Last Impact : Final Impact
Re: Last Impact : Thirty-Eighth Fall Into Obscurity
the thing that gets me is that kaze apparently spent 4000 hours on all this, and honestly, with what I know of the 64 hacking process, I'd believe it, but there are some things he really should have caught in those 4000 hours
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Re: Last Impact : Thirty-Eighth Fall Into Obscurity
I'm surprised raocow got the gear star so quickly, but thankful. When i played it, I got downwarped more times than i can count, so that would've made for an awful video experience.
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Re: Last Impact : Thirty-Eighth Fall Into Obscurity
It's one meter in diameter with a thickness of three nanometers. The ultra-thin space is supported by an inwardly-directed AT Field. The inside is an imaginary space, called a Sea of Dirac. I think it's probably connected to another universe.
Well it is a decent hack but sometime its just too repetitif there no level that actually pop in your face and your like oh yeah that level they all ressemble themselves and just monster along the way.
Blood Ghoul wrote:Sometimes it seems my blood spurts out in gobs, as if it were a fountain's pulsing sobs. I clearly hear it mutter as it goes yet cannot find the wound from which it flows. Before I met you, baby, I didn't know what I was missing.
Re: Last Impact : Thirty-Eighth Fall Into Obscurity
The issue isn't even really difficulty. It's Kaze trying to do so much that the engine is simply flat out unsuited for. Slopes all over the place that cause annoying issues with the platforming, a camera you constantly have to fight in enclosed spaces, those one tile blocks. All of this could have been worked around.
Being more careful about the slopes would have just resulted in slopes maybe being a little less severe in most places (als the thing about not having them all marked as slippery as others previously pointed out) so it doesn't cause platforming issues. I've already previously addressed the camera issues. One tile blocks like this where depth perception is a serious issue could be worked around pretty easily by having some sort of decorative objects coming from the walls and intersecting it in some fashion so the player can more adequately estimate its location.
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Re: Last Impact : Thirty-Eighth Fall Into Obscurity
Does anyone know what the BGM was for the Dark Mario fight? Because the opening kind of sounds like the final battle theme from Thousand Year Door, but the rest of it sounds so tortured filtered through the Mario 64 soundfont I really can't say for certain.
Re: Last Impact : Thirty-Ninth shot by a rainbow
It's the final boss theme from Paper Mario the Thousand Year Door.
On the topic of today's video, well raocow was pretty unlucky with his star choices this time. That Rainbow Perils star is pretty much the hardest level in Rainbow Road, with only Rainbow Snakeblock Tour giving it any real competition in the difficulty department.
Ah well, at least he got one of the worst missions out of the way early on.
On the topic of today's video, well raocow was pretty unlucky with his star choices this time. That Rainbow Perils star is pretty much the hardest level in Rainbow Road, with only Rainbow Snakeblock Tour giving it any real competition in the difficulty department.
Ah well, at least he got one of the worst missions out of the way early on.
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Re: Last Impact : Thirty-Ninth shot by a rainbow
I can't lie, it's upsetting me how much this game is upsetting raocow.
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Re: Last Impact : Thirty-Eighth Fall Into Obscurity
Or at least he'd learn something about conveyance.
This was a problem with the SMBX level he got for for GRaPE too; the person who made it made it with the intention of challenging someone who knew the ins and outs the engine to the point that they knew the glitches.CM30 wrote:Like most Mario 64 hackers, the problem is yes he has. Too much, to the point he doesn't realise that what's practical for longtime players (and speedrunners) is a lot less practical for your average Joe gamer.
This hack expects you to have absolutely mastered the original game's physics before playing.
This is basically Super Mario 64 Kaizo.
Incidentally, QA testing is a big part of why a lot of hacks have a really long credits sequence; because a lot of times they got all their friends who also love romhacks to test it out blindly.
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Re: Last Impact : Thirty-Ninth shot by a rainbow
Yeah, raocow picked like the worst star in Rainbow Road to go for, and Rainbow Road is the hardest of the courses by far imo. ^^;
At the very least, for me, nothing in the third hub was anywhere close to the difficulty of Above the Clouds 3. As a whole, it's harder than the second hub, though, as you'd expect, but it varies quite a bit course-by-course just like every part of the game up until now, so...
