Two projects of mine have been taken down by Nintendo so far - Last Impact and Super Mario 64 Online. What interactions have you had with Nintendo, and have you had to change or alter any of your projects as a result of them? Nintendo is infamously skittish about fan-made games using its properties. You have to shift stuff around a lot and you always need to allocate space for any code you'd put into the game. I guess hacking modern PC games has the advantage of having a file system, while here our ROM is just one giant number. How does the process of ROM hacking, especially with early 3D systems such as the Nintendo 64, differ from that of more traditional modding of PC games? What unique challenges do you encounter, and what unique skills do you develop to tackle them? "There are few secrets left in the ROM and that allows me to do whatever is on my mind with relative ease" I'd imagine the game could run a lot smoother, if they had used a proper one. One sad thing about Super Mario 64’s code is that they've used a very bad and unoptimised compiler. I've basically only hacked Super Mario 64, so it's hard for me to tell whether that's a generic thing all games do, or something Nintendo decided to do specifically in this game. What have you discovered about the way Nintendo games are made from creating these projects? Are there any development tricks or reoccurring methods that you've noticed to be interesting or unique? There are few secrets left in the ROM and that allows me to do whatever is on my mind with relative ease. ModDB: What is it about Super Mario 64 that keeps bringing you back to that title as the subject of your mods and ROM hacks?Įmanuar: I really like the physics of Super Mario 64 and I've learned so much about Super Mario 64’s engine, that it makes it very easy to hack it. We spoke with Emanuar about his highly specific passion for modding this game, and compiled a list of some of his most impressive work that you should check out, below. The creator of numerous smaller hacks for the 1996 Nintendo 64 launch title, as well as massive crossover projects that seem like entirely new games unto themselves, Emanuar has pushed the practice of ROM hacking, as well as what’s possible with Super Mario 64, into new territory. Check it out in the header above if you're so inclined.German ROM hacker Kaze Emanuar is one of the most prominent figures in the Super Mario 64 modding community. The announcement video includes all of the pertinent information for those who want to try out Super Mario 64 Land. One shot shows some very Super Mario World-looking grass, and another sees Mario talking to a large Bomb-omb straight out of Paper Mario in front of a paper fence with happy-looking paper flowers all around. There are plenty of additional inspirations on display here as well. 3 and the Cat Suit from Super Mario 3D Land, complete with 3D Land-inspired levels and an overworld map, plus plenty of familiar-seeming Super Mario 64-style gameplay and level design. Some of those powers include the Tanooki Suit from Super Mario Bros. It’s a huge addition to the base Super Mario 64 game, adding 32 new levels, 70 different areas, 75 new music tracks, eight bosses, and 10 new powers. This time, Emanuar has gone much, much further with what’s being called Super Mario 64 Land. Modder Kaze Emanuar is known for his Mario 64 related tweaks, like building Super Mario Sunshine in Super Mario 64.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |