new controls enjoy pulling off this move...myself included. 🤣🤣
Okay: I have a modded switch OLED, and so i tried running this on it.....its running pretty well. Sure, i have to overclock the CPU, but still! Works amazingly!
The power mushroom is a needed change, i agree.
Ground pound diving is cool, and will need some getting used to.
I never really used punching or kicking, so thanks for removing something useless to me.
3:35 while yes, mario does have 8 health, the thing that balances it out is the fact the majority of the enemies do at least 2 hp per hit, sometimes even 3 hp. The only things off the top of my head that I can think of that only does 1 hp are goombas and amps
i think a middle ground would be for people to have the option to play on the old moveset or on the new, since the level design seems to be intact i think that can be made and even diehard fans could try it for the novelty or the challenge to play the same game with a different moveset but the bottom of the story is that you made a stellar job with the visual changes and the healing system is welcome, i think some people love your work but they would prefer choosing and enjoy it with the controls they fell in love.
I’m fine with all of these. I think it is a unique take at a remake.
I think the only critique I have is when you swim. From what I remember, your health drops down, but does not go back up when you swim, but since it uses the same health bar, it is like you have a finite amount of time under water that does not replenish until you get that power shroom. I’m sure the coding would be hard to do, but shouldn’t there be a separate life bar for being under water like in Mario sunshine?
That’s all. Great job on this hack so far! :)
I completely agree with your point. I haven't touched on water stuff much, since it's not too important yet, but whenever I do Jolly Roger Bay, I'll definitely work on everything regarding water.
What is that outro music lmao
Are You Still Working On The Remake?
I'd probably handle the healing mushroom a bit differently. The issue with puting it on a 2 minute timer is that players will ABSOLUTELY wait the 2-4 minutes it'd take to get the full heal. It comes back to a relatively famous quote from Soren Johnson and Sid Meier which is:
"Given the opportunity, player's will optomize the fun out of a game."
I can personally say that I've seen this kind of behavior (and have even been guilty of it myself) in many of the playtesters I've worked with in the past.
If you're looking to keep health limited, I suggest making the mushroom give you a full heal, but it doesn't respawn. That way, there's a finite amount of extra health within a level, and players won't even get the opportunity to put themselves in timeout just to get a full heal.
That's a pretty good suggestion. I'll consider it.
Is it planned to remake the whole game? Or just these two levels? I also think you would work well with kaze on this mod, because he is good at optimizing. (Which could help fps or stop crashing)
I'm going to be remaking levels whenever I feel like it, but eventually I might end up remaking the whole game.
@@64Modder Ok that would be cool
I love it all changes
My only problem with not having kicks is...
Well, it let you triple jump faster :(
How so? I've never heard of kicking making triple jumping faster.
@@64Modder standing kick, tap a for a low double jump, hold A for a full triple jump. same height with half the ground traveled
This honestly looks really good. It gives me huge Gamecube vibes! Only things i would change are the animation for the spin (it looks very stiff), aswell as the HUD textures as the pixelated textures dont really fit into the game. Also, i think BOB could use a little more remodelling, but all in all i dont mind that it isnt that different.
A few questions, are you using the decomp for this? I suppose so? And will you recreate the entire game? Id love to play this at some point, as it looks like a way better demake then 64 DS - especially due to you not having to work with the DS limitations
Also, what new features will you include? As the game looks like a gamecube game, i think some sort of function using Analog triggers would be cool (this could be done by using Z as pushing the button in totally and L for pushing it in only a bit. With tools, you could then use actual analog triggers in the game by mapping different push distances to L and Z)
A few other suggestions i have for things you could change:
- A new area in the castle grounds (maybe just a cave that you can access through a hole in a mountain?)
- A new intro (fitting to the new area, the new intro could be similar to the old one, but turning towards the cave at some point and slowing down, before continuing as normal)
- New graphics for the text boxes (a new font and some sort of new background as it looks to N64-ish)
- When you loose your cap, you should be able to retrieve it a bit more easily. Not that easy obviously - maybe just put a box with an M in the castle grounds, where you can get your cap back. That way, you have to either backtrack to the castle grounds or put the effort into getting it back normally
- New levels (this is obviously very hard to make, but a few new levels or even an entire new secret castle floor would be great! Just to really give you that Remake Feeling)
Thanks for reading! I really hope you take my suggestions into consideration. I am looking forward to this so much! Cheers
probably should work on health system revisions after doing more challenging stages
Looks great
This is the mario64 i'd have loved to see back in the day, the original is great, but it looks too empty for me, (also it is weird they did not use vertex colors if the engine supports them). I really hope you continue this and remake the whole game, even if it takes years :).
I have always wanted to do this, but working with sm64 decompiled and blender 2.9 is a bit difficult for me (I started using older versions of blender).
I would reduce the polygons on the coins and the starts, to keep the game working better on the real N64.
This looks fantastic. The only problem that i have is that the fog makes it look unnatural, but im sure that its an issue with rendering and the n64 itself.
The fog was there in the original level, so I kept it.
Are You Still Working On The Game?
Unfortunately, no. I haven't done any Super Mario 64 related things since last year. I would love to continue remaking the game, but I lost interest due to needing to code. It became tedious and frustrating, so I eventually stopped.
@@64Modder Aw Man.... )':
@@64Modder aw shucks
Don't let others tell you how you should make your mod, people can just pay the original if they don't like your changes.
I don't mind changes at all. I can always play the original or countless faithful hacks if I want to. Get wild!
I hope you patch out the backwards long jump too.
Already have! If Mario has negative speed while long jumping, he goes into freefall, preventing him from backwards long jumping.
This reminds me a lot of the Project +/M EX's Bob-bomb kingdom stage
Is that a console compatible ROM?
It runs on console, but at a very low frame rate.
Do you plan on doing the entire game like this because this looks goated
Possibly.
While still not a crime giving suggestions, I'll give 2 that is not very impactful and yet will most likely be gladly welcome to the players.
Reduce the healing box timer to either 1 minute or 1 minute and 30 seconds
Give some momentum to the spin attack on the ground when doing it while moving, so it be slightly easier to hit/grab enemies.
I will definitely add momentum to the spin on the ground. I'll see if I can make it keep your current momentum so it doesn't mess up your movement. Great suggestion!
Don’t mind the dive being removed but would prefer the punching staying
Spin movement looks like the robot 64 one!
People calling you out for making something way too different from mario 64, when thats exactly the goal 💀
I was just talking about this with someone else. Thank you for understanding!
Im not sure if anything has changed since the update video, but i assume you may have changed your mind somewhat considering this is called “current changes”
I slightly changed the moveset so it included diving again. As for the title, I put "current" in there because I'll probably make more of these videos. Also because the project will keep changing.
@@64Modder i have to know how do you manage these high poly graphics on a n64 game, even if it is emulated? I was convinced this was a pc port mod until now.
It can handle it. I just made sure I didn't go too over the top. Lots of modders now are focusing on console compatibility, so they aren't making the levels as high poly as they could. Since I'm not worrying about console compatibility, I can do much higher poly models.
There was diving in Odyssey‼️‼️
Look like he was doinf a fortnite emote in the thumbnail
Make the mushrooms not respawn when eaten
I know the time-limit makes sense in terms of a good motivator to keep moving, but if someone is REALLY desperate for HP they will just wait for it to come back, if you really want HP be a challenge then actually put MORE of them in any given stage (maybe 1-2 more) and only make them useable once!
Imagine if in Mario 3, if you wanted a leaf and you got a mushroom from a mystery box you already hit, that you could wait there for a minute and wait to get the leaf. Granted, that game has a timer and 64 doesnt so there WOULD be some "challenge" there, but this just seems like a lazy / not-fully-commited idea of challenge
Ok im fine with moveset changes to a rom hack so wether you wanna get rid of the dive or not thats fine. But, 1:19, I promise you if you play enough SM64 while trying to optimize movement, the dive is just as used if not used even more than long jumps.
I'm baffled that people actually shit on projects like this because you changed something from the og game
1:11 Can you please play Mario Odyssey more, because there IS a dive move in Mario Odyssey. To make the hat throw work while also having a dive move in that game, they made it so you press Z to Ground Pound, and when you are in the Ground Pound state and you press the button to do hat throw (which is Y on Switch, but on N64 it should be mapped to B as that is your Spin button in your remake) then you can do a dive move from the air. The properties of the dive move in Odyssey is different, but before anyone says it's not the same move, if you go to the Action Guide in-game, it will tell you how to do a "Dive", "While Mario is falling in midair: Z + Y". The Dive move IS in Mario Odyssey, it's just adapted for a new moveset, which I think you could also do. The dive is a fan favortie move, it was in 64, Sunshine, then it got removed, but it made a triumphant return in Odyssey and is a very fun move to do for a lot of people. Ask yourself this, when you press Z and you are in the Ground Pound state, what does Mario do when you try to press B right now? In vanilla Mario 64, you don't do anything, no move at all is mapped to the B button during Ground Pound state. I haven't gotten a chance to play this remake yet, but if you haven't even mapped the Spin to the Ground Pound state, why not add the dive move here, and get more movement options out of Mario. The Ground Pound jump isn't the most useful jumping move Mario have, but I think players love it, because Mario responds to our button presses, and that makes it feel good to play. In vanilla Mario 64, up until 3D World, when you press jump as you're landing from Ground Pound, you are completely incapable of movement. Any button press you do just gets "eaten". The Ground Pound move was a great solution they came up for in 3D World, and now that move is in Odyssey too. I think why many people liked Mario Odyssey movement, me included, is that it felt like nothing was left out, they put in as many moves into that character as they could with the limitations that they had put on themselves. You have a jump button, the Y button (for hat throw or other actions) and you have the Ground Pound button Z, and a joystick. They could have made every button do something different on Switch, the controller have more buttons, but I think the simplicity of basically having 3 buttons and a joystick to work with, is what makes it so simple to play, and creative to see how many moves they could actually fit within those limitations they put on themselves. And they didnt leave anything out it feels, pretty much every move from previous 3D Mario games were in Mario Odyssey, except the Mario Galaxy spin, which is why its so cool to see you adding that Spin in. Odyssey had the spin from Sunshine, which worked differently with different properties, but the Mario Galaxy spin I think is also really cool. But yeah, there is a Dive move in Odyssey and it's fantastic.
Sorry if this was long winded, I just really care about the dive move and feel passionate about it. Decided to talk more about how Mario Odyssey implemented the dive, rather than why I like the dive move, as there are many many comments talking about why they like the dive. Because you said it yourself that you're not a big fan of the dive move, so I don't know if you'd change your mind about it if you just hear how other people like the move.
I already added diving back, but I've had to explain this a couple times already. I was referring to the ground dive from Super Mario 64, not the ground pound dive. I am aware of ground pound diving being in Odyssey, but ground diving is what I was referring to.
ruclips.net/user/shortslYwIFaLv1r8?feature=shared
I don't really like how you changed the way health is regained.
if you're replacing the cap boxes, you're gonna have to fundamentally change quite a few stars.
Personally, I think you could have gone the route that the fangame "Super Mario 64" did, where you need 5 or coins to regain just one health, with the progress towards regaining the next slice being represented by the letters of "POWER" lighting up.
Alternatively, you could also go the SRB2 mario route, as well, and require 4 coins for one health piece, and have the only way to gain any extra health slices being powerups, which only give one extra piece, similar to a shield in sonic games.
Plus, you're just making less useful spinning hearts with the power mushrooms as well
Since this video, the power mushroom system has been altered, and I've added one health segment being regained after every 5 coins collected. I might remove the power mushroom entirely, as the coins are more useful, making the mushroom obsolete.
I appreciate the feedback!
Add 2 player splitscreen option
Honestly, you might be making a better version of Mario 64
That's the goal!
I think your level design is AMAZING and much better than Mario 64. Where I would differ in opinion is the moves. Mario Galaxy onwards were terrible games. I spent a long time thinking about this as I too wanted to make a Mario game and my conclusion is because they took away Mario's punch, kick and dive. Which makes the player feel frustrated. Mario 64 imo is the best version of Mario. Sunshine is second and I enjoyed the water jetpack but his move set again was crippled by not having the long jump. In terms of life, I would experiement. Mario 64's difficult was really well balanced and I would argue that Mario 2D games were very difficult, often times too much so. Mario 64 was frustrating because you always got hit in the face and knocked backwards and it took some time to gain the skills to not get hit so much. So I'm not sure if decreasing his life is the best way forward. I do like your thinking though to include powerups from previous Mario games. If you can bring retro elements from NES and SNES in to the game, I think that would be really cool. Experiment and find what is FUN for you. Use fun as your guiding compass. Also, I would go back and play other Mario games to help refresh your memory from time to time and just think about what is FUN and what is FRICTION. That is the basis of good UX.
???? Fym diving isn't in Odyssey?????
Ground diving. It only exists as ground pound diving.
@@64Modder YEAH SO IT'S THE DIVE????
Why are you so mad?
@@64Modder I'm not mad, just REALLY confused lmao
I already explained it. I don't know how you're confused.
cool
Not having the dive is still weird and having ground pound dive makes it even weirder. You can just add both, you even say it took you some time to get used to.
I already added the dive back. Check the pinned comment.
@@64Modder oops, sorry didn't see the ping comment.
It's all good. I should've put that comment up sooner. I made the video a while back but only put the comment up recently, so I've still been getting comments about diving.
I do feel that removing ground diving in SM64 takes away an importang burst movement option. While yes, you can keep a similar speed between long jumping and diving, the difference lies on that diving damages foes and allows you to grab stuff, while spinning kills your ground speed, it's why chasing MIPS on 64 is a much more different affair to catching rabbits in Galaxy. There's also an argument to be made about losing the A+B kicks which allows you to climb slopes consistently.
You compare 64 to Sunshine, Galaxy and Odyssey, and I feel it's rather disingenuous. Galaxy is a much slower game compared to 64, bound to a control schema product of its time in which shaking the wiimote is an effective but also different action to pressing a button, not to mention that Galaxy's spin is meant as a _stun_ move 90% of the time instead of a killing move. It's a different context.