But yeah, I believe in you and so forth!
At the very least, for me, nothing in the third hub was anywhere close to the difficulty of Above the Clouds 3. As a whole, it's harder than the second hub, though, as you'd expect, but it varies quite a bit course-by-course just like every part of the game up until now, so...
But yeah, I believe in you and so forth!
Re: Last Impact : Thirty-Ninth shot by a rainbow
I'm not sure what you're supposed to do at the end there. Maybe Rainbow Mario can run up walls with enough speed. Because climbing that, thing with the point on it, just seemed absurd.
Does rao not watch for Mario's shadow?
I thought this when raocow commented on never knowing where he is in 3D space, and not ground pounding.
Does rao not watch for Mario's shadow?
I thought this when raocow commented on never knowing where he is in 3D space, and not ground pounding.
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Re: Last Impact : Thirty-Ninth shot by a rainbow
First of all I had huge problem with finding path to last hub. After fighting many times with a boss, I completely forgot about door at the beginning of Shadow Factory. As for the third hub it's the smallest hub in the game. Also I always found it weird that third hub is the Moon. After all , didn't Course 5 was on the Moon?
Course 11 is the smallest course in the game and the easiest in third hub. There is really only one problematic star there.
I'm not surprised that you went to Final Level afterwards. I think it could be better indicated.
Course 15 is probably the hardest course in the game. And like usually you chose the hardest star to get. I hate these Storm Lakitu. They are really annoying and hard to deal with. Also I believe that their thunder can hurt you even when you are invisible. But the worst part is the last part. Climbing this narrow slop platform with a star is weirdly hard. After many tries and watching video (because I seriously didn't know how to get a star) I managed to climb up only to overshoot at the end. And no, there is no tutorial. That's the thing about Last Impact. Most of the time you don't die because SM 64 physique, but rather because new stuff that you don't know how it works. And I believe Kaze assumed that everybody knows how the new blocks, enemies, platforms, powerups works, so he assumed there is no need to make a tutorial. And I believe that's the biggest mistake of this hack.
Course 11 is the smallest course in the game and the easiest in third hub. There is really only one problematic star there.
I'm not surprised that you went to Final Level afterwards. I think it could be better indicated.
Course 15 is probably the hardest course in the game. And like usually you chose the hardest star to get. I hate these Storm Lakitu. They are really annoying and hard to deal with. Also I believe that their thunder can hurt you even when you are invisible. But the worst part is the last part. Climbing this narrow slop platform with a star is weirdly hard. After many tries and watching video (because I seriously didn't know how to get a star) I managed to climb up only to overshoot at the end. And no, there is no tutorial. That's the thing about Last Impact. Most of the time you don't die because SM 64 physique, but rather because new stuff that you don't know how it works. And I believe Kaze assumed that everybody knows how the new blocks, enemies, platforms, powerups works, so he assumed there is no need to make a tutorial. And I believe that's the biggest mistake of this hack.
Last edited by Implo 5 years ago, edited 1 time in total.
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Re: Last Impact : Thirty-Ninth shot by a rainbow
The geometry and camera make it super hard to really tell where the shadow is a lot of times.Sebby19 wrote: ↑5 years ago I'm not sure what you're supposed to do at the end there. Maybe Rainbow Mario can run up walls with enough speed. Because climbing that, thing with the point on it, just seemed absurd.
Does rao not watch for Mario's shadow?
I thought this when raocow commented on never knowing where he is in 3D space, and not ground pounding.
Re: Last Impact : Thirty-Eighth Fall Into Obscurity
oh trust me:
No it isn't
You think this is bad? There's waaaaaaaaaay worse out there. There's even a Kaizo Mario 64 itself. IIRC it's the original levels, but with flamethrowers slapped randomly everywhere to make your life hell. And there's a secret way to even get into the castle itself.
