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Last Impact : Final Impact

Posted: 20 Nov 2018, 12:54
by Mandew
~ First Tier ~
Last Impact - 1 - wahoo
--- --- --- [ Wildlife Valley: li'l rabbit lost ; touch fuzzy get dizzy ]
Last Impact - 2 - monkeyface prickleback
--- --- --- [ Wildlife Valley: go up the giant tree ; find the lonely momoki ]
--- --- --- [ Sunset Islet: labor in the lighthouse ]
Last Impact - 3 - rockweed gunnel
--- --- --- ( raocow plays football with a coconut )
--- --- --- [ Sunset Islet: explore the shell ]
--- --- --- [ Stonesnake Shatters: spikey stones ]
Last Impact - 4 - redfin perch
--- --- --- [ Wildlife Valley: floaty 8 red coins (+100 coin star) ; float through the sky ]
Last Impact - 5 - snakehead
--- --- --- [ Stonesnake Shatters: de-mud for the diety ; travel in the temple ; puzzle panel ]
Last Impact - 6 - longfin dragonfish
--- --- --- [ Stonesnake Shatters: red coins between relics (+100 coin star) ; calm the ancient attacker ]
Last Impact - 7 - fire goby
--- --- --- [ Abandoned Outpost: the platform cluster ]
--- --- --- [ Sunset Islet: move to the mountain top ; coral reef's red coins (+100 coin star) ]
Last Impact - 8 - warmouth
--- --- --- [ Mini-game: Whack-a-mole ]
--- --- --- [ Mini-game: Hexagon Heat ]
--- --- --- [ Mini-game: Flower Shower ]
--- --- --- [ BOSS LEVEL: Bowser's Fiery Castle (Key + Red Coin Star) ]
Last Impact - 9 - frogfish
--- --- --- [ Bowser's Fiery Castle (secret star) ]
--- --- --- [ Crystal Caves: the water temple ]
--- --- --- [ Sunset Islet: the dried out ocean ]
Last Impact - 10 - spiderfish
--- --- --- [ Sunset Islet: blimp and lighthouse ]
--- --- --- [ Crystal Caves: the cracking cave ; spiders and silver stars ]
Last Impact - 11 - cavefish
--- --- --- [ Crystal Caves: underwater race ; coins between crystals (+ 100 coin star) ]
Last Impact - 12 - lost river sucker
--- --- --- [ Crystal Caves: save the mermaids ]
--- --- --- ( raocow climbs the weird cloud tree )
--- --- --- [ Abandoned Outpost: get into the base ]
Last Impact - 13 - three spot gourami
--- --- --- ( raocow fights three goombas )
--- --- --- [ Abandoned Outpost: conquer the red tower ; shoot into space ]
Last Impact - 14 - neon tetra
--- --- --- ( roacow fights 3 goombas again )
--- --- --- [ Abandoned Outpost: coins in craters (+100 coin star) ]
Last Impact - 15 - northern stargazer
--- --- --- [ Abandoned Outpost: seek a shooting start ]
--- --- --- [ Mini-Game: king of the log ]
--- --- --- [ Mini-Game: cake defense ]
~ Second Tier ~
Last Impact - 16 - sarcastic fringehead
--- --- --- [ (mini-course) Underground Depths : (raocow defeats devil bully) ; (raocow in: the floor is lava) ]
--- --- --- [ Melty Molten Mountains : search for the silver stars ]
Last Impact - 17 - dottyback
--- --- --- [ Super Sweet Sugarland(, Texas) : sneak in with the conveyor ]
Last Impact - 18 - candiru
--- --- --- [ Super Sweet Sugarland : factory inspection ; honeyfalls secret ; star 0 ]
Last Impact - 19 - golden loach
--- --- --- [ Super Sweet Sugarland : risky rollercoaster ride ; coins and candies (+100 coin star) ]
Last Impact - 20 - dwarf gourami
--- --- --- [ Super Sweet Sugarland : feed the chomp ]
--- --- --- ( raocow cleans his desk )
Last Impact - 21 - forehead brooder
--- --- --- [ Dusky Doomed Dale : rival a reflection ; craft a star ]
Last Impact - 22 - coffinfish
--- --- --- [ Dusky Doomed Dale : the haunted church ; free the witch ]
Last Impact - 23 - the lawyer
--- --- --- [ Dusky Doomed Dale : escape the prison ; 100 Coin Star ]
Last Impact- 24 - dogteeth tetra
--- --- --- [ Dusky Doomed Dale : save the village (featuring an offering to the tooth fairy) ]
Last Impact - 25 - slipmouth
--- --- --- [ Melty Molten Mountains: clamber up the volcano ; frosty veers ]
Last Impact - 26 - gizzard shad
--- --- --- (gloomy ambiance)
--- --- --- [ Sky-High Islands: flipswitch flipping ]
Last Impact - 27 - bumblebee goby
--- --- --- [ Harried Honey Hive: bee skyrace ]
Last Impact - 28 - bombay duck
--- --- --- [ Melty Molten Mountains: hot-cold puzzle ; glacial red coins (+100 coin star) ]
Last Impact - 29 - red velvetfish
--- --- --- [ Melty Molten Mountains: beat the blarggs ]
--- --- --- [ Harried Honey Hive: bee mario exploration ]
Last Impact - 30 - common tunny
--- --- --- [ Harried Honey Hive: panic in the hive ; the hive's coins (+ 100 coin star) ]
Last Impact - 31 - stickleback
--- --- --- [ Harried Honey Hive: silver stars and spiders ; throw out the intruders ]
Last Impact - 32 - wobbegong
--- --- --- [ Sky-High Islands: stop kurma koopa ; view the windmill ]
Last Impact - 33 - aholehole
--- --- --- [ Sky-High Islands: break into the island ]
Last Impact - 34 - airsac catfish
--- --- --- [  Sky-High Islands: red coins in the sky (+100 coin star) ]
Laster Impact - 35 - midshipman fish
--- --- --- (raocow finds a VERY sky place dangerous) (within Sky-High Islands)
Last Impact - 36 - desert pupfish
--- --- --- [ Sky-High Islands: find the passphrase ]
--- --- --- (raocow finds the desert and goes to the aquarium)
--- --- --- (raocow combs the desert for loose change)
Last Impact - 37 - flier
--- --- --- (raocow's sky place one-more-star encore adventure)
Last Impact - 38 - jellynose fish
--- --- --- [ BOSS LEVEL! Shadow Factory (Red Coins, Secret Star, Key) ]
~ Final Tier ~
Last Impact - 39 - starry flounder
--- --- --- [ Big Beasts' Belly: the lonely fisherman ]
--- --- --- [ Rainbow Road: rainbow perils ]
Last Impact - 40 - yellowtail horse mackerel
--- --- --- [ Livid Surreal Dream: the time-travel temple ]
--- --- --- (mini-course - Luna Park: raocow hunts for special edition currency ; raocow breaks the targets )
Last Impact - 41 - snake mackerel
--- --- --- [ Gamble Game Gallery: coins in a pinball machine ]
--- --- --- [ Livid Surreal Dream: dangerous snakeblock ride ]
Last Impact - 42 - chain pickerel
--- --- --- [ Colossal Circuits: climb the cables ]
--- --- --- [ Big Beast's Belly: twist up the foodchain ]
Last Impact - 43 - rabbitfish
--- --- --- [ Big Beast's Belly: 100 coin star ; bunny in a belly ; croaking concert ]
Last Impact - 44 - dealfish
--- --- --- [ Big Beast's Belly: 8 coins in acid ; feed the golden clam ]
--- --- --- [ Colossal Circuits: turn off the cooler ]
Last Impact - 45 - golden shiner
--- --- --- [ Gamble Game Gallery: (star 0 exploration) ; mystery of the mice ; catch the thief ; scale the casino ]
Last Impact - 46 - siamese fighting fish
--- --- --- [ Gamble Game Gallery: crazy roulette ; mischief masher (+ 100 coin star) ]
Last Impact - 47 - ghost pipefish
--- --- --- [ Colossal Circuits: spring mario's parkour ; clean the pipeline ]
Last Impact - 48 - thread-tail
--- --- --- [ Colossal Circuits: red coins in circuits (+100 coin star) ; antivirus plumber ]
Last Impact - 49 - deepwater flathead
--- --- --- [ Livid Surreal Dream: the bottomless pit ; play the ancient melody ]
Last Impact - 50 - banded killifish
--- --- --- [ Livid Surreal Dream: (raocow's star-0 plan) ; coins in a nightmare ; 100 coin star ]
Last Impact - 51 - conger eel
--- --- --- [ Livid Surreal Dream: shower the flower ]
--- --- --- [ Rainbow Road: (star 0 strikes like lightning) ]
Last Impact - 52 - celebes rainbowfish
--- --- --- [ Rainbow Road: rainbow snakeblock tour ; flying through the rainbow ]
Last Impact - 53 - convict cichlid
--- --- --- [ Rainbow Road: rainbow kart ; 8 coins on pixel art ; chain chomp crushing ]
Last Impact - 54 - golden trout
--- --- --- [ Rainbow Road: 100 coin star ]
Last Impact - FINAL - 55 - halfmoon
--- --- --- [ Final Boss Level: Rashay's Moon Cellar (+ red coin star + "hidden" star) ]