Then in Sunshine, we still have diving on both ground and air, with the former being complimented by FLUDD with water sliding. And sure, you don't damage enemies by punching and kicking, but all your offensive interactions come from FLUDD.
It's a similar deal to Odyssey in which your entire moveset is built around Cappy, and even then, Odyssey gives you other movement options to replace the lost ground diving like rolling.
I see where you're coming from when you say punching and kicking doesn't do _that_ much in the grand scheme of things, but retrofitting mechanics like that feels largely unnecessary to me. Additions like ground pound jump are nice since you are adding on an existing moveset, but spinning at the cost of diving doesn't sit right with me.
My personal bottomline is that 64 is 64, it doesn't need to be like other games.
Finally, on the health debacle, the fangame Super Mario 63 of all things had a very interesting approach to health, in which your HP meter had a secondary gauge; getting 5 coins restored a single slab of your HP, and I think that's an interesting middle ground, as it doesn't invalidate coins completely while still keeping their functionality. I'm not sure if something like this could even be implemented in the decomp, of course.
The mention of catching MIPS is a very good point. I did already add diving back. I suppose I should pin a comment about that.
As for health, I had tried to make 5 coins heal a segment, but couldn't get it working. I could try again, though. Thanks for the feedback!
this will be sm64 on 3ds in 2016
Genuinely you would be better off getting new level design to accomodate the moveset changes rather than haphazardly leaving them to break the original SM64 courses.
You should ask kaze
Ask Kaze what?
Dividing is in Mario Odyssey
I've explained this once before. It exists exclusively as ground pound diving, so it can only be done in the air. I was referring to ground diving, like in Super Mario 64.
I mean.... you could just release two versions later on. One with the original moveset and one with the edited one
I think the power mushroom should restore 3 health wedges
Bro... just make everything how it was. Why change sht when it was good? Adding moves is ok, but removing sht is always a bummer
You do know the point of a mod is to change things about the game, right? This is my mod and I'm changing things. No need to be rude about it.
Punches and kicks give you travel. Your spinning thing doesn't. The reason why people call you out must be that haha you trade for too different things. You just made another game, basically a mario game with mario 64 levels
Punching and kicking are not intended for travel. They are intended for combat. Just because it can be used for travel doesn't mean it's supposed to. I'm making a system that fixes the problems with Super Mario 64's moveset. There are many moves in the game that can be exploited, and I intend to fix that.
Also, it's good to know that I'm making another game that isn't exactly Super Mario 64, because that's my goal. What's the point in recreating the game 1:1, when I can improve on it and add new things?
Stop doing this, this is the opposite to what Nintendi wanted
In Galaxy, it makes sense because of stars making Mario go up. In Odyssey, he can dive
sir, if you are not going to include the original moveset, make a new game, not a remake.
sir, if you don't want to play it, don't play it.
@@64Modder I never said anything about playing it, but by changing the moveset, you're already removing the point of the remake.
I get your point, but it's a remake, not a remaster. A remake is when you make the thing again but different. A remaster is just upping the quality of it.
@@64Modder en.wikipedia.org/wiki/Video_game_remake
Note that it cites "Typically, a remake of such game software shares essentially the same title, fundamental gameplay concepts, and core story elements of the original game, although some aspects of the original game may have been changed for the remake." this means removing core movement from 64 fundamentally misses the point of a remake.
Dumb and pointless.
The MARIO 64 moveset is better for MARIO 64.
I'm assuming you didn't see the RUclips Short I put up almost a year ago or even the pinned comment on this video where I stated that I brought diving back. Also, this was just a fun demo project and I've already gotten plenty of feedback, which is why I added the diving back, so there's really no need for hostility.
@@64Modder
lol nope and nope.
First I've seen of any of it.
It's not what I would think of as hostile. On the scale of chill to hostile, I'd barely consider that harsh. More like: Adamant.
It's still YOUR thing, even if I think subtracting elements of the iconic moveset are misguided.
There's a design trend towards a sort of peak refinement that doesn't wash with me. Part of what's fun about the M64 moveset, is that the vocabulary is so outlandish. It leaves room for player expression and nuance. And speedrunners even find subtle ways to use these things, others don't think of.
Things aside brother, the fact that there's such a profoundly strong community driving behind what I think is one of the few greatest gaming achievements in history, is thoroughly vindicating.
So I actually applaud what you're doing.
MARIO GALAXY is incredible, and NINTENDO know how to design a game. But I still find it disappointing, to step in, and not be able to do the 64 "thang".
This art style looks very off. It's like a bad attempt of making SM64 look more like Smash Bros Melee