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- Modify: ASK ME - Maintain: IN MY ABSENCE - Others must ask me for permission before modifying my submission or use it in their own work, and I reserve the right to say no for any reason. However, if I can no longer be contacted, I give permission for my entire submission to be maintained by others.
- I made sure my file(s) follow the Submissions Guidelines
- Yes
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- Yes
Disclaimer:
N64 Mario is meant to be speedrun-friendly, to the point of having new moves or existing ones being altered to better fit this purpose (it's a Sonic game and SM64 is well-known for its speedrunning and hyperspeed glitches, which is the main reason for N64 Mario's crazy speed).
While he is heavily leaning on his moveset from SM64, missing moves like the Long Jump and Backwards Somersault are still omitted because of code bloat and redundancy from existing moves (like the Lunge Jump and Ground Pound Jump).
If you're looking for a Mario that plays just like how he does in SM64, this isn't the mod for you.
After the events of Super Mario 64, Mario is rewarded with a nice vacation on the Greenflower Coast. When Greenflower Mountain gets desecrated, he knows someone's up to no good!
N64 Mario jumps in!
His sky-high jumps and capable moveset allow for a gameplay flow unlike many others!
N64 Mario is meant to be speedrun-friendly, to the point of having new moves or existing ones being altered to better fit this purpose (it's a Sonic game and SM64 is well-known for its speedrunning and hyperspeed glitches, which is the main reason for N64 Mario's crazy speed).
While he is heavily leaning on his moveset from SM64, missing moves like the Long Jump and Backwards Somersault are still omitted because of code bloat and redundancy from existing moves (like the Lunge Jump and Ground Pound Jump).
If you're looking for a Mario that plays just like how he does in SM64, this isn't the mod for you.
After the events of Super Mario 64, Mario is rewarded with a nice vacation on the Greenflower Coast. When Greenflower Mountain gets desecrated, he knows someone's up to no good!
N64 Mario jumps in!
His sky-high jumps and capable moveset allow for a gameplay flow unlike many others!
Mario's health system works mostly like it does in SM64.
Enemies take 2 pieces from your health and fire and crush damage take 3.
Water damage works just like SM64, too.
To regenerate, either collect 8 coins or run through a Spinning Heart that replaces Ring Monitors.
If you want health mode off, use the console command "n64power" [0/1]/[off/on].
Enemies take 2 pieces from your health and fire and crush damage take 3.
If you want health mode off, use the console command "n64power" [0/1]/[off/on].
The Dive and Long Jump fused together forms a Lunge Jump, in which Mario dives forward at incredible speeds. Be careful, though. Once you Lunge, it's hard to steer. You can also do it after careening off an edge or riding off steam.
Its speed also scales, so doing Lunge Jumps consecutively is a great way to build up some speed. Landing on water surfaces allows Mario to perform the Hip Skip. This move is one of Mario's main form of attack against bosses and enemies.
Tired of annoying Badniks? Well, now you can take revenge by pressing Custom 1 to brawl them into submission with Mario's classic combo!
Mario's attack system works just like in SM64, except Mario lunges forward with every punch. Mario can also break spikes by punching and kicking them.
Mario can also break minecart doors by punching or kicking them. He can also escape minecarts by pressing Spin when riding a minecart.
Mario can also Wall Kick. Just jump or Lunge Jump into a wall and press jump again when Mario's perched to kick off the wall. A normal jump gives you more time to Kick, but a Lunge Jump gives more speed.
You have less control over your angle. How high you kick off the wall is determined by how long you held jump.
What if you need to fit inside small spaces?
That's where the Crouch comes in.
Hold Spin and you can Crawl through small spaces.
Don't feel like crawling and want some speed?
Double tap Spin to Roll.
Doing it while moving makes Mario do the Slide Kick, which scales with your speed.
Mario can also Sweep Kick while crouching by pressing Custom 1. It can be used to attack approaching enemies and to bust a move.
Remember to hold Spin when performing the Sweep, otherwise Mario will stop short. Holding Custom 1 will cause Mario to repeatedly Sweep until you release either Spin or Custom 1.
What's a Mario character without his signature Ground Pound?
Spin while in the air to perform one. It can also shred through breakable floors, like the ones Amy and Fang bust.
Ground Pound on a Spring and you'll get a Spring Boost.
Need some speed after Ground Pounding? Hold spin while Ground Pounding to Super Roll, Mario's main way of getting speed quickly from a standstill.
You can also hold Jump while Ground Pounding to do a Ground Pound Jump. It's just a higher jump.
