
But having already spent the sum of my amenability to waterborne gameplay on the superior Jolly Roger Bay, and finding no friend in the course’s unsettling theme music, I maintained a resilient aversion to Dire Dire Docks, braving its current only when I really needed another star. I remember the submarine, likewise the looming threat of the penultimate mission’s eponymous manta ray. But for the life of me, I can’t seem to draw to mind much detail about Super Mario 64’s basement-level water course Dire, Dire Docks. Not to toot my own warp whistle, but I’ve got a pretty acute memory when it comes to the varied plains, pipes, and remarkably dense cumulonimbus channels conquered (admittedly, less often by me than by my older sister) during my younger years in the Mushroom Kingdom. Surely a more proficient gamer than I could delve into the technical highs and lows of every stage between Bob-omb’s Battlefield and Rainbow Ride, but I mounted this endeavor judging each of Princess Peach’s castle’s varied worlds based only on how good a time I had playing them.Without further ado, in the words of our generation’s greatest adventurer: Here we gooo! As such, I’ve taken on the task of ranking all of Super Mario 64‘s 15 levels-just the standards no Bowser courses or secret slides-from worst to best. But while I have few reservations about declaring the game one of the most fun and enchanting I’ve ever played, picking and choosing the most fun and enchanting parts of Mario 64 is a tougher challenge.īut if I’ve learned anything from Mario, it’s that any challenge can be bested with the right hat. Excited though we may be for any new Mario exploit, we feel it is a biological imperative to divert attention back to our favorite Mario entries in Nintendo history. © 2005-2008 Acmlm, Xkeeper, blackhole89 et al.With Super Mario Odysseycharming the gaming public by way of playable dinosaurs and big city flash mobs, that plucky little plumber ( he’ll always be a plumber to me, Nintendo) is seated firmly on the brain. I made some new animations in SM64, they were figured out since long though the knowledge got lost and noone bothered looking into it deeper. Youtube | Github | Neo Mario Galaxy | Super Mario Galaxy & Super Mario 3D Land Modding Here's a sample of a cutscene engine i wrote, it uses some camera functions and rewrites the old ones to be easily deactivateable. This looks really nice! I would really like to try making an SM64 custom level sometime, but I'm too lazy :<

Wow man, this looks awesome! Can't wait to play. What do you think? im really unsure about my designs. Ive got about 700 hundred new textures send to yesterday, i changed most of the textures, i think they might fit better considering its a mario game. This level look's like Mystic Ruins from Sonic Adventure.


#SUPER MARIO 64 LAST IMPACT D CODE#
I allready got the code for the boss and the powerup in my mind, it shouldn't be much of a problem. i basically only opened lemASM and started coding/looking at codes, while looking at this instruction set. there's not much to learn, its about 30 important instructions which all are quite obvious, because their name tells you what they do. Same answer as on my profile i didnt excessively learn it. The part with the new boss and powerup seems hard. also, there will be a new powerup introduced in this level. you can enter the snake mouth and the temple. I intend this level to have 7 stars and a new custom boss. I made the code so that i could easily modify the height relative to its original position, so that i could do some good positions with those later (smaller/ground focussed levels will have a tinier horizons) Status: Totally didn't change this, nothing to see here. Gridatttack: I still think the whole smg2.5 team are still in middle school lolĬosmological: There's no one in Russia who doesn't agree with Putin, probably because his ideas are that great This looks pretty cool, I'm looking forward to it. MelonDS the most fruity DS emulator there isĬan someone lead me to a non-capitalist clothing store? They stretched the page horizontally pretty badly. I turned those images into clickable miniatures. In this room you have a pile of apple pies The other previews can be found in this playlist I'm currently working on a major hack with a huge amount of custom coding and hex editing.

I figured i'd post my work here aswell as i want it to get as much attention as possible. ROM hacking - SM64: Last Impact (SM64 Major Hack, assembly hacks) SM64: Last Impact (SM64 Major Hack, assembly hacks) - Kuribo64 Views: 17,613,829Ġ users reading SM64: Last Impact (SM64 Major Hack, assembly hacks) | 1 guest
