Got some flying/sky theming in this one. I completely altered the palette for Cloud Mario because the lack of blue for a sky based power up was weird, and yes I know most if not all of Mario’s Power Up transformations have some shade of red on them because that’s his color but I can do what I want and. I want blue and white. Nothing I can really say about the rest of these. What I can say is I forgot the scarring on the previous transformations from SMG, bc in my HCs that game takes place after SPM so everybody would have their scarring from it.
(reblogs with tags/comments are appreciated. Questions in my inbox are too. Thankyuuu)
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i'm inviiiincibleeeeeee and you caaaaaaant touch meeeeee
you can gooooooo to helllllllllllll
you can suuuuuuuuuuuck my cliiiiiiiit
you can sUUUUUuuuuUuUck my cliiiiiiiit
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In Super Mario Sunshine, entering Noki Bay requires Mario to stand on a Shine mosaic in Delfino Plaza and look up into the sun in first-person view, the same way the Tower of the Wing Cap course is accessed in Super Mario 64.
However, interestingly, the way the access to Noki Bay is coded internally is not by requiring Mario to stand in that spot and then tilt the camera up a certain amount in first-person view (as it is coded in Super Mario 64), but rather requiring Mario to be anywhere directly above that spot and to look directly at the sun.
This allows the scenario in the footage to happen. If glitches are used to store several Rocket Nozzle activations, discharging them at once for a large boost, Mario can be so far up that he will be nearly level with the sun instead of needing to look up at it. If he is directly above the Shine mosaic at that moment, simply pressing Y at that moment will cause him to look at the sun and enter Noki Bay, without needing to angle the view upward.
Main Blog | Twitter | Patreon | Small Findings | Source
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I'm greatly enjoying this concept.
Oh. my. Gosh !!!
I can't believe my eyes ??? More people who like this little crossover 😍 Thank youuuuu ♥️♥️
Also did you read my mind ?? Because I was precisely thinking about drawing Mario showing his Wing Cap to Astérix ! (Well, now that you have done it, I can focus on my other ideas, so double thank you 8D)
And Obelix carrying the Thwomp !! Genius !! It fits him so well, and I can only imagine the surprise of everyone when the Thwomp falls and Obelix just catches him nonchalantly 🤣
They all look so lovely in your style, I could look at them for hours, aaaaaah d>w<b
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Development files for Super Mario 64 reveal that at some point, Snowman’s Land was intended to contain both a Wing Cap block and a Metal Cap block. These blocks never appear together in the same area in the finished game.
Interestingly, the final version has an unused “metal wing” graphic for the wings on Wing Mario’s cap, which is applied when both the Wing Cap and the Metal Cap are activated. Since dedicated graphics were created for this combination, it was likely considered significant by the developers, which raises the question of why it was cut and what kind of puzzles or scenarios it could have been intended for.
Main Blog | Twitter | Patreon | Small Findings | Source
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Mario 64's Perfect, Beautiful, Pure Control Scheme
(and how later Mario games gunk it all up)
Hello gunky gloopers! Let me take you on a journey. So, Mario 64's controls are like this:
Joystick: Run
A: Jump
Z: Crouch
B: Punch
But in my beautiful, perfect mind palace (and probably yours too, even if you never thought about it), they're actually more like this:
Joystick: Lateral
A: Up
Z: Down
B: Attack
And now, through abstraction, we are beginning to see the light
Part I: Utopia
Each of these main 4 inputs has a consistent association with one of these directions (or attacking). 64 understands that, while a 2D platformer could use just the stick or D-pad to cover both of its axes of movement, a 3D game's joystick is working full time controlling just one plane, so the orphaned up and down inputs were rehoused to A and Z
That's how Mario 64 builds out an intuitive moveset much wider than just 4 basic actions. In fact, essentially every combination of these main 4 inputs creates a logical outcome
Press down in the air and, predictably, Mario will go down via ground pound
Combine some lateral movement with both a down and up input and you get the long jump: a long, low jump that you can think of as resulting from the upward and downward forces cancelling out
Press attack while holding down to do... the crouching breakdancey low kick move thing. It's highly redundant, but it's a monument to Mario 64's dedication to this idea of a complete palette of moves intuitively resulting from combining these fundamental inputs
Even in particular contextual states like climbing poles or hanging on ledges, you can rely on these directional associations to control Mario without even thinking about it. Nobody ever told you you could press Z to drop down off a ledge or tree, but you might have done it anyway without being told
Now, these associations are stretched or broken in some contexts, like when flying or swimming, but I love the wing cap so much you'll never get me to slander it. Future Mario games, however...
Part II: Decay
While 64 flirted with impurity in specific contexts, future games would start to let impurities seep into Mario's core moveset
In Super Mario Sunshine, the L button centers the camera and makes Mario sidestep when on the ground... and it also makes him ground pound when in the air. I am currently doing deep breathing exercises
In Super Mario Odyssey, pressing ZL/ZR in the air and then Y leads to... a forward dive. Now, Y does have a relatively consistent association with forward movement in this game, but down and then forward resulting in a move that only pushes Mario forward is pretty tenuous, especially given how often players will use this move. And, while most of Odyssey Mario's moveset is consistent enough about using ZL/ZR as down buttons... you can't use them to drop off ledges. I try to every time, and every time absolutely nothing happens and a piece of my soul leaves my body to wander the cosmos forever
...well, at least the game is more diligent about keeping these directional associations alive when in the water than Mario 64 is...!
Part III: Change
Now, look. The loss of the purity of the control schemes in 3D Mario games is absolutely devastating and I still have not recovered. But... I do recognize that later games had particular goals with their movesets that couldn't so cleanly just be mashed into the standards of purity that SM64 set. Not without sacrificing some of what their movesets were all about
Sunshine needed a button to help with aiming FLUDD, which wouldn't have really been helpful in the air anyway, so it's understandable it was also used for the ground pound. Odyssey needed a way to disambiguate an aerial Y/"forward" input into either a cap throw or a dive so you could do cool fancy tricks and find those coins everyone lost their minds about on top of that underground building. And if they patched in the ability to drop off ledges with ZL/ZR, then the lost pieces of my soul would return to my body with a newfound wisdom gained from wandering the stars, and I would ascend out of my physical body to a new, heightened mode of existence and lose the ability to touch a controller, and then I'd never get to spend my evenings gleefully, repeatedly dropping off ledges with Z in Mario 64 again :(
(By the way, a game I worked on just came out! It's a tough 2D platformer with a surreal, haunting aesthetic and I'm honored I got to get into all the little crevices and polish them all up because it's such a cool project. It was spearheaded by my friend @zombielesbean. Go play it!!!)
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