Speaking of Mario's jump, the faster you go, the higher you jump.
Mario also has the Triple Jump and Side Somersault. They pretty much work the same as they did in SM64.
Underwater, Mario has another move up his sleeve: swimming.
Press Jump to start swimming. You can also cancel the swim by pressing Custom 1.
Jump to do a Swim Jump. You can only Swim Jump once, so use it wisely.
Spin to do a Swim Drill. This is how you attack underwater, but you're committed to the Drill once you perform it, so watch your aim.
Mario's Super transformation can't swim since he gets too heavy, but he can breathe underwater to compensate. He can still breathe air bubbles, so you can steal them when someone else is drowning if you feel like griefing that day.
Mario can activate the Armageddon Shield by pressing Custom 3.
Mario can also break minecart doors by punching or kicking them. He can also escape minecarts by pressing Spin when riding a minecart.
What if you need to fit inside small spaces?
That's where the Crouch comes in.
Hold Spin and you can Crawl through small spaces.
Double tap Spin to Roll.
Mario can also Sweep Kick while crouching by pressing Custom 1. It can be used to attack approaching enemies and to bust a move.
What's a Mario character without his signature Ground Pound?
Spin while in the air to perform one. It can also shred through breakable floors, like the ones Amy and Fang bust.
Speaking of Mario's jump, the faster you go, the higher you jump.
Mario also has the Triple Jump and Side Somersault. They pretty much work the same as they did in SM64.
Underwater, Mario has another move up his sleeve: swimming.
Press Jump to start swimming. You can also cancel the swim by pressing Custom 1.
Spin to do a Swim Drill. This is how you attack underwater, but you're committed to the Drill once you perform it, so watch your aim.
Mario's Super transformation can't swim since he gets too heavy, but he can breathe underwater to compensate. He can still breathe air bubbles, so you can steal them when someone else is drowning if you feel like griefing that day.
Mario can activate the Armageddon Shield by pressing Custom 3.
Rueven - Director, rigging Mario's old model, final materials, and main spriter/animator, minor programming help.
Cherry - Co-director, main programmer.
Oreo - Modeled the original Mario model's mesh, base materials, new Mario model (mesh and rigging).
OtherChen - Base for Mario's crouch move.
Golden Shine - Made the player collision example code, which served as a base for bumper and booster collision.
Junio Team - Ported the spindash dust code and programmed the base for crouch and Jump Special checking.
Water Vapor - Sprited Mario's ending constellation and cleaned up the CSS art.
Dokotroopi - Made the MARIO font for the CSS.
SMS Alfredo (for the MK64 Cast) - Made the base system for camera angle checking.
Audio is from Super Mario 64, Super Smash Bros. Melee, and Paper Mario: the Thousand Year Door.
daypeecone and Rainy (for Church of Kondo) - Remastered the music tracks from Super Mario 64 and Mario Kart 64 used in this mod.
SM64 Decomp, libsm64 - Giving us readily-available SM64 code that was (mostly) easy to convert to BLUA
Gomynola - Original footsteps code.
Cherry - Co-director, main programmer.
Oreo - Modeled the original Mario model's mesh, base materials, new Mario model (mesh and rigging).
OtherChen - Base for Mario's crouch move.
Golden Shine - Made the player collision example code, which served as a base for bumper and booster collision.
Junio Team - Ported the spindash dust code and programmed the base for crouch and Jump Special checking.
Water Vapor - Sprited Mario's ending constellation and cleaned up the CSS art.
Dokotroopi - Made the MARIO font for the CSS.
SMS Alfredo (for the MK64 Cast) - Made the base system for camera angle checking.
Audio is from Super Mario 64, Super Smash Bros. Melee, and Paper Mario: the Thousand Year Door.
daypeecone and Rainy (for Church of Kondo) - Remastered the music tracks from Super Mario 64 and Mario Kart 64 used in this mod.
SM64 Decomp, libsm64 - Giving us readily-available SM64 code that was (mostly) easy to convert to BLUA
Gomynola - Original footsteps code.
Mario can turn Metal Mario with the 7 Chaos Emeralds. It comes with the standard perks, but he can't swim while Metal. But he can breathe in underwater and space. It needs Chaos Emeralds and Ring energy to function so far away from the Power Stars, unfortunately.
V1.1 - Winging it!
- Fixed the horizontal spring bug causing Mario to Lunge Jump infinitely.
- Mario's special stage sprites are now updated to depict Wing Mario.
- Swimming has been remapped to Custom 1, so Mario can now Lunge Jump underwater. Mario also falls faster when swimming.
- Mario's underwater damage state has been updated to behave like the vanilla pain state.
V1.2 - Wall Kicks Will Work
- Wall Kicks are added.
- Swimming is remapped back to Jump with the Swim Cancel left in Custom 1, so Mario can no longer Lunge Jump underwater.
- Swimming speed is buffed and Drill now stacks.
- Superman glitch was both fixed and made official. Instructions in Mod Overview.
- Lunge Jump is now more steerable and is way less buggy overall.
- Proper XMomentum and ChrispyTricks support is added.
- Run and Ground Pound land animations are updated.
- Mario can no longer roll before the Race countdown finishes.
- Mario's underwater check is made more accurate, so now he can no longer air swim in certain sections.
- Lunge Jump now gives its usual speed boost when Mario falls too fast.
- Mario is now CTF compatible, so he can no longer Lunge Jump or Wall Kick when carrying a flag...
- ...and some other details I probably forgot about.
V2.0 - True Potential
- Added the punch combo and air kick.
- Redone the crouch sliding, added Sweep and Slide Kick.
- Added Triple Jump and Side Somersault.
- Visual effects for ground pounding.
- General bugfixes.
V2.0.5 - Goop Accel
- Fixed the Slide Kick allowing the player to Punch.
- Fixed the Punch combo "softlock" in goop.
V2.5 - What's N64 about this again?
- Added health.
- Wall Kick completely overhauled.
- Sprite overhaul.
- Bug fixes.
- Coins, 1UP, and Star added.
- Music was changed to Church of Kondo's remastered versions.
- Super transformation remapped to Custom 3.
- Minor touches to more closely match Mario's N64 titles.
- New death animations.
- Ground Pound now breaks spikes.
- Due to potential for softlocks in modded stages, activating the Armageddon Shield is mapped to Custom 3.
V3.0 - Entering the N64DD: Full Overhaul
To celebrate the mod's (late) 2 year anniversary counting the start of its development time, here's a major update.
- Complete visual and audio revamp.
- Many, many bugfixes.
- Mario can now break minecart doors and escape minecarts.
- Crawling and swimming now has analog control.
- Mario's moves now adjust according to his scale.
- Ringslinger game modes now use ring monitors instead of hearts.
- Mario now adjusts control styles correctly in Ringslinger.
- Mario's Slide and Sweep Kicks can now break spikes, break minecart doors, and spawn coins from enemies.
- Mario can no longer break spikes by Ground Pounding, but he can break them by punching and kicking instead.
- Coins from enemies now attract to Mario when he has the Attraction or Electric shields.
- Mario doesn't need to get air when finishing acts underwater in multiplayer.
- Mario's health now scales in splitscreen.
- New skin colors: Promo and Rokuyon. Promo is Mario's default color, and Rokuyon is an alternate with orange highlights to reference different versions of the original promo model.
- Some other changes I forgot since there's alot of changes.
V3.1 - Fixing an Oopsie
- Reduced lag.
- Coins are now separate objects.
- Kick bug has been fixed.
- As a little apology, Mario now has 16 angled sprites.
V3.2 - Working Out the Bugs
- Apparently, a check for Mario's kick animation was missed when fixing the kick bug. Its pre-V3.1 behavior has been restored with the fix still intact.
- Fire damage has been adjusted to prevent a rare bug in which Mario takes fire damage multiple times, causing stack overflows and instant upwarps.
- Minor animation changes.
V3.3 - Removing Resyncs
- Side Somersault no longer causes resyncs in Simple/Automatic mode in netgames.
- Sweep Kick now works in 2D mode. Don't know about Axis2D, though.
-Health slightly revamped. It now visually lags behind when healing or depleting. Every source of healing now makes an audio cue. Low health alarms are more accurate now.
- Console commands revamped. Health now uses "n64power" as the command. The commands are now local but no longer save.
- Audio and visual tweaks to further match SM64.
- Mario now only takes up 24 sprite2 slots instead of a whopping 46 slots! It may be lowered again in the future.
- Mario now properly leaves his victory state when the criteria is no longer met. Invincibility properly cuts itself short as well.
- Metal Mario now reacts to lighting while Invincible Mario glows in the dark.
- Offsets adjusted on some angles (I'm not rerendering these.)
- Mario has 16-angled sprites in 2 NiGHTs mode animations: idle and stun.
- Some other smaller fixes.
V3.4 - Polish the Plumber
- Redone crouch sliding to be drawangle-dependent.