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 13:01
by jayScribble
Oof, the intended first star really did not give a good impression for the rest of the game, but then again it's raocow getting adjusted to 3D and camera controls. Let's just be thankful the rescue wind is there.

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 13:05
by Alice
jayScribble wrote: 5 years agoOof, the intended first star really did not give a good impression for the rest of the game, but then again it's raocow getting adjusted to 3D and camera controls. Let's just be thankful the rescue wind is there.
While the game looks like it's definitely going to hit Star Road levels of difficulty, though maybe not as quickly, I think raocow getting reacclimated to the controls was really the major issue in this video.

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 14:22
by Implo
I always find the purple plants at the beginning of the game as tough opponents. Never died on them, but they are hard. I didn't knew that just after they get interested in Mario, they can be hurt immediately. Also change from 8HP to 6HP is weird.

At the beginning I really liked new camera. Unfortunately there are moments in the game where I really wished to have side lakitu camera instead.

Fuzzy effect looks nice but I don't like that music stops abruptly.

Also raocow could notice that in today video. In newest version fall damage has been erased. That's why raocow didn't get hurt when falling from high place.

The first star can be a little troublesome, but on the other way you can't really die. So it's not that hard.

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 14:26
by Ashan
It wouldn't be a SM64 series if the first video wasn't struggling with a fairly basic task

(not that I could do better)

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 14:51
by Grounder
oh boy this game

it starts off mostly cool and fun but then it eventually starts dropping the ball hard

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 16:19
by Crow
here we go!

here w- here we go! here we go!

burn! burn to the gr- burn! burn to burn! burn to the here we go!

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 17:16
by Rixithechao
here we go buddy
here we go buddy
here we go
here we go buddy
here we go
go ahead and try to see through me

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 17:23
by Voltgloss
meteor shower

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 18:19
by raocow
MOOOOMMMMMM
the internet is making fun of me :(

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 18:40
by Nimono
Touch Fuzzy, Get Psychedleic Colors And Moving Vertices

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 19:05
by Crow
star road was 2 years ago tho, what the heck

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 19:42
by Arctangent
the various changes to the gui look ... kinda to really bad, especially the title screen. kinda strikes me in the "well we can change this stuff and probably wow some people" vein without actually bothering to judge whether what they had on hand was actually aesthetically pleasing or not

i'm also caught half thinking the fact that the fuzzy effect basically turns the game into a vinesauce corruption video gives me the same feeling, and half thinking that's actually pretty funny

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 20:45
by AuraLancer
Did the shifting ground polygons actually affect Mario? I couldn't tell from the video.