I think it's a combination. The engine overload certainly makes things worse, but he tries to shove precision platforming into SM64, too, because "hey, I'm a pro at this game, so it's ok!" Can't really use the excuse of "It was designed for the people who can beat SM64 100% with their hands tied behind their backs." because the beginning is clearly designed for newbies. The only part there that falters design-wise, is that Course 4 is so tough to find. (And the general wonkiness of everything he added... And the constant slopes for "realistic and interesting terrain"...)Alice wrote:The issue isn't even really difficulty. It's Kaze trying to do so much that the engine is simply flat out unsuited for. Slopes all over the place that cause annoying issues with the platforming, a camera you constantly have to fight in enclosed spaces, those one tile blocks. All of this could have been worked around.
Being more careful about the slopes would have just resulted in slopes maybe being a little less severe in most places (als the thing about not having them all marked as slippery as others previously pointed out) so it doesn't cause platforming issues. I've already previously addressed the camera issues. One tile blocks like this where depth perception is a serious issue could be worked around pretty easily by having some sort of decorative objects coming from the walls and intersecting it in some fashion so the player can more adequately estimate its location.
But then it massively ramps up, with all these ideas he just throws around to see what sticks. I really do feel like all he did was take this to the experts and asked them to test it. Wouldn't be surprised if it was from that elitist board, too. This is why it's important to get testers who aren't very good at the engine you made! You need testers of ALL skill levels to truly test your designs.
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Re: Last Impact : Thirty-Ninth shot by a rainbow
In Mario 64, the first star of any course is usually "follow the path through the whole level so you can get acquainted with it". Like, usually, the first star of each level is really far away from the start. And it makes sense, intuitively you go far and up to get a good lay of the land.
This hack does sometimes does this for its hardest stars instead. It's kind of funny actually.
This hack does sometimes does this for its hardest stars instead. It's kind of funny actually.
video games
Re: Last Impact : Thirty-Ninth shot by a rainbow
Oh yes, almost forgot!
Today in raocow: FORCE-FEEDING MARIO TO A STRANGE ALIEN FOR A STAR
Tomorrow in raocow: MORE FORCE-FEEDING MARIO TO A STRANGE ALIEN FOR MORE STARS (maybe)
I legit expected him to have to be told where this level was hahaha. I remember someone else having trouble finding it somehow, found every other level in the hub first!
Today in raocow: FORCE-FEEDING MARIO TO A STRANGE ALIEN FOR A STAR
Tomorrow in raocow: MORE FORCE-FEEDING MARIO TO A STRANGE ALIEN FOR MORE STARS (maybe)
I legit expected him to have to be told where this level was hahaha. I remember someone else having trouble finding it somehow, found every other level in the hub first!
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Re: Last Impact : Thirty-Ninth shot by a rainbow
I'd wager to say Snakeblock is a lot more difficult. This one was janky as hell, don't get me wrong, but past the initial obstacles, I don't think your odds of dying are all that high, but with snakeblock it's just
lakitu hell
. To me, it was truly one of the most unfun stars in the whole game.Now, I imagine that raocow is not going for the super mega hidden star(s?), considering they're basically easter eggs, right?
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Re: Last Impact : Thirty-Eighth Fall Into Obscurity
Yeah, that was the whole point of today's star
Re: Last Impact : Thirty-Ninth shot by a rainbow road
I imagine, if anything, raocow will stumble upon them in the awesome way he stumbles upon things like thatPiesonscreations wrote: ↑5 years ago Now, I imagine that raocow is not going for the super mega hidden star(s?), considering they're basically easter eggs, right?
where are they?
i have no idea!
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Re: Last Impact : Thirty-Eighth Fall Into Obscurity
has kaze ever actually played a video game
i've honestly never played a video game in my life
Re: Last Impact : Thirty-Ninth shot by a rainbow
Okay, I'm curious how he's going to deal with a certain upcoming star, namely:
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Official Japanese SMW hack expert and die hard Mario fan.
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Official Japanese SMW hack expert and die hard Mario fan.
Re: Last Impact : Thirty-Ninth shot by a rainbow
Would it have been too much trouble to put invisible walls and floors? Like the collision doesn't have to match the visible geometry. The Kaze can have his nice curved ledges, and the player can grab onto it.
Or does SM64 not work like that.
Or does SM64 not work like that.
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