- Fixed the Slide Kick and Crouch conflicting with pain states.
- Reordered the code to overall be more efficient in terms of hooks. The Triple Jump counter has been made more lenient to account for this.
- Mario's victory theme now plays when he fails to reach the ground.
- The Ground Pound Jump's timing has been made more lenient.
- New sprites for the heart, coins, 1UP, Power Star, and Power meter.
- .WAV files are replaced with .OGG files for the sake of filesize, neatness, and consistency. Some audio tweaks were made as well.
- The Ground Pound no longer jolts him closer to the ceiling in antigrav.
- Mario's NiGHTS mode checks are more accurate, so he'll no longer think he's in NiGHTS mode when in Multiplayer Special Stages.
- Mario's ring checks are more accurate, so any ring source will heal him accordingly. The old check is still used for when the ring counter's maxed out.
- Coins spawned from enemies have bigger hitboxes to prevent their collections not counting. They will also always play the 64 coin sound regardless of character skin.
- Mario now has a pushing animation.
- Mario's crawling animation now speeds up or slows down depending on his speed. It was also given footstep support.
- Mario no longer locks up when cancelling a swim while swim drilling.
- Carry states properly reset Mario, so he'll face the correct angle when jumping and can Lunge in scenarios he previously couldn't.
- Metal Mario has a buffed Ground Pound that can kill enemies and destroy spikes with the shockwave.
- Console commands have been reverted and made admin-exclusive to prevent resyncs in netgames.
- A new animation system has been implemented. It's only used for the Side Somersault at the moment, but it'll be used for any custom states Mario has to shave off freeslots.
- Health system has been tweaked to prevent desyncs.
- Mario descends faster after Ground Pounding through a breakable floor.
- Mario's sounds now have proper captions.
- Mario's preferred opposite colors have been changed for the signpost and CSS.
- Invincible Mario is no longer affected by colormaps. The sparkles he emits are adjusted to reflect how he doesn't react to lighting.
- Axis2D support has been completely dropped, due to remaining in a broken state as of this update.
- General QoL tweaks and bugfixes.
- Fixed the horizontal spring bug causing Mario to Lunge Jump infinitely.
- Mario's special stage sprites are now updated to depict Wing Mario.
- Swimming has been remapped to Custom 1, so Mario can now Lunge Jump underwater. Mario also falls faster when swimming.
- Mario's underwater damage state has been updated to behave like the vanilla pain state.
V1.2 - Wall Kicks Will Work
- Wall Kicks are added.
- Swimming is remapped back to Jump with the Swim Cancel left in Custom 1, so Mario can no longer Lunge Jump underwater.
- Swimming speed is buffed and Drill now stacks.
- Superman glitch was both fixed and made official. Instructions in Mod Overview.
- Lunge Jump is now more steerable and is way less buggy overall.
- Proper XMomentum and ChrispyTricks support is added.
- Run and Ground Pound land animations are updated.
- Mario can no longer roll before the Race countdown finishes.
- Mario's underwater check is made more accurate, so now he can no longer air swim in certain sections.
- Lunge Jump now gives its usual speed boost when Mario falls too fast.
- Mario is now CTF compatible, so he can no longer Lunge Jump or Wall Kick when carrying a flag...
- ...and some other details I probably forgot about.
V2.0 - True Potential
- Added the punch combo and air kick.
- Redone the crouch sliding, added Sweep and Slide Kick.
- Added Triple Jump and Side Somersault.
- Visual effects for ground pounding.
- General bugfixes.
V2.0.5 - Goop Accel
- Fixed the Slide Kick allowing the player to Punch.
- Fixed the Punch combo "softlock" in goop.
V2.5 - What's N64 about this again?
- Added health.
- Wall Kick completely overhauled.
- Sprite overhaul.
- Bug fixes.
- Coins, 1UP, and Star added.
- Music was changed to Church of Kondo's remastered versions.
- Super transformation remapped to Custom 3.
- Minor touches to more closely match Mario's N64 titles.
- New death animations.
- Ground Pound now breaks spikes.
- Due to potential for softlocks in modded stages, activating the Armageddon Shield is mapped to Custom 3.
V3.0 - Entering the N64DD: Full Overhaul
To celebrate the mod's (late) 2 year anniversary counting the start of its development time, here's a major update.
- Complete visual and audio revamp.
- Many, many bugfixes.
- Mario can now break minecart doors and escape minecarts.
- Crawling and swimming now has analog control.
- Mario's moves now adjust according to his scale.
- Ringslinger game modes now use ring monitors instead of hearts.