Re: Last Impact : Fist Impressions

Posted: 20 Nov 2018, 21:58
by Awoo
Voltgloss wrote: 5 years ago meteor shower
Where's Peter Puppy when you need him?

Re: Last Impact : First Impression

Posted: 20 Nov 2018, 23:28
by Peliptia
AHGOSH▒░ i have been really eagerly awaiting this series for a long long time ´・ᴗ・`

i kinda feel like raocow is having less of a hard time than star road with controls ✧ ゚

Re: Last Impact : First Impression

Posted: 21 Nov 2018, 00:00
by Piesonscreations
AuraLancer wrote: 5 years ago Did the shifting ground polygons actually affect Mario? I couldn't tell from the video.
They don't but Mario moves on his own after touching a fuzzy, so there are consequences.

Oh boy, I didn't expect a Kaze hack to be honest, this could get tough. raocow, please keep in mind things can and will get janky- Kaze makes some fantastic work when it comes to the technical aspects of his hacks, but he is still pushing what you can do in this engine to begin with.

While I believe this hack to be easier than Star Road, the game is still expecting you to be pretty experienced with sm64- not in like you need to do firsties and whatnot, but comfortable enough with movement to just be able to get around, so I don't think there's any shame in using savestates if you feel like you need to.
Haven't actually seen the Star Road LP, so hopefully this one goes well :lol:

Re: Last Impact : First Impression

Posted: 21 Nov 2018, 00:47
by Rixithechao
raocow wrote: MOOOOMMMMMM
the internet is making fun of me :(
I meme the plumber, not the player

Re: Last Impact : First Impression

Posted: 21 Nov 2018, 09:59
by Zach808
Well, I guess I’ll have to give this hack a chance. Looks interesting, though after ragequitting 3 different hacks halfway through (74, Star Road, and Green Stars), I have no idea if I can do this.

Honestly, the reception to this hack seems to vary wildly. I’ve seen some youtuber claim this hack saved the children in Africa or something, and someone else saying they’d pay money for it, though on here it’s getting roasted pretty hard. I’ll just have to play it tomorrow and find out.

Re: Last Impact : Second Bonk (wall is invisible)

Posted: 21 Nov 2018, 13:09
by Alice
Backwards camera controls are the most unintuitive thing ever and I don't understand how they came about, let alone why they're so ubiquitous.

Re: Last Impact : Second Bonk (wall is invisible)

Posted: 21 Nov 2018, 13:13
by Sebby19
So generally, the backflip is always a better option than the Double Jump. Or you can Side flip if you want to be fancy.

Was there not a camera mode that has it follow behind Mario? That would have made things easier for you. You should review the camera controls again.

Re: Last Impact : Second Bonk (wall is invisible)

Posted: 21 Nov 2018, 13:13
by xnamkcor
Q: Can SM64 translate vertices in the fly?

A: Yes, badly

Re: Last Impact : Second Bonk (wall is invisible)

Posted: 21 Nov 2018, 13:40
by Leet
Every time I see a 64 hack I'm like, man, it's not just nostalgia, right? SM64 was actually playable in comparison, yeah?

Re: Last Impact : Second Bonk (wall is invisible)

Posted: 21 Nov 2018, 13:55
by Mandew
Leet wrote: 5 years ago Every time I see a 64 hack I'm like, man, it's not just nostalgia, right? SM64 was actually playable in comparison, yeah?
Controlling Mario in SM64 felt extremely good for most of the game, be it in the more open areas, slide sections, flying, or the many short platforming-focussed segments.

It's when you get to levels like Tick Tock Clock and Rainbow Ride that your muscles get really clenched. Moreso with some of the stars being unforgiving (especially with Rainbow Ride, where you're presented with an auto-scroller at the start of the stage every time).

Although I don't think anything in SM64 is particularly bad except for the 100 coin stars.

Re: Last Impact : Second Bonk (wall is invisible)

Posted: 21 Nov 2018, 15:28
by FrozenQuills
I'm making a cameo here to say to use the R button liberally for camera control rather than the C buttons.