- Mario now adjusts control styles correctly in Ringslinger.
- Mario's Slide and Sweep Kicks can now break spikes, break minecart doors, and spawn coins from enemies.
- Mario can no longer break spikes by Ground Pounding, but he can break them by punching and kicking instead.
- Coins from enemies now attract to Mario when he has the Attraction or Electric shields.
- Mario doesn't need to get air when finishing acts underwater in multiplayer.
- Mario's health now scales in splitscreen.
- New skin colors: Promo and Rokuyon. Promo is Mario's default color, and Rokuyon is an alternate with orange highlights to reference different versions of the original promo model.
- Some other changes I forgot since there's alot of changes.
V3.1 - Fixing an Oopsie
- Reduced lag.
- Coins are now separate objects.
- Kick bug has been fixed.
- As a little apology, Mario now has 16 angled sprites.
V3.2 - Working Out the Bugs
- Apparently, a check for Mario's kick animation was missed when fixing the kick bug. Its pre-V3.1 behavior has been restored with the fix still intact.
- Fire damage has been adjusted to prevent a rare bug in which Mario takes fire damage multiple times, causing stack overflows and instant upwarps.
- Minor animation changes.
V3.3 - Removing Resyncs
- Side Somersault no longer causes resyncs in Simple/Automatic mode in netgames.
- Sweep Kick now works in 2D mode. Don't know about Axis2D, though.
-Health slightly revamped. It now visually lags behind when healing or depleting. Every source of healing now makes an audio cue. Low health alarms are more accurate now.
- Console commands revamped. Health now uses "n64power" as the command. The commands are now local but no longer save.
- Audio and visual tweaks to further match SM64.
- Mario now only takes up 24 sprite2 slots instead of a whopping 46 slots! It may be lowered again in the future.
- Mario now properly leaves his victory state when the criteria is no longer met. Invincibility properly cuts itself short as well.
- Metal Mario now reacts to lighting while Invincible Mario glows in the dark.
- Offsets adjusted on some angles (I'm not rerendering these.)
- Mario has 16-angled sprites in 2 NiGHTs mode animations: idle and stun.
- Some other smaller fixes.
V3.4 - Polish the Plumber
- Redone crouch sliding to be drawangle-dependent.
- Fixed the Slide Kick and Crouch conflicting with pain states.
- Reordered the code to overall be more efficient in terms of hooks. The Triple Jump counter has been made more lenient to account for this.
- Mario's victory theme now plays when he fails to reach the ground.
- The Ground Pound Jump's timing has been made more lenient.
- New sprites for the heart, coins, 1UP, Power Star, and Power meter.
- .WAV files are replaced with .OGG files for the sake of filesize, neatness, and consistency. Some audio tweaks were made as well.
- The Ground Pound no longer jolts him closer to the ceiling in antigrav.
- Mario's NiGHTS mode checks are more accurate, so he'll no longer think he's in NiGHTS mode when in Multiplayer Special Stages.
- Mario's ring checks are more accurate, so any ring source will heal him accordingly. The old check is still used for when the ring counter's maxed out.
- Coins spawned from enemies have bigger hitboxes to prevent their collections not counting. They will also always play the 64 coin sound regardless of character skin.
- Mario now has a pushing animation.
- Mario's crawling animation now speeds up or slows down depending on his speed. It was also given footstep support.
- Mario no longer locks up when cancelling a swim while swim drilling.
- Carry states properly reset Mario, so he'll face the correct angle when jumping and can Lunge in scenarios he previously couldn't.
- Metal Mario has a buffed Ground Pound that can kill enemies and destroy spikes with the shockwave.
- Console commands have been reverted and made admin-exclusive to prevent resyncs in netgames.
- A new animation system has been implemented. It's only used for the Side Somersault at the moment, but it'll be used for any custom states Mario has to shave off freeslots.
- Health system has been tweaked to prevent desyncs.
- Mario descends faster after Ground Pounding through a breakable floor.
- Mario's sounds now have proper captions.
- Mario's preferred opposite colors have been changed for the signpost and CSS.
- Invincible Mario is no longer affected by colormaps. The sparkles he emits are adjusted to reflect how he doesn't react to lighting.
- Axis2D support has been completely dropped, due to remaining in a broken state as of this update.
- General QoL tweaks and bugfixes.
While the Superman glitch is now mostly, if not completely, fixed, it can still be re-enabled with a console command for those who want some dumb fun and don't care about in-game feel.
rkysuperman [on/off] or [0/1]
rkysuperman [on/off] or [0